Modern Firearms for Ghastly Affair and GROOVY Ghastly Affair

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Here are some “official” play-test rules for adding modern firearms to Ghastly Affair. They facilitate not only GROOVY Ghastly Affair Sagas set in the Swinging Sixties (and beyond), but Affairs involving characters traveling back and forth through time between the 18th and 20th centuries (perhaps by way of an old New England mansion riddled with dimensional portals).

About Modern Guns

A big difference between the assumed time periods of regular Ghastly Affair and GROOVY Ghastly Affair is the power and effectiveness of available firearms. While most guns of the Ghastly Age (1765 – 1820) are inaccurate smooth bore weapons, with relatively limited ranges and low rates of fire, the guns available to characters in the Swinging Sixties and Groovy Seventies are potentially much deadlier.

The Simple Approach

If you want a simpler, faster-moving game, simply treat an attack from modern firearms like any other, inflicting Lethal Damage of 1d6, plus the shooter’s Damage Bonus. In the simple approach, all long guns have a range of 1,000 feet, while all handguns and shotguns have a range of 300 feet. This is probably the approach you’ll want to use if your Saga involves a team of Parapsychologists investigating psychic phenomena, or is the type of Gothic Romance where young women in diaphanous gowns look over their shoulders as they flee old mansions in the night.

What follows is a more detailed and “realistic” treatment of guns that takes into account the capacities and particular characteristics of late 20th century firearms. If your Sage involves a team of Demon Hunters bravely fighting an international Satanic conspiracy that has infested the highest levels of government, try the following rules.

The Detailed Approach

If the shooter only fires a single shot in a Round, a shot from a gun is treated just like any other ordinary attack in Ghastly Affair, usually inflicting 1d6 points of Lethal damage, plus the shooter’s Damage Bonus. (High caliber guns, however, inflict 2d6 +Damage Bonus).

If the type of the gun used allows for multiple shots in a ten-second Round, then the shooter must first announce how many shot they will be firing at the target, before the Attack Check is made. If the Check fails, all the shots are wasted. If the attack succeeds, it inflicts the usual damage for an attack, plus one additional point per shot fired. (Multiple shots from High caliber firearms, on the other hand, inflict two additional points per shot fired).

  • For example: An insane Cultist (Level 2 Everyman) fires five shots at a Parapsychologist from a Revolver. The cultist makes their Attack Check, and rolls a 3 for Damage. The Parapsychologist takes 9 points of Lethal Damage: 3 from the die roll, 1 additional because of the Cultist’s Damage Bonus, and 5 more because five shots were fired.

A Telescopic Sight (or “Scope”) grants the shooter a +2 Bonus on the Attack Check, if they only fire one shot that Round. This Bonus stacks with all others, For example a single shot from a Bolt Action Rifle with a Scope is made at a +4 Bonus.

Special characteristics for each type of firearms are detailed hereafter. Only weapons available during the mid 1960s to mid 1970s are included.

Assault Rifle (AK-47, FN FAL, M14, M16, G3, etc.)

Assault Rifles are lighter and more portable than Machine Guns. They differ from Submachine Guns in using medium-sized rifle cartridges, rather than handgun ammunition. An Assault Rifle can fire up to 150 shots per Round in full automatic mode. Most however, only have 30 round (detachable) magazines. The weapon can be reloaded in the same Round it is fired if a pre-loaded magazine is available. Otherwise it takes 3 Rounds to fully reload the magazine. An Assault Rifle has an effective range of 1,000 feet.

  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, an Assault Rifle can also be used to turn the entire Nearby area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 1d6 damage. A Spray empties the entire magazine of the gun.

Derringer

These small single-shot handguns are designed to be concealed. Most derringers can only be loaded with a single shot, and have an effective range of 30 feet.

  • Concealable: A causal viewer will not know the carrier is armed. Someone who is actively looking for a concealed gun can make a Wisdom Check to notice the Derringer.
  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.

Pistol, Revolver (.38 Special, .357 Magnum, .44 Magnum, etc.)

Most full-size revolvers hold 6 shots in their cylinder, and take a full Round to completely reload. They have an effective range of 300 feet.

  • Accurate: If a shooter fires only once in a Round, their Attack Check is made at a +2 Bonus.
  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Pistol, Snubnose (Colt Detective Special, Smith & Wesson Model 36, etc.)

Designed for use by detectives, these weapons are often carried in ankle holsters, pockets, in even inside purses. Most Snubnose Revolvers hold 6 shots in their cylinder, and take a full Round to completely reload. They have an effective range of 100 feet.

  • Concealable: A causal viewer will not know the carrier is armed. Someone who is actively looking for a concealed gun can make a Wisdom Check to notice the Pistol.
  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.

Pistol, Saturday Night Special

These cheap guns hold 6 shots in their cylinder like any other Revolver, and take a full Round to completely reload. They only have an effective range of 60 feet, however.

  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Prone to Malfunction: There is a 1 in 20 chance per shot fired that the gun will either jam (wasting the entire Attack), or explode (inflicting 1d6 Lethal Damage on the shooter).

Pistol, Semi-Automatic (.45 Caliber M1911, 9mm Browning Hi-Power, Walter P38, etc. )

Most automatic Pistols have magazines that hold 7 to 15 shots. They can reloaded in the same Round they are fired, if a pre-filled magazine is available to be inserted. Otherwise, it takes a Round to fully reload the magazine with bullets. They have an effective range of 300 feet.

  • Multiple Shots: The shooter can fire up to 9 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Pistol, Semi-Automatic Pocket (Walter PPK, Baretta M418, Marakov Pistol, etc.)

These small semi-automatic Pistols are often carried by undercover operatives. Like Snubnose Revolvers, they can be easily carried inside a waistband, or concealed in pockets and purses. A Semi-Automatic Pocket Pistol has a magazine of 6 to 9 Shots, and takes 1 Round to Reload (unless a pre-loaded magazine is swapped in). It has an effective range of 100 feet.

  • Concealable: A causal viewer will not know the carrier is armed. Someone who is actively looking for a concealed gun can make a Wisdom Check to notice the Pistol.
  • Multiple Shots: The shooter can fire up to 9 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.

Pistol, Machine (Stechkin APS, Skorpion, MAC-10, etc.)

Machine Pistols are automatic weapons that use handgun ammunition and are designed to be used with one hand. A Machine Pistol can fire up to 150 shots per Round in full automatic mode. Most however, only have 30 round magazines. The weapon can be reloaded in the same Round it is fired if a pre-loaded magazine is available. Otherwise it takes 3 Rounds to fully reload the magazine. Like other handguns, Machine Pistols have an effective range of 300 feet.

  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, a Machine Pistol can also be used to turn the entire Nearby area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 1d6 damage. A Spray empties the entire magazine.
  • Hard to Control: Machine Pistols are notoriously hard to control when firing more than 9 shots in a Round. Unless the shooter employs a stock, they will suffer a -2 Penalty to their Attack Check, and an unmodified roll of 20 further indicates they have actually shot a random target near them – possibly a friend or ally.

Rifle, Bolt-action (M1903 Springfield, Lee-Enfield, Karabiner 98K, etc.)

The magazine of a typical Bolt-Action Rifle holds 5 bullets, and takes a Round to fully reload. A modern rifle has an effective range of 3,000 feet.

  • Accurate: If a shooter fires only once in a Round, their Attack Check is made at a +2 Bonus.
  • Multiple Shots: The shooter can fire up to 3 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Rifle, Lever-Action (Winchester Rifle, Marlin 1894, etc.)

The magazine of a typical Lever-Action Rifle holds 7 – 10 bullets, and takes a Round to fully reload. A modern rifle has an effective range of 3,000 feet.

  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Rifle, Semi-automatic Carbine (M1 Carbine, M1 Garand, AR-15, etc.)

The magazine of a typical Semi-automatic Carbine holds 15 bullets, and takes a Round to fully reload. A Carbine has an effective range of 1,000 feet.

  • Multiple Shots: The shooter can fire up to 9 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Submachine Gun (Tommy Gun, Sterling, Uzi, etc.)

Submachine Guns use the same type of ammunition as handguns, unlike Assault Rifles and full Machine Guns. A Submachine Gun can fire up to 150 shots per Round in full automatic mode. Most however, only have 30 round magazines. The gun can be reloaded the same Round it is fired if a fresh, fully-loaded magazine is available, but reloading an empty magazine with bullets takes 3 Rounds. A Submachine Gun has an effective range of 500 feet.

  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, a Submachine Gun can also be used to turn the entire Nearby area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 1d6 damage. A Spray empties the entire magazine of the gun.

Machine Gun (M1919, M60, PK Machine Gun, etc.)

A Machine Gun is battlefield weapon that is larger and heavier than an Assault Rifle (and much larger than a Submachine Gun), using high caliber ammunition that is typically fed into the weapon in belts. A typical belt will have 100 to 200 rounds on it, but two operators with sufficient ammunition can keep a Machine Gun running for a full Turn (when it overheats and stops working). It takes 1 Round for a single operator to reload a new belt into a Machine Gun without aid. A Machine Gun has a range of 3,000 feet.

  • High Damage: A Machine Gun shot inflicts a base damage of 2d6 + Damage Bonus.
  • Heavy and Awkward: Shooter suffers a -2 Penalty on the Attack Check, unless the gun is securely mounted.
  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to double the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, a Machine Gun can also be used to turn a 100’ x 300’ area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 2d6 damage. A Spray uses a full belt of ammunition.

Shotgun, Break-Action

A Break-Action Shotgun can only be loaded with a single shot a time. It can fire either Shot Shells packed with many small pellets, or large Slugs of solid lead. Reloading takes 1 Round. The effective range of the gun is 300 feet.

  • Fire Shot Shell: +2 Bonus against targets within 100 feet.
  • Fire Slug: Inflicts 2d6 + Damage Bonus.

Shotgun, Double-Barreled

A Double-Barreled Shotgun is a break-action weapon with two side-by side barrels that can each be loaded with a single shot at a time. The shooter can fire one barrel at a time, or both simultaneously. Each barrel can be loaded with either Shot Shells packed with many small pellets, or large Slugs of solid lead. Reloading takes 1 Round. The effective range of the gun is 300 feet.

  • Fire Shot Shell (Single Barrel): +2 Bonus on the Attack Check against targets within 100 feet.
  • Fire Shot Shell (Two Barrels): +4 Bonus on the Attack Check against targets within 100 feet.
  • Fire Slug (Single Barrel): Inflicts 2d6 + Damage Bonus.
  • Fire Slug (Two Barrels): Inflicts 2d6 + 4, + Damage Bonus.

Shotgun, Pump-action

A Pump-action Shotgun can hold five shells in its magazine, located in a tube under barrel. The forestock is moved back and forward to expel used shells, and load new ones. The magazine can be loaded with either Shot Shells packed with many small pellets, or large Slugs of solid lead. Reloading the magazine takes 1 Round. The effective range of the gun is 300 feet.

  • Fire Shot Shell: +2 Bonus on the Attack Check against targets within 100 feet.
  • Fire Slug: Inflicts 2d6 + Damage Bonus.

Shotgun, Sawed-Off

A Sawed-Off Shotgun is usually a single-or double barrel Shotgun whose barrel has been shortened to create a more maneuverable and concealable weapon. It has an effective range of only 100 feet, however.

  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.
  • Concealable Under a Jacket: Wisdom Check to notice, if the bearer has the weapon inside a garment at least the size of a typical suit jacket.
  • Fire Shot Shell (Single Barrel): +2 Bonus on the Attack Check against targets within 100 feet.
  • Fire Shot Shells (Two Barrels): +4 Bonus on the Attack Check against targets within 100 feet.
  • Fire Slug (Single Barrel): Inflicts 2d6 + Damage Bonus.
  • Fire Slugs (Two Barrels): Inflicts 2d6 + 4, + Damage Bonus.

Yet Another Jester Class

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Buffoons in a play in open air, by Matthijs Naiveu

Presenting a new iteration of the perennial Jester Class! Like my other “Reimagined” Character Classes for the B/X rules (such as the Dwarven Dungeoneer), this one is built using the five “Special Abilities” + two “Restrictions and Weaknesses” format, has no “Prime Requisite”, and assumes a five-point Alignment system. Otherwise, I’ll let the Jester speak for himself. Or herself. Or theirself. Or is it themselves? One of those!

Human Jester

Abilities: Str: 3d6 | Int: 3d6 | Wis: 1d8+10 | Dex: 1d8+10 | Con: 3d6 | Cha: 3d6
Special Abilities: Acrobatics, Dodge Blows, Imitate Sounds, Jester Routines, Ventriloquism.
Restrictions and Weaknesses: Comical Weapons Only, No Armor.
Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Chaotic, Good, or Neutral. Lawful people can be personally funny, but are never irreverent and zany enough to make good Jesters. Evil Jesters are NPC Clowns (see below).
Starting Age: 16+d6
Starting Language(s): Western Common.


Typical Starting Equipment:

  • Ninny Stick, or other Comical Weapon (see below).
  • Puppet.
  • Colorful mask.
  • Fool’s cap, with bells at the end of both points.
  • Parti-colored outfit.
  • Brightly colored wig.
  • Imitation plucked chicken made from soft leather.
  • Throwing pie.
  • Backpack.
  • Spoon.
  • Lantern.
  • 1 pint of oil for lantern.
  • Sponge.
  • Make-up kit.
  • Wineskin (filled with cheap wine).
  • 1 week of rations (all candy and fried foods).
  • Donkey.
  • 1d20 gp.

Your character follows the ancient and honorable profession of the Jester, lightening the hearts of the afflicted. Okay, really they tell a lot of fart jokes. But, they’re really, really funny fart jokes. They tell other jokes as well, but let’s face it, farts are funny. And how funny would it be if you yourself were to fart while reading this? Do it. Nobody’s paying attention. And, if they are, do it anyway.

Why did your character become a Jester? Probably, they farted a lot. Then they learned to fart on command, and honestly, what else are they going to do with that skill? Perhaps they figured out that people will let a Jester get away with almost anything. Like farting as much they do. What the hell are you making your poor character eat?

Sure, there are some Jesters who don’t tell fart Jokes. Who cares about them?

But, all is not sweetness, light, and innocent farts in the world of Comedy. There are other who turn the awesome power of Comedy to Evil ends. Known as “Clowns”, they are known for painting their faces in garish styles, wearing frightful wigs, and cackling in malicious glee at their own jokes. They were responsible for some of the wost atrocities during the Reign of the Monsters, and are universally feared. When a normal Jester meets a Clown, the result is almost always a vicious duel of jokes, capers, pratfalls, and sight gags. Witnessing such awesome comedic power in one place might well drive an ordinary person to insanity.

 

Special Abilities of Human Jesters

Acrobatics: Your can roll a Dexterity Check for your character to do any of the following:

  • Jump up to 10 feet horizontally, or 5 feet vertically.
  • Balance on a ledge or tightrope.
  • Hide behind large objects (but not disappear into the shadows like a Thief can).
  • Climb trees, knotted ropes, and similar objects with large handholds (but not sheer walls like a Thief can).
  • Cartwheel forward or backwards.
  • Flip forward or backward.
  • Juggle up to four objects. (Plus one additional per successful Dexterity Check.)

Additionally, you can make a Saving Throw versus Breath Weapon to allow your character to tumble out of any fall of 10 feet or less, taking no damage at all.

Best of all, your character can fart and belch at will. It would be naughty and wrong, of course, for the GM to insist you role-play that properly – but it could happen. Prepare with beans and beer!

Dodge Blows: At 1st level, a Jester’s base Armor Class is 1 better than normal.

  • At 3rd Level a Jester’s base Armor Class improves by 1 point, and by 1 additional point per two Levels afterward.

Imitate Sounds: With a successful Dexterity Check your Jester can Imitate any sound they have heard before.

  • If your characters wants to imitate a the sound of a Monster other than a normal animal, you roll the Check with a Penalty equal to the Monster’s Hit Dice. The roll to Imitate a Black Dragon is made with a 7 point Penalty, for example. If the Jester’s Dexterity is 13, and they want to imitate a Black Dragon, they must roll a 6 or lower on the d20.
  • Specific people can be Imitated. If the imitated person has a Character Class, however, the Dexterity Check is made with a Penalty equal to the imitated person’s Level. Imitating Jaro the Blacksmith is easy – successfully replicating the infamously whiny voice of the Wizard Prince Naraque is nearly impossible for all but the most skilled Jesters.

Jester Routines: At 2nd Level, your character learns a supernaturally potent joke or gag that they can use once a day.

  • The first Routine you know can be any 1st Level one from the list of Jester Rountines.
  • Your Jester automatically learns a new Routine with each Level gained. This Routine can be of any Level they can perform at they new Level (as shown on the Jester Advancement table).
  • The total Levels of Routines your Jester can perform per day is equal to their Experience Level minus 1.
  • All Routines (except those with the word “pantomime” in their name) require that the target be an intelligent being able to hear and understand the Jester. Pantomimes merely need to be seen.
  • Your character can learn additional Routines either from other Jesters (by deliberate instruction, or by watching them perform and stealing the jokes), or from Fairies and Daimons (the Planar Spirits who have the best senses of humor).
  • There is no limit to the number of Jester Routines your character may potentially know.

Ventriloquism: With a Dexterity Check your character can speak (or Imitate Sounds) without moving their lips, and throw their voice so it appears to be coming from any place up to 50’ distant.

 

Restrictions and Weaknesses of Human Jesters

Comical Weapons Only: Jesters cannot effectively employ normal weapons. However, they are adept at the use of Comical Weapons which would be either impractical or completely ineffective in other hands. The following are some Comical Weapons (and the damage the inflict in hands of a Jester):

  • Slapstick (1d6). This is essentially two boards with a handle, held together by a hinge. It makes a loud “slap” sound when it strikes a target.
  • Ninny Stick / Marotte (1d4). This a rod or stick surmounted by a carved Jester’s head.
  • Ratchet (1d4). This device consists of a cog-wheeled handle with a board attached perpendicularly in such a way that it can be spun, creating a loud clicking noise.
  • Fish (1d3). Any fish at least a foot long can be used as a deadly weapon by a Jester, either in melee, or as a thrown missile.
  • Chicken (1d3). A Jester can use either an actual plucked chicken, or a soft leather imitation of one, as a melee weapon.
  • Throwing Pie (1d3). Harmless (albeit embarrassing) when used by others, Jesters can throw pies with deadly force and accuracy. The range of a pie is the same as a dagger. Jesters are also known to make throwing pies with Holy Water and/or Garlic, for use against Undead, Demons, and Devils.
  • Ball Bat (1d6). The Jester can use any bat originally intended for ball games as weapon. Oddly, the Jester cannot use clubs deliberately constructed for offensive use!
  • Paddle (1d6). A flat board with a handle, such as is used to discipline unruly children. Sadistic Clowns sometimes drill holes in the paddle, making it hurt much more.
  • Wooden Knife (1d4). A wooden blade of the type that is usually a child’s toy. A Jester could use a Wooden Knife, however, to effectively stake a Vampire.
  • Giant Mallet (1d6). The absurdly oversized head of this weapon is often padded, and would be completely unusable as a weapon by ordinary people.
  • Sock / Stocking (1d4). Filled with flour and rocks. The older and stinkier, the better!
  • Shoe (1d3). A jester can use an old shoe either as melee weapon, or as missile (with the same range as a dagger)
  • Squirt Bladder (Special). A squirt bladder (usually hidden behind a flower worn on the jester’s jacket) does no damage by itself, but can be used to splash damaging liquids on targets within 10 feet, who must Save versus Breath Weapon or be hit.

A unique quality of Comical Weapons is that they cannot actually kill any natural animal, or humanoid creature. Whenever the result of an attack indicates that the Jester would slay their target, the victim is actually “Bopped on the Head” – reduced to 1 hp, stunned, and unable to take any actions for as many Rounds as the Jester has Levels. A creature who is Bopped on the Head can be automatically killed by any meanie wielding a regular weapon.

No Armor: A Jester cannot use their Special Abilities while wearing armor of any kind.

 

Destiny at 9th Level

  • Your character will be invited to become the “Court Jester” of some important official – a Duke, Prince, Governor, Senator, or even the Queen herself. If they accept, the Jester will be given a stipend of 5,000 gp per year, as well as free room and board.
  • Your Jester may establish a school of Comedy in any convenient structure – even building a castle if they like! If you do so, they will attract 1d4 Jesters of 1st, 2nd or 3rd Level, and 1d6 ordinary people who wan to become Jesters. Your character might even do this without your permission!

Destiny at 14th Level

  • As a Supreme Fool, your character may walk unmolested into any palace, stronghold, throne room, or royal residence anywhere in the Cosmos, and speak their mind to any ruler of people, Monsters, Bogeymen, or Planar Spirits.
  • No guard (natural or supernatural) will stop them, but they must enter openly and without subterfuge.
  • So long as they do not actually attempt to harm anyone, no punitive measures will ever be taken against your character.
  • Because they realize they are just a character in the eternal “Game of Playing Roles”, a Supreme Fool may address the entity known as “The Game Master” by name – as well as other, equally mysterious beings known as “The Players”.

Human Jester Advancement Table

Exp. Points (Hours played)

Exp. Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

Base AC

Max. Level of Routines (Spells) Known

Total Levels of Routines (Spells) per Day.

0

1

Fool

1d6

0

8 [11]

2,000 (12 hours)

2

Buffoon

2d6

18 [+1]

8 [11]

1st

1

4,000 (24 hours)

3

Merrymaker

3d6

18 [+1]

7 [12]

1st

2

8,000 (36 hours)

4

Joker

4d6

17 [+2]

7 [12]

1st

3

15,000 (48 hours)

5

Caperer

5d6

17 [+2]

6 [13]

2nd

4

30,000 (60 hours)

6

Farceur

6d6

16 [+3]

6 [13]

2nd

5

60,000 (72 hours)

7

Prankster

7d6

16 [+3]

5 [14]

2nd

6

120,000 (84 hours)

8

Humorist

8d6

15 [+4]

5 [14]

3rd

7

220,000 (96 hours)

9

Harlequin

9d6

15 [+4]

4 [15]

3rd

8

300,000 (108 hours)

10

Harlequin

9d6+2

14 [+5]

4 [15]

3rd

9

420,000 (120 hours)

11

Harlequin

9d6+4

14 [+5]

3 [16]

4th

10

540,000 (132 hours)

12

Harlequin

9d6+6

13 [+5]

3 [16]

4th

11

660,000 (144 hours)

13

Harlequin

9d6+8

13 [+5]

2 [17]

4th

12

780,000 (156 hours)

14

Supreme Fool

9d6+10

12 [+6]

2 [17]

5th

13

Human Jester Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

13

14

15

12

16

2

12

13

14

11

15

3

11

12

13

10

14

4

10

11

12

9

13

5

9

10

11

8

12

6

8

9

10

7

11

7

7

8

9

6

10

8

6

7

8

5

9

9

5

6

7

4

8

10 – 14

4

5

6

3

7

Fou regardant à travers ses doigts (Cassel)

Permutations and Variations of the Jester

ELVEN MADCAP

  • Special Abilities: Acrobatics, Dodge Blows, Jester Routines, Nightvision (as per Elven Warrior-Wizard), Resist Paralysis (as per Elven Warrior-Wizard).
  • Restrictions and Weaknesses: Comical Weapons Only, No Armor (For some reason, Elven Jesters are not especially hated by the Bogeymen).
  • Destiny at 9th Level: As Human Jester.
  • Destiny at 14th Level: As Human Jester.

GNOMISH COMEDIAN

  • Special Abilities: Infravision (as per Gnomish Tinkerer), Friend of Burrowing Critters (as per Gnomish Tinkerer), Imitate Sounds, Jester Routines, Ventriloquism.
  • Restrictions and Weaknesses: Comical Weapons Only, Short Legs.
  • Destiny at 9th Level: As Human Jester.
  • Destiny at 14th Level: As Human Jester.

Special: Gnomes are such naturally talented Jesters that they can actually wear armor – and armor that fits them poorly just makes them funnier!

HALFLING HUMORIST

  • Special Abilities: Acrobatics, Dodge Blows, Jester Routines, Nightvision (as per Halfling Rover), Ventriloquism.
  • Restrictions and Weaknesses: Comical Weapons Only (Halfling Humorists can actually use Comical Weapons that appear much too big for them), No Armor.
  • Destiny at 9th Level: As Human Jester.
  • Destiny at 14th Level: As Human Jester.

1st Level Jester Routines

1

Belittling Joke: Recipient becomes 1 foot smaller than their original size per Jester Level, suffering -1 to Strength per foot reduced. Below 1 foot, the Victim becomes 1 inch tall. Victims more than half their original size gain +2 AC. 1 inch tall Recipients gain +4 AC. {1 hour} *Save negates if undesired.

2

Bored to Sleep: A visible living Victim with no more HD than the Jester falls asleep. {Until dawn} *Save negates.

3

Can’t Fool Me: Jester can detect if anything they see or otherwise sense is actually an illusion. [Normal visual range] {Until Jester moves from current position}

4

Climbing the Walls: Recipient can walk (but not run) up walls and across ceilings in a manner similar to a spider. Recipient will not become disoriented by such movement. [1 hour]

5

Comical Leaps: Jester or Recipient can make incredible jumps – up to 30′ forward, and 10′ feet vertically or backwards. The distances increase by 5’ per Jester Level. {1 jump per Experience Level of Jester}

6

Down, Boy!: Jester calms all hostile, frightened, or otherwise uncontrollable animals, whether wild or domestic, in 50’ radius. {1 hour}

7

Emboldening Joke: All Fear effects, mundane or magical, are removed from the Recipient. [1 person]

8

Fooled Ya!: Jester can make an item fool Detect effects (such as Detect Magic) in a desired way. [Object up to 5lbs] {Next New Moon}

9

Hypnotism Act: Jester commands the attention of one person with 25’. Victim will perform easy, apparently safe requests for as long as the Jester pays undivided attention to them. Afterward, the Victim will forget the whole experience. {No more than 1 hour} * Save negates.

10

Joy Buzzer: Jester inflicts 1d6 points of electrical Damage with a touch – and double damage if the Victim is wearing metal armor. [1 touched target]

11

Oooh, Spooky Noises: Jester creates phantom sounds (other than comprehensible speech) equal in maximum volume to that of 4 people per Jester Level. [within 50’] {1 hour} *Save reveals illusion.

12

Prestidigitation: Jester can perform minor tricks of an entertaining variety – such as a Cup and Balls routine, making a coin disappear and reappear, etc.

2nd Level Jester Routines

1

Analgesic Joke: Jester or Recipient become immune to all pain, mundane or magical. {Until dawn}

2

Bewildering Gag: Victim becomes disoriented, and acts randomly. Roll d10 each round: 1-3 = normal action, 7 – 10 = pointless action, 10 = attacks nearest foe or friend. [50 feet] {1 Turn} *Save negates.

3

Demoralizing Satire: All intelligent creatures within earshot, other than the Jester’s fiends and allies, must check Morale. There is no Save other than a successful Morale Check.

4

Healing Jest: A Recipient is cured of 1 point of Damage per own Experience Level (or HD if a creature). For example: A 3rd Level Recipient regains 3 lost Hit Points. [1 Recipient other than the Jester]

5

Know Your Audience: Jester learns a target’s actual Alignment. [1 Target in visual range] *Save negates.

6

Liberating Insight: The Recipient is cured of all paralyzing or movement inhibiting effects.

7

Romantic Comedy: The Recipient is overcome with love for the Jester. If the Jester does not properly reciprocate, or ever mistreats the Recipient in any way, they will leave the Jester (and hate their former love forever after). [1 person who can hear Jester] * Save negates.

Player Characters are immune to the effects of Romantic Comedy.

8

Rope Trick: A length of rope up to 30’ long stands upright the air, and can be climbed to an invisible (and otherwise inaccessible) hiding place. Hidden people can see the out, but not be seen. The rope can be pulled inside, and is also the only means of exit. {Until dawn}

9

Scramble Thoughts: The Jester or Recipient is immune to the effect of ESP. {1 hour}

10

Seeing Double: Jester surrounds themselves with as many illusory copies of their body as their own Experience Level. An attacker must make a successful Save to hit or affect the real Jester {1 hour}

3rd Level Jester Routines

1

Babbling Idiot: Victim loses the ability to read, comprehend, or speak any language. [1 touched victim] {1 hour} * Save negates.

2

Enraging Pantomime: Jester performs a silent pantomime routine that causes all who see it to immediately go berserk and attack the nearest creature. [25’ radius] {1d6 Rounds} *Save negates

3

Fart Blast: Jester emits a blast of gale-force wind. Small creatures are blown back 50’ each Round, Human-sized creatures are blown back 25’, and large creatures cannot move forward. Missile attacks into the wind automatically miss. [25’ x 300’ column in front of Jester] {6 Rounds} *Save negates.

4

Horrific Fart (or Belch): Jester emits a 25’ diameter cloud of vapors that smell horrifically bad. Anyone inside is nauseated, and unable to do anything but retch and flee. [1 hour]

5

Knock ‘em Speechless: Everyone within a 25′ radius must Save, or lose the ability to speak (or use magic that requires speech) [1d6 Rounds] *Save negates

6

Why Don’tcha: Jester causes one Victim to obey a reasonable sounding directive which can be phrased in one sentence. {Until dawn, or a suggested task is completed} * Save negates.

4th Level Jester Routines

1

Blessing of Comedy: Jester or Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description.

2

Blistering Insult: Victim suffers 1d4 points of Damage per own Exp. Level or HD (if a creature). For example: A 5th Level target loses 5d4 Hit Points. [1 victim within earshot]. *Save negates.

3

Disappearing Act: Jester is teleported to any place they can see. [Only Jester]

4

Humiliating Jibe: Every being not allied with the Jester within a 50′ foot radius must Save versus Wisdom or be so overcome with embarrassment that they run away until they can no longer be seen. Affected beings stay embarrassed for 1 hour. *Save negates, and new Save can be made each Round.

5

Hurry Up!: Victim moves twice as fast as normal. Receives +3 on AC; two actions per Round; and +3 on Saves versus Wands & Breath. Loses 1 point Constitution, and ages 1 year! {1 hour} *Save negates

6

Mass Confusion: All within 50’ (except Jester) become disoriented, and act randomly. Roll d10 each Round per victim: 1-3 = normal action, 7 – 10 = strange and pointless action, 10 = attacks nearest foe or friend. {1 Turn} *Save negates.

7

Put the Crowd to Sleep: As many visible, living Victims as the Jester has Levels fall asleep. Those with greater HD than the Jester are immune. {Until dawn} *Save negates.

8

Rain of Fish: A large quantity of real, living fish fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling fish. [150’ radius around Jester] {1 Minute}

9

Shout: Jester emits a shriek that deafens every being within 50’ (except themselves), inflicts 4d6 points of Damage, and shatter glass and crystal. *Save negates deafness, and reduces damage by half.

10

You Really Like Me: Targeted creature regards the Caster as a friend who has their best interests at heart. [1 Monster or person, but not a Spirit or Undead] {30 days, minus Monster’s Int. score} * Save negates.

5th Level Jester Routines

1

I See Right Through You: Jester sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour}

2

Knock ‘Em Dead: 4d8 HD of intelligent living beings (lowest HD beings first) laugh themselves to death. Beings with 8 or more HD are immune. *Save negates.

3

Irresistible Laughter: Target is unable to do anything but laugh for 6 Rounds, and must thereafter Save every 6 Rounds to stop. A successful Save ends the laughter. *No Save for first 6 Rounds, Save negates thereafter.

4

Laugh at Death: Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Jester, or 1 Recipient] {Until dawn}

5

Pantomime Wall: Jester creates an invisible wall that blocks movement. The nearest part of the wall must begin within arm’s length of the Jester. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

6

Stupefying Joke: Victim’s Intelligence is reduced to 2. [25’] {Until next full moon} *Save negates

The B/X Halfling Reimagined

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Panzoasia800

Long patronized and taken for granted by the other Peoples of Panzoasia, the Humblekin (as they call themselves) are starting to demand some respect! This version of the B/X Halfling expands the class to 14 Levels, rethinks some classic tropes, and adds some new abilities. In addition to the obvious, my other influences include “The Wizard of Oz”; “Willy Wonka and the Chocolate Factory”; old Folk and Country songs, and the folktales of household helper fairies such as Brownies, Hobs, Robs, and Dobbies. These Halflings are more the downtrodden working-folk of a fantasy Appalachia, or Black Country, than the happy yoeman farmers of an idealized English landscape. They’ve got good reason to adventure!

See The B/X Dwarf Reimagined for the underlying assumptions of the Panzoasian character classes.

Halfling Rover

Abilities: Str: 3d6 | Int: 3d6 | Wis: 3d6 | Dex: 1d8+10 | Con: 1d8+10 | Cha: 3d6
Special Abilities: Expert with Slings and Thrown Objects, Hide, Nightvision, Odd Jobs, Small Target.
Restrictions and Weaknesses: Gourmand, Small Stature.
Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any. Halflings in general are usually Good, but Halfling Rovers are often rebels who have embraced the freedom of Chaos.
Starting Age: 15+d6. (Panzoasian Halflings mature at the same rate as Humans.)
Starting Language(s): Western Common (+ Western Elven if Elf-kin, Western Gnomish if Gnome-kin, or Western Dwarven if Dwarf-kin).


Typical Starting Equipment:
• Home-made Quilted Armor (AC 8[11]).
• Short Sword scavenged from an old battlefield.
• 2 Throwing Knives.
• Bag of 6 sharp-edged rocks for throwing.
• Haversack.
• Patchwork pants or skirt, held up with suspenders.
• Clogs (if Man-kin or Elf-kin).
• Small salt-clay holy symbol, or pierced gold coin, worn on a string.
• Coin purse.
• Carrying pole (with tied bundle on end).
• Box of Odd Job tools (hammer, file, small saw, nails, awl, needle & thread, glue packet, buttons, etc.).
• Tin Whistle or Jaw Harp.
• Piece of straw (held in mouth).
• Bag of flavored chewing weed.
• Copy of “Standing Tall as Humblekin – A Book for Us”.
• 12 Rushlights, with holder.
• Goose feather pillow.
• Flask of homemade “moonshine” liquor.
• Bar of homemade soap.
• Sponge.
• Small frying pan.
• 1 week of rations (cured sausage, hardtack bread, cheese, dried potatoes, turnips, and hard-boiled eggs,).
• Short-legged dog (resembles a Corgi).
• 10 silver pieces, and 10 copper pieces.


Your character is a young Humblekin – called a “Halfling” by the Dwarves, Elves, Gnomes, and Humans. Well, the others should know by now that the Humblekin aren’t just half of anything!

Why has your character decided to rove as an adventurer? Are they dissatisfied with the idea of laboring for “The Bigs” the rest of their years? Do they want a lifestyle that they’ll never have if they just do what’s expected of them and act like “a good little Halfling”. Are they determined to see the world – and not just the small farming plot their parents rent for more money than they ever seem to make? Perhaps your character is less than thrilled by the prospect of working the coal mines all day long – and hacking up black dust all night. Or, maybe they’re one of the few well-off Humblekin, who wants something more than to just take over the local Candymaker’s Guild.

Others may think your character can’t handle the challenges of Monster-haunted dungeons and wilderness, but the Humblekin have a knack for hiding and avoiding harm. Being small makes it hard for the lumbering “Bigs” to catch your character. Having to survive on the margins has taught Humblekin how to repair anything (at least temporarily). You’re much stronger and faster than you look – your People have had to be. And generations of poverty have made the Humblekin able to use ordinary rocks as deadly weapons!

To which of the four “Kins” does your character belong? Were their parents “Man-kin” living in a shack, or in the slums of a Human city? Are they one of the “Elf-kin” who dwell on the lowest level of hollowed out Zoswood trees – or even inside giant Homestead Mushrooms! Are they a “Gnome-kin”, born in a burrow under an artificial earth-mound? Or, were they born to the “Dwarf-kin” who farm lichen, raise goats, and mine the “ignoble” minerals that Dwarves are too proud to dig up themselves? One thing is for certain – it’s the constant hard work of the Humblekin that makes it possible for the vainglorious Humans to sail their big ships; for the Elves to play their silly games; for the Gnomes to make their strange devices; and for the Dwarves to tunnel in search of iron, gold, and gemstones.

As Humblekin, your character stands about 3 feet tall. Their skin tone is similar to that of the local Humans, but somewhat ruddier. They probably have dimples, and an upturned, “button” nose. If male, they probably grow long sideburns, but have no other facial hair. The Humblekin often sport fanciful hairstyles that incorporate large curls. Traditionally, they dress in patchwork. If your character is Man-kin, they look very much like an extremely short Human. If they are Elf-kin, they have pointed ears. If your character is Gnome-kin, they tend to put on weight, have thick-soled hairy feet, and don’t need (or like) to wear shoes. If they are Dwarf-kin they are stoutly built, also traditionally eschew footwear – and if male, can actually have a thick mustache!

The inhabitants of Halfling communities are as diverse as Humans in their occupations and skills. The Halfling Rover Class represents the typical abilities of those Humblekin who choose to leave home, and find themselves on the road.

 

Special Abilities of Halfling Rovers

Expert with Slings and Thrown Objects: When your character uses a sling, or a thrown object (such as a throwing knife or rock), you get an additional +1 Bonus to your Attack and Damage Rolls.

  • In your character’s hands, a sling inflicts 1d4+1 damage (2 – 5), and ordinary rocks do 1d3+1 (2 – 4) damage.
  • Halfling Rovers can pick up almost any hard objects and use them as improvised projectiles – even ones other people would find too awkward to use. A Hafling Rover in a rocky field is something to be feared!

Hide: You can roll a Dexterity Check for your character to completely conceal themselves in their environment, or blend into shadows, so long as they remain still.

Nightvision: Your character can see at night (or in conditions of very low light) like a cat, and still distinguish colors. They cannot see in absolute darkness (such as occurs underground), however.

Odd Jobs: If your character has their set of Odd Job tools with them, you can roll a Dexterity Check for them to do any of the following:

  • Repair any broken item (the repair lasting until the end of the adventure).
  • Repair ripped clothing or cloth items (until the end of the adventure).
  • Deactivate a trap that they know exists. (They have no special ability to detect traps, however).
  • Build a shelter, or other construction (provided they have enough materials).
  • Rig up temporary containers, bags, or other items to transport treasure.
  • Re-tailor clothing into other shapes, including usable ropes and tents.
  • Re-configure found objects into usable weapons or armor that will last until the end of the adventure. Left alone with pots and pans, a Halfling might make temporary plate mail!
  • Sew up bleeding wounds (restoring 1 hp), or remove parasites such as Green Slime.

Small Target: Your character get a +2 Bonus to their Armor Class when they are attacked by human-sized opponents.

  • When attacked by opponents up to twice the size of a Human, the Bonus is +3.
  • When attacked by opponents more than twice Human size, your AC Bonus is +4. Dragons and Giants hate having to fight Halflings!

Restrictions and Weaknesses of Halfling Rovers

Gourmand: Halflings tend to be almost constantly hungry, and are notably obsessed with good food and drink.

  • Saves versus Charm Person, Quest, and Geas spells (and similar kinds of mental manipulation) are made with a 2 Penalty, if the would-be charmer offers your character something tasty to eat or drink.
  • On the positive side, everyone knows that Halflings tend to be great cooks, and can make almost anything taste good!

Small Stature: Because your character is only 3 feet tall, they cannot use armor or weapons sized for anyone larger.

  • Your character must wield any hand-to-hand weapon more than a foot long with two hands. They cannot use any weapon more than 5 feet long at all.
  • Note that despite being half the size of a Human, Halflings can move just as fast as one!

Destiny at 9th Level

If upon attaining 9th Level (or any time after) your character settles down into a predominantly Halfling community, they will be elected Sheriff (or Headman).

  • If they build a new Halfling community instead, it will attract d100+50 new settlers of your character’s Alignment, who will confirm your character as Sheriff or Headman.
  • If, however, your character continues to wander, they will attract 1d4 1st level Halfling Rovers, who will become your character’s companions and supporters.

Destiny at 14th Level

Once they attain 14th Level, your character’s renown is such that they will be widely considered the greatest living Humblekin.

  • Other Humblekin will address your character with the title “Daddy” or “Momma”, and all Halfling Sheriffs will be expected to bow to your character’s wishes.
  • Your character’s word will automatically override that of any other judges at Halfling beauty pageants, cooking contests, talent shows, and similar events.

Permutations and Variations of the Halfling Rover

DWARVEN ROVER
A Dwarven misfit who from a young age has wandered the roads and byways of the surface world – whether by choice or necessity.

  • Special Abilities: Infravision (as per Dwarven Dungeoneer), Expert with Slings and Thrown Objects, Hide, Odd Jobs, Resist Magic (as per Dwarven Dungeoneer).
  • Restrictions and Weaknesses: Can Only Wear Dwarven Armor (as per Dwarven Dungeoneer), Short Legs (as per Dwarven Dungeoneer).
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.

ELVEN ROVER
A wandering Elf alienated from their own People – perhaps an orphan , or the child of an exiled mother.

  • Special Abilities: Expert with Slings and Thrown Objects, Hide, Nightvision, Odd Jobs, Resist Paralysis (as per Elven Warrior-Wizard).
  • Restrictions and Weaknesses: Enmity of the Bogeymen (as per Elven Warrior-Wizard), Slight Build and Large Ears (as per Elven Warrior-Wizard).
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.
  • Special: Your first language is Common, and if you speak Elven, you do so poorly.

GNOMISH ROVER
An itinerant Gnome who makes their living however they can.

  • Special Abilities: Infravision (as per Gnomish Tinkerer), Expert with Slings and Thrown Objects, Friend of Burrowing Critters (as per Gnomish Tinkerer), Hide, Odd Jobs.
  • Restrictions and Weaknesses: Short Legs, Small Stature.
  • Destiny at 9th Level: As Gnomish Tinkerer.
  • Destiny at 14th Level: As Gnomish Tinkerer.

HUMAN ROVER
A vagrant who lives by their wits.

  • Special Abilities: Expert with Slings and Thrown Objects, Hide, Odd Jobs.
  • Restrictions and Weaknesses: None.
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.

 

Halfling Rover Advancement Table

Exp. Points (Hours played)

Exp. Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

0

1

Humble Walker

1d6

19 [0]

1,500 (8 hours)

2

Humble Hiker

2d6

18 [+1 ]

4,000 (24 hours)

3

Humble Rambler

3d6

18 [+1]

7,000 (36 hours)

4

Humble Scout

4d6

17 [+2]

13,000 (48 hours)

5

Humble Roamer

5d6

17 [+2]

25,000 (60 hours)

6

Humble Trekker

6d6

16 [+3]

50,000 (72 hours)

7

Humble Journeyer

7d6

16 [+3]

100,000 (84 hours)

8

Humble Explorer

8d6

15 [+4]

180,000 (96 hours)

9

Humble Wayfarer (or Sheriff)

9d6

15 [+4]

300,000 (108 hours)

10

Humble Wayfarer (or Sheriff)

9d6+2

14 [+5]

420,000 (120 hours)

11

Humble Wayfarer (or Sheriff)

9d6+4

14 [+5]

540,000 (132 hours)

12

Humble Wayfarer (or Sheriff)

9d6+6

13 [+6]

660,000 (144 hours)

13

Humble Wayfarer (or Sheriff)

9d6+8

13 [+6]

780,000 (156 hours)

14

Daddy of All Kin / Momma of All Kin

9d6+10

12 [+7]

Halfling Rover Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

12

13

14

11

15

2

11

12

13

10

14

3

10

11

12

9

13

4

9

10

11

8

12

5

8

9

10

7

11

6

7

8

9

6

10

7

6

7

8

5

9

8

5

6

7

4

8

9

4

5

6

3

7

10 – 14

3

4

5

2

6


Typical Names for Halfling Men

  • Jonny
  • Kenan
  • Carrow
  • Tewey
  • Perserverence
  • Geren
  • Bambo
  • Woody
  • Post
  • Hammer

Typical Names for Halfling Women

  • Emmee
  • Soo
  • Jo
  • Patience
  • Rosey
  • Bella
  • Mazey
  • Meadow
  • Cookie
  • Sparkle

Halflings often name their children after objects, foodstuffs, animals, places, and virtues. They also freely adopt Elven, Dwarven and Gnomish names. Additionally, it is common for a Halfling’s name to actually be a hyphenated combination of two names – for example, “Jonny-Post” for a man, or “Cookie-Soo” for a woman. Halflings surnames tend to consist of a geographical location prefixed with a descriptor. For example, “Darkwood”, “Whitehill” or “Fairmeadow”. Married couples combine their surnames with a hyphen. An adult Halfling can choose to use either their father’s or mother’s original surname – either is considered acceptable, so long as the Halfling is consistent in its use.

The B/X Elf Reimagined

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Panzoasia800

This 14-Level variation of the classic B/X “Elf” is perhaps more versatile than the traditional iteration of the Class, but it also puts focus on the unique challenges faced by Elven PCs. The many-hued Elves of Panzoasia are more “fey” in their conception than the Tolkien-influenced Elves of some other fantasy worlds – beautiful, talented, magical, and long-lived of course, but also infamously impetuous, highly extroverted, shamelessly hedonistic, and tragically forgetful. Nobody looks to Panzoasian Elves for ancient wisdom – but everyone wants them around for a party!

Like most Panzoasian Classes, the Elven Warrior-Wizard Class can be easily hacked to create unique characters such as a Human Elf-Friend, or even a Halfling Warrior-Wizard. A list of suggested permutations and variations can be found near the end of this post.

See The B/X Dwarf Reimagined for an explanation of the underlying design principles of the Panzoasian Character Classes.

Elven Warrior-Wizard

Abilities: Str: 3d6 | Int: 1d8+10 | Wis: 3d6 | Dex: 1d8+10 | Con: 3d6 | Cha: 1d8+10
Special Abilities: Detect Secrets, Elven Magic, Expert with Swords and Bows, Nightvision, Resist Paralysis.
Restrictions and Weaknesses: Enmity of the Bogeymen, Slight Build and Large Ears.
Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any. Elves in general are usually Neutral or Chaotic, but Elven adventurers are sometimes Lawful misfits at odds with their own culture.
Starting Age: 17+d100. (Panzoasian Elves mature at the same rate as Humans, but seem to stop aging at 16)
Starting Language(s): Western Elven, Western Common.


Typical Starting Equipment:

  • Chain Mail Armor (made of green “Viridantine” metal that is grown like a plant).
  • Longsword (also of green Viridantine).
  • Short Bow.
  • Wood and silk quiver with 20 arrows.
  • Broad-brimmed Viridantine helmet with a pointed top.
  • Silk tabard with dagged edges.
  • Cape made to resemble wings of a butterfly (or dragonfly).
  • Haversack.
  • 50 feet of Elven silk rope.
  • Flute.
  • Personal journal (with quill and purple ink).
  • Wineskin (with flower-flavored berry wine).
  • Outfit of silk and lace, for relaxing.
  • Packet of facial spangles (with adhesive gum), or body glitter.
  • Cake of eyeshadow (made from mica and crushed beetle wings).
  • Lipstick (blue, green, purple, etc.).
  • Small hand mirror.
  • Vial of flower water.
  • Washing cloth.
  • Bar of perfumed soap.
  • Tortoiseshell comb.
  • Firefly lantern (with 50 fireflies, who will live until the autumn).
  • 1 week of rations (crystallized honey, dried berries, walnuts, and chestnut cakes).
  • Crow companion (can imitate speech).
  • 2d4 gp

Your character is one of the famously free-spirited and fun-loving Elven People. Elves are encouraged by their culture to entertain themselves with fresh experiences and unique companions, and so often become adventurers. Although they might live for a thousand summers of seemingly perpetual youth, Elves can only remember the last thirty years of their lives. They therefore never get weary of the world, which is always presenting them with unremembered things to enjoy again as if for the first time. Your character might even be over a hundred years old, and just now reinventing themselves with a whole new identity as an adventuring Warrior-Wizard. With their natural talent for magic, martial artistry, and knack for uncovering secrets, your character will be an invaluable part of any adventuring party.

Was your character’s original home an Elven Commune built inside the hollowed-out trunks of gigantic Zoswood trees? There, life is an endless party, children are raised communally, and beauty is valued above all other things. Or, perhaps your character’s parents were among the urban “assimilationist” Elves who live in white stone towers, and maintain families like those of Humans.

Most Elves stand about 5 feet high, with a slim, androgynous build; large, almond-shaped eyes; and a heart-shaped face. If they are male, they do not grow facial hair. There are two particularly striking about the appearance of Elves. First, they might have been born with skin, hair, and eyes of any color imaginable – from Human-like hues, to bold shades of purple, green, and blue. Second, they have large and mobile ears that resemble those of deer – pricking up, hanging down, sweeping back, and pitching forward to express their feelings. When not adventuring, an Elf traditionally dresses in beautiful, revealing clothes of silk, lace, and diaphanous cloth, with fanciful jewelry and makeup that compliments their uniquely colored body.

“I’ve forgotten more than you’ll ever know” is often no idle boast for an Elf. The people in Elven communities pursue diverse vocations, just like Humans – changing occupations many times over the course of their extremely long lives. While all Elves inherit a talent for magic, not every Elf chooses to develop it. The Elven Warrior-Wizard Class represents the typical abilities of an Elf that has decided to spend a few decades fighting Monsters, finding treasures, and forging new relationships.

 

Special Abilities of Elven Warrior-Wizards

Detect Secrets: Your character has a 2 in 6 chance to find secret doors, concealed things, or hidden spaces if actively searching for them, and a 1 in 6 chance to detect them even without looking.

  •  Your character also has a 1 in 6 chance to know whether someone is keeping a secret from them. Your character does not automatically know what the secret might be, however.

Elven Magic: Your character start the game knowing four 1st Level spells, which you may freely choose (or randomly determine) from the Elven Warrior-Wizard Spell list.

  •  Your character can cast any spell they know without prior preparation.
  •  The total levels of spells your character can cast per day cannot exceed their Experience Level times 2 (as shown on the Elven Warrior-Wizard Advancement Table). For example, a 5th Level Warrior-Wizard can cast ten Levels worth of spells per day – that might be ten 1st level spells, two 2nd Level and two 3rd Level spells, or any other combination that does not exceed ten total Levels worth of spells.
  •  As an Elven Warrior-Wizard, your character can cast spells using their voice alone, while dressed in any armor, and holding a weapon. Because of their natural talent for magic, they do not need to record written forms of your spells, nor do they need any magical implements. They still must spend an entire Round doing nothing else in order to cast a spell, however.
  •  Your character automatically learns an additional spell with each Experience Level they gain, which can be of any Level they are then able to employ.
  •  Your character can learn even more spells by copying them from Spell Scrolls, swapping spells with other Elves, or learning from Enchanted creatures and Fairies (who can teach the Spells corresponding to their own Magical abilities).
  •  The total number of Spells your character knows cannot exceed the sum of their Experience Level and Intelligence score. For example, A 9th Level Warrior-Wizard with an Intelligence of 17 can never know more than 26 Spells in all.

Expert with Swords and Bows: When your character attacks with either a sword or bow, they receive an additional +1 Bonus to both the Attack and Damage rolls.

  •  You can choose to have your character’s Dexterity Bonus, rather than their Strength, add to the Attack Roll when they use a sword.

Nightvision: Your character can see at night (or in conditions of very low light) like a cat, and still distinguish colors. They cannot see in absolute darkness (such as occurs underground), however.

Resist Paralysis: Your character cannot be paralyzed by the attacks of creatures such as Ghouls or Thouls, and is also immune to paralyzing poisons. They can, however, be petrified by such creatures as Basilisks or Medusas.

 

Restrictions and Weaknesses of Elven Warrior-Wizards

Enmity of the Bogeymen: The anthropoid Bogeymen of Panzoasia (Orcs, Hobgoblins, Goblins, etc.) are culturally conditioned to hate Elves above all other People.

  •  Your character’s presence makes Bogeymen of Evil, Lawful, or Neutral Alignment automatically and unchangeably hostile to their adventuring party.
  •  Your character will be the first target attacked by such Bogeymen, and they will always choose to kill your character rather than take them prisoner.
  •  Only misfit and outcast Bogeymen of Good Alignment, and freethinking ones of Chaotic Alignment, will treat your character like any other person.

Slight Build and Large Ears: Your character cannot comfortably wear most armor made for people other than Elves.

  •  Because your character is shorter and more slightly built than most adult male Humans, they can only use Human armor if it had been made to be worn by an adolescent, or a short woman.
  •  Additionally, your character’s large and mobile ears means they cannot wear enclosing helmets of the kind made by non-Elves. They may wear a “kettle hat”, or the type of open helmets worn by Hobgoblins (who have similarly large ears).

 

Destiny at 9th Level

Once your character reaches 9th Level they will either be elected Princess of an Elven Commune, or be asked by its existing Princess to become the Prince responsible for its security.

  •  Alternately, your character can found a new Elven Commune, and will automatically be confirmed as its Princess or Prince. 50+d100 Elves will come to live in the new Commune.
  • If your character lives in the Magiarchy of Corthis, they will also be granted the additional title of Baron, Count or Marquis – the exact one depending upon the number of allies they have among the existing elite of the nation.
  • If you character lives in Maeland, Corthis, the Free March, or Ombratia, they will be invited to take command of a company of Elven Knights sworn to protect the nation in times of crisis.

 

Destiny at 14th Level

Once your character achieves 14th Level they will either be elected the titular “Queen of Elves” for their nation, or else the reigning Queen will select them to become her King and consort.

  •  A Queen of Elves’ position is largely ceremonial, but she is expected to represent the interests of Elves in the national government, and constantly advocate for the rights of her People.
  •  The King of Elves is expected to coordinate the defense of all Elven Communes within a nation.
  •  Whether they become a Queen or King, your character’s word now dictates fashion among Elves (and many Humans), and they are upheld everywhere as the new ideal of Elven beauty.

 

Elven Warrior-Wizard Advancement Table

Exp. Points (Hours played)

Experience Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

Highest Spell Level Known

Total Levels of Spells usable per Day.

0

1

Elf Warrior

1d6

18 [+1 ]

1st

2

4,000 (24 hours)

2

Proven Elf

2d6

18 [+1]

1st

4

7,000 (36 hours)

3

Elven Knight

3d6

17 [+2]

2nd

6

13,000 (48 hours)

4

Elven Hero / Elven Heroine

4d6

17 [+2]

2nd

8

25,000 (60 hours)

5

Elven Swordmaster / Elven Swordmistress

5d6

16 [+3]

3rd

10

50,000 (72 hours)

6

Elf of Renown

6d6

16 [+3]

3rd

12

100,000 (84 hours)

7

Elven Champion

7d6

15 [+4]

4th

14

180,000 (96 hours)

8

Elven Captain

8d6

15 [+4]

4th

16

300,000 (108 hours)

9

Elf Lord / Elf Lady

9d6

14 [+5]

5th

18

420,000 (120 hours)

10

Elf Lord / Elf Lady

9d6+2

14 [+5]

5th

20

540,000 (132 hours)

11

Elf Lord / Elf Lady

9d6+4

13 [+6]

6th

22

660,000 (144 hours)

12

Elf Lord / Elf Lady

9d6+6

13 [+6]

6th

24

780,000 (156 hours)

13

Elf Lord / Elf Lady

9d6+8

12 [+7]

7th

26

900,000 (168 hours)

14

Protector of Elphame

9d6+10

12 [+7]

7th

28

 

Elven Warrior-Wizard Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Petrification (immune to Paralysis)

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

13

12

14

15

16

2 – 3

12

11

13

14

15

4 – 5

11

10

12

13

14

6 – 7

10

9

11

12

13

8 – 9

9

8

10

11

12

10 –11

8

7

9

10

11

12 – 13

7

6

8

9

10

14

6

5

7

8

9

 

Permutations and Variations of the Elven Warrior-Wizard

GNOMISH WARRIOR-WIZARD

A Gnome who has eschewed Natural Philosophy to study with the great Elven martial magicians.

  • Special Abilities: Infravision (as per Gnomish Tinkerer), Detect Secrets, Elven Magic, Friend of Burrowing Critters (as per Gnomish Tinkerer), Expert with Sword and Bow.
  • Restrictions and Weaknesses: Short Legs (as per Gnomish Tinkerer), Small Stature (as per Gnomish Tinkerer).
  • Destiny at 9th Level: as per Gnomish Tinkerer.
  • Destiny at 14th Level: as per Gnomish Tinkerer.

HALFLING WARRIOR-WIZARD

A Halfling, usually an Elf-kin, who has been taught the Elven tradition of martial magic.

  • Special Abilities: Elven Magic, Expert with Sword and Bow, Hide (as per Halfling Rover) Nightvision, Small Target (as per Halfling Rover).
  • Restrictions and Weaknesses: Gourmand (as per Halfling Rover) Small Stature (as per Halfling Rover).
  • Destiny at 9th Level: as per Halfling Rover.
  • Destiny at 14th Level: as per Halfling Rover.

HUMAN ELF-FRIEND

A Human (or Half-Elf) raised by Elves, or adopted into an Elven Commune.

  • Special Abilities: Detect Secrets, Elven Magic, Expert with Sword and Bow, Nightvision (acquired by spending days in dark of the forest). Note that the Human Elf-Friend has only four Special Abilities.
  • Restrictions and Weaknesses: Enmity of the Bogeymen. (Your Elven accent and mannerisms enrage most Bogeymen as if you were of full Elven descent.) Note that the Human Elf-Friend has only one Weakness, because they have only four Special Abilities.
  • Destiny at 9th Level: as per Elven Warrior-Wizard. (Elves completely accept attractive and interesting Humans and Half-Elves as community leaders, especially if they can actually speak the Elven language well.)
  • Destiny at 14th Level: as per Elven Warrior-Wizard.
  • Special: Your primary language is Elven, and you speak Common with an Elven accent.

HUMAN WARRIOR-WIZARD

Also known as a “Polestar Knight”. A member of a Human chivalric order that has adopted the Elven way of warfare, mixing skill-at-arms with magic.

  •  Special Abilities: Armor and Weapon Familiarity, Elven Magic, Expert with Sword and Bow. Note that the Human Warrior-Wizard has only three Special Abilities.
  •  Restrictions and Weaknesses: None. Note that the Human Warrior-Wizard has no Restrictions and Weakness, because they have only three Special Abilities.
  •  Destiny at 9th Level: as per Human Fighter, but the followers will be 1st level Human Warrior-Wizards.
  •  Destiny at 14th Level: as per Human Fighter

Special Abilities and Restrictions not here defined will be detailed in future posts.


Typical Names for Elves of the Ultimate West

  1. Shané / Shan
  2. Alabele / Alabel
  3. Odila / Odil
  4. Maelyse / Maelys
  5.  Brijite / Brijit
  6. Amile / Amil
  7. Elorana / Eloran
  8. Zosé / Zos (These are Old Elven names for the Lady & Lord of Life)
  9. Viridy / Virid
  10.  Larina / Larin

All Elven names have both feminine and masculine forms, with the feminine form being considered primary. The secondary masculine form can be made by subtracting the terminating vowel from the base feminine form. Which form an Elf uses reflects their current chosen gender identity, not their birth sex.

Elves of the Ultimate West have two surnames. The first is formed by appending the suffix “fee” to the mother’s name. The second is formed by adding the prefix “Dee” to the name of the place where the Elf was born (replacing the double “ee” in “Dee” with an apostrophe if the place name begins with a vowel). So, a Western Elven woman named Elorona, whose mother was named Zose, and who was born in the Commune of Adolu, would give her name as “Elorona Zosefee D’Adolu

 

The Ranger Reimagined

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This version of the Ranger for the B/X rules takes its inspiration primarily from the Fianna of Irish legend – warriors equally skilled in fighting, bushcraft, and the art of poetry. Like the warrior-poets of Ireland, the Rangers of Panzoasia obtain supernatural powers from their observance of strange taboos and bans.

Human Ranger (Fiann)

Abilities: Str: 8+d10 | Int: 3d6 | Wis: 8+d10 | Dex: 8+d10 | Con: 8+d10 | Cha: 8+d10

Special Abilities: Expert with Spears and Bows, Fiannic Poems, Nature Lore, Stealthy in Nature, Track.

Restrictions and Weaknesses: Armor and Weapon Restrictions, Mysterious Ban

Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter.

Alignment: Neutral or Good

Starting Age: 15+d6

Starting Language(s): Western Common.


Typical Starting Equipment:

  • Chain Mail Shirt.
  • Nasal Helm.
  • Spear.
  • Short Bow.
  • Quiver with 20 arrows.
  • Feathers (for re-fletching arrows).
  • Hand Axe.
  • Knife.
  • Backpack.
  • 1 set of ordinary clothes.
  • Green or brown cloak.
  • Soft leather boots.
  • 50’ of wood fiber rope.
  • Tinderbox (with flint and steel).
  • Sharpening stone.
  • Softened leaves (for personal hygiene).
  • Rag (for wiping blades).
  • Needle & thread (for sewing up wounds).
  • Rag strips (for dressing wounds).
  • Sphagnum moss (for dressing wounds).
  • Pouch of mud (for masking scent).
  • Book of poems.
  • 1 Wineskin (filled with heather ale, berry wine or mead).
  • 1 week of rations (dried venison, dried berries, nuts, and dried fish).
  • Fox or crow companion.
  •  2d10 gp.

During the Reign of the Monsters, those Humans who survived on the mainland of the Ultimate West retreated to protected ringforts, beyond which most dared not venture. There arose, however, a class of warriors who braved the terrors beyond – maintaining the few remaining links between communities, and holding the Monsters at bay as best they could. Tutored in the lore of nature, magic, and poetry by the remaining Druids and Bards, those people became known as the “Fianna” in the old language of Maeland. In modern times, the common name for them is “Rangers”. Many of the original Rangers were actually of mixed Human and Elven ancestry – and thus able to act as bridges between the two communities. Your character is heir to that tradition, trained to survive the challenge of the wilderness with a song in their heart.

Why did your character become a Ranger? Do they belong to a hereditary line of Rangers, with a lineage going back  centuries? Are they one of the modern Fianna of Maeland, pledged to support their Clan Chief in time of war, but expected to fend for themselves in the wild at least half the year? Where they born on the edge of a remaining enclave of Monsters? Did they grow up in the wild, a friend to the forest animals? Were they an orphan, taken in and taught by a hermit Druid? Are they of dual heritage like the original Rangers, who they see as role-models for their own life?

The original Rangers were all devotees of the Lord and Lady of Life (and thus Neutral in Alignment), but in modern times many have embraced Good (just as some Druids have). In fact, the Rangers were the envoys of the great alliances that finally ended the Reign of the Monsters. Without their aid, the Immortal Heroes and Heroines may not have been able to bring the Five Peoples together to defeat the Depradators and their Bogeymen armies.

If your character has some Elven ancestry, they still probably lean towards the Human part of their heritage. They are most likely to be the same height and weight as most other Humans, but with one or more features that suggest their Elven parentage – pointed ears, unusually colored hair or eyes, an attractively androgynous face, a shorter than average height, or a youthful appearance that lasts well into old age.

Special Abilities of Human Rangers

Expert with Spears and Bows: When your character attacks with either a spear or bow, they receive an additional +1 Bonus to both the Attack and Damage rolls.

  • You can choose to have your character’s Dexterity Bonus, rather than your Strength, add to the Attack Roll when they use a spear as a melee weapon.

Fiannic Poems: Once your Ranger achieves 2nd Level, they learn how to recite poems of magical power.

  • Choose a 1st level Poem from the list of Fiannic Poems. Your character is able to use that Poem once a day.
  • With each Level past 2nd, your Ranger learns an additional Fiannic Poem, of a maximum Level shown on the Ranger Advancement Table.
  • The Total Levels worth of Fiannic Poems your character can recite per day is equal to their Experience Level minus 1. For example, a 4th Level Ranger could recite three 1st Level Poems a day, or a 1st Level and a 2nd Level one.
  • Additional Fiannic Poems can be learned from Druids or Bards (from whom a Ranger can adapt any Poems corresponding to the Druid’s Spells, or Bard’s Songs), or from Magical creatures and Fairies (who can teach any Poem corresponding to one of their own Special Abilities).

Nature Lore : You may roll a Wisdom Check for your character to do any of the following:

  • Identify a natural plant, animal or mineral (but not a magical or unnatural one).
  • Identify a Fairy or Elemental (but no other type of Planar Spirit)
  • Find a source of pure water (or know that that no pure water is present).
  • Find game animals (or know that no game animals are present).
  • Obtain enough berries, leaves, nuts, lichens, fungus, grubs, and small game to eat for 1 day (or know that there is no food to find).
  • Find true North.
  • Predict the next day’s weather.

Nature Lore can be useful in any natural environment – including caves and caverns.

Stealthy in Nature: Rangers know how to walk silently, camouflage themselves, and mask their scent.

  • When your character is in a natural environment (forest, meadow, natural cavern, etc.), you can make a Dexterity Check for them to be completely undetectable (and untrackable) by sight, smell, or hearing.

Track: With a successful Wisdom Check, your character can detect the traces left by physical beings who have been in an area within a day, and track them for up to a mile.

  • Each additional mile of tracking requires another Wisdom Check.
  • The Check is made with a +2 Bonus if conditions are favorable (snow, drying mud, etc.), but a -2 Penalty is conditions are unfavorable (a hard stone floor, rain, etc.)

Restrictions and Weaknesses of Human Rangers

Armor and Weapon Restrictions: A Ranger can only use armor and weapons that allow they to remain alert and mobile.

  • Plate mail, full plate, half-plate, banded mail, and splint mail armor are all too heavy and restricting.
  • Enclosing helmets that surround the ears or make the Ranger see through slits cannot be worn.
  • A Ranger cannot use two-handed melee weapons other the Spear and Staff, not can they use heavy crossbows.

Mysterious Ban: Once your character reaches 2nd Level, they must begin observing a mystical prohibition on their behavior. If they violate their Mysterious Ban, they will lose the Ability to recite Fiannic Poems for one full lunar month. Thereafter, they must thereafter sacrifice treasure and food (equal in value to 100 times their Experience Level squared) to regain their ability to use magic. Some possible Mysterious Bans include:

  • Cannot own more than one can personally carry.
  • Cannot refuse any challenge of arms.
  • Must not refuse the hospitality of a woman.
  • Must not touch a dead dog.
  • Cannot eat a specific kind of meat.
  • Can never sleep in a “civilized” bed. (Must sleep on the ground, etc.)
  • Cannot use a mount of a certain color.
  • Can never carry a certain kind of stone, gem, or mineral.
  • Cannot wear metal armor.
  • Cannot wear or bear any item of a specific color.
  • Cannot wear (or bear) dyed cloth.
  • Cannot carry gold.
  • Cannot destroy or disturb mushrooms (including monstrous mushrooms, such as Shriekers).
  • Cannot touch pure crystalline salt.
  • Can never enter the sea.
  • Can never accept payment for any services.
  • Must remain celibate.
  • Must take a new lover every month.

Destiny at 9th Level

At 9th Level your character attracts loyal companions – possibly even magical creatures! These companions will regard the Ranger as a friend and ally, and will always fight to defend them.

The total Hit Dice of followers attracted will not exceed 9. Possible followers include:

  1. Fool Hare (1 HD)
  2. Hawk (1 HD)
  3. Pixie (1 HD)
  4. Sprite (1 HD)
  5. Elven Warrior-Wizard, 1St – 4th Level
  6. Gnomish Tinkerer, 1St – 4th Level
  7. Halfling Rover, 1St – 4th Level
  8. Human Bard, 1st – 4th Level
  9. Human Fighter, 1st – 4th Level
  10. Human Jester, 1St – 4th Level
  11. Human Ranger, 1st – 4th Level
  12. Lizard Man (2 HD)
  13. Wolf (2 HD)
  14. Boar (3 HD)
  15. Hippogriff (3 HD)
  16. Mountain Lion (3 HD)
  17. Bear, Black (4 HD)
  18. Centaur (4 HD)
  19. Panther (4 HD)
  20. Unicorn (4 HD)
  21.  Alphyn (5 HD)
  22. Bear, Grizzly (5 HD)
  23. Lion (5 HD)
  24. Sasquatch (5 HD)
  25. Satyr (5 HD)
  26. Lycanthrope, Werebear (6 HD)
  27. Trefolic Dragon (6 HD)
  28. Griffin (7 HD)
  29. Panthera (7 HD)
  30. Treant (8 HD)

Roll a d30 to determine the Ranger’s first Companion, thereafter re-rolling results indicating followers whose total Hit Dice would exceed 9.

Additionally, your character will be asked to become the personal champion and protector or either the current Grand Druid or Druidess, or else a Clan Chief of Maeland. They can refuse without negative consequences.

Destiny at 14th Level

At 14th Level, the following will occur:

  • The current Grand Druid or Druidess will invite your character to the Isle of Testing, to undergo the challenges of athletics, skill-at-arms, and poetry that will make them High King or High Queen of Maeland.
  • A Queen of Elves will invite you to her court, to become her primary spouse and King of Elves for her nation. This can occur regardless of the Ranger’s gender – and the fact that they are not actually an Elf. The Queen will consent to renew the marriage every year, for as long as the Ranger wishes to remain wed. One can be both the High King (or High Queen) of Maeland, and a King of Elves (in Maeland, or another nation) simultaneously.
  • The Rosy Dragon will invite your character to join their court and live in the Summerland forever. If they accept, the Ranger does not actually attain the full powers of an Immortal, but will neither will they ever age, succumb to any disease, or die of natural causes.

Human Ranger Advancement Table

Exp. Points (Hours played)

Exp. Level

Hit Points

Level Title

THAC0

[Attack Roll Bonus]

Highest Level of Fiannic Poems Known

Total Levels of Poems Usable per Day

0

1

1d10

Hunter

19 [0]

3,000 (20 hours)

2

2d10

Fiannic Rhymer

18 [+1]

1st

1

6,000 (32 hours)

3

3d10

Fiannic Sentinel

17 [+2]

1st

2

11,000 (44 hours)

4

4d10

Fiannic Tracker

16 [+3]

1st

3

20,000 (56 hours)

5

5d10

Fiannic Knight / Fiannic Dame

15 [+4]

2nd

4

40,000 (68 hours)

6

6d10

Fiannic Defender

14 [+5]

2nd

5

80,000 (80 hours)

7

7d10

Fiannic Protector

13 [+6]

2nd

6

140,000 (92 hours)

8

8d10

Fiannic Champion

12 [+7]

3rd

7

260,000 (104 hours)

9

9d10

Warrior-Poet

11 [+8]

3rd

8

360,000 (116 hours)

10

9d10+3

Warrior-Poet

10 [+9]

3rd

9

480,000 (128 hours)

11

9d10+6

Warrior-Poet

9 [+10]

4th

10

600,000 (140 hours)

12

9d10+9

Warrior-Poet

8 [+11]

4th

11

720,000 (152 hours)

13

9d10+12

Warrior-Poet

7 [+12]

4th

12

840,000 (164 hours)

14

9d10+15

Supreme Warrior-Poet

6 [+13]

5th

13

Human Ranger Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

12

13

14

15

16

2 – 3

11

12

13

14

15

4 – 5

10

11

12

13

14

6 – 7

9

10

11

12

13

8 – 9

8

9

10

11

12

10 –11

7

8

9

10

11

12 – 13

6

7

8

9

10

14

5

6

7

8

9

FIANNIC POEMS

1st Level Fiannic Poems

1

Animal Friendship: Ranger gains the companionship of twice their own HD of visible mundane animals, who can learn 1 “trick” or task per point of their Int. No more than twice Ranger’s HD of animals can be under the Ranger’s influence at a time. Companions can be dismissed to make way for new ones. {As long as desired}

2

Bath of Soothing: Ranger blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1 point of Damage per Experience Level or Hit Dice they possess. For example: A 3rd Level bather regains 3 lost Hit Points. {Until used}

3

Calm Animals: Ranger calms hostile, frightened, or otherwise uncontrollable natural animals, whether wild or domestic. Giant Animals and unnatural Monsters with bizarre anatomies are not affected. [All mundane animals with a 25’ radius] {1 hour}

4

Create Flame: Ranger creates a small flame, equal to a lit candle in size, heat, and illumination. {1 Round, unless used to ignite a flammable object}

5

Detect Poison: Ranger can detect the presence and location of poison within a 25′ foot radius. {Until Ranger leaves area, but no more than 1 hour}

6

Locate Animal: Ranger knows the location of a desired type of mundane, non-monstrous animal that can be potentially reached within an hour’s time. A specific animal can be located only if the Ranger is familiar with it. An animal inside a cage of lead, aluminum, or tin cannot be found with this spell. {1 hour}

7

Purify Food and Drink: Decayed, spoiled or contaminated food and drink become safe, wholesome and nutritious. [1 meal per Ranger’s Level] {Until food rots again naturally}

8

Resist Cold: Ranger or Recipient can ignore damage from cold equal to 2 x Ranger’s Experience Level. {1 hour}

9

Skin Like Bark: The Ranger or Recipient’s skin becomes tough like tree bark, improving their Armor Class by 2. [Ranger, or 1 Recipient] {1 hour}

10

Speak With Animals: Ranger can speak to any normal or giant animals encountered, who can communicate to the limits of their Intelligence. Monsters with bizarre anatomies are excluded. [1 hour]

2nd Level Fiannic Poems

1

Cure Paralysis: The Recipient is cured of all paralyzing or movement inhibiting effects (except Petrification). [1 touched Recipient]

2

Delay Poison: Any poison affecting the Recipient is temporarily neutralized, but will take effect once the Miracle ends. Can also be performed on a person before they are exposed to poison. {1 Turn per Ranger’s Level}

3

Detect Snares & Pits: Ranger is aware of any intentionally set traps, snares, and pits within 50’ of their current location, however carefully hidden. {Until User leaves area}

4

Ignore Pain: Ranger or Recipient become immune to all pain and pain effects, mundane or magical. {Until dawn}

5

Lesser Restoration: An Ability reduced by damage or magic is restored by 1 point. [1 touched Recipient]

6

Resist Fire: Recipient can ignore damage from fire equal to 2 x Bard’s Exp. Level. {1 hour}

3rd Level Fiannic Poems

1 Bath of Healing: Ranger blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d4 points of Damage per Experience Level or HD they possess. For example: A 5th Level bather regains 5d4 lost Hit Points. {Until used}
2 Cure Blindness/Deafness: Ranger or Recipient is cured or either Blindness or Deafness, magical or mundane in origin. [1 touched Recipient, or the Ranger]
3 Cure Disease: Ranger or Recipient is cured of all physical diseases and parasitic infections.
4 Empowered Weapon: The Ranger temporarily makes a weapon or ammunition capable of striking Monsters otherwise immune to normal attacks. [1 weapon, or 12 arrows/bolts/bullets] {Until dawn}
5 Increase Ability: One of the Recipient’s Abilities temporarily improves by 4 points (to a maximum of 18), with all corresponding benefits. {1 hour}
6 Locate Object: Ranger knows the location of a desired type of object that can be potentially reached within an hour’s time. A specific item can be located only if the Ranger is familiar with it. An object encased in lead, aluminum, or tin cannot be found with this spell (but items made of those metals can be).
7 Neutralize Poison: All poisons and toxins affecting the Ranger or Recipient are neutralized. Can also be performed on a person before they are exposed to poison. [Ranger, or 1 Recipient]{1 Turn per Ranger’s Level}
8 Obtain Oracle: Ranger learns the result of a proposed course of action in the form of an ambiguous riddle, or unexplained metaphorical statement. Only one Oracle can be obtained per question.
9 Pyrotechnics: A flame either explodes in a beautiful, colored burst, (unprepared onlookers are blinded for a minute), or emits thick, choking smoke in a 50’ radius (everyone within is effectively blind, and suffers -4 to Str & Con for 2 minutes. [50’ radius] {1 minute} * Save negates.
10 Speak With Plants: Ranger can question the local plants about actions that have transpired near them within the last season. Plants can only answer “Yes” or “No”, and can only sense events apparent to any ordinary observer with no magical senses. {1 Hour}

4th Level Fiannic Poems

1 Control Plants: Ranger animates and controls the movement of all plants in a 50’ radius. Plants can be parted to reveal an obscured area; tree limbs can block or strike like clubs; vines and roots can entangle, ensnare, or become nooses; and hard fruit can be thrown like sling bullets. Controlled Plants use the Ranger’s Attack Bonus and Saves. {1 hour}
2 Cure Serious Wounds: Ranger or Recipient is cured of 1d4 points of Damage per own Experience Level of Hit Dice. For example: A 5th Level Recipient regains 5d4 lost Hit Points. [Ranger, or 1 touched Recipient]
3 Detect Scrying: Caster will know if they are being scried upon, or otherwise observed through supernatural means. Any would-be scrier must save versus Spells, or their identity is revealed. {Until dawn}
4 Dispel Magic: Ongoing spell effects are ended. There is a chance of failure equal to 5% x the Level of Spell to be undone (i.e., Dispelling a 5th Level Spell is 25% likely to fail).
5 Remove Curse: Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description. [1 Recipient other than the Ranger]
6 Walk On Water: Ranger or Recipient can walk across water (or any similar fluid, including mud and quicksand) as if it was dry ground. All encumbrance rules still apply. [1 hour]

5th Level Fiannic Poems

1 Bath of Great Healing: Ranger blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d6 points of Damage per Experience Level or HD they possess. For example: A 9th Level Recipient regains 9d6 lost Hit Points. {Until used}
2 Commune With Fairy: Ranger mentally contacts a powerful Fairy (such as the Queen of the Winter Court) and asks them a question. If a Reaction Roll indicates the Fairy likes the Ranger, they will answer truthfully and to the best of their knowledge. {1 question}
3 Death Ward: Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Ranger, or 1 touched Recipient] {Until dawn}
4 Locate Creature: Ranger knows the location of a desired type of creature that can be potentially reached within an hour’s time. A specific creature can be located only if the Ranger is familiar with it. A creature encased in lead, aluminum, or tin cannot be found with this spell. {1 hour}
5 Polymorph Self (Transmutation): Ranger can transform bodily into any creature with HD equal to their own Level, or lower. Only physical form (and Strength) is gained – not any Special Abilities or senses. {1 hour, + 1 Turn/Level}
6 True Seeing: Ranger sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour}

Magic User and Elven Warrior-Wizard Spells of Panzoasia

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This reconfiguration of the B/X Magic User and Elf spell lists both expands the number of available spells (relative to the standard BX lists) and expresses them as concisely as possible (for fast reference and adjudication during play). In Panzoasia, both Magic Users and Elven Warrior-Wizards (the “Elf” of standard B/X rules) eventually have access to 7th Level Spells. Players of Ghastly Affair will notice the inclusion of some spells from that game – especially those that replicate traditional powers of witches and sorcerers. There’s also some spells (such as the 6th Level “Chimeric Monster“) to answer the perennial question of “where did all these monsters come from?”. (Answer: A wizard did it, and here’s how they did it!)

The number of each entries on each list is an even number corresponding directly  to an available type of die – making random generation of spell lists easy. Owners of d30s now have another use for their dice!

The descriptive term in parenthesis after the spell name is the type of magic (Blessing, Transmutation, Divination, Glamour, Malediction, Fascination, or Evocation) the spell represents. The seven terms may already be familiar to players of Ghastly Affair, but they (and their relevance) will also be further explained when I post the Panzoasian Magic User Class.

I’ve altered the usual effects of some spells, especially where I have long felt the original was overpowered – such as Sleep, also known as the “nuke” of low level Magic Users. Of course, the Magic Users and Elven Warrior-Wizards of Panzoasia don’t have to memorize their spells in the traditional “Vancian” fashion – more about that in future posts! Also, wherever the standard B/X (or BECMI) version of a spell was too complicated to be expressed concisely, I’ve streamlined its effect.

Except where otherwise indicated, each spell is assumed to take 1 Round to cast, during which the caster can do nothing else.

Where necessary, the description of each spell is followed by one, two, or two additional terms defining the affected area of the spell, it’s duration, and how the Spell if affected by a successful Saving Throw.

  • If no [affected area] is indicated in brackets, a spell affects 1 target in visible range.
  • If no {duration} is indicated in curly brackets, a spell lasts 1 hour.
  • If no *Save effect is indicates after an asterisk, the spell does not allow a Saving Throw.

 

1st Level Magic User and Elven Warrior-Wizard Spells

1 Arcane Mark (Transmutation): Caster places a magical inscription up to 6 letters long upon an object or creature, visibly or invisibly. [1 square foot] {Permanent on object; 1 month on creature}
2 Beautify (Glamor): Caster or Recipient’s physical appearance is temporarily brought closer to their culture’s ideal, granting a +3 bonus to initial reactions with their own People. [1 person] {Until Dawn}
3 Burning Hands (Malediction): An arc of fire momentarily shoots from the Caster’s outstretched fingers for 1d6 damage. Flammable items are ignited. [Entire 10’ x 10’ area in front of Caster] *Save halves damage.
4 Charm Person (Fascination): Targeted person regards the Caster as a friend and ally who has the Recipient’s best interests at heart. [1 humanoid person] {Until next full moon} * Save negates.
5 Comprehend Language (Divination): Recipient can read and understand (but not speak) one language specified by the Caster. [1 touched person] {1 Hour}
6 Conjure Familiar (Evocation): Caster conducts an hour-long ritual that binds a minor Planar Spirit as a personal servant and protector. Roll d20 to determine the Familiar conjured. 1 – 19 = Common Familiar. 20 = Special Familiar determined by Caster’s Alignment: Imp (Evil), Mischief Daimon (Chaotic), Church Grim (Lawful or Good), or Raven Revenant (Neutral). {Permanent until familiar is killed}
7 Conjure Monster I (Evocation): Caster summons a Monster (but not a Planar Spirit) of 1 or 2 HD, and forces it to perform one service. {1 hour, or until completion of task}
8 Cut (Malediction): A visible target must Save or be cut as with an invisible knife for 1d4 damage. This spell can also be used to cut ropes, curtains, etc, from a distance. *Save negates.
9 Darkness (Transmutation): All light within a 50 foot radius is extinguished, creating total and impenetrable darkness that clouds all normal vision. Only Infravision allows sight. Darkness dispels Light. {1 Hour}
10 Detect Illusion (Divination): Caster can detect if anything they see or otherwise sense is actually an illusion. [Normal visual range] {Until caster moves from current position}
11 Detect Magic (Divination): Caster will know if any aspect of their immediate environment is magical. [50’ radius] {Until caster moves from Affected Area}
12 Detect Undead (Divination): Caster can detect the presence and number of any Undead creatures in visual range – even if hidden, Invisible, or Ethereal. [1 hour]
13 Feather Fall (Transmutation): Recipients fall slowly and softly, taking no damage upon impact. This Spell can be cast with a word as soon as a fall begins. [1 Human-sized creature per Level] {For duration of fall}
14 Ghost Lights (Transmutation): Caster can create either 1 – 4 floating balls of light (equal to torches), or one glowing humanoid shape, which can be move anywhere in visual range. {1 hour}
15 Ghost Sound (Glamor): Caster creates phantom sounds (other than comprehensible speech) equal in maximum volume to that of 4 people per Caster Level. [within 50’] {1 hour} *Save reveals illusion.
16 Hold Portal (Transmutation): Caster holds the doors (or gate) of a portal in exactly the position they are currently in. {1 hour}
17 Hypnotism (Fascination): Caster commands the attention of one person with 25’. Victim will perform easy, apparently safe requests for as long as the Caster pays undivided attention to them. Afterward, the Victim will forget the whole experience. {No more than 1 hour} * Save negates.
18 Identify (Divination): Caster determines the powers, means of operation, and remaining uses (or charges) of a Magic Item within 25’.
19 Jump (Transmutation): Caster or Recipient can make incredible jumps – up to 30′ forward, and 10′ feet vertically or backwards. The distances increase by 5’ per caster Level. {1 jump per Level of Caster}
20 Light (Transmutation): Either a touched object, or the air itself, sheds light that brightly illuminates a 50′ radius. Light dispels Darkness.{1 Hour}
21 Magic Cipher (Divination): Caster encodes a text using a magical cipher that cannot be broken by any mundane means. Read Magic reveals the encoded text. [1 page per Caster Level] {Permanent}
22 Magic Missile: (Malediction) A supernatural projectile automatically hits any visible Target for 1d6 damage. Caster gets 2 more missiles per 5 Levels.
23 Protection From Evil (Blessing): Caster or Recipient gains +2 to AC and Saves against Evil, Summoned, or Conjured beings, and cannot be physically touched or mentally dominated by such entities. [1 person] {1 hour}
24 Read Magic (Divination): Caster can decipher magically encrypted writings and Spell Scrolls, as well as glyphs, sigils, and runes of a magical nature. {1 hour}
25 Shield (Blessing): Caster is protected by an invisible disk of force similar in size and shape to a large shield, granting +3 AC, +3 to Saves versus Dragon Breath, and immunity to Magic Missiles. [1 hour]
26 Shocking Grasp (Malediction): Caster inflicts 1d6 points of Damage with a touch – and double damage if the Victim is wearing metal armor. [1 touched target]
27 Sleep (Fascination): A visible, living Victim with no more HD than the Caster falls asleep. {Until dawn} *Save negates.
28 Sorcerer’s Hand (Transmutation): Caster can move in any direction an object weighing up to 5 pounds. [50’] {Until concentration ends}
29 Spider Climb (Transmutation): Caster or Recipient can walk (but not run) up walls and across ceilings in a manner similar to a spider. Recipient will not become disoriented by such movement. [1 hour]
30 Unseen Servant (Transmutation): Caster creates a mobile invisible force that can perform any ordinary household task requiring no creative thought. It can lift 20 lbs maximum. [Within 50’ of Caster] [1 hour}

 

2nd Level Magic User and Elven Warrior-Wizard Spells

1 Acid Arrow (Malediction): Caster casts a bolt of acid at a Target for 1d6 damage, + 1d6 next Round. A successful to-hit roll (as if opponent was unarmored) is required. [1 visible target] {2 Rounds}
2 Alter Self (Transmutation): Caster assumes a humanoid form, between twice and one half their own size (but not a specific person). Can attack with claws, swim with fins, etc., but winged forms cannot fly. {Until dawn}
3 Augury (Divination): If they make a successful Wisdom Check, Caster knows whether a particular action to be taken by themselves (or another) is likely to result in harm or benefit (or both) within the next day. Can only be used once per question.
4 Blur (Transmutation): Caster or Recipient’s form and features becomes blurry and uncertain, granting a +2 to Armor Class. The AC Bonus is ignored by creatures that don’t need eyes to attack. {1 hour}
5 Confusion (Fascination): Victim becomes disoriented, and acts randomly. Roll d10 each round: 1-3 = normal action, 7 – 10 = pointless action, 10 = attacks nearest foe or friend. [50 feet] {1 Turn} *Save negates.
6 Conjure Monster II (Evocation): Caster summons a Monster (but not a Planar Spirit) of 3 to 4 HD, and forces it to perform one service. {1 hour, or until completion of task}
7 Continual Light (Transmutation): Either a touched object, or the air itself, perceptually sheds light that brightly illuminates a 50′ radius. Actual sunlight dispels magical Continual Light.{Permanent until dispelled}
8 Cure Light Wounds: Caster or Recipient is cured of 1 point of Damage per own Character Level (or HD if a creature). For example: A 3rd Level Recipient regains 3 lost Hit Points.
9 Electric Discharge (Malediction): An arc of electricity strikes a single Target within 50’ for 2d6 points of damage. *No Save if target is wearing metal armor; Save halves damage otherwise.
10 ESP (Divination): Caster can hear the current thoughts of any desired Victim within normal earshot. If the Victim is an animal or speak an unknown language, the Caster only knows their intentions. If the Caster tries to read more than one mind at a time, they must versus Spells or go insane until dawn. ESP is blocked by lead, gold, tin and aluminum.{1 hour} * Save negates.
11 Fiery Dart (Malediction): A bolt of flame strikes a single Target within 50’ for 2d6 points of damage, igniting combustible items. * Save halves damage.
12 Fog Cloud (Transmutation): Caster creates 50’ diameter cloud of fog that emanates from any desired point within visual range. Visibility within is 5’. Those more than 5’ within are invisible from outside. {1 hour}
13 Hide Thoughts (Blessing): The Recipient is immune to the effect of ESP. {1 hour}
14 Hypnotic Pattern (Fascination): Caster creates a fascinating pattern of either smoke or colored light in the air. 2 HD of viewers per Caster’s Exp. Level can do nothing but watch. {Concentration} * Save negates.
15 Infravision (Transmutation): Caster can see the body heat of creatures, and the temperature of objects, to a distance of 120’. Infravision function even under magical Darkness. {1 hour}
16 Invisibility (Glamour): Caster or Recipient vanishes from all forms of non-magical sight, until they cast a spell or attack another. [1 human-sized subject per Caster Level] {Until dawn}
17 Levitate (Transmutation): Caster, Recipient, or object floats in the air at a height controlled by the Caster. Attacks made while Levitating are at -3. [100 lbs per caster Level, within visual range] {1 hour} *Save negates.
18 Magic Lock (Transmutation): Caster magically locks a box, door, gate, or other portal., so it can be opened only by the Caster, by Dispel Magic, or with a Knock spell. [Up to 30 square feet per Caster Level] {Permanent}
19 Mirror Image (Glamor): Caster surrounds themselves with as many illusory copies of their body as their own Level. An attacker must make a successful Save to hit or affect the real Caster {1 hour}
20 Phantasmal Force (Glamour): Caster creates a purely visual illusion of anything desired, no bigger than a 25’ cube. No sounds, tastes, feelings, or smells are produced. {Concentration} *Save reveals the illusion.
21 Pyrotechnics (Malediction): An existing flame either explode in a colored burst, (unprepared onlookers are blinded for a minute), or emits thick, choking smoke in a 50’ radius (everyone within is effectively blind, and suffers -4 to Str & Con for 2 minutes. [50’ radius] {1 minute} * Save negates.
22 Ray of Enfeeblement (Malediction): An invisible ray reduces the Victim’s Strength by 1d6 points, +1 per Caster Level. Caster must make a successful missile attack against the Victim’s AC. {1 hour}
23 Resist Cold (Blessing): Caster or Recipient can ignore damage from cold equal to 2 x Caster’s Exp. Level. {1 hour}
24 Resist Fire (Blessing): Caster or Recipient can ignore damage from fire equal to 2 x Caster’s Exp. Level. {1 hour}
25 Scare (Fascination): All enemy creatures within a 25′ foot radius with less than 5 Levels (or Hit Dice) flee until they can no longer see the Caster. {1 hour} * Save negates.
26 See Invisibility (Divination): Caster can see any creatures that are Invisible, whether due to a magical effect, or being fully Ethereal. {1 hour}
27 Speak With Animals (Divination): Caster can speak to any normal or giant animals encountered, who can communicate to the limits of their Intelligence. Monsters with bizarre anatomies are excluded. [1 hour]
28 Steal Milk (Transmutation): Caster teleports a gallon of milk from inside the udder of a visible animal into a held container. The animal cannot give more milk that day. *Save made by animal’s owner negates.
29 Summon Swarm (Evocation): Caster summons a 50’ diameter swarm of flies, rats, spiders, cockroaches, centipedes, etc. Creatures within must Save to do anything but swat vermin away. {Concentration}
30 Web (Transmutation): Caster creates an area of sticky spider’s webs. Those within must make a Strength Check to move just 5’ a minute. A Web can be burned away at rate of 5’ per Round. [25’ cube] {1 hour}

 

3rd Level Magic User and Elven Warrior-Wizard Spells

1 Babble (Fascination): Victim loses the ability to read, comprehend, or speak any language. [1 touched victim] {1 hour} * Save negates.
2 Bewitch Cattle (Malediction): Caster causes livestock to die strangely. Roll d4 per Victim: 1 = Victim suffers 1d6 damage per day, 2 = Victim tries to kill self, 3 = Victim bleeds and loses 1 Con point per day, 4 = Victim loses 1 point of Str. per day. [1 animal per Caster Level] {Until next new moon} * Save negates.
3 Blast Crops (Malediction): All the edible and useful plants present in an acre of land become blighted and ruined. [1 acre within visual range] {Permanent} * Save by owner of land (if any) negates.
4 Blink (Transmutation): Caster rapidly and randomly blinks in and out of reality. Only 50% chance Caster can be targeted by an attempted attack or Spell. 50% chance to walk through walls (death if failed) [1 hour]
5 Clairaudience (Divination): Caster can hear (but not see) a known location up to a mile distant as if actually there. [1 hour]
6 Conjure Monster III (Evocation): Caster summons a Monster (but not a Planar Spirit) of 5 to 6 HD, and forces it to perform one service. {1 hour, or until completion of task}
7 Curse (Malediction): Caster inflicts a negative magical condition upon the Victim. Typical Curses include: -4 on one Ability; -3 on all Attack rolls; or -1 on all Saves. {1 day per Exp. Level of Caster} *Save negates.
8 Deadly Vapor (Malediction): The air in a 50’ radius within visible range is filled with poisonous fumes that inflict 3d6 damage. [A 50’ radius in visual range] {1 Round} * Save halves damage.
9 Dispel Magic (Transmutation): Ongoing spell effects are ended. There is a chance of failure equal to 5% x the Level of Spell to be undone (i.e., Dispelling a 5th Level Spell is 25% likely to fail).
10 Empowered Weapon (Blessing): The Caster temporarily makes a weapon or ammunition capable of striking Monsters otherwise immune to normal attacks. [1 weapon, or 12 arrows/bolts/bullets] {Until dawn}
11 Fireball (Malediction): Caster shoots a small projectile which creates a fiery explosion in a 25’ radius, inflicting 1d6 damage per Exp. Level of the Caster to everything within. [25’ radius anywhere in visual range] * Save halves damage.
12 Fly (Transmutation): Caster or Recipient gains the power to fly through the air in any direction, at triple normal human movement rate. {1d6 Turns, + 1 per Caster Level}
13 Galeanthropy (Transmutation): Until dawn, the Caster or Recipient has all the senses of a cat, and can freely change between their normal shape, the form of a black housecat, or the shape of a black Panther. {Until dawn}
14 Gaseous Form (Transmutation): Caster or Recipient, along with any carried items, turns into a misty cloud that is immune to normal weapons, moves at 10’, and can flow through cracks. {1 hour} * Save negates
15 Gust of Wind (Transmutation): Caster creates a blast of gale-force wind. Small creatures are blown back 50’ each Round, Human-sized creatures are blown back 25’, and large creatures cannot move forward. Missile attacks within automatically miss. [25’ x 300’ column in front of Caster] {6 Rounds} *Save negates.
16 Hold Person (Fascination): Caster paralyzes a humanoid Victim under 5 HD, locking them into their current position. Victim can breathe, but take no other action. [1 hour] *Save negates.
17 Knock (Transmutation): Caster opens a locked, barred, or stuck door, chest, box, or portal, even if shut by magical means.
18 Lightning Bolt (Malediction): A bolt of lighting strikes a visible Target for d6 damage per Exp. Level of the Caster. If the Target is killed or destroyed, the bolt continues to the next object directly behind it, and so on, to a distance of 300 feet. *Save halves damage.
19 Locate Object (Divination): Caster knows the location of a desired type of object that can be potentially reached within an hour’s time. A specific item can be located only if the caster is familiar with it. An object encased in lead, aluminum, or tin cannot be found with this spell (but items made of those metals can be).
20 Magic Mouth (Glamour): When a chosen event occurs in a location, a message of up to 25 words will be delivered audibly. The event must be one that could be seen by an ordinary person. {Until triggered}
21 Minor Creation (Transmutation): Caster creates one or more objects of common, relatively soft, organic (but non-living) material such as cloth, wood, paper, or hemp. Precious spices and wondrous materials (such as the sap of the Sword Lacquer tree) cannot be replicated. The object is crude, unless the Caster is also a skilled artisan of the appropriate type. [1 cubic foot per caster Level] {Until dawn}
22 Nondetection (Divination): Caster protects a being or object against Locate Object, Cairvoyance, Clairaudience, any of the Detect spells, and Scrying from any source. {Until dawn}
23 Protection From Normal Missiles (Blessing): Caster or Recipient becomes immune to nonmagical arrows, thrown knives, or other projectile weapons. Melee weapons are unaffected. {1 hour}
24 Shadow Assassin (Evocation): Caster’s shadow detaches, as a Wayward Shadow under their control. It can be sent anywhere reachable before dawn. If it can’t return in time, Caster loses their shadow. {Until dawn}
25 Stinking Cloud (Malediction): Caster creates a 25’ diameter cloud of vapors that smell horrifically bad. Anyone inside is nauseated, and unable to do anything but retch and flee. [1 hour]
26 Suggestion (Fascination): Caster causes one Victim to obey a reasonable sounding directive which can be phrased in one sentence. {Until dawn, or a suggested task is completed} * Save negates.
27 Tongues (Divination): The Caster or Recipient is granted the ability to read, understand, and speak any language encountered. [1 hour]
28 Water Breathing (Transmutation): Caster or Recipient can breathe water as if it was air. {Until dawn}
29 Witch’s Mount (Transmutation): Victim is under the Caster’s control, can Fly, is as strong as a draft horse, and can be used like a mount or farm animal (but cannot be made to fight). [1 person within 50’] {Until dawn} *Save negates.
30 Zone of Silence (Transmutation): Caster turns a 25′ radius into a zone of impenetrable silence. Spells that require speech cannot be cast. [1 hour]

 

4th Level Magic User and Elven Warrior-Wizard Spells

1 Banish (Fascination): Caster forces one or more Planar Spirits (Angels, Devils, Demons, Fairies, Daimons, Archons, Genies, Elementals) or incorporeal Undead to flee from an area. The total HD of creatures affected cannot be greater than the Caster’s own Level. Banish can only be attempted once per encounter. {Until dawn} *Save Negates
2 Change Gender (Transmutation): Recipient completely changes their biological sex. Former females can now father children, former males can become pregnant, etc. {30 days} *Save negates if undesired.
3 Charm Monster (Fascination): Targeted creature regards the Caster as a friend who has their best interests at heart. [1 Monster not a Spirit or Undead] {30 days, minus Monster’s Int. score} * Save negates.
4 Clairvoyance (Divination): Caster can see (but not hear) a known location up to a mile distant as if actually there. The viewing point is fixed in place, but can be rotated at will. [1 hour]
5 Conjure Monster IV (Evocation): Caster summons a Monster (but not a Planar Spirit) of 7 to 8 HD, and forces it to perform one service. {1 hour, or until completion of task}
6 Control Plants (Transmutation): Caster animates and controls the movement of all plants in a 50’ radius. Plants can be parted to reveal an obscured area; tree limbs can block or strike like clubs; vines and roots can entangle, ensnare, or become nooses; and hard fruit can be thrown like sling bullets. Controlled Plants use the caster’s Attack Bonus and Saves. {1 hour}
7 Detect Lies (Divination): Caster will know instantly if any lies or deceptions are perpetrated within a 25′ foot radius. {1 hour}
8 Detect Scrying (Divination): Caster will know if they are being scried upon, or otherwise observed through supernatural means. Any would-be scrier must save versus Spells, or their identity is revealed. {Until dawn}
9 Dimension Door (Transmutation): Caster or Recipient is teleported to any place the Caster can see. If an unwilling Recipient Saves, Caster is transported to the location instead. *Save negates
10 Disguise Others (Glamor): Caster can make one other person per Level appear to be somebody else, with apparently different clothing and equipment. Only looks are changed – not textures or smells. {Until dawn}
11 Fire Shield (Blessing): Caster’s body is surrounded by protective flames. Anyone trying to touch them, or engage them in melee, takes 1d6 damage (+1 point per Caster’s Level). Potential damage from cold is reduced by the same amount. {1 Turn}
12 Fire Trap (Malediction): Caster places a magical trap upon a closeable object, which explodes for 3d6 damage if opened without permission. The object remains unharmed. Caster specifies who can safely bypass the Fire Trap. {Until triggered} *Save halves damage.
13 Haste (Transmutation): Recipient moves twice as fast as normal. Receives +3 on AC; two actions per Round; and +3 on Saves versus Wands & Breath. Loses 1 point Constitution, and ages 1 year! {1 hour} *Save negates
14 Hide Lies (Fascination): Caster’s lies will be believed without question, unless the hearer employs magic that detects lies or falsehood. {1 hour}
15 Ice Storm (Malediction): The targeted area is pelted with ice and hail that inflicts 1d6 points of damage per Caster’s Exp. Level on everything within. [50’ radius with visual range] {1 Round} *Save halves damage.
16 Illusory Trap (Glamor): Caster creates the illusion of a trap (such as pit or dead fall) which wards the area inside 25’ cube. If apparently triggered, all within suffer 2d6 damage. [25’ cube] *Save inactivates, and retroactively negates damage.
17 Mass Confusion (Fascination): All within 50’ (except Caster) become disoriented, and act randomly. Roll d10 each Round per victim: 1-3 = normal action, 7 – 10 = strange and pointless action, 10 = attacks nearest foe or friend. {1 Turn} *Save negates.
18 Mass Sleep (Fascination): As many visible Victims as the Caster has Levels fall asleep. Those with greater HD than the Caster are immune. {Until dawn} *Save negates.
19 Mysterious Transport (Evocation): The Caster summons a mysterious black horse; a black carriage (and black-shrouded driver) which can hold 4 passengers; or a black sailing boat (manned by a shadowy sailor) which can transport 12 people. None of them can be harmed by any attack. {Disappears at dawn}
20 Obtain Oracle (Divination): Caster learns the result of a proposed course of action in the form of an ambiguous riddle, or unexplained metaphorical statement. Only one Oracle can be obtained per question.
21 Overwhelming Fear (Fascination): Every being not allied with the Caster within a 50′ foot radius must Save versus Wisdom or run away until they can no longer see the Caster. Affected beings stay afraid for 1 hour. *Save negates, and new Save can be made each Round.
22 Polymorph Self (Transmutation): Caster can transform bodily into any creature with HD equal to their own Level, or lower. Only physical form (and Strength) is gained – not any Special Abilities or senses. {1 hour, + 1 Turn/Level}
23 Quench Fire (Transmutation): Every fire, mundane or magical, within a 25′ foot radius is immediately extinguished. Fire Elementals (and similar beings) suffer 7d6 damage. *Save halves damage for creatures.
24 Remove Curse (Blessing): Caster or Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description.
25 Shout (Malediction): Caster emits a shriek that deafens every being within 50’ (except themselves), inflicts 4d6 points of Damage, and shatters glass and crystal. *Save negates deafness, and reduces damage by half.
26 Slow (Transmutation): Victim moves half as fast as normal. Suffers -3 on AC; acts every other Round; and makes Saving Throws versus Wands & Breath with a -3. {1 hour} *Save negates
27 Speak With Dead (Divination): Caster can gain knowledge from an inanimate corpse, including anything it knew while alive. 1 question can be asked for every 2 Levels of the Caster. Answers will be as curt as possible. This spell only be cast once per corpse. [1 corpse] {1 hour}
28 Unbreakable Bargain (Fascination): The Caster and Recipient create a bargain whose terms will inevitably be fulfilled, no matter if either party tries to break them. [2 willing bargainers] {Until fulfilled}
29 Wall of Fire (Transmutation): Caster creates a thin wall composed of brilliant flame, anywhere within a 50’ radius. It cannot be created underfoot of a target. Those who contact or try to cross it suffer 4d6 damage. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour} *Save halves damage, but only if Wall is contacted unwillingly.
30 Wall of Ice (Transmutation): Caster creates a smooth, 1 foot thick wall of solid ice, anywhere within a 50’ radius. It cannot be created underfoot of a target. The wall inflicts 2d6 point of damage on contact with bare skin. Making a hole big enough for a person requires inflicting 40 hit points of damage with magic, or metal tools. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

 

5th Level Magic User and Elven Warrior-Wizard Spells

1 Animate Dead (Evocation): Caster transforms corpses into controlled Skeletons or Zombies with total HD equal to the Caster’s. The Undead created will obey every command in the most literal manner possible. The Caster can only maintain as many HD of Skeletons or Zombies as their own Level. {Permanent}
2 Blacken Sky (Transmutation): The sky for a ½ mile radius overhead turns as black as a starless night. Creatures damaged or deterred by sunlight can function normally under a Blackened Sky. {1 hour}
3 Commune With Spirit (Divination): Caster mentally contacts a Planar Spirit (Angel, Demon, Devil, Fairy, Archon, Daimon, Elemental, or Genie) or incorporeal Undead whose name they know, and asks it one question about a topic within its area of expertise. If a Reaction Roll indicates the Spirit likes the Caster, (or they are already friends) it will answer truthfully (to the best of its knowledge). {1 question}
4 Cone of Cold (Malediction): Caster shoots a cone-shaped emanation of incredible cold which inflicts 9d6 points of Damage. [Cone 50’ long and 25’ wide at end] *Save halves damage.
5 Conjure Monster V: Caster summons a Monster (but not a Planar Spirit) of 9 to 10 HD, and forces it to perform one service. {1 hour, or until completion of task}
6 Control Winds (Transmutation): Caster can alter the direction of the wind anywhere in visual range outdoors, and increase or decrease its speed by up to 100 mph. Gale force winds have effects equal to a Gust of Wind Spell. Winds over 150 mph are strong enough to destroy small wooden buildings and uplift trees. [1 hour]
7 Death Ward (Blessing): Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Caster, or 1 touched Recipient] {Until dawn}
8 Enter Dream (Glamour): Caster falls asleep, and mentally enters the dreams of a known and named target within 1 mile. The Caster can influence the content of the dream, altering a happy dream into a nightmare (and visa-verse), and/or interacting the dreamer. Targeted dreamer must already be asleep. {1 hour}
9 Explosive Runes (Malediction): Caster creates runes that, when read by an unauthorized being, explodes for 6d6 points of damage. Inscribed object or book will be destroyed. Caster specifies authorized readers at time of casting {Permanent until triggered}
10 Feeblemind (Fascination): Victim’s Intelligence is reduced to 2. [25’] {Until next full moon} *Save negates
11 Giant Animal (Transmutation): Caster transforms an ordinary animal or insect into its Giant or Monstrous form. [1 animal] {Permanent}
12 Insect Plague (Evocation): Caster summons a swarm of locusts (or other destructive vermin) that covers a full acre of land. All edible plants (and stored food) within are consumed, visibility is 5’, and creatures under 2 HD flee. {1 hour}
13 Lesser Globe of Invulnerability (Blessing): No Spell of 3rd Level or below (except Dispel Magic) can be directed to take effect within 10′ of Caster. The Caster can send spells out, however. [10’ radius] {1 hour}
14 Locate Creature (Divination): Caster knows the location of a desired type of creature that can be potentially reached within an hour’s time. A specific creature can be located only if the caster is familiar with it. A creature inside a cage of lead, aluminum, or tin cannot be found with this spell. {1 hour}
15 Magic Circle (Blessing): Caster physically marks out a magical boundary that cannot be crossed, touched, or affected in any way by Planar Spirits or incorporeal Undead. All within enjoy Protection from Evil (as the 1st level spell). [1 circle or polygon up to 10’ in diameter]{Until effaced, crossed, or dispelled by Caster}
16 Major Creation (Transmutation): Caster creates one or more objects of common, non-precious, non wondrous materials (not gold, silver, platinum, electrum, copper, semi-precious tones, gemstones, nor any special material such as Adamant or Cloud Silver). The objects will be crude in workmanship, unless the Caster is also a skilled artisan of the appropriate type. [Objects 1 cubic foot in total size per Level] {Until dawn if object is stone or metal – until next full moon otherwise}
17 Mirage Arcane (Glamor): Caster can make any environment appear to look, smell, sound, taste, and feel like any other environment. [¼ acre per Caster Level] {Until Dawn} *Save reveals the true landscape.
18 Mysterious Building (Glamor): The Caster creates a quasi-real structure of any form, layout, decoration, and interior furnishing desired, but which can occupy no more than 50,000 cubic feet in total volume. It gives shelter, but there is no food, clothing, or water within. {Disappears at dawn} *Save indicates the building does not exist for the viewer, and they cannot see or interact with those within.
19 Passwall (Transmutation): Caster creates a temporary, 5’ x 10’ hole in a wall made of stone, plaster, wood, earth, clay, coral, seashell, or stucco. [A wall located within 50’] {1 hour}
20 Polymorph Other (Transmutation): Recipient is transformed into any creature with no more than twice their original Hit Dice, acquiring all Special Abilities and other characteristics. Recipient is 50% likely to forget who actually are, and transform mentally as well. {Permanent until released by caster} *Save negates.
21 Rain of Blood (Transmutation): A large quantity of real blood falls from the sky or ceiling. All non-Evil creatures under 5 HD must Save or flee the area in fear. All movement is reduced by half, and those attempting to move in the affected area must make a Dexterity Check or fall down. Predatory monsters are attracted to the blood. Vampires receive +1 hp per HD. [150’ radius around caster] {1 minute}
22 Rain of Fish (Evocation): A large quantity of real, living fish fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling fish. [150’ radius around Caster] {1 Minute}
23 Scrying (Divination): Caster spies on a known and named individual located on the same world, seeing and hearing as if in close proximity to the target. {1 hour} *Save negates, and reveals the scrying attempt.
24 Telekinesis (Transmutation): By mental concentration the Caster can move objects in any direction through the air up to 500 feet per Round. [25lbs per Caster Level] Anything that done with hands can be done with Telekinesis, including repairs and missile attacks. {Concentration, but no more than 1 minute}
25 Telepathic Bond (Divination): Caster links the minds of a number of visible Recipients, who become able hear each other’s thoughts. [Caster, + 1 Recipient per Level] {1 hour} *Save negates if undesired.
26 Teleport (Transmutation): The Caster, or one living Recipient, instantly disappears, reappearing in another known place on the same world. Unless Caster is intimately familiar with the target area, there is a 1 in 20 chance that the teleported person winds up 1d20 feet above, below, north, south, east, or west of the target (determined randomly). If used to deliberately Teleport a victim into a dangerous place, a Save indicates the Caster is sent instead! [Caster, or 1 living Recipient] *Save negates.
27 True Seeing (Divination): Caster sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour}
28 Wall of Force (Transmutation): Caster creates an invisible wall that blocks movement, located anywhere within 50’. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}
29 Wall of Iron (Transmutation): Caster creates a 1 inch thick, wall of solid iron, anywhere within 50’. The wall can be made to topple and inflicts 10d6 point of damage on those underneath. Making a hole big enough for a person requires inflicting 200 hit points of damage with magic, or steel tools. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}
30 Wall of Stone (Transmutation): Caster creates a 1 foot thick wall of solid stone, anywhere within 50’. Making a hole big enough for a person requires inflicting 200 hit points of damage with magic, or metal tools. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

 

6th Level Magic User and Elven Warrior-Wizard Spells

1 Anti-Magic Shell (Blessing): The Caster can neither be affected by Spells, nor Cast them on others. [1 hour]
2 Chimeric Monster (Transmutation): The Caster combines the bodies of two creatures within 25’ into a new Monster with at least one Special Ability from each original creature, and all other characteristics selected from one or the other of the “parent” creatures. The Caster does not control the new Monster, unless Charm Monster is also cast. The total HD of the creatures combined cannot exceed the Caster’s Level.
3 Conjure Invisible Stalker (Evocation): The Caster summons an Invisible Stalker and commands it to perform one task – assassinating, spying and reporting back, etc. {Until completion of task} *Save negates
4 Conjure Monster VI (Evocation): Caster summons a Monster (but not a Planar Spirit) of 11 to 12 HD, and forces it to perform one service. {1 hour, or until completion of task}
5 Death Spell (Malediction): All plants and ordinary vermin within a 50’ radius are instantly killed, + 4d8 HD of larger living beings (lowest HD beings first). Beings with 8 or more HD are immune. *Save negates.
6 Disintegrate (Malediction): A single targeted creature or object dissolves into a fine powder that disperses in the slightest breeze. Stone walls or buildings must be Disintegrated one 10’ cube at a time. Planar Spirits, Enchanted creatures and Magic Items are immune. *Save negates.
7 Dismissal (Evocation): Caster forces a single Planar Spirit to return to its place of origin. [1 Spirit with no more HD than the Caster] {Until next New Moon} *Save negates
8 Geas (Fascination): Caster imposes upon a single Victim either a task that must be performed, or an action that must be avoided. If the Victim fails to undertake the task or avoid the action, they suffer a Curse (as the 3rd Level spell) until they do as directed. No directly lethal tasks or taboos can be imposed. This Spell can also undo a Geas already on a Recipient. {Until task is performed, or Caster relents} *Save negates.
9 Legendary Lore (Divination): The Caster learns all the stories associated with a noteworthy or famous person, place, or object. Note that stories learned may not not be true, and may contradict each other. Stories are learned at the rate of 1 per day – the knowledge is gained upon awakening. {Until all stories are learned}
10 Lower Water (Transmutation): Up to 10,000 square feet of water in visual range lowers to half its usual depth. If used on a large body of water, the affected are is bounded by walls of water. {1 hour}
11 Move Earth (Transmutation): The Caster causes soil (but not rock) to be dug, piled, packed, rammed, and otherwise rearranged as if 40 men were laboring at once (moving 60 cubic feet a Turn) [1 hour]
12 Programmed Phantasmagoria (Glamor): Caster creates an illusion affecting every sense, which follows a predetermined series of actions, and lasts up to 1 Turn. The Caster can make the illusion be triggered by an action (which must be one observable to an ordinary person), or have it repeat on an endless loop. [Area inside a 50’ cube] {Permanent until disbelieved} *Save reveals and ends illusion.
13 Projected Double (Glamor): Caster creates an illusory double of their body (including their equipment), and splits their consciousness between it and their actual body. The Double can wander up to 1 mile away from the Caster’s actual body, and can be used used to Cast Spells that seem to originate from it. The Caster can see, hear, and smell through the Double, but not touch or hold anything (and if touched the Double is insubstantial). [1 hour]
14 Rain of Stones (Malediction): Stones rain down in a 150’ radius, inflicting 6d6 points of Lethal Damage to all other exposed beings besides the Caster. The stones are real, and persist. {1 Round} *Save halves damage.
15 Raise or Calm Storm (Transmutation): The Caster either creates a violent storm of a type appropriate to the climate and location (a blizzard during the winter months in a temperate climate, a sandstorm in a hot desert, etc.), or calms such a storm already occurring. [10 mile radius] {Until dawn}
16 Reincarnate (Evocation): Caster causes a recently dead person to be instantly reborn in an animal body as a Zoomorphic Revenant, otherwise retaining their mind, memories, and Alignment. The new animal form will be symbolic of their previous Class. [1 person, dead no more than a day] *Save negates if undesired.
17 Summon Planar Spirit (Evocation): Caster causes the appearance of an uncontrolled Daimon, Elemental, Genie, Devil, Demon, Angel, Fairy, Archon, Elemental, or noncorporeal Undead, with no more Hit Dice than their own. The Caster must specify the type of being they desire. A specific Spirit can be Summoned, if the Caster knows their name, an holds a copy of their special Sigil. *Save negates.
18 Transmute Stone and Flesh (Transmutation): The Caster either restores a petrified being to life, or petrifies a living creature. {Permanent, unless Dispelled} *Save negates
19 Travel the Planets (Transmutation): Caster (and 1 companion per Level) is physically transported to a desired Planetary Abode (or back to Panzoasia). {1 trip}
20 Wall of Thorns (Transmutation): Caster creates a 5 foot thick wall of twisting brush covered with finger-length thorns, anywhere within a 50’ radius. It cannot be created underfoot of a target. The wall inflicts 5d6 point of damage on contact. Making a hole big enough for a person requires inflicting 40 hit points of damage with magic, or (long) metal tools. If burned, the wall becomes a Wall of Fire for 1 Turn before collapsing. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

 

7th Level Magic User and Elven Warrior-Wizard Spells

1 Antipathy and Sympathy (Fascination):A designated area or object either repels or attracts creatures with one or more defined characteristics (such as species, Class, Alignment, age, sex, etc.), as specified by the Caster.

  • Antipathy causes the specified creature(s) to Save versus Spells when they see the area or object. Failure means they cannot enter the area (or touch the object). Success means they lose 1 Dex. per Round until they leave the place(or stop touching the object). Lost Dexterity is returned when the Spell ends.
  • Sympathy also causes the specified creature(s) to Save versus Spells when they see the area or object. Failure means they will enter and not leave the area (or cease touching the object). Success means they are free to leave the location (or drop the object), but must Save again 1d6 Turns later to avoid returning to the area or object.

[1 object, or area 50’ x 50’] {Until dawn} *Save partially negates – see above.

2 Astral Projection (Transmutation): The mind and soul of the Caster, and anyone they touch, leave the body to travel on the Astral Plane. Recipients can travel to Dream Worlds, Supernal Worlds, or Infernal Worlds. Souls are connected to their physical bodies by an infinitely stretchable Silver Cord – if it is somehow severed (possibly with a magic weapon) the sleeping physical body is killed. {Until dawn}
3 Charm Plant (Fascination): One large tree, 2 small trees, 6 bushes, 12 shrubs, 24 ordinary plants, or all the ivy on the side of a building, become friendly and protective, growing and moving at the caster’s request in a manner similar to the effect of Control Plants. Plant Monsters are affected as by a Charm Monster spell. {Until the end of Winter} *Plant Monsters can save to negate.
4 Conjure Monsters VII (Evocation): Caster summons a Monster (but not a Planar Spirit) of 13 to 14 HD, and forces it to perform one service. {1 hour, or until completion of task}
5 Delayed Blast Fireball (Malediction): Caster creates a ruby-like gem that will explode as a Fireball (for d6 damage per Exp. Level of Caster) anytime from 1 Round to 1 hour later (as specified by the Caster). The gem can be thrown or put into a sling, like any other rock. Caster can also will the Fireball to explode before the predetermined time. {1 Round to 1 Hour} *Save halves damage from Fireball.
6 Enter Ethereal Plane (Transmutation): Recipients’ bodies and equipment dissolve into the Ethereal Plane. Those affected are fully Ethereal (invisible and invulnerable to physical attacks), partially Ethereal (translucent, and taking half damage from magical weapons only) or fully physical at Caster’s desire. Ethereal beings can move though solid objects in the Material World at a movement rate of 1,800’. [User & 1 touched Recipient per Level] {Until dawn}
7 Environmental Adaptation (Transmutation): The Caster, and one additional Recipient per Level, become completely immune to damage or harm from environmental effects, however extreme. They could walk in the lava fields of Fiery Purgatory without damage, swim underneath the Eternal Sea without drowning, breath the toxic air of the Adumbral Planet, etc. {24 hours}
8 Limited Wish (Transmutation): Caster verbalizes a wish, which can: (A) mimic any other Spell from any Class’s list, (B) undo the effects of any other Spell, (C) bestow a Soul upon a soulless being, (D) create any Monster, (E) change a creature’s Alignment, (F) find or restore to existence a lost or destroyed object or being, or (G) erase up to the last hour of history, re-living it with the Caster’s knowledge intact. Wishes are always interpreted literally. Each casting ages a Human or Halfling by 1 year, a Gnome by 7, or an Elf by 15.
9 Mass Invisibility (Glamour): Up to 300 HD of Recipients visible to the Caster become Invisible until they attack another or use magic. Creatures larger than a human count as triple HD. {Endures until broken}
10 Mind Blank (Blessing): The Recipient is immune to all Spells, Special Abilities, and Magic Items which influence the mind, feelings or perceptions, gather information about the Recipient, or are designated as Fascinations, Glamours, and Divinations. Recipient is also immune to Psionic attacks. {12 hours}
11 Mystical Sword (Malediction): A glowing force attacks the Caster’s enemies like a two-handed sword wielded by specialized, 14th Level Fighter. It can strike all beings. [Enemies within 25’ of Caster] {12 Rounds}
12 Permanency (Transmutation): Caster makes the effect of a normally impermanent Blessing, Divination, Glamour, or Transmutation Spell endure perpetually. Only Caster’s own Spells can be affected. Each use permanently drains 1 point of Constitution from the Caster. {Permanent}
13 Power Word Stun (Malediction): A single Victim is stunned and unable to act for minutes equal to 80 minus their Hit Points. Creatures over 70hp are immune. There is no Saving Throw.
14 Prismatic Spray (Malediction): Seven rays of colored light momentarily shoot from the Caster’s hand. Roll d8 to determine which ray strikes each being in the affected area in front of the Caster:
1: Red ray. 20 points of damage from fire. *Save halves damage.
2: Orange ray. Sent to a random Planetary Abode. *Save negates.
3: Yellow ray. 80 points of damage from electricity. *Save halves damage
4: Green ray. Die from poison. *Save negates
5: Blue ray. 40 point of damage from cold. *Save halves damage.
6: Indigo ray. Turned to stone. *Save negates
7: Violet ray. Driven insane. *Save negates
8: Target hit by two rays. Roll again twice, re-rolling results of “8”.

Additionally, every being under 8 HD in the affected area must also Save versus Spells or go Blind.
[A cone 50’ long x 25’ wide] *Save halves or negates – see above.

15 Raise Dead (Evocation): A person dead up to 3 days is restored to life – possibly with unintended consequences. Roll d20: 1 – 14 = person is at 1 hp but suffers no other ill effects, 15 – 16 = person is now the opposite Alignment, 17 -18 = person’s body is co-inhabited by a Planar Spirit or incorporeal Undead Monster, 19 – 20 = person is now an Undead Monster of HD equal to their former Level.
16 Reverse Gravity (Transmutation): Unsecured creatures and object will shoot 50 upwards (striking any ceiling for 1d6 damage per 10 feet of height), and then fall (normal damage). [50’ radius within visual range]
17 Simulacrum (Glamour): The Caster creates a duplicate of a person which appears real, but is actually made from materials such as ice, logs, rope, leaves, twigs, moss, vines, rocks, meat, dirt, etc. The Simulacrum has the same Abilities, but half the Level, Hit Points, and memories of the original. It is devoid of personality and is a puppet of the Caster – unless it is granted its own Soul with Limited Wish. *Save reveals the true form, if viewer is suspicious.
18 Summon Object (Evocation): The Caster instantly transports to their hands, from anywhere in the Cosmos, an object (no bigger than a staff) that they have previous inscribed with an Arcane Mark.
19 Teleport any Object (Transmutation): The Caster can send any living thing, or an object weighing up to 1,000 lbs, to any known place in the Material World. Unless Caster is intimately familiar with the target area, there is a 1 in 20 chance that the teleported object winds up 1d20 feet above, below, north, south, east, or west of the target (determined randomly). If used to deliberately Teleport a victim into a dangerous place, Save indicates the Caster is sent instead! [Caster, 1 living Recipient, or object up to 1,000 lbs] *Save negates, if undesired.
20 Vampirize (Transmutation): The Caster drains a Level (or HD) from a person, and reverses one month of aging for either themselves, or another Recipient. A person drained of all Levels (or HD) becomes an uncontrolled (and vengeful) Undead Monster. Casting (or benefiting from) this spell instantly makes a Good character Lawful, a Lawful character Neutral, a Neutral character Chaotic, and a Chaotic character Evil. *Save negates

The Five Alignments of Panzoasia

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All Creatures of Panzoasia adhere to one of five different Alignments – Lawful, Chaotic, Good, Evil, or Neutral. For animals and unintelligent creatures, Alignment indicates their behavioral predisposition. For sentient beings, however, Alignment indicates both one’s predominant morality, and which Divine Powers they honor and support. A person chooses their Alignment, which thereafter informs their actions. The Alignments of Panzoasia are not simply descriptive labels – they are objectively real forces engaged in a cosmic conflict for control of Reality itself. Thus, each Alignment of Panzoasia is also its own religion. All more-or-less agree on basic cosmology, but each disagrees on ethics and morality. Each Alignment has its own traditions of worship, its own clergy, and its own scriptures. People can and do change Alignment, and in the case of important (or high-Level) individuals, the result can be an open battle among the spiritual powers for possession of their soul.

A person of any Alignment could be either charming or off-putting; have either a good or bad sense of humor; and be either aggressive or timid in their demeanor. People are individuals, and most fail to live up to the pure tenants of their Alignment – even Clerics. Lawful people sometimes makes exceptions to the law for their friends, Chaotic people will keep traditional obligations to their family and loved ones, Good people frequently act out of anger and hate. Evil people can behave tenderly and generously towards those who they think deserve it, and Neutral people often take more than they need from their environment. Those who perfectly embody their Alignment, however, are called Paragons – and are usually on the difficult path to Immortality.

 

LAWFUL

Motto: “Do your duty, at all costs.”
Divine Patrons: The Lord and Lady of Destiny. The Archons of the Cosmic Spheres.
Religion of the Ultimate West: The Assembly of Destiny

A non-sentient animal or creature of Lawful Alignment follows a strict pattern of behavior from which it never wavers, and cannot abide any alteration to its routine. Their behavior is completely predictable. Truly Lawful animals and creatures are rare.

A Lawful person believes that the Cosmos has a single definite purpose, and all things must be made as predictable as possible. Society must be ordered so that all people know their place. Those who stand outside the Law must be brought into it. Those who will not follow the Law must be punished until they do. Lawful people know that there is an immutable Destiny ordained for them, which they should not only accept, but actively embrace.

Typical Attitudes of Lawful People Towards the Other Alignments:

    • The Chaotic Alignment must be destroyed because Chance threatens the predictability of Reality itself. The other Alignment all have their place in the plan of Destiny, but Chaotics are a threat that cannot be tolerated.
    • The Good Alignment is mistaken because showing mercy to lawbreakers undermines the concept of justice, which must be applied absolutely. We must show Good people that it is only a through the total rule of Law that people be made safe and happy.
    • The Evil Alignment is dangerous because indulging in limitless ambition is essentially denying one’s sacred duty and appointed Destiny. The Powers of Destiny created Evil only to punish lawbreakers and rebels.
    • The Neutral Alignment is illegitimate because their insistence on harmonious balance only allows dangerous Chaos to thrive. We must show them that the harmony of Nature is a function of the Laws under which it operates.

 

CHAOTIC

Motto: “Do what you will.”
Divine Patrons: The Lord and Lady of Chance. The Daimons of Limbo.
Religion of the Ultimate West: The Friends of Chance, also known as The Free Brethren

A non-sentient animal or creature of Chaotic Alignment acts without any apparent purpose or comprehensible motive. It is impossible to predict their behavior. Truly Chaotic animals and creatures are rare.

A Chaotic person believes that nothing exists for any necessary purpose – nor should it. Society and its needs are less important than the desires of the individual. Whatever so-called Destiny has been decided for one can – and should – be resisted by the exercise of Free Will. The Divine Powers themselves must be defied if they interfere with your autonomy. Whether an individual chooses to help another or not is their choice alone.

Typical Attitudes of Chaotic People Towards the Other Alignments:

    • The Lawful Alignment is utterly idiotic because Destinies are obviously neither necessary or unavoidable, if they require Archons to administer them. We can get along with every other Alignment, but we have to stop the Lawfuls from making the Cosmos into a joyless prison not worth living in.
    • The Good Alignment is ridiculous because they would constrain freedom – without which there can be no happiness – in the name of so-called benevolence. Also, those aligned with Good like to talk about how their Immortal Heroes liberated Panzoasia, when it was actually our Berserkers that first put the Bogeymen on the defensive. At least Good people will help us fight the worst examples of tyranny, however.
    • The Evil Alignment is funny because freedom is the natural state of all beings, but Evil people think only they should be free. On the other hand, at least honestly Evil folk don’t preach at us about what we should or shouldn’t do – unlike the so-called “Good” people!
    • The Neutral Alignment is a joke because they fail to appreciate the the Cosmos for what it is – an expression of raw, unconstrained power. At least Neutral people don’t usually interfere with our freedom, however.

 

GOOD

Motto: “Do to others as you would have them do to you.”
Divine Patrons: The Lord and Lady of Light. The Angels of Heaven.
Religion of the Ultimate West: The Church of Light

A non-sentient animal or creature of Good Alignment never attacks unless attacked first, and will even try to be of service to others. Truly Good animals and creatures are rare.

A Good person believes that that the Cosmos should be improved for the benefit of all sentient beings. All suffering should eliminated or minimized. Society should be ordered so that people can be as happy and healthy as possible. Righteousness must be balanced with Mercy, and justice tempered with compassion. Good people generally want all possible steps taken to end injustice and Evil wherever it occurs.

Typical Attitudes of Good People Towards the Other Alignments:

    • The Lawful Alignment is mistaken because laws exist for the benefit of society, not society for the benefit of laws. Also, Lawful people will kill many creatures they deem to be “Monsters” merely because the beings are supposedly affronts to so-called “natural law” – whether or not those “Monsters” are actually threats to innocent people. However, we can help Lawful people create legal regimes that actually make society function better.
    • The Chaotic Alignment is wrong because completely unfettered freedom results only in the strongest and most vicious creatures dominating everything else. However, we can help Chaotic people when they struggle against slavery, tyranny, and cruel traditions.
    • The Evil Alignment must be opposed because Evil tries to dominate and ruin everything around it. Evil must be eliminated form the world, of course, but Evil people should also be given the opportunity to repent and change their Alignment.
    • The Neutral Alignment is wrong because not taking positive steps to eliminate Evil simply allows Evil to flourish. However, we can help Neutral people preserve the beauty of Nature and defend it against the depredations of Evil.

 

EVIL

Motto: “Do whatever demonstrates your strength and skill – and if the weak must suffer, so be it!”
Divine Patrons: The Lord and Lady of Darkness. The Infernals (Devils and Demons) of Hell.
Religion of the Ultimate West: The Antichurch of Darkness

A non-sentient animal or creature of Evil Alignment always tries to kill or harm others, without provocation. They always repay kindness with aggression, and are unnecessarily cruel. Truly Evil animals and creatures are rare.

An Evil person believes that the Cosmos is inherently a battle for dominance, and that only the strongest and most skillful deserve to survive. One is either a predator, or prey. Society is something to be exploited by those powerful enough to do so. The weak deserve nothing, and exist only to serve the strong. Others have only the rights they can take and defend. A person’s behavior is ultimately limited only by their power. If you are not yourself strong or skillful, your value is to support those who are. Evil people believe that most apparent virtue is either just an excuse for weakness, or else a lie. Some Evil people do actually follow personal codes of honor, to show that they are so strong and skillful that they can crush their enemies even without taking every advantage. Other Evil people deliberately break oaths and commit random acts of senseless violence.

Typical Attitudes of Evil People Towards the Other Alignments:

    • The Lawful Alignment is stupid because legal systems are simply the opinions of the strong, and the fetters of the weak. Law can be a useful tool, however, to keep the inferior and undeserving in line.
    • The Chaotic Alignment is mistaken because it would allow freedom to all, not just the deserving. Chaos can be a useful tool, however, because the strong will always triumph when they are free to do so.
    • The Good Alignment must be annihilated because it allows the weak and undeserving to flourish. So-called “Good” wants to dominate the Cosmos the same as every other Alignment, but hypocritically claims to be acting for everyone’s benefit. All the other Alignments can be useful tools, but Good is fit only to be destroyed.
    • The Neutral Alignment is foolish because there is no harmony in Nature – the natural order is survival of the fittest, and dominance by the strong. Neutrality can be a useful tool, however, because we can easily convince Neutral people that we are necessary to their laughable notion of “Cosmic Harmony”.

 

NEUTRAL

Motto: “Do to others what they do to you.”
Divine Patrons: The Lord and Lady of Life. The Fairy Folk of the Summerland.
Religion of the Ultimate West: The Congregation of Life

A non-sentient animal or creature of Neutral Alignment simply follows its instincts for survival, without any discernible tendency towards capriciousness, benevolence, or maliciousness. Most animals and creatures are Neutral.

A Neutral person believes that the Cosmos is a harmony of different forces, and trying to make everything perfect will only make it unbalanced. Society exists for the benefit of its members, but it is impossible to create one where everyone will be happy. It is important to obey reasonable laws and traditions, but sometimes one must follow one’s own heart too. A person owes honestly and loyalty to their beloved family and friends, but cannot be expected to treat strangers the same way. Sometimes, you must protect yourself and those like yourself by violent means. Repay kindness with kindness, and aggression with aggression. Nobody wants Evil to go unchecked, but it is foolish to believe that you can impose a better way of life on others, like the Good people would try to do

Typical Attitudes of Neutral People Towards the Other Alignments:

    • The Lawful Alignment is unbalanced because absolute predictability would be the death of creativity. Nonetheless, Law is a necessary part of the Cosmos, as reflected in the cycles of the seasons.
    • The Chaotic Alignment is unbalanced because the ordered rhythms of nature – such as the rising and setting of the sun – are obviously necessary for the continuance of life. Nonetheless, Chaos is a necessary part of the Cosmos, without which life would lack variation and wonder.
    • The Good Alignment is unbalanced because, in their desire to protect the weak and end suffering, Good people often take ill-considered actions that ironically create even more suffering. Nonetheless, Good is a necessary part of the Cosmos, without which life would simply be a loveless and brutal struggle for existence.
    • The Evil Alignment is unbalanced because Evil people try to upset the harmony of the Cosmos by disregarding the needs of other living beings, and exalting themselves above all others. Nonetheless, Evil is a necessary part of the Cosmos, because without destruction there can be no new creation. Evil people think that they are so clever that they have fooled us into accepting them, but really they are so blinded by their own desires that they can’t see how they are simply playing their small parts in the eternal drama of Life.

The B/X Dwarf Reimagined

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This is the first in a series reimagining classic “B/X” (and “BECMI”) character Classes for my evolving Panzoasia setting.

In rebuilding the Classes I’ve utilized the same “Five Special Abilities + Two Weaknesses” conceptualization as the character classes in “Ghastly Affair“. In general, my reminagined Classes are slightly more powerful and versatile than the original versions they replace.

By swapping out some Special Abilities and Weaknesses, each basic Class can also be hacked to create some unique characters – such as a Human raised by Elves, or a Dwarven Paladin. Such Variant Classes use the same Advancement Tables as their base Classes, and otherwise shares most other characteristics with them – rolling Abilities in the same manner, and having identical Hit Dice, Base Saving Throws, Experience Point requirements, Attack Roll Bonuses, Saving Throw Bonuses, and Alignment requirements.


Distinctive Features of the Panzoasian Character Classes

Five Alignments (Lawful, Chaotic, Good, Evil, and Neutral) are assumed, rather than three.

• The Panzoasian Character Classes can determine Abilities differently – sometimes with the standard 3d6 roll, but sometimes with formulas such as 1d8+10, 1d6+12, or 1d10+8

• Panzoasian Classes have no Prime Requisites, and PCs do not get XP bonuses for high Ability scores.

Every Panzoasian Class has 14 Experience Levels, and all PCs receive special benefits at both 9th and 14th Level.

Spells (which might also be called Songs, Miracles, Routines or Tricks) go up to 7th Level.

• Most spell-casting Classes do not need to prepare spells ahead of time – only the Gnomish Tinkerer does.

• Magic Users and Elven Warrior-Wizards do not need “spellbooks” – but most Magic Users do require a “Magical Implement”.

• Those Classes which are limited in their choice of armor and weapons will have that debility explained under “Restrictions and Weakness”. Otherwise, it is assumed that any adventurer can use any weapon or armor.


DWARVEN DUNGEONEER

Abilities: Str: 1d8+10 | Int: 3d6 | Wis: 3d6 | Dex: 3d6 | Con: 1d8+10 | Cha: 3d6
Special Abilities: Armor and Weapon Familiarity, Infravision, Resist Magic, Resist Poison, Subterranean Skills.
Restrictions and Weaknesses: Can Only Wear Dwarven Armor, Short Legs.
Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter.
Alignment: Any. Most frequently Lawful or Neutral, but Chaotic Dwarves are often the ones forced to leave their communities and become adventurers.
Starting Age: 20+d6. (Panzoasian Dwarves mature at the same rate as Humans.)
Starting Language(s): Western Dwarven, Western Common.


Typical Starting Equipment:
• Plate Mail Armor (the cuirass and other plates sculpted with muscles).
• Helmet sculpted to resemble a bear’s head.
• Battle Axe or Warhammer.
• Tumbled stone pendant on a chain, inscribed with the bind-rune of the Dwarf’s Clan.
• Wolf fur cape.
• Goatskin or snakeskin boots.
• Haversack of snakeskin.
• 50 feet of goat hair rope.
• 6 iron spikes.
• Small hammer.
• Pole, 8’.
• Wineskin (filled with Dwarven Bitter Ale).
• Wool bedroll.
• Sharpening stone.
• Small bags of ochre, white chalk, charcoal, and animal fat, to make body paint.
• Stone smoking pipe.
• 4 ounces of tobacco.
• 1 week of rations (smoked lizard jerky and Dwarf Bread lichen).
• Glass globe filled with fresh Gloamtree Fungus jelly (illuminating a 15’ radius, and lasting a month).
• 1d10 gp.


Your character is a young Dwarf who has left their home in search of adventure. Perhaps they feel duty-bound to join the battle against the remaining Monsters of Panzoasia. Maybe they are rebelling against the sometimes stifling conventions of Dwarven culture. Are they simply curious about the wider world? Or, perhaps they want nothing more than to recover enough treasure to establish their own Clan among their people. Whatever the reason, their fellow adventurers will doubtless come to depend on their skill at arms, resistance to poison and magic, and deep knowledge of the subterranean world.

Does your character come from a “traditional” Dwarven community of dolmens, painted caverns, and chambers hewn from the rock of high mountains – or did their parents live in a town among the other Peoples? Do they dress in the traditional Dwarven manner – covering their skin with body paint; putting ochre in their hair; adorning themselves with natural uncut stones; and wearing leather, furs, reptile skin, goat hair cloth, and wool? Perhaps your character has adopted more of the Human-influenced culture of the nation where they were born, wearing plant-fiber cloths like cotton and linen – such as no traditionalist Dwarf would do. Either way, they have acquired the skills to survive in the dark places that other people dread.

As a Dwarf, your character probably stands about four-and-a-half feet high. Compared to typical Human proportions, they are squat and powerfully built, with relatively short legs. All Dwarves tend to have heavy brows, extremely bushy eyebrows, and distinctively prognathous faces. Male Dwarves tend to have full beards, while high-status Dwarven women make beard-like designs with their face-paint. Is you character an albino? About 20% of Dwarves are – a result of their traditionally subterranean lifestyle. Otherwise, underneath their body paint your character probably has the same skin and hair color as the local Humans. Your character might have been born with eyes of any color from blue to orange – like the gemstones Dwarves are famed for mining.

Dwarves are as diverse as Humans in their occupations and skills. As a Dwarven Dungeoneer your character has the skills most typical of those who leave their communities to explore the rest of Panzoasia.

Special Abilities of Dwarven Dungeoneers

Armor and Weapon Familiarity: Not only does your character know how to properly employ all common types of armor and weapons, but you can also roll an Intelligence Check for them to:
• Identify the materials from which armor or weapons are made, and know what special properties the item may have as a result.
• Appraise the quality and value of armor or weapons.
• Know whether a weapon is Enchanted (but not the quality of the enchantment).
• Identify strange or exotic armor and weapons.

Infravision: In conditions of total darkness, your character can see the temperature of creatures and objects to a distance of 60’. Warm surfaces appear red, orange, or yellow; while cooler ones look green, blue, or violet. Faces can only be discerned within 10’ or less.

Resist Magic: Exposure to the strange radiations of the subterranean world has made your character resistant to magic.
• You always get a Saving Throw against Spells to to avoid their full effect (typically taking half damage), even if one is not ordinarily allowed.
• You always get a Saving Throw to avoid the ill effect of any Cursed Magic Item. If you Save, you will know the object is Cursed, and be able to drop it.
• If a character has this Special Ability but is not a Dungeoneer, their Savings Throws against Spells are made with a +2 Bonus on the roll.

Resist Poison: Not only are Dwarven people naturally hardy, but exposure to toxic vapors in poorly ventilated underground tunnels (and eating what passes for food among Dwarves) has further toughened your character’s system.
• If a poison or venom (such as Giant Centipede venom) requires an extended period of time for recovery, your character recovers in one quarter the normal time.
• Your character can also also make a Saving Throw against Breath Weapons of a poisonous nature (such as Green Dragon breath) using their Death Ray and Poison value .
• If a character has this Special Ability but is not a Dungeoneer, their Savings Throws against Poisons are made with a +2 Bonus on the roll.

Subterranean Skills: With a successful Wisdom Check, your character can do any of the following:
• Know their approximate depth underground.
• Know the direction they are moving underground.
Identify stones and minerals.
• Detect new, strange or unusual constructions underground (including slopes or sliding walls)
• Identify traps worked into stone.
• Know the direction of the nearest water (within 300 feet).
• Identify typical subterranean animals and fungi.
• Identify subterranean monsters.

Restrictions and Weaknesses of Dwarven Dungeoneers

Can Only Wear Dwarven Armor: Because of their unique frame (much shorter than a typical Human, with arms that are long in proportion to their body, and a very stocky build overall), your character can only wear armor that has been specially made for Dwarves. Luckily, the Dwarven People are the best armorers in Panzoasia!
• Note that despite their short stature, your character’s Strength, low center of gravity, and broad shoulders means that they can still employ two-handed weapons designed for use by Humans.

Short Legs: Your character’s base Speed is 90′, rather than 120′.

Destiny at 9th Level

At 9th Level, one of the following will happen:
• If your character builds a subterranean stronghold, they will attract 10+d20 1st level Dwarven Warriors, with a 6th Level Dwarven Commander. All will share your character’s Alignment. If your character’s stronghold is within the surface boundaries of an existing nation, the sovereign authorities will expect your character to swear fealty to the Lord or Lady who is the recognized cultural leader of that nation’s Dwarves.
• If your character decides to create a new Dwarven settlement, they will attract 50+d100 Dwarves of their Alignment. They will be considered the founder of a new Clan, and will be accorded the title of “Boss” or “Chieftain”. Naturally, they will be expected to swear loyalty to the Lord or Lady of Dwarves in their nation (or the bordering nation, if their settlement is outside of any national boundary.)
• If your character does not wish to establish their own stronghold or settlement, they will invited by a reigning Dwarven Lord or Lady to take command of their army. This offer will be extended even if your character is known to be Chaotic in Alignment.

Destiny at 14th Level

At 14th Level, the King of All Dwarves in your character’s Region (in the Ultimate West this King is the also the sovereign of Auddisland) will appoint them the Protector of Dwarfkind.
• Your character will be offered the opportunity to marry a Dwarven Princess or Prince, and join the Royal family.
• Whether or not they formally accept their title and go to live at the Dwarven Court, other Dwarves will treat your character as one of the greatest living heroes (or heroines) of the Dwarven people, and expect them to come to their People’s aid in time of trouble.

Dwarven Dungeoneer Advancement Table

Exp. Points (Hours played)

Experience Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

0

1

Dwarven Warrior

1d8

18 [+1 ]

2,250 (12 hours)

2

Veteran Dwarf

2d8

18 [+1]

5,000 (24 hours)

3

Deep Delver

3d8

17 [+2]

9,000 (36 hours)

4

Dwarven Hero / Heroine

4d8

17 [+2]

16,000 (48 hours)

5

Dwarven Cave Master / Dwarven Cave Mistress

5d8

16 [+3]

30,000 (60 hours)

6

Dwarven Commander

6d8

16 [+3]

60,000 (72 hours)

7

Dwarven Champion

7d8

15 [+4]

120,000 (84 hours)

8

Dwarven Captain

8d8

15 [+4]

220,000 (96 hours)

9

Dwarven Warlord

9d8

14 [+5]

300,000 (108 hours)

10

Dwarven Warlord

9d8+3

14 [+5]

420,000 (120 hours)

11

Dwarven Warlord

9d8+6

13 [+6]

540,000 (132 hours)

12

Dwarven Warlord

9d8+9

13 [+6]

660,000 (144 hours)

13

Dwarven Warlord

9d8+12

12 [+7]

780,000 (156 hours)

14

Protector of Dwarfkind

9d8+15

12 [+7]

The Number listed under “Exp. Points” is the minimum number of Experience Points (or XP) your character needs to accumulate to advance to an indicated Level. If your GM awards Experience Points by Game Hours played (rather than calculating them for treasure recovered and monsters defeated), the number of hours of active play after which your character should advance to a particular Level is indicated in parenthesis.

THACO [Attack Roll Bonus]” follows the format of the Old School Essentials rulebooks. The first number is the d20 roll needed for your character To Hit Armor Class 0, if the GM uses descending AC values. The number within brackets is added to your d20 roll if the GM uses ascending AC values.

Dwarven Dungeoneer Saving Throws

Level

Poison

Death Ray

Disease

Wands

Psionics

Paralysis

Petrification

Dragon Breath

Explosives

Firearms

Spell

Staff

Rod

1

10

13

14

16

13

2, 3

9

12

13

15

12

4, 5

8

11

12

14

11

6, 7

7

10

11

13

10

8, 9

6

9

10

12

9

10, 11

5

8

9

11

8

12, 13

4

7

8

10

7

14

3

6

7

9

6

Permutations and Variations of the Dwarven Dungeoneer

GNOMISH DUNGEONEER
A Gnome who has dwelt long with Dwarves, and adopted much of their culture.
Special Abilities: Infravision, Friend of Burrowing Critters (as per Gnomish Tinkerer), Mechanical Affinity (as per Gnomish Tinkerer), Resist Poison, Subterranean Skills.
Restrictions and Weaknesses: Short Legs, Small Stature (as per Gnomish Tinkerer)
Destiny at 9th Level: As Dwarven Dungeoneer. (Dwarves will accept proven Gnomes as Warlords.)
Destiny at 14th Level: As Dwarven Dungeoneer. (The Prince or Princess who you can marry will not be one in the direct line of succession to the throne, however.)
Special: Your character’s primary language is Dwarven, and they speak both Gnomish and Common with a Dwarven accent.

HALFLING DUNGEONEER
A Halfling (usually Dwarf-kin) who has fully embraced subterranean life.
Special Abilities: Armor and Weapon Familiarity, Nightvision (as per Halfling Rover), Resist Poison, Small Target (as per Halfling Rover), Subterranean Skills.
Restrictions and Weaknesses: Gourmand (as per Halfling Rover), Short Stature (as per Halfling Rover)
Destiny at 9th Level: As Halfling Rover.
Destiny at 14th Level: As Halfling Rover.

HUMAN DUNGEONEER
A Human adventurer has either been raised in Dwarven culture, or who has chosen to adopt it.
Special Abilities: Armor and Weapon Familiarity, Nightvision (as per Halfing Rover, acquired by spending much time underground), Subterranean Skills.
Restrictions and Weaknesses: None.
Destiny at 9th Level: As Human Fighter (Dwarves never accept Humans as cultural leaders, no matter how assimilated they are into Dwarven society.)
Destiny at 14th Level: As Human Fighter.
Special: Your character speaks Dwarven, possibly as your primary language. Note that the Human Dungeoneer lacks the Special Abilities “Resist Magic” and “Resist Poison”.

(Special Abilities and Weaknesses not here defined will be detailed in future posts.)


Typical Names for Dwarven Men of the Ultimate West

1. Hurst
2. Vulf
3. Glauz
4. Aerik
5. Larz
6. Alarik
7. Staven
8. Kazbar
9. Faranz
10. Zagfrid

Typical Names for Dwarven Women of the Ultimate West

1. Ilze
2. Yenel
3. Dagmer
4. Berit
5. Gerzdin
6. Fraeda
7. Olka
8. Rikil
9. Ulrika
10. Karle

A Dwarven male forms their surname by adding the suffix “-zun” to their father’s name. A Dwarven woman, on the other hand, adds “-stader” to their mother’s name. In formal situations, a Dwarf giving their full name will also add the phrase “of Clan [X]” So, a Dwarven man named Alarik, whose father was named “Staven”, and who belongs to the clan Karrig, will give his complete name as “Alarik Stavenzun, of Clan Karrig”.

Mass Combat in Ghastly Affair Part III – Artillery Units

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Dos de mayo, por Joaquín Sorolla

See also:
Mass Combat in Ghastly Affair Part I – Infantry Units
Mass Combat in Ghastly Affair Part II – Cavalry Units

Some Notes About 18th Century and Napoleonic Artillery Units

Eighteenth century people were obsessed with hierarchies and social status, and this obsession extended to the battlefield. Of the three types of army units (Artillery Infantry, and Cavalry) Artillery was definitely the least respected. Before Napoleon (who began his own career as an Artillery officer) demonstrated the full capacity of properly utilized Artillery to determine the outcome of battles, Infantry and Cavalry officers tended to regard Artillery as just a tool for breaking down fortifications and degrading enemy forces before the “real” and honorable fighting occurred. Because Artillery Officers needed to have actual mathematical ability to accurately calculate distances and trajectories, they tended to hail from the education-minded middle class – unlike than the Infantry and Cavalry officers of most 18th century armies, who usually had aristocratic origins, and simply purchased their commissions.

There were three types of Field Artillery pieces used in the 18th century and Napoleonic era – Cannons, Mortars, and Howitzers.

    • Cannons were guns intended primarily for firing more or less directly at the target, at angles less than 45 degrees.
    • Mortars were guns intended for firing at angles steeper than 45 degrees.
    • Howitzers were guns capable of being fired at both shallow and steep angles.

Cannons and Howitzers were mounted on wheels, and hauled into place by a team of draft horses (typically about six, but as many as twelve) with the aid of two-wheeled carts called “limbars”. Mortars did not have wheels, but were loaded onto separate carts to be transported. A typical crew for each piece was six soldiers, with several additional engineers and support troops. In addition to its artillery pieces, an Artillery Unit would have additional horses, carts, and wagons transporting ordinance, bags of gunpowder, tools, and supplies for the crew.

There were four main types of projectiles fired by Field Artillery – Cannonballs (also called “round shot”), Grapeshot (many small iron balls enclosed in a bag), Canister (many large bullets packed in a metal can, like a giant shotgun shell), and Explosive Shells (hollow, gunpowder-filled iron balls with fuses).

    • A typical battlefield Cannonball was made of cast iron. It had a range of up to 4,500 feet when fired in an arc, and 1,500 feet when fired directly. Cannonballs could be fired over the heads of friendly Units to hit distant targets. They can also be put in a furnace to produced Heated Shot.
    • Grapeshot was effective up to 2,000 feet, but must be fired directly at the target. It cannot be fired over the heads of friendly units without hitting them.
    • Canister was effective up to 1,000 feet, and is usually loaded when Artillery Units are about to be directly engaged by Infantry or Cavalry. Like Grapeshot, it could only be fired straight ahead, and could not be arced over the heads of friendly units. A Canister-like shot could be improvised by loading the cannon with things like nails, forks, knives, and broken metal plates – this was called “Scrapshot”.
    • Explosive Shells (or “Bombs”) could be fired in arcs at targets between 500 and 4,500 feet distant. In many ways, they combined the best features of Cannonballs and Grapeshot. Unfortunately, they were also dangerously unreliable. Explosive Shells are usually shot from Howitzers and Mortars.

By the late 18th century it was typical for the bag of powder that propelled a projectile to be affixed to it in a pre-made “cartridge”, making cannons much easier to operate than they had been in previous centuries.

Cannons were historically rated according to the weight of the Cannonballs they fired. The typical field Cannons of the 18th Century and Napoleonic Age were therefore referred to to as “8 Pound” or “9 Pound” guns, but both lighter and heavier ones were used. Mortars and Howitzers, on the other hand, were usually classified by their caliber – an 8 pound cannon corresponded to a 4 inch howitzer or mortar. Because it needed to be transportable, Field Artillery tended to be much smaller than the Naval Artillery mounted aboard ships.

As with Infantry units, there was always be a Drummer attached to an Artillery unit – to communicate orders, and maintain morale.

William Simpson, A Hot Night in the Batteries

ARTILLERY BATTERY

8 to 12 guns, manned by 80 to 120 soldiers, and firing as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 6
Initial Impression: Approximately eight large artillery pieces, manned by about a hundred soldiers. Sixty or more horses are nearby, along with various carts. The sound of drums can be heard.
Size: Large (100’ x 100’ square)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Captain) Intelligence: 11 Wisdom: 9
Strength: 5,400 Dexterity: 9 Constitution: 9
Speed: 9 hauled, 3 maneuvering on the battlefield

Armor Class: None
Hit Dice: 50
Attacks: 1 (cannon barrage for 4d6+50 damage)
Special Abilities: Attack with Intelligence, Break Unit Formations, Dissolve Into Squads, Ignore Personal Armor, Multiple Targets, Point-blank Canister Shot, Target Structures
Weaknesses: Cannon Smoke, Explosive Shell Misfire, Ten Round Reload
Possible Assets (+3 Bonus): Brilliant Commander, Seasoned Troops.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

The Battery is the basic tactical unit of Field Artillery, and is commanded by a Captain. It will usually fire all of its guns in a simultaneous “barrage”.

An Artillery Battery reduced to 0 Hit Points breaks up into 2 Artillery Squads of 2 guns each. If the Battery was broken by an enemy Artillery Unit (or such things as Fireballs, Lightning Bolts, or a Dragon’s breath) the remaining guns are destroyed. If the Artillery Battery had been broken by an Infantry or Cavalry unit, then the abandoned guns (numbering from four to eight) can be captured.

Artillery Battery Special Abilities

Attack with Intelligence: Because accurately aiming Field Artillery is a matter of applied mathematics, an Artillery Units makes Attack Checks using Intelligence rather than Dexterity.

Break Unit Formations: A successful attack with Grapeshot, Canister, or Explosive Shell by an Artillery Battery forces a targeted Military Unit to immediately Check Morale. Failure means the unit immediately stops any forward movement, and devolves into a Skirmish Line (if not in that formation already).

Dissolve Into Squads: An Artillery Battery can be broken up into 4 to 6 Artillery Squads with two guns apiece. This could be done to more effectively place the guns, or for the pieces to fire in a staggered manner (rather than as a simultaneous barrage).

Heated Shot: Heated Shot consists of Cannonballs heated in a portable furnace until red hot. A successful attack does normal damage, but any inflammable structure (such as a palisade wall or sailing ship) struck is also set on fire. It takes 2 Turns (20 minutes) to prepare a barrage of Heated Shot.

Ignore Armor: An Artillery Battery can ignore any Armor Class a target enjoys due to wearing personal armor such as a breastplate or helmet – or from having tough skin or scales.

    • For example, a unit of heavy Cuirasseur cavalry in the open are AC 0 (None) when targeted by an Artillery Battery.
    • Similarly, a Dragon targeted by an Artillery Battery is AC 0 (none), rather than 10. Hence the extreme rarity of Dragons after the Middle Ages!
    • Note that an Artillery Battery can target just the defenders within (or behind) a structure using Grapeshot, Canister, or arced Cannonballs, without attempting to destroy the structure itself.

Multiple Targets: The Battery can attack multiple targets or units instead of firing one massive barrage at single enemy. The Battery makes a normal Check for each attack, but its total Damage Bonus is divided among its targets. For example:

Targets

Damage per attack

1

4d6 + 50

2

4d6 + 25

3

4d6 + 17

4

4d6 + 13

5

4d6 + 10

6

4d6 +8

Point-blank Canister Shot: If an Artillery Battery fires Canister at a target within 300 feet directly in front of it and not obscured by Cover (such trees or walls), then the Battery will automatically inflict full damage (4d6+50) without needing to make an Attack Check. Additionally, any surviving target that fails a Morale Check will flee in disorder.

Target Structures: When firing Cannonballs, Heated Shot, or Explosive Shells an Artillery Battery can inflict full hit point damage against structures of stone, wood and brick not usually affected by lead bullets or normal hand-to-hand weapons (such as sabers). If Heated Shot or Explosive Shells are used, inflammable structures are also set on fire.

If an attack against a structure succeeds, the Artillery Battery then rolls another Attack Check for each target inside (or behind) the structure. The Check is made with Penalty equal to the Cover granted by the structure. If the Check(s) succeed(s), each target suffers the same hit point damage as the structure.

Note that an Artillery Battery can use Grapeshot or Canister to target just the defenders within (or behind) a structure, without attempting to destroy the structure itself with Cannonballs, Heated Shot or Explosive Shells.

Artillery Battery Weaknesses

Cannon Smoke: After firing its first barrage, an Artillery Battery suffers a -2 Penalty on further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the Unit and obscuring sight. This Cannon Smoke will last until the Battery spends a full Turn not firing its guns, or moves 50’ from its current position.

Explosive Shell Misfire: For every barrage with Explosive Shells there is 1 in 20 chance of an explosive misfire, inflicting 6d6 damage on the Unit and destroying the gun.

Ten Round Reload: Field Artillery takes 10 Rounds to reload and sight, during which time the Artillery Battery has no effective attack.

13Vendémiaire

ARTILLERY SQUAD

2 guns, manned by 16 to 20 soldiers.

Creature Class: Antagonist
Number Appearing: 1 – 4
Initial Impression: A pair of large artillery pieces, manned by well over a dozen soldiers. A dozen or more horses are nearby, along with various carts. The sound of drums can be heard.
Size: Large (20’ x 20’ square)

Perversity: 13
Disposition: Aggressive
Charisma: 11 Intelligence: 11 Wisdom: 9
Strength: 1,080 Dexterity: 11 Constitution: 9
Speed: 9 hauled, 3 maneuvering on the battlefield

Armor Class: None
Hit Dice: 12
Attacks: 1 (cannon barrage for 4d6+12 damage)
Special Abilities: Attack with Intelligence, Break Unit Formations, Ignore Personal Armor, Point-blank Canister Shot, Target Structures
Weaknesses: Cannon Smoke, Explosive Shell Misfire, Ten Round Reload
Possible Assets (+3 Bonus): Brilliant Commander, Seasoned Troops.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.

Level: 10

The Squad is the smallest unit of Field Artillery, and is commanded by a Lieutenant. Both guns will usually fire in a simultaneous “barrage”.

An Artillery Squad reduced to 0 Hit Points becomes a single cannon, a crew of 6 to 8 soldiers, and a team of 4 to 6 draft horses.

Artillery Squad Special Abilities

Attack with Intelligence: Because accurately aiming Field Artillery is a matter of applied mathematics, an Artillery Units makes Attack Checks using Intelligence rather than Dexterity.

Break Unit Formations: A successful attack with Grapeshot, Canister, or Explosive Shell by an Artillery Squad forces a targeted Military Unit to immediately Check Morale. Failure means the unit immediately stops any forward movement, and devolves into a Skirmish Line (if not in that formation already).

Heated Shot: Heated Shot consists of Cannonballs heated in a portable furnace until red hot. A successful attack does normal damage, but any inflammable structure (such as a palisade wall or sailing ship) struck is also set on fire. It takes 2 Turns (20 minutes) to prepare a barrage of Heated Shot.

Ignore Armor: An Artillery Squad can ignore any Armor Class a target enjoys due to wearing personal armor such as a breastplate or helmet – or from having tough skin or scales.

    • Note that an Artillery Squad can target just the defenders within (or behind) a structure using Grapeshot, Canister, or arced Cannonballs, without attempting to destroy the structure itself.

Point-blank Canister Shot: If an Artillery Squad fires Canister at a target within 300 feet directly in front of it and not obscured by Cover (such trees or walls), then the Squad will automatically inflict full damage (4d6+50) without needing to make an Attack Check. Additionally, any surviving target that fails a Morale Check will flee in disorder.

Target Structures: When firing Cannonballs, Heated Shot, or Explosive Shells an Artillery Squad can inflict full hit point damage against structures of stone, wood and brick not usually affected by lead bullets or normal hand-to-hand weapons (such as sabers). If Heated Shot or Explosive Shells are used, inflammable structures are also set on fire.

If an attack against a structure succeeds, the Artillery Squad then rolls another Attack Check for each target inside (or behind) the structure. The Check is made with Penalty equal to the Cover granted by the structure. If the Check(s) succeed(s), each target suffers the same hit point damage as the structure.

Note that an Artillery Squad can use Grapeshot or Canister to target just the defenders within (or behind) a structure, without attempting to destroy the structure itself with Cannonballs, Heated Shot or Explosive Shells.

Artillery Squad Weaknesses

Cannon Smoke: After firing its first barrage, an Artillery Squad suffers a -2 Penalty on further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the Unit and obscuring sight. This Cannon Smoke will last until the Squad spends a full Turn not firing its guns, or moves 50’ from its current position.

Explosive Shell Misfire: For every barrage with Explosive Shells there is 1 in 20 chance of an explosive misfire, inflicting 6d6 damage on the Unit and destroying the gun.

Ten Round Reload: Field Artillery takes 10 Rounds to reload and sight, during which time the Artillery Squad has no effective attack.

Goya-Guerra (07)

SPECIALIZED ARTILLERY

Light Artillery: These units use 4 and 6 Pound guns that do less damage (3d6+Damage Bonus), but can be maneuvered into position more quickly (Speed 5 rather than 3 on the battlefield).

Heavy Artillery: These units use 12 pound guns that do more damage (5d6 + Damage Bonus), but are are even slower to maneuver on the battlefield (Speed 2 rather than 3 on the battlefield).

Horse Artillery: These units use more horses (twelve or more per piece) and lighter guns that are specially destined for rapid deployment. Horse Artillery inflicts 2d6+Damage Bonus on a successful Attack. It moves at Speed 9 (both while being hauled and on the battlefield). Horse Artillery is naturally much more expensive to operate than ordinary Field Artillery.

Siege Artillery: These units use massive 24 to 36 pound guns that inflict 10d6+Damage Bonus. Siege Artillery is extremely slow and unwieldy, however, moving at Speed 6 when being hauled, and Speed 1 when maneuvering on the battlefield. Such large guns are seldom encountered on 18th century and Napoleonic battlefields, by that time being used mostly on ships and for coastal defense.

Rockets: These cutting-edge weapons were adapted by the British from examples used by the forces of Tipu Sultan in India. A barrage of Rockets is similar to one of Exploding Shells – inflicting 4d6+Damage Bonus to a target, and setting fire to inflammable structures. They can also be used to Break Unit Formations. Rockets have a long range of 10,000 feet, and a barrage can be fired once every other Round. Unfortunately, they are inaccurate (-2 on Attack Checks), and there is also a 1 in 20 chance per barrage that one of the rockets will explode before liftoff, inflicting 6d6 damage to its Unit.

Molly Pitcher at the Battle of Monmouth. June 1778. Copy of engraving by J. C. Armytage after Alonzo Chappel., 1931 - 19 - NARA - 532935

TARGETING BONUSES AND PENALTIES FOR ARTILLERY UNITS

Target is moving: -2

Target is Military Unit in Line or Wedge formation: +2

Target is in Military Unit in Skirmish Line: -2

La defensa de Zaragoza, por David Wilkie

OPTIONAL ENVIRONMENTAL MODIFIERS

Environment

Speed Modifier

Artillery Attacks into area

Cavalry Attacks into area

Infantry Attacks into area

Prevented Formations and Movements

Dead Cavalry

½ Speed

No Modifier

No Modifier

No Modifier

Line, Column, Wedge. Area cannot be Charged through.
Dead Infantry

-2

No Modifier

No Modifier

No Modifier

None
Fog, Heavy

-2

-4

-4

-4

All formations except Skirmish Line.
Fog, Light

None

-2

-2

-2

None
Forest, Heavy

-4

-4

-4

-2

All formations except Skirmish line. Area cannot be Charged through.
Forest, Light

-3

-2

-2

None

Line, Wedge.
Gun Smoke

None

-2

-2

-2

None
High Ground (Attacking)

-2

No Modifier

-2

-2

None
High Ground (Defending)

+2

No Modifier

None

+2

None
High Heat

No Modifier

No Modifier

-2

-2

None
High Wind

-2

-2

-2

-2

None
Muddy Ground

-2

-2

-2

-2

None
Rain

None

-2

-2

-2

None
Rocky Ground

-2

No Modifier

-2

No Modifier

Area cannot be Charged through.
Snow, Deep

-2

No Modifier

-2

-2

Area cannot be Charged through.
Snow, Trace

No Modifier

No Modifier

No Modifier

No Modifier

None
Swamp

-4

No Modifier

-4

-4

All except Skirmish Line. Artillery cannot be placed in a Swamp, but can attack other units in Swamps.
Wreckage and Rubble

-2

-2

-2

-2

Line, Wedge. Area cannot be Charged through.

Remember, all modifiers in Ghastly Affair “stack”, so it is very possible to get into a situation where it’s nearly impossible for a military unit to fight effectively at all. For example, a company of ordinary infantry trying to attack hand-to-hand uphill, on muddy ground, in the rain, with high winds, suffers a total Penalty to their Attack Check of -8. The have to roll under a 3 to inflict any significant damage on the defending unit occupying the high ground.


HIT POINTS AND COVER OF TYPICAL STRUCTURES AND FORMATIONS

Structure Type

Cover (AC Bonus to people within or behind while still intact)

Hit Points (0 = collapse into Wreckage and Rubble)

Notes:

Brick Wall, Single Wythe 9 if taller than a person,

5 if half height.

75 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Brick Wall, Double Wythe 9 if taller than a person,

5 if half height.

150 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Brick Wall, Triple Wythe 9 if taller than a person,

5 if half height.

300 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Brick Cottage 9 150 Only damaged by Pickaxes, Grenades, and Field Artillery.
Carriage, Enclosed 6 30 Inflammable.
Carriage, Open 2 20 Inflammable.
Castle Tower (Stone) 19 800 Only damaged by Pickaxes, Grenades, and Field Artillery.
Column, Stone 19 50 Only damaged by Pickaxes, Grenades, and Field Artillery.
Door, Fortified 9 30 Inflammable. Can be damaged by Axes and Bullets.
Earthen Embankment, Sloped, 5’ thick 19 5,00 per 10’ section Only damaged by Pickaxes, Shovels, Grenades, and Field Artillery.
Earthen Embankment, Sloped, 10’ thick 19 1,000 per 10’ section Only damaged by Pickaxes, Shovels, Grenades, and Field Artillery.
Half-Timber Cottage 9 100 Inflammable. Can be damaged by Axes and Bullets.
Ship, Frigate 7 500 Inflammable. Can be damaged by Axes.
Ship, Merchant 7 300 Inflammable. Can be damaged by Axes.
Ship of the Line 7 1,500 Inflammable. Can be damaged by Axes.
Small Hillock (20’ x 10’) 19 3,000 Only damaged by Pickaxes, Shovels, Grenades, and Field Artillery.
Statue, Marble 5 15 Damaged by all metal weapons.
Stone Boulder, 3’ x 3’ x 3’ 9 500 Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Boulder, 10’ x 10’ x 10’ 9 2,000 Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Wall, 2’ Thick: 19 if taller than a person,

9 if half height.

500 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Wall, 5’ Thick: 19 if taller than a person,

9 if half height.

1,000 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Wall, 10’ Thick: 19 if taller than a person,

9 if half height.

2,000 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Cottage 19 400 Only damaged by Pickaxes, Grenades, and Field Artillery.
Tree, Large 5 20 Inflammable.
Wagon 3 20 Can be damaged by Axes and Bullets.
Wall of Ice (Preternatural) 9 40 per square foot Damaged by all metal weapons.
Wall of Iron (Preternatural) 19 50 per square foot Only damaged by steel Pickaxes, Grenades, and Field Artillery.
Wall of Stone (Preternatural) 19 50 per square foot Only damaged by Pickaxes, Grenades, and Field Artillery.
Wall of Thorns (Preternatural) 7 5 hp per square foot Inflammable. Damaged by all metal weapons.
Wooden Palisade 9 100 per 10’ section Inflammable. Can be damaged by Axes.
Wooden Fort Tower, 20’ tall x 10’ wide 9 200 Inflammable. Can be damaged by Axes.

Structures grant full cover as long as they have half or more of their hit points. After that they grant only ½ their usual cover. Completely destroyed structures count as “Wreckage and Rubble”, and grant only a +2 to AC.

Mass Combat in Ghastly Affair Part II – Cavalry Units

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Meissonier - 1814, Campagne de France

See also: Mass Combat in Ghastly Affair Part I – Infantry Units

Some Notes on 18th Century and Napoleonic Cavalry

The typical Cavalry of the 18th Century and Napoleonic era were called either “Dragoons” or “Carabiniers”. In earlier centuries the term “Dragoon” had referred to Infantry units that rode into battle but dismounted to fight, but had come to designate general-purpose or (“Line”) Cavalry capable of fighting both in open and close formations. The term “Carabinier” on the other hand, made reference to the short-barreled musket (carbine) that was the main artillery weapon of most Cavalry units. Other, more specialized types of Cavalry included “Hussars” (light raiding units that wore Hungarian-inspired uniforms and mustaches), “Lancers” (which carried long lances that made their charges especially formidable) and Cuirassiers (heavy units who wore steel breastplates and helmets). Whatever his designation and primary weapon, every cavalryman also carried a pistol, and some kind of sword or saber for hand-to-hand combat

Serving in (or officering) a cavalry unit was considered much more prestigious (and romantic) than service in an infantry (or artillery) unit. Because they frequently had to provide their own horses and pay for their own training, cavalry tended to be drawn from higher up the social scale than the infantry. Cavalry officers had an especial reputation for arrogance and imperiousness, which was particularly notable among “Hussar” units. Besides the overall unit commander, every Cavalry unit had a Bugler or Trumpeter, who communicated orders and help maintain morale by playing their horn. A minor officer called a “Cornet” (comparable to the Ensign of an Infantry unit) carried the flag or banner of the unit. Often, the Cornet also assumed the duties of the Trumpeter.

Not only would the soldiers in a unit wear a distinctive uniform, but it was also common for all the horses in a Cavalry unit to be the same breed – and often, the same color.

ScotsGreys

CAVALRY COMPANY

60 to 120 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 3
Initial Impression: About a hundred mounted soldiers in uniform, accompanied by occasional blasts from a bugle.

Size: Large (150’ x 20’ in Line, 60’ x 60’ in Wedge, 150’ x 100’ in Skirmish Line)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Captain) Intelligence: 9 Wisdom: 9
Strength: 7,200 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 30
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Wedge, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

An 18th Century Cavalry Company is approximately 100 mounted men commanded by a Captain. Two Companies joined together form a Cavalry Squadron.

A Cavalry Company reduced to 0 Hit Points becomes two Cavalry Troops in Skirmish Line formation. A 300’ diameter area around the center point where the Company broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Company Special Abilities.

Charge: If a Cavalry Company in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Company does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Company can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Troops. A Company can be broken up into 4 or 5 independent Cavalry Troops.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Company in a Line inflicts full 1d6+30 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Company in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Company is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Company can attack multiple targets or units instead of concentrating on a single one. The Company makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

 

Targets

Damage Bonus per attack

1

+30

2

+15

3

+10

4

+8

5

+6

Trample Infantry: A Cavalry Company does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Company Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Company in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Company spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are –2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

August Querfurt - Schlachtenmotiv

CAVALRY PATROL

10 to 20 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1
Initial Impression: About a dozen mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (20’ x 20’ in Line, 20’ x 20’ in Wedge, 50’ x 30’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Sergeant) Intelligence: 9 Wisdom: 9
Strength: 1,200 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 6
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit).

Level: 6

A Cavalry Patrol is the smallest unit of Cavalry, typically encountered while performing reconnaissance for a larger unit. Typically it consists of about a dozen cavalrymen commanded by either a junior Lieutenant, or a Sergeant.

A Cavalry Patrol reduced to 0 Hit Points breaks up into 5 or 6 mounted individuals. A 40’ diameter area around the center point where the Patrol broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Patrol Special Abilities.

Charge: If a Cavalry Patrol in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Patrol does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Patrol can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve Unit: A Patrol can be broken up into individual cavalrymen and horses.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Patrol in a Line inflicts full 1d6+6 damage on each attack. It takes 10 Rounds to Form a Line.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Patrol in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Patrol is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Patrol can attack up to 4 targets or units instead of concentrating on a single one. The Patrol makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+6

2

+3

3 – 4

+2

Trample Infantry: A Cavalry Patrol does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Patrol Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Patrol in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Patrol spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Battle of Vauchamps by Reville

CAVALRY SQUADRON

120 to 240 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 3
Initial Impression: About two hundred mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (300’ x 20’ in Line, 80’ x 80’ in Wedge, 300’ x 100’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant Colonel) Intelligence: 9 Wisdom: 9
Strength: 14,400 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 60
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Companies, Charge, Form Line, Form Wedge, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

A Squadron of Cavalry is commanded by a Lieutenant Colonel, Major, or Chef d’Escadron. Two Squadrons make a full Cavalry Regiment, commanded by a Colonel.

A Cavalry Squadron reduced to 0 Hit Points becomes a Cavalry Company in Skirmish Line formation. A 500’ diameter area around the center point where the Squadron broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Squadron Special Abilities

Charge: If a Cavalry Squadron in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Squadron does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Squadron can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Companies. A Squadron can be broken up into 2 independent Cavalry Companies.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Squadron in a Line inflicts full 1d6+60 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Squadron in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Squadron is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Squadron can attack multiple targets or units instead of concentrating on a single one. The Squadron makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+60

2

+30

3

+20

4

+15

5

+12

6

+10

Trample Infantry: A Cavalry Squadron does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Squadron Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Squadron in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Squadron spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Peterloo Massacre

CAVALRY TROOP

20 to 40 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 or 2
Initial Impression: Approximately thirty mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (45’ x 20’ in Line, 30’ x 30’ in Wedge, 80’ x 40’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant or Sergeant) Intelligence: 9 Wisdom: 9
Strength: 2,400 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 10
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Wedge, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit).

Level: 10

A Cavalry Troop is approximately 30 mounted men generally commanded by either a Lieutenant or a Sergeant.

A Cavalry Troop reduced to 0 Hit Points becomes a Cavalry Patrol in Skirmish Line formation. A 60’ diameter area around the center point where the Troop broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Troop Special Abilities

Charge: If a Cavalry Troop in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Troop does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Troop can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Patrols. A Troop can be broken up into 3 independent Cavalry Patrols.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Troop in a Line inflicts full 1d6+10 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Troop in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Troop is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Troop can attack up to 4 targets or units instead of concentrating on a single one. The Troop makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

 

Targets

Damage Bonus per attack

1

+10

2

+5

3

+3

4

+2

Trample Infantry: A Cavalry Troop does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Troop Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Troop in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Troop spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Grande Armée - 10th Regiment of Cuirassiers - Colonel

Specialized Cavalry Units

Cuirassiers: These heavy unit wear steel breastplates and helmets that give them Armor Class 5. However, they are slower than other units, moving at Speed 11, rather than 12.

Chasseurs: These light units are faster than others, moving at Speed 13. They are often used for reconnaissance, or to harry supply lines.

Cossacks: These Russian units are especially brave and hardy, having Constitution scores of 11 (rather than 9), and the Asset “High Morale”. However, they have the Weakness “Hard to Control”, so all attempts to issue battlefield orders to Cossacks incur a -3 Penalty on the Charisma Check.

Hussars: These elite units ride especially fast horses, wear faux Hungarian costumes, and sport long mustaches. They move at Speed 13, and have the Asset “High Morale”, conferring a +3 Bonus on all Morale Checks. The culture of Hussar units actually encourages them to plunder and commit atrocities against civilians, however, so they have Perversity 14 rather than 13.

Lancers / Ulans/ Uhlans: These units carry long lances, which are typically embellished with colorful pennants. For the first Round of Hand-to-hand fighting after a Charge, Lancers automatically win Initiative, and receive a +1 Bonus on their Attack Check. German Lancers are called “Ulans”, while the famous Polish lancers are “Uhlans” (with an “h”).

Mameluks: These Egyptian mercenaries are especially skilled with their sabers, enjoying a +1 Bonus when engaged in Hand-to-Hand fights.