[PnP] Looking for OCR'ed versions of Book3:Creature Generation and Book 4
Scott Adams
longshotgm at comcast.net
Wed Sep 21 18:28:09 CEST 2016
At 04:20 PM 9/20/2016, you wrote:
>Thanks Scott, but I am done with Book 3 for now (only Ch. 2 to
>format, but the scan quality there is quite good.) Found a partial
>version of the creature generation rules in one of the version 2
>drafts from Richard. Ended up handtyping the missing pieces.
Ironically it may be the copy I typed up :) I sent it to him with
the v2 monsters in that file. But yeah its good stuff shouldn't have errors.
>Still, all texts and tables especially from Book 4 would be helpful.
>Whatever you can send.
>Wout
Book 4 is messy very messy.
I only did rough noteson this way back in '80s.
I can send you at least the tables though.
But my notes are not professional for a website :<
I send the flie soon.
Ok. .pdf you probably alreayd have...
book4.txt is my hodgepodge very messy file from '80s. Might could at
least cut/paste teh charts and fill in gaps later?
nmagic.text is the natural magic stuff I typed then and notes.
AGain these are sloppy files. personal notes only.
But coudl at least filel in gaps with the charts and get the bulk of that done?
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1.4 City Encounters
Basic Chance
Area Type Day Night
Cemetary 5 % 20 %
Main Road 5 % 10 %
Market/Shop 20 % 10 %
Military Area 30 % 20 %
Poor District 10 % 25 %
Poor Road 10 % 20 %
Private House 20 % 25 %
Private Room 10 % 5 %
Public Building 15 % 5 %
Rich District 10 % 15 %
Tavern/Inn 15 % 25 %
Warehouse/Wharf Distrct 15 % 30 %
1.41 If area has POOR in it and member of party is obviously wealth
x2 chance, if obviously foreign x2 as well. If both then x3 only.
1.42 If party physically imposing or threatening encounter chance
is halved, RU after 1.41 is applied.
1.43 Basic Encounter Tables
Cemetary Day NIght
Staff Member 1-15 1-5
Guard, Private 16-20 6-15
Animal 21-25 16-30
Funeral Service 26-35 --
Criminal 36-40 31-45
Citizen 41-65 46-50
Foreigner 66-80 51-60
Creature* 81-85 61-80 * Roll on creature table book 3
Merchant 86-90 81-82
Street Gang 91-94 83-88
Crowd 95-97 89-91
Other 98-100 92-100
Main Road
Guard 1-2 1-8
Beggar 3-12 9-15
Citizen 13-30 16-35
Recruiter 31-35 36-38
Criminal 36-45 39-53
Foreigner 46-60 54-60
Magician 61 61
Animal 62-65 62-70
Street Gang 66-70 71-80
Merchant 71-90 81-85
Military Column 91-98 86-88
Other 99-100 89-100
Market / Shop
Guard, Private 1-10 1-15
Guard 11-20 16-25
Merchant 21-30 26-30
Beggar 31-45 31-34
Criminal 46-50 35-50
Citizen 51-65 51-55
Recruiter 66-70 56-60
Foreigner 71-75 61-65
Magician 76-77 66
Animal 78-85 67-80
Crowd 86-95 81-85
Other 96-100 86-100
Military Area
Guard 1-40 1-25
Military Column 41-60 26-30
Officer 61-65 31-33
Citizen 66-70 34-36
Merchant 71-75 37-40
Recruiter 76-80 41-50
Foreigner 81-85 51-60
Magician 86 61-62
Animal 87-90 63-75
Criminal 91-95 76-90
Other 96-100 91-100
Poor District
Guard 1-5 1-2
Citizen 6-15 3-25
Peasant Citizen 16-35 26-50
Criminal 36-40 51-55
Recruiter 41-45 56
Foreigner 46-52 57-60
Street Gang 53-65 61-73
Magician 66-67 74
Beggar 68-75 75-85
Animal 76-85 86-95
Crowd 86-95 96-99
Other 96-100 100
Poor Road
Beggar 1-5 1-13
Guard 6-15 14-16
Citizen 16-30 17-30
Criminal 31-40 31-50
Recruiter 41-50 51-52
Foreigner 51-62 53-60
Magician 63 61
Animal 64-73 62-75
Street Gang 74-85 76-90
Crowd 86-90 91-92
Other 91-100 93-100
Private House
Staff Member 1-20 1-15
Family Member 21-30 16-35
Citizen 31-40 36-40
Merchant 41-55 41-48
Criminal 56-65 49-65
Animal 66-75 66-85
Street Gang 76-80 86-95
Crowd 81-90 96-97
Guard 91-95 98
Other 96-100 99-100
Private Room
Guard, Private 1-10 1-3
Staff Member 11-20 4-10
Recuirer 21-30 11-20
Magician 31 21-22
Creature* 32-34 23-30 * Roll on creature table
Citizen 35-55 31-40 Book 3
Criminal 56-65 41-55
Animal 66-70 55-70
Merchant 71-80 71-75
Messenger 81-85 75-85
Other 86-100 86-100
Public Building
Guard 1-20 1-25
Merchant 21-30 26-30
Staff Member 31-40 31-35 * If in public Arena, Gambler
Citizen 41-55 36-40 Else Tax Collector
Foreigner 56-65 41-50
Criminal 66-75 51-60
Gambler* 76-80 61-65
Magician 81 66
Beggar 82-90 67-80
Crowd 91-95 81-90
Other 96-100 91-100
Rich District
Guard 1-15 1-25
Citizen 16-25 26-30
Noble Citizen 26-30 31-40
Criminal 31-35 41-50
Recruiter 36-40 51-53
Foreigner 41-45 54-55
Magician 46 56-57
Merchant 47-65 58-65
Beggar 66-85 66-75
Animal 86-88 76-80
Other 89-100 81-100
Tavern/Inn
Guard, Private 1-4 1-10
Staff Member 5-15 11-20
Beggar 16-30 21-30
Gambler 31-33 31-40
Drunkard 34-38 41-48
Criminal 39-45 49-58
Citizen 46-65 59-65
Recruiter 66-75 66-70
Foreigner 76-85 71-75
Magician 86 76-77
Brawl 87-90 78-90
Other 91-100 91-100
Warehoue / Wharf District
Guard, Private 1-3 1-10
Guard 4-12 11-15
Merchant 13-24 16-20
Recruiter 25-30 21-30
Citizen 31-45 31-35
Animal 46-60 36-50
Criminal 61-70 51-70
Beggar 71-80 71-75
Foreigner 81-93 76-83
Street Gang 94-96 84-90
Other 97-100 91-100
1.431 Encounter Descriptions
Animal
1 1D6 Dog I 6 2d10 Rats**
2 2d6 Dog II 7 Horse
3 1 Cat 8 Mule
4 1d3 Cats 9 Donkey
5 1d6 Rats** 10 Other animal*
* Other animal, wild or diseased EL 1d6 Disease on 1d10 of 1-2
** Rats
AHP 2 OCV 0 DCV 2 NWI +3
S 1(-1) St 6 D 6 A 12
MR 8 NAV 0 MDV 0 NF NA
Enl 1 CDF 1 CL NA DTV 0
INT 2 HC 4%
SS Nocturnal Scavenger/Omnivore
Beggar
1d3 beggars if given money 40% chance of 2d6 more
of those 1d3-1 will be cutpurses
Brawl - 1d6 attackers/1d3 defenders close to party in inn/tavern
Cemetary - Undead/spirits common
Citizen - Roll station -5 if in poor area
1 Mistaken Identify
2-3 Bravado
4-5 Request for Aid
5 Interested in something player said
7-8 Curosity
9 A Proposition
10 Insulted by something player had said
Proposition - money job Stationx1d10+1 SC
Criminial
1 Assassin - 1(1d6)
2-3 Thief 1d3*(1d6)
4-6 Thugs 2d6
7-10 Cutpurse 1(1d6)
() used for high areas of profit or safe areas
Creature - Book 3
Crowd - 10x1d10 folks interested in something
Drunk - 25% chance if attacked he has friends to protect him
Foreigner - Roll station if 3+ 1d3 Guards else 1d3-1 companions
Funeral Service - 1d10xstation)+1d10 folks in crowd for deceased
Gambler - 40% chance he is a professional odds in his favor
Guard - 1d6 guards encountered
Guard, Private - trained solider
Magician - IF shaman 1d6-2 barbarian guards, if sidh elves
wizard - civilized humans
Military Area - REstricted area in some cases
Military Column - 1d10x(1d10+10) if 200 more than one type
Merchant - could be normal or magical, 30% chance of telling truth
50% chance he is a fence, 25% of base price neg down
Messenger - 1-3 Business proposition 4-5 A trap 6 Need help
50% chance they know more info than message
Noble Citizen - See citizen, Roll 1d3 for 4, 6, 10 station
Officer - 1-25 Ensign 61-75 Major
26-45 Lt. 76-86 Colonel
46-60 Captain 87-95 General
All above major have 1d6 guards per grade increase after captain
General 3d6 guards
Other - natural disasters, etc.
Poor Areas, road -
Private House -
1-20 Gambling Parlor 66-75 Gentlemen's Club
21-30 Fraternal Society 76-88 Guild House
31-40 Private School 89-90 Criminal Guild House
41-45 Black Market Shop 91 Smuggler's Den
46-50 Illegal Goods 92-95 Bath House
51-55 Secret Society 96-99 Ladies Association
56-65 Moneylending 100 MAgical Giuld or Owner
Private Room - private inn/tavern room
Public Building - open to all in city
Peaseant Citizen - 1d2 Station - 0 or 1 like citizen
Recruiter - Guard Recruiter Citizen Recruiter
1-15 Army Service Guard Force
16-30 Naval Service Messenger
31-50 Garrison Service Caravan Guard
51-60 Guard Service Sea Voyage
61-65 Spy Bodyguard
66-80 Courier Thug or Assassin
81-100 Other Other
Spy - pay 1d10x1d10SC on leave/returno of info in 1d10 months limit
Thug - station x station (of victim) cc in pay
Assassin - 3x pay of thug, untrained Assassins may be hired
but if Assassin's Guild finds out then hirer and assassin
may be killed if found out.
Other Services - determined by the referee
Rich District - heavilly patrolled and surrounded by walls
Staff Member - butlers, entertainers, etc.
Street Gang - Require tribute, city youths, if using Creation
Variation system subtract 10. Generally young, each gang
has 2d10 members, all male. Leaders (10% RU) may be armed
with Swords and other well made weapons. Others armed with
throwing daggers, clubs, bricks, etc.
Tavern/Inn - All parameters left up to Referee.
1.44 Hamlets and Village
A) Housing is considered Poor District. No street gangs.
if street gang rolled Cermonial Meeting, Festival, or
Religious Ceremony of some kind.
B) At least 1 Inn, some market space and shops. Items
restricted to needs of native people and local production.
C) Only public building is Castle or Manor and may have a
church or temple.
D) Main road bisects hamlet/village mainly 1 road no poor
roads unless village size is adequate (500+ people).
E) Unless village is within 10 miles of major city and
population is at least 800, will be no rich district or
warehouse district. If rich district exists surrounded
by manors, fields and pastures. Most things (shops, etc.)
are on the main road.
F) Encounters should contain rural population aspects
G) Local military area is local castle if exist, if not
then some special building for constabulary and other
officials. The number of Constables and soliders should
not exceed 1d10% of the total population (RU).
1.5 City Margins
City, Hamlet or village should have 200 people in order to
have these areas and be near those sites.
1.51 City margins have scattered dwellings, organized fields and
pastures. orchards and other like items.
1.52 Standard human encounter chance
Encounter type Day Night
Standard Encounter 1-4 1-7
City Encounter 5-10 8-10
Standard - chart for civilized humans, city - standard city
charts of the area type in.
1.521 If city encounter modify by the following:
A) Standard fields/growing areas treated as poor districts.
Peasants are the worders, Criminals are Bandits/poachers.
If street gang then Work Gang (2d10 peansants/slaves)
and 1d6 Guards. Crowd is in some ceremony, planting or
harvest group.
B) Houses encountered are private houses.
C) Any road treated as Main Road, poor district modification
also applies here.
D) Cemetary are within 1 mile of the Hamlet/village. Any church
or temple may have its own cemetary.
1.6 Aerial Encounters
D10 Roll Encounter Roll Encounter
1+2 Wizard 7 Shamans
3-5 Wizard's Party 8-9 Shamans and Birds
6 Flying Artifact 10 Special Character
Flying Artifact - Party (may have MU) uses Artifact to fly
Shaman - In form of Hawk, Eagle, Falcon (roll 1d3)
Shaman & Birds - As above but with 2d6 birds of the form above
Special Character - Human with special attribute to fly
Wizard - Flying wizard, as previous for Wizard
Wizard's Party - party supported by wizard or some artifact
1.7 Underground Encounters
Explorers of 2d6 in number. Roll d10 if desiered.
Roll Encounter Roll Encounter
1 Wizard's Party 5-7 Adventurers
2 Shaman's Party 8 Character's Party
3 Exploring Solider* 9 Lost
4 Escapee 10 Outcast Camp**
* 2d6 soliders guarding 1d3 people seeking mineral wealth,
treasure if civilzed area. IF barbarian then 2d6 Warriors
seeking adventure. If wild Band Camp of Wild Men.
** As described previously
1.71 Special Undergrounds
Special purpose undergrounds should be left up to Referee.
2) Treasure System
Creature Relavent Creatures chance in lair
SS Day Night
Diurnal 25 75
Nocturnal 75 25
Intermediate 50 50
Guardian 100% 100%
Lair Treasture Chart - # of Items found * +1 to rolls in 2.21
Afanc 4* Elementals, Slyph** 10
Ahuras, Ahura** 5 Elementals, Water Beast 12
Ahuras, Amaliel** 6 Elementals, Water Serpent 16*
Ahuras, Hafaza** 8 Elementals, Undine** 8*
Ahuras, Kerubin** 10 Elf** 20*
Ahuras, Maskela 12 Faerry** 25*
Alal** 9 Gargoyle** 6
Alfar** 30* Giants, Earth 9
Akhkharu, Immortal** 13 Giants, Fire** 12*
Akhkhara, Lamia** 4 Giants, Frost** 10
akhkharu, Vampire** 8 Giants, Mountain** 18*
Asaghi** 8* Giants, Storm** 15*
Asrai 15* Goblin** 8
Baobhan Sith** 3* Great Ape** 4
Beasts, Corruption 8* Great Serpent 9*
Beasts, Disorder** 9 Great Spider 6*
Beasts, Kekoni 15 Griffin 8*
Beithir 8 Grundwergen 10
Bouba 3* Human** Station+1
Bush Warrior** 2 Hydra 16*
Centaur** 8 Jinn Races, Ifret** 9*
Chimana** 5* Jinn Races, Jinn** 10*
Chimera 9 Jinn Races, Peri** 15*
Dae'ta Koti 12 Lammashta** 2*
Daoine Sidhe** 36* Lich** MEL*
Dead** 4 Merkabah** 20*
Demons, Decay 3 Nushrussu 12
Demons, Disease 5 Norggen** 6*
Demons, Fiery Spirit 9 Peist 9*
Demons, Harab Serapel 4 Roc 11
Demons, Heliophobic** 8* Satyr** 3
Demons, Hellhound 12* Scorpion People** 15*
Demons, Nergali** 2 Searbhani** 6
Demons, Storm** 16 Serpent Women** 3*
demons, Storm Dragon 6 Sentinel Beast 30*
Demons, Subterranean 12 Sprite** 8
Demons, Terrestial** 5 Trold Folk** 12
Dragons, Dragon 20 Trolls, Rock Troll** 10
Dragons, Elder Dragon 7 Trolls, Troll** 16
Dragons, Wyrm 40* Trolls, Wood Troll** 8
Dwarf** 50* Vily** 9*
Edimmu, Corporal** 10 Were-creature 4
Edimmu, Spiritual** 32* Wyvern 8
Elementals, Fire Lord** 8* Zehani 15*
Elementals, Gnome** 5*
* Add 1 to rolls in 2.12
** Have portable Treasure see 2.1111
2.1111 Portable Tresaure
Ahuras, Ahura, Amaliel - weapons
Ahuras, Hafaza - Armor/Weapons
Ahuras, Kerubin - Weapon, Chariot good as magical conveyance
if Flaming steeds are avaliable and controlled. Otherwise
worthless as normal vehicle. Chariot made of valuable
metals and materials.
Alal - Personal weapon, Robe EL5 Immunity vs any Death Powers
and MEL10/EL5 Fascination for Demon steeds
Alfar - Scale Male, Weapon, Elven Bow w/2d10 Elven Arrows,
All have 1d3* pieces of Jewelry on person. If trained MU
then 1d3* magical items. Clothing is 5x Fine Clothing
listed in Gear List
Akhkharu, Immortal
5x Fine clothing like Alfar, 25% chance of 1d6 jewelry pieces
Akhkharu, Lamia
Items found on her when she was buried as human.
Akhkharu, Vampire
As for Lamia. IF creature Variantion AHPx2 then has
1d2* chaos aligned magic items.
Asaghi
Robe - Total immunity to any power Asaghi can use or that
the Asaghi is immune to. -5 to all combat rolls if 0 or
less result supernatural Balance force tries to reclaim
the robe (attacks wearer). Wears 1d3 Fine Metal items.
Baobhan Sith
Fine Clothing like Alfar. 1d3 Fine Metal or Jewelry items.
Never will have a magic item.
Beasts, Disorder
Upon death 1d6 people disgorged wearing human portables.
See Book 3 on Disorder Beasts to see if they are insane.
Bush Warrior
2d10 CC on a string around neck 2x the normal weight per
coin that has holes through it.
Centaurs
Intelligent - 1d3 Jewelry, 1d2 Fine Metal items
Other - Armed, 60% have wineskins, food bags, linen
tunics or furs. Other items up to Referee.
Chimana
If armed then weapon treasure
Daoine Sidhe
Elven Bow, 2d6 Elf Shot Elven Arrows. 50% per following chance
have magical weapon, fine clothing, other magical items,
1d3 jewelry, 1d3+1 fine metal. All trained MUs will have
ALL of the other items.
Dead
Whatever worn to their grave.
Demons, Heliophobic
Robe - Wearer see in any darkness, ignore effects of
Darkling Light and Death Powers. Drains 1d6 EnL points
per hour or less its worn. -10 to all encounter rolls.
If 0 or less and at night Chaos aligned force, could be
supernatural, will attack the wearer only.
Demons, Nergali - Their weapon
Demons, Storm - Spear, Fine Clothing (see Alfar) 1d3 Jewelry
Demons, Terrestial
May have weapon, light armor. If Creature variation system
used and a +2 is found has 1 Fine metal and 1d3 jewelry
Dwarf
Weapons, Armor. 10% x Station chance of 1d3 Fine metal or
Jewelry items.
Edimmu, Corporal
Any weapon Referee Gives. Typically high station Humans
and will have what they were buried in.
Edimmu, Spiritual
May be Armed with weapon - up to Referee
Elementals, Fire Lord
If clothed armed with weapon. Cloth EL8 Fire Resistance
Immunity. Will have 2d6 Large gems if clothed.
Elemtnals, Gnome
Leather or earthen robes. 1d6 Jewelry and 1d3 Fine Metal.
Clothing allows 2d10 days to pass through the earth
as if it were a Gnome if taken.
Elementals, Slyph
40% chance armorerd, weapon and finely dressed.
50% of weapon if exist is magical weapon that can do Aerial
and Storm Powers as for Slyph.
Elementals, Undine
40% of 1d3 Fine metal and 1d2* Jewelry items. IF she
is above normal size then magic item if jeweled. Will
NEVER have a magic item that uses any fire.
Elf
As specified in Book 3. Items of Jewelry, clothing can
be as much as Station +1 squared GC up to the Referee.
Faerry - Same as Elf but for Faerry
Gargoyle -
Male may be armed and have crude jewelry. Females have
harnesses of fine metal clasps. The more valuable the
higher the gargoyle status is.
Giants, Fire
Are vain, jealous of possessions and militant in attitude.
Fine clothing gives Fire Resistance at MEL/EL of Fire Giant.
Always armed, 1d3 Fine Metal, 1d2* jewelry items. 30%
chance of a pouch with d100 mixed coins and 2d6 Jewels.
Giants, Frost
IF in humanoid form same as for Giant, Fire otherwise weapon.
Giants, Mountain
Armed with weapon, leather or skins. 1d3xAHP fine metal items
# of ITems and value determine rank to kind. Value of weapon
show his status as a Smith of Kotothi.
Giants, Storm
Weapon, Armor. If more than normal size 1d6xAHP multiple
jewels set into the armor.
Note - Armor value dentoes status among Storm Giants.
Arms and Armor denote status among Kotohi
Goblin
Armed. Per 5 encountered will have 2d6 coins.
Elite will have fine weapons and scale mail.
Will have 2d10xAHP Multiple coins or possisiones of Value.
Great Ape
MAles armed with crude weapons and fake jewels. 40%
chance that male over normal size has AHP multiplier, RU
real jewels.
Human
Max (Station+CEL+MEL) items
Jinn Races, Ifreet
Arms and Armor. 1d6 X AHP multipler, RU jewelry items
and fine metal.
Jinn Races, Jinn
Never armored, 20% armed. Other as for Ifreet
Jinn Races, Peri
Never armed or armored. Same as Ifreet. Jewels set in
Gold and are large. If over normal size has 1 magic item
not allgned with Law, Chaos or Kotothi.
Lammashta
Armed. 1d2 x AHP multiplier, RD jewelry set in black
stone and jewels are chaos aligned
Lich
As for humans but double the value. All items are Chaos
aligned items.
Merkabah
Armed. 2d6 x AHP multiplier jewelry items. Golden
Chariot with silver reigns Finely dressed. Chariot is
usable if harnessed A'Equin otherwise usless as
transportation, if so magical transportation.
Norggen
Simple garments. Rarely armed 10% chance equivalent of dagger.
Satyr
Pipes made of bone, cone or worthless value unless he is
above average size then made of fine metal.
Scorpion People
Males Armed. 1 male in every group has 1 jewelry item
not other treasure common. Famales never armed. They
have 1d3x AHP multiplier jewelry items. 30% chance each
of having a magic item, coins and jewels. 1f size
multipler (female) 2 then clothing may be worth 2d6 SC.
Searbhani
Nomads bag carries all possessions (food, water skins, etc.).
Will have in it equivalent of searbhani lair list items.
Serpent Women
As for humands, MDV x AHP multiplier # of items. If 20+
then has 1 magic item of chaos aligned. NEver armed or
armorered. Typically coins, jewelry, fine metal, etc.
Sprite
May have small jewels and fine metals. If AHP mulplier
is 2 or more 1 magic item of Elder alignment.
Trold Folk
Most personal wealth on person. Armed. Greedy, jealous
and controlling race. Type of treasure depends on
01-25 Coins 76-100 Jewelry
26-50 Gems 101+ Magic Item *
51-75 Jewels * If size multiplier 2 add 10 to roll
Each folk will have 1 x AHP multiplier items, RU.
Trolls, Rock Troll
Weapons, Crude jewelry. Any other might be victim items.
Trolls, Troll
Common crude weapons. Elite - Armor with AV (1d3+1).
Elite might have 1d3xAHP multiplier jewelry/fine metal items.
King Troll - 1 Magic item of elder aligned.
Troolls, Wood Troll
Males - 30% chance of having self-made weapons
Females - 20% chance of 1 jewelry or jewel, 5% magic item
Vily
Female - 20% chance of jewelry if so 50% of it having
elder aligned magic on it.
2.1112 Other Creatures
Others not listed in lair table are not associated with treasure.
But there is a 30% chance of 1d6 treasure items in the area.
2.113 Lair Layout
2.112 Area Specific treasure
2.1121 Common areas
Other Gems, Jewels Military Magic
Area Treasure Coins Jewelry Treasure Treasure
Barbarian House 1-3 4 5-6 7-10 11
Barracks 1-3 4-6 --- 7-11 --
Castle 1-2 3-5 6 7-10 11
Cave:
Creature 1-3 4-5 6-7 8-10 11
Special* 1-4 5-6 7 8 9-11
Unoccupied 1-4 5 6 7-10 11
DUNGEON:
Barracks 1-3 4-5 --- 6-10 11
Catacombs 1-2 3-4 5-6 7-9 10-11
Other** ** ** ** ** **
Prison 1-5 6 7 8-10 11
Storage 1-7 --- --- 8-10 11
Treasury 1 2-6 7-8 9-10 11
Fortress 1-2 3-4 5 6-10 11
Guild Hall # 1-6 7-8 9 10 11
Hostel 1-5 6-7 8 9-10 11
Inn 1-6 7 8 9-10 11
Palace/Mannor 1-3 4-5 6-7 8-9 10-11
Private House 1-6 7 8 9-10 11
Private OFfice 1-3 4-6 7 8-10 11
Public Building 1-3 4-7 8 9-10 11
Road Tower 1-4 5-6 --- 7-10 11
Ruin 1-2 3 4-5 6-8 9-10
Sacred Grove 1-3 4 5-6 7-9 10-11
Secret Room 1-2 3-5 6-7 8-9 10-11
School# 1-4 5-6 --- 7-10 11
Shrine, Roadside 1-5 6-7 8 9-10 11
Shrine, Temple 1-3 4-6 7-8 9-10 11
Special Building *** *** *** *** ***
Special Site @ @ @ @ @
Stable 1-4 5 --- 6-10 11
Tavern 1-5 6-7 --- 8-10 11
Temple 1-3 4-5 6-7 8-10 11
Tower 1-4 5 6 7-10 11
Tunnel 1-3 4 5-6 7-9 10-11
Warehouse 1-7 --- --- 8-10 ---
* If cave has religious significance or purposes this roll applies
** Areas established by Referee and treasure ranges
*** Referee chooses the treasure that suits best
# Majority of items should be made or sold by hall/shop
@ Referee chooses the treasure that suits best.
2.2 Treasure Generation
2.21 Coins
1d10 Roll Type Station* *=Humans depends on station
1-3 BB 0+1 Do not roll randomly
4-7 CC 2
8-9 SC 3-4
10+ GC 6+10
2.211 Per CDF, RD +1 to above roll.
2.212 Number Found
Add CDF of largest creature killed to roll (d100) per coin type
above: Roll # of Coins
1-5 2d6
6-15 2d10
16-30 3d10
31-50 2d10x2
51-80 d100
81-100 d100x2
101-115 d100x3
116-125 d100x10
126-130 1d10x200
131+ 2d10x200
2.2121 Containers
Can have mechanical traps if wanted. Unless religious or magical
signifance then should not have wards.
Common containers: Chests, small kegs, bottles, bags, nothing,
vases, hidden* (in alcove blocked by furniture).
2.22 Gems, Jewels, Jewelry
2.221 Piece Type
1d3* 1=Gem 2=Jewel 3=Jewelry
2.222 Stone Size
Factor
1d10 Roll Stone Size Gem Jewel Jewelry
1-7 Small 2 4 8
8-9 Medium 3 6 12
10 Large 5 10 20
Note - Gem - Stone not cut/polished. Jewel - Cut AND polished.
If jeweler's EL improving the stone is known, add EL/10, RD
to the factor above.
2.223 Stone Quality
Appearance Table
Roll Appearance Factor
1 Severly flawed -5
2-3 Slight Flaws -2
4-7 Minimal Flaws 0
8-9 Nearly Flawless +2
10 Flawless +5
Clarity Table
1 Cloudy -5
2-3 Dull, Misted -2
4-7 Average 0
8-9 Fine +2
10 Brilliant +5
Rarity Table
1-5 Jet x 1
6-12 Garnet x 1
13-18 Amethyst x 1
19-24 Agate x 1
25-30 Jacinth x 1
31-36 Turquoise x 1
37-41 Jade x 1.5
42-46 Carnelian x 1.5
47-51 Onyx x 1.5
52-56 Opal x 2
57-61 Toadstone x 2
62-66 Topaz x 2
67-71 Serpentine x 2
72-76 Snake Stone x 2
77-81 Lapiz Lazuli x 2
82-86 Carbuncle x 2
87-90 Sapphire x 3
91-93 Tourmaline x 3
94-95 Emerald x 4
96-97 Ruby x 4
98 Dark Ruby x 5
99 Diamond x 5
100 Black Diamond x 5
Note - Diamonds, Sapphires, Topaz, Rubies, Emeralds,
Opals have star form. If type roll 1d10 if 1 then
star form +2 to factor above. Dark Ruby and Dark Diamond
have no star form.
2.224 Value Determination
If factor -x to 0 Worthless otherwise roll d100 for table
Factor Roll
1-50 51-75 76-90 91-100
1-10 x.5SC x.6SC x.8SC x 1 SC
11-25 x.6SC x.8SC x 1SC x 2 SC
26-45 x.8SC x 1SC x 2SC x 4 SC
46-70 x 1SC x 2SC x 4SC x 1 GC
71-100 x 2SC x 4SC x 1GC x 2 GC
101-135 x 4SC x 1GC x 2GC x 4 GC
136-175 x 2GC x 2GC x 4GC x10 GC
176-180 x 2GC x 4GC x10GC x20 GC
2.225 Magic Pieces
For stones to be magical or have natural magical properties
must be LARGE AND FLAWLESS.
2.226 Increasing Value (optional)
If jeweler sets gem into jewel or jewelry can re-calc the
value by the factors of the new type.
2.23 Fine Metal Items
Gems in the metal are chips uusally worthless
2.231 Item Type
Craftsman's EL/10, RD added to factor, roll of 1d10
Roll Type Factor Roll Type Factor
1 Ring 1d6 6+7 Necklace 2d10
2 Amulet 1d10 8 Armband 1d10
3 Crown 3d10 9 Sceptor 2d10x3
4-5 Bracelet 2d6 10 Gorget 3d6
2.232 Metal Type - D100 Roll
Roll Type Factor
1 White gold 1GC
2-15 Brass 2cc
16-25 Iron 3bb
26-40 Gold 4sc
41-45 Orichalum** 6sc
46-55 Nickel 8bb
56-70 Copper 1cc
71-75 Platinum 15sc
76-80 Tin 2bb
81-95 Silver 2sc
96-99 Lead 1bb
100 Other *
* Up to Referee and the factor
** Finely textured, reddish metal. Merged properties of
Gold and copper. Only found in one place in the MW up to GM.
2.233 Final Value
Item Factor times the Metal Factor
2.24 Other Treasure
Roll d100
Roll Item Roll Item
1-5 Statue 71-75 Drinking Vessel
6-13 Eating Utensil 76-79 Art Work
14-18 Plate 80-83 Book
19-30 Container 84-88 Clothing
31-35 Keg Goods 89-92 Fine Cloth
36-40 Furniture 93-96 Musical Instrument
41-45 Fur 97 Other
46-50 Fine Covering 98 Exceptional Size*
51-60 Glass Items 99-100 Exceptional Quality**
61-70 Tolls
* reroll -3 from roll min 1 ** Reroll -2 from roll min 1
2.241 Treasure Description
Art Work - Art but not statue value 2d10x5SC
If Exceptional Quality d10 1-8 2d10x2GC value 9-10 Value AND
it is a magical item.
Book - Exceptional Quality Value x 1d6+1. d10 1-4 Book 5-10 Scroll
EQ +15 to table roll, bound in jewels/fine metal.
Book Table -
Roll Subject Value
1-20 Common Text 3cc
21-28 Legal Text 2sc
29-33 Ribald Literature 7cc
34-40 Other Literature 1sc
41-50 Cultural Text 5sc
51-65 General History 1sc
66-75 Specific History 3sc
76-77 Biography 2sc
78 Autobiography 4sc
79-85 Philosophical Journal 2gc
86-95 Travel Journal 6sc
96-99 Magical Journal 15sc
100-108 Minor Spell Book 5gc
109-114 Major Spell Book 15gc
115 Tome 50gc
Major Spell Book - 1d6 spells of specific alignment
EL 1d6+2 each. 1d10 1-3 Chaos 4-6 Law, 7-8 Balance 9-10 Elder
Minor Spell - 1d3 spells as for Major
Ribald - Humorous or perverse tales with a twist short or epic.
Tome - Cover all aspects of a specific type of magic or
force to worship. All ELs are 1d6+6 If info on Natural
items has where to fine, rites to use and other info.
All rites to summon the force that is covered in it.
Wards to protect tome Highest EL, MEL 2xthat el.
Scroll Table - d10 1-7 Scroll, 8-10 Map d100
Scroll - Roll Subject Value
1-10 Message, Old 0
11-15 Message, Valuable 1cc
16-25 Inventory 3bb
26-35 Letter, Old 0
36-40 Letter, Valuable 1sc
41-50 Formula 3sc
51-57 Medicinal Text 7sc
58-65 Proclamation, Old 3cc
66-70 Proclamation, Valuable 10sc
71-80 Formula, Magical 3gc
81-88 Spell Scroll (1) 2gc
89-92 Spell Scroll (2) 3gc
93-95 Spell Scroll (4) 10gc
96-99 Treasure Scroll 2d10x5gc
100+ Coded x2
Map - 2d20
Roll Subject Value
2 10 gc 7cc
3 20 gc 2sc
4 40 gc 3sc
5 80 gc 5sc
6 160 gc 2gc
7 City Map 3bb
8 Province Map 7bb
9 National Map 3cc
10 Area Map 7cc
11 Continel Map 3sc
12 World Map 2gc
13 Other World Map 10gc
14 Metaphysical Map 60gc
15 320 gc 3gc
16 500 gc 7gc
17 750 gc 10gc
18 1000 gc 15gc
19 1500 gc 50gc
20+ Unlimited
Other World - d10 1-3 Major Area 4-10 One area
MEtaphysical - -10 from planar travel rolls
Coded - Chance to decode I+W, problem solving chance
IF coded new roll if 100 both treasure & spell scroll (1)
to negate the guardian/wards
formula - medical, chemical formula for an item
Formula, Magical MEL/EL as for major spell book
IF nonMU then +30-MDV to success roll, if failure d100
stun phases, abys- -30 on abys failure table 01<=13
Letters, old - 25% historical valuable
Medicinal text -
Healing - EL 2d10, 30-EL (elx2 if healer) chance it
is wrong.
Spell Scroll - MEL/EL as for Minor Spell Book,
No non-MUers can cast the spell.s
Treasure Scroll - ALL coded, 1d6+14 on Map Table for type
Clothing - 1d6 pieces of clothing, value in book 1 gear list
Container - Bottles, Skins, pitchers, 2d6 coins of either BB
or SC depending on type of conainer.
Drinking Vessel - Goblets, Cups, Mugs, drinking horns.
Value - 1d10 BB. Made of normal metal x2 value, if fine detail
or ceramic x3 and CC. Precious metal x2 SC.Jewels then
size of smallest (only small) jewels for this purpose.
Eating Utensils - 1d10 mixed type, 2d6 BB base value and
modified as for Drinking Vessel. Can change factor by 10
in either direction up to Referee's discretion.
Exceptional Quailty - 2d6 x the base value unless stated
otherwise. If exceptional poor then 2d6 is divisor of value.
1d10 if choose 1-7 Good 8-10 Poort quality.
Exceptional Size - d10 1-5 Larger, 6-10 Smaller
Larger Roll % LArger Value Smaller Roll % Value
1-30 10 x1 1-30 10 x1
31-55 20 x1 31-60 20 x1
56-70 25 x1.1 61-80 30 x.9
71-79 30 x1.1 81-90 40 x.8
80-87 40 x1.2 91-95 50 x.8
88-93 50 x1.2 96 60 x.7
94-96 60 x1.2 97 70 x.6
97-98 70 x1.3 98 75 x.5
99 80 x1.4 99 80 x.4
100 100% x1.5 100 90 x.3
Can use within 10% (item's) of the person's size
otherwise its uselss.
Fine Cloth - Bolts of d100 yards of cloth
Roll Value Roll Value
1-25 1cc 81-88 6cc
26-45 2cc 89-94 8cc
46-60 3cc 95-98 1sc
61-70 4cc 99 2sc
71-80 5cc 100 3sc
Up to referre on material, appearance. Weight - Yards/10, RU.
Fine Covering
Tapestry, rug, hanging. Value #x#.
5cc per square foot. 1d6 for width, 2d10+4 for length
Fur
3d10CC. If Exceptional and/or rare SC. If Both value x2.
IF finished item:
Type Value Multiplier
Belt, Hat .5
Stole 1
Coat, Cloak 2
Cape, Robe 2.5
Furniture - Vary by sttion of user
Station Value
0 2 bb
1-2 5 bb
3-4 2 cc
6 2 sc
10 1 gc
Glass Items
d10 1-9 common glass 10 Crstal (3x value listed, only magic)
Roll Size Value Example
1-5 Small 1 cc Glass, Glass Plate, Hand Mirror, Bottle
6-8 Medium 1 sc Vase, pitcher, Fine Glassware
9-10 Large 5 sc Floor length mirror, glass art
Keg Goods
d10 - 1 Rancid bat contents 2-8 (#+2, x10% % of contents full)
9-10 Empty.
Keg Size Roll Size Roll Size
1-10 1quart 71-90 20 qt
11-25 2 qt 91-95 30 qt
26-45 5 qt 96-99 50 qt
46-70 10 qt 100 100 qt
Material Roll Type Roll Type
1-5 Beer 46-49 Spices
6-8 Good Wine 50-58 Water
9-11 Peska 59-62 Ashes
12-13 Nails 63-67 Perfume
14-16 Grease 68-72 Cheap Wine
17-22 Flour 73-74 Goideli Wine
23-24 Sand 75-80 Iron Spikes
25-30 Dried Fruit 81-85 Soothing Herbs
31-35 Ale 86-88 Healing Herb
36-37 Fine Wine 89-90 Natrual Magic Material
38-40 Salt 91-94 Salted Meat
41-44 Oil 95-99 Other Item
45 Naptha 100 Magic Fluid
Grease 1bb Animal fat in cooking value per qt.
Flour x1.5 Value for grain, 1 lb = 1 qt
Sand 1bb If buyer can be found
Spices 1cc Pepper, Cinnamon, Nutmeg, Gloves, etc.
Ashes None Residue from old fires
Perfume 1d10CC Value per oz.
Magic Fluid - Potion or Elixir reduce size by 75%, RD
1d3* 1=1 keg 2\1d6 3=2d6 keys found depending on encounter
Musical Instrument
Wood - 1sc Metal - 5cc, other -Ref decide
Value x .25 to 5 factor - how well made
Other - stuff like magical items
Plate - value as for drinking vessel if stone multipler = wood
Statue
Small, Med, Large - weight 2d10 x2 (s), x8 (Med), x30 (large)
Wood - x.5 Metal -x1, Stone - x2 value.
Value 2d10
Roll Multiplier
2 .1 12 1
3 .2 13 1.2
4 .4 14 1.4
5 .5 15 1.6
6 .6 16 1.8
7 .7 17 2
8 .8 18 2.5
9 .9 19 3
10 1 20 4
11 1
Factor x Weight mul cc value if historial/religious x3.
Tools - various tools
2.25 Military Treasure
Roll Type Roll Type
1-30 Weapon 66-70 Miscellaneous
31-50 Armor 71-75 Uniform
51-55 Flag 76-88 Animal Equipment
56-65 Shelter and Transport 89-100 Non-Human Manufacture*
* see 2.252
2.251 Number Found
IF armor/weapon +2 to roll, if flag -1 d10
Roll NF
4- 1 10 4
5-7 2 11+ 5
8+9 3
2.252 Non-Human d10
1-3 Dwarf, 4 Goblin 5 Giant, 6-8 Elf, 9 Troll, 10 Other
2.2521 General Rules - Each item is ONE item for NF
2.2522 Other - Creatures of Intellect 5+ or god/demigod items!
2.2523 Item preference -
Dwarf Weapon, Armor, Misc.
Goblin Weapon, Flag, Misc
Giant Weapon, Armor, Misc
Elf Weapon, Armor, Misc, Animal Equipment
Troll Weapon, Armor
2.253 Item Description
Animal Equipment
1-8 Leather Barding (horse) 63-67 Donkey Harness
9-14 Chain Barding (Horse) 68-70 Ox yoke
15-18 Full barding (horse) 71-77 Bridle
19-25 War leather (dog) 78-85 Saddle
26-30 War Mail (dog) 86-87 Goad
31-35 Falconhood 88-90 Spurs
36-43 Falconer's Gauntlets 91-93 Whip
44-48 Hawk Hood 34 Bolas
49-52 Eagle Hood 95-96 Blinders
53-56 Dog Harness 97 Whistle
57-62 Horse Harness 98-100 Jesses
Armor - If made by Elves -20, if Dwarf +20
5- Scale Mail
6-10 Quilted Armor 61-68 Leather Helmet
11-20 Leather Armor 69-75 Metal Shield
21-30 Banded Ring Mail 76-85 Metal Helmet
31-40 Ring eMail 86-87 Full Helmet
41-45 Brigandine 88-93 Plate Mail
46-50 Buckler 94-95 Plate Armor
51-60 Banded Shield 96 Ornate Plate Armor
97+ Chainmail
Flag - 7cc normal, 1gc min if rare, historical or religious
Miscellaneous - 2.24 for value
1-15 Battle Horn 61-66 Musical Instrument
16-30 Camp Furniture 67-80 Bedding
31-35 Maps/Books 81-90 Utensils
36-50 Tools 91-96 Rope
51-60 Keg Goods 97-100 Misc. Supplies
Shelter and Transport
1-8 1 man tent 51-65 2 man tent
9-22 4 man tent 66-70 Pavilion
23-30 tent poles 71-75 sledge
31-34 Cart 76-78 Small Wagon
35-40 Wagon 79-85 Large Wagon
41-43 Great Wagon 86-91 Small Travois
44-50 Travois 92-100 Litter
51 Palanquin
Uniform
Only worn by Humands/made by. +20% value more than 2.24 value
Weapon
1-2 Throwing Dagger 61-62 Darts (2d6)**
3-7 Fighting Dagger 63-65 Sling
8-10 Light Lance 66 Heavy Lance
11-18 Sword 67-69 Hammer
19-22 Broadsword 70-71 Flail
23-24 Bastard Sword 72 Club
25 Great Sword 73-74 Halberd
26-28 Throwing Axe 75-78 Pike
29-31 Axe 79-80 Boar Spear
32 Battle Axe 81 War Staff
33-35 Mace 82-85 Scimitar
36-40 Light Crossbow 86-87 Tulwar
41-43 Heavy Crossbow 88-90 Bow
44 Arbalest 91-92 Longbow
45 Repeating Crossbow 93 Composite Bow
46-50 Quarrels (2d6)** 94 Pellets (1d10)**
51-52 Handle Sling 95-97 Sling Projects (2d6)**
53-60 Arrows (2d6)** 98-100 OTher*
* Up to GM ** Roll dice for amount 2.26
2.26 Magic Treasures
Roll Item Type
1-25 Potion or Elixir* 56-66 Amulet
26-35 Powder 67-75 Talisman
36-44 Natural Magic Item** 76-90 Military Treasure
45-49 Jeweled Item 91-96 Want
50 Named Item *** 97-99 Staff
51-55 Other Treasure 100 Special Item***
* Depends on magic type ** see 2.27 *** 2.261
Magic Types
Amulets, Elixirs, Potions, Powders
1-20 Cure 61-75 Attribute Effect
21-30 Immunity 76-80 Repel or Banish
31-34 Communicate 81-83 Attraction
35 Luck 84-90 Influence
36-45 Protection 91-95 Waalth
46-50 Mana Sensing 96 Curse
51-55 Mana Reading 97-100 Specific Detection
56-60 Mana Resistance
Jeweled Item, Staff, Wand, Talisman
1-5 Cure 58-65 Creature Tie
6-11 Commnicate 66 Curse
12-18 Protection 67-75 Summoning
19-22 Mana Reading 76-82 Negation
23-29 Alignment Tie 83-85 Familiar
30-40 Attribute Effect 86 Ward Pact
41-45 Repel or Banish 87-98 Magic Powers
46-50 Special Attribute 99-100 Family Spells
51-57 Specific Detection
Military Treasure
A) 75% Hit Chance modifier
B) 50% Damage Modifier*
C) 40% of other magic**
1-10 Immunity 73 Knowledge
11-16 Communicate 74 Curse
17-30 protection 75-80 Creature Tie
31-35 Mana Sensing 81-90 Magic Power
36-42 Mana REsistence 91-94 Dedicated Item
43-48 Alignment Tie 95-96 Other
49-65 Attribute Effect 97 Intellect
66-70 Special Attribute 98-100 Roll 1d3* times***
71-72 Special Ban
* See pernamanet magics after determinng MEL/EL
** If no A or b apply then auto other magic
*** roll 3 times -5 to each subsequent roll
Other Treasures 66-80 Enhance Item
1-5 Specitic Detection 81-88 Repel or Banish
6-15 Cure 89-92 Influence
16-30 Communicate 93 Curse
31-55 Protection 94-100 Other
56-65 Attribute Effect
2.261 Special Cases
Details in 2.263 Rare and deadly
2.262 General Rules
2.2621 MEL
2d6, if named/special x2 roll min. of 8 for such items
2.2622 EL
1d10, if named/special +3, min MEL/2 RU.
2.26221 If more than 1 power roll EL for each power
2.2623 MDV - MEL+EL
2.2624 Other Factors
2.263 Magic Item Description
Alignment Tie
Compel to serve for a specific god or alignment. Roll 2d6
2 Other Forces* 8+9 Law
3+4 Balance 10 Kotothi**
5+6 Elder 11 Shamanic Elder
7 Chaos 12 Sidh Elder
* Forces not aligned with other alignments
** Serve kototh, powers from Elder spell list
1d3* magic spells gained as well for the item.
Amulet
Defensive, no mana to cast, can be non-my to use. Some
passive form of power. Referee decides parameters of use.
Attraction
Attracts some creature or supernatural force. Roll Empathy
if higher MUST carry/use otherwise feel uneasey and can discard
it. -MDV from all encounter rolls. If 0 or less then
force is attracted and attacks wearer and friends nearby.
1d2* 1 - Creature roll on encounter chart of terrain amulet
found in till creature determined, 2 - supernatural force
it can be advserly affected by light/darkness if vice versa
conditions normally (nocturnal hates daylight)
Attribute Effect
+/- a Current Ability 1d3* attributes. No 2 items of same
can be used - negated if so. 1d2* 1=Increase, 2=Decrease.
Roll Attribute
1-12 S 57-65 W
13-23 St 66-76 E
24-35 D 77-88 Em
36-47 A 89-94 C
48-56 Int 95-100 Ap
Amount = MDV of item if added can go beyond Max if subtracted
then min is 1.
Note - apply change in temp. modifiers column
Option - Stat can go to 0 or less from modification if so
then pass out reduction-Current Ability minutes and statt is 1
while wearing the item.
Communicate
Can communicate with creature, force, animal or talk in
a supernatural language - success auto if in range of target.
1d3* 1=Creature/Animal 2=Froce 3=Sup Language fluently (1)
Range as for Communicate spell
Creature Tie
Attributes as for Special Attribute. Tie exist when item
used or owrn. Any weapon will reverse hit chance and damage
bonus if creature tie exists in attackk against creature.
Cure
d10 1-5 Must be on person, consumed or rubbed in or expended
6-8 Placed in fluid of some conatiner and drunk
9 Wearer must be touch to cure person
10 Item works for only the owner while he is alive.
2d6 2 Insanity
3-7 Physical Injury
8+9 Poison
10 Disease and Plaque
11 Energy Point Loss
12 Two of the above*
* Re-roll -1 to each new roll till 2 are selected
Insanity, Disease, Plaque, Poison - Complete Cure
Phy/Energy - As for healing spell. May only be used EL/3 RU
times per day. If used beyond limit worthless for 2d10 days.
Curse
1d3 1=Emotional 2=Physical 3=Mental. Effect when worn/used
Roll as for Attraction to see if he can avoid it.
Cursed item rolls for effect using MEL, eL success curse has
affect otherwise user can remove the item in time. Abys
Failure the person will be immune to the curse forever till
another person tries to use it then effect might affect him.
Dedicated Item
See perm magic dedicated purpose attributes go up otherwise
the effect is lessened. Roll d100 for purpose.
1-15 Slay a Creature 71-75 Protect Kotothi
16-20 Protect Law 76-80 Preserve the Balance
21-25 Protect the Elder 81-94 Protect a specific race
26-30 Protect the Sidh 95-96 Slay magic-users
31-36 Protect Shamanic Elder 97-98 Slay Law
37-45 Slay a Race 99 Slay Chaos
46-55 Slay Guardians 100 Slay Others*
56-65 Protect a Creature * Up to Referee
66-70 Protect Chaos
Slay - + vs Intellect 1-4, CL NA (not supernatural)
Race - Intellect 4+, alignment - all in alignement even sups,
MU - innate or trained.
Protect - Protect some group or member
Preserve Balance - protects the strongest side in an
an encounter until that side is weakened to minor side.
Elixir
Duration - ELx5 Turns (protect imbiber)
Curative effect - 30-(ELx4) phases
1 doze = 1 oz, 2d10 ozes in each bottle.
Enhanced Item
See pernament magics
Familiar
Summons specific member of a specific type of sup force
Must be trained MU and learn the name of the force to use it.
Controlled by item AND its name. IF no name summoned
but no control over it. Casting speed - MEL, mana - CLx2
of the force to summon. Time for force to arrive
is basic summoning rules with MEL/EL applied. ORder summoned
to perform any task and stay with caster unlimited period of
time. A) Obey every order LITTERALLY B) take oppurtunities
to seperate caster from item C) Try to kill the caster at
any oppurtunity.
Family Spells
Can use family of spells. Cost, speed as for Magic Power.
Immunity - D100
Roll Immunity
1-5 Storm Powers 62-65 Special Attribute
6-9 Fire Powers 66 Astral P
10-12 Water P 67 Balance p
13 Chaos P 68 Elder P
14-18 Iron 69-72 Death P
19-23 Other Metals 73-76 Hell P
24-27 Aerial P 77 Sidh P
28-31 Disease/Plaque 78-81 Darkness P
32-35 Energy Loss 82-85 Light p
36-38 Poison 86-87 Necomantic p
39 Law Powers 88 Shmanic p
40-42 Telepathic P 89-91 Detection
43-46 Sea P 92-93 Shadow p
47-50 Desert P 94-96 Earth p
51-61 A spell 97-99 Other Powers*
100 Total immunity **
* up to referree or re-roll 3 times -4 to each roll (combo)
** re-roll -1 to roll, 0 is 2 total immunities
Rules - Immunity if EL > Attacking EL
OTherwise Attacking EL-Immunity EL=Effective EL of effect
Mana Resistance
MDV=MDV+EL of item for trained MU. If not innate, creature,
or force or natural mu then half that value, RU.
Mana Sensing
Special Attribute in Book 1
Military Treasure- items of military concepts
Named Item - Ultimate artifact - d100
1-30 Sword 56-70 Armor
31-45 Staff 71-90 Jeweled Item
46-55 Talisman 91-100 Other*
* Any non-consumable material up to referee
A) NI have both Intellect and Dedicated Item purpose
B) Aligned see alignment tie
C) Have magical powers
d) Sword/Armor usable by anyone other forms only trained MU
E) Have some form of liability to the user
Famous/Feared/dangerous artifact. IF as treasure, have guardian
If Sword armor can roll on table
Roll Sword Roll Armor
1-10 Sword 1-5 Buckler
11-15 Fighting Dagger 6-15 Banded Shield
16-20 Throwing Dagger 16-20 Metal Shield
21-35 Broadsword 21-30 Scale Mail
36-50 Bastar Sword 31-45 Chainmail
51-70 Great Sword 46-60 Plate Mail
71-90 Scimitar 61-70 Plate Armor
91-100 Tulwar 71-90 Metal Helmet
91-100 Metal Helm
Natural Magic Item - see 2.27
Negation
Rules of Immunity, immunity table rolls for power
1 mana per EL of the item. Success - negation.
Item glows when spell can be negated, if cast mana before
spell cast to attack MEL, EL 1/2 RU.
Special Cases
Iron, Other metal - Blunted for ELx2 Hours, pernamently
blunted and can't inflict damage. Magic weapon
if only negation is total to the EL.
Poison - limit as for immunity, can't negate poinson in
the creature only after its in the victim.
Energy LEvel - totally negated, if force does ENL damage
then force automatically banished on success of negation.
MDV < ELx5 can be banished. For elx2 turns.
Other
Other Treasure - those in 2.24 enhance the item
Potion - Rules for Elixir
Powder - Can be potion/elixir, mixed with something like
water/wine in some type (gold, brass). 1 dose = 1/10
of oz of powder. 3d10 dose size units found.
Protect - poten always, MDV=MDV+EL of item -El to hit him in
combat.
Repel or Banish
Some force of an alignment and banishes it. Success must
be rolled on magic table. Ex repel chaos and in that
alignment kekoni. Success - Banish for ELx2 Turns,
Failure - protection item effect, Abys - No effect.
If force from a ward pact, MEL of spell added to
MDV of the creatures MDV of the item resisting the item.
Roll for alignment in alignment tie.
Special Attribute
As for SA table in book 1. But do not gain effects like
the natural MU for Intellectual power just stat increase.
Special Ban
Ban of magic power and curse. if ban is violated thenen to user.
See Curse, magic power, pernament magic
Specific Detection
If detected some item/thing item glows/warms
Must be in use to detect (worn, etc.)
Roll Detect
1-10 Gold 66-73 Silver
11-16 Copper 74-77 Brass
17-21 Iron 78-80 Other Metal
22-30 Natrual Magic 81-85 Mana
31-35 Ward Pact 86-87 Secret Passeages
36-43 Traps, All types 88 Poison
44-55 A creature type 89-95 Specific Race
56-60 Any supernatural Force 96 Altar
61-65 Any pernament spell 97-100 Other
Range- MEL+EL hexes, all other factors detection spell b.2
Special Item
Exclusive to working one power or function, Min MEL 11
and EL6 if no other factors equal then increase to it.
A) Dedicated to speciifc god or magical power
b) Except for Automatons have physical guardians
C) Not safe for non-mu to use unless tied with alignment
or has innate power of the item
d) fanatical tie with power will be attacked if not tied
with the power of the item
e) can use any power needed - referee
Staff
Wooden 4-7 feet in length, may be banded in metal.
Magical ones have runes and magical formula.
Must be Trained MU to use
A) Casting Ability = Staff Mel x 8 bonus can surpass the
Energy LEvel and castable with the staff.
B) Can cast spells through staff, add 2 mana to the spell
to cast it. -MEL to success rollls. Channeled powers
C) Cost to cast spell in staff EL/2 RU.
See pernamanet magic to see limit of staff. Mana must be
cast from the Casting ability of MU.
Summoning
Duration of control doubled. MDV ignored to dispel it.
Add Item EL to EL of the El modifier for success roll.
Staff EL x CL mana to summon, EL to dispel it.
Pernamently control force at 10x the cost, success
familiar tie to the staff of force.
Abys failure - force attacks caster, MDV applies to
dispel the force in this case. No more than EL/2, RD
ties on the staff. Once tie is given name is known
and Familar rules apply.
Note - Tied force hostile to user if released it
will attack the summoner.
Talisman
Trained MU or innate MU to user. EL mana to use item.
Wand
Sticks of 12-24 inches. Can be used in 1 hand.
only by trained MUs. Tiped with crystal or metal.
A) as for staff, casting ability Wand x 5 increase only
b) 1 mana point, increase is el of wand
C) as for staff
d) as for staff
60% dedicated to specific power chance. if so then A
and B apply ignore C.
Ward pact
Item KEY to ward pact. All other up to GM.
Ward will not attacker the holder of the key item
and can communicate with the ward and access to what
it protects. Can extend that protection to anyone he wishes.
If taboo/restrictions of ward broken by key holder or any
he extends the protection to the connection to ward is
severed and force will attack the key holder (or last one
to hold it).
Option-Wards can be attracted to/by the ward key in which
case it can show (point out) its ward to the key holder.
Wealth
Item luck item for anything that hsa to do with any
event of wealth for the wearer or to the user.
On influence attempts in these casex ELx2 roll modifier
is applied.
2.27 Natural Magic Items
-------------- next part --------------
Natural Magical Items
Searching EL/4 RU subtracted from search roll
Locating Items in Market Limit
Herb, Plant, Resin 10/2 Herbalist, Healer 2d10 oz
Mineral, Gem 5/1 Jeweler 1 piece
Metal 5/0 Armorer, Blacksmith 1d2* lbs
Liqour -/4* Tavern, Inn, Special 2d10 oz
Creature - varies in NF
Factor - Multiplied x percent% chance
* only in enhanced form A/B A-unenchanced chance, B=Enh
Ex - betany 18-19 2% times factor above for finding.
Tables - 1d3/d100
1 - Plant, Herb, Liqour
2 - Animal/creature products
3 - Stone, MEtal, Gem, Mineral
Plant, Herb, Liqour
1 Adingantide
2-3 Agrimony
4-8 Amaranth
9-10 Anemone
11-12 Angelica
13 Balim
14-16 Basil
17 Belladonna
18-19 Betony
20 Bindweed
21 Black Poppy
22-24 Cayenne
25-26 Celadine
27-28 Chervil
29 Chimedon
30-31 Cinqefoil
32-36 Clove Pink
37-40 Darbha Grass
41-42 Elder Berries
43-45 Elder Twigs
46 Euphorbia
47-48 Fennel
49 Fern Seed
50-53 Garlic
54 Hellebore
55-56 Hemlock
57 Henbane
58-59 Houseleck
50 Hypercium
61-63 Laurel
64 Lunas
65 Mandrake
66-67 Mephis
68 Mevais
69-72 Mistletoe
73 Moon Rose
74-75 Moonwort
76-78 Mugwort
78-81 Peska
82 Purple Lotus
83-84 Purslane
85-87 Qadishi Root
88-90 Rowan
91-93 Rue
94 Snake Grape
95-96 Vervain
97 White Lotus
98 White Poppy
99-100 Wolfbane
Animal/Creature
1-5 Alectorius
6-8 Amber
9 Basilik Blood
10-12 Bdellium
13-18 Bear Claws
19-20 Beithir Hide
21 Beithirius
22-26 Bezoar
27-31 Black Cat Blood
32-34 Black Cat Bones
35-37 Boar Tusk
38-39 Bouba Fur
40-44 Bush Resin
45-46 Castor D'fay
47-48 Chameleon Liver
49-50 Chelidonius
51-54 Cock Feathers
55-57 Coral
58 Dragon Blood
59-60 Fire Snake Blood
61 Firestone
62 Gorgon Head
62-64 Great Serpent Poison
65-66 Great Spider Poison
67 Herab Serapel Claws
68-70 Hyena Skin
71 Hydra Blood
72 Hydra Head
73 Hydra Teeth
74-75 Lapwing HEart
76-80 Pearl
81-83 Pigeon Stones
84-85 Roc Feathers
86-88 Saliva
89-90 Scorpion Woman Poison
91-92 Le'sla Blood
93 Toad Blood
04-95 Unicorn Horn
96-97 Wolf Blood
98-99 Wolf Eye
100 Wolf Skin
Stone, Mineral, Metal, Gem
1-5 Agate
6-9 Amethyst
10-12 Antimony
13 Black Diamond
14-16 Bloodstone
17-20 Carbuncle
21-24 Chalcedony
25-27 Chrysolite
28-30 Chrysoprase
31-33 Corneolus
34-35 Crystal
36-37 Dark Ruby
38-39 Diamond
40-41 Dinothera
42-44 Emerald
45 Heliotropius
46-48 Hyacinthus
49-51 Jacinth
52-54 Jade
55-58 Jasper
59-62 Jet
63-64 Lapiz Lazuli
65-66 Lodestone
67 Meteorite
68-70 Onyx
71-73 Opal
74 Quicksilver
75-77 Ruby
78-81 Salt
82-83 Sapphire
84 Smarag
85 Snake Stone
86 Star Ruby
87 Star Sapphire
88 Toadstone
89-91 Topaz
92-93 Tourmaline
94-97 Turquoise
98-100 White flint
Descriptions
------------
Adingantida - Herb
Death poison, UnE - Slow Death at BL2
Enh - Immediate Death - BL10 Must be eaten
Agate - Gem
Unen - Negates snake/insect poison if BL5 Success is rolled.
No other affect on other poisons. No affect on CL1+ cre poisons
Enh - A) Eloq +15 B) MDV+5 against Storm Powers
C) EL10 Immunity on all emotional spells
D) Truth Talisman when swirled in water in brass gobblet
Drink resulting potion if fail spasm fits roll against
BL10 Slow Death poison. Potion - 1 hour duration
Drunk - 20 turns limit. Must wear for A-D
If person wearing stone lies stone darkens and is useless.
Agrimony - Plant
Une - Eaten for St+5 HC+20 against any Disease/poisons.
No enh form and other affects.
Alectorius - Concretion
Stone found in head of roosters (10% chance)
Enh - A) Any MU can use it for 2 mana points casting per day
B) Unshakable courage at all times
C) MDV+5 against all forms of magic
D) Won't suffer from thirst but can die from it
E) Influence Chance +10 Must be worn for A-E
Amaranth - Plant
Seeds must be swalloed whole for effect.
Unen - St+20 HC+10 used in healing physical injuries
Enh - Twice value listed. Must take FP Rounded up seeds
for the effect to take place (FP =food points)
Amber - Resin
Unen - HC+10 and if Enhanced:
A) See clearly in non-magical darkness
B) Stone darkens if creature using poison/disease powers are
within 200 feet. If person looks at Amber can not
be ambushed by creatures of that type.
Amethyst - Gem
Unen - Twice the amount of liqour to be drunk
Enh - A) Can't become drunk
B) If twilered in water in silver goblet creates BL12
potion for Death poison. Must drink in 5 turns.
C) Int+5 Emp+5 D) Has photographic memory for everything
Anemone - Plant
Flower - sniff fragrance for effect. Stays good for 48 hours
after picking. Effect - St+10 HC+20 for 24 hours. No
enhanced form and no additive effects.
Angelica - Plant
Ground into power and mixed with 1 quart fine wine.
Effect: St+30/HC+30 against Disease, Decay, Corruption
only for the healing roll. Enhanced - MDVx2 and gives
3d10 lost EnL. Only once a day otherwise BL8 Slow Death
poison if done more than once. For both Un/En forms
effect is only until next normal healing roll. Per plant
and quart mixed 8 dozes of potion made.
Antimony - Metal
Enh - MDV+6 against Demon/Chaos Magics. Acts as EL5
Protection spell against any demon that attacks.
Balim - Herb
Enh - Can restore dead to life if placed on corpse within 10
phases of death. Acts as BL15 for this power.
Note - Any person killed by a creature, Necromantic Power,
or spell can not be resurrected by this herb. The
dose is used up whether the person is alive or not.
Basil - Herb
A poultce that is applied directly to sting wounds.
Unen - BL1, Enh - BL10
Poison and damage negated by success from sting.
Failsure poison negated by damage not healed. Abys Failure
has no affect whatsoever.
Basilisk Blood - Creature
Death fluid - no enhanced form - effects:
A) Who swallow/drink roll against BL0 on magic table. If
success death can add PR to roll.
B) Any who do not die will become immune EL12 to Petrification,
Decay, Disease and Corruption. Person ceases to age
and can only be killed by magic or in combat.
C) If suffer damage in combat fights with uncontrollable
battle fury
D) C, S, and St increased by 10 pernamently
All effects B-D pernament and non-additive if more doses
Bdellium - Resin
If resin eaten gain BL18 Immunity to all forms of disease
for 3 days. While this affect is done he loses 1d6 EnL points
per day.
Bear Claws - Animal
Enh - Suffer no affects from damage for movement and has
Controllable Battle Fury in combat.
Beithir Hide - Creature
Unen - Formed into garment and worn MDV+10 against any heat
or cold effects.
Enh - Immunity Ten against these powers above.
Beithirius - Gem
Enhanced - Wearer
A) Can cast MEL6/EL3 Lightning Swarms at Cost 2. If used
more than 4 times in a single day gem is worthless.
B) EL6 Immunity to any Lightning powers.
Belladonna - Herb
Unen - Magic depends on form it is used
A) Ointment - Rubbed on naked body of user Flight EL8
User must be completely naked. Duration - 2 hours.
Dervived from fat of young animals.
B) Potion - Taken by Magic User, person with innate power,
alignment/creature tie imbiber goes into hallucinary
trance for 12 hours. While in this trance sees future
Divintion MEL20/EL10. If MU present and imbiber is not
a MU then can force imbiber to dream what he wants him
to. If no MU is present then MEL10/EL4 Insanity nightmares.
Duration of trance is 6 hours in this case.
C) Potion from Berries - Imbiber rolls against BL15 Slow
Death poison. Success - person dies by end of the day
unless negated magically. Failure - coma for 24 hours.
Abys. Failure - Extreme sick for 5 minutes.
Note: Also known as Deadly Nightshade.
Betony - Herb
Unen - Str+10 for 24 hours. Enh - Trance for 2d6 hours
When he wakes any Mental, physical disease is cured else
if no disease Str+20 MDV+2 for 22 hours. In other forms
must be powdered and eaten.
Bezoar - Concretion
Stone found in stomachs of Deers (10% chance). When
enhanced swirl in water in brass goblet, cures any
death poison automatically. When worn, Str+5 and only age
1 day for every 2 that pass.
Bindweed - Plant
No enh form. Grasses juice have varying effects depending
on sex of drinker. For Male - BL2 Paralytic poison for 4
hours. For female stops all pain normal or magical for 48
hours. Totally impossible to feel pain for this period.
Black Cat Blood - Animal
Enh - BL7 Cure for any disease.
Black Cat Bones - Animal
Enh - MEL4/EL2 Invisibility if in light but can only use once
a day, useless if no light is present (if worn).
Black Diamond - Gem
Enh - Only for Trained Chaos Wizards effects:
A) +1EL to all Darkness Powers
B) MDV+5 against chaos magic C) Int+10 Will+10
D) Learn tongue of Abyss at native level never be attacked
by Beasts of Chaos including Kuggi
No other effects if not Chaos orientation.
Black Poppy - Plant
Unenh - Ingester goes into death trance BL20 until negated.
Failure - person vomits the substance. Success - appears
to be dead, while in trance mind is still acive but
can not move the body. Victim is a living corpse until
he is released magically.
Enh - Flower rare but has all powers above but also stops
normal aging and decay. In this form he can stay in
a living death forever.
Bloodstone - Mineral
Enh - Wearer age 1 day for every 4. Sleeper has dreams of
prophecy as for MEL4/EL4 Divination. Exact time of
dream is unknown but will remeber all details of it.
Boar Tusk - Animal
Enh - A) -5 from all problem solving/influence chance rolls
B) immune to Sup. Will - Evil eye if have EE can't use
it while wearing.
Bouba Fur - Creature
Enh - Voluntary Controllable battle fury when attacked.
Should be made into a cape or robe.
Bush Resin - Resin
As for Bush Warrior in Book 3
Carbuncle - Gem
Enh - A) Wearer - Gem darkens if any person with him tries
to poison him.
B) MDVx2 against fasination. Immune to normal influence
attempts.
C) MDV+10 against all forms of disease. If affected by
disease stone darkens and becomes useless.
Castor D'fay - Concretion
Stone from Afanc (25% chance) While enhanced and worn as
a string around the neck -
A) EL5 immunity against Insanity/emotional curse.
Automatically cures any before wearer dons stone.
B) Immune to all acids
C) Immune to Decay/Corruption spells as long as its worn.
Cayenne - Herb
Enh - Eaten prior to drinking alchol can't be drunk for 8
hours but after that normal affects apply (drunk).
Celadine - Herb
Enh - Gives 8 mana points for Light Powers for thsoe who can
cast it. Must be used within 3 phases of herb being
exposed to light. Mana generated each time exposed to
light. Should be sealed in a container.
Chalcedony - Stone
Enh - A) Mana Level x2 B) Str+5
C) Dispell all Illusion/Masquerade spells automatically
within 1 hex. Banish a spiritual ediummu and EL6
protection against Coporal Ediummu.
D) Can never be possessed, unless through Abys. Failure
if this is the case stone is fractured and is useless.
E) Eloq+15 when he speaks in his own defense in a formal
trial if worn.
Chameleon Liver - Animal
Enh - if burnt 8 Mana points for Storm Powers. Must be
used within 3 phases of being burnt.
Chelidonius - Concretion
Found in gullet of Swallow (10% chance). If worn in a fur
pouch and worn around neck -
Enh - A) EL4 Immunity Insnaity, Plaque, Disease
B) Photographic memory while worn if lost the memory is
lost. Treat as EL80 Thief memory skills.
Chervil - Herb
Unen - HC+15 against wounds and disease. Cure any infection
if the person is infected.
Chimedon - Herb
Unen - Eater to talk in his sleep giving away secrets.
Enh - Same as Unen but anyone near can question and get
truth answers.
In both forms must mix with wine and person must sleep
within 2 hours of drinking it.
Chrysolite - Mineral
Enh - when worn EL6 Immunity Insanity, Hatred, Terror,
silent terror and all emotional curses.
Chrysoprase - Mineral
Unen - Worn always happy to the point of distraction but
will defend himself if attacked.
Enh - Same as above but can see in any darkness even magical.
Cinequofoil - Plant
Unen - HC+10 Enh - Eloq+20 when asking for a favor, MDV+2
for 24 hours. In enhanced form has no healing powers.
Clove Pink - Herb
Unen - HC+15 when used against disease/infection.
Cock Feathers - Animal
Enh - From tail of rooster
A) When burnt and inhale fumes cured of drunkeness or insanity.
1 feather burnt per Food point person requires
B) 4 feathers burnt if MU then gain 5 mana points to banish
a demon and can do -10 to roll on magic table.
Coral - Concretion
Enh - A) MDV+5 against Chaos powers and storm powers
B) EL3 immunity to poison C) Will burn when worn for 1 hpv
a person if hes in a foolhardy action.
D) Total immune to disease or any spell that reduces physical
ability E) Stone is useless if weearer is sick or damaged
and becomes full when owner is normal.
Corneolus - Mineral
Enh - MEL10/EL10 Sanity spell to person wearing it. It
can cure anything of this spell type that is capable of
curing. Only pernament if worn.
Crystal - Stone
Enh - A) 3" diameter piece worn as amulet for EL7 Immunity
against Disease, Decay, Corruption, and Evil eye. Wearer
may not use EE while wearing stone.
B) Large ball 3"+ gives 10+EL of ball to be subtracted for
divination spells.
Darbha Grass - Plant
Unen - Negate Terror/Disorder spell for eater.
Enh - Same as Unen and HC+10 for 48 hours for damage healing
only. If Horse HC+20 for 72 hours. If duplicate does
taken then effects are reversed.
Dark Ruby - Gem
Enh - A) Mana Level and MDV +5
B) Tained MU can cast Destruction/Quarrels +1 EL
C) MDV against Law magic +10 instead of 5
Diamond - Gem
White diamonds more common than dark ones. When worn -
Enh - A) MDV+5 vs Chaos magic B) Str+20
C) EL3 invlnerability when exposed to daylight
D) -5 from all combat rolls, apply as weapon expertise points
Dinothra - Mineral
Enh - Worn on a animal the animal is automatically tamed.
Will understand and obey all commands given to it.
Will last only as long as its worn around the neck if
lost animal is wild state again.
Note - Ritual says it should be on a silver chain but not
mandatory.
Dragon's Blood - Creature
Already magical with effects:
A) Drinker has unshakable courage for 48 hours.
B) Str/St +15 Each -48 hrs C) See in any darkness - 48 hours
D) ELx2 for all survival skills - 48 hours E) MDVx2 vs Fire
spells for 48 hours.
Must be taken from living dragon and taken within 72 hours
unless magically preserved. Effects are additive for more
doses. Roll BL0 +PR, success - drops dead on the spot (1 phase).
Elder Berries - Plant
Enh - MDV+5 if worn as garland around head.
Elder Twigs - Plant
Enh - If worn in a satin pouch appears to be half wearer's age.
Only grant youthful appearance same height/weight.
Emerald - Gem
Enh - Worn A) MEL8/EL4 Clairvoyance
B) +2 EL to banish Ediummu or Ghosts C) If MU gain MEL12
EL6 Detection for gold and gems. Stone warns precepitly
if its within the range of the material.
Euphoria - Herb
No unen form -already magical. Gives 8 mana points for
casting Destruction/Fog of death for MUs when burnt. If
non-mu Roll EL8 Immediate death poison effect for handling it.
Fennel - Herb
Enh - Seeds if worn in bone-spun bag around neck
1) MDV+10 vs Ediummu, -(MDV+10) on damage from their touch.
If Ediummu hit but do no damage Ediummu is repelled (at
seed EL) by the seed wearing person.
Fern Seed - Plant
Unen - 8 Mana for Invisibilty if swallowed seeds. If
person is not trained herbalist, 40% chance of wrong
seeds if so eater can't cast invisibiltiy.
Enh - If eaten provide EL3 Invisibilty 1 seed per FP required.
If wrong seeds get EL3 immunity vs invisiblity.
Fire Snake Bones - Creature
Brain from a male snake must be taken immediately on its death.
Place in a red silk pouch and worn then get EL5 immunity to
Poison, Acid, Death powers, any form of Balance spells and
Storm Powers. While worn affected by Wakefullness (book 2).
See book 3 on fire snake for more details.
Firestone - Creature
Jeweled eye of a Fiery Spirit.
Enh - A) EL4 immunity to any fire spell
B) EL+1 (from book rules) Fire Darts Innate Power
C) Immune to combustion power of Fiery Spirit
D) Speak tongue of Younger Chaos at EL60
Garlic - Herb
Unen - MEL3/EL2 Cure for Insanity
Enh - A) If eaten MEL10/EL10 cure for all emotional problems
B) MDV+10 if worn in amulet vs Chaos magic and demons
C) BL8 repeling vs Akhkaru encountered
D) Powdered and taken with Bellandona potion and wine
it gives strange visions of strange places and reality,
of the 3 Worlds (UW, LW, MW) that are true. Can be
reembered if Roll Will or less on d100.
Gorgon Head - Creature
Head of sighted Gorgon MEL5/EL3 Petriifcation if seen.
If enhanced head pernamently petrifies unless Negate Curse
at EL4 or higher.
Great Serpent's Poison - Creature
Unen - only poison Enh - effects for 24 hours -
A) MEL6/EL3 fascination on Great Apes
B) total immuninity to any paralytic poison.
C) Speak Kotohi tongue at EL60.
D) NAV of 1 (definite erptelian texture chance visible)
Note - when enhanced no longer poisonous.
Great Spider's Poison - Creature
Unenh - Only poison Enh - Get language abilities of Great
Spider for 24 hours. Learn any language he hears at Willx2
EL or max EL possible whiehever is less. While affected
incapable of speech and any verbal noise whatsoever. Once
duration is over lose the knowledge gained from its use.
Herab Serpel Claws - Creature
Unen - used to make a deadly spiked gauntlet or glove
It takes 4 claws for 1 weapon. Hand to hand experience is
gained through the weapon use. Weapon WSB+1 FV12. Any
preson hit is automatically infected on his next healing roll.
If gauntlet enhanced person hit rolls vs MEL2/EL3 Hand of
Death when any damage is inflicted on him.
Heliotrophius - Mineral
Already magical. Effects - A) Wounds to automatically stop
bleeding and swelling. -2 damage per wound inflicted.
B) Swirled in water in Gold goblet potion automatically
negates any poison. Must be drunk within 5 turns of creation.
C) MDV+5 vs Disease. D) MU can cast EL4 Whirlwind and/or
EL8 Darkness at the same time. E) Attackers must add 10 to
combat rolls. Total immunity to non-elven, non-magical missile
fire. To have its magical effect, the stone must be set in
white gold and hung from iron chain. Usless if exposed to
magical light until next midnight passes.
Hellebore - Herb
Can only be found by trained herbalist. If unenhanced
gets EL6 cure for insanity and any magical problems by a demon.
Enh - Grants visions of the hells and if with right rites
taken to the Chaos Regions of the Uppwer World at no mana cost.
When enh and burnt anyone is affected within 25 feet by smell.
Hemlock - Herb
Unen - BL6 slow death poison. Enh - Swallowed person total
immune to all emotions for 24 hours. -3 from his combat rolls
and add 3 to attacker's combat rolls. This increase does
not apply as expertise for the duration.
Hembane - Herb
Already magical. When burnt attracts ghosts at BL4 on magic
table. Success 1d3* ghosts appear in 2d10 turns. Use only
at night. IF burnt in place of evil intent or area of dead
will attack spiritial edimmu rather than ghosts. Burner has
no control over ghosts unless spells are used.
Houseleek - Herb
Enh - A) Worn in red silk pouch around Belt MDVx2 vs Storm Powers
B) Worn in red silk at head/neck MDVx2 vs Fire Powers.
C) If drunk powdered juice get A and B for 48 hours. AND
any Enl or Mana regenerated during this period is doubled.
Hyacinthius - Mineral
Enh - Totally immune to all Storm Powers if worn. If placed
on chest of victim BL15 Cure for any poison/infection. IF
it fails to cure it becomes uselss magically.
Hyena Skin - Animal
Enh worn as headband from skin
A) EL6 Immunity to Fascination/telepathic powers.
B) wearer and any object in contact will be totally unable to
make any sound.
C) Any canine lifeform including supernaturals can not
make any sound within 8 hexes of wearer.
D) Fur must be taken from head of hyena only for effects.
Hydra Blood - Creature
As specified for Hydra for Book 3. A garment coat with the
blood coated on the inside will score only 1 hit per 4 scored
on the wearer and have its full Pain effect wihle it is worn.
No matter the Strength only a Negate Curse can remove the
garment once donned.
Hydra Head - Creature
Secretions from the immortal hydra head can be gathered by
a magically protected magic user. Per 3 days spent collecting
1 dose is gained. Each does gives EL2 Regeneration and total
immunity to Death Powers and natural death for 10 days.
Any drinker of the blood must roll Willx2 or less. If roll
higher then person is driven insane pernamently unless EL8
Negate Curse is applied. Per time drinking -5 to roll is
given additive to build up a tolerance after the first.
Any person driven insane and takes future doses will be
driven insane automatically and no effects from it.
Hydra Teeth - Creature
As specitied for Hydra book 3 see Children of Hydra. Only a
magic-user can use them with any meaningful purpose.
Hypercium - Plant
Unen - MDV+5 if worn as amulet vs all forms of magic. Also
give 10 mana points to dispell or negate a spell only.
When used this way 1d3* points of its ability are used.
When 10 are used plant is worthless. No enhanced form.
Jacinth - Gem
Unen - Large, Flawless Jainth gives MDV+3 vs fascination
Enh - A) EL+2 to all current Survival skills
b) Inf. Chance +10 used in business negotitations.
C) Can sense at 10 hexes (100') any person capable of Storm
Powers AND if that person is atempting to do so.
Jade - Gem
Enh - Worn A) Age 1 day per 2 that pass B) Str+10 St+10
C) Stone swirled in water in silver goblet - potion to cure
any disease. D) EL7 immunity Disease, Corruption, Decay
Jasper - Gem
Enh - A) EL5 immunity vs Dreams/Illusion Powers B) HC+10
Jet - Gem
Enh - A) MDV+5 vs any form of lightning (except Dark Light),
any power cast by a demon and atempt at being possessed.
B) Swirled in water in gold goblet - potion gives total
immunity to disease for 24 hours. Also gives Appearance+10
for same period. Must be stored in gold bottle within
15 turns or drunk or is worthless.
Lapiz Lazuli - Mineral
Enh - If worn as amulet automatically cured of insaity or
emotional curse. Once removed the insanity/curse continues
its not a cure but removes the effects if worn.
Lapwing Heart - Animal
Enh - Worn in cloth Bag
A) Total immunity vs Forgetfulnet, Oblivion, Astral Fire.
B) Emp+10 C) EL4 Watchful Sleep effect but not sleep from
magical sleep like Sleep Touch.
Laurel - Plant
Enh - As a Wand total immunity to any form of Lightning,
insanity and Possession. Note - Other powers can be put
into the wand but those powers above can not if so then an
automatical abysmal failure results. There is a 5% chance
of a wand found, that does not have one of the 3 powers,
that is not made of Laurel.
Lodestone - Mineral
Unen - B listed for Enhanced form
Enh - A) EL2 Clairvoyance when worn B) Always point North
when it is possible to do so and can never get lost (wearer).
C) Stone swriled in wine in cystal goblet potion will if
given to disloyal servants or liars create BL8 Paralytic poison
for 16 hours but will remain conscious. D) EL9 Immunity vs
Emotional Curse and Quarells spell. D) Stone can be used
in MAJOR problems, roll BL0 on magic table. Success person
gets divine advice on the matter. Failure no response.
Abysmal Failure stone disappears and wearer is pernamently
petrified. Anyone who tries to negate curse will work
against MDV of 40!
Lunas - Liquor
Liquor from potent herbs, if drunk BL10 magic table roll made.
Success - Person insane for 3 days. Failure - auto insane
on the 2nd dose. Incapable of rational thought and can
not cast magic other than innate magic while insane. The
person acts on instinct gets what he wants, destroys what
he can't. Anyone interfering with this instinct will be
met with crazed violence per uncontrollable battle fury.
Mandrake - Plant
Alreday magical. Can only be found under a gallows within 24
hours that is under a full moon. If picked immediately it
screams a piercing scream that effects everyone within 2 hexes.
BL10 magic table roll, success kills the person. To pick the
root without this chance must be trained magic-user and herbalist.
Must be wrapped in square of black silk or power is lost.
Effects: A) Root can be asked questions, including thinsgs
gained through knowledge spell, and get answers. This expends
4 points of its ability. B) Can get advice on a specific
problem. The advice given may not be good or the best solution.
This expends 2 points of its ability.
C) Can double weath. If place coin (max 10) on root overnight
it will double in number. It is one mana poing per 5 coins
doubled. When freshly cut it has 1d6 x 10 ability points.
A trained herbalist can estimate the amount of points. Once
the points go to zero it is worthless.
Memphis - Herb
Unen - Taken as a powder with water. Gets to be totally
insensible to pain and EL3 immunity to magical pain.
Enh - Same as above and
A) Total immnnity to mental pain, loss of concentration or
disorder.
Uneh - Duration 2 hours Enh - Lasts 4 hours.
Meteorite - Metal
Already magical. +MDV+2d6 vs all magic. +MDV+5+2d6 (previous
2d6 roll) vs Storm Powers, Aerial Powers, and Disease. It
gives total immunity to Astral Powers and Astral Fire.
If worn around neck person unable to have Fatal Accidents.
He may fall from any distance but only go as low as his
lowest DTV but never be killed.
Mevais - Herb
It is a Slow Death Poison at BL20, It will take 20+Stb days.
Each day the pain increases as for Hell Powers - Pain at the
EL of the Pain is equal to 20+stb above. The Mel is ten at
all times. Can only be cured magically by Negate Curse or
Healing Light with EL>EL for pain above. Example - Day one
pain is EL1, 9th day EL9. The pain increases up to the time
it takes to kill. Must be swallowed to take effect. It
will take 1d3* + Stb hours for the first pain to be felt.
Mistletoe - Plant
Innately magical. Juice of its berries will cure insanity.
When enhanced and smeared on a iron blade it will have DOUBLE
the WSB of the weapon against creatures afflicted by iron.
A WSB of 0 will be WSB +1. The effect is 24 hours regardless
of amount of times used. A dose is required per treatment.
Person carried this stained weapon are automatically enemies of
thsoe afflicted by iron (elves, faerries, etc.).
Moon Rose - Plant
Inherently magica. Black flower grown overnight in the
full of the moon. It dies upon the first touch of light at
dawn. A) Petals ground and served with water give EL8 Suggestion
if imbiber rolls BL12 on magic table (success). B) Flower has
2 hips one dark and one light. The light hip gives Str+30 and
Con+30 for 72 hours. Black hip - Int+30, Will+30, and Enl+30
for 48 hours. 10% chance the effect increase is pernament.
Also roll BL1 magic table. Success means the person is
afflicted by light as for Elves in book 3.
C) Any person scratched by thorn can see in any darkness for
24 hours. Also lose 2d6 energy level and gain eL8 Immunity
vs Darkness Powers for 24 hours. No thorn must be used in this
way more tha one time.
D) Fragance in a given hex (10 feet). If enter this area person
must roll MEL8/EL4 Sleep Touch effect. Person is asleep till
dawn and pernamently loses 1d6 energy points.
It must be wrapped in while silk when harvested. If any part
of the plant is exposed to light other than moonlight it
crumples to dust. If fragance is needed the entire plant
including stem must be placed in silver chest and not exposed
to light and it will retain its full powers.
Note - Each flower has 2 hips, 4 petals and 8 thorns. No
more than one flower is found at any one place.
Moonwort - Plant
Enh - Leaves can be used to open locks and shatter chains.
One leave can do either at a BL10 chance. Once it is used
it is worthless. Number found is the number of leaves.
Mugwort - Plant
Unen - BL6 cure for death poison (juice)
Enh - A) BL18 cure for Death Poisons B) HC+30 vs disease
C) Imbiber can't suffer physical fatigue for 24 hours
D) EL12 Clairvoyance for 10 turns
E) When juice smeared on steel at night 2d6 Ghosts or 1d6
Spiritual Ediummu are summoned. (see Henbane for
location distinction on encounter). Spirits arrive in 2d10
turns and are uncontrollable.
Note - Except for A & C powers only apply if picked at night.
Onyx - Gem
Enh - If worn can not remove. Will suffer MEL8/EL6
Terroifying Dreams and when sleep:
A) Automatically regenerate ANY mana expended
B) Can cast any type of curse at MEL6/EL3 if MU or not.
But if not has no control over it. If a player curses
someone theoritcally while the character wears the stone
the curse should be rolled to see if it becomes fact.
C) Casts MEL4/EL2 Hand of Death. If not MU then person has
no control over this. A roll is made per touch by the wearer.
D) Each use of the above B & C powers whether intentional or
not the stone wearer will lose 2d10 EnL points. If 0 death.
E) Wearer will attack any person trying to remove stone or
even thinks of such within one hex of him. While in this
state of attack he will -5 all combat rolls and be in
uncontrollable battle fury.
Opal - Gem
Enh - A) Staring into gem falls into trance for 2d10 minutes.
Completely defenseless. Each time he stares into the GEm
you gain 1 Expertise point in Planar Travel if you know
the spell. B) BL2 Chance of the wearer who stares into
the gem is transported to the plane he is viewing by success.
If not nothing occurs. If wearer is a non-MU then he has
no choice, roll Will with d100. If higher than Will he
stares at the gem and rolls to see if he enters the plane.
C) MDV+10 vs all Law magic, Lightning spells, Fire powers.
Totally immune to Astral Fire.
Pearl - Concretion
Enh - Worn A) Per 10 pass only age 1 day
B) In combat attacker +5 to the combat roll.
C) MDVx2 vs Death Powers, Decay, Corruption
Peska - Liquor
Commonly used brewer's potion. Drinker gets HC+factor where
factor is qualityx2 (from 1-10). Can be addicted at the HC
increase chance. For females, 1/2 this chance, if so withdrawl
lasts one week. During that period they gain MEL10/EL5 Pain
and lose 1d6 EnL points per day. For males withdrawl lasts
10+(Stbx2) days. During that time he must add 10-Days passed
to all Influence and combat rolls he makes. For all non-humans
it is a BL4 paralytic poison with no healing effects. If taken
comatose for 8 hours and loses 3d10 EnL. Non-humans can't be
addicted to Peska.
Pigeon Stones - Concretion
Enh - IF swallowed BL9 cure for any insanity, emotional
effect of a non-pernament spell or any spell poison.
Purple Lotus - Plant
Unen - Fragrance is BL12 paralytic poison within 2 hexes of
the flower. Will be paralyzed and unconscious for 24 hours
after being removed from the area of effect. While paralyzed
will not decay in any way for 1 day or 100 years. Plant is
immortal unless it is cut.
Enh - Powder made from its stamen. This powder with any liquid
will hold the drinker in a pleasurable trance until a Negate
Curse spell is done. This is a BL12 effect must be swallowed
or inhaled. If thrown in combat a hit is possible using the
Other Line of the missile table for base line. Target must
be within one hex of the person to be effective.
Note - Each flower has pollen for 1d3* doses of the powder
after enhancement. A bed will have 1d2 flowers.
Purslane - Herb
Enh - A) Eater can't be harmed by any dreams magical or not.
B) MDV+5 vs Seduction, Telephathic Powers, Insanity, and all
forms of mental control.
C) EL4 immunity to all mental/emotional curses.
Duration is 24 hours if eaten. If as fumigant fumes will
automatically dispell Ediummu or Demons within 3 hexes.
Qadishi Root - Herb
Enh - Burnt EL+1 in casting Dispell/Banish or Exorcism spells.
Eaten negates any curse or long term spell at EL8 or less for
48 hours. If eaten by a possed person possion is automatically
dispelled (spirit thrown out).
Quicksilver - Metal
Enh - Worn in silver bottle around neck. Wearer has EL2 Speed
and is totally immune to Disease and Insanity.
Roc Down - Creature
Down from a Roc that has never flew and picked by hand. Has:
A) Silk pouch around neck - gives great courage, incapable of
fearing anything. He will be friendly toward any creature
he meets. Also -5 from any influence rolls he takes.
B) Ground and in water - drinker has EL10 Major Illusion for 24
hours. He is automatically fascinated, EL5, by any intelligent
creature that talks to him during this period. If attacked
or hostile toward him he has EL5 Terror.
C) If burnt in the use of Casting any Chaos or Law magic he will
subtract 5 from his rolls for success.
Rowan - Plant
Enh - If as a Wand EL+2 for casting protection spell. If
berries and eaten MDV+5 vs hostile magic for 48 hours.
Note - If a wand is found there is a 15% chance it is made of
Rowan if there is no other spell on it than the basic enhanement.
Ruby - Gem
Enh - A) MDV+10 vs poisons B) Automatically detect Chaos aligned
forces 1d6 turns before they attack. C) Total immunity to
Terror, Hatred and other emotional spells, excluding curses.
Wearer can neither fear anything or hate anything.
Rue - Herb
Unen - White silk sachet around neck worn - MDV+1
Enh - Eaten and powdered - Cure all insanity, all forms of
Terror, Hatred, and Anger and negates Suggestion or Compulsion,
except for curses that are affecting the character.
Saliva - Animal
Enh - A) If MU casts a circle of his own enhanced saliva around
him cost of casting spells is reduced 50%, RU. B) Saliva of
an enemy can be used in hostile spells and summoning demons to
attack him. Subtract TEN from success rolls on both cases.
The demon will search out regardless of distance the enemy
of the saliva. If demon is victorious he will be automatically
dispelled and gain the soul of the person slain.
C) If enemy saliva used to cast a physical curse on him -15
from the success roll.
Salt - Mineral
Enh - Eaten MDVx2 vs Jinn Races and Elder magics in general.
If thrown at a member of the Jinn Races it has the effect of
MEL8/EL4 Hand of Death spell. Success kills, Failure banishes
and Abysmal Failure no effect. Throwing rules are the same as
Purple Lotus.
Sapphire - Gem
Enh - A) Unshakable Courage B) EL6 immunity to Terror, Hatred
And Anger spells. The wearer can not fear, hate or get angry
for any reason. C) Automatically aware of disloyal folks that
travel with him or work for him.
D) Automatically open any lock that the stone touches and
the wearer knows exists. E) Dex+15 Agil+15
Scorpion Woman Poison - Creature
Enh - Quartz crystal steeped in poison for 48 hours gives:
A) MEL8/EL4 Fascination on Scorpion Beasts, Scorpion Men,
Desert Lions, and minor poisonous desert insects.
B) For Trained MUs gives 10 Mana for Desert, Earth and Storm
powers casting.
C) Total immunity to desert Powers unless choosen not to be.
D) Speak Tongue of the Desert at EL60
Smarag - Mineral
Enh - A) See in any darkness B) Eloq+10
C) if coins (max 4 per night) wrapped in black satin on stone
overnight the coins will double. IF not wrapped both
Smarag and coins disappear. Only allows in a full moon.
Snake Grape - Plant
Inherently Magical. A) Root automatically cures insanity.
B) HC+30 Grape juices BUT for every hit healed -2 EnL points
C) Eat leaves - Can't be intoxicated. Total Immune to effects
of any plant on him. Constant state of pleasure for 24
hours. While in this state, total immune to Pain and
notices onne regardless of damage whatsoever. To stop the
effect before duration ends, a Negate Curse is needed.
Star Ruby - Gem
Unen - Law oriented or aligned people will -5 to all magic/combat
rolls. Any other person will +5 to magic/combat.
Enh - Most potent stone of Law and gains
A) MDV+5 Mana Level+5 B) Cast all Law spells he knows at EL+1
C) Cast all known Light Powers EL+2 D) Total immune to Fire
Powers E) -10 for success of any summoning attempts.
F) -15 from success roll for banish chaos forces and dispell
chaos oriented spells.
The stone does not work for any non-law aligned/oriented
persons. If chaos aligned/oriented lose 2d6 EnL points per
day he possess the stone. Can be fatal. Rules for this
only apply to the enhanced stone.
Star Sapphire - Gem
Enh - Called Star of Darkness
A) Cast Darkness Powers, Silence, & Hell Powers EL+2
B) Wearer speaks Tongue of Darkness and Tongue of Abyss at EL60
c) Never be attacked by Kuggi, Alal, Lalassu, Lammashra, or
Beasts of Chaos. He will always be attacked by Demons and
law aligned forces.
D) Can use Supernatural will power death powers as if he had
a rating of 30 in that power. Any person he maintains eye
contact for 3 consecutive phases is automatically affected.
E) Immune to spells in A but not Hell Powers
F) MDV+10 vs Law Magic.
G) Any non-chaos wearer who casts spells will lose points of
EnL equal to the mana cast. No mana cast in this way will
be regenerated while wearing the stone.
H) Any chaos oriented mana cast will regnerate 3x normal speed
while wearing the stone.
Te'sla Blood - Creature
As specified for Te'sla in Book 3
Toad Blood - Animal
Enh - Magic user drinks gets
A) -10 for success in casting Necromantic Powers.
B) -5 roll (spell) when trying to do physical/damage harm
C) -15 IF both A and B apply
D) If bath in water with 5 doses of blood -20 to Lichcraft roll
Effects are for one spell only. If law oriented drinks then
BL10 Immediate Death Poison effect.
Toadstone - Gem
Enh - Worn A) Automatically detect poisons within 2 hexes of him
B) Gem swirled in goideli wine in iron goblet, potion
automatically negate any poison's effect. Once created
must be drunk within 2 phaes.
C) No ship the wearer rides on can sink impossible.
Topaz - Gem
Enh - Worn A) Ap+20 B) -20 on rolls to search for hidden
treasure. C) Swirled in water in cyrstal chalice - potion is
BL10 Cure for insanity/emotional curse. D) EL5 immunity to
Isnanity, Emotional curse and mental curses.
Tourmaline - Gem
Enh - A) Eats light creates sphere of 2 hex radius darkness
all light except healing light, creates darkness.
B) Wearer sees in any darkness C) Immune to Darkness Powers
D) Wearer immune to Light Powers while exposed to light
E) Can communicate with any Kekoni if the spell is known
F) Cast current EL+1 Darkness Powers
G) MDVx2 vs law magic that is NOT castable of any other alignment.
Turquoise - Gem
Enh - A) Totally immune to Hatred and Quarrels Spell
B) Stone darkens if wearer damaged/ill shatters if killed.
C) Wearer can not be killed by any distance of fall. If the
fall is sufficient to kill the stone is shattered.
Note - Shattered stone of this type is worthless.
Unicorn Head - Creature
Each horn does 2d10+20 doses of healing powder. It gives
EL8 Healing effects. It must be ground mixed with water and
dried. Note - Once exposed to water will dry within 20 turns
if not used in 1 hour, unless magically preserved, it is useless.
Vervain - Herb
Enh - Following IF worn in black satin pouch around belt:
A) EL4 immunity to all forms of Fear/Terror.
B) If sack dipped in water, brass goblet potion is BL12 cure
for poison/infection
C) Treated as tonah by any canine animal, non supernatural,
encounterd. Will not bark in his presence or let him be
injured without a fight.
White Flint - Stone
Enh - A) Wearer total immune to touch of ediummu/possession
b) Stone warns if Edimmu or persons possesed within 10 hexes.
Stone grows warmer as these approach.
C) Stone placed on chest of possessed person has BL13
chance of exorcising the force. Failure the person
is irrevcabiy insane and stone is shattered.
Note - C above MDV is used for the spirit not person.
White Lotus - Plant
Inherently magical. A) MDV+5 for all magic if inhale the fragrance
for 24 hours. B) MU eats petal has -10 for magic success rolls
until this roll is made.
Note - Picked the fragrance lasts one day. Petals are potent
forever. Each plant has one flower with 6 petals. Each bed
found will have 1d3* plants.
White Poppy - Plant
Inherently magica. Ground stamen used in Peska, the more that
is used the higher quality Peska. If powdered, eaten and
roll made HC+40, St+40 for the healing effect. If he heals
then as if EL2 Healing spell effects. Important if eat pure
white poppy have 40%-(Stbx4) chance then person is addicted
as for Peska. Must have one dose per day or withrawl is suffered.
Note - Any non-human eats this then affected by BL10 Immediate
Death Poison.
Wolfbane - Herb
Unen - EL4 repreller of Were-creatures
Enh - EL8 repeller of were-creature. If worn around the neck,
it will attrack Hellhounds, Edimmu and Ghosts. -5 to encounter
chance rolls at night, if 0 or less these are encountered.
Roll 1d3 to determine the type encountered. No wearer if in
the right position can be attacked by Hellhounds, Edimmu, or
Ghosts. If wearer attacks them the wolfbane acts as BL16
Paralytic Poison and they are free to attack him at will.
Wolf Blood - animal
Enh - If drink then pernamnet, uncontrollable Battle Fury
if drink a dose. He will remain furious at all times
when he is awake. Every Station x 2 hours the person
will pass out for 2d6 hours, the only time he will not
be furious. The effect will last until a Negate Curse is
given there is no other cure.
Wolf Eye - Animal
Enh - If worn in a wolfskin pouch around belt protects the
person in normal combat. Wearer will -5 from all combat
rolls including Missile Fire, +5 to attacker's rolls,
excluding Missile Fire. At no time is the effect additive.
Wolf Skin - Animal
Enh - Worn as a belt wearer can take form of wolf for as long
as the belt is worn. The belt can be removed by the wearer
willingly. Optional forms can be made to only be removed by
a magic user that created it or a regular magic-user. If found
as a treasure referee can roll 1d3* to determine the type.
--------------------------------------------------------------
Item Restrictions
A) Only large, flawless gems can be enhanced for magical power.
B) Only pure Stones, Minerals, Metals and those that have not
been used for any other purpose can be enhanced.
C) Item rules/restrictions must be followed fully or automatic
failure of the item's power occurs.
D) In all cases a location is required for use if not in right
place nothing will occur.
E) In cases will it repels, grants spells the standard magic
item rules apply in 2.26
F) If total immunity is given for something the person is
not affected by that listed regardless of its strength.
Carnelian
Did a little impronptu research. Coulda sworn the info was in there. Anyway ..... there were a number of attributes assigned to this stone in the enhanced form. For the purpose of the game: 1) Increases Influence Chance by 10.
2) Acts as a Peace spell affecting the wearer and anyone in its range. Range is based on the EL of the enhancement used on it. The wearer is automatically affected. Others have their normal roll to resist the affect.
3) The wearer heals an additional hit point every day when he is wounded.
Hope that helps.
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From: "Sylverrs_ dragon" <abnaric at hotmail.com> To: longshot at darktech.org
Bcc:
Subject: RE: Gems - Carnelian
Date: Wed, 23 Aug 2006 09:47:54 -0400
X-OriginalArrivalTime: 23 Aug 2006 13:47:59.0714 (UTC) FILETIME=[BEFD8420:01C6C6BA]
It is magical healing but does not apply against the rule citing the danger of multiple magical healings. The effect minimizes hemorraghing, thus bleeding, bruising, etc. Reflected by the free hit point per day.
From: Scott Adams <longshot at darktech.org> To: "Sylverrs_ dragon" <abnaric at hotmail.com> CC: abnaric at hotmail.com
Subject: RE: Gems - Carnelian
Date: Tue, 22 Aug 2006 22:29:09 -0400
>At 08:32 PM 8/22/06, Sylverrs_ dragon wrote:
>
> >Did a little impronptu research. Coulda sworn the info was in there. Anyway ..... there were a number of attributes assigned to this stone in the enhanced form. For the purpose of the game:
> >
> >1) Increases Influence Chance by 10.
> >
> >2) Acts as a Peace spell affecting the wearer and anyone in its range. Range is based on the EL of the enhancement used on it. The wearer is automatically affected. Others have their normal roll to resist the affect.
> >
> >3) The wearer heals an additional hit point every day when he is wounded.
> >
> >Hope that helps.
> >
> >
> >
> >
>
>Thanks. My bard will like 2 and everyone will like 1 . I assume that doesn't count as magical healing for the 24 hour thingie.
>
>Thanks
>
>X-Persona: <darktech>
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Have you ever wondered about WHERE these plants
actually grow? Some areas might have them in
abundance while others must import. Some magic
users might even have greenhouses in which they
might "grow their own". Need for some might trigger
an adventure. Here's a list of some info I found
out surfing the net.
Adingantida...no information (Google search for this turned up the P&P site...only the P&P site) Agrimony...England/Scotland (AKorchu/Goidan?)...grows in hedgerows, and edges of fields...probably in other areas with same climate (true of all of these) Amaranth...Tropical plant...RARE in colder climes Wild Aramath...(different variety)...sometimes found in rubbish heaps.
Anemone...found in England and Europe....not in wooded areas but in open fields.
Angelica....Virginia and Japan (Taolisa?) Balim...no information
Basil....rare in Ireland....found in dry hedeges, copses (not corpses), higher elevation situations Belladonna.....Central/South Europe....SW Asia....Algeria Betony...Woods and copses, heaths and moors Bindweed...IT'S A WEED! NOT well liked by farmers....probably found just about anywhere Cayene....Zanzibar
Celadine....Europe, W. Asia, N. Africa, England....old walls, waste ground, hedges, human habitations Chervil...pretty much throughout Europe...probably elsewhere as well Chimedon...nothing found
Cinquefoil...Europe, Russia, Central Asia...woods and hedges Clove Pink......pretty much anywhere
Elderberries.....Mid-range climates
Euphorba.......Morocco....slopes of their mountain ranges Fennel....Temperate Europe...shores of Medeterranian....India.....near waterways and shores Fern seed.....common in wet forrests
Garlic.....pretty much anywhere
Hellebore...Mountains of Central/Southern Europe, Greece, Asia Minor Hemlock....Europe, Temperate Asia, N. Africa Henbane....everywhere
Houseleek.....Mountains of Central/Southern Europe, Greek islands Hypercium (aka St. Johns Wort)...native to Europe, western Asia, North Africa, Madeira and the Azores Laurel....Asia Minor, Erope
Mandrake....Southern Europe
Mephis...nothing found
Mevais...nothing found
Mistletoe......everywhere....northern hemisphere Moon Rose....
Moon Wort.....
Mugwort....hedge banks
Purslane....pretty much anywehre in the northern hemisphere Quadishi Root?...
Rowan.....Rowan occurs widely throughout Europe, in western Asia in Russia and the Caucasus region, and in north Africa in the mountains of Morocco. Throughout its range it occurs in a variety of habitats, but it commonly grows in mountains and has been recorded at elevations of up to 2,000 metres in France.
Rue...southern Europe
Snake Grape...(aka Briony)...nothing found...
Vervain.....Europe, Barbary Coast, China, Japan....
Rue....sougthern Europe
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In-Reply-To: <000a01c52dc7$fc87d7b0$0501a8c0 at daviddell01> From: "Sylverrs_ dragon" <abnaric at hotmail.com> To: pnp at abroere.xs4all.nl
Subject: RE: [PnP] Natural Magic Materials - Plantlife Date: Mon, 21 Mar 2005 16:06:22 -0500
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Good work. I have added a few notes below.
>Have you ever wondered about WHERE these plants actually grow? Some areas might have them in abundance while others must import. Some magic users might even have greenhouses in which they might "grow their own". Need for some might trigger an adventure. Here's a list of some info I found out surfing the net.
>
>Adingantida...no information (Google search for this turned up the P&P site...only the P&P site)
>Agrimony...England/Scotland (AKorchu/Goidan?)...grows in hedgerows, and edges of fields...probably in other areas with same climate (true of all of these)
>Amaranth...Tropical plant...RARE in colder climes
>Wild Aramath...(different variety)...sometimes found in rubbish heaps.
>Anemone...found in England and Europe....not in wooded areas but in open fields.
>Angelica....Virginia and Japan (Taolisa?) Taolisa equates to Japan to some extent
>Balim...no information
>Basil....rare in Ireland....found in dry hedeges, copses (not corpses), higher elevation situations
>Belladonna.....Central/South Europe....SW Asia....Algeria
>Betony...Woods and copses, heaths and moors
>Bindweed...IT'S A WEED! NOT well liked by farmers....probably found just about anywhere
>Cayene....Zanzibar
>Celadine....Europe, W. Asia, N. Africa, England....old walls, waste ground, hedges, human habitations
>Chervil...pretty much throughout Europe...probably elsewhere as well
>Chimedon...nothing found
>Cinquefoil...Europe, Russia, Central Asia...woods and hedges
>Clove Pink......pretty much anywhere
>Elderberries.....Mid-range climates
>Euphorbia.......Morocco....slopes of their mountain ranges
>Fennel....Temperate Europe...shores of Medeterranian....India.....near waterways and shores
>Fern seed.....common in wet forrests
>Garlic.....pretty much anywhere
>Hellebore...Mountains of Central/Southern Europe, Greece, Asia Minor
>Hemlock....Europe, Temperate Asia, N. Africa
>Henbane....everywhere
>Houseleek.....Mountains of Central/Southern Europe, Greek islands
>Hypercium (aka St. Johns Wort)...native to Europe, western Asia, North Africa, Madeira and the Azores
>Laurel....Asia Minor, Erope
>Mandrake....Southern Europe
>Mephis...nothing found
>Mevais...nothing found
>Mistletoe......everywhere....northern hemisphere
>Moon Rose....
>Moon Wort.....
>Mugwort....hedge banks
>Purslane....pretty much anywehre in the northern hemisphere
>Quadishi Root?... Loved the powers but knew no one would buy the purported source so I changed the name to one of my own. Qadishi Root is a RADISH.
>Rowan.....Rowan occurs widely throughout Europe, in western Asia in Russia and the Caucasus region, and in north Africa in the mountains of Morocco. Throughout its range it occurs in a variety of habitats, but it commonly grows in mountains and has been recorded at elevations of up to 2,000 metres in France.
>Rue...southern Europe
>Snake Grape...(aka Briony)...nothing found... Going just on the name, Shurikal or the Ghazai lands would be a great place for the best of it.
>Vervain.....Europe, Barbary Coast, China, Japan....
>Rue....southern Europe
Up to the Referee what level of detail he wants to go to here. Vary the difficulty of finding the quality needed for a given use on the results/benefits that use will yield.
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