Table of Contents
Rules and DM Notes
General
- Clerics should be convinced to administer services according to their religion (helping poor, natural healing, law, chaos, etc.)
- Wounds can be healed by resting if a creature relaxes in a safe place and does nothing. Each day of full rest heals 1d4 hp. With moderate rest (not traveling) creatures heal 1 hp per day.
- Traveling time in miles per day is figured to be about the creature's movement rate/5. Check food, chose encounters, and describe journey.
- Experience from treasure gained goes to whoever keeps the treasure.
- Starting character hit points, d8 rerolls a 1 or 2, d6 rerolls a 1
- Dwarves and elves cannot read or write their bonus languages (except dwarven and elvish, of course)
- Characters receive 1 point of damage for real falls under 10'
Combat
- Two-handed weapons roll initiative normally
- Smash maneuver requires two hands
- Initiative: 1d10 - represents the seconds of a round, first goes on 1
- Creature can move 5' and still take an action
- Switch items on belt with no penalty (about 4 items on belt, max 2 small sacks)
- Handedness: -4 to hit with off-hand
- Aimed attack: -4 to hit, special effect
- Undead may return in 1d10 rounds after successful turning
- Fighting withdraw is at 1/2 movement rate
- Use attack roll modifiers (p. 108), large creatures have -2 vs halflings
Wrestling
- no armor adjustments except suit armor
- small and man-sized monsters use 1/2 HD for WR
- large monsters use HD for WR
- very large monsters use 2x HD for WR
Saving Throws
Modify saving throws based on abilities
- STR - paralysis and stone
- INT - mind attacks
- DEX - wands and breath
- WIS - spells
- CON - poison and death
Spells
Spell Casting
- Casters must be at least 4th level to reverse spells.
- Magic-users can cantrip, doing something by extraordinary means that they could normally do. Cantrips must also resemble in some way a spell the caster likes to memorize.
Spell Modifications
- Dissolve: range 120' not 240'.
- Dimension Door: like Teleport cannot be used to intentionally harm someone.
- Phantasmal Force: maximum dmg 1d6/level, INT affects saving throw of illusion.
- Ice Storm and Wall of Ice must be memorized in a specific form.
Equipment
Item Adjustments
- Boots of Speed double movement rate
- Shield weapons are a minimum of 100 encumbrance and do not necessarily provide a second attack
- Spell books weigh 200 coins
- Battle axes can be used one or two-handed, doing 1d8 and 1d10 points of damage respectively.
Extended Levels
Using the extended levels for demihumans and mystics (Ch. 19), elves can either gain ability in magic or fighting after level 10, but not both. At level 10, and elf is considered to be both a level 10 Fighter and level 10 Magic-user. After level 10, the elf must choose between gaining fighter levels or magic-user levels. The previous abilities (up to level 10) are retained. An elf that chooses fighting will not gain any more spells. An elf that chooses magic will forever be considered 10th level for fighting purposes:
Elven Wizard
- Continues to gains spells using the same Spells/Level chart as the Magic-user class.
- Gains 1 hp/level (as stated in the variant rules) without CON adjustments.
- Does not get any better in hit rolls.
- If weapon mastery is used, may only further weapon mastery in magic-user restricted weapons.
Elven Lord
- Continues with hit rolls on the Attack Rolls Chart like a fighter of equal level.
- Obtains all fighter combat options (such as multiple attacks).
- Gains 2 hp/level without CON adjustments.
- Does not gain any more spells per level.
- Continues to use scrolls and magical devices as a magic-user.
Treasure
Jewelry Table
(roll 3d6 x 100)
300 to 700: anklet, bracelet, ring, amulet
800 to 1300: necklace, collar, armband, belt
1400 to 1800: crown, scepter, orb or any jewel-encrusted item
Gem Table
(roll 1d100)
01 to 20: 10 gp (quartz, turquoise, agate)
21 to 45: 50 gp (citrine, onyx, crystal, jasper)
46 to 75: 100 gp (amber, garnet, amethyst, jade)
76 to 95: 500 gp (pearl, topaz, aquamarine)
96 to 00: 1000 gp (opal, ruby, emerald, sapphire)