\item Conversely, if $H < -10$, add up to 4, etc. \\
\item If $H$ is negative, use $2$ and add $-H$ bonus to damage. \\
\end{order*}
+\colgap
+\begin{tabular}{\shade lMr} \hlx*{hv}
+ \tt{Range adjustments} \\
+ \th{Range} & \th{Adj} \\ \hlx{vhv}
+ Short & +1 \\ \hlx{+}
+ Medium & 0 \\ \hlx{+}
+ Long & -1 \\ \hlx*{vh}
+\end{tabular}
+\hfil
+\begin{tabular}{\shade lMrMr} \hlx*{hv}
+ \tt{Cover adjustments} \\
+ \th{Cover} & \th{Soft} & \th{Hard} \\ \hlx{vhv}
+ None & 0 & 0 \\ \hlx{+}
+ Quarter & -1 & -2 \\ \hlx{+}
+ Half & -2 & -4 \\ \hlx{+}
+ Three-quarters & -3 & -6 \\ \hlx{+}
+ Full & -4 & \hbox{---} \\ \hlx*{vh}
+\end{tabular}
\rowgap
\begin{tabular}{\shade cccccMr} \hlx*{hv}
\tt{Hit table} \\
\multicolumn{4}{c}{Normal man} & & 20 \\ \hlx{+}
1--5 & 1--4 & 1--3 & & Up to 1 & 19 \\ \hlx{+}
& & & & 1+ to 2 & 18 \\ \hlx{+}
- 6--10 & 5--8 & 4--6 & & 2+ to 3 & 17 \\ \hlx{+}
+ \06--10 & 5--8 & 4--6 & & 2+ to 3 & 17 \\ \hlx{+}
& & & & 3+ to 4 & 16 \\ \hlx{+}
- 11--15 & 9--12 & 7--9 & A & 4+ to 5 & 15 \\ \hlx{+}
+ 11--15 & \09--12 & 7--9 & A & 4+ to 5 & 15 \\ \hlx{+}
& & & B & 5+ to 6 & 14 \\ \hlx{+}
16--20 & 13--16 & 10--12 & C & 6+ to 7 & 13 \\ \hlx{+}
& & & D & 7+ to 8 & 12 \\ \hlx{+}
21--25 & 17--20 & 13--15 & E & 8+ to 9 & 11 \\ \hlx{+}
- & & & F & 9+ to 11 & 10 \\ \hlx{+}
+ & & & F &\09+ to 11 & 10 \\ \hlx{+}
26--30 & 21--24 & 16--18 & G & 11+ to 13 & 9 \\ \hlx{+}
& & & H & 13+ to 15 & 8 \\ \hlx{+}
31--35 & 25--28 & 19--21 & I & 15+ to 17 & 7 \\ \hlx{+}
& & & & 33+ to 35 & -2 \\ \hlx{+}
& & 34--36 & & 35+ up & -3 \\ \hlx{vh}
\end{tabular}
-\line
+\end{set}
+
+\begin{set}
\begin{order*}{Striking}
\item Attacker must be at least half size of defender. \\
\item Damage is $1 + \delta S$ (or $0$ if pulled). \\
$\tfrac{1}{2}$ HD. \\
\item Compare $\dice{1d20} + w$; $\textrm{grab} \to \textrm{fall} \to
\textrm{pin}$. \\
-\item Pinned: SvDR or take $1 + \delta S$\,hp damage; WR $-3$ (or more) \\
+\item Pinned: SvDR or take $1 + \delta S$\,hp damage; WR $-3$ (or more). \\
\end{order*}
\end{set}
\begin{set}
-\begin{tabular}{\shade lMr} \hlx*{hv}
- \tt{Range adjustments} \\
- \th{Range} & \th{Adj} \\ \hlx{vhv}
- Short & +1 \\ \hlx{+}
- Medium & 0 \\ \hlx{+}
- Long & -1 \\ \hlx*{vh}
-\end{tabular}
-\rowgap
-\begin{tabular}{\shade lMrMr} \hlx*{hv}
- \tt{Cover adjustments} \\
- \th{Cover} & \th{Soft} & \th{Hard} \\ \hlx{vhv}
- None & 0 & 0 \\ \hlx{+}
- Quarter & -1 & -2 \\ \hlx{+}
- Half & -2 & -4 \\ \hlx{+}
- Three-quarters & -3 & -6 \\ \hlx{+}
- Full & -4 & \hbox{---} \\ \hlx*{vh}
-\end{tabular}
-\end{set}
-
-\begin{set}
-
\begin{order*}{Naval combat}
\item Magic and giant monsters: usually 1 hull point for each 5 hit
points, rounding down. \\
\item Dead in water at 75\% damage; sinks at 100\%. \\
\item Grappling: at $50'$ or less; successful 2 in 6 or by mutual
agreement. \\
+\item Ramming: THAC0 19; modify for weather, man\oe uvrability etc. \\
\item Boarding: $-2$ on hit rolls and AC during boarding round. \\
\item Repairs: five crewmen required; 1\,hp per turn up to half damage, fails
after 5d6 days. \\
\end{order*}
-
+\line
+\begin{tabular}{\shade lMcMc} \hlx*{hv}
+ \tt{Ramming damage} \\
+ \th{Vessel} & \th{Ship} & \th{Creature} \\ \hlx{vhv}
+ Small galley & (\d{1d4} + 4) \times 10 & \d{3d8} \\ \hlx{+}
+ Large galley & (\d{1d6} + 5) \times 10 & \d{6d6} \\ \hlx*{vh}
+\end{tabular}
\end{set}
\end{document}
collect n
collect `(lambda () ,@clause)))))
+(defmacro pick-matching ((form &key) &body clauses)
+ (let ((formtemp (gensym "FORM")))
+ `(let ((,formtemp ,form))
+ (pick ,@(loop for (prob assertion . code) in clauses
+ collect `((if (assertion-match-p ,formtemp ',assertion)
+ ,prob
+ 0)
+ ,@code))))))
+
(defconstant cleric-spells
#((cure-light-wounds detect-evil detect-magic light protection-from-evil
purify-food-and-water remove-fear resist-cold)
(decf len)
(setf (aref copy j) (aref copy len))))))
-(defmacro pick-matching ((form &key) &body clauses)
- (let ((formtemp (gensym "FORM")))
- `(let ((,formtemp ,form))
- (pick ,@(loop for (prob assertion . code) in clauses
- collect `((if (assertion-match-p ,formtemp ',assertion)
- ,prob
- 0)
- ,@code))))))
-
(defun magic-item (form)
(labels ((cursedp (&optional (prob 10))
(cond ((assertion-match-p form '(:cursed :unspecified))
((a) (let* ((bonus (weapon-bonus 'a))
(cursedp (zerop (random 10)))
(talent (and (percentp (* 5 (- 7 bonus)))
- (choose 4 'biting
- 5 'blinking
- 5 'charming
- 7 'climbing
- 10 'curing
- 3 'disarming
- 4 'dispelling
- 7 'flying
- 7 'lightning
- 5 'penetrating
- 4 'refilling
- 6 'screaming
- 5 'seeking
- 4 'sinking
- 2 'slaying
- 7 'speaking
- 4 'stunning
- 2 'teleporting
- 5 'transporting
- 4 'wounding)))
+ (pick (4 'biting)
+ (5 'blinking)
+ (5 'charming)
+ (7 'climbing)
+ (10 'curing)
+ (3 'disarming)
+ (4 'dispelling)
+ (7 'flying)
+ (7 'lightning)
+ (5 'penetrating)
+ (4 'refilling)
+ (6 'screaming)
+ (5 'seeking)
+ (4 'sinking)
+ (2 `(slaying
+ :opponent ,(opponent)))
+ (7 'speaking)
+ (4 'stunning)
+ (2 'teleporting)
+ (5 'transporting)
+ (4 'wounding))))
(number (ecase bonus
((1) (d 10 2))
((2) (d 8 2))
\RequirePackage[T1]{fontenc}
\RequirePackage[palatino, helvetica, courier, maths = palatino]{mdwfonts}
\RequirePackage{amssymb}
-\usepackage[all, arc, dvips]{xy}
+\RequirePackage[all, arc, dvips]{xy}
\RequirePackage[colour]{mdwtab}
+\makeatletter
%%% maths
\let\epsilon\varepsilon
Platinum & 5& \\ \hlx*{vh}
\end{tabular}
\colgap
-\begin{tabular}{\shade cMrMrMr} \hlx*{hv}
+\begin{tabular}{\shade cMcMcMc} \hlx*{hv}
\tt{Ability score adjustments} \\
\th{Ability $(A)$} & \th{Usual $(\delta A)$} &
\th{Reduced $(\epsilon A)$\rlap{*}} & \th{XP} \\ \hlx{vhv}
3 & -3 & -2 & -20\% \\ \hlx{+}
4--5 & -2 & -1 & -20\% \\ \hlx{+}
6--8 & -1 & -1 & -10\% \\ \hlx{+}
- 9--12 & 0 & 0 & 0\% \\ \hlx{+}
- 13--15 & +1 & +1 & +5\% \\ \hlx{+}
+ \09--12 & \phantom+0 &\phantom+0 & \phantom{+0}0\% \\ \hlx{+}
+ 13--15 & +1 & +1 & \0{+}5\% \\ \hlx{+}
16--17 & +2 & +1 & +10\% \\ \hlx{+}
18 & +3 & +2 & +10\% \\ \hlx*{vhv}
\multicolumn{3}{l}{\itshape\small *\quad Initiative and reaction rolls}
\end{tabular}
+\colgap
+\begin{order*}{Resizing monsters}
+\item Choose size $\delta Z \in \{ -3, \ldots, +3 \}$. \\
+\item Modify hp (per die), hit rolls, damage (per die), saves, AC by $\delta
+ Z$. \\
+\item HD for XP is $\max \textrm{hp}/5$ (rounded). \\
+\end{order*}
+\colgap
+\begin{tabular}{\shade c*6c} \hlx*{hv}
+ \tt{Monster intelligence} \\
+ \th{Base} & \multicolumn{6}{c}{\th{1d6}} \\
+ \th{intelligence} &
+ \th{1} & \th{2} & \th{3} & \th{4} & \th{5} & \th{6} \\ \hlx{vhv}
+ 0--1 & 0 & 0 & 0 & 0 & 1 & 1 \\ \hlx{+}
+ 2--3 & 0 & 0 & 0 & 1 & 1 & 1 \\ \hlx{+}
+ 4--5 & 0 & 0 & 1 & 1 & 2 & 2 \\ \hlx{+}
+ 6--8 & 0 & 1 & 1 & 2 & 2 & 3 \\ \hlx{+}
+ \09--15 & 0 & 1 & 2 & 2 & 3 & 4 \\ \hlx{+}
+ 16--17 & 0 & 1 & 1 & 2 & 2 & 3 \\ \hlx{+}
+ 18--19 & 0 & 0 & 1 & 1 & 2 & 2 \\ \hlx{+}
+ 20\rlap+ & 0 & 0 & 1 & 1 & 1 & 1 \\ \hlx*{vh}
+\end{tabular}
\rowgap
\begin{tabular}{\shade crr} \hlx*{hv}
\tt{Experience points for monsters} \\
8 & 650 & 550 \\ \hlx{+}
8\rlap+ & 775 & 625 \\ \hlx{+}
9 & 900 & 700 \\ \hlx{+}
- 9+, 10 & 1000 & 750 \\ \hlx{+}
+\09+, 10 & 1000 & 750 \\ \hlx{+}
10+, 11 & 1100 & 800 \\ \hlx{+}
11+, 12 & 1250 & 875 \\ \hlx{+}
12+, 13 & 1350 & 950 \\ \hlx{+}
\fi
-\def\swimming{\unskip\penalty100/\ignorespaces}
-\def\flying{\unskip\penalty100/$\!\!\!$/\ignorespaces}
-
\begin{document}
\twocolumn[\sect{Monsters}\bigskip]
90 &
$3 + 1$(L), F3, XP50 &
AC5, T16; weapon ($\delta S = +1$) &
- H, C(H,M,W); 2d8~(5d4) &
+ H(C6,M4), C(H,M,W); 2d8~(5d4) &
I7, C, ML9; (P, Q) B}
Surprise 3 in 6.
\end{monster}
180 &
4(L), F4, XP75 &
AC5, T16; 2~hoof (1d6), weapon &
- M, C(H,O,W); 0~(2d10) &
+ M(D8, M8), C(H,O,W); 0~(2d10) &
I10, N, ML8; A}
Young are 2HD, D\,1d2.
\end{monster}
90 &
13*(L), F13, XP2300 &
AC5, T11; club (3d10) &
- GH, R(H,M); 1~(1d4) &
+ GH(C4,M2), R(H,M); 1~(1d4) &
I9, C, ML9; E, 5000\,gp}
Throws rocks (ranges 60/130/200, D\,3d6). \\
1 in 20: \emph{curse} once a week.
\swimming 180 &
3*(L), D6, XP50 &
AC5, T17; head~butt (2d4) &
- A, C(C), 0~(1d20) &
+ A(C10,M6), C(C), 0~(1d20) &
I15, L, ML10; nil}
Hold breath for 15 minutes. \\
Telepathy with other dolphins within 50 miles. \\
90 &
4*(M), F8, XP125 &
AC5, T16; bite (1d12) &
- M, R(any); 1d6~(1d6) &
+ M(C6,M4), R(any); 1d6~(1d6) &
I9, C, ML8; E}
Immune to \emph{sleep} and \emph{charm}. \\
Learns victim's knowledge (not spells) telepathically.
$\textrm{claw} \times 2$, bite ($\textrm{kick} \times 2$, tail) \emph{or}
crush (1 human); \newline
Swoop: claw, pick up on 20 &
- D, R; 1d4~(1d4) &
+ D(C10), R; 1d4~(1d4) &
I9, H \\
\h Large &
120 \flying 300 ($L \times 1000$\,cn, $\times 5$) &
$L$***(L), F$2L$ &
$\textrm{claw} \times 2$, bite ($\textrm{kick} \times 2$, tail) \emph{or}
Swoop: $\textrm{claw} \times 2$, pick up on 18--20 &
- D, R; 1d3~(1d3) &
+ D(C10), R; 1d3~(1d3) &
I12, $\textrm{H} \times 2$, I \\
\h Huge &
90 \flying 240 ($L \times 1000$\,cn, $\times 10$) &
$L$****(L), F36 &
$\textrm{claw} \times 2$, bite ($\textrm{kick} \times 2$, $\textrm{wing}
\times 2$, tail) \emph{or}
- Swoop: $\textrm{claw} \times 2$, bite, pick up on 18--20 &
- D, R; 1d2~(1d2) &
+ Swoop: $\textrm{claw} \times 2$, bite, pick up on 16--20 &
+ D(C10), R; 1d2~(1d2) &
I15, $\textrm{H} \times 3$, $\textrm{I} \times 2$}
\begin{tabular}[C]{\shade 2[\smash]c22} \hlx*{hv}
120 &
2*(M), E4, XP25 &
AC5, T18; weapon &
- H, R(W); 0~(1d6) &
+ H(D10,M4), R(W); 0~(1d6) &
I14, N, ML6; D}
Can \emph{charm} at will, $-2$ to save. \\
Dies if home tree killed, or if further than 240$'$ from it more than 1
120 &
8(L), F8, XP650 &
AC4, T12; weapon (2d8) &
- GH, C(H,M); 1d4~(1d4) &
+ GH(C8,M6), C(H,M); 1d4~(1d4) &
I7, C, ML8; E, 5000\,gp \\
\h Stone &
120 &
9(L), F9, XP900 &
AC4, T11; weapon (3d6) &
- GH, C(V); 1d2~(1d6) &
+ GH(C8,M6), C(V); 1d2~(1d6) &
I10, N, ML9; E, 5000\,gp \\
\h Frost &
120 &
$10 + 1$*(L), F10, XP1900 &
AC4, T10; weapon (4d6) &
- GH, C(A); 1d2~(1d4) &
+ GH(C8,M6), C(A); 1d2~(1d4) &
I14, C, ML9; E, 5000\,gp \\
\h Fire &
120 &
$11 + 2$*(L), F8, XP2125 &
AC4, T9; weapon (5d6) &
- GH, C(M); 1d2~(1d3) &
+ GH(C8,M6), C(M); 1d2~(1d3) &
I13, C, ML9; E, 5000\,gp
\monsterbreak{4}
\h Cloud &
120 &
13*(L), F13, XP2300 &
AC4, T9; weapon (6d6) &
- GH, C(M,cloud); 1d2~(1d3) &
+ GH (C10,M10), C(M,cloud); 1d2~(1d3) &
I16, N, ML10; E, 5000\,gp \\
\h Storm &
150 &
15**(L), F15, XP3750 &
AC2, T8; weapon (8d6) &
- GH, C(C,M); 1~(1d3) &
+ GH (C10,M10), C(C,M); 1~(1d3) &
I18, L, ML10; E, 5000\,gp \\
\h Mountain &
150 &
12*--20*(L), F$L$ &
AC0, T9--5; weapon (5d10) &
GH, C(M); 1d4~(1d20) &
- I11, N, ML9; E, 5000\,gp \\
+ I11(C8,M6), N, ML9; E, 5000\,gp \\
\h Sea &
120 &
9*--15*(L), F$L$ &
AC0, T11--8; weapon (4d10) &
- GH, C(C); 1d2~(1d20) &
+ GH(C8,M6), C(C); 1d2~(1d20) &
I12, N, ML10; E, 5000\,gp}
\begin{description}
90 &
2(L), F2, XP20 &
AC5, T18; weapon ($\delta S = +1$) &
- H, C(H,M); 1d6~(3d6) &
+ H(C6,M4), C(H,M); 1d6~(3d6) &
I7, C, ML8; (P) D}
For each 20, one leader (3HD, 16\,hp).
\end{monster}
60 &
1(S), D1, XP20 &
AC5, T19; weapon &
- H, C(V,O); 1d8~(5d8) &
+ H(C12,M12), C(V,O); 1d8~(5d8) &
I11, L/N, ML8/10; (P) C}
Infravision $90'$ range. \\
For each 20, one leader (2HD, 11\,hp, T18, XP20). \\
90 &
$1 - 1$(S), NM, XP5 &
AC6, T19; weapon &
- H, C(H,M,V,W); 2d8~(6d10) &
+ H(C8,M6), C(H,M,V,W); 2d8~(6d10) &
I9, C, ML7/9; (R) C}
Infravision $90'$ range. \\
In daylight, $-1$ to hit. \\
60 \flying 150 &
3*(M), F6, XP50 &
AC7, T17; claw ($2 \times \d{1d4}$) \emph{or} weapon &
- M, R(H,M); 1d6~(2d4) &
+ M(C6,M4), R(H,M); 1d6~(2d4) &
I7, C, ML7; C}
Singing: hearers SvS or are \emph{charmed}.
\end{monster}
90 &
$1 + 1$(M), F1, XP15 &
AC6, T18; weapon &
- H, C(H,M,W); 1d6~(4d6) &
+ H(C8,M6), C(H,M,W); 1d6~(4d6) &
I10, C, ML8/10; (Q) D}
Infravision $60'$ range. \\
King: 5HD, T15, 22\,hp, $\delta S = +2$, XP175, 1d4 bodyguards (4HD, T16,
90 &
$\tfrac{1}{2}$(S), NM, XP5 &
AC7, T19; weapon ($\delta S = -1$) &
- H, C(H,M,W); 4d4~($\d{1d6} \times 10$) &
+ H(C6,M4), C(H,M,W); 4d4~($\d{1d6} \times 10$) &
I9, C, ML6/8; (P) J}
Infravision $90'$ range. \\
Chieftain: 2HD, 9\,hp, T18, XP20, $\delta S = 0$, 1d6 bodyguards ($1 +
60 \swimming 120 &
$2 + 1$(M), F2, XP25 &
AC5, T17; weapon ($\delta S = +1$) &
- H, C(R,swamp); 2d4~(6d6) &
+ H(C6,M4), C(R,swamp); 2d4~(6d6) &
I6, N, ML12; D}
\end{monster}
240 &
8**(L) or more, F$L$, XP see below &
AC1, T see below; pole arm (3d6), tail (1d10, poison) &
- M, R(D,M,V); 1d8~(2d10) &
+ M(M6), R(D,M,V); 1d8~(2d10) &
I8, C, ML10; (V) J, K, $\textrm{M} \times 2$}
If SvPn successful, paralysis for $\d{1d8} - 1$ rounds. \\
1 in 20 are clerics.
90 &
4**(M), $\textrm{F4} + 2$, XP175 &
AC8, T16; snakebite (1d6, poison) &
- M, R(R,V); 1d3~(1d4) &
+ M(C8,M8), R(R,V); 1d3~(1d4) &
I9, C, ML8; (V) F}
Gaze petrifies (SvTtS); mirror is safe. \\
If attempting not to look, $-4$ to hit, and medusa has $+2$ to it.
\swimming 120 &
1(M), F1, XP10 &
AC6, T19; weapon &
- H, C(C); 1d20~($\d{1d3} \times 100$) &
+ H(C8,M8), C(C); 1d20~($\d{1d3} \times 100$) &
I12, N, ML8; A}
For each 10, leader (2HD, F2, T18, XP20); for each 50, leader (4HD, F4,
T16, XP75).
120 &
6(L), F6, XP275 &
AC6, T14; gore (1d6), bite (1d6) \emph{or} weapon ($\delta S = +2$) &
- M, C(R,V); 1d6~(1d8) &
+ M(C4,M2), C(R,V); 1d6~(1d8) &
I5, C, ML12; C}
\end{monster}
120 &
2(M), F2, XP20 &
AC8, T18; weapon ($\delta S = +1$) &
- H, R(L,H,M); 1d10~($\d{1d4} \times 10$) &
+ H(C4,M2), R(L,H,M); 1d10~($\d{1d4} \times 10$) &
I7, L, ML7; C \\
\h Leader &
120 &
6(M), F6, XP20 &
AC8, T14; weapon ($\delta S = +3$) &
- H, R(L,H,M); 0--1~(2) &
+ H(C4,M2), R(L,H,M); 0--1~(2) &
I8, L, ML9; C}
\end{monster}
120 &
1*(S), E1, XP13 &
AC7, T19; dagger or small trident (1d4) &
- H, R(river); 0~(2d20) &
+ H(D6,M4), R(river); 0~(2d20) &
I13, N, ML6; B}
- Ten together can \emph{charm}: SvS or enslaved for a year. \\
+ Ten together (spellcasters count as 5 each) can \emph{charm}: SvS or
+ enslaved for a year. \\
Bestows \emph{water breathing} daily on slave. \\
Summon giant bass for aid.
\end{monster}
90 &
$4 + 1$(L), F4, XP125 &
AC5, T16; weapon ($\delta S = +2$) &
- H, C(V,wilderness); 1d6~(2d6) &
+ H(C4,M12), C(V,wilderness); 1d6~(2d6) &
I6, C, ML10; ($\textrm{S} \times 10$) $\textrm{S} \times 100$, C}
\end{monster}
120 &
1(M), F1, XP10 &
AC6, T19; weapon &
- H, C(wilderness); 2d4 ($\d{1d6} \times 10$) &
+ H(C6,M4), C(wilderness); 2d4 ($\d{1d6} \times 10$) &
I7, C, ML6/8; (P) D}
In daylight $-1$ to hit. \\
Leader of band has 8\,hp and $\delta S = +1$. \\
90 \flying 180 &
1***(S), E1, XP19 &
AC3, T19; dagger (1d4) &
- H, R(W); 2d4~($\d{1d4} \times 10$) &
+ H(D6,M4), R(W); 2d4~($\d{1d4} \times 10$) &
I14, N, ML7; R, S}
Naturally invisible: cannot be attacked in first round; $-4$ to hit
thereafter. \\
60 \flying 180 &
$\tfrac{1}{2}$*(S), E1, XP6 &
AC5; \emph{curse} &
- H, C(W); 3d6~(5d8) &
+ H(D6,M4), C(W); 3d6~(5d8) &
I14, N, ML7; S}
Five sprites can inflict a \emph{curse} (a magical practical joke). \\
Never use deadly force.
60 &
8*(L), F8, XP1200 &
AC2, T12; branch ($2 \times \d{2d6}$) &
- M, R(W); 0~(1d8) &
+ M(D10), R(W); 0~(1d8) &
I11, L, ML9; C}
Surprise 3 in 6. \\
Blunt weapons do only $1 + \delta G$ damage. \\
- Animate two trees within $60'$ to move at 30 and fight as treants; which
- trees are animated may change each round.
+ Animate two (four if druid) trees within $60'$ to move at 30 and fight as
+ treants; which trees are animated may change each round.
\end{monster}
\begin{monster}{Triceratops}{
120 &
2*(L), F2, XP25 &
AC5, T18; claw ($2 \times \d{1d4}$), bite (1d4) &
- H, R(R,V); 1d8~(5d8) &
+ H(C4,M2), R(R,V); 1d8~(5d8) &
I10, C, ML9; A}
Change colour to blend into surroundings: surprises 4 in 6. \\
Secrete smelly oil: SvPn or nauseated ($-2$ to hit).
120 &
$6 + 3$*(L), F6, XP650 &
AC4, T13; claw ($2 \times \d{1d6}$), bite (1d10) &
- GH, R(V,wilderness); 1d8~(1d8) &
+ GH(C4,M2), R(V,wilderness); 1d8~(1d8) &
I6, C, ML10; D}
Regenerates 3\,hp per round (except fire and acid). \\
Morale is 8 if attacked with fire or acid.
9 & \textbf{Strong breeze.} $\tfrac{4}{3}$ normal movement. \\ \hlx{v}
10 & \textbf{High winds.} $\tfrac{3}{2}$ normal movement. \\ \hlx{v}
11 & \textbf{Extreme high winds.} Double normal movement; may ship
- water (galley 20\%, sail ship 10\%) -- speed reduced to
- $\tfrac{2}{3}$. \\ \hlx{v}
- 12 & \textbf{Gale.} See rules (X, p.\ 43) \\ \hlx*{vh}
+ water (galley 20\%, sail ship 10\%; speed reduced to
+ $\tfrac{2}{3}$ until repaired). \\ \hlx{v}
+ 12 & \textbf{Gale.} \emph{With sails:} sit (sinks 8 in 10), or run
+ (triple movement in random direction; if coastline hit, 3 in 4
+ chance of breaking up. \a
+ \emph{Without sails:} swamped 8 in 10; if in sight of coastline,
+ may beach (2 in 6 unless open). \\ \hlx*{vh}
\end{tabular}
\line
\begin{tabular}{\shade lr} \hlx*{hv}
acquire mastery in the use of a dagger as an off-hand weapon
\emph{separately} with (say) the sword and the morning-star. A character
Unskilled with an off-hand weapon strikes at a $-4$ penalty (and does half
- damage, as usual).
+ damage, as usual).\footnote{%
+ This ruling provides a major advantage to demi-human characters, since
+ demi-humans are considered to be able to use all weapons at Basic
+ mastery.}
\item One- and two-handed flails are different weapons, and a character must
spend mastery slots on them separately. However, they are \emph{related}
Bow, short & Bow, long \\ \hlx{+}
Crossbow, heavy & Crossbow, light \\ \hlx{+}
Crossbow, light & Crossbow, heavy \\ \hlx{+}
- Flail, one-handed & Flail, two-handed, morning-star \\ \hlx{+}
+ Flail, one-handed & Flail, two-handed,;morning-star \\ \hlx{+}
Flail, two-handed & Flail, one-handed \\ \hlx{+}
+ Halberd & Pike, pole axe \\ \hlx{+}
Javelin & Spear \\ \hlx{+}
Morning-star & Flail, one-handed \\ \hlx{+}
+ Pike & Halberd; spear \\ \hlx{+}
+ Pole axe & Halberd \\ \hlx{+}
Shield, horned & Shield, knife; shield, sword \\ \hlx{+}
Shield, knife & Shield, horned; shield, sword \\ \hlx{+}
Shield, sword & Shield, horned; shield, knife \\ \hlx{+}
- Spear & Javelin \\ \hlx{+}
+ Spear & Javelin; pike \\ \hlx{+}
Sword, normal & Sword, short; sword, bastard \\ \hlx{+}
Sword, short & Sword, normal \\ \hlx{+}
Sword, bastard & Sword, normal; sword, two-handed \\ \hlx{+}
\item The \emph{deflect} ability makes high-level characters nearly
untouchable, as many have noted. The new definition allows an attack to be
- deflected if $\dice{1d20} + \delta D + M$ is greater than the attacker's
+ deflected if $\dice{1d20} + \delta D + \delta G$ (where $\delta G$ is the
+ magical strength of the weapon used) is greater than the attacker's
(adjusted) hit roll. Deflection does not work against device-hurled
missiles; it does work against thrown weapons.
+\item Each involved character or monster rolls $\dice{1d6} - \epsilon E$
+ every round to determine initiative. Actions occur in ascending order of
+ initiative rolls. Ties indicate simultaneous action.
+
\end{enumerate}
\sect{Saving throws}
\begin{set}
-\begin{tabular}{\shade crrrrr} \hlx*{hv}
+\begin{tabular}{\shade cccccc} \hlx*{hv}
\tt{Cleric saving throws} \\
\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
1--4 & 11 & 12 & 14 & 16 & 15 \\ \hlx{+}
- 4--8 & 9 & 10 & 12 & 14 & 13 \\ \hlx{+}
- 9--12 & 7 & 8 & 10 & 12 & 11 \\ \hlx{+}
- 13--16 & 6 & 7 & 8 & 10 & 9 \\ \hlx{+}
- 17--20 & 5 & 6 & 6 & 8 & 7 \\ \hlx{+}
- 21--24 & 4 & 5 & 5 & 6 & 5 \\ \hlx{+}
- 25--28 & 3 & 4 & 4 & 4 & 4 \\ \hlx{+}
- 29--32 & 2 & 3 & 3 & 3 & 3 \\ \hlx{+}
- 33--36 & 2 & 2 & 2 & 2 & 2 \\ \hlx*{vh}
+ 4--8 & \09 & 10 & 12 & 14 & 13 \\ \hlx{+}
+\09--12 & \07 & \08 & 10 & 12 & 11 \\ \hlx{+}
+ 13--16 & \06 & \07 & \08 & 10 & \09 \\ \hlx{+}
+ 17--20 & \05 & \06 & \06 & \08 & \07 \\ \hlx{+}
+ 21--24 & \04 & \05 & \05 & \06 & \05 \\ \hlx{+}
+ 25--28 & \03 & \04 & \04 & \04 & \04 \\ \hlx{+}
+ 29--32 & \02 & \03 & \03 & \03 & \03 \\ \hlx{+}
+ 33--36 & \02 & \02 & \02 & \02 & \02 \\ \hlx*{vh}
\end{tabular}
\colgap
-\begin{tabular}{\shade crrrrr} \hlx*{hv}
+\begin{tabular}{\shade cccccc} \hlx*{hv}
\tt{Thief saving throws} \\
\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
1--4 & 13 & 14 & 13 & 16 & 15 \\ \hlx{+}
4--8 & 11 & 12 & 11 & 14 & 13 \\ \hlx{+}
- 9--12 & 9 & 10 & 9 & 12 & 11 \\ \hlx{+}
- 13--16 & 7 & 8 & 7 & 10 & 9 \\ \hlx{+}
- 17--20 & 5 & 6 & 5 & 8 & 7 \\ \hlx{+}
- 21--24 & 4 & 5 & 4 & 6 & 5 \\ \hlx{+}
- 25--28 & 3 & 4 & 3 & 4 & 4 \\ \hlx{+}
- 29--32 & 2 & 3 & 2 & 3 & 3 \\ \hlx{+}
- 33--36 & 2 & 2 & 2 & 2 & 2 \\ \hlx*{vh}
+\09--12 & \09 & 10 & \09 & 12 & 11 \\ \hlx{+}
+ 13--16 & \07 & \08 & \07 & 10 & \09 \\ \hlx{+}
+ 17--20 & \05 & \06 & \05 & \08 & \07 \\ \hlx{+}
+ 21--24 & \04 & \05 & \04 & \06 & \05 \\ \hlx{+}
+ 25--28 & \03 & \04 & \03 & \04 & \04 \\ \hlx{+}
+ 29--32 & \02 & \03 & \02 & \03 & \03 \\ \hlx{+}
+ 33--36 & \02 & \02 & \02 & \02 & \02 \\ \hlx*{vh}
\end{tabular}
\colgap
-\begin{tabular}{\shade crrrrr} \hlx*{hv}
+\begin{tabular}{\shade cccccc} \hlx*{hv}
\tt{Magic-user saving throws} \\
\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
1--5 & 13 & 14 & 13 & 16 & 15 \\ \hlx{+}
- 6--10 & 11 & 12 & 11 & 14 & 12 \\ \hlx{+}
- 11--15 & 9 & 10 & 9 & 12 & 9 \\ \hlx{+}
- 16--20 & 6 & 8 & 7 & 10 & 6 \\ \hlx{+}
- 21--24 & 5 & 6 & 5 & 8 & 4 \\ \hlx{+}
- 25--28 & 4 & 4 & 4 & 6 & 3 \\ \hlx{+}
- 29--32 & 3 & 3 & 3 & 4 & 2 \\ \hlx{+}
- 33--36 & 2 & 2 & 2 & 2 & 2 \\ \hlx*{vh}
+\06--10 & 11 & 12 & 11 & 14 & 12 \\ \hlx{+}
+ 11--15 & \09 & 10 & \09 & 12 & \09 \\ \hlx{+}
+ 16--20 & \06 & \08 & \07 & 10 & \06 \\ \hlx{+}
+ 21--24 & \05 & \06 & \05 & \08 & \04 \\ \hlx{+}
+ 25--28 & \04 & \04 & \04 & \06 & \03 \\ \hlx{+}
+ 29--32 & \03 & \03 & \03 & \04 & \02 \\ \hlx{+}
+ 33--36 & \02 & \02 & \02 & \02 & \02 \\ \hlx*{vh}
\end{tabular}
\rowgap
-\begin{tabular}{\shade crrrrr} \hlx*{hv}
+\begin{tabular}{\shade cccccc} \hlx*{hv}
\tt{Fighter/Mystic saving throws} \\
\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
Normal & 14 & 15 & 16 & 17 & 17 \\ \hlx{+}
1--3 & 12 & 13 & 14 & 15 & 16 \\ \hlx{+}
4--6 & 10 & 11 & 12 & 13 & 14 \\ \hlx{+}
- 7--9 & 8 & 9 & 10 & 11 & 12 \\ \hlx{+}
- 10--12 & 6 & 7 & 8 & 9 & 10 \\ \hlx{+}
- 13--15 & 6 & 6 & 7 & 8 & 9 \\ \hlx{+}
- 16--18 & 5 & 6 & 6 & 7 & 8 \\ \hlx{+}
- 19--21 & 5 & 5 & 6 & 6 & 7 \\ \hlx{+}
- 22--24 & 4 & 5 & 5 & 5 & 6 \\ \hlx{+}
- 25--27 & 4 & 4 & 5 & 4 & 5 \\ \hlx{+}
- 28--30 & 3 & 4 & 4 & 3 & 4 \\ \hlx{+}
- 31--33 & 3 & 3 & 3 & 2 & 3 \\ \hlx{+}
- 34--36 & 2 & 2 & 2 & 2 & 2 \\ \hlx*{vh}
+ 7--9 & \08 & \09 & 10 & 11 & 12 \\ \hlx{+}
+ 10--12 & \06 & \07 & \08 & \09 & 10 \\ \hlx{+}
+ 13--15 & \06 & \06 & \07 & \08 & \09 \\ \hlx{+}
+ 16--18 & \05 & \06 & \06 & \07 & \08 \\ \hlx{+}
+ 19--21 & \05 & \05 & \06 & \06 & \07 \\ \hlx{+}
+ 22--24 & \04 & \05 & \05 & \05 & \06 \\ \hlx{+}
+ 25--27 & \04 & \04 & \05 & \04 & \05 \\ \hlx{+}
+ 28--30 & \03 & \04 & \04 & \03 & \04 \\ \hlx{+}
+ 31--33 & \03 & \03 & \03 & \02 & \03 \\ \hlx{+}
+ 34--36 & \02 & \02 & \02 & \02 & \02 \\ \hlx*{vh}
\end{tabular}
\colgap
-\begin{tabular}{\shade crrrrr} \hlx*{hv}
+\begin{tabular}{\shade cccccc} \hlx*{hv}
\tt{Dwarf saving throws} \\
\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
- 1--3 & 8 & 9 & 10 & 13 & 12 \\ \hlx{+}
- 4--6 & 6 & 7 & 8 & 10 & 9 \\ \hlx{+}
- 7--9 & 4 & 5 & 6 & 7 & 6 \\ \hlx{+}
- 10--12 & 2 & 3 & 4 & 4 & 3 \\ \hlx*{vh}
+ 1--3 & \08 & \09 & 10 & 13 & 12 \\ \hlx{+}
+ 4--6 & \06 & \07 & \08 & 10 & \09 \\ \hlx{+}
+ 7--9 & \04 & \05 & \06 & \07 & \06 \\ \hlx{+}
+ 10--12 & \02 & \03 & \04 & \04 & \03 \\ \hlx*{vh}
\end{tabular}
\colgap
-\begin{tabular}{\shade crrrrr} \hlx*{hv}
+\begin{tabular}{\shade cccccc} \hlx*{hv}
\tt{Elf saving throws} \\
\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
1--3 & 12 & 13 & 13 & 15 & 15 \\ \hlx{+}
- 4--6 & 8 & 10 & 10 & 11 & 11 \\ \hlx{+}
- 7--9 & 4 & 7 & 7 & 7 & 7 \\ \hlx{+}
- 10 & 2 & 4 & 4 & 3 & 3 \\ \hlx*{vh}
+ 4--6 & \08 & 10 & 10 & 11 & 11 \\ \hlx{+}
+ 7--9 & \04 & \07 & \07 & \07 & \07 \\ \hlx{+}
+ 10 & \02 & \04 & \04 & \03 & \03 \\ \hlx*{vh}
\end{tabular}
\colgap
-\begin{tabular}{\shade crrrrr} \hlx*{hv}
+\begin{tabular}{\shade cccccc} \hlx*{hv}
\tt{Halfling saving throws} \\
\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
- 1--3 & 8 & 9 & 10 & 13 & 12 \\ \hlx{+}
- 4--6 & 5 & 6 & 7 & 9 & 8 \\ \hlx{+}
- 7--8 & 2 & 3 & 4 & 5 & 4 \\ \hlx*{vh}
+ 1--3 & \08 & \09 & 10 & 13 & 12 \\ \hlx{+}
+ 4--6 & \05 & \06 & \07 & \09 & \08 \\ \hlx{+}
+ 7--8 & \02 & \03 & \04 & \05 & \04 \\ \hlx*{vh}
\end{tabular}
\end{set}
Contingency \\
Create any monster \\
Gate* \\
- Heal* \\
+ Heal \\
Immunity \\
Maze \\
Meteor swarm \\
\emph{cause fear} ($120'$, 2T, 1 creature): SvS or flee.
\spell{Resist cold}{0, 6T, $30'$}
-Withstand normal cold; $+2$ on saves against cold and damage biased by $-1$.
+Unharmed by normal cold; $+2$ on saves against cold and damage biased by $-1$
+per die.
\level
Cancelled by \emph{dispel magic} or reverse. Reverse \emph{free person}.
\spell{Resist fire}{$30'$, 2T, 1 creature}
-Withstand normal fire; $+2$ on saves against fire and damaged biased by $-1$.
+Unharmed by normal fire; $+2$ on saves against fire and damaged biased by
+$-1$ per die.
\spell{Silence 15$'$ radius}{$180'$, 12T, $30'\phi$}
Area cannot cause sound (sound may still enter from outside); effect moves
Heals $\d{2d6} + 2$\,hp. Reverse \emph{cause serious wounds}: causes damage.
\spell{Dispel magic}{$120'$, P, $20'$ cube}
-Destroys spells in area; fails $L' - L$ in 20. FIXME touch dispel
+Destroys spells in area; fails $L' - L$ in 20. Also \emph{touch dispel} (T,
+P, 1 spell effect): must be used within 1T, cannot cast other spells until
+used; nonmagical containers double effective level of contained items, max
+distance to item $5'$, random selection between contained items; item levels
+and effects are: potions (6, destroyed), scroll (as level needed to cast,
+destroyed), wand or staff (12; drains $L$ charges), misc (36 or as maker,
+drains $L$ charges or deactivated for 1d10 rounds); other permanent (18,
+deactivated for 1d10 rounds).
\spell{Neutralize poison*}{T, P, 1 creature/container/object}
Makes poison harmless; revives victim killed by poison in previous 10
\emph{curse} from an item, or a \emph{charm} effect.
\spell{Insect plague}{$480'$, 1D, swarm $60'\phi$}
-Swarm obscures vision; drives off creatures with 3HD or less; MV60. Caster
-must concentrate without moving to control swarm, otherwise the insects
-scatter. Only works outdoors.
+Swarm obscures vision; drives off creatures with 3HD or less; MV\flying60.
+Caster must concentrate without moving to control swarm, otherwise the
+insects scatter. Only works outdoors.
\spell{Quest*}{$30'$, until completed, 1 creature}
Compels creature to perform quest; \emph{curse} applies until performed.
\end{tabular}
\spell{Raise dead fully*}{$60'$, P, 1 creature}
-For (demi)humans dead up to $4(L - 16)$, immediate restoration of all hit
-points and abilities (curses and diseases not removed). For other creatures,
-as \emph{raise dead}. Destroys undead with 12HD or less (SvS at $-4$ for
-7--12HD only); 6d10 damage to undead with more than 12HD (SvS for half);
-Reverse \emph{obliterate}: affects living creatures as normal spell affects
-undead; as for \emph{cureall} against undead.
+For (demi)humans dead up to $4(L - 16)$ months, immediate restoration of all
+hit points and abilities (curses and diseases not removed). For other
+creatures, as \emph{raise dead}. Destroys undead with 12HD or less (SvS at
+$-4$ for 7--12HD only); 6d10 damage to undead with more than 12HD (SvS for
+half). Reverse \emph{obliterate}: affects living creatures as normal spell
+affects undead; as for \emph{cureall} against undead.
\spell{Restore*}{T, P, 1 creature}
Restores 1 level to victim of energy drain; caster loses a level until rested
negate effects of breath weapon.
\spell{Dispel magic}{$120'$, P, $20'$ cube}
-Destroys spells in area; fails $L' - L$ in 20. FIXME touch dispel
+Destroys spells in area; fails $L' - L$ in 20. Also \emph{touch dispel} (T,
+P, 1 spell effect): must be used within 1T, cannot cast other spells until
+used; nonmagical containers double effective level of contained items, max
+distance to item $5'$, random selection between contained items; item levels
+and effects are: potions (6, destroyed), scroll (as level needed to cast,
+destroyed), wand or staff (12; drains $L$ charges), misc (36 or as maker,
+drains $L$ charges or deactivated for 1d10 rounds); other permanent (18,
+deactivated for 1d10 rounds).
\spell{Fire ball}{$240'$, I, $40'\phi$}
Causes $L$d6 damage to all in effect (max 20d6, SvS for half damage).
\spell{Fly}{T, $\d{1d6} + L$T, 1 creature}
-Allows flight, MV360. Hovering does not require concentration.
+Allows flight, MV\flying360. Hovering does not require concentration.
\spell{Haste*}{$240'$, 3T, up to 24 creatures in $60'\phi$}
Targets may move at twice normal speed, two attacks per round, etc. Reverse
cold-type creatures take 2d6 damage breaking through.
\spell{Wizard eye}{$240'$, 6T}
-Creates invisible eye (MV120) with infravision ($60'$ range); caster must
-concentrate to see through the eye.
+Creates invisible eye (MV\flying120) with infravision ($60'$ range); caster
+must concentrate to see through the eye.
\level
\emph{stoneformed} objects. Final casting to `lock' item down. Can be used
to create transparent and translucent stones.
-\spell{Wall of iron}{$120'$, P, 500\,sq,ft}
+\spell{Wall of iron}{$120'$, P, 500\,sq\,ft}
Creates a $2'$ thick vertical wall; must be vertical and supported. When
toppled, cases 10d10 damage to anyone underneath. Wall has hp equal to the
caster.
not need to be on the same plane of existence.
\spell{Sword}{$30'$, $L$R}
-Sword does 1d10 damage against any opponent in range. Caster must
-concentrate for sword to attack.
+Sword does 1d10 damage against any opponent in range; two attacks per round;
+hit rolls as caster. Caster must concentrate for sword to attack.
\spell{Teleport any object}{T, I, 1 500\,cn object}
Teleports an object, with normal chances of error. Unwilling creature or
\end{set}
\begin{multicols}{2}[\sect{Magical items}]
-%%\twocolumn[\sect{Magical items}\medskip]
-
\raggedright
\subsect{Potions}
\item[Spell storing] Contains 1d6 spells; wearer knows spells and effects.
Spells replaced by casting at ring. About 20\% of rings contain cleric
- spells.
+ spells. Effects dispelled as M5 or C8.
\item[Spell turning] Reflects 2d6 spells back to caster per day.