EMDT2 Sword and Magic Adventures On Fomalhaut
EMDT2 Sword and Magic Adventures On Fomalhaut
EMDT2 Sword and Magic Adventures On Fomalhaut
Adventures on Fomalhaut
fantasy role-playing game
by Gabor Lux
E.M.D.T. 2.–E
Sword and Magic
fantasy role-playing game
by Gabor Lux
Contents
I. Characters and basic rules ................................................................................................................................... 3
Ability scores....................................................................................................................................................... 3
Races.................................................................................................................................................................. 3
Levels and classes ............................................................................................................................................. 4
Skills ................................................................................................................................................................... 6
Secondary values ............................................................................................................................................... 6
Equipment........................................................................................................................................................... 7
II. Combat .............................................................................................................................................................. 10
Combat procedure ............................................................................................................................................ 10
Special combat situations ................................................................................................................................. 11
IV. Magic................................................................................................................................................................ 12
List of Cleric spells ............................................................................................................................................ 13
List of Magic-User spells ................................................................................................................................... 14
List of illusionist spells....................................................................................................................................... 16
V. Gamemaster information ................................................................................................................................... 18
Monsters and NPCs .......................................................................................................................................... 18
Experience ........................................................................................................................................................ 20
Appendix I: Recommended media......................................................................................................................... 20
Appendix II: Design notes ...................................................................................................................................... 21
Appendix III: Primer ............................................................................................................................................... 22
2
I. Characters and basic rules
Standard Difficulty Classes: Checks for ability A character is incapacitated if an ability score
scores, and skills, as well as saving throws (except reaches zero, and further loss is subtracted from
for spells) are rolled using 1d20 + modifiers against Constitution. If a character’s Con reaches zero, he
one of the three standard Difficulty Classes: or she is dead. Ability damage regenerates at a rate
Average DC 12 of 1/day.
Hard DC 18
Heroic DC 24 Races
Most DCs are Average or Hard; Heroic is only used
in extreme situations. An unmodified 20 is always a
Other than Terrans, all human races are subject to
success; an unmodified 1 a failure. Contests are
level limits. A character who reaches this limit must
played with opposed rolls: the side which first
multiclass or suffer a 10% experience penalty for
beats the opponent by 5 or more is victorious,
subsequent levels. A level limit of zero signifies the
while any other result is a draw.
penalty applies right from the start.
3
General advancement table – experience points and secondary values:
Experience: gaining every subsequent level needs an extra [Current level * 2000] XP
Attacks: the first column (Atk*1) is used by Fighter subclasses, the second (Atk*2/3) by Clerics and Thieves, the
third (Atk*1/2) by Magic-Users and Illusionists. The maximal value of attack bonuses is +10 (not counting adjust-
ments)
Saving throws: saves favourable to the character class advance by the Save1 column, or [Level/2+2]; others by
the Save2 column, or [Level/3]. Like attacks, saves have a maximum of +10.
4
Clerics: are militant dogmatics in their god’s service Hp: 1d4 per level, 1 per level over 9th
Attack bonus: Level*2/3 Skills: 3
Favourable saves: Fortitude, Will
Weapon use: blunt weapons, daggers, They have the following special abilities:
and/or as prescribed by their god. Spells: per the table below. A beginning
Armour use: any (third level) M-U’s spellbook contains all
Hp: 1d8 per level, 2 per level over 9th zero level, five 1st level and two 2nd level
Skills: 3 spells.
5
Skills
The value of skills is [Experience level + ability
The number of character skills is as follows: bonus] with a maximum of [10 + ability bonus].
Base: 3 Skill checks are rolled against one of the standard
DCs or in opposed rolls. Characters may use gen-
Intelligence bonus: -3 to +3
eral skills as well as any skill available for their class
Terrans: +1
even if they are untrained in them, but in that case,
Thieves: +4 (thief skills only) they only add their ability bonus to the skill check. It
E.g. Yulames the Illusionist (base: 3, Int 17: +2, is possible to learn new skills through training during
Terran: +1) would have 6 skills, while Ulzen Mir the
the campaign.
Nomad (base: 3, Int 8: -1, Etunian: +0) would have
2.
Explanations and addendum for selected skills: Heal (Wis): used immediately after combat, a suc-
cessful check restores 1d4 Hp to a wounded char-
Animal Training (Cha): a character trained in the acter, 1d4+2 at DC 18 and 1d4+4 at DC 24.
skill may try to pacify or befriend hostile animals. Spellcraft (Int, spellcasters only): with a success-
Disguise (Cha, Thieves only): the skill check is ful check (DC=saving throw DC), the character can
rolled if the effectiveness of the disguise may fall identify spells being cast, magical effects etc.
into question. Stargazing (Wis, spellcasters only): with a suc-
Forgery (Int, Thieves only): the skill check is rolled cessful check at night, the character may determine
if the effectiveness of the forgery may fall into ques- hex-specific position on the world map or read the
tion. stars for an omen (vague hint from the GM).
6
Equipment
Starting equipment: Regardless of level, character Clerics also carry a holy symbol, Magic-Users and
entering the campaign always start with 2d6*10 gp Illusionists a spellbook, and Thieves lockpicks. Any-
or equivalent equipment, and a weapon of choice. thing else is subject to GM fiat.
Armour
Armour Price AC Armour Price AC
Light Heavy
Quilted 4 gp +1 Splint mail 200 gp +6
Leather 5 gp +2 Banded mail 250 gp +6
Studded leather 15 gp +3 Plate mail 400 gp +7
Ring mail 20 gp +3 Full plate 800 gp +8
Chain shirt 50 gp +4 Shields
Medium Small wooden 3 gp +1
Scale mail 30 gp +4 Small metal 9 gp +1
Chain mail 75 gp +5 Large wooden 7 gp +2
Breast plate 100 gp +5 Large metal 20 gp +2
Weapons
Melee weapon Price Damage Critical Throwing range
Axe 6 gp 1d6 *3 10’
Battle axe 10 gp 1d8 *3 -
Battle axe, two-handed+ 20 gp 1d12 *3 -
Club - 1d6 *2 -
Dagger 2 gp 1d4 19-20/*2 10’
Falchion+ 50 gp 2d4 18-20/*2 -
Halberd and other polearms+1 10 gp 1d10 *3 -
Lance+1 10 gp 1d8 *3 -
Mace or flail 8 gp 1d8 *2 -
Pick 5 gp 1d6 *4 -
Scimitar 15 gp 1d6 18-20/*2 -
Scythe+ (E) 18 gp 2d4 *4 -
Spear 5 gp 1d8 *2 20’
Staff - 1d6 *2 -
Sword, bastard2 (E) 35 gp 1d10 19-20/*2 -
Sword, long 15 gp 1d8 19-20/*2 -
Sword, short 10 gp 1d6 19-20/*2 -
Sword, two-handed+ 50 gp 2d6 19-20/*2 -
Trident 10 gp 1d8 *2 10’
Warhammer 12 gp 1d8 *3 -
Warhammer, two-handed+ 25 gp 1d10 *3 -
Whip (E) 1 gp 1d3 + Indy stuff *2 -
Fists3 - 1d4 *2 -
7
Ranged weapon Price Damage Critical Shooting range
Bow, short 30 gp 1d6 *3 60’
Bow, long 75 gp 1d8 *3 70’
Bow, composite4 (E) 100 gp 1d8 *3 110’
Arrows (20) 1 gp
Crossbow, light 35 gp 1d8 19-20/*2 80’
Crossbow, heavy 50 gp 1d10 19-20/*2 120’
Quarrels (10) 1 gp
Dart 5 sp 1d4 *2 20’
Javelin 1 sp 1d6 *2 30’
Sling - 1d4 *2 50’
4
May add Strength bonus to damage
Miscellaneous equipment
8
Conveyances Price Hut 50 gp
Barge or raft 50 gp Manor, small 3000 gp
Boat, sailing 50 gp Tent, large 25 gp
Chariot 300 gp Tomb, small 500 gp
Galley, small 3000 gp Tomb, large 5000 gp
Galley, large 6000 gp Tower 1000 gp
Longship 1500 gp 1Approximate values
Example character: Before the game, Akos rolls tion bonus), altogether 23. He has 16 AC (base 10,
the following series for ability scores: 18, 15, 17, 12, +2 Dexterity, +4 chain shirt), melee attacks at 3+3
14, 8 and 14, 10, 14, 10, 9, 13. Since the first set is and ranged at 3+2. His saving throws, respectively
the luckier, with excellent physical scores, he de- are: Fortitude 3+2, Reflex 1+2, Will 1+1. Charnan’s
cides for a Terran Fighter character – that extra skill alignment – to be on the safe side – is Neutral.
will come in handy. Finally, Akos rolls for Charnan’s starting money (60
gp) and spends it all on modest travelling equip-
The new PC, named Charnan the Permanent Fiend ment.
on a sudden whim, receives two specialisations at
3rd level, one allowing him to use bastard swords After a short consultation with the GM, Charnan
one-handed, the other adding +2 to his damage with becomes the low-ranking, but doctrinally impeccable
halberds. follower of Kang the Thousand-Eyed. Since Kang’s
cult is most of all remarkable for its boundless ava-
By default, Charnan receives three skills, plus one rice, Charnan now has a basic motivation to be-
for being a Terran and another for his 12 (+1) Intelli- come involved in hazardous but lucrative adven-
gence; altogether five. The skills are as follows: tures. The GM tells the player what kind of sacrifices
Appraise (3+1), Ride (3+2), Sail (3+2), Spot (3+1), he is expected to contribute in a short while: a black
Swim (3+3). bull within a month, three hundredweights of gold
(300 gp) and 150 gp worth of scented oils and
The character’s secondary values are as follows. balms in another, also stating that in exchange, he
His Hp is 10+2d10+3*2 (the latter from the Constitu- can also hope for the favourable attention of Kang.
Charnan the Permanent Fiend, Fighter 3 (follower of Kang the Thousand-Eyed, Neutral)
9
II. Combat
Combat is conducted in rounds, an indeterminate 3.2 Attacks: attacks are similar to skill checks
measure of time that encompasses up to one mi- where the DC is equal to the foe’s AC.
nute of action. In some cases, a round may repre- Melee:
sent shorter time spans – e.g. if Narg the knight [1d20+Attack bonus+Str bonus +/- Modifiers]
must act swiftly to save his wounded and uncon- -vs- [opponent’s AC]
scious comrade from the sacrificial dagger of an evil Ranged:
cleric, it would be more prudent to use ten second [1d20+Attack bonus+Dex bonus+/- Modifiers]
rounds, while the clash of two armies is such a -vs- [opponent’s AC]
drawn out affair that a round may last ten minutes or If the roll is equal to or more than the opponent’s
more. For simplicity’s sake, the number of actions a AC, the attack is successful and damage is inflicted.
character can attempt in a round does not depend Special cases:
on its length. As combat is heavily abstracted, an Multiple attacks: higher level characters
attack roll may mean a swift thrust just as well as a may attack multiple times – e.g. a 7th level
series of feints and parries. Fighter with no other bonuses would attack
with a +7 and +2 each round.
Touch attacks: several spells, including
Combat procedure rays fall into this category. Touches are
rolled as ranged attacks, but the oppo-
1. Surprise
nent’s armour and shield doesn’t offer pro-
2. Initiative
tection.
3. Actions
Critical hits: every weapon has a critical
3.1 Movement
range – usually 20, but some weapons
3.2 Attacks
have a 19-20 or a 18-20 range. If an un-
3.3 Other combat manoeuvres
modified attack roll falls into this range, the
3.4 Magic use
hit is an automatic success and the attack-
3.5 Other actions
er may roll again. If the second attack suc-
3.6 Flight and pursuit
ceeds, double (or triple, depending on the
weapon) damage is inflicted.
1. Surprise: if a group can get the drop on another,
they can act freely for a full round and their oppo- Instant kills: if a critical hit comes up as a
nents will be unable to counterattack. Once the 20, the attacker may roll again. If the third
roll hits, the victim is killed instantly.
surprise round ends, roll initiative normally.
Critical failure: an unmodified attack roll of
2. Initiative: initiative rolls are made with 1 is always a failure, which typically gives
[1d20+Dex bonus]. In melee, combatants can act opponents a free attack or combat ma-
in a decreasing order of initiative. Ties mean simul- noeuvre.
taneous action. Initiative values don’t change during Carryover damage: when fighting grouped
combat, except in case a major event significantly opponents (e.g. 8 swordsmen), damage
changes the rules of engagement – e.g. a spell remaining after a killing blow is transferred
causes a large cave-in, resulting in chaos and con- to the next target.
fusion on both sides. The following special cases Subdual damage: a character may elect to
apply: deal nonlethal damage. This requires an
Delay: a character may elect to delay his appropriate weapon suitable for knockouts
actions until the end of the round if he has (like a club), or he suffers a -4 penalty.
not acted yet. Subdual damage disappears after a short
Refocus: by spending a round preparing time (usually a few hours).
for the next, a character may act first from Unskilled weapon use: a character who isn’t
then on. skilled in the use of a weapon, or uses an ob-
Readied actions: a character may specify ject ill suited for combat, suffers a -4 penalty.
various circumstances (e.g. „When I see
movement, I blow the horn!”) and act once 3.3 Other combat manoeuvres (or “+5 manoeu-
they are fulfilled – as long as the character vre”): this category encompasses actions like disarm-
has not already done so in the round. His ing, breaking an opponent’s weapon, forcing him to
initiative value will be identical to the other retreat etc. In all cases, opposing attack rolls are made
character’s. to reflect the fighting capability of both parties, and if
one is at least 5 points higher than the other, the at-
3. Actions: tempt succeeds. In the case of a spectacular fumble,
the opponent may have turned the tables and put the
3.1 Movement: characters may move as much in character in danger! All other cases are a draw.
their round as it is sensible. If a character moves a
lot, he may not strike more than once, even if he 3.4 Magic use: no matter what, only one spell may be
normally has multiple attacks. cast in a round. If the spellcaster is disturbed in the
process (e.g. he is wounded before his turn), he must
roll a Concentration check or lose focus. The difficulty
of the check is usually [10+Damage] or standard.
10
3.5 Other actions: these include anything a rea- 3.6 Flight and pursuit: upon fleeing from battle (as
sonable competent person could accomplish under opposed to organized withdrawal), opposed initia-
the round’s time span. For example: retrieving and tive checks are rolled. A success for the pursuers
drinking a healing potion, trying to break down a means they can make free attacks on their oppo-
wooden door or binding the wounds of an uncon- nents; the fleeing characters must win one or more
scious comrade. checks to finally shake off their enemies (e.g. one in
crowded streets, but up to three on an open plain).
11
IV. Magic
Spells in Sword and Magic range from the 1st to the improved illusion: flaming staff – the flames
5th level. Characters who are able to cast 5th level inflict 2d4 on touch, touched opponent
spells have reached the apex of magical power, catches on fire unless a save is made
although they continue to advance in the number of improved illusion: “Summoning the Sec-
spells they can use each day. ondary Aura” – blocks melee attacks
around illusionist and stuns attacker (loses
Memorising and using spells: The number of further actions in round) unless a save is
memorised spells is uniform for all three classes, made
and depends on experience level with up to three greater illusion: 5 illusionary tentacles,
bonus spells gained from ability scores. Eight hours each attacks as 2 HD monster, damage
of rest are needed for memorisation, which takes 1d6, Hp 2 each, 5 rounds
approximately 30 minutes.
Obtaining new spells: Clerics may memorise any
Spellcasting needs basic mobility except those spell on the standard list as long as they are power-
which are purely verbal (e.g. command). Some ful enough to cast them – other ones may be gained
spells, marked with # on the spell lists, require valu- through pilgrimage or other methods.
able material components to cast.
Magic-Users and Illusionists have to find each new
If the character is wounded in the round before spell on their own and commit them to their spell-
casting the spell, or the environment itself is prob- books – stolen from their peers, transcribing magical
lematic (e.g. casting from a galloping horse), a Con- scrolls, reading them from underground monoliths,
centration check is needed or the spell fizzles and is finding them under the influence of expensive hallu-
lost. cinogenics, consultation with distant and dangerous
gods etc.
Defending against spells: Some harmful spells
allow a saving throw, and even supposedly benefi- Divine championship and patronage: Characters
cial ones can be saved against if the character who decide to serve the gods may perform sacrific-
wants to. The DC of the save is [10+spell level+Int es, go on errands and otherwise further their cause;
bonus] for Magic-Users and Illusionists and in exchange, they may benefit from the god‘s gen-
[10+spell level+Wis bonus] for Clerics. Every erosity. There are three basic tiers of involvement.
character can voluntarily forego a saving throw and
allow a spell to automatically take effect. Some First, most temples practice simony, selling sacred
supernatural monsters (e.g. demons and high-level items, healing and other spells, occasionally potions
undead) have spell resistance, which is described in and other magic items to the wealthy. Few openly
the Monsters and NPCs section. practiced doctrines demand more than a lip service
to their tenets.
Counterspells: A spell can be cancelled out during
casting or over its duration with a spell that is of In the second case, the character turns directly to
equal or higher level and of opposite effect; the the god with a sacrifice. These usually have to be
same spell; or a successful dispel magic. Other performed at a temple or holy place, and typically
modified effects are possible and up to GM fiat (e.g. involve goods such as sacrificial bulls (30 gp), hun-
dust devil vs. cloudkill) dredweights of gold (100 gp), expensive incenses,
human sacrifice etc. The more generous the sacri-
Reversible spells: These spells, marked + on the fice, the more likely the gesture is reciprocated.
spell lists, can be used for multiple, usually opposite Boons may take the form of an oracle, one-use
purposes (e.g. cure light wounds vs. cause light spells of the god’s choice, the lifting of curses and
wounds, but also emotion etc. All versions must be so forth.
memorised separately.
In the third case, which applies to Clerics as well as
Illusions: All illusions seem real to their subjects non-clerical characters who commit themselves to
unless successfully saved against – e.g. an illusion- religious doctrines (divine champions), sacrifices
ary sword is no less dangerous than a real one. If and other services to the god are mandatory and
there is no reason to doubt the reality of the illusion, regular, but the benefits are also more significant.
the intent to save must be openly declared. A char- Benefits come in the form of continuous guidance,
acter who successfully saves against an illusion extra one-use spells (typically clerical, but occasion-
gives +4 to the subsequent saving throws of his ally other types as well), magic items, followers and,
companions. Characters killed with an illusion very rarely, direct intervention on behalf of the char-
spell must roll a Fortitude save or die from acter.
shock. If the save is successful, they return to 1 Hp.
Examples of the capabilities of the standard illusion Example: Charnan the Permanent Fiend is a fol-
spells follow: lower of the Chaotic Neutral god, Kang the Thou-
lesser illusion: impassable grid made of sand-Eyed. Charnan suffers heavy wounds in an
smoke unfortunate encounter with a chimera, and after-
12
wards receives a curse which transforms his hands Charnan is successful at this task, and as he had
into bestial paws while looting an ancient grave. previously been generous with his contributions to
When he returns to the temple, he sacrifices five the clergy, he receives a vision where Kang calls
bulls and two hundredweights of gold on Kang’s him into his service, which Charnan happily accepts.
altar. This is sufficient to have his curse removed by As a first boon, he receives two one-use cure light
the diligent priests, but as a further condition, wounds spells, and the task to seek out and slay
Charnan is ordered to steal a valuable scroll from Remonger, a cleric who had forsaken the god and
the summer villa of Moaster the Silver-Mouthed now lives in a mountain tower guarded by flying
Mage. apes. To complete the task, Charnan receives a
potion of levitation, which, according to Kang’s
guidance, will come useful in his quest.
1st level
2nd level
Augury#: divine omen about the likely consequences of an action or a small, cryptic hint with success rate of
70+1%/level; 25 gp incense
Cure moderate wounds+: heals 2d8+1 Hp/level
Detect charm+: detects if the subject is under charm spells or supernatural possession
Dust devil: minor elemental whirlwind, HD 2, AC 16, damage 1d4
Enthral: enthrals a crowd to listen to the character for an hour; may control them to an extent
Hold person+: paralyses up to 3 humanoid opponents for 4+1 rounds/level; save at -1 if two targets, -2 if one
Reversion: prevents a selected subject from passing through an area, disperses magical missiles
Silence: negates sound in selected area
Slow poison: halts the effects of poison 1 hour/level
Spiritual weapon: magical weapon fights at caster’s base attack value, 1 round/level, 1d8 damage
Undetectable alignment: masks alignment and allegiances, 1 day
Wyvern watch: guardian force attacks, Reflex save or paralysis 1 hour/level
3rd level
Animate dead: animates undead 2*level HD, may control unlimited numbers but only [10*level] safely; ; 1%
cumulative for every HD beyond for undead to break free
Continual light+: creates a permanent light
Cure blindness/deafness+: both normal and magical varieties
Cure disease+: cures a disease
Cure serious wounds+: heals 3d8+1 Hp/level
Dispel magic: cancels spells and magical effects; check of [1d20+spellcaster level] -vs- [1d20+spellcaster
level] for active, or [10+spellcaster level] for passive effects
13
Glyph of warding#: protective glyph causes 1d8/2 levels damage or triggers 3rd level or lower spell, activated by
preset circumstances; 200 gp gem dust
Locate object+: locates a general or specific object
Prayer: +1 to companions’, -1 to opponents’ rolls; allows to hit 5/+1 DR monsters
Protective circle from evil+#: +2 AC and saves, keeps away supernatural monsters in holy water circle
Remove curse+: removes a weaker curse
Searing light: 1d8/two levels heat ray, 1d6/level vs. undead
Speak with dead: spirit of intact corpse responds to questions ½ level; save if hostile
Water breathing: allows breathing underwater 30 minutes/level
Wind wall: deflects gasses, breath weapons and projectiles
4th level
5th level
1st level
14
Protection from evil+#: +2 AC and saves, keeps away supernatural monsters; holy water
Shield: 18 AC vs. missiles, 16 AC vs. melee attacks, +1 save vs. spells, absorbs magic missile
Shocking grasp: 1d8+1 Hp/level damage on touch
Sleep: 2d4 levels worth of subjects fall asleep, save applicable from 5th level
Spider climb: walk on walls and ceilings
Tensor’s floating disk: hovering disk carries 50 kg/level
Unseen servant: disembodied assistant
Ventriloquism: 1 minute/level
2nd level
3rd level
Animate dead: animates undead 2*level HD, may control unlimited numbers but only [10*level] safely; 1% cu-
mulative for every HD beyond for undead to break free
Clairvoyance/clairaudience: spell to observe distant locales
Dispel magic: cancels spells and magical effects; check of [1d20+spellcaster level] -vs- [1d20+spellcaster
level] for active, or [10+spellcaster level] for passive effects
Explosive runes: 6d6 damage when read
Fireball: 1d6 Hp/level fiery explosion; conforms to constrained spaces and has physical force
Fly: 10 minutes/level+1d6*10 minutes
Gaseous form: allows subject to travel through small gaps while gaseous
Haste: 1/level subjects double movement and gain extra attack; ages 1 year
Hold person+: paralyses up to 3 humanoid opponents for 4+1 rounds/level; save at -1 if two targets, -2 if one
Lesser illusion: images only
Lightning bolt: 1d6 Hp/level lightning bolt, reflected from surfaces
Mel’s multiplied missiles: 1d4 Hp meteorites, 1/level; 1/round with other actions or 5/round with full commitment
Monster summoning I: 2d4 random low level monsters for 2+1/level rounds
Protection from normal missiles: deflects arrows, quarrels and other normal missile attacks
Protective circle from evil+#: +2 AC and saves, keeps away supernatural monsters in holy water circle
Sepia snake sigil#: trap hidden in text; save or paralysis for 1d4+1/level weeks; 200 gp amber dust
Slow: 1/level subjects move with ½ speed and lose extra attacks or attack at 2/3 rounds
Suggestion: verbal suggestion to influence actions 60+60 minutes/level
Tahssa’s maddened tarantella: unwilling dance for 3d6 rounds, 1d3 Hp/round until dispelled or dead
Vampriric touch: 1d6 Hp/2 levels damage heals spellcaster; may exceed maximum Hp
Water breathing: allows breathing underwater 30 minutes/level
Wind wall: deflects gasses, breath weapons and projectiles
Yeloun’s touch: strangles subject if save is failed; cumulative 10%/round of falling unconscious, but M-U also
has cumulative 5%/round to suffer the same
4th level
Charm monsters: charm effective vs. any opponent; -4 to save when used on humanoids
Confusion: random actions for 2+1 round/level on 2d4 opponents; 1d10, 1 flee, 2-6 stand without movement, 7-8
attack nearest creature, 9-10 attack caster
Dimension door: teleportation within visual distance
15
Fear: incites panic in target area; deadly when combined with hold spells
Fire charm: enchanted fire enthrals subjects to stand still and implants a suggestion at -3 save
Fire shield+: protects from fire, reflects melee damage at double strength
Fire trap#: trap inflicts 1d4+2/level damage; 25 gp gold dust
Hallucinatory terrain: envelops an area in illusion
Ice storm: 5d6 damage in target area
Illusion wall: creates a permanent, insubstantial illusion wall
The imperfect preservation#: holds and places a person in magical stasis up to 5 years; no sustenance needed
but doesn’t prevent disease, poison or aging; dispel magic breaks; 500 gp opal
Magical weapon: turns weapons enchanted for the duration of a battle
Minor globe of invulnerability: cancels 3rd or lower level spells
Monster summoning II: 1d6 random medium level monsters for 3+1/level rounds
Polymorphisation+: turn self (20 minutes/level) or others (permanent) into a different being; others need Will
save or conform into new personality in Int*1 days
Remove curse+: removes a weaker curse
Rory’s mnemonic enhancement#: retrieve 3 levels of spells in any combination; reusable 100gp tablet
Shout: 5d6 damage and deafness in cone
Slave in stone: binds a powerful elemental spirit into a staff 1 round/level, +13 attack, 2d12+3 damage; hazard-
ous to use
Wall of fire: 2d4 damage in 10’, 1d6 damage in 20’, 2d6+2 Hp/level when stepping through
Wall of ice: 15+2 Hp/level strong wall, 2 Hp/level damage when broken through
Wizard eye: invisible eye to explore the unknown
5th level
Conjure elemental#: conjures a 12th level elemental; needs great quantity of the element
Dreamsending+: sends a dream to a selected person at any distance; nightmares cause 1d10 damage and no
recovery, no save
Feeblemind: destroys the subject’s mind
Cloudkill: automatic death below 5th level; save or die otherwise
Cone of cold: 1d4+1 Hp/level damage
Contact other plane: contact foreign entities to learn secrets and spells
Distance distortion: permanently alters the dimensions of a locale with bound earth elemental
Extension: extends duration of 1st to 4th level spells by 50%
Hold monsters: paralyses up to 4 opponents for 1 round/level; save at -1 if three targets, -2 if two and -3 if one
Magic jar#: stores caster’s mind in 5000 gp object and allows possession at will
Monster summoning II: 1d4 random high level monsters for 4+1/level rounds
Oolar’s time: temporarily returns a corpse from the dead; 1 day/level, may be periodically renewed
Passwall: walk through walls
Quest: sends a subject on a quest
Rock to mud+: turns a stone surface or object into mud
Shadow conjuration: conjures 1/3 levels shadows that fight for the caster
Stone shape: moulds stone into the desired form
Telekinesis: move objects or creatures (no save) with force of will, 1st round 10’, 2nd round 20’, 3rd round 40’, 4th
round and afterwards 80’; may cause falling damage
Teleport: teleportation with margin of error
The terrible depth spell#: consigns target into 100 years of underground imprisonment; age at ¼ rate but save
vs. insanity every 5th year; caster may summon subject three times and ask a question which allows him to walk
free if truthfully answered; 3000 gp gem
Wall of iron: creates a permanent, if unstable iron wall
Wall of force: creates a transparent, impenetrable barrier
Wall of stone: creates a permanent stone wall
16
1st level
Audible glamer: illusion of sounds with volume of four people per level
Change self: changes the character’s appearance for 10 minutes/level
Colour spray: renders 1d6 subjects unconscious for 2d4 rounds if lower level than spellcaster or blind 1d4
rounds if higher than spellcaster; save applicable from 5th level
Detect invisibility: detects the presence and location of invisible subjects
Gaze reflection: reflects all spells and effects that work via eye contact
Hypnosis: hypnotises 1d6 subjects, allowing slow control and small suggestions
Lesser illusion: images only
Wall of fog: a wall composed of swirling mists obscures vision
2nd level
3rd level
4th level
Confusion: random actions for 2+1 round/level; 1d10, 1 flee, 2-6 stand without movement, 7-8 attack nearest
creature, 9-10 attack caster
Emotion+: fear as spell; hatred +2 on all rolls vs. target; hopelessness despondency and prone to surrender,
rage +1 Hp per HD, +1 attack and damage but reckless
Improved invisibility: 4+1 rounds/level, allows attacks
Infusion: allows the transfer of characteristics, e.g. smell, taste, intelligence, alignment etc. of objects and beings
into liquids
Lankwiler’s greater crystallogenesis: creates field of sharp crystal blades, 2d4 damage per round while mov-
ing, 25% to reflect spells
Minor creation: allows the creation of desired mundane items 1 hour/level
The munificent eye: allows caster to transfer silver items into backpack on eye contact; has hazards
Phantasmal killer: vague form of greatest fears attacks as 4 HD monster 1 round/level; save or die if it hits, 3d6
damage if save is successful
Rainbow pattern: entraps 24 HD subjects for the duration of concentration and draws them towards moving
pattern
Shadow monsters+#: creates 1 HD/level of half-strength creatures; expensive incenses add to strength
Ylam-Ylam’s chimes: subject rises into the air enthralled by ringing chimes; euphoric trance causes spell addic-
tion
17
5th level
Contact other plane: contact foreign entities to learn secrets and spells
Dreamsending+: sends a dream to a selected person at any distance; nightmares cause 1d10 damage and no
recovery, no save
Dreamspell#: illusionist may change reality in dream fuelled by 1000 gp perfumes and incense; the more desira-
ble the results, the higher likelihood of being lost in own spell
Lankwiler’s prismatic missile: missile strikes unerringly; random effect 1d8, 1 10 damage, 2 20 damage, 3 40
damage, 4 save or die from poison, 5 save or petrification, 6 save or go insane, 7 save or be sent to other plane,
8 two colours
Maze: entraps subject in extradimensional maze; Intelligence -02 2d4*10 min, 03-05 1d4*10 min, 06-08 5d4 min,
09-11 4d4 min, 12-14 3d4 min, 15-17 2d4 min, 18+ 1d4 min
Permanent illusion: a greater illusion spell with permanent effects
Programmed illusion: a greater illusion activated on predetermined conditions
Shadow conjuration: conjures 1/3 levels shadows that fight for the caster
Shadow door: door allows escape to close location
Shadow magic+: replicates Magic-User combat spells at ½ effectiveness
True seeing: shows things as they genuinely are
V. Gamemaster information
Monsters and NPCs for 1d8+2 points with its fists, and have saving
throws at +6/+3/+3. Considering the ability score
Monster statistics: A standard stat block for mon- scale, +3 (equivalent to 18s) should be reserved for
sters includes the following information: particularly ferocious monsters, and a +4, the abso-
lute maximum, should only be used for demi-gods
Name (number) [XP bonus]: the first two are self- and above. Naturally, this is a simplification, and a
explanatory. XP bonus, expressed as *, ** or ***, 6+3 HD Minotaur wouldn’t have 18s in Intelligence,
signifies the monster is worth more experience Wisdom and Charisma.
points than its hit dice. For example, a Dopple-
ganger* has 4 HD, but it is counted as 5 HD for Initiative: equivalent to HD bonus.
experience points; a Vampire** has 7 HD, but it is
worth as much as a 9 HD monster. Some monsters, AC: is self-explanatory.
typically those which are physically powerful but less
dangerous due to stupidity or some other significant Attacks: are self-explanatory; the rate and damage
weakness, may have penalties at -, -- or ---. For of attacks is heavily dependent on physique, mass,
example, a Triceratops---, a 16 HD horror, is only agility etc. Unless stated otherwise, natural attacks
worth 13 HD despite its deadly thagomiser. have criticals at (20/*2).
Hit Dice: basically serves the same function as Special abilities: specific types are explained be-
character level, except monsters all belong to the low.
same class and calculate their secondary values
accordingly: Saving throws: are calculated as above.
their base Hp is always 1d8/level
Ability scores: are only listed for important NPCs
like Fighters, their Attack bonus is equiva-
lent to their HD
Example monster and NPC stat blocks: These
their Saving throws are calculated based
should serve as examples of variable levels of ab-
on HD, with [HD/2+2] for better and [HD/3]
straction.
for worse saves. Most monsters save simi-
lar to Fighters, but an agile and weak one
Assassin Vines (1d6): HD 4+2; AC 16; Atk +6
would save as a Thief, and a demon would
vines 1d6+2+grab; Spec strangle 2d6/round, im-
use the better category for everything.
mune to mind-affecting; +6/+3/+3.
HD is also used to calculate XP value
Some monsters’ HD has a number added to it (e.g. Scorpions, Giant (1d4+1): HD 5; AC 15; Atk 2*+5
2+1, 3+2, 6+1, 5+3 etc.). This modifier functions as
pincers 1d10 and +5 sting 1d6+poison (DC 12, 1d6
a bonus to all secondary values just like an ability Con/1d6 Con); Spec poison, immune to mind-
score modifier would. For example, a Living Statue
affecting; +4/+1/+1.
with 4+2 HD would have 4d8+8 Hp, attack at 2*+6
18
Crabs, Giant (2d6): HD 3+2; AC 18; Atk 2*+5 pin- Multhran Ameer: Bbn 4+3; AC 16 (leather, Dex,
cers 1d6+2; immune to mind-affecting, tasty; cloak+1); Atk +7 bastard sword 1d10+4; +9/+6/+6;
+5/+3/+3. cloak +1, 600 gp golden helm with inset emerald.
Hp 36
Zombies (3d8): HD 2+1; AC 12; Atk +3 slam
1d8+1; Spec always acts last in round, immune to Osamir ibn Lhade the Healer: Clr 6+2; DC 12
mind-affecting; +4/+0/+1. (Dex); Atk +6 decorative staff 1d6+3; +7/+4/+7;
Lawful Good; ring of mind-shielding, 1d6*50 gp,
Meta-Droid (1d4)*: HD 8+2; AC 20; Atk +10 slam chest of incense 1d6*250 gp.
1d12+2 or +10 laser 3d10+ (roll additional dice on Spells: 0: 5, 1: 4, 2: 4, 3: 2; DC 12+LVL; 0: purify
10s, 5/day); Spec immune to mind-affecting, ½ from food and water, light, read magic*3; 1: bless*2,
cold, electricity and fire; +8/+4/+8. sanctuary, protection from good##; 2: cure moder-
[Some particularly powerful sentries have HD at 8+2 ate wounds, augury#, reversion, spiritual weapon; 3:
MAX, or 80 Hp. The same technique can be used searing light*2.
for “boss monsters” of other types – these Hp 46
should be extremely rare and reserved for spe- [# signs next to spells symbolise material compo-
cial occasions.] nents]
Wraith (1)**: HD 5; AC 17; Atk +5 touch 1d6 + 1d6 Special monster abilities:
Con; Spec incorporeal, DR 5/+1; immune to cold
and mind-affecting; +1/+4/+4. Poison: poison is listed as (DC, primary ef-
fect/secondary effect). Most poisons have sec-
Demon, Vulture (1d3)*: HD 8+1; AC 20; Atk 2*+9 ondary effects which have to be rolled for separate-
claws 1d6+1 and +9 beak 1d8+1; Spec DR 5/+1, ly. Some common poison types are (DC 12, 2d6
SR 12, immune to mind-affecting and electricity, ½ Hp/2d6 Hp), (DC 12, 1d6 Con/1d6 Con) and (DC
from acid, cold and fire, spellcasting as 3rd level M- 18, 3d6 Hp/3d6 Hp), but effects can involve any-
U, conjure demon 1/day, 20% of 2d10 Lost Souls or thing from a murderous frenzy to catatonia or hallu-
another Vulture Demon; +7/+7/+7. cination, and methods of delivery can range from
injury and ingestion to contact and airborne.
City Guards (1d4*5 or 2d4*5): Ftr 2+1; AC 16
(studded leather, large wooden shield, Dex); Atk +3 Disease: disease takes a form similar to poison, but
scimitar 1d6+3 or +3 halberd 1d10+3 [no shield]; effects occur at a slower rate: slow monthly, normal
+4/+1/+1. weekly, virulent daily and acute only once, but with
thrice the effects. Without magic, three successful
Veterans (1d4*5 or 2d4*5): Ftr 3+1; AC 17 (chain saves must be rolled in a row to shake off the ef-
shirt, large metal shield, Dex); Atk +4 longsword fects of disease. A Healing check at 12 adds +2, at
1d8+3 or +4 halberd 1d10+3 [no shield] or +4 18 +4, and at 24 +6 to the saves. For example,
crossbow 1d8+2; +4/+2/+2. crypt fever, usually contracted from mass graves, is
a normal disease with an Average DC (12), results
Elites (1d4*5 or 2d4*5): Ftr 4+2; AC 19 (chain mail in 1d6 Str loss on each failed save, and characters
or breast plate, large metal shield, Dex); Atk +6 who die from it return as flesh-hungry zombies.
bastard sword 1d10+4 or +6 halberd 1d10+5 [no
shield]; +6/+3/+3. Damage Reduction (DR): supernatural protection
from weapons listed as DR [reduction]/[weapon].
Thieves (1d6): Thf 3+1; Init +5; AC 13 (leather, All damage from weapons is reduced by the first
Dex); Atk +3 scimitar 1d6+1 [+2d6 snk] or +3 thrown amount unless the monster is being hit by a weapon
daggerd 1d4+1 [+2d6 snk]; +2/+4/+2. of sufficient enchantment or better. DR is almost
always 5/+1 (-5 damage on each hit unless using +1
Ong the Gladiator: Fighter 7; AC 15 (large metal or better); 10/+2 is a rarity and 15/+3 is reserved for
shield, Dex); Atk +9/+4 trident 1d8+2; +7/+5/+1; the most resilient monsters (in the Sword and Mag-
16/18/15/8/8/8. ic: Monsters and Treasures booklet, only iron
Hp 54 golems had this level of protection).
Megasthenes the Erudite: M-U 3/Thf 2; AC 10; Init Spell Resistance (SR): an alternate form of magi-
+4; Atk +2 scimitar 1d6 [+1d6 snk] + poison II (DC cal defence only found on supernatural monsters.
12, 2d6 Hp/2d6 Hp); +1/+4/+3; 2d6*10 gp, 5*poison SR is a fixed DC the spellcaster must beat with a
II, 1*poison IV (DC 18, 4d6/4d6 Hp). [1d20+spellcaster level] roll. A failure means the
Spells: 0: 4, 1: 2, 2: 1; DC 10+LVL; 0: cantrips, spell is deflected by the opponent’s aura of protec-
dancing lights, detect magic, detect poison, light, tion. SR has no effect against indirect spell effects:
read magic; 1: jump, sleep, spider climb, unseen e.g. if a wall of fire sets a building aflame, the fires
servant, ventriloquism; 2: detect thoughts. will burn the vampire within.
Hp 16
[Memorised spells underscored, others are in spell- Energy Drain: some undead monsters drain life
book] force from their victims, which takes the form of
Constitution damage. Wights and Wraiths inflict 1d6
Con in addition to melee hits; the more powerful
Spectres and Vampires inflict 2d4.
19
Experience imaginative problem-solving should be rewarded by
assigning an appropriate value from the table. Minor
Experience point awards are based on the following awards should be around Level 2-4 and be given
table: liberally, major tasks 5-7, and really great deeds
(such as escaping from a hostile dimension or over-
Level XP throwing a wizard-tyrant) 8-10. Much of this XP is
1- 25 collective, but individual player ability – engagement
1 50 and creative problem-solving – should also be re-
2 100 warded, generally with lesser awards.
3 150
4 250 Treasure squandered in hedonistic excess: as-
5 400 suming the standard treasure values of Sword and
6 650 Magic, where 1000 gp is considered to be a lot of
7 1000 money, a ratio of 5 XP per gp value is suggested.
8 1500 Squandering may mean expensive drugs, lavish
9 2000 entertainment, fancy clothing, sponsoring gladiatori-
10+ 3000+1000/level al games or anything that has no direct or indirect
benefit for the character. Therefore, money spent to
Experience points are awarded for three types of curry favour with the rich and powerful, sacrifices to
accomplishments: the gods or bribes do not count, but alms to orphans
and widows, or money spent on other acts of sense-
Defeating monsters and NPCs: the award is less altruism does, since these actions are ultimate-
based on a monster’s Hit Dice or an NPC’s experi- ly just as ineffective and meaningless as extreme
ence level, including any bonus due to extraordinary debauchery.
capabilities that would put them in a higher catego-
ry. Defeating opponents by deceiving, capturing or To keep things in perspective, a long campaign
(sometimes) avoiding them merits a full award. started with standard 3rd level characters and run-
ning 50-odd sessions ended with the only surviving
Succeeding at challenges, problem-solving and PC from the original party at 12th level, and others
survival: minor and major accomplishments, ful- from 8th to 11th.
filling preset or newly arising objectives, clever and
20
Appendix II: Design notes
This section briefly outlines some of the design non-class abilities. The standard Difficulty Classes
decisions and assumptions behind these rules, and (which are also used for most saving throws) ensure
provides a brief overview on the way they were Average checks are not particularly risky for trained
used in our campaign. characters, but may pose a problem for untrained
ones. Hard checks are always a risk for the former
Ability scores: Random generation and the fixed and unlikely to succeed for the latter, and should
sequence of rolled scores ensures variety and the only be used sparingly.
role of luck; however, the drop lowest method and
the two series tend to result in competent player Combat: In contrast with exactly defined time units
characters. Selling souls is provided as an option to and d20’s focus on precise grid-based movement,
realise short-term gains for long-term risk (no possi- this system does not establish an exact “round” nor
bility of being raised; other consequences that may how much the combatants can move in them. This
haunt the character through the campaign). does not imply the GM should run combats in an
In comparison with d20 rules, the ability score entirely abstract manner as it is sometimes sug-
bonus curve has been flattened. A score of 18 rep- gested; rather, it is recommended to keep the fronts
resents the boundaries of human potential; a 21, the moving, give players and opponents good mobility
realm of demigods and great heroes. (of course, within the bounds of reason), and en-
courage the use of terrain for various escapades.
Races: The human subraces represent a broad The general mechanic for +5 manoeuvres co-
variety of adventuring archetypes. Level limits, en- vers most special actions in combat (and replaces
tirely impervious barriers before advancement in d20’s feats), but other devices can also be used to
older editions, are used as an encouragement to spice things up: gaining or losing initiative, bonuses,
multiclass, but may be transcended at a minor cost. penalties, skill checks and awarding extra attacks.
Unlike d20, where combat scenarios usually fo-
Levels: The demographics described on p. 4 estab- cus on a relatively limited number of powerful foes,
lish the “implied setting” of these rules. These level Sword and Magic works really well with masses of
divisions are “Bledsawian” in that there are a lot of low-level opponents, who can be dangerous even
low-level NPCs, but a party of 5th or 6th level charac- for mid- and sometimes high-level characters with-
ters can be considered relatively capable in human- out strong armour or magical protection. 1 and 2 HD
inhabited areas. The following table has been used opponents are easily mowed down with single hits,
to generate levels for individual NPCs in most hu- while 3 HD usually gives enough Hp to prevent that.
man settings. Mass combat as a system has been found to
be sufficient for small- and medium-scale battles,
NPC level by type Avg. Elite Elite+ but tends to be slower-paced than regular combat.
beginner (1) 01-35 01-20 01-10 Many of the tricks on the battlefield can be extrapo-
regular (2) 36-60 21-50 11-25 lated from the general combat rules or made up on
veteran (3) 61-80 51-70 26-55 the spot.
elite (4) 81-90 71-80 56-70
medium (1d4+4) 91-97 81-95 71-90 Magic and spells: Spells in Sword and Magic are
high (1d4+8) 98-00 96-00 91-00 limited to 5th level, which has removed a lot of com-
plication from the system without destroying the
The rules are relatively well balanced up to 8th or 9th allure of high-level magic. Practically, however,
level, where spellcasters start to gain an advantage removing d20’s “safety measures” and limitations
over other classes, and PCs can expect to over- from a number of low-level spells has been found to
come most everything a GM can throw at them. have a more significant impact on character effec-
Therefore, this is where most campaigns would be tiveness.
expected to be concluded. There has been no time to provide expansive
descriptions for all spells on the lists; if someone
Classes: Characters created with these rules tend wishes to use this system, most can already be
to be more powerful than their equal-level counter- found in other variants. It should be emphasised
parts in older editions (particularly on the low levels), that a loose interpretation of spell capabilities allows
but weaker than PCs in the d20 system, with a sig- them to be used in a larger variety of contexts,
nificantly flatter power curve. something I consider a positive thing.
Sword and Magic emphasises open-ended
problem-solving, and assumes starting 3rd level Divine championship and patronage: This set of
player characters to be generally competent, well- guidelines has been found to be an inexhaustible
rounded individuals who can not only stand their wellspring of adventure hooks, PC motivation and
own in danger, but accomplish or at least have a interesting rewards in multiple campaigns. The
shot at any task a competent adventurer might ex- material and social benefits of religious affiliation
pect to face. also add context to characters and the entire cam-
paign, while the machinations of petty and morally
Skills: Characters can use all skills that would be ambiguous gods brings them much closer to the
available to their class (including general ones), adventures than in worlds where they are all-
effectively giving each PC a relatively broad set of powerful but inaccessible and aloof.
21
Appendix III: Primer
semblance of internal consistency and an unbroken
Where the rest of the book’s approach is general, chain of causality. The world itself is open, continu-
this part is specific and highly subjective. Similar to ous without absolute limits: if you go to the end of
The Quick Primer for Old School Gaming by what 'is', it expands. Play may even extend into new
Matthew J. Finch or Philotomy’s Musings, it repre- forms of interaction with the imagined alternate
sents a possible take on running and playing old reality. The method, if used well, can maintain a
school games in a way we find rewarding in our significant degree of internal consistency while
campaigns. All that follows is unenforced opinion. avoiding the mass-production of irrelevant but time-
consuming mundane detail.
Imagination-driven simulation: At their heart,
RPGs give us “what happens if” scenarios. Seeing Flow and fluidity: Many campaigns and systems,
the consequences of actions taken by imaginary both old and new school ones, are unnecessarily
characters in a made-up (but to a degree, internally strict in their procedures or interpretations of what
consistent) context might be the original definition of characters can do and what forms of action are
“role-playing”, predating its current meaning which possible at all. This impedes the flow of play, and
tends to imply “role-assumption”, some sort of iden- restricts the ideas that lead to the most interesting
tification with the imaginary characters and setting. adventures.
Sword and Magic advocates imaginative simu- As a GM, it is best to be generous with the rules
lation: bold decision-making, and seeing its physical and allow characters to try actions that may be
and moral implications in the game world. It is best logical from their perspective. In combat, but also in
to imagine an encounter, adventure or campaign as problem-solving and setting the direction of the
a system where every relevant action has its conse- campaign, loose boundaries encourage imaginative
quences, and there is a never-ending chain of cau- action and risk-taking. Adventures that are open-
sality as they are reintegrated into the campaign ended and lead smoothly into other adventures, and
and the world: action reaction action reac- campaigns that emerge in an organic fashion, make
tion etc. The end goal is player involvement: en- for a good, memorable experience.
counters should capture the group’s imagination, Fluidity is also encouraged by using sliding de-
encourage them to take action, and further their grees of success and failure. While the threat of
engagement not only with their specific situation, but sudden and total failure (or success) can create
the adventure and the overall campaign as well. welcome tension, it is often better to be more grad-
Since Sword and Magic is about fantastic ad- ual: a character loosing footing on a treacherous
ventures instead of simple, conventional realities, it mountainside might at first tumble down the slope
is appropriate to have a bias towards larger than life for 2d6 damage; then on another failure, lose half
events and use PC actions to generate instability the contents of his backpack; and only then plum-
and further conflict (in this respect, PCs can be seen met to his doom. The same principles apply to social
as agents of change, even as Leigh Brackett’s anal- encounters and confrontations – in fact, especially
ogy for poison introduced into a living system). Still, social encounters and confrontations.
the GM should interpret actions fairly and present
mostly plausible consequences – within the context Naturalism vs. surrealism: The preceding sections
of a fantastic setting where not everything may be have advocated campaigns that are internally con-
strictly logical. sistent and don’t fall apart on a bit of scrutiny. Yet
fantasy is also about things which are fanciful,
Context through interaction: Many role-playing strange and unexpected (in a way a magic missile
games dedicate considerable effort to the intricacies or orc is no longer so to veteran players), and it is
of fantasy worlds. Sword and Magic’s suggested perhaps at its best where the fantastic details stand
approach is to paint with broad strokes at the outset against a generally plausible backdrop. In the un-
and let details emerge during the course of play. derworlds, wilderness areas, dreamlands and hos-
As the characters come into contact with their tile planets of an imagined reality, fantasy and inter-
environment (meaning the physical game world with nal consistency are not mutually exclusive catego-
its NPCs and monsters, but also its societies, ideo- ries; rather, they are juxtaposed to create a sense of
logies and power structures), the process of interac- strangeness and wonder.
tion itself fills out a lot of the blank areas. The GM These elements of surrealism are typically best
can extrapolate the details from a general idea or added through loose free association: in the ruined
loose notes (e.g. a desert city implies the im- jungle temple of ape-worshippers, one might find
portance of its wells), or fit improvised/randomly not only storerooms and appropriately deteriorated
generated detail into the world in a sensible way mechanical traps, but also sacrificial chambers filled
(e.g. a randomly generated pyramidal megastruc- to the ceiling with skulls, magical mirrors that trans-
ture in a Hellenic town might imply prehistoric, fan- form the characters’ reflections into hostile simian
tastic or alien origins, which in turn could also influ- monsters, an idol that can control minds and a tower
ence how the locals view its presence). Through this between the past and the present where strange
process, the environment becomes more complex, bargains can take place.
action begins to involve more actors and interests, The goal is not to create something that is
and the campaign develops further adventure hooks mundane and governed by strict natural logic, nor
and contexts for interaction. total unreality: rather, a synthesis where the former
In this model, the game doesn't have strictly de- provides sufficient foundation to appreciate the
fined boundaries; what matters is maintaining a weirdness of the latter.
22
Legal appendix
This version of Sword and Magic: Adventures on Fomal- and/or You have sufficient rights to grant the rights conveyed by
haut is done under version 1.0a of the of the Open Game this License.
License, below, by permission of Wizards of the Coast, Inc. 6. Notice of License Copyright: You must update the COPY-
Notice of Open Game Content: This product contains Open RIGHT NOTICE portion of this License to include the exact text
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names and examples of play contained in this product are Open Game Content except as expressly licensed in another,
hereby claimed as Product Identity, excluding material derived independent Agreement with the owner of such Trademark or
from Open Game Sources. Registered Trademark. The use of any Product Identity in Open
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ronments, creatures, equipment, magical or supernatural abilities extent necessary to make it enforceable.
or effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as Product 15. COPYRIGHT NOTICE
identity by the owner of the Product Identity, and which specifi- Open Game License v 1.0a Copyright 2000, Wizards of the
cally excludes the Open Game Content; (f) "Trademark" means Coast, Inc.
the logos, names, mark, sign, motto, designs that are used by a System Reference Document Copyright 2003, Wizards of the
Contributor to identify itself or its products or the associated Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Wil-
products contributed to the Open Game License by the Contribu- liams, based on original material by E. Gary Gygax and Dave
tor; (g) "Use", "Used" or "Using" means to use, Distribute, copy, Arneson.
edit, format, modify, translate and otherwise create Derivative Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.;
Material of Open Game Content; (h) "You" or "Your" means the Authors Patrick Lawinger, Scott Greene, and David Mannes,
licensee in terms of this agreement. with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill
2. The License: This License applies to any Open Game Con- Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter
tent that contains a notice indicating that the Open Game Con- Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale,
tent may only be Used under and in terms of this License. You Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt
must affix such a notice to any Open Game Content that you McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary
Use. No terms may be added to or subtracted from this License Schotter, Joe Walmsley, and Bill Webb.
except as described by the License itself. No other terms or Eldritch Weirdness, Book One Copyright 2008, Matthew J.
conditions may be applied to any Open Game Content distribut- Finch
ed using this License. Original Spell Name Compendium Copyright 2002 Clark
3. Offer and Acceptance: By Using the Open Game Content Peterson; based on NPC-named spells from the Player’s Hand-
You indicate Your acceptance of the terms of this License. book that were renamed in the System Reference Document.
4. Grant and Consideration: In consideration for agreeing to The Compendium can be found on the legal page of
use this License, the Contributors grant You a perpetual, world- www.necromancergames.com.
wide, royalty-free, non-exclusive license with the exact terms of Player’s Guide to the Wilderlands Copyright 2003, Necro-
this License to Use, the Open Game Content. mancer Games, Inc. and Judges Guild; Authors Bob Bledsaw
5. Representation of Authority to Contribute: If You are and Clark Peterson based on original material by Bob Bledsaw,
contributing original material as Open Game Content, You Bill Ower and Bryan Hinnen.
represent that Your Contributions are Your original creation Sword and Magic: Adventures on Fomalhaut © Copyright
2008, 2011 by Gabor Lux. All rights reserved.
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