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S The

R
wordhawk
ules

c 1994 Adne Brunborg, brunborg@alkymi.unit.no


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Introduction

A t last, the Swordhawk Rules are ready for the public. It has been a long way in coming, but on the
following pages I have tried to make the incompleteness and contradictions presented by TSR inc.
in their various books for the Advanced Dungeons & Dragons 2nd ed. role-playing game.
I have tried to make the combat rules more understandable and better, as well as developing a more
comfortable magic system. It is loosely based on \Spellpoints III" (author: Tim Prestero) found in the Net
Wizard's Handbook, 3rd ed. by Jim Gitzla .

Trondheim (Norway), October 10, 1994


Adne Brunborg

1
Contents
1 Combat 3
1.1 Specialization (melee) : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3
1.2 Specialization (bows) : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 4
1.3 Critical hits and misses : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 4
1.4 The four ghting styles : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 4
1.5 Secondary weapon initiative : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 6
1.6 The DAC disarm-system : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 6
1.7 The parry-maneuver : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 6
1.8 Unarmed combat : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 7
1.9 Knocking out characters outside of combat : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 8
2 Magic 10
2.1 The concept of magic : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 10
2.2 Spellcasting : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 11
3 Miscellaneous Rulings 14
3.1 Multi-classed characters : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 14
3.2 Hit points : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 15
3.3 Movement : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 15
A Tables 16
A.1 Strength table : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 16
A.2 Critical hits : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 17
A.3 Critical misses : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 18
A.4 Level progression tables : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 19

2
Chapter 1
Combat

T he warrior! With courage and combatskills


he is ready to defend and ght for whatever
he believes in.

1.1 Specialization (melee)


Example: Gruld the Barbarian chooses to special-
ize in bastard sword at 3rd level. To get full bene-
t, he chooses damage bonus (usable both while us-
ing the sword one-handed and two-handed). He has
1 attack per round, doing 2d4+1d4 against Small
and Medium creatures, and 2d8+1d8 against Large
or bigger creatures when using the sword two-handed,
and 1d8+1d4/1d12+1d6 when using the sword one-
A ghter can, upon reaching 3rd level (or above), handed. If he chose better THAC0 and attacks/round,
choose to use his weapon slot to specialize in one melee he would get no bonuses when using the sword two-
weapon he already is pro cient in. He then gets the handed.
bonuses presented below: Ramires the Swashbuckler specializes in rapier. He
Wp-speed Bonus does 1d6+1/1d8+1 hp in damage as usual, but attacks
1-5 +1 to-hit, +1/2 attack/round 3/2 with +1 to hit.
6 Choose between 1-5 and 7+
7+ Damage bonus (see below) As can be seen, a rapier-specialist and bastard sword
specialist each averages out at about the same amount
Damage bonus: of damage per round against Small and Medium
Max wp-damage Extra damage (rapier: 6.75 hp; bastard sword: 7.5 hp), the rapier-
up to 10 +1d4 specialist having the advantage of more attacks and
11-15 +1d6 better THAC0, but against Large (or bigger) crea-
16-20 +1d8 tures the bastard sword specialist is better o (rapier:
21+ +1d10 8.25 hp; bastard sword: 13.5 hp). (These calculations
assume that the bastard sword is used two-handed.)
When considering the weapon speed, the weapon's
base-speed is used, not the speed gained from two-
hander ghting style specialization or other modi ca- Multi-classed ghters and paladins
tions.
Multiclassed ghters (see Section 3.1) who are at least
Specialization can be taken whenever the ghter has 85% ghters, can specialize as normal ghters. 67-
a free weapon slot, but he can only specialize in the 80% ghters and paladins get the bonuses presented
weapons he was pro cient in at 1st level. below, 65% or less ghters cannot specialize. Only
The +1 to-hit for light weapons is because it is harder 85+% ghters can ever specilalize in more than one
to dodge a swift rapier-thrust than a wide bastard- weapon.
sword-slash, the increased attack/round is because Wp-speed Bonus
light weapons are easier to recover after a blow. 1-5 +1 to-hit, +1/4 attack/round
The damage bonus from heavier weapons is because 6 Choose between 1-5 and 7+
the the ghter learns how to use the weight of the 7+ Damage bonus (see below)
weapon more ecient.
CHAPTER 1. COMBAT 4

Damage bonus: A ghter specilaized in the bow cannot double-


Max wp-damage Extra damage specialize in a melee weapon. At 9th level or above a
up to 10 +1d3 single-classed ghter can devote an extra slot and get
11-15 +1d4 +2 to hit at all ranges
16-20 +1d6
21+ +1d8
1.3 Critical hits and misses
Double-specialization
At 9th level or above, ghters can use their weapon- The rulings for critical hits and misses are as follows:
slot to double-specialize in an already specialized Whenever a natural 20 is rolled, the die is rolled again
weapon. Only one weapn can be double-specialized. and added to the result. The hit margin represents
A double-specialist cannot specialize in a ranged how well the hit was, see Section A.2 for speci c hits.
weapon.
The bonuses are as follows: Whenever a natural 1 is rolled, the die is rolled again
and the result is added to the character's modi ed
Class Bonus THAC0. See Section A.3 for speci c fumbles.
Single-class ghter +1/2 attack/round
85-90% ghter +1/4 attack/round
80% or less ghter No option
Paladin No option 1.4 The four ghting styles
There are four di erent styles of melee ghting, as
1.2 Specialization (bows) presented below. Only warriors are able to use all
these, priests can use the single-weapon, two-hander
The bonuses for thrown weapons and crossbows are and weapon-and-shield styles, rogues can use single-
as presented in the Player's Handbook. weapon, two-hander and two-weapon style, and magi-
cians can only use the two-hander and single-weapon
Rangers and 85+% ghters can specialize in bows at styles.
3rd level or above, this require 3 slots. 2 may be de- have rogueSome priesthoods (like Brandobaris and Leiria)
voted at 1st level. The bonuses gained are as follows: ghting styles.
 +1 to hit at short range, +2 to hit at medium
and long range (cumulative with normal range Specializing in the styles
modi ers)
 If he holds one shot, he gets a -4 initiative mod-
i er (subtracted from the weapon speed) Specializing in the styles are possible, starting at 1st
 Can move up to 31 of his full movement and still level. Any character can only specialize in a ghting
re two shots, each without the attack bonuses style he already knows (see above), this requires one
 Can move up to 32 of his full movement and still weapon slot. Wizards cannot specialize in any ghting
re one shot, each without the attack bonuses style. Only warriors can ever specialize in more than
 If he stands still, he can re 1 shot at +2 to hit one style, and the other classes cannot ever learn other
 If he stands still, he can re 3 shots, each at -3 ghting styles than they start with.
to hit
Upon reaching 7th level he gets the following addi-
tional bonuses: Single-weapon Style
 Base ROF is 3 shots per round
 Can move up to 41 of his full movement and still This style is most popular among \civilized" ghters,
re three shots, each without the attack bonuses the swashbuckler uses this style extensively. Special-
 Can move up to 21 of his full movement and still izing in this style requires a dexterity of 13 or more,
re two shots, each without the attack bonuses
 Can move up to 43 of his full movement and still and it grants a +1 AC bonus.
re one shot without the attack bonuses Double-specializing is also possible, at 3rd level (or
 If he stands still, he can re 1 shot at +3 to hit later) a warrior (and only a warrior) can devote a 3rd
 If he stands still, he can re 2 shots, each at +1 slot to get a +2 AC bonus and a -1 initiative bonus.
to hit Double-specialization require a dexterity score of 15
 If he stands still, he can re 4 shots, each at -3 or higher.
to hit
CHAPTER 1. COMBAT 5

Elven bladesong Note that a character performing a parry-maneuver


The elven bladesong is a special form of single-weapon looses all his shield-bonus on AC for the entire round.
style that only the most talented of elven ghters
learn. To re ect this, only elves with a 15 or more Devoting one slot to weapon-and-shield style, allows
in dexterity and 13 or more in strength can specialize the character either to use his shield to parry as well
in this manner. as attack with his weapon, having no penalties on his
Learning this style requires intensive training over a attack roll and -2 on his parry with the shield, or to
period of several decades, and the elves will never get an additional parry attack with his shield (for a
teach it to any non-elf. It requires 2 weapon slots total of 2 parry attacks) as well as attack with his
just to be pro cient, and after some experience (i.e. weapon normally. This means that the character has
a new weapon slot) and more training a 3rd slot may a -2 attack roll with his weapon and a -4 penalty on
be added. It is not possible to devote 3 slots to this the shield-parry.
style at 1st level. These penalties are modi ed by reaction adjustment
No further style specialization is possible within this for high dexterity.
style, and it is not possible to combine this style
with any other style specialization (including ordi- Devoting a 2nd slot (only available to warriors) al-
nary single-weapon style specialization). Bladesing- lows the character either to have one shield parry with
ing is only possible when ghting with a one-handed no penalties, or 2 parry maneuvers with 0/-2 to hit.
weapon, without using the other hand for either shield 3 parry-maneuvers are not possible without a Haste-
or a secondary weapon. spell or similar magic.
While bladesinging, the elf can on any round of com- As this ghting style are quite strenuous, a constitu-
bat choose one of the following bonuses: tion score of at least 13 are needed to specialize in this
 +1 to hit, +2 if 3 slots are devoted, or style, and a 15 is needed to double-specialize.
 +1 to AC, +2 if 3 slots are devoted, or
 the ghter may get one parry attack against one
front or ank attack without wasting any of his
ordinary attacks. This option is only available Two-weapon Style
after 3 slots have been devoted to this style.
Additionally, after 3 slots the elf also gets a -1 initia- Fighting with two weapons is a tactic many warriors
tive bonus. favor. In order to specialize in this style, a dexterity
of at least 13 is needed.
Two-hander Style
Specializing in this style drops the penalties for ght-
The two-handed style is the preferred ghting tech- ing with two weapons to 0/-2. Double-specialization
nique of the dwarves. Specializing in this style requires is not available.
a strength score of at least 13.
In order to get strength bonus on his o -hand weapon,
The advantage of specializing in this style is that a character needs rst to be able to ght with two
when ghting with a weapon designed for two-handed weapons with no penalty. In e ect, this goes for
use, the character can subtract 3 from the weapon rangers (in light armor) and characters with two-
speed. In addition, when ghting with any weapon weapon style specialization and dexterity 17+ (and
two-handed, he gets a +1 on his damage rolls. for the rare individual with a dexterity score of 21 or
more).
Weapon-and-shield Style The strength bonus available for a given character is
presented on the table below:
This style allows a character to get the AC-bonus of a
shield. He may also perform a parry-maneuver (see
Section 1.7) with his shield, having -2 to hit with Dexterity O -hand strength bonus
his weapon and -4 on his parry maneuver. Perform- 13 5 classes lower
ing a parry-maneuver is only possible with a medium 14 4 classes lower
shield or smaller, unless the character is exceptionally 15 3 classes lower
strong. A strength score of 16 allows for a large shield 16 2 classes lower
to be used like this, and a score of 18 allows the use 17 1 class lower
of a body shield for this use. 18+ as primary weapon
CHAPTER 1. COMBAT 6

1.5 Secondary weapon initiative  any bonuses/penalties for to-hit from specializa-
tion or non-pro ciency
The following modi cations is added to the base ini-  defense adjustment (from dexterity)
tiative to arrive at the secondary weapon initiative:  AC-bonus from style specialization
 weapon speed  any magical AC-bonus (any + on armor and
 size modi er rings etc., but not shield, Bracers of Defence,
 reaction adjustment Armor-spell etc.)
 -1 if weapon has a basket hilt
Note that the reaction adjustment cannot do more  -6 if uses two-handed weapon
than reduce the size modi er, the weapon speed can-
not be decreased with any means except magic. The The DF is decided like this:
secondary weapon initiative must come at least 1 seg-
ment after the primary weapon, it is not possible to Joe Average is ghting his cousin Bill Average. They
strike simultaneously with both weapons (not even both have average ability scores (8-12). Joe decides
with a speed 0 weapon and high dexterity). to disarm Bill. They are both 1st level ghters using
In the case of several attacks with the primary long swords, in which they are pro cient. The ques-
weapon, the secondary weapon initiative is used to tion is: What number does Joe need to roll to disarm
determine when the second strike is to come (in the Bill? This number is the \disarm-factor".
case of several characters with multiple attack). In Mirador, this number is 15.
Example: Timok and DrIzt are ghting a Frost Gi- Note that a disarm attempt causes no damage, regard-
ant. DrIzt is a 9th level Ranger, wielding a long sword directedwhether
less of
against
it is successful or not, as the blow is
the weapon and not the man behind
+2 and a short sword +1. Timok is a 10th level it.
ghter, specialized in long sword, and is wielding a
long sword +4. DrIzt has a dexterity of 17 (+2 reac- A disarm must be declared in advance, before initia-
tion adjustment) and Timok has a dexterity of 16 (+1 tive is rolled, and it imposes a +1 modi er on initia-
reaction adjustment). tive.
Timok rolls a 5 and DrIzt rolls a 3 on their initiative
rolls, the giant rolls an 1. DrIzt strikes with his long
sword rst (initiative 3+3(spd)-2(dex)=4),then Timok
with his rst strike (initiative 5+1(spd)-1(dex)=5). 1.7 The parry-maneuver
DrIzt follows up with his short sword (initiative
4+3(size)+2(spd)-2(dex)=7). Many times a character wants to parry an attack
The Giant strikes with his huge axe (initiative against him. In order to do so, he must make a suc-
1+9(spd)=10) before Timok strikes his 2nd blow for cessful parry-maneuver.
the round (he attacks 2/1 with long sword, due to spe- In order to parry an attack, the characters roll for
cialization and level). Finally, DrIzt strikes his 2nd initiative normally. If the parrying character (the de-
strike with the long sword (attacks 3/2 with primary fender) wins initiative, he gets a +1 bonus on his roll,
weapon, due to level). if the attacker wins initiative the defender gets a -1
penalty. If they have simultaneous attack, or if the
defender has 3 slots in Bladesong and choose to use
1.6 The DAC disarm-system the special parry, these modi ers are not used.
This system is based on the principle that it's harder First, the attacker rolls, using his THAC0 with all nor-
to disarm an opponent when he's a better ghting man mal modi ers. The defender rolls his parry attack, but
than you, and is not based on what armor type he's he does not get any bonus for using a magical weapon
wearing. DAC is an abbrivaion for \Disarm Armor (other than the decreased speed). The defender rolls
Class". from his base-THAC0, using these modi cations:
In order to disarm an opponent, the attacker must  any bonuses/penalties for to-hit from strength
make a successful attack vs. the defenders DAC. This  any bonuses/penalties for to-hit from specializa-
is equal to his baseTHAC0, with the following modi- tion or non-pro ciency
cations:  reaction adjustment based on dexterity (not the
defense adjustment)
 the disarm-factor (DF)  AC-bonus from style specialization
 any bonuses/penalties for to-hit from strength
CHAPTER 1. COMBAT 7

Additionally, shields are at +2 on this maneuver, as Attack Roll Damage % KO Punch


well as having their magical bonus counted for. 20+ 2 10 Haymaker
19 0 1 Wild Swing
Parrying in this manner means sacri cing an attack 18 1 3 Rabbit Punch
per parry-maneuver. Note that various ghting style 17 1 5 Kidney Punch
specialization can modify this, as well as custom- 16 1 2 Glancing Blow
designed weapons. 15 2 6 Jab
14 1 8 Uppercut
13 2 9 Hook
Example: Timok, the 10th level ghter, is attacked 12 1 5 Kidney Punch
by an unwitting orc, wielding a long sword. Timok de- 11 2 10 Hook
cides to play a little with the orc and parry an attack. 10 1 3 Glancing Blow
The orc rolls a 2 initiative, modi ed for weapon speed 9 1 10 Combination
that's 7. Timok is still wielding his long sword +4 8 1 9 Uppercut
with a weapon speed of 1. He also has a 16 dexter- 7 2 10 Combination
ity. He rolls a 5, which also is his modi ed initiative 6 2 8 Jab
(speed 1, +1 reaction adjustment). The orc swings his 5 1 3 Glancing Blow
sword, rolls an 18 and hits AC 2. 4 2 5 Rabbit Punch
Timok rolls a 5 on his parry-maneuver. He won ini- 3 2 12 Hook
tiative, so he gets a +1 from that. He's a 10th level 2 2 15 Uppercut
ghter, base-THAC0 11, has 18 strength (+2 to hit), 1 0 2 Wild Swing
being a specilaist gives him +1 to hit and a dexterity of Less than 1 2 25 Haymaker
16 gives +1 reaction adjustment. His parry-maneuver
is decided like this: Everybody knows how to punch (exception, see Mar-
11 -(5 +1 +2 +1 +1) = AC 1 tial Arts). The attack roll itself decides what type of
punch it was (see above).
Timok parry easily, then kills the orc with a ick of Specializing in punching is possible, the character gets
his sword. +1 to-hit, +1 on damage and one extra unarmed at-
tack per round, provided he has both arms free. He
also get a +1 chart bonus to be used on the table
above.
1.8 Unarmed combat Further specialization is possible, each additional slot
gives +1 to-hit, damage and chart bonus, no further
There are 3 di erent types of unarmed combat in Mi- attacks per round are gained, this option is only avail-
rador; Punching, Wrestling and Martial Arts. able for warriors.
Unlike armed ghting, unarmed attacks can hit on If a character specialized in punching wishes, he can
any die roll. Penalties and bonuses may be added, so make a Called Shot at -4 to obtain a speci c result
results over 20 or below 1 are nor uncommon. Unlike from the table.
armed combat, the die-roll is not open-ended, nor is a It is possible for a character to pull his punch, in this
natural 20 guaranteed to hit or a natural 1 guaranteed case no damage is in icted but the % chance of KO is
to miss. still present.
Note that 75% of all unarmed damage are temporary
and will be healed in a matter of minutes after the Wrestling
ght. This does not include damage from cesti or
gauntlets. Strength bonuses are included if the char- One important thing di ers wrestling from punching.
acter desires. Whenever a character achieves a result marked with
a y, it can be held until broken. A hold is broken only
with a result marked with a z, or if someone aids the
Punching held character.
When someone are held, they cannot do anything but
This ghting style is very popular in bar brawl and try to break free. A hold causes one more cumulative
prize matches. hit point of damage per round it is held.
CHAPTER 1. COMBAT 8

Attack Roll Damage Wrestle Attack Roll Damage % KO Maneuver


20+ 1 Bear Hug y 20+ 3 15 Head Punch
19 1 Arm Twist 19 2 10 High Kick
18 1 Kick 18 2 8 Vitals Kick
17 1 Trip 17 2 5 Vitals Punch
16 1 Elbow Smash 16 2 5 Head Bash
15 1 Arm Lock y 15 1 3 Side Kick
14 1 Leg Twist 14 1 1 Elbow Shot
13 1 Leg Lock 13 1 2 Body Punch
12 1 Throw z 12 1 1 Low Kick
11 1 Gouge z 11 0 1 Graze
10 1 Elbow Smash 10 1 2 Body Punch
9 1 Leg Lock y 9 1 1 Low Kick
8 1 Head Lock y 8 1 2 Body Punch
7 1 Throw z 7 1 3 Knee Shot
6 1 Gouge z 6 1 5 Side Kick
5 1 Kick 5 2 10 Head Bash
4 1 Arm Lock y 4 2 10 Vitals Punch
3 1 Gouge z 3 2 15 Vitals Kick
2 1 Head Lock y 2 2 20 High Kick
1 1 Leg Twist 1 or less 3 30 Head Punch
Less than 1 1 Bear Hug y

Just like punching, everybody knows how to wres- Armed and armored vs. unarmed
tle. Specialization is possible here, it confers the
same bonuses as for specialization in punching. A It is possible for an unarmed character to ght an
wrestling specialist can, just as a punching specialist, armed one, however he su ers brutal penalties.
make Called Shots and hold back damage.  if he tries to ght an armed opponent, the un-
Multiple specialization is possible for warriors. armed automatically looses initiative
 if the opponent is armored, the KO-roll su ers
Wrestling in armor is, if not quite impossible, very the following penalties:
hard to do. The gures on the table below are penal- Armor Penalty to KO
ties applied to the attack roll. Studded Leather -1%
Chain, Ring, and Scale Mail -2%
Armor Modi er Banded, Splint, and Plate Mail -5%
Studded Leather -1 Field Plate -8%
Chain, Ring, and Scale Mail -2 Full Plate -10%
Banded, Splint, and Plate Mail -5
Field Plate -8 However, wrestling an armored opponent can be quite
Full Plate -10 e ective, see \Wrestling".
Parrying an armed opponent is possible, but the un-
armed character su ers a -2 penalty on both AC and
the parry-roll.
Martial Arts Disarming is also possible, but this is at -4 on both
AC and the disarm-roll.
In Kelewan, punching is replaced by Martial Arts.
Just like everybody elsewhere is pro cient in punch-
ing, everybody here is pro cient in Martial Arts.
1.9 Knocking out characters
outside of combat
Specialization grants the same bene ts as the two oth-
ers, and is available only to warriors and ninjas. It is often desirable to knock a person out. One way
is to ght him with bare hands, another (and more
CHAPTER 1. COMBAT 9

subtle) way is to strike him from behind and try to The percentage chance of knocking out an opponent,
sap him. is 15% (may vary with weapon). Additionally, each
In order to do so, the attacker must either have sur- point of damage caused by the attack is +5%, thieves
prised the victim or have moved silently successfully. multiply this bonus with their backstab multiplier.
(Note: If the Move Silently roll was unsuccessful, the
victim may still be surprised.) Additionally, a suc- The victim may also modify the chance, it is modi ed
cessful attack roll must be made. The attacker must -5% per point of hp-bonus from constitution, and -5%
also use a weapon that is not designed to kill, such as per slot of punching specialization and/or martial arts
a baton or sts. specialization.
Chapter 2
Magic

A wizard cannot do everything; a fact most


magicians are reticent to admit, let alone
discuss with prospective clients. Still, the
fact remains that there are certain objects,
and people, that are, for one reason or another, com-
pletely immune to any direct magical spell. It is for
this group of beings that the magician learns the sub-
consumed by the power because they were unable to
comprehend the impressions The Source gave them.

Magicians of the Lesser Path


Those that decide not to touch The Source will still
tleties of using indirect spells. It also does no harm, inhave minor magical abilities but will never actually be
dealing with these matters, to carry a large club near wizards. These have the magical abilities of bards and
your person at all times. are referred to as Magicians of the Lesser Path.
Magicians of the Lesser Path have level progression,
The Teachings of Ebenezum, Volume VIII hit dice and THAC0 as rogues, but weapons allowed
and saves are as a wizard. The exception to this is the
bard, as described in the Player's Handbook.
2.1 The concept of magic Magicians of the Lesser Path (except bards) can
be specialist wizards if they meet the requirements.
Bonus spells are granted normally. Multi-classing a
The requirements for being a wizard is raised from Specialist Wizard is still impossible (exception: see
Intelligence 9 to Intelligence 12. Specialists must still Section 3.1).
meet the other requirements as given in the Player's
Handbook.
Magicians of the Greater Path
The Talent Those that touch The Source and survive have the full
spellcasting powers of wizard. These are referred to
To become a wizard a person needs Talent. It seems both as Magicians of the Greater Path or, more
that this Talent is not tied directly to intelligence, al- shortly, Wizards. Because of what The Source claims
though very few with Talent lack the intelligence to of and gives these wizards, they have only four-sided
explore it. However, not all those with Talent explores hit dice, and THAC0 and saves as given for wizards
it, either because they lack the interest and patience to in the Player's Handbook. PC wizards are assumed to
do so or because they are not able to nd a teacher to have survived the touch of The Source.
teach them. Magic must be learned while the subject
is still young (12-15 years old for humans), otherwise
the Talent is lost. The Power of the Sta
To cast a spell, a wizard needs his sta . The sta
The Lesser and Greater Paths of Magic enables the magician to channel the energy without
danger. However, as the magician rises in levels his
Only a few ever come as far as to being o ered to personal ow of magical energy increases, and he is
touch The Source, but not all of those dare to do so able to cast lower-level spells without his sta . He can
because of the great risk involved. Those who fail are cast spells with his sta that is 2 levels lower than his
CHAPTER 2. MAGIC 11

maximum spell level, a 5th level wizard can cast 1st Number of spells memorized
level spells without the use of a sta . Magician of the
Lvl Greater Lesser Priest Ranger Paladin
The sta of a magician is not a normal sta , it is en- Path Path y
chanted by the wizard to have this channeling ability. 1 5 z 5 | |
To enchant a sta , a magician must either be in a 2 7 3 7 | |
place of high magical ux and chant over the sta for 3 8 4 8 | |
one day per spell level the magician wants the sta to 4 9 5 10 | |
channel. 5 11 6 12 | |
6 16 8 15 | |
Normally, a Magician of the Greater Path starts out 7 19 9 18 | |
with a sta capable of channeling 3 spell levels, a Ma- 8 23 10 21 4 |
gician of the Lesser Path starts with a sta capable of 9 26 11 22 5 4
handling 2 spell levels. When a magician nds that 10 29 12 24 6 5
his sta no longer suce, he returns to Tryll or some 11 31 13 27 7 6
other highly magical place in order to enchant his sta 12 35 14 30 8 7
further. 13 38 16 33 9 9
14 42 18 34 10 10
If a magician tries to cast spells his sta cannot han- 15 44 20 36 11 10
dle, the sta must make a save vs. Magical Fire (as 16 47 21 38 11 11
Wood, thin) with a -1 penalty per additional spell level 17 50 23 40 11 12
or be destroyed. 18 52 25 43 11 13
19 55 27 46 11 14
20 58 29 50 11 15
y: includes Holy Fighters
z: can cast 2 cantrips
2.2 Spellcasting
Additionally, priests and Magicians of the Greater
Path recieve bonuses for high wisdom/inteligence, as
As a spellcaster casts his spell, he releases some of his presented
aquired magical energy. A spellcaster has the ability below. These spell level are cumulative.
to channel spell levels as given on the various tables
in the Player's Handbook (a 1st level priest may cast Bonus spell points
one 1st level spell, and so on). Stat Bonus spells
Basically, a caster can still only cast as many spells as 13 1st
given in the Player's Handbook, but he may memoize 14 1st
a few more. Note that a spell does not vanish when 15 2nd
cast, but stays in the memory of the caster. His ability 16 2nd
to cast the spell depends on how much energy he has 17 3rd
left (see below). Specialist wizards may in addition 18 4th
memorize one specialist spell per spell level as in the 19 1st, 3rd
Player's Handbook. 20 2nd, 4th
21 3rd, 5th
If a caster already has used all his low-level spells for 22 4th, 5th
23 4th, 5th
the day, he may use one of the higher-level slots to 24 5th, 6th
cast a lower-level spell, the extra energy is then lost, 25 6th, 7th
no side-e ect.
Multiclassed characters use separate spell points for Example: Azrim, a 6th level wizard with intelligence
the various classes. 14, may memorize 16 spells, divided between his three
spell levels as desired (5/5/4, 10/2/2, 6/7/1, etc...).
Any change in a caster's spell selection requires 1 hour However, including the bonuses, he may only channel
of uninterrupted studying or praying per spell level. six 1st, two 2nd and two 3rd level spells. If he desires,
he may cast ten 1st level spells by sacri cing his 2nd
and 3rd level energy.
CHAPTER 2. MAGIC 12

Spellpoint recovery A spellcasters fatigue points are equal to his current


hit point. Each time he casts a spell, he looses a num-
After a night's sleep, spellcasters have (hopefully) re- ber of fp equal to the level of the spell. If he su ers
gained their energy. But what hapens if the wiz- any damage, this is also subtracted. Fp are regained
ard/priest cannot get the required 8 hours of sleep? at a rate of 1 point per round/minute of resting (no
ghting, movement, riding, etc.)
The table below indicates the chance that a spellcaster
has regained his spells at a given spell level. Check the If a character wants to cast a spell that will bring him
lower levls rst, as failure on one roll will give penal- to 0 fp or below, he must make a constitution check
ties on the next. with a penalty equal to the number of negative fp he'll
have after the spell was cast. If he fails, the spell zzles
Chance of spell recovery and the caster must make another (unmodi ed) con-
Hrs sleep Chance stitution check to stay conscious. If this one fails, the
1 4% caster regains consciousness after he has returned to
2 15% positive fp. Once the rst constitution-check is failed,
3 27% no spellcasting is possible until the caster has regained
4 40% positive fp.
5 54%
6 69% It is possible to cast spells at negative fp down to -10,
7 85% if brought below that the caster automatically passes
8 100% out.
Several shorter periods are cumulative. If the caster Example: Mordrit, a 6th level mage with 15 hp is
is wakend after 4 hours, then fails to regain a certain wounded to 10 hp before he starts casting spells, he has
spell level's energy, he can sleep for another 6 hours currently 10 fp. A few Fireballs later he is down to 1
and have a 40+69=109% chance. Sleeping for more fp, but some more spellcasting is needed. He casts yet
than 10 hours is posible, but has no e ect on recov- another Fireball. In order to get it o , he must make
ery. It is not possible to regain energy used during the a -2 constitution check. If he fails, he'll be struck un-
night this way. conscious. If he succeeds, he can continue, perhaps try
a Magic Missile spell, with a -3 constitution check.
The penalty for a failed roll is presented below. If
more than one roll is failed, the penalties are added.
Spell level failed Penalty Sta -Strike
1st 20% A wizard (a Magician of the Greater Path), when in
2nd 30% dire peril, have the option to perform a Sta -Strike.
3rd 40%
4th 50% To do so, he must successfully strike an attack roll vs.
5th 60% AC 10 (dexterity, Ring of Protection and pluses on
6th 70% magical armor are still accounted for, normal armor,
7th 80% Bracers of Defense and Armor-spells are not) with
8th 90% his sta . If successful, the wizard causes 2d8 hp of
damage per spell-level he wishes to use, with no save
Example: Azrim, a 6th level wizard, is awaken in applicable. This damage is pure magical energy, and
the middle of the night. After only 4 hours of sleep, no creatures are yet known that are immune. Magic
he is not sure to have all his energy back. He rolls Resistance still apply, though.
37, 87 and 09 on the d100 to check for recovery. The The levels blasted is normally taken from a spell level
1st level energy is back (40% chance), but not the 2nd of the same number, if the wizard exceeds his limit the
level. This gives him -30% to check on 3rd level, and levels are drained from two (or more) suitable pools.
barely manages it. He may now cast his 1st and 3rd
level spells with no diculty, and also his 2nd level However, a Sta -Strike is exceedingly dangerous.
spells (by sacri cing 3rd level). Remember, he still First, if the sta is not built for spell levels high
has all of his spells memorized. enough, it must save vs. Disintegration (as Wood,
thin) or be destroyed.
Fatigue Secondary, the wizard must make a save vs. Death
Magic as follows:
The act of spellcasting is in it self strenuous. To re ect  a modi er equal to the di erence in spell levels
this fatigue points (fp) is hereby introduced. used and the maximum spell level the wizard
CHAPTER 2. MAGIC 13

can cast is applied to the save. (A 7th level wiz- Example: Alafar, a 7th level mage with 24 hp is ght-
ard striking 3 spell points would get a +1 bonus, ing a mind ayer. He is wounded to 11 hp, has -1 fp
a 3rd level wizard doing the same would get a and several spell levels left. He decides to risk himself
-1 penalty.) and his sta in a Sta -Strike.
 a failed save will require a system shock roll. He hits the mind ayer and blasts 5 spell-levels, do-
If the system shock fails, the wizard dies. The ing 49 hp of damage. The mind ayer, as well as the
penalty to this system shock is -5% per point sta , is annihilated, only the ashes remain. Alafar
the save above was missed by. succeeds his save, but the backlash energy strikes him
If the roll is successful, the wizard will fall into a like a whip and sends him down to -4 hp and -26 fp.
coma lasting 1 week per spell point used in the He passes out, but if his comrades can rescue him out
strike. A Restoration or Ressurection spell al- he'll probably live.
lows the wizard to wake up, fully conscious and
at full spellpoints (a Heal is not enough).
 if the save is successful, the wizard looses 3 hit Holy symbol
points per spell level as well as all spellcasting
ability for two days per spell level used in the A holy symbol is the connection between a priest and
strike. The damage can be cured normally, a his deity. Just as a wizard cannot rememorize spells
Heal or Restoration spell will allow him to cast without his spellbook, a priest cannot change his spell-
spells again before the above mentioned time has selection without his holy symbol.
elapsed (he needs to memorize his spells again if Furthermore, he does not regain spellpoints unless he
his hit point total was below 0). He cannot use has his holy symbol near his body, and must pray to
scrolls, but he can still use magic items. his deity at certain times of the day (unles he has a
A Sta -Strike costs twice the number fp as normal. very good reason not to).
Chapter 3
Miscellaneous Rulings

A h, the multitudes and variations of the hu-


manoid races. Within each one of them,
the potential for greatness lies, yet to be
unearthed
Example:Joe wants his character, Herve, to be a
ghter with some thieving and spellcasting abilities.
When his character is created, he chooses to devote
75% to his ghter part, 15% to his thieving part and
10% on his mage part. When he reaches 2nd level as
a ghter, he rolls 1d10, adds his constitution bonus (if
any), multiplies with 0.75 and rounds o as appropri-
3.1 Multi-classed characters ate. The same goes for thief and mage, respectively.

How to combine? Possible combinations


Many times, players and DMs alike wants a ghter
with some minor spellcasting- or thieving abilities, or Dwarf: Fighter/Thief; Fighter/Priest;
a wizard with some better ghting abilities, but feel Thief/Priest; Fighter/Psionicist
that the rules about multi-classing is too strict.
To x this, the following rules have been set up for Elf: Fighter/Mage; Fighter/Thief; Thief/Mage;
multi-classing: Fighter/Thief/Mage; Ranger/Priest
A character can divide his experience over a maxi-
mum of 3 classes. A class must have at least 10% Finhead: Fighter/Thief; Fighter/Thief;
atention. Additionally, it must either recieve a Fighter/Mage; Fighter/Druid; Ranger/Druid
percentage that is divideable by ve, or 1/3 or
2/3 of the experience.
To go multi-class, a character needs 16 in the prime Gnome: Fighter/Priest;
requisite(s) of the class he devotes 55% (or more) Fighter/Illusionist; Fighter/Thief; Priest/Illusionist;
to, as well as 15 in the prime requisite(s) of the Priest/Thief; Illusionist/Thief
other class(es). If no class have more than 50%,
no stat of 16 is needed. Half-elf: Fighter/Druid; Ranger/Druid;
Hit points gained when a character goes up in level in Fighter/Thief; Fighter/Priest; Fighter/Mage;
a class is equal to the die roll, plus modi cations, Priest/Mage; Thief/Mage; Fighter/Mage/Priest;
multiplied with the same factor as the experi- Fighter/Mage/Thief
ence. Fractions below 0.75 are rounded down,
while 0.75 and up are rounded up. If more than
one class rises in level at the same time, the hit Hal ing: Fighter/Thief; Priest/Thief;
points are added before rounding. Psionicist/Thief
Dual-classing can be made normally. Multi-classing
specialist wizards is still only possible for gnome illu- Half-orc: Fighter/Thief; Fighter/Priest;
sionists. Priest/Thief
CHAPTER 3. MISCELLANEOUS RULINGS 15

Human: Fighter/Druid; Ranger/Druid; As long as one class is at positive levels, the character
Fighter/Thief; Fighter/Priest; Fighter/Mage; is alive and may regain most of the lost energy. If
Priest/Mage; Thief/Mage; Fighter/Mage/Priest; a Restoration-spell is cast within the time limit, the
Fighter/Mage/Thief; Fighter/Psionicist; character is restored to his previous state.
Thief/Psionicist; Fighter/Thief/Psionicist
The life energy is regained after one month of game
time, at which time the character regains some hit
Orc: Fighter/Thief; Fighter/Priest; Priest/Thief points. The hit points are rolled and calculated just
as when the character were drained, except that he
also subtracts one from the calculated amount. In no
NOTE: case can a character regain more than one hp.
 A priest-class combination is only possible with Example: Herve is now a 6th/4th/2nd level charac-
logical combinations, see under the various ter. He was hit by a wright and drained one life level.
priesthoods for guidelines. Note that not all rolls 6, 3 and 3 on his dice, loosing 6  0:75+3  0:15+
priesthoods have wisdom as prime requisite. 3  0:10 = 5:25  5 hp, and saves as a 5th/3rd/1st
level character. After one month he regains some hit
points, and rolling 7, 1 and 4 respectively, he regains
Wizards 7  0:75 + 1  0:15 + 4  0; 10 1 = 4:8  5 hp, and
thus is lucky and looses nothing.
Most wizards are Magicians of the Lesser Path. How-
ever, it is possible to be a multi-clasased Magician of
the Greater Path, provided at least 85% of the expe-
rience is devoted to the wizard-part. 3.3 Movement
Most wizard kits are usable for all multi-clased wiz-
ards. However, to be a Bladesinger one must be a A character's movement is noe decided per race, but
50/50 elven ghter/mage, and thus a Lesser Magician. per the character's height, as presented on the table
below.
Height (inches) Height (cm) Base move
3.2 Hit points 76+ 193+ 13
71-75 180-192 12
0th level hit points 66-70 168-179 11
61-75 155-167 10
All characters have base hit points equal to 56-60 142-154 9
Str+Dex+Con , rounded o to the nearest whole num-
6 51-55 130-141 8
ber. This represent the physical condition of his body, 46-50 117-129 7
and constitution-bonus does not apply. If a character 41-45 104-116 6
is wounded below this, he gets a -1 penalty on all die up to 40 up to 103 5
rolls for each point of damage below his 0th level hp.
Additionally, a character can carry moe than his
The hit points gained thereafteris rolled normally, and weight allowance at cose of movement rate, as pre-
represent skill in combat, pain tolerance and life force. sented below:
Example: Herve, the 85/15/10 ghter/thief/mage, Movement with Encumbrance
has Str 16, Dex 15 and Con 13. This gives him Wt all Base move
16+15+13 = 7.33  7 hp before any dice is rolled. He
6  13 12 11 10 9 8 7 6 5
then rolls for hp as indicated in Section 3.1. 1.2 12 11 10 9 8 7 6.5 5.5 4.5
1.4 11 10 9 8 7.5 6.5 5.5 5 4
1.6 10 9 8 7.5 6.5 6 5 4.5 3.5
Energy drain 1.8 8.5 8 7 6.5 6 5.5 4.5 4 3
2.0 7.5 7 6.5 5.5 5.5 4.5 4 3.5 3
Sometimes characters are exposed to energy drain 2.2 6.5 6 5.5 5 4.5 4 3.5 3 2.5
from undead or evil necromancers. The character odes 2.4 5.5 5 4.5 4 3.5 3.5 3 2.5 2
not loose experience and skills, but looses hit points 2.6 4 4 3.5 3 3 2.5 2.5 2 1.5
and saves as a character one (or more) level(s) lower. 2.8 3 3 3 2.5 2.5 2 1.5 1.5 1
Multi-classed characters loose hit points from all their 2.9 2 2 2 1.5 1.5 1 1 1 1
3.0 1 1 1 1 1 0.5 0.5 0.5 0.5
classes, this is calculated normallly.
Appendix A
Tables
A.1 Strength table
Score To-hit Damage Weight Allowance z Op. Door (d20) BB/LG (d100)
1 -3 -4 1% |
2 -2 -4 3% 1
3 -2 -3 6% 2
4 -1 -3 8% 3
5 -1 -2 10% 4
6 -1 -1 12.5% 5
7 -1 15% 6 1
8 17.5% 7 3
9 20% 7 5
10 22.5% 7 6
11 25% 8 7
12 30% 8 8
13 40% 9 13
14 y +1 50% 10 15
15 y +1 +1 65% 11 20
16 y +1 +2 70% 12 25
17 y +1 +3 80% 13 30
18 y +2 +3 85% 14 35
18.1-18.5 $ +2 +3 90% 15 40
18.6-18.9 $ +2 +4 90% 15 45
18.10 $ +2 +5 90% 16 45
y: If a rogue has a 14 to 18 strength, he uses com- ample: A male dwarf with 16 strength have
bat values 1 category lower (example: 18 ! 17), a Weight Allowance of 106.4 lbs, while a fe-
a wizard use 2 categories lower (example: 18 ! male hal ing with 16 strength have a Weight
16). Multi-class use the best category allowed to Allowance of 42.35 lbs.
them, dual-class use the one they started with.
It is possible for these classes to use weapon- Max. Press is equal to Weight Allowance ,
slots in order to ght in a better category; one but it is not possible to walk with more encum-
slot will reduce the penalty by 1 category. The brance than Weight Allowance 3.
weapon-slots gained at 1st level cannot be used $: Warriors with a strength score of 18 note their
for this purpose, though. level behind the score. A 6th level ghter with
z: This indicates what percentage of the average 18 strength uses the 18.6-line, and has +2/+4.
weight for the character's race and sex the char- At 10th level the maximum is reached, it's not
acter can carry without being penalized. Ex- possible to get stronger without magical aid.
APPENDIX A. TABLES 17

A.2 Critical hits


Hit Margin Result
1 minimum 2 points of weapon damage, unless maximum weapon damage is lower
2 minimum 3 points of weapon damage, unless maximum weapon damage is lower
3 minimum 4 points of weapon damage, unless maximum weapon damage is lower
4 minimum 5 points of weapon damage, unless maximum weapon damage is lower
5 minimum 6 points of weapon damage, unless maximum weapon damage is lower
6 minimum 7 points of weapon damage, unless maximum weapon damage is lower
7 minimum 8 points of weapon damage, unless maximum weapon damage is lower
8 maximum weapon damage
9 Maximum weapon damage, opponent loses initiative next round
10 Maximum +3 weapon damage
11 Maximum weapon damage, foe is -3 to hit next attack
12 Maximum weapon damage, you have +2 to hit on your next attack
13 Maximum weapon damage, you receive an extra attack
14 Maximum weapon damage, you receive an extra attack at +3 to hit
15 Double weapon damage
16 Maximum weapon damage, foe loses next round of attacks
17 Maximum weapon damage, foe falls down and loses remaining attacks
18 Maximum weapon damage, foe is stunned for 1d4-1 rounds
19 Maximum weapon damage, you receive an extra attack at +4 to hit
20 Maximum weapon damage, foe loses weapon, DEX-check to retrieve
21 Maximum weapon damage, foe rolls a 1 on the next attack
22 Maximum weapon damage +4
23 Maximum weapon damage +5
24 Double maximum weapon damage
25 Wrist/Hand, double weapon damage, -1 to hit until healed
26 Forearm - Bone, double weapon damage,-1 to hit until healed
27 Forearm - Flesh, double weapon damage,-1 to hit until healed
28 Upper Arm - Bone, double weapon damage,-1 to hit until healed
29 Upper Arm - Flesh, double weapon damage,-1 to hit until healed
30 Triple weapon damage
31 Ankle/Foot, double weapon damage
32 Shin, double weapon damage
33 Knee, double weapon damage
34 Flesh Wound to the leg, double weapon damage, no DEX-bonus
35 Hip Socket, double weapon damage
36 Pelvis/Groin, double weapon damage (*)
37 Rib/Stomach, double weapon damage
38 Rib/Liver, double weapon damage
39 Lung, double weapon damage (*), CON-check to continue ghting
40 Quadruple weapon damage
41 Rib/Lung, double weapon damage
42 Shoulder Socket, double weapon damage, -2 to hit until healed
43 Mouth/Jaw, double weapon damage (y)
44 Skull, double weapon damage (*y)
45 Leg wound with damage to the bone, triple weapon damage, no DEX-bonus
46 Spine/Intestines, triple weapon damage (*y)
47 Intestines, triple weapon damage (*)
48 Spine/Liver, triple weapon damage (*y)
49-50 Liver/Kidney, triple weapon damage (*)
51-55 Quintuple weapon damage
56-60 Skull/Brain, Death or quadruple (saving throw determines)
61+ Foe is slain
* Bleeds 1 hit point (cumulative with more *) per round until healed (magic or prof.)
y Stunned for 1d4 rounds or until magically healed
APPENDIX A. TABLES 18

A.3 Critical misses


AC hit Result
16 DEX check at a +2 bonus or trip
17 DEX check or trip
18 DEX check at a -2 penalty or trip
19 DEX check at a +2 bonus or drop item
20 Minor Distraction (-2 to hit next attack)
21 Hit Other for 1/2 damage (friend if possible), roll to hit
22 STR check at a +2 bonus or lodge weapon in something.
23 DEX check or hit self for 1/2 damage. No STR or Specialization bonuses.
24 DEX check or item must save vs crushing blow or be destroyed
25 DEX check or drop item
26 Major Distraction (-4 to hit on next attack)
27 Hit Other for normal damage (friend if possible), roll to hit
28 STR check or lodge weapon
29 DEX check or hit self for 1/2 damage
30 Item must save vs crushing blow at +2 or be destroyed
31 DEX check + 2 or throw item 3d20 feet away
32 Complete Distraction (lose all remaining attacks for this round, and all next round)
33 STR check - 2 or lodge weapon
34 Hit self for 1/2 damage. Automatic hit, but no STR and Specialization bonuses to damage
35 Item must save vs crushing blow or be destroyed
36 DEX check or throw item 3d20 feet away
37 Attack last next round
38 Lodge Weapon in something
39 Hit self for normal damage. Automatic hit. STR, but not Specialization bonus to damage
40 Item must save vs crushing blow -2 or be destroyed
41 Drop item. Recovery next round if DEX +5 succeeds. Attacks last in that case
42 Open Defence (+2 AC this and next round)
43 Trip (prone this & next round). Foe has +2 to hit
44 Open Defence (+4 AC this and next 1d4 rounds)
45 Throw item 3d20 feet away
46 trip and bash head (stunned for 1d4 rounds). Foe is +4 to hit
47 You overextend yourself and pull a few tendons. -2 to hit for 1d3 rounds
48 Trip (stunned for 1d4 rounds + 1d3 hit points damage). Foe is +4 to hit
49 You overextend yourself. -4 to hit for 1d6 rounds
50 Item must save vs disintegration or be destroyed
51 Wide Open Defence. Lose DEX-bonus. Foe has 2 extra attacks at +4 to hit
52 Trip and hit head. Takes 1d10 points of damage, and is unconscious for 1d6 rounds.
53 Lose item from sight. Recovery possible after 3d4 rounds of searching
54 Weapon slips from your grip, sails high above your head and comes straight down. Take triple damage
55 Fall and break an appendage. Broken member unusable until 50 points of healing is applied
56 Fall and get dirt in your eyes. 1d3 rounds to clean up
57 Hit self for double damage
58 Hit self. First roll is a 20. Take it from there
59 Hit friend. First roll is a 20. Take it from there
60 Save vs paralyzation or castrate self (male only)
APPENDIX A. TABLES 19

A.4 Level progression tables


Level Progression, most classes Level progression, wizard
Rogue Fighter Ranger Paladin Int.: 12-13 14-15 16-17 18
Level XP  1000 Level XP  1000
1 0 0 0 0 1 0.0 | | |
2 1.25 2 2.25 2.25 2 2.5 | | |
3 2.5 4 4.5 4.5 3 5 | | |
4 5 8 9 10 4 10 | | |
5 10 16 18 20 5 20 | | |
6 20 32 36 40 6 40 | | |
7 40 64 72 80 7 70 | | |
8 70 125 150 150 8 130 | | |
9 130 250 290 310 9 250 | | |
10 220 450 500 520 10 400 | | |
11 330 625 700 750 11 550 | | |
12 440 800 925 950 12 725 | | |
13 650 975 1125 1175 13 900 | | |
14 850 1150 1325 1375 14 1075 1125 | |
15 1050 1325 1525 1625 15 1250 1350 | |
16 1250 1500 1725 1825 16 1425 1575 1625 |
17 1425 1675 1900 2025 17 1600 1800 1900 |
18 1600 1850 2075 2225 18 1775 2025 2175 2250
19 1775 2025 2200 2425 19 1950 2250 2450 2600
20 1950 2200 2375 2625 20 2125 2475 2725 2950

Level progression, priest The reason that wizards and priests vary in the XP
Wisdom: 9-15 16-17 18 needed to rise in levels, is because that mastering a
Level XP  1000 new spell level is more dicult than mastering a new
1 0.0 | | level eciency.
2 1.5 | |
3 3 | | Note that the wisdom requirement for 6th level priest
4 6 | | spells is changed from 17 to 16.
5 12 | |
6 24 | |
7 48 | |
8 90 | |
9 160 | |
10 300 | |
11 470 490 |
12 640 680 |
13 810 870 |
14 980 1060 1135
15 1150 1250 1345
16 1320 1440 1555
17 1490 1630 1765
18 1660 1820 1975
19 1830 2010 2185
20 2000 2200 2395

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