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TABLE OF CONTENTS

Dedication . . . . . . . . . . . . . .2 Monsters & Combat . . .65


Troll Talk . . . . . . . . . . . . . . .3 Monster Rating . . . . . . . . . .65
In the Beginning . . . . . . . . .4 Creating Monsters . . . . . . .66
Creating Characters . . . .6 Combat . . . . . . . . . . . . . . . . .68
Name and Gender . . . . . . . .8 Combat Adds . . . . . . . . . . . .68
Character Type . . . . . . . . . .8 Combat Turn . . . . . . . . . . . .68
Citizen . . . . . . . . . . . . . . . .9 Hit Point Total . . . . . . . . . . .69
Rogue . . . . . . . . . . . . . . . .10 Hits of Damage . . . . . . . . . .69
Warrior . . . . . . . . . . . . . . .12 Spite Damage . . . . . . . . . . .69
Wizard . . . . . . . . . . . . . . .14 Weapon Damage . . . . . . . . .70
Specialist . . . . . . . . . . . . . .16 Combat Turn Sequence . . .70
Specialist Mage . . . . . . . .16 Stages of T&T Combat . . .72
Ranger . . . . . . . . . . . . . . . .17 Missile Combat . . . . . . . . . .73
Leader . . . . . . . . . . . . . . . .17 Saving Rolls . . . . . . . . . . . . .74
Paragon . . . . . . . . . . . . . . .18 Adventure Points . . . . . . . .77
Attributes . . . . . . . . . . . . . . .20 Magic . . . . . . . . . . . . . . . . . .83
STR . . . . . . . . . . . . . . . . . .20 Casting Spells . . . . . . . . . . .83
CON . . . . . . . . . . . . . . . . .21 Casting Cost . . . . . . . . . . . . .85
DEX . . . . . . . . . . . . . . . . . .21 Kremm Resistance . . . . . . .86
SPD . . . . . . . . . . . . . . . . . .21 Spellbooks . . . . . . . . . . . . . .89
INT . . . . . . . . . . . . . . . . . .21 1st-level Spells . . . . . . . . .90
WIZ . . . . . . . . . . . . . . . . . .22 2nd-level spells . . . . . . . .96
LK . . . . . . . . . . . . . . . . . . .22 3rd-level spells . . . . . . . . .100
CHR . . . . . . . . . . . . . . . . . .23 4th-level spells . . . . . . . . .104
Combat Adds . . . . . . . . . . . .23 5th-level spells . . . . . . . . .106
Starting Gold . . . . . . . . . . . .23 6th-level spells . . . . . . . . .108
Kindred . . . . . . . . . . . . . . . . .24 7th-level spells . . . . . . . . .109
Height & Weight . . . . . . . . .28 8th-level spells . . . . . . . . .110
Miscellany . . . . . . . . . . . . . .29 9th-level spells . . . . . . . . .112
Weight Carried . . . . . . . . . .30 10th-level spells . . . . . . . .113
Talents . . . . . . . . . . . . . . . . . .31 11th-level spells . . . . . . . .114
Character Level . . . . . . . . . .36 12th-level spells . . . . . . . .116
Level Benefits . . . . . . . . . . .38 13th-level spells . . . . . . . .118
Equipment . . . . . . . . . . . . .41 Credits . . . . . . . . . . . . . . . . . .119
FAQ . . . . . . . . . . . . . . . . . . . .120

1
Tunnels and Trolls My loyal friends in Phoenix
By Ken St. Andre who made it all possible from
the beginning: Rick Loomis,
7th edition Bear Peters, Liz Danforth,
Michael A. Stackpole, Stephen
Tunnels and Trolls (7th edition) Crompton, Steve McAllister,
is copyright July 2005 by Ken Greg Brown, Rob Carver, Dan
St. Andre. Tunnels and Trolls is Carver.
trademarked (2005) by Flying
Buffalo, Inc. Published under My friends in the wider world:
license by Fiery Dragon Michael K. Eidson, William
Productions, Inc. Joseph Hildreth, David Vance,
Mark Evans, Gerard Lee, Giles
Dedication Williams, Kyrinn Eis, Matthew
Helms, Dan Mattos, James
This special edition of Tunnels Shipman, Andrea Canobbio,
and Trolls is dedicated to the David Lawrance, Wilhelm
reader and the gamer who uses Fitzpatrick, Gianmatteo Tonci,
this book. It is consecrated to Gianluca Marconi, Lorenzo
the loyal legions of fans who Ivaldi, Justin Trahan Williams,
have kept Tunnels and Trolls Bruce V. Edwards, Simon
alive and well since 1975. Phillip Hanks, David Pollard,
Andy James, John Proctor, Brian
Finally the Trollgod would like L. Penn, Mark Evans, Thomas
to offer his special thanks to Kopf Loney, Steve Kohler, John
those most loyal of minions, the Briquelet, Bryce Winter,
members of Trollhalla. Friends, Bernard Raimond Assaf, Gynn
you have done more to keep S. Hurd Silva, Paul Donald
T&T alive than you know, and Peter Tanton, Jonathan Nolan,
your many efforts are greatly Andrew Greene, Kurt Romig,
appreciated. Read now the roll John W. Blaylock, Rick
of the most honored heroes of Stoneking, Robert N. Batkovic,
Trollworld and Tunnels and Andrew Sinstead-Reid, Harry
Trolls: Elston, Kevin Bracey, Andrew
Holmes, David Baldwin, David

2
Malay, David Lucardie, Adrian Troll Talk
Bigland, Patrice Greille, Garen Welcome, my friends, to the
Ewing, Shiloh Couvrette, Mystical 7th edition of Tunnels
Gianmarco Tonci, and Jon and Trolls. This edition will
Hancock. have some of the greatest
changes ever in the T&T rules,
Lastly, I am a forgetful old troll- designed to modernize the game,
god, and there have been many and bring it up to speed. Im
others who have contributed art, afraid it still wont be compatible
time, devotion, and effort with D20 or other popular role-
through the dark years. For all playing games, but it should be
those who have been my friends, faster, easier, and more fun than
but who have lost touch with me ever to play. And, I call it
over the years, and thus dont Mystical because it is a miracle
find themselves represented we managed to get it printed.
here, know that I treasured your <grin>
friendship and support while I
had it, and hope to meet you You may wonder what happened
again some time to the missing 6th edition of
Tunnels and Trolls. Im afraid it
I invite all readers to join the shall remain ever mythical. It
elite by visiting came and went in various pirat-
www.trollhalla.com. ed or unprinted editions that had
no sanction from me or Flying
Ken St. Andre, July 2005. Buffalo. I saw some of them,
and the mythical 6th had some
updates and rule changes that
made a lot of sense. In the most
charitable sense of the word, I
consider these unauthorized ver-
sions of the T&T rules to be
simply those peoples house
rules, and you all have a right to
house rules.

3
For several reasons, the 7th edi- In The Beginning
tion will be primarily simple
elucidation of the playing rules, It is important to explain the
and some explanation of them. basic concept of the game as
Im trying to cover a lot of briefly as possible. Here it is.
ground in a short amount of
writing time, and I need to be In an alternate world where
brief. fantasy is alive and magic
works, there exist numerous
Everything I said in Troll Talk enchanted tunnel complexes
way back in 1979 still remains (call them dungeons if you
true. Tunnels and Trolls owes a wish) that are liberally loaded
great creative debt to many with many types of treasure,
other peoplenot least of and abundantly guarded by
whom are Dave Arnesson and every imaginable form of mon-
E. Gary Gygax. Rick Loomis, ster, magic, and trap. Brave
Liz Danforth, Michael men and women of many dif-
Stackpole, Bear Peters, Mark ferent kindred (humans, elves,
Anthony, Rob and Dan Carver, dwarves, hobbs, leprechauns,
Greg Brown, Joe Hildreth, and and many others) arm them-
Michael Eidson just a few of selves and venture within the
the people who have been most tunnels at risk of body and soul
influential in the growth and to seek treasure and experience.
development of T&T. Many Those who survive and return
people who have worked at from such expeditions increase
Flying Buffalo and the members in power and wealth to great
of Trollhalla deserve great cred- heights of glory over a long
it for their continued support of period of time. Every time your
this game. I humbly thank character returns from a tunnel
them all. alive (or any kind of adven-
Happy hunting and deep delv- tureyou need not be
ing to you all! May the underground), you may consid-
monsters be friendly and the er yourself a winner. The
magic benign! Ken St. Andre higher the character level and
July 2005 the more wealth your character

4
attains, the better you are doing the Game Master (also known
in comparison to all other play- as the GM) knows what is on
ers. the map. He tells the players
what they can see or observe
In order to play Tunnels and around them. They, in turn, tell
Trolls it is necessary to do the the GM what actions they take,
following things first: what special search procedures
they use, and anything else that
1) Someone must create and may be relevant to the situation.
stock a dungeon with monsters, Your GM may use the included
magic, and treasure. The per- character and creature tokens,
son who does this has godlike placing them upon a gridded
powers over his or her own map to help you visualized the
dungeons, but is expected to be situation, but if not, make sure
fair to the other players and you keep a good visual idea of
abide by the rules of T&T. your surroundings in mind.
Draw your own maps if you
2) Create and name the fantasy must, or feel free to ask the GM
characters (heroes allat least to draw you a rough map of the
potentially) who will explore immediate environment.
the dungeon.
Players should, as much as is
3) Arm and provision those easily possible, role-play their
characters so that they have a characters. Try not to think of
chance of getting down into the yourself as an Olympian god
dungeon and back out alive. moving little chessmen around
Instructions for these opera- a mapboard, but instead be
tions, and for combating Snargblat the Goblin Thief who
monsters and compiling experi- joined these adventurers at the
ence (in points), follow. last moment. Likewise, the GM
should get into character for his
Tunnels and Trolls is a game of puppet minions. Instead of
limited information. Individual merely saying, an ugly troll
players cannot see the whole comes around the corner
board (or dungeon map). Only singing an unpleasant ditty, try

5
stomping your feet and then Creating Characters
singing in your deepest voice,
Fee Fie Fo Fug, smash the In order to play T&T, you need
delver like a bug! one or more (probably more)
player characters. You create
The game progresses in a series these characters yourself in a
of give-and-take actions with semi-random fashionthat is,
both Game Master and players their beginning attributes are
trying to make this an interest- randomly determined by rolling
ing tale of adventure and dice, but you determine such
derring-do. From time to time things as character type, kin-
dice will be rolled. The players dred, gender, name, talents,
will find themselves in fear for choice of weapons and spells,
their imaginary lives. The GM equipment, and all other small
will find himself coping with details that will individualize
player reactions that he had no your character.
way of forecasting. Riddles will
be solved; monsters will be There is a general form to char-
defeated; treasure will be won. acter creation which, once
At least thats the ideal outcome mastered, will enable you to
of a session of T&T play. You create dozens of tunnel-travel-
might just all prove too dumb ing characters very quickly.
to live and wind up dead You will need at least three
ordinary six-sided dice, a pen or
Are you up to it? pencil, and some paper to write
on. (3 X 5 cards work quite well
for this.) You can find pre-
made T&T character sheets
included as PDF files on the
30th Anniversary CD that came
with these rules, or, if youre in
a hurry and have no computer
access, you can just use a sheet
of paper and make something
that looks like this:

6
Gimor Ironfang

The exact form of the character the game. I will discuss each
card or sheet isnt very impor- attribute in detail a little further
tant. Its just a way of along.
organizing the description of
your character for easy play. A Talent is a special ability, skill,
or knowledge held by your
Strength, Constitution, character. (Talents are
Dexterity, and Speed are your explained in detail later on.) A
characters physical attributes. Talent should help personalize
Intelligence, Wizardry, Luck, your character and give you a
and Charisma are the mental kind of identity. When you first
attributes. Taken all together, create a character, limit it to a
these Prime Attributes deter- single Talent. As the character
mine what your player grows in experience, it may
character is capable of doing in develop other Talents.

7
There is a gaming convention of As you roll the numbers and
listing numbers and types of enter them into the attribute
dice in this format: 3D6, which slots on your character sheet,
means three six-sided dice, or you may choose where to put
3D6+4, meaning roll three six- them, or just go straight
sided dice and add 4 to the through from beginning to end,
total.. I will use these conven- which is what I usually do.
tions when talking about rolling Some rolls will be high, and
dice for the rest of these rules. some will be low. How you
spread them around determines
what kind of character you are
VERY IMPORTANT: TARO creating. Generally speaking,
(triples add and roll over). warriors should have high
This rule always applies in T&T. Strength and Constitution val-
ues; Wizards tend to have high
Intelligence and Wizardry;
To determine numerical values Rogues have high Luck and
for a characters attributes, Dexterity; Citizens have low to
begin rolling the three six-sided average values throughout. But
dice now. Keeping in mind the its your choiceyou can have a
TARO rule, the possible range weak warrior or a lucky wizard
for a characters attribute values if you wish.
in T&T is 4 to N, where N could
be a very large number, but isnt After you have rolled up the
likely to be much higher than 20 prime attributes of the charac-
for a beginning character. (Yes, ter, you need to give it a name
I know this wreaks havoc with and gender. Our example will
the bell-curve distribution of be male, and is called Gimor
character attributesI meant it Ironfang, although it could just
to do that. Trollworld is full of as easily be Daisy the Delicious
heroes, freaks, and monsters Dancer and be female.
not a bunch of averages.)
Next, you would determine
what Type of character Gimor

8
would be: Possible Types advised not to play a Citizen
include Citizens, Rogues, unless he or she wants a real
Warriors, Wizards, Specialists, challenge. Things are difficult
and Paragons. The 7th edition for Citizens, who tend to die a
of T&T gives you a few more lot when the going gets rough.
choices than previous versions Citizens are mostly in the game
of the game, although I recom- to be NPCs for the Game
mend that you stick with just Master and for the sake of
Warriors, Wizards, and Rogues realism. (Realism? In a fantasy
at the beginning. world? You must be joking,
Ken! No, Im not joking. I
Citizen
A Citizen is your average
dweller in Trollworld. He has
no special training in combat or
magic. He can learn to use
weapons or to cast the occasion-
al spell, but he has no special
aptitude for either. There is not
much reason for players to
make Citizen characters,
although Game Masters will
want lots of them just to popu-
late their worlds.

Citizens didnt get any special


training as children, other than
what their parents and mentors
taught them. Why have
Citizens in the game at all?
Every world needs normal peo-
ple who are not adventurers.
There must be farmers and fish-
ermen and smiths and
merchants. The player is

9
Untrained: Citizens can use
weapons and armor, but theyre
not very good at it: They get
only half of the usual combat
adds for their attributes.
Further, theyre just not apt
enough to get the full effect of
what they try to do when cast-
ing spells: To cast any spell, a
Citizen must make a SR on INT
and a second SR on DEX at the
same level as the spell being
attempted. (See Saving Rolls on
74 and Casting Spells on 83.)
Antirequisite: A character cant
be a Citizen if he or she rolled
any triples on attributes.

Rogue
Rogues are loosely modeled on
Fritz Leibers Grey Mouser or
Jack Vances Cugel the Clever.
mean it. Not everybody can be Both magic and weapons may
Conan or Gandalf or the Gray serve them, but they live best by
Mouser.) their wits and luck. Players are
encouraged to make characters
Citizens can have Talents also. with high Luck scores into
If you play a Citizen, you are Rogues.
advised to work on your
Talent(s) above all, so that per- Rogue does not necessarily
haps you will be able to create a mean thief on Trollworld. In
memorable character whos many cases, actually, the term is
very, very good at just one considered short for rogue
thing. wizard a wizard who oper-

10
ates outside the formal struc- pick up all kinds of knowledge
ture of the Wizards Guild. on their own. They can use
Many rogues are characters both weapons and magic, but
who have the inherent power get no special advantages in
necessary to cast magic spells, either.
but who never received the
years of formal training needed Roguery: Because they rely so
to learn how to use it. much upon their Intelligence,
Luck, and Charisma, all Rogues
What would cause a character start with a special Roguery
to become a Rogue (as opposed Talent based on the highest of
to a Wizard)? He or she might those three attributes. This
not have had the necessary Talent may be used in place of
Intelligence or Dexterity to join any Intelligence, Luck, or
the Wizards Guild. A Rogue Charisma SR. (See Talents on
might be a nobles lazy child 31 and Saving Rolls on 74.)
who would not apply himself to
his studies, and so got thrown Magical Aptitude: Each Rogue
out of the Guild. A Rogue may may start play knowing any
have grown up in a backwater one 1st-level Wizard spell; he
settlement too far from the must have a sufficiently high
Guild to find a teacher. There Intelligence score to cast any
are a thousand reasons; Rogues spell, just as a Wizard. He may
often come from the poorer buy or learn more spells as
classes of society, who generally opportunities present them-
cannot afford Guild tuitions, selves, but the Wizards Guild
and may have ended up will not teach him spells for any
thieves, gamblers, or tricksters fee. Rogues must always pay
as a result. They are used to the full listed WIZ cost of any
living by their wits. spells that they cast: Unlike
Wizards, they may not reduce a
For whatever reason, Rogues spells casting cost by their char-
grow up without the dedicated acter level. Magic will never
training of Warrior mentors or become second nature to a
tutelary Wizards, and generally Rogue the way it is to a true

11
wizard; no rogue can invent Thieves Guilds have a flourish-
new spells. Furthermore, the ing sideline in selling spells for
use of magic staves or other exorbitant prices. Some of these
focusing tools is impossible for spells are virtually the same as
Rogues. Wizards spells, while others
have developed in different
Some private Wizards are not directions for illegal purposes.
so scrupulous as their Guild, Rogues should only be taught
and thus over the years most of spells by a Wizard character
the known spells have become belonging to another player (or
available to Rogues through one perhaps via the Game Master if
fashion or another. Most a Thieves Guild is involved).

Warrior

Warriors are natural fighters.


These are people who are inher-
ently kremm-deficient, and who
can never learn the use of
magic. As children, they were
taken in by some Warrior order
or another and trained merci-
lessly in the use of all manner of
weapons and armor. When
they are old enough to begin
dungeon delving (whether 15 or
25 or older, by race), any
weapon in their hands is dead-
ly.

Warriors are based on archetyp-


al characters such as Robert E.
Howards Conan the Barbarian,
or on the Arthurian Sir
Lancelot. They understand

12
force best, subtlety least. Gimli Unarmed Combat, or Archery,
from The Lord of the Rings is a etc. ( See 31.) Personally, I
perfect example of a dwarfish think youd be better off making
Warrior. Other Warrior arche- your talent be something apart
types include Roland, Siegfried, from combatperhaps persua-
Cuchullain, Attila, Genghis sion or singing or chemistry.
Khan, and Tarzan. They recog- (grin)
nize the value of magic and
magical artifacts, and often Warrior Bonus: It is the years of
spend much of their time trying training as a child or young per-
to attain such objects of power. son that enables the Warrior to
be proficient with any weapon
Like other character types, the he chooses. While any Citizen
warrior is entitled to a Talent, can pick up a sword and swing
and you might think he or she it, the average person has little
would choose to take that idea of how most weapons
Talent in some combat or should be wielded properly.
weapon skill. That is, of course, Thus, the Warrior Bonus gives
an option, but a Talent doesnt every Warrior a little extra dam-
give you any more combat age based on his character level:
adds. It doesnt make your Simply put, the Warrior gets to
character stronger, faster, lucki- increase his combat adds by his
er, or more dexterous. What it character level. This is a small
does do is allow you to pull the thing at the beginning of the
kind of neat tricks you see in characters career, but could be
the movies, such as disarm a quite an advantage as the char-
foe, stun an enemy with a blow acter increases in prowess. The
to the head, dodge one foe game makes the assumption
while concentrating your whole that weapons you choose to
attack on another, or fight equip your character with are
defensively so as to defeat an weapons that he/she has prac-
opponent without killing or ticed using in the past.
wounding him. These are the
kinds of things you do with a Armor Bonus: How should
Talent for Swordplay, or armor be reinforced, repaired,

13
Wizard

Wizards are also called magi-


cians, enchanters, mages,
magic-users, sorcerers,
shamans, thaumaturges, and
many other things besides
(some of which cant be written
down in a wholesome docu-
ment like this). What all of
them have in common is both
the training and the ability to
tap into the magical force called
kremm and to manipulate it with
their psychic powers to alter
reality. In the Empire of
Khazan, most children are test-
ed for magical ability at about
the age of 10, and those with
strong talents are apprenticed to
the local Wizards Guild. There
and deployed in combat? These they undergo at least seven
are things the Warrior knows, years of training, until they
and which the rest of the world have mastered the ability to
doesnt. It is in the proper care form complex psychic patterns
and use of armor that Warriors in their mind and associate
truly excel. All Warriors gain them with the better known
twice the usual protection from spells. They also learn to use a
any armor and shields worn. focus such as a staff, a ring, a
Thus, a Warrior wearing mail wand, or a crystal ball to con-
armor (11 points) and using a centrate their power and reduce
heater shield (5 points) gains 32 the actual effort of spell-casting.
points of armor absorption in Wizards also learn the common
combat, rather than the stan- history and lore of magic.
dard 16.

14
Wizards are modeled on the magician, so Intelligence is of
Arthurian Merlin, Tolkiens great importance to the Wizard.
Gandalf, or Jack Vances All 1st-level spells require a
Iuconnu. Magic is their best minimum INT and DEX of 10 to
weapon and protection, and learn and cast properly, and
only a Wizard (of 5th level or higher-level spells require high-
higher) has the understanding er INT and DEX attributes as
of magic necessary to create a well, so a Wizard must have an
new spell. Intelligence and a Dexterity of
at least 10 (and a higher score is
Noncombatant: Wizards strongly advised in each). As
receive little weapon training as well, a high Wizardry score is
children. They are limited to advisable since that is the attrib-
only weapons that deal a base ute used to power ones spells.
2D6 damage or less (plus
weapon adds) in combat; if they Magical Aptitude: As a Wizard
wield any other weapon, they increases in character level (see
lose their combat adds and 36), he may cast lower-level
become so distracted that they spells at a reduced cost, with
cannot cast any spells while the amount of the reduction as
using the wrong type of shown by the following formula
weapon. Thus, a Wizard can (no spell can be reduced to a
use a sax (2D6+5) freely, but not cost of less than 1 WIZ by this
a club (3D6). means): Wizard level minus the
effective level of the spell.
Spell Training: A Wizard starts
play knowing all the basic 1st- For example, let us say that we
level Wizard spells in the book have a young wizard called
(see 89). There is no fee to the Khenn the Cautious, and that
wizard to acquire these initial Khenn has an Intelligence of 23,
spells, although it may be that which makes him a 2nd-level
the childs parents paid hand- Wizard. He wishes to cast Take
somely for the instruction of That You Fiend! as a 1st-level
their offspring. Spell-casting is spell (standard cost of 6 WIZ).
controlled by the mind of the He casts it for 5 points of WIZ

15
instead of 6. If he were a 3rd- best-known type of Specialist is
level Wizard, he would cast that the Healer, but the player
same spell for 4 points of WIZ. may choose to make a Specialist
of any variety, such as the
Focus Affinity: A Wizard may Combat Mage or the Ranger.
use a focusing device such as a
staff, wand, ring, etc. to channel Specialist Mage: A Specialist
his thoughts and thus reduce Mage, who casts a certain kind
the cost of a spell. See the of spells, doesnt have to be
Special Edition Monsters and taught by the Wizards Guild.
Magic Book for more informa- When her abilities reach the
tion on spell foci. point where she could learn a
spell, it unfolds in her mind like
Specialist a flower, and henceforth she can
cast that spell just as a Wizard.
A Specialist is a character, possi- On the other hand, Specialist
bly a mutant or a savant of Mages never understand magic
some kind, who was born with outside their own specialty. A
an ability bordering on (or fully Healer cant toss Fireballs at her
within the realm of) the super- foes or learn to cast the Take
natural. Perhaps the That You Fiend! Spell, while a
Combat Mage never masters the
Poor Baby spell.

When you roll a 15 or higher on


the Wizardry attribute for your
new character, then you have
the opportunity to make him or
her a Specialist Mage. This
kind of Specialist is born with
an instinctive understanding
and ability in just one kind of
magic. You get to choose what
kind of Specialist Mage you
play: Will he or she be a

16
Combat Mage or a Healer, a range, and he always rolls on
Communicator or a Spirit DEX for ranged attacks. (He
Master? Its up to you (and cannot take an Archery Talent
your GM). More is said about to improve on his natural abili-
Specialist Mages starting on 89. ty.) He only misses if he fails
the SR.
Specialist Mages may cast all
the spells of their specialty at Leader: These Specialists are
one-half the cost that a Wizard natural leaders and manipula-
would pay to cast the same tors. They dont seem to have
spell. Thus, a Combat Mage any magical abilities, yet peo-
could cast a 1st-level TTYF! ple always seem to go along
spell for only 3 WIZ, etc. with them, whatever their argu-
ments or desires. Their powers
Ranger: There are other types of persuasion are truly incredi-
of Specialist whose abilities are ble. Perhaps luckily, such
less obviously magical, but they Leaders are very rare.
are superhuman and borderline
magical anyway. This person If you roll natural triples in
has uncanny ability with missile Charisma when creating your
weapons of all types and rarely character and get a result of at
misses a target. He can shoot a least 15, you may create a
bird on the wing, a fly off of an Leader Specialist. A Leader has
ear, the eye of a hopping rabbit. to make only Level One Saving
His ability to hit any target Rolls to convince others that
within range is beyond uncan- what he says is true, or to get
ny. In fact, its a kind of magic. them to do what he wants (and
the way he wants it done), no
If you roll natural triples in matter how far-fetched or diffi-
Dexterity when creating your cult the task or the lie; he
character and get a result of at always rolls on CHR for such
least 15, you may create a attempts. (He cannot take a
Ranger Specialist. A Ranger has Persuasion Talent to improve on
to make only Level One Saving his natural ability.)
Rolls to hit any target within

17
Rangers and Leaders have mag- Paragon
ical abilities that dont seem like
magic to the rest of the world, Those of us who are terribly
and that do not deplete kremm insecure in our own lives tend
with their use. They should be to hate these people in the real
played as Rogues or Citizens world. You know the type
more than Wizards (unlike quarterback of the football
Specialist Mages, who are team, gets straight As in school
thought of as Wizards, and (has to decide between Harvard
Warrior-Rangers, who are treat- and Yale), rich, and, on top of it
ed as gifted warriors). all, attractive and charismatic.

Paragons are stuff from which


heroes and villains of legend
arise characters almost too
good to be true. Given their
tremendous potential, they
receive both magical and com-
bat training as children. (They
were called Warrior-Wizards in
earlier editions of T&T.) They
are very, very rare.

The odds are very much against


rolling up a Paragon, naturally,
but like many things in T&T,
those odds can be defied and
broken from time to time.
Paragons may show up as non-
player characters. Do you need
a general to lead that army for
the Death Goddess? Create a
Paragon. Want a guildmaster?
How about a Champion for the
Arena to take on all comers?

18
Perhaps a Mysterious Stranger again, they must give up some-
might help your game thing to make time for all that
progress? Or a Legendary warrior training: Paragons
Hero? These are all good uses dont understand the underly-
for Paragons. ing theory of magic quite as
well as true Wizards, so they
Prerequisite: A Paragon occurs cant invent their own spells
only when all eight attributes until 10th level.
are rolled as 12 or higher before
modifications. Were not talk- Kindred
ing about just having all
attributes at 12 or higher; any Kin (or Kindred) does not refer
character can do that if he sur- to the characters family in T&T,
vives long enough. Oh, no, but to his species. For the sake
these guys start out gifted. of simplicity, Gimor is human.
There are a lot of humans in
Weapons Training: Just like Trollworld, but thats not all.
Warriors, Paragons can use any The world is a big place and
weapon with skill and they there are also elves, dwarves,
know how to use their armor to trolls, fairies, goblins, hobbs,
get double the usual protection skeleton men, ratlings, lep-
from it. Still, they have to give rechauns, lizardmen,
up a little of the Warrior advan- serpentmen (nagas), gargoyles,
tage in order to have time for centaurs, minotaurs, dragons,
their magical training, so they wraithes, ogres, snarks, shad-
do not get the Warrior Bonus to oween, kobolds, gnomes,
combat adds based on their gremlins, mermen, spiders,
level. were-breeds, vampires, golems,
and many others. See 24 for
Magical Training: Paragons are more on Kindred.
de facto members of the
Wizards Guild. Like Wizards, A word about non-humans and
they start knowing all 1st-level monsters: humanoids will usu-
spells, and they can use staves, ally fit into one of the Types
wands, rings, etc., as foci. But listed above. Non-humanoid

19
characters dont. Dragons are Now to go down the list and
simply dragons and have their point out what the numbers
own powers. A cave-lion does- attached to those Prime
nt have to be a Warrior, Attributes refer to
Wizard, or Rogue, although its
conceivable that a player might STRENGTH (STR) is primarily
wind up roleplaying a cave-lion the ability to exert forcelift-
at some time. ing, shoving, pushing, etc. It
shows how much
Attributes gear/junk/equipment/booty the
character can move around.
Let us roll some dice and put Provided that he is dexterous
numbers in Gimors attributes. enough, Gimor can use any
Then I will explain each one weapon tirelessly as long as the
briefly. Strength requirement of the

Gimor Ironfang Warrior Human M 1


14 11 14 6
8 14 8 11
511 1400
180
+7

(DEX) Acrobatics 16

20
weapon is 14 or less. (STR and DEXTERITY (DEX) refers to
DEX requirements for weapons manual dexterity and general
are listed on the Weapons agility; it includes hand/eye
Tables.) If his Strength is ever coordination and bodily kines-
reduced to 0, Gimor will be thetics. Dexterity is necessary
totally exhausted, unable to do for the wielding of weapons,
anything for himself until his the learning of physical disci-
Strength comes back to at least plines, and for determining
a value of 1. Gimor has slightly success with missile weapons
better than average Strength, such as the bow and arrow.
which is a good thing for a war- Gimor has above-average dex-
rior. terity, also a good quality for a
warrior.
CONSTITUTION (CON) is the
general measure of a characters SPEED (SPD) is often misun-
health and toughness. It is also derstood. It is not the absolute
a measure of endurance and measure of how fast a character
how much punishment the can move in the real word, but
body can take before it dies. If instead a measure of reaction
his CON reaches 0, Gimor is time. Think of it as a measure
unconscious, dying, and unable of metabolic rate, and you wont
to do anything for himself. At a be far off the mark. Gimor has
total of 10, the character is a very superior speed of 16, and
dead, dead, dead, and cannot that is an excellent thing for a
be healed. When damage is warrior to have.
taken in combat, it comes
straight off of the CON value. INTELLIGENCE (INT) is the
When a character is healed, the measure of a characters ability
CON is restored to its original to reason clearly, solve prob-
value. Gimor has average lems, and remember things.
toughness. Trollworld charac- Intelligence is the prime neces-
ters are mightythey can keep sity for the learning and casting
fighting right down to the last of magical spellseach spell
CON point unless the GM rules has an INT rating, and charac-
against them in some fashion. ters with intelligence ratings

21
below the requirement simply their brains. Wizardry (also
cannot understand the nature of known as kremm in Khazni) is
the magic and how to cast it. It explained in greater detail in
is also a factor in linguistic abili- the Magic section of the rules.
ty, and is used in T&T as a Even those who cannot actually
simple way of determining detect and consciously use their
which characters are multilin- WIZ attribute like Gimor,
gual. All human characters and who has a very respectable rat-
most non-human characters in ing of 14 may unconsciously
the Empire of Khazan speak a use WIZ as protection against
common language called magic or to power amulets and
Khaznithe Common talismans. In the past (5th edi-
Tongue. Players should think tion and earlier versions of
of Khazni as being the same as T&T), Wizardry was sometimes
their native language with some mistaken for Strength or Luck.
elvish, dwarvish, and a bit of
dragon thrown in. Gimor has a LUCK (LK) is the ability to be
slightly below average in the right place at the right
Intelligence of 8speaking time, or to put something else
Common is difficult enough for in the right place at the right
himhe wont be mastering time. It is useful in avoiding
other languages or any spells traps, striking lucky blows in
unless he gets a lot brighter. combat, and gambling of all
sorts. It is the attribute most
WIZARDRY (WIZ) is the meas- often tested by Saving Rolls.
ure of a characters ability to tap Luck can save your character
into the natural magical energy when all else fails. Remember
of the planet. Wizards and the wisdom of the Trollgod: It is
other magic-users have learned better to be lucky than to be
to use this force to alter reality good. Gimor has below aver-
by casting spells. Warriors and age Luck. He should avoid
most Citizens have no under- situations where he needs to
standing of Wizardry and may take risks or gambles, because
not even be aware that they he will lose most of the time.
have this force stored within

22
Charisma (CHR) is the measure attributes change in the middle
of a characters force of person- of a fight, so do the adds.
ality and leadership ability. It is
not necessarily synonymous To continue the explanations for
with physical beauty, although the headings on the cards, we
there tends to be a high correla- move to GOLD or G.P. (short
tion. Charisma is often used as for gold pieces). This should
the test of persuasiveness or be the measure of the charac-
leadership. Gimor has average ters personal wealth at any
Charisma. given time. When starting a
new character, roll 3D6 and
The next thing that needs to be multiply by 10 to get the
explained is adds (also called amount of money that you start
combat adds or personal adds). with. (Remember the TARO
When a character is fighting, he rule.) Your character will prob-
receives a bonus for having ably spend most of this initial
high Strength, Dexterity, Speed, allotment of money to equip
and Luck. For each point over himself for his first adventure.
12 in any of these abilities, the If he is lucky, he will return
character gains 1 point of adds; from that adventure with much
for each point under 9, he gets more money than he started
1 adds. with. The number under gold
could easily be negative if your
Thus, Gimors Strength of 14 character owes money. Lets
gets him +2 for his personal start Gimor with 90 GP. A char-
adds. He would also get +2 for acter need not carry all his
Dexterity and +4 for Speed; his wealth with him at all times.
Luck is only 8, below the aver- He can leave it with a friend,
age range, and nets him a 1 bury it in a secret location, or
penalty to his adds. Gimor has even put it in a bank. Getting
total combat adds, then, of +7, lots of money will allow the
which is figured into his combat character to purchase better
total each time hes in combat. weapons, armor, equipment,
The adds depend entirely upon supplies and all the finer things
the current attributes. If the of life.

23
Character Kindred would in creating a human
character, and apply the multi-
One of the things that has pliers shown in the table below.
changed over time in T&T is the If your preferred character
names of the Kindred and the Kindred is not shown on the
acceptance of new Kin as being table below, you should make
playable character species. In some sort of arrangement with
order to not tread on the toes of the GM to design and play that
certain deceased English schol- Kindred. For example, angels
ars of fantasy, for whom I have are not shown below, but they
the utmost respect, a few are essentially humanlike, sim-
Kindred names have changed to ply with wings and the power
a more savage form. to fly. They are known for their
tremendous beauty, strength,
On Trollworld, any intelligent and stamina. Having worked
race of beings is called a this out with the GM, you
Kindred. There are many kin- might say that Angels have
dred. Elves, dwarves, hobbs, STR, CON, and CHR x2, and all
fairies, skeleton men, lep- other attributes as humans.
rechauns, centaurs, minotaurs, Thus you have a basis for a new
nagas, gargoyles, dragons, bal- Kindred not shown in these
rukhs, ogres, giants, kobolds, rules.
gnomes, goblins, and humans
can all be seen in and around Some Kindred have limited
the streets of Khazan, Khosht, character types available to
Gull, and the other cities of the them. For example, all lep-
Empire. rechauns are Wizards and all
giants are Citizens. Remember
Although most of the rules for that character Types are for
Tunnels and Trolls are written players and non-player charac-
with humans in mind as the ters alike. Living creatures
norm, you may, if you wish, simply considered as monsters
play other types of creatures as dont need character types.
well. When creating such char-
acters, simply roll 3D6 as you

24
COMMON KINDRED ATTRIBUTE MODIFIERS
KINDRED STR CON DEX INT LK CHR WIZ HT WT

Dwarf 2 2 1 1 0.67 1 1 0.67 2

Elf 1 0.67 1 1.5 1.5 2 2 1 0.67

Fairy 0.25 0.25 2 1 2 2 2 0.1 0.1

Hobb 0.5 2 1.5 1 1.5 1 1 0.5 1


Leprechaun1 0.5 1 1.5 1.5 1.5 1 1 0.25 0.33

25
RARE KINDRED ATTRIBUTE MODIFIERS
Kindred STR CON DEX INT LK CHR WIZ HT WT

Balrukh 10 7 2 1 0.5 5 4 3 9

Centaur 3 3 1 1 1 2 1 1.5 9

Demon 4.5 4.5 1.5 1 0.5 5 3 1 2


Dragon
(adult)
25 50 3 5 0.5 5 2.5 3 50
Dragon
(lightning)
12 24 2 3.5 0.5 4 2 2 25
Dragon
(young)
5 5 1 2 0.5 1.5 1.5 1 1

Elf, Dark 1 1 1.5 1.5 1 2 2 1 1

Gargoyle 2 0.75 1 1 0.75 1.33 1 1 0.67

Ghoul 3 3 1 0.25 0.5 0.5 1 0.67 1

Giant2 5 5 1 0.5 0.5 5 1 5 25

Gnome 0.33 0.33 1.5 2 1.5 0.67 1 0.33 0.33

Goblin 0.75 0.75 1.5 1 1 0.5 1 0.75 0.75

Gremlin 0.5 0.5 1 1.5 1.5 0.5 1.5 0.33 0.33

Harpy 1.5 1.5 1 0.67 1 1 1 1 0.5

Hobgoblin 1 1 1 0.75 0.5 0.75 1 1 1.5

Kobold 0.5 0.5 1.5 2 1 0.75 1 0.5 0.5

26
RARE KINDRED ATTRIBUTE MODIFIERS CONTd
Kindred STR CON DEX INT LK CHR WIZ HT WT
Living
2 10 0.75 1 1 2 0 1 10
statue3

Merperson 1.5 1 1.5 1.25 1 1 1 1 1

Minotaur 2.5 2.5 0.75 0.75 1 2 1 1.25 1.5

Naga4 1.5 1 1 2 1.5 1.5 2 1 1

Ogre 2 2 1 1 0.75 1.5 1 1.5 2

Ratling 0.5 1 1 1 0.75 0.5 1 0.33 0.33

Skeleton 1 1 1 1 1 1.25 1 1 1
Troll,
forest
2.5 2.5 1 1 1 4 1 2 4
Troll,
jungle
2.75 3 1 0.75 0.75 4 1 2 4
Troll,
mountain
6 6 1 1 1 6 0.5 4 16
Troll,
rock
3 3 1 1 1 3 0.5 2 4
Troll,
swamp
2 2 1 0.75 1 1.5 0.75 2 4
Troll,
wolf
3.5 3.5 1 0.75 1 3 0.5 2.5 6.25

Urook 1.25 1.25 1 0.75 0.75 1 1 1 1.25

Urookin 1.5 1.5 1 1 1 1.25 1 1.25 1.5

Vampire5 2.5 1 1 1.5 1.5 2 1.5 1 1

27
1 Leprechauns are all Wizards. Height and Weight
They also have a natural Wink-
Wing spell they can do without Your character can be any
any magical training. height or weight that you wish.
2 Giants are all of the Citizen However, if you cant decide or
Type. want to determine these factors
3 Living statues (also known as randomly, simply roll 3 six-
golems) are artificially creat- sided dice (3D6) and consult the
ed beings of animate metal. chart below. This chart is for
Although activated by magic, humans; to find a result for
they have no ability to store other Kindred, simply multiply
kremm or cast magic; they can- the result by the HT and WT
not be Wizards, Specialists, or modifiers listed on the Kindred
Paragons, and cannot cast Chart.
spells.
4 Nagas (a.k.a. serpent men) Roll Height Weight (lbs.)
are always Wizards. They are 3 4 75
seldom seen in the Empire of 4 43 90
Khazan, but some of the great- 5 45 105
est legends refer to them. 6 48 120
5 Vampires are always Wizards 7 410 135
or Specialists, natural 8 51 150
shapeshifters and masters of 9 53 160
illusion. Even other monstrous 10 56 170
Kindred hate and fear them. 11 58 180
12 511 190
Note that the Speed multiplier 13 61 200
is always x1 for all kindred. 14 64 225
Fractions are expressed as deci- 15 66 250
mals and round up to the next 16 69 280
integer when figuring an attrib- 17 611 310
ute value. 18 72 350

28
MISCELLANY ARMOR: List by type or piece
the armor and/or shields a char-
ADVENTURE POINTS (AP) acter is using, and how many
start at 0 for every character. hits of protection it offers, and
These points are awarded by whether it has been damaged or
the G.M. during the course of not. Shields count as armor
the characters adventures. AP although they require minimal
are given out for good role- Strength and Dexterity to wield.
playing, puzzle-solving,
endurance in play, fighting or LANGUAGES: List all the lan-
slaying foes, casting magic, and guages the character can
for attempting Saving Rolls ver- speak/read/understand. With
sus attributes or Talents. They an Intelligence of just 8, Gimor
are the most mysterious aspect is none too fluent even in
of life on Trollworldit is as Khazni (the Common tongue).
though the gods themselves Brighter characters are allowed
were keeping track of the play- to pick an additional language
ers actions and scoring them, [appropriate to your GMs
handing out rewards and occa- game] for each point over 12 in
sionally punishments for all Intelligence.
actions undertaken during the
course of ones adventures. The MAGIC: Characters should list
marvelous thing about AP is any magical implements, tools,
that their accumulation can weapons, amulets, charms, or
raise Character attribute values foci that they manage to
over time. (See 77.) acquire. If they know spells,
they should list here all the
WEAPONS: List all the spells they can cast. At the
weapons your character owns. start, Gimor has no magic.
This space also helps to keep
track of how many dice the OTHER EQUIPMENT: Here
weapon gets, its range if it is a you record anything else the
missile weapon, and if there is character buys (or steals, finds,
anything special about it, like or is given) to equip himself
an enchantment or curse. before going on an adventure.

29
You may choose to write these things that a character is carry-
things on the back of the card ing begins to seem ridiculous.)
instead, or keep track of them However, to be exact, a charac-
anywhere you want. ters carrying capacity is
Presumably your character has determined by multiplying his
a home, and he could leave all STR rating by 100. That gives
his extra junk there, but when his ability to carry in weight
going on a delve or an adven- units (w.u.). (All objects have
ture, be sure to write down weights given in weight units.
what youre taking with you 10 w.u. = 1 pound.) To see how
and let the GM know in much hes carrying, simply add
advance. up the weight units.

You may also wish to add a few A note about carrying things
other things to the characters the delvers of Trollworld have
card to help define or picture developed wonderful packs for
him things like height and stowing stuff, and their clothing
weight, eye color, hair color and is full of all sorts of pockets,
length, distinguishing scars, pouches, belts with hooks, and
spiffy clothing. You may roll so forth. Its funny to visualize,
for height and weight (see 28), but the heavily laden dungeon
or you can make a deal with delver probably looks more like
your GM to get a character of a boy scout leader buried under
roughly the size and shape that packs and gear than he does a
you want. medieval warrior. You can
assume that, when combat aris-
WEIGHT POSSIBLE and es, the delver quickly shucks
WEIGHT CARRIED. These out of his pack-mule outfit and
factors are only thrown in for looks a bit more like Conan the
the purists in the audience. (I Barbarian when swords begin
usually assume that characters to clang.
are strong enough to carry all
the gear and weapons and pro-
visions that they want or need,
unless the sheer quantity of

30
TALENTS doing something, and the list of
potential skills is endless.
In the real world, everyone has
hundreds if not thousands of Sometimes, Tunnels and Trolls
skills that they use on a daily simulates the use of skills
basis. Almost anything can be a through Saving Rolls (SR),
skill: the ability to persuade made to determine the success
others, the ability to sing har- or failure of various actions.
mony, the ability to balance a Sometimes a simple Dexterity
pencil on your nose, the ability SR is enough to determine suc-
to swim, the ability to kill cess or failure. Sometimes two
things with arrows. This is also or more attributes must be test-
true for Trollworld. What we ed. Any situation can be
call a skill is always a combi- resolved by the imaginative GM
nation of some specialized with the appropriate combina-
knowledge with practice in tion of SRs at different

31
levelswith more difficult SRs made a new character, Zam the
required for more difficult chal- Bony, a Rogue, and I want him
lenges in the game. to be a thievish sort. Thus I
Beyond SRs, it is neither practi- choose Thievery his main
cal nor fun to maintain a list of Talent. Whenever Zam the
dozens or hundreds of minute Bony is in a situation where he
skills that player characters must steal something, or know
could have. Therefore, we something about how to steal
wont do that. things, he will use this Thievery
Talent to determine success or
Imagine that there is a skill that failure. Right away I will pro-
helps define who or what your duce a number (as below) to
player character is in life. But measure that Talent, and that
instead of calling it a skill, lets number will be just like an
call it a Talent. Everyone has at attribute number and be used in
least one Talent; some have the same way.
more than one, but lets keep it
simple. New characters may To get your starting Talent for
choose a single Talent. When your character, choose an attrib-
they go up a level, they may ute that it is based on, and then
add another Talent. Perhaps it roll 1D6 and add that to the
could be the talent of Healing, attribute. Clearly for Zam, the
or Persuasion, or Gambling, or most important attribute is
Thievery. This Talent can be Dexterity (a 15). For Thievery
anything you can imagine and (i.e., with the extra 1D6), I
may also be a kind of Lore. You rolled a 4. Zams DEX 15 plus 4
can expect to use this Talent a equals Thievery Talent score of
great deal in the course of play- 19. (For Gimors Talent of
ing your character. Acrobatics, I only rolled a 2,
bringing it to 16.)
After you have rolled up all the
attributes for your character, Talents are always used with
decide, perhaps with the help of SRs, and always used to accom-
the GM, what your characters plish one particular feat or style
Talent will be. Lets say Ive just of action. You as player have to

32
know how you want to use foes, he asks for a 3rd-level SR.
your Talent. The Game Master For Fang, thats 30 minus 24.
has to be able to assign a level He only needs a 6 or better.
of difficulty to your attempted The combat round is fought
display of skill. normally, but because Fang
makes his Talent SR, he disarms
I cant stress this point enough: one of his foes while fighting.
TALENTS ARE ALWAYS USED The GM reduces the foes com-
WITH A SAVING ROLL TO bat total by whatever the
TRY TO ACCOMPLISH SOME disarmed enemy would have
PARTICULAR ACTIVITY. contributed, and now Fang does
better against the remaining
What about a Talent for com- two. Another option for Fang
bat? Wouldnt that make the might have been to try to knock
character fight better all the one foe senseless, or to concen-
time? No! Your personal adds trate all his damage on a single
and your weapon of choice enemywhatever reasonable
determine how well you fight thing your imagination comes
on average. Talents allow you up with.
to try to accomplish particular
feats of skill within that area. Personalized monsters may also
have Talents, but the GM is
Let us say that Fang the advised to save such surprises
Delectable has a Talent for for very special occasions.
Swordplay with a rating of 24. Otherwise, it could slow the
He is fighting three foes, and game down too much.
losing slowly. Fang decides to
use his Talent to improve his Improving Talents
chances. At the beginning of
the combat round, Fang Practice makes better (perfect
announces that he will use his being an accidental combination
Swordplay Talent to disarm one of skill and circumstances that
of his three foes. The GM only happens very rarely).
allows this is a reasonable thing Since Talents are treated like
to try, and, since there are 3 attributes for the purpose of

33
SRs, they can improve the same 11 to make his SR. If he had
way attributes do. (See 77.) used his DEX of 15, he would
have needed a 15 to succeed. If
Further, at each new character he tried to make it on Luck, he
level, your character can pick would have needed an 18.
another new Talent. Clearly, it should always be best
to use ones Talent instead of an
Picking a Talent attribute whenever one can.

You have to use your own Note to GMs: Dont let the
imagination here. A Talent players get away with murder
could be anything, from here. Zam has a talent for
Dancing to Poetry. Think care- Thievery based on Dexterity.
fully! The Talent you choose His Talent wouldnt help him
will personalize your character fight better, or resist disease, or
forever after. pick up a girl at a bar. Keep the
characters Talent focused on
Using Talents what it is meant to do.

Saving Rolls against a Talent Some Examples of Talents


may be called for by either the
GM or the player. For example, Talents can be anything the
Zam the Bony has an opportu- player can think of, and may be
nity to open a locked treasure narrow or wide in application.
chest. The GM might decide Talents with a wide range of
that it needs a 3rd-level possible applications are better
Dexterity SR to open that chest, than those with a narrow range.
but the player announces that Its better to have a Talent for
opening chests is something Thievery in general than for,
thieves practice, so he should be specifically, Picking Pockets.
able to use his Thievery instead. When I say anything, I mean
That seems reasonable, so the anything. You can have a
GM allows it, and lets Zam use Talent for Lap Dancing if you
his Thievery score in place of choose. However, just Dancing
DEX. Thus, Zam needs only an would be better. To give you a

34
better idea of what Talents Advanced Character
could be, I shall do a couple of Creation
short lists of different types of There is another way to quickly
Talents. Remember, you are not make characters for Tunnels
limited to these lists when creat- and Trollsanother way
ing your character. besides having your computer
run some carefully calculated
Narrow Talents: Playing Cards, program to make them up. You
Weapon Disarming, Singing, understand the random method
Poetry, Horsemanship, Picking of character generation,
Pockets, Tumbling, Herb Lore, described above. Now, lets talk
Fisticuffs, Begging. about the calculated method of
character generation.
Broad Talents: Gambling,
Swordplay, Music, Literature, Simply put, you can allocate X
Animal Handling, Thievery, number of points for character
Acrobatics, Medicine, Unarmed creation and then spend those
Combat, Persuasion. points any way you wish. The
concept is so simple that Im
As a general rule, players sorry to call it the advanced
would be wise to choose broad method of character creation.
talents, but of course you may
do as you please here. Some Game Masters: This point
people would enjoy the extra pool method of character cre-
role-playing challenge of a nar- ation works especially well for
rowly defined Talent. On the creating non-player characters
other hand, when creating (NPCs) for use in your cam-
NPCs as a GM, it would be best paigns and adventures. It is
to give them narrowly defined also an excellent method of bal-
talents, and then use them as ancing a tournament game for
specialists. the players. Start by giving
them some arbitrary number of
points to spend, give them 15
minutes to design a character,
and then start the game.

35
Note that it is fairly tough to was no real connection between
construct a really good 1st-level character abilities and character
character with only 75 attribute levels (except in magic, where
points, but you can make some- one had to be a 5th-level
one who would be interesting Wizard to gain the right to
to play. invent new spells).

The table below shows suggest- In 7th edition, character level no


ed attribute points for different longer works that way. Now
levels of characters. Note that that you gain an attribute point
using a pool of points does not of your choice whenever a char-
allow for Kindred modifiers. (I acter amasses a certain number
cant double Clyduss STR and of AP (see 77), we can no longer
CON by declaring him to be a define character level by total
dwarf instead of a human.) AP. We must now define char-
acter levels by attribute point
Character Attribute relationships.
Power Points
Weak 50 There are six distinct types of
Typical 75 characters in T&T now:
Good 100 Citizens, Rogues, Specialists,
Tough 200 Warriors, Wizards, and
Godlike 1000 Paragons. Some attributes are
more important than others for
Character Level each of these six types these
are the level attributes that
What does it mean to say a T&T determine that characters level.
character is 2nd level, or 5th
level, or 10th level? In older
editions, it used to mean that
the character had accumulated
some huge amount of
Adventure Points. Although
gaining AP allowed one to
increase attribute points, there

36
Character Level If any of a characters level
Type Attributes attributes fall within the ranges
Citizen STR,CON,LK,CHR shown for a given character
level (shown below), then the
Rogue DEX,INT,WIZ,LK character is considered to be of
that level. Use only the highest
Specialist CON,INT,WIZ,CHR level attribute for this purpose.
Warrior STR,DEX,SPD,LK
Character Attribute
Wizard DEX,INT,WIZ,CHR Level Range
0 19
Paragon STR,INT,WIZ,LK 1 1019
2 2029
3 3039
4 4049
5 5059
6 6069
7 7079
8 8089
9 9099
10 100109
11 110119
12 120129
13 130139
14 140149
15 150159

20 200209

25 250259

Thus, for a Warrior to be 2nd


level, at least one of his STR,
DEX, SPD, or LK must be

37
between 20 and 29. If a Warrior Saving Roll adds: Any time a
starts play with an attribute character would fail a Saving
already in that range, then he is Roll (see 74), he may add his
already 2nd level. (Similarly, if character level to see if he in
he starts with a level attribute in fact succeeds. For example,
the 40s, then he is 4th level.) Gimor the Unlucky, a 1st-level
The same principle applies with Warrior, has a Luck of 8. A pit
the other Types. If you make a opens beneath his feet as he
Citizen with a Charisma of 72, explores a corridor, and he
then he is a 7th-level Citizen. drops from sight. The GM tells
the player to make a L1SR on
One other important thing LK to see what happens to
about character levels: Levels Gimor. The player groans and
are calculated in relation to the rolls 2D6, but he gets a 6 and
human norm, so any character a 5 a good roll, but not
having attributes in the 1 to 19 good enough when Gimor
range is a 1st-level character. A needs a 12.
human Warrior with a Strength
of 10 is 1st level. A dwarf But wait Luck is a level attrib-
Warrior with the same starting ute for warriors! Gimor is
rolls, who gets double the therefore entitled to add 1 to
Strength of a human, would that failed roll to see if he can
have a STR 20 and therefore be pull off a success. Since 11 + 1 =
considered a 2nd-level character 12, which is just what he needs,
immediately, even if none of his Gimor makes the SR. The GM
other attributes were higher rules that Gimor falls at first,
than 19. but then reaches out blindly
and happens to catch a project-
Got it? Good! ing rock on the side of the pit,
so he doesnt fall to the bottom
Level Benefits after all.

There should be advantages to Remember, characters only get


being a high-level character. to add their level on SRs they
There are! <grin> would otherwise miss. If Gimor

38
had rolled double 6s and then by 1 point, increasing it to 15.
a 5 and a 2 (remember the When he does that, he also
DARO rule for SRs youll read automatically raises his
about that when I describe Acrobatics Talent to 16 + 3 (hes
Saving Rolls in further detail), 3rd level) = 19.
which would have been far
more than he needed, he
wouldnt get to add 1 for his
level.

And remember too that SR fum-


bles are always fumbles. You
cant turn a fumble into a suc-
cess by adding the level bonus.
A roll of 1 and 2 on a
Saving Roll attempt always
fails.

Talent increases: There is


another bonus for character lev-
els, and this one applies to
Talents. Every time a character
raises an attribute by 1 point,
and that attribute is the base
attribute of that characters tal-
ent, then the talent also
increases by an amount equal to
the characters level. For exam-
ple, Gimor has Dexterity 14 and
its the base attribute for his
Acrobatic Talent of 16. Gimor is
3rd level, having gradually
increased his STR to 31. In
time, accumulates another 1400
AP and decides to raise his DEX

39
40
Equipping Characters allow the characters to supply
themselves, and you may have
Characters need equipment, to roleplay all those shopkeep-
things like clothing, weapons, ers, monsters, and adventurers
armor, provisions, medicine, who serve as supply centers.
tools, and so on. There are sev-
eral ways of providing such A third method is to issue basic
extras for newly created charac- supplies to your party at the
ters. What characters can come beginning of the adventure.
up with in the way if equip- Assume they have nothing,
ment is limited only by their then give them what you want
imagination and the good them to have when the adven-
nature of their GM. ture begins. Let us say the
players represent a squad of
The classic method of equip- soldiers. You could give them
ping new characters is to let all chain mail armor, kite
them spend the money they shields, broadswords, daggers,
rolled up on starting (3D6 x 10 horses, and provisions for 3
GP). Assume they have the days. Bam! That took about 10
clothes on their back, and noth- seconds and the adventure is
ing else, and just let them buy ready to start.
what they want from the tables
that follow. Dont get bogged down in
equipping the characters. Give
Another method is to start the them what they need to get
players with nothing at all, and started, and then move the
let them find/buy/acquire adventure along.
equipment as the adventure
progresses. I rather like this Once the players have some
scheme, as it speeds up charac- familiarity with the game, they
ter generation, and gets the can equip and upgrade their
adventure started. The only characters on their own time,
down side for the GM is that using the tables in the rulebook.
you then have to design stuff We count on their own strict
into your adventure that will sense of honor to play fairly

41
with their resources and their thing for you, as you start with
acquisitions. gold pieces and each is equiva-
lent to 10 Silver Pieces. If you
Provisions and Equipment see a decimal price, it means sil-
ver and copper pieces (CP). For
In many large towns and in example, a regular pair of san-
every city there are merchants dals might cost 19.9 SP, which
who sell supplies, equipment, would be 19 SP and 9 CP. Give
clothing, and all the necessities the merchant 2 gold and you
of life in Trollworld. All you get back 1 copper in change
need is money <grin>. If you hey, its just like the real world!
really want to buy stuff outside
the dungeons, it is best to nego- Although the equipment lists
tiate with your Game Master. here are for the average item,
Magical items, of course, are you may also buy used material
only sold at the various guild at half price, or high quality
offices, of which the Wizards material at double the going
Guild is the best known. price. Thus, a used pair of san-
dals could be had for 9 silver
Although we talk about almost and 9 copper.
everything in terms of its GP
value, the average currency of Remember that 1 GP = 10 SP =
most places is silver pieces (SP). 100 CP.
Thus, you will find the less
expensive things in the General Now, if youre ready, lets go
Supplies list priced in silver shopping!
instead of gold. Thats a good

42
General Supplies

CLOTHING
Item Weight (w.u.) Cost (SP)
Belt, leather 2 3
Boots, ankle-high, hard 40 15
Boots, ankle-high, soft 15 10
Boots, knee-high, hard 60 25
Boots, knee-high, soft 20 20
Cap, cloth 5 5
Cap, leather 10 9.9
Cloak, heavy 30 30
Cloak, hooded 40 39.9
Cloak, light 15 15
Kilt, cotton 10 24.9
Loincloth (i.e., a dirty rag) 2 1
Loincloth, fur, common (e.g. rabbit) 10 10
Loincloth, fur, rich (e.g. tiger) 10 1000
Loincloth, fur, good (e.g. wolf) 10 100
Sash, cotton 1 2
Shirt, silk 8 49.9
Shirt, sleeved, with laces 14 12.9
Shorts, cotton 5 12.9
Trousers, cotton 8 19.9
Trousers, leather (takes 1 hit) 40 34.9
Trousers, woolen 30 21.5
Vest, cotton 10 7.5
Vest, leather (takes 1 hit) 40 99.9

43
TOOLS
Item Weight (w.u.) Cost (SP)
Bow saw 30 50
Chisel 5 10
Crowbar (5') (3D6 + 3)* 200 120
First-aid kit (5 uses) 50 100
Grappling hook 50 30
Hammer 40 30
Hoe 30 30
Pitchfork 80 80
Second-aid kit (5 uses; cures 5 hits per) 50 999.9
Shovel 60 50
Sledgehammer (4D6)* 100 90
Wooden mallet 20 5
Woodsman's axe (3D6)* 100 70
* see hafted weapons table for additional requirements

RIDING ANIMALS
Animal Cost (SP)
Mule 350
Ox 500
Pony 250
Riding Horse 1200
War Horse 3000

44
TACK AND HARNESS
Item Weight (w.u.) Cost (SP)
Bit and Bridle 40 40
Harness 30 30
Horseshoes (4) 80 80
Saddle bags 150 39.9
Saddle blanket 20 5
Saddle 250 99.9

MISCELLANEOUS EQUIPMENT AND ITEMS


Item Weight (w.u.) Cost (SP)
10' pole 50 5
Backpack 10 5
Belt pouch 5 1
Bound book (50 sheets) 20 99.9
Box, Large iron 800 199.9
Box, Small iron 60 39.9
Chalk (10 pieces, different colors) 2 19.9
Chest, Large wooden 500 88.8
Chest, Small wooden 160 30
Dwarven matches (100) 20 99.9
Dwarven steel pen 5 20
Flint and steel 4 10
Ink (2-oz. bottle) 5 50
Iron spike (10) 25 8
Lantern 20 12

45
MISCELLANEOUS EQUIPMENT AND ITEMS CONTD
Item Weight (w.u.) Cost (SP)
Lockpicks (set of 3) 6 600
Mirror (small) 5 39.7
Oil, flask 5 15
Parchment (10 sheets) 4 19.9
Quill pen 1 0.3
Quiver (arrow) (holds 20) 30 39.9
Quiver (bolt) (holds 20) 40 49.9
Rope, 50' hemp 100 50
Rope, 50' silk 20 200
Sack, Large 5 0.5
Sack, Small 3 0.4
Scissors 5 19
Steel needle (packet of 10) 1 10
Tinder box 5 20
Torch 10 1
Water/wine skin 15 10
Wax candle (10) 15 30

46
Easily Purchased Weapons available. Many have been
made by dwarves, and those
Armories and smithies are easi- will usually have a G-rune
ly found in large cities and stamped somewhere on the
towns. Here, in no particular weapon.
order, are lists of weapons that
can be purchased in places like There are, of course, used
Khazan, Gull, or Khosht. The weapons dealers, and they sell
GM may offer other items, much the same stuff for lower
and/or modify the prices given prices, the usual rule being half
below to suit the economics of the new price. Enchantments
his or her own campaign. As a and enchanted weapons are
general rule, the weapons listed sold at Wizards Guild shops.
below are new, constructed of
the finest common materials All prices are listed in GP.

DAGGERS
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (yards)
Athame 2+3 7/na 35 27 N

Bank 2+3 1 1/na 18 20 N

Bich'wa 2+3 1 4/23 20 33 N 10

Butterfly knife 2+3 3 14/21 20 12 N 10

Dirk 2+1 1 4/10 18 16 N 10

Fang-wing 2+4 8 3/12 21 17 N 20

Haladie 2+4 2 4/na 25 15 N

Hungamunga 2+1 7 6/12 15 14 N 10

47
DAGGERS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (yards)
Ice pick 1+2 1 1/7 3 5 N 5

Jambiya 2+2 2 8/25 21 12 N 10

Katar 2+4 2 8/na 18 22 N

Kris* 2+3 8 5/20 120 50 N 10

Kukri 2+5 6 6/30 30 20 N 15

Main gauche 2 10 12/na 25 25 N

Misericorde 2+1 1 2/15 14 14 N 10

Poniard 2 1 3/14 10 10 N 10

Sax 2+5 7 10/na 30 25 N

Stiletto 2-2 1 1/8 5 10 N 5

Swordbreaker 2 10 12/na 15 15 N

* A kris wielder cannot cast magic of any kind. No magic of 3rd


level or lower (or the equivalent) functions within 5 feet of a kris.

48
SWORDS
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Black eagle blade (3 1/2') 3+5 15 13 300 110 N

Bonesplitter (6') 7+3 25 15 360 190 Y

Broadsword (3' - 4') 3+4 15 10 140 120 N

Cross thrust sword (5') 5+1 17 16 200 130 N

Cutlass (3') 3+3 8 11 100 50 N

Epee (3' - 5') 3+2 9 15 75 25 N

Estok 3 12 10 80 75 N

Falchion (4') 4+4 12 13 150 110 N

Fish Spine sword (4') 4+3 12 13 270 120 N

Flamberge (6') 7+1 21 18 375 165 Y

Foil (3' - 4') 2+1 7 14 25 15 N

Gladius (2 1/2' - 3') 3+2 10 7 50 70 N


Grand shamsheer
(no-datchi) (6')
7+2 22 18 400 150 Y
Great shamsheer
(4 1/2' - 5')
5 15 15 180 130 Y

Great sword (6') 6 21 18 240 170 Y

Hand-and-a-half sword (4') 5 16 12 150 150 N

Manople (2' - 3') 2+2 10 10 85 80 N

49
SWORDS CONTD
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Pata (long katar) (3' - 4') 4 14 14 200 90 N

Punch sword (2 1/2') 3+2 11 8 40 60 N

Rapier (3' - 5') 3+4 10 14 160 20 N

Sabre (3') 3+4 9 10 110 60 N

Scimitar (3') 4 10 11 120 100 N

Short sabre (2' - 2 1/2') 3+1 7 5 40 30 N

Short sword (2' - 2 1/2') 3 7 3 35 30 N

Shotel (3' - 4') 3+3 10 17 95 75 N

Swamp blade 3+4 8 10 200 40 N

Sword Cane (2' - 3') 3 10 12 100 20 N

Terbutje 3+5 6 10 65 35 N

Two-handed broadsword (5') 5+2 17 14 220 160 Y

Urukish scimitar (4 1/2') 4+4 14 12 200 120 N

50
BOWS and OTHER RANGED WEAPONS
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
CROSSBOWS

Arbalest 6+3 17 10 400 220 Y 100

Cranequin 8 15 10 600 250 Y 100

Crossbow* 5 15 10 250 180 Y 100

Hand crossbow* 3-1 8 12 150 40 N 40

Light crossbow* 4 12 10 170 120 Y 90

Over-and-under 4 15 16 300 200 Y 75

Prodd 3 16 10 200 100 Y 30

Quarrels (10) 5 10 N

SELF BOWS

Extra-heavy (100 lbs +) 6 25 17 200 70 Y 100

Heavy (76 - 100 lbs) 5 20 16 135 60 Y 90

Medium (51 - 75 lbs) 4 15 15 80 50 Y 80

Light (31 - 50 lbs) 3 12 15 60 40 Y 70

Very light (15 - 30 lbs) 2 9 15 50 30 Y 60

Fish bow1 2 8 17 60 20 Y 20

* Hand drawn.
1 When firing fishbow arrows (which can be used only with a fishbow), reduce SRs needed to
hit underwater targets by 1 level.

51
BOWS and OTHER RANGED WEAPONS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
LONGBOWS

Extra-heavy (100 lbs +) 6+3 25 17 250 80 Y 160

Heavy (76 - 100 lbs) 5+3 20 16 175 70 Y 150

Medium (50 - 75 lbs) 4+3 15 15 100 60 Y 140

Elven longbow2 6+5 15 18 500 50 Y 220

Sheaf of arrows (24) 40 10 N


Sheaf of fishbow
arrows (24)
+2 30 8 N +20
OTHER

Blowpipe 0+1 1 1 10 30 N 35

Darts (30) 5 5

Boomerang3 2+3 11 11 50 50 N 60

Branch knife 4 8 15 180 125 N 30

Chakram (5) 2 4 14 40 20 N 30

Hunting bola 5 8 35 50 N 30

Porcupine spines (3) 3 4 9 10 30 N 10

Sling, common 2 5 10 5 1 N 50

2 Made by the elves, and usable to full effect only by elves. For any other creature using one
of these bows, treat it as a medium self-bow.
3 Returns to thrower if it misses and thrower has DEX of 15 or higher.

52
BOWS and OTHER RANGED WEAPONS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
OTHER CONTD

Sling, staff 3 8 12 10 10 Y 100

Pouch of 100 stones 3 50 N

Spiked throwing stick 2+1 6 9 5 10 N 10

Throwing stars (3) 4 2 10 30 10 N 10

War bola 2 7 8 100 80 N 30

Hafted Weapons
These weapons are chiefly axes, maces, flails and the like. They do
hideous crushing damage and are quite effective against armor.
They are the favorite weapons of warrior races not famed for speed
or agilitydwarves, for example.

HAFTED WEAPONS
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Adze 3 9 5 5 60 N

Axe, broad 4 17 8 100 150 N

Axe, double-bladed broad 6+3 21 10 140 220 Y

Axe, dwarven war 6+2 25 8 180 240 Y

Axe, elephant 5+1 18 11 110 180 Y

53
HAFTED WEAPONS CONTD
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Axe, great 5+3 20 10 110 190 Y

Axe, headsman's 4+4 14 11 130 200 Y

Axe, taper 3 8 4 20 70 N

Axe, throwing 3+2 9 12 70 60 N

Axe, thrusting 4+1 15 8 70 90 N

Axe, uruk war 6+1 23 12 160 230 Y

Axe, woodsman's 3 10 9 7 100 Y

Baton (weighted stick) 2 3 2 6 50 N

Bludgeon (club) 3 5 3 15 50 N

Bullova 4+3 16 9 100 200 Y

Cleaver 3+1 8 3 5 60 N

Crowbar (5') 3+3 12 4 12 200 Y

Dagger mace 3+4 15 7 100 160 N

Flail, heavy 4+4 20 15 55 160 N

Flail, light 3+4 19 13 100 160 N

Hammer, centaur's 5+2 18 8 95 300 Y

Hammer, piton 1 5 5 4 25 N

54
HAFTED WEAPONS CONTD
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Hammer, war 5+1 16 3 85 300 N

Hatchet 2+3 6 6 8 50 N

Holy water sprinkler 5+1 18 13 80 150 N

Mace, flanged 6+4 18 4 150 230 Y

Mace, heavy 5+2 17 3 120 200 Y

Mattock 3+2 10 5 6 80 Y

Maul 6+1 19 6 100 220 Y

Mitre 3 8 3 50 90 N

Morningstar 5 17 11 140 110 N

Pacifier 3+2 6 5 18 60 N

Pickaxe 3 15 10 15 160 N

Prybar 2 10 5 5 35 N

Ravenbeak 6 18 10 125 175 Y

Sickle (3') 4+1 11 7 110 130 N

Sledgehammer 4 15 6 90 100 Y

Truncheon 2+2 8 2 7 50 N

Zaghnal 3+4 10 8 85 170 N

55
Spears

In places where metal is scarce or where animal life is abundant


and ferocious, long stabbing weapons are often more practical than
short cutting ones.

SPEARS
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
Assegai (6') 2+3 7 12 20 50 N 10

Atl-atl* 8 10 5 10 N +20

Boar spear (5') 4+2 13 8 90 100 Y

Common spear (6') 3+1 8 8 15 30 N 15

Footman's lance (8') 4 10 10 40 120 Y

56
SPEARS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
Forkspear (7') 5+2 14 12 110 130 Y

Harpoon (5') 4+3 14 12 80 130 N 30

Hoko (6') 4+1 10 12 55 90 N 10

Javelin (6') 2 5 7 10 30 N 10

Lance (12') 5/10 25/16 22/10 60 160 Y 10

Long spear (8') 5 12 10 40 120 Y 10

Oxtongue (hasta) (6') 4 10 5 80 70 N 10

Pilum (5' - 8') 5 12 8 40 100 N 20

Shield-spear (4')** 3+2 7 9 35 80 N

Spontoon (8') 3+3 9 9 30 100 N 10

Stabguard (5') 2+2 5 11 27 40 N

Stinger (4') 3 6 8 15 30 N 20

Trident (6') 4+3 10 10 60 75 N 5

* Spearthrower: Used with javelins, this adds +20 to range and


+2D6 to a standard javelin attack.
** Has a small shield attached that takes 1 hit in combat.

57
POLEARMS
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Bardiche (9') 6+2 15 12 200 280 Y

Billhook (11') 4 14 8 120 190 Y

Brandestock (6') 3+1 17 10 200 150 Y

Chauves souris (12') 6+5 15 12 250 190 Y

Demi-lune (halfmoon) (12') 5+4 12 20 100 15090 Y

Extended brandestock (9') 4 19 12 280 130 Y

Falx-arr (7') 5+2 14 16 80 180 Y

Fauchard (12') 5 13 10 160 200 Y

Guisarme (9') 4+4 14 10 135 250 Y

Halbard (10') 6 16 12 200 140 Y

Half-halbard (5') 4+1 13 9 110 80 Y

58
POLEARMS CONTD
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Kumade (rake) (5') 3+3 10 12 75 80 Y

Partisan (8') 4+5 15 9 140 150 Y

Pike (12') 6 15 12 160 100 Y

Pitchfork (6') 3+2 10 7 20 80 Y

Poleaxe (10') 7 14 13 210 300 Y

Ranseur (runka) (12') 6+4 15 10 170 180 Y

Scythe (long) (6') 4+2 11 7 80 150 Y

Voulge (10') 5+1 15 9 160 200 Y

UNUSUAL WEAPONS
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
Ankus 2+1 5 11 27 50 N
Bagh nakh (tiger claws)
(each)
1 2 10 30 15 N

Blackjack* 1+3 4 12 5 10 N

Brass knuckles (pair) 2 2 3 20 10 Y

Bullwhip (12' - 15') 4 15 14 40 80 N 5


* Used against an opponent who is unaware and has no head
armor, this weapon knocks its target out for 3 combat rounds if the
wielder can make a L2SR vs DEX.

59
UNUSUAL WEAPONS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
Caltrops, large (10) 2 30 20 N

Caltrops, small (50) 1 20 20 N

Cat-o'-nine tails 3 6 12 30 40 N

Gaff 2 5 3 5 20 N

Garotte 1+3 8 14 5 5 N
Grapple hook and rope
(30')
1+1 3 8 15 30 Y 10

Hand-spikes 2+2 2 3 3 20 N

Lasso (30') 1+2 7 15 25 30 N 10

Net** 8 12 8 150 N

Over-and-under *** *** x2 x2 Y x3

Quarterstaff 2 10 8 10 50 Y

Razor-rope (20') 2+2 5 13 50 15 Y

Throwing star (10) 1+3 10 15 50 5 N 15

War shovel 3+1 5 3 5 60 N

** Does not damage, but if the target fails a L2SR vs DEX, it is


entangled and loses a quarter of its HPT until it can free itself.
Freeing oneself requires a successful L3SR vs DEX, with one try
allowed per combat round.
*** As the appropriate crossbow type. See the textual description in
the Armor and Weapons Glossary below.

60
ARMOR AND SHIELDS
Everyone who expects to fight wants the best armor and shield he
can get. Even wizards wear armor in Trollworld.

ARMOR AND SHIELDS


ST
Name HITS Cost Weight
Req.
FULL SUITS

Banded mail 13 13 320 450

Cuirboille 7 8 170 160

Heavy cloth 1 3 20 30

Heavy plate 20 19 1300 700

61
ARMOR AND SHIELDS CONTD
ST
Name HITS Cost Weight
Req.
FULL SUITS CONTD
Lamellar 9 13 200 320
Mail 12 12 250 360
Plate 18 16 460 450
Quilted silk/cotton 3 6 50 100
Ring-joined plate 13 14 435 410
Scale mail 8 10 210 300
Soft leather 5 7 50 75
HORSE BARDING
Plate 14 28 3500 1800
Mail 11 30 1500 2000
Cuirboille 6 17 300 600
Quilted silk/cotton 3 3 240 200
Trapper 1 1 100 70
TORSO ARMOR
Arming doublet 2 2 40 75
Back plate 2 2 110 90
Breast plate 3 3 140 110
Cuirass 5 4 250 200
Haubergeon 4 4 150 240
Leather jerkin 1 2 15 15

62
ARMOR AND SHIELDS CONTD
ST
Name HITS Cost Weight
Req.
ARM ARMOR
Bracer 2 (1 ea) 2 10 20
Elbow gauntlet 2 (1 ea) 2 40 30
Gauntlet 2 (1 ea) 2 20 10
Mitten gauntlet 2 (1 ea) 2 30 12
Vambrace 2 (1 ea) 2 10 20
LEG ARMOR
Chausses 4 (2 ea) 3 130 140
Cuisses 2 (1 ea) 2 30 40
Greaves 2 (1 ea) 2 20 30
Solleret 2 (1 ea) 2 10 10
HEAD ARMOR
Cap, steel 1 2 10 25
Coif 2 2 10 45
Dwarven mask 1 2 10 25
Full helm 3 2 20 50
Open-face helm 2 2 15 35

63
ARMOR AND SHIELDS CONTD
ST
Name HITS Cost Weight
Req.
SHIELDS
Buckler 3 2 10 75
Dwarven spike shield* 4 10 90 450
Heater 5 10 65 400
Kite shield 6 12 130 500
Lantern shield 3 4 80 110
Madu* 1 2 15 20
Pavise 7 14 130 700
Scutum 5 10 60 450
Sopok 2 2 20 30
Target shield 4 10 35 300
Tower shield 6 12 100 550

* The dwarven spike shield and the madu are also offensive
weapons. The spike shield gets 2D6 in combat, and the madu gets
1D6+3.

For more information on the equipment


presented here, and numerous other and
alternative items to buy, consult the
Expanded Equipment PDF file on the
30th Anniversary CD included in this
set.

64
Monsters & COMBAT ly from the MR: Divide the MR
by 10 (round down) and then
The Monster Rating add 1 to get the number of dice
System it rolls in combat. This number
Rather than developing com- of dice is never reduced, except
plete attribute and talent lists perhaps by magic. In addition,
for foes, its a lot quicker to just monsters get combat adds equal
give most of your beasties to half their MR (round up); this
Monster Ratings (MR). The amount is reduced based on the
MR is the measure of both your creatures current MR, after
monsters attack and its defense. damage is resolved each round.
It can take an amount of dam-
age in combat up to its total MR Thus, the MR 156 creature
before being destroyed. Thus, a above rolls 156/10 + 1 = 16D6+78
MR 156 creature takes 156 hits in combat. A big rat with a
of damage before it dies. Monster Rating of 8 gets 1D6+4
Further, all monsters fight with in combat. A MR 81 death frog
a number of D6s derived direct- gets 9D6+41.

65
IMPORTANT: In 7th edition own imagining. Be simple and
T&T, the monsters initial num- consistent and populate the
ber of combat dice never plains south of Khazan with the
decreases in normal combat. megafauna of the old stone
Their combat adds fade away as agesabretooth cats, giant
they take damage, just as in sloths, and mastodons. Or, be
older versions of the game, but crazy and quirky and fill your
the MR 81 death frog rolls 9D6 dungeon with creatures from
even when it has only 6 hit the looking-glass world, things
points left and its therefore get- like carnivorous flowers and
ting only +3 in combat adds. malignant talking eggs. Grow
your favorite creatures to gigan-
Creating Monsters tic size and turn them loose on
the hapless adventurers. T&T is
The Special Edition Monsters & played for laughs quite often.
Magic Book that comes with My latest adventure is called
this set gives you a wide variety The Attack of the 30-Foot-High
of kindred and creatures you Hamsters.
can use as monsters and bad
guys to make the game interest- You may, of course, assign any
ing, but a GM can have an Monster Rating you want to
awful lot of fun making up your new creatures, but It is
monsters of his own. I had a lot often best to give them a MR
of fun with giant death frogs that will provide a good chal-
in Goblin Lake. Bandersnatches lenge for your delvers. This can
and snollygosters haunt the be quickly done by adding up
swamps of Trollworld. Nothing the dice of the weapons used by
is more dreaded during the the delving party, and using
rainy season than lightning that as the basis for the MR.
bugs. Gakks and gurkks live in For example, let us say that we
the lightless caverns below the have four characters with a total
city of Khazil. of 16 weapon dice. To give the
party a good fight, I would
Trollworld has room for any want the monsters to roll at
number of monsters of your least 16 dice also. Well, as they

66
plunge into the jungle, they run Another thing I like to do with
into a monster with a MR of monsters is give them levels of
156that is, 16D6 plus 78 com- their own. There are little 1st-
bat adds. Or, perhaps Id like to level death frogs with MRs of
test them individually with four 20 and humongous 10th-level
jungle wolveseach with a MR death frogs with MRs of 200.
of 42.
Table of Sample Monsters (by MR)
LEVEL
Type 1 2 3 4 5 # Appearing
Balruukh 100 200 300 400 500 1-2
Bear 32 42 62 92 132 1-3
Death frog 20 40 60 80 100 1-20
Dragon (with flame) 110 220 440 880 1760 1
Dragon (without flame) 99 198 297 396 495 1
Gakk 13 26 39 52 65 1-6
Gargoyle 80 120 160 200 240 1-10
Goblin 30 45 60 75 90 1-20
Gremlin 20 31 42 53 64 1-20
Gurkk 7 49 343 2401 16807 1
Librarian liche 10 100 1000 10000 100000 1
Lightning bug 8 16 32 64 128 1-20
Lion 66 99 132 165 198 1-4
Ogre 26 52 104 208 416 1-6
Tiger 44 88 176 352 704 1
Troll, jungle 50 75 125 200 300 1-2
Troll, rock 50 100 200 400 800 1
Urook 40 60 80 100 120 1-10
Warg (giant wolf) 42 63 105 168 264 1-10

67
Note: I have thrown a couple of than the human average, while
ridiculous creatures onto the list inferior is worse than normal
not so that youll put them into human average. A dwarf who
your own games of T&T, but so is normally twice as strong as a
that youll have some idea of human might have rolled a 10
the kind of creativity available on 3D6, being of only average
to you when youre the GM. Strength for a dwarf, but that
would give him an adjusted
Combat strength of 20, which is worth 8
combat adds.
Combat is the true heart of any
fantasy role-playing game. This Combat Turn (a.k.a. Combat
section deals with all aspects of Round): One complete round
combat. It is basically the same of combat in which all combat-
as in earlier editions, although ants have had their fair
there have been some slight opportunity to try to score hits.
modifications, especially in mis- A combat turn is officially
sile and magic combat. considered to be 2 minutes in
length, although that is proba-
First, some definitions: bly 10 seconds of action and 110
seconds of maneuvering for
Combat Adds/Personal Adds: advantage. It can be considered
The extra hits in combat that a a rapid exchange of strikes and
character gets for having supe- parries by all fighters involved.
rior attributes in Strength, By arbitrary convention, we
Dexterity, Luck, and Speed. stop and evaluate how the
Personal adds may be negative. fighters are doing at the end of
The average range on a roll of each combat round, but in your
3D6 is 9 to 12. Thus, positive imagination you should con-
adds are given for attributes ceive the action as hot and
higher than 12, and negative heavy until such time as the
ones for attributes lower than 9. winners win and the losers
Note that the whole system is either lie down and die or run
based on human average. away.
Superior is defined as better

68
Hits or Hit Point Total (HPT):
The total of weapon damage Why Strength, Dexterity, Luck,
plus combat adds of a character and Speed? The harder you hit
a foe, the more you can hurt
(or monster, or team of charac-
them; thats why you get adds
ters, or team of monsters) for 1 for Strength. If youre lucky
combat turn. enough to land a blow in a vital
or unguarded spot, you do
Hits of Damage: Wounds to be more damage; thats why you
get adds for Luck. If you can
assessed the basic damage is
aim and control your blow, you
simply the difference between do more damage; thats why
the two HPTs, and the loser you get adds for Dexterity. If
takes the damage, arranged any you hit your foe faster and
way the losing side wants more often than normal, you
will do more damage: thats
among its characters.
why you get adds for Speed.
Characters or monsters are
modified accordingly before the What about Intelligence? If you
next combat round begins. fight smarter than your foe,
arent you likely to do more
damage? Yes and no. Being
Spite Damage: When rolling
smart about your combat is a
dice in combat, every 6 good thing, but the effect is
thrown always counts for 1 reflected in different ways. For
point of damage, no matter example, you could lure your
which side wins the combat. foe into an ambush and get a
combat turn where the foe
Those points of damage get
doesnt fight back. You could
through in spite of everything know where to hit the foe for
one can do to stop them. Since maximum damage, but you still
T&T does not use a blow-by- have to be dexterous enough or
blow description of combat lucky enough to hit him there.
You could plan some special
with hit locations, spite damage
feat in combat, such as disarm-
manages to reflect the fact that ing the foe, or leading it into a
combat is always dangerous trap, but that would be decided
and one can always be hurt by by a Saving Roll, not by the
it. The spite damage of a drag- number of hits you do in com-
bat.
on rolling 445 dice (!) in combat
is likely to be considerable (one-

69
sixth of the dice should come Every combat is different, and it
up as 6s, on average, and that is your job as gamer and judge
would be 74 points of damage to adjust the details in your
to the players even if they man- mind so that it makes sense.
aged to roll a higher combat Visualize the fight, and you
total). wont have to be told that
Mungo the Hobb did 11 points
Weapon Damage: The number of damage to the giant with a
of hits scored by any given sneak attack to the ankle. What
weapon when it is used during else could Mungo reach? When
a combat turn, expressed in dice the giant falls down, our
plus adds. For example, a sax doughty little warrior might
gets 2 dice plus 5 adds (2D6+5), want to start attacking the
which gives it a range of 7 to 17 giants head. Let him.
hits per combat turn.
As noted above, a combat
Combat Turn Sequence round is normally 2 minutes
long in T&T. That time includes
Most combat actions in T&T are all the hacking, feinting, dodg-
self-evident. All you have to do ing, parrying, cussing,
is use your imagination and spellcasting, fleeing, and any-
visualize the situation. You thing else that happens in
may wish to use miniatures, combat. We dont count every
counters or tokens (Hey! did- blow and parry. People dont
nt some come with in this line up in initiative order to get
Anniversary Edition set?!) to their licks in. It is usually a
help you figure out everyones wild, confused melee.
relationship and position in the However, while 2 minutes is the
heat of battle. suggested length, the GM may
make combat turns 10 seconds
For detailed combat examples, long if he wishes, or an hour if
see the Combat Example PDF hes fighting one army against
that comes with the another. The action takes place
Anniversary Edition CD. in your imagination, not in a
blow-by-blow manner.

70
And remember, you can try well you succeed, but go ahead,
anything in combat, and the be creative and tricky. The
GM will deal with it. He may game will be more fun.
call for a Saving Roll to see how

71
These are the stages of a T&T combat:

1. Surprise Attack. One side gets an attack and the other side
gets no defense. In such cases, the combat round obviously does-
nt last 2 minutes. 10 seconds is more like it.

2. Magic. T&T magic doesnt usually take very long to cast.


Wizards get their spells off right at the beginning. Remember that
the Wizard must make an INT Saving Roll on the spell level for
the spell to work. Magic that does damage always counts as part
of his sides HPT.

3. Missile Combat. Arrows and such things travel very fast.


Except in unusual circumstances, you only get one missile per
combat turn. Make a DEX SR (or perhaps a similar roll using
your Marksmanship Talent or the like) to see if the missile hit.
If you miss the SR, you get no points toward the melee total. If
you make it, your points count no matter what.

4. Choose Your Melee Target. The GM may specify which foes


the characters face, or the players may get to choose their own tar-
gets.

5. Roll Your Combat Dice. Figure in your combat adds. Do


magic and missile damage to the foe. Take magic and missile
damage from the foe. Go hand to hand. This is the part of the
combat round that could take up to 2 minutes. If your combat is
fairly simple, it shouldnt take much more than 2 minutes of real
time either.

6. Calculate Your HPT. If you have a party, you get to count all
the damage that actually happenspoints of magic taken, missile
damage, and hand weapons. Get a total. Your opponent is doing
the same.

72
7. Figure Hits of Damage. The low total is subtracted from the
high total. The losing team or player takes the difference in hits.
Also count spite damage at this stage.

8. Adjust for Armor. Armor takes damage for fighters. The win-
ners need not worry about it. The losers get to soak off some of
the hits of damage on their armor if they can. (Armor doesnt
affect spite damage.)

9. Adjust Attributes. Figure the effects of poison or magic that


might have altered any attribute scores (i.e., STR, CON, etc.). A
weapon has to hit before poison can do any damage.

10. Evaluate the Round. Bookkeeping. Update your character


stats and get ready for the next round of combat. Decide what
youre going to do on the next round. Inform the GM. If the com-
bat is over, start healing the wounded and searching the dead. If
the combat continues, go back to Step 2 (the element of surprise is
gone, so dont go to Step 1), and run through the sequence again.

Remember that the Game on the Marksmanship Talent or


Master can call for Saving Rolls the like) to hit the foe. The GM
in any situation, or the player determines the difficulty of the
can ask for one if he thinks he shot, based on the guidelines in
needs the chance to stay alive. the following chart.

Missile Combat RANGE SR Level


Point blank (1 ft. or less) 1
Whenever a character uses Easy (up to 30 ft.) 2
weapons that are fired, shot,
Challenging (up to 100 ft.) 3
thrown, or explosively pro-
pelled at a foe, he or she must Difficult (up to 300 ft.) 4
make a Saving Roll on DEX (or Remarkable (over 300 ft.) 5

73
Targets taking evasive action These dice rolls are set up in
(i.e., moving rapidly or inten- levels of difficulty. The Game
tionally dodging missile fire) Master determines the levels of
double the difficulty of the SR. difficulty of each test. If the
The GM may otherwise adjust peril to be avoided is something
the difficulty of the SR if the tar- fairly ordinary, like dodging a
get is unusually large or small, missile or not falling into an
or if other beneficial or detri- open pit, only a Level One SR
mental conditions arise. is required. However, if the
danger is something tremen-
Saving Rolls dous, like escaping from the
clutches of a giant squid while
Frequently, characters are 40 feet underwater in shark-
placed in such danger (by a infested waters, a higher level
trap, by magic, or by their own SR is required (perhaps Level
clumsiness) that only pure luck Five). It is always a matter of
can save them. When this hap- the GMs judgment.
pens, we test the characters
Luck (or any other appropriate When making a Saving Roll,
attribute) by asking for a Saving you always use two dice (2D6).
Roll. However, in the case of SRs, all
doubles add and roll over
(DARO)that is, as long as you
roll doubles, you may add their
total and roll again. For exam-
ple, if you roll two 3s, you
may roll again and add the 6
you already have to the new
number; if you roll two 6s on
your second try, you roll again,
adding 6 + 12 plus the next
result; assuming your result on
this third roll was a 5 (a 2 and
a 3), your total would be 6 +
12 + 5 = 23 (which is extremely

74
good most of the time, you 12 or better on 2D6. Gimor is in
wont have an SR that good in a trouble with Luck SRs since he
hundred tries.) has only a 1-in-36 chance of
coming up with a result of 12
Remember that you can always on any given 2D6 dice roll.
add your character level to a Note, however, that its not as
Saving Roll youve failed in bad as it seems at first glance,
order to change that failure to a given the DARO rule: Doubles
success (see 74). come up about 1/6th of the
time, and double 3s or higher
When told to make a Saving give him an excellent chance to
Roll, you are also given a Level make that L1SR. Further, since
and an attribute: For instance, a Gimor is a 1st-level Warrior, he
Level One Saving Roll versus gets to add +1 to any failed SR
Luck (shortened to L1SR vs. result to see if he in fact suc-
LK or L1SR on LK). To actu- ceeds.
ally attempt a Saving Roll,
simply roll 2D6 and add the rel- It is also important to note that
evant attribute. Compare that your beginning attribute values
total to the target number, as are not static. They can change,
shown below; if your total is whether during a game session
equal to or higher than the tar- or between sessions. The most
get number, you succeed. common way to raise them is
by gaining Adventure Points
Level One 20 and spending them to buy high-
Level Two 25 er values: By spending large
Level Three 30 sums of AP, a player can raise
Level Four 35 his or her character's attribute
Level Five 40 values, as shown on page 77.
Etc.
Magic spells and items may also
Lets use Gimor as an example. raise or lower attributes.
He has a terrible Luck rating of
8. To make a L1SR (target num-
ber 20) on LK, he needs to roll a

75
Fumbles if a character can perform a dif-
ficult task under pressure, then
It is important to realize that it is time for a Saving Roll on an
there is no such thing as an appropriate attribute or Talent.
automatic success on a Saving
Rollnothing works perfectly Here are a couple of examples
100% of the time. For example, based on Gimor Ironfangs
Tmuwo the Troll has a Luck rat- attributes.
ing of 30; it would seem that he
automatically makes all Level Strength: Gimor is being
One, Level Two, and Level chased through a dungeon. He
Three SRs on Luck. He doesnt. runs through a door and slams
He still has to roll the dice in it shut, but there is nothing to
those situations, because some- keep it shut. He decides to hold
thing could go wrong he it shut with all his might until
could fumble his Saving Roll. he has a chance to assess the sit-
uation, so he leans into the
Any dice roll of 3 (a 1 and a 2) door. The GM rules that a L1SR
on a Saving Roll is an automatic on STR (target no. 20) will keep
fumble. Regardless of the SR the door shut against one foe.
total compared to the target Gimor rolls a 5 and a 4 and
number, a fumbled roll fails, has a Strength attribute of 14, so
and the character must take the his total is 9 + 14 = 23. He need-
consequences for failing. ed a 20. The first charging
monster bounces off the door
Saving Rolls on Other and hurts his shoulder.
Attributes and Talents
Then another creature joins the
The SR method may be used first. The GM rules it will take
whenever a GM wishes to a L2SR on STR (target 25) to
determine if a character can keep them out. Gimor rolls his
accomplish a task or feat; it also 2D6 and gets a 6 and a 1,
works with Talents, and so forth for a total of 7 + 14 = 21 which
for every possible attribute and would have held against a sin-
situation. When it is time to see gle foe, but is a failure here.

76
Since hes 1st level, Gimor can The player rolls his 2D6 and
now add +1 to the result to see gets a 3 and a 5, for a total
if he pulls off a success anyway, of 8 (roll) + 16 (Acrobatics) = 24.
but 22 still doesnt do the trick. Thus, Gimor fails his SR. But
The GM rules that Gimor is wait! He is 1st level, so he gets
knocked back and the door to add +1 to his failed roll to see
pops open. Enter howling if his prowess turns what might
monsters. Were having fun be a miserable failure for a less-
now! er delver into a skilful
maneuver. This results in a 25,
Acrobatics: As the howling a success, so he manages to hike
creatures converge on Gimor, himself up the rope just as a
he spots a rope hanging down rusty scimitar shaves a strip of
from the ceiling and hears a leather from Gimors boot.
voice call, Up here! With a
leap, he might reach the rope Adventure Points
and then swing and clamber up
quickly enough to evade the
charging monsters. Gimors Though the real object of T&T is
player decides this is a perfect simply to enjoy playing, your
opportunity to use his charac- characters success can be meas-
ters Acrobatics Talent of 16. ured by the number of
The GM rules that the rope is Adventure Points (AP), some-
stout enough and not very slip- times called Experience
pery, relatively easy to climb, Points, accumulated in his or
and that Gimor is only lightly her delvings. In older versions
encumbered; he rules that of the game, Adventure Points
Gimor need only make a L2SR used to determine character
(target 25) on Acrobatics to level, but character level is now
climb up and out of trouble (he determined by other measures.
might have said on STR or DEX (See 36.) Adventure Points now
instead if the Acrobatics Talent have only one purposeto let
didnt seem appropriate). you increase your characters
attribute scores.

77
To find the number of AP it Adventure Points should be
costs to raise an attribute by one awarded for these things:
point, you multiply the
attributes current value by 100. Daring: GMs should evaluate
For example, Gimor has a Luck the difficulty and danger of
score of 8. When he gets 800 their tunnel complexes, wilder-
AP stored up, he could spend ness areas, cities, etc., and
them to raise his Luck to 9. award AP accordingly to those
When he gets 900 more, he can players who survive a session.
raise it to 10. And so forth. If A general guideline is to award
he had a Dexterity of 19, it 100 AP for each level of dun-
would cost 1900 adventure geon or difficulty that is
points to bring it up to a 20. overcome. For example, a per-
Thus it is relatively easy to raise son who penetrates to the third
lower attribute values, and level of Bleems Blemish
more difficult as time passes. Dungeon is awarded 300 AP
How does a character gain AP? for getting out alive, while a
He or she must participate in character in Buffalo Castle
something that can reasonably might get only 100 AP because
be called an adventure, moni- its all one level.
tored by a GM. Several classes
of action come under this cate- Under this category, there are
gory, and they are listed below AP for doing something unusu-
with some guidelines for al, and even foolhardy. If Taran
awarding AP. SniperOrc walks into an elven
pub to suggest arm-wrestling
GMs Note: Adventure Points contests with the elves in there,
should be awarded in relatively the GM might award Taran
small doses. To get 100 AP in with 50 AP or so for his daring.
one shot is not badto get 1000 These awards are always at the
is darn near incredible. As GM, GMs option, and are meant to
you want to be somewhat encourage good roleplaying.
stingy with AP, awarding them You wont find them in solitaire
only for real achievements. dungeons.

78
Combat: Any character who Subterfuge: Combat is usually
participates in a combat that a straight-up character(s) versus
results in a foe being either creature(s) melee, but some-
slain or subdued gets AP for it. times it can be won by trickery
Such participation may be rela- also. Let us say that Tarans
tively minor, but if a character brother Jax spent a few game
takes part and in any way helps hours digging a pit in a forest
the group, then he or she and lining the bottom with
should be awarded AP. The sharpened stakes. Then he cov-
GM should be very meticulous ers it with a thin layer of leaves,
about awarding AP in combat, stands on one side of it, and
and these points should be taunts a bear so it charges at
given out immediately after the him and falls into the pit. The
fight is over (or even as the bear is half-killed by the stakes,
fight progresses). and Jax bombards it with boul-
ders to finish the job. The bear
1. Give all the combatants a has a MR of 150. Although Jax
number of AP equal to the was never in any real danger
full MR value of any monster
from the bear, he should get the
or foe defeated divided by
the number of characters 150 AP anyway. He did defeat
involved in the monsters it by being smart, using his wits
defeat. Thus, if Gimor and in combat.
Taran join forces to bring
down an MR 300 giant, they
Note: Adventure Points should
would each get 150 AP for it.
never be awarded for treasure
picked up before, after, or dur-
2. In the event that a charac-
ter fights and conquers ing a combat. Treasure is its
another character who has own reward.
numerical attributes instead
of a MR, the winner should Saving Rolls: Saving Rolls
be awarded AP equal to the should probably be your num-
sum of the foes STR, CON,
and INT. When Taran takes ber one way of gaining AP.
down Norm the Citizen, Whenever a character attempts
whose attributes are all 10s, a SR (whether he succeeds or
Taran would get 30 AP. not), he has been tested in some

79
manner. It is by such tests that hit the target. Taran has a DEX
characters accrue favor with the of 15, so he needs to roll a 10 or
gods and increase their abilities. higher on 2D6. He rolls a 3
The formula for awarding AP and a 1, so he misses but
for Saving Rolls is simple: before the elf sticks a spear in
AP = SR dice roll x SR level. him, the GM gives Taran 2
(Level Two SR) x 4 (dice result)
Example: Taran SniperOrc is = 8 AP for his attempt.
trying to shoot a charging elf
with his crossbow. The GM Casting Magic: Working magic
rules that he needs to make a requires the expenditure of
L2SR on DEX (target no. 25) to Wizardry points. You get AP

80
for this equal to the number of Other: The GM may bestow
WIZ points spent. For example, bonus AP to players for any
Khenn the Wizard casts a 2nd- number of different reasons
level Take That You Fiend spell when he or she sees cause for it.
on a charging mugwump. It For instance, the GM may
would normally cost him 12 reward you for guessing there is
points to do that, but he has a a giant tentacled monster
magic staff that reduces the beneath the surface of a peace-
casting cost by 1 point. Khenn ful lake, thus saving the party
thus gets 11 AP for his spell, from squidly doom.
regardless of the spells success
or failure, or of how much dam-
age his spell deals. (He still Final Note: Adventure Points
gets AP for those other things may be given out only during
too, but they are handled by the adventures. It is definitely
sections above.) unfair to everyone for a player
to say something like, I just
Role-Playing: The GM may spent the last year exploring the
bestow bonus AP to you for Naga Jungle. I learned six new
throwing your body in front of magic spells and gained 20,217
a charging rhinoceros, thus sav- AP doing so, and now I want to
ing the little old lady in its path. take my bonuses before starting
Or you may get points for your the current adventure.
dwarfs outwitting a party of Make up whatever backstories
trolls, getting them all into a you wish for your characters,
quick game of dwarf-tossing but dont give them game credit
that enables the rest of the party for stuff they didnt do in a
to quietly sneak away. Any AP game. As far as we are con-
awarded in this category should cerned, that exactly what
be given to players who are backstories arestories and
doing a superlative job of role- frankly, they may be entertain-
playing, thus making the game ing, but we dont have to
more enjoyable for all. believe them any more than our
characters do.

81
82
(3) Conjuring Magic, which
Magic deals with all spells that sum-
mon, banish, or control beings,
Trollworld is an incredibly mag- substances, and energies; and
ical place. The planet exudes a (4) Metabolic Magic, which
raw force known as kremm that deals with all spells that direct-
can be used to alter reality. In ly affect character health or
some places, this natural force attributes. Each spells school is
manifests as gateways between listed in square brackets beside
universes. In other places, it its name in the Spellbooks
causes trees to grow impossibly below.
tall, animals to get impossibly
large, or other marvelous Casting Spells
effects. Many of the Kindred of
Trollworld can instinctively con- Wizards in Trollworld dont
trol kremm. For instance, some need grimoires; when you find
beings can fly when the physics such a book, it is usually a
of our world would seem to description of the spell and its
make it impossible. effect for the non-magical read-
Leprechauns can teleport them- er. It doesnt show the mental
selves short distances. Dwarves pattern needed to make the
can smell metals. Magic is magic happen. Once they learn
everywhere. a spell, Wizards have it forever
imbedded into their subcon-
Magic has been coordinated scious a psychic pattern held
into four Schools of Wizardry, in the mind, ready to be called
each of which is a separate forth energized with the magi-
branch of the Wizards Guild: cal energy kremm that they have
(1) Combat Magic, which deals stored up like a human battery.
with all spells meant to be used When they use and release the
directly against a foe; (2) energy, charged with the pat-
Cosmic Magic, which deals tern of the spell, the magic
with all spells that have a direct happens and reality is changed.
effect on the real universe,
including divinatory magic;

83
When a Wizard wishes to cast a their Wizardry attribute, can
spell, he calls it to mind, often cast the most spells.
by a key phrase such as the Intelligence accounts for
spell name; he visualizes the remembering the pattern prop-
pattern of the spell; he gestures erly and for the strength of will
magically, which is chiefly for necessary to cause reality to
aiming the spell; and then the change, and Dexterity is part of
spell goes off. The Game the physical process of spell-
Master evaluates the effect casting, as well as a measure of
including whether it worked at mental nimbleness and efficien-
all and explains the results, cy in creating the pattern and
and then play continues. focusing the energy. It stands to
Whether the spell worked or reason that some people are
not (they usually do), the kremm better at the process than oth-
is gone. All spells have require- ers. Those people are the
ments in terms of Intelligence, trained Wizards, and the higher
Dexterity, and Wizardry for their level of mastery, the less
casting them. These require- kremm it takes for them to cast
ments increase as the difficulty certain spells.
level of the magic rises. The
requirements are shown in the Whenever you wish to cast a
tables of spells. spell, you must make a Saving
Roll on INT at a level equal to
It isnt easy to change reality. If the spell level. For example,
it was, everyone would be a Khenn, a 2nd-level Wizard, has
Wizard. Of course, the main a Wizardry score of 20 and an
obstacle to casting magic is the Intelligence of 23. To cast a sim-
spell-casters own ability, and ple Will-o-Wisp spell costs him
the difficulty of the spell. 1 WIZ, and he must make his
Higher-level spells are signifi- L1SR vs. INT (target number
cantly harder to visualize and 20). With an INT of 23, only his
thus to cast. rolling a fumble (a 1 and a
2 on his SR) could stop that
Those with the greatest ability spell from going off. But if
to store kremm, as measured by Khenn wanted to cast a 3rd-

84
level TTYF, he would need to is increased: Thus, a TTYF cast
make a L3SR on INT (target 30). at 2nd level of effect costs 6 +
That means he needs to roll a 5 (6x1) = 12 WIZ; at 3rd, 6 + (6x2)
or better (since he gets to add = 18 WIZ; at 4th, 6 + (6x3) = 24;
his character level to a failed SR etc. However, the efficacy of
value). the spell usually doubles from its
previous effect with each level
Casting Cost of increase; each spells descrip-
tion includes a Power Up?
Every spell has a base cost, a entry that explains whether the
measure of the energy expend- spell can be increased in this
ed in casting that spell at its way, and what effect such an
lowest effective level without increase brings with it.
any kind of assistance (such as
that from a magical wand). To Thus, a 1st-level Wizard with an
cast a spell at its base level costs Intelligence of 15 could cast
a number of points of WIZ TTYF (without a staff) for 6
equal to its base cost. For points of WIZ, doing 15 points
example, a basic Take That You of damage to a foe. If he
Fiend! spell (commonly noted increases the cost to 12 points
as TTYF) has a cost of 6 WIZ (effectively making it a 2nd-
points. level spell), he does 30 points of
damage to the foe. At the 3rd
Just as Wizards may cast spells level of efficacy, it costs 18 WIZ
for less WIZ points as they and does 60 points of damage.
increase in character level (see At 4th, it costs 24 points and
36), so too can Wizards cast does 120 points of damage. If
their spells at a higher level of the caster were a Combat Mage
efficacy but at a greater cost in Specialist, he would reduce the
kremm. The cost of casting WIZ cost of each spell level by
spells at higher levels increases half, yet deal the same damage!
in a linear fashion, so that the
increase in the cost of the spell However, to cast spells at
is equal to its base cost times increased efficacy in this way
the number of levels by which it also requires higher INT and

85
DEX attribute scores (see "The any spell that defines what a
Spellbooks," starting on p. 89). point of kremm represents.
For example, a minimum Paragons and Specialist Mages
Intelligence and Dexterity of 15 can also use focusing devices,
are required to cast any 3rd- though Rogues cannot they
level spell, such as the 3rd-level were never trained for it, and
version of TTYF noted above such training is one of the most
(base cost 18 WIZ). difficult things that true
Wizards learn. Rogues cannot
Wizards have developed a great cast spells at higher levels, nor
many tools to help with spell- do they reduce the spell-casting
casting since Khazan first cost when casting at lower lev-
established the Wizards Guild els.
in 400 A.K. This equipment is
dealt with separately starting in Kremm Resistance
the Special Edition Monsters &
Magic Book . The major obstacle in spell-cast-
ing is that higher kremm levels
Wizards may use a focusing resist change by lower kremm
device such as a staff, a wand, a levels. In effect, this means that
ring, or the like to channel their a character with a lower
thoughts and reduce the cost of Wizardry score cant normally
a spell. A 1st-level wizard cast spells directly upon beings
reduces the spell cost by 1 with higher Wizardry scores. If
point, second level gets 2 points they wish to try it, they auto-
off, third level gets 3 points off, matically get a Bad Feeling
and so forth. Thus, you would (which allows them to abort
think that a 10th level wizard their casting without penalty
could cast all first level spells and try some other action or
for free, but there is a limiting target instead); if they cast any-
factor. No spell will take effect way, they simply lose the WIZ
unless one whole point of magi- cost and the spell doesnt take
cal energy is poured into it. In effect.
fact, it is that minimum amount
of energy needed to energize

86
The casting does, however,
reduce the WIZ score of the tar-
get by the number of WIZ
points used in casting the spell.
In the case of ties in WIZ rat-
ings, both spells go off,
assuming both Wizards make
their INT Saving Rolls.

It should be understood that


when we talk about WIZ scores,
we are always talking about
current scores. If Abb and
Costel have maximum WIZ
scores of 24 and 17, respectively,
but Abbs current WIZ is 9
while Costels current WIZ is 13,
then Abb gets a Bad Feeling
about casting a spell on Costel,
while Costel has no problem
casting on Abb. Thus, a team of
lower-level Wizards might take
down a higher-level Wizard by
casting enough spells to deplete
the superior Wizards kremm to
the point where he couldnt
resist anymore. Got it? Good!
come his own kremm power to
You might wonder, then, how cast a spell on himself. In the
beneficial spells can be cast on case of other beings of higher
oneself, or on beings of higher power, though, you have to find
magical aptitude. In the first a way to temporarily reduce or
place, there is no resistance to suppress the higher kremm.
casting spells on yourself, ever! There are potions, spells, and
A Wizard doesnt have to over- amulets for such things.

87
Oddly enough, Warrior soci- be weakened to the point of
eties and guilds understand this vulnerability. That is why mag-
fact about spell-users. In order ical items are so commonly
to counterbalance magical available, and so often sold to
power, in fact, they deliberately Warriors. Its all part of the
train the ability to visualize psy- power struggle between the
chic patterns out of their various guilds and factions.
students (i.e., choosing those
with relatively low INT), while Kremm resistance is easy
on the other hand training them enough to handle in a game
to build up as much kremm when all the combatants have
energy as they can (a high WIZ attribute values, but for quick
score is a good thing for any- play, most monsters simply
one!). Without the ability to have a Monster Rating (see 65).
cast spells but with natural Thus, you dont really know if
resistance to magic, they can be that ogre has a WIZ rating of 1
fairly effective against Wizards or 101.
and other spell-casters.
Rule of thumb: The WIZ rating
Of course, there are all sorts of of a monster always equals
ways around the problem of 1/10th of its MR, rounded up.
attacking people who have
higher WIZ attributes. One We use this rule on the rational-
strategy is to be indirect have ization that if the monster were
the spell attack their clothing, or really worthwhile and power-
weapon, or a companion, or the ful, the Game Master would
ground under their feet. have given it attributes and per-
Another strategy is to first sonality, and if the GM doesnt
deplete the enemys kremm. do this, then its a run-of-the-
There are spells designed mill, cannon fodder-style of
specifically to drain away attrib- monster without a great deal of
utes, whether STR, LK, WIZ, or kremm to protect it from sorcery.
otherwise. Get an object Thus, a goblin with a MR of 30
enchanted with such a spell into would have only 3 points of
the hands of a foe, and he might WIZ for the purpose of kremm

88
resistance. So blast away, all ye are treated as wizards for the
Wizards, Rogues, and Paragons. purpose of spell acquisition.
Rogues and Citizens cannot
Of course, this also means that a normally purchase spells from
dragon with a MR of 500 would the Wizards Guild. They need
have 50 points of WIZ, and thus to find other Guilds willing to
be quite a challenge for most instruct them, or turn to the
wizards. Remember, GMs must Black Market. Anyone can buy
tell players when they get a Bad officially licensed amulets, talis-
Feeling. mans, and magical doodads of
all sorts sold in Wizards Guild
The Spellbooks shops.

The spells listed here are not the Specialist Mages do not have to
only ones available in buy the spells within their spe-
Trollworld. GMs and players cialty. As they gain the ability
are both encouraged to make to cast the spells, they learn
up their own interesting and their magic automatically and
useful cantrips. Some spells inherently, yet only within one
listed below reveal the creators school.
name; if you create a master-
piece of magic, you may Some spells listed herein, partic-
someday find your name noted ularly those with lengthy
in a spells description! names, have an abbreviation
given in parentheses beside
Wizards, Rogues, and Paragons their names, which may be used
who wish to concentrate their for ease of reference.
expertise within a particular
School of Magic are advised to All spells are valued at 1000
simply buy most of their spells gold pieces per level; thus, it
within that discipline. If you costs 4000 GP to buy a 4th-level
want to make your character a spell.
Combat Wizard, then buy only
combat spells as you acquire the
ability to cast them. Paragons

89
FIRST-LEVEL SPELLS (INT and DEX 10)
This collection of spells is the Description: This spell briefly
common heritage of all starting summons a blast of water into
wizards in the Empire of this world that will do 1D6 of
Khazan. Mastery of these spells water damage to its target. This
is the minimum requirement for spell is also highly suitable for
graduation from the rank of dousing candles, torches, and
apprentice to journeyman (or campfires, or for creating
woman) within the Wizards enough water to wash your face
Guild. before dinner.

Call Flame [Conjuring]


WIZ Cost: 7
Range: Touch
Duration: Instantaneous
Power Up?: Yes. Deals 1 extra
die of damage with each level
increase.
Description: This spell sum-
mons an extremely brief blast of
flame that does 1D6 points of
fire damage to its target. This
spell is also highly suitable for
lighting candles, torches, and
campfires, or igniting other
flammable substances.

Call Water [Conjuring]


WIZ Cost: 8
Range: Touch
Duration: Instantaneous
Power Up?: Yes. Deals 1 extra
die of damage with each level
increase.

90
Crme de la Kremm (CdK) level increase.
[Cosmic] Description: A skeleton rises
(Tmuwo) up from the ground and obeys
WIZ Cost: See below the casters simple commands.
Range: Touch It has a Monster Rating equal to
Duration: Instantaneous the sum of the casters STR +
Power Up?: No CON. The spell has duration of
Description: This spell allows 2 rounds, after which time the
the caster to grant WIZ to skeleton crumbles into dust.
another creature. For every 2
WIZ the caster sacrifices, the Note: This spell must have bare,
recipient gains 1 temporary relatively loose earth to work
WIZ; this granted WIZ dissi- upon; it does not work where
pates after 1 hour, and the the surface is stone, water, or
caster must recover his own pavement of any kind. The
WIZ normally. By the very skeletons need not take human
nature of its purpose, this spell form, but may resemble beasts
is immune to kremm resistance whose bones may be beneath
(see 86). The casting cost of this the soil.
spell is 1 WIZ. Thus, if a
Wizard wishes to transfer 5 Detect Magic [Cosmic]
WIZ to an ally, the total cost of WIZ Cost: 1
casting is 11 WIZ: i.e., 1 WIZ to Range: 10 feet per caster level
initiate the transfer, and then 10 Duration: 1 combat round
WIZ that is transferred into the Power Up?: No.
5 WIZ for the recipient. Description: Detects the pres-
ence of magic being used or
Dem Bones Gonna Rise stored by objects (but not
(DBGR) [Conjuring] beings) and the basic nature of
(Gimor Ironfang) the magic: Combat, Metabolic,
WIZ Cost: 10 Conjuring, or Cosmic.
Range: 10 feet
Duration: 2 combat turns
Power Up?: Yes. Double no. of
skeletons or duration for each

91
Hocus Focus [Cosmic] Range: Touch
WIZ Cost: 5 Duration: Instantaneous
Range: Touch Power Up?: No.
Duration: See below Description: Unlocks any Level
Power Up?: Yes. Double the One mechanical or magical
number of WIZ points that can lock.
be channeled through focus for
each level increase. Know Your Foe [Cosmic]
Description: This spell WIZ Cost: 5
enchants any non-magical item Range: 20 feet per caster level
into a magical focus (see the Duration: Instantaneous
Monsters & Magic Items book) Power Up?: No.
capable of channeling a number Description: Allows the caster
of WIZ points equal to the cast- to determine either the MR or
ers combined Intelligence and the attribute total of any one
Dexterity. When a focus has target.
been used up completely, it
crumbles away to dust. Lock Tight [Cosmic]
WIZ Cost: 3
Hold That Pose (HTP) Range: Touch
[Conjuring] Duration: 1 combat turn
WIZ Cost: 4 Power Up?: Yes. Double level
Range: 50 feet and duration for each level
Duration: 1 combat turn increase.
Power Up?: Yes. Double dura- Description: Creates a Level
tion for each level increase. One magical lock that holds a
Description: Makes the subject door shut for 1 combat round.
forget what hes doing, which If this spell is cast upon a
makes him completely helpless mechanical lock of any type, the
in combat (and outside combat mechanical lock is also
also) no attacks, though engaged.
armor absorbs hits normally.
Oh Go Away (OGA)
Knock Knock [Cosmic] [Conjuring]
WIZ Cost: 3 WIZ Cost: 5

92
Range: 50 feet Sparkle [Conjuring]
Duration: 1 combat turn WIZ Cost: 1
Power Up?: No. Range: 10 feet
Description: Caster totals his Duration: 1 combat turn
or her Intelligence, Luck, and Power Up?: Yes. Double range
Charisma scores. If the target and duration for each level
has an MR less than this increase.
amount, it is driven to flee at Description: Creates a rainbow
top speed from the caster for 1 glow on an object that sparkles
combat turn. If the spell fails for 1 round. Doesnt do any-
(because INT + LK + CHR is not thing useful, but looks very
high enough), the target con- magical.
centrates its attack solely upon
the caster for 1 round. Suppress Kremm
[Metabolic]
Oh There It Is (OTh) (Gimor Ironfang)
[Cosmic] WIZ Cost: See text
WIZ Cost: 4 Range: Touch
Range: 50 feet Duration: 1 combat turn
Duration: 1 combat turn Power Up?: No.
Power Up?: Yes. Double range Description: This cooperative
and duration for each level spell gives a the target an effec-
increase. tive WIZ score of 0 for 1 combat
Description: Causes all invisi- turn. The caster and recipient
ble items, doors, and beings must be in physical contact and
within range to glow with a soft the recipient must be willing.
purple radiance for 1 combat This spell is meant for healing
turn. This spell does not need purposes, and is only known to
to be aimed, and it has no effect the Healers Guild, although the
on things that would normally Thieves Guild sells a version to
be visible but that are either too its members for only 10,000
small to be seen or are simply gold pieces.
not being noticed (i.e., that are
hiding successfully). The cost to cast this spell is 3
WIZ from the caster and 3
from the recipient.
93
Take That You Fiend! (TTYF) Teacher [Cosmic]
[Combat] WIZ Cost: See text
WIZ Cost: 6 Range: Touch
Range: Line of sight up to 100 Duration: See text
feet. Power Up?: No.
Duration: Instantaneous Description: The caster can
Power Up?: Yes. Double previ- impress another spells pattern
ous amount of damage with into the mind of any target who
each level increase. is a Wizard, Paragon, Rogue, or
Description: Inflicts hits on the Citizen (but not a Warrior or
target equal to the Intelligence Specialist). The target gains no
score of the caster. TTYF affects true understanding of the spell,
only one target at a time. It has simply the mechanical ability to
no effect on inanimate objects. cast it, once, at the spells base
level. The cost of casting this
spell is equal to the base cost of
the spell being taught plus the
base level of the spell being
taught.

Wizards or Paragons who


receive a spell this way may
attempt a SR on INT at the level
of the spell to be imprinted to
see if they grasp the true nature
of the spell if they succeed,
the spell is learned fully and
permanently, like any other
spell they might have learned.

Thats a Natty Beard (TNB)


[Cosmic]
(Dekhurrrsio)
WIZ Cost: 4
Range: 20 feet

94
Duration: Permanent Whos There? [Cosmic]
Power Up?: No. (Khaydhaik)
Description: The spell caster WIZ Cost: 5
points at his victim, saying, Range: Touch
Thats a Natty Beard. The Duration: 1 hour
victim sprouts a facial beard, Power Up?: Yes. Double dura-
mustache, and/or sideburns, tion for each level increase.
regardless of gender. A favorite Description: As he touches the
among apprentices, this spell recipient, the caster must speci-
can cause the beard to be fash- fy what type of creature (i.e.,
ioned into a goatee, a Van Dyke, Kindred or species) will subse-
a double point, or any other quently trigger the spell effect.
such style and shape, as the If any specimen of the specified
caster wishes. If the spell fails creature type comes within 50
to take effect for some reason, it feet of the recipient while the
manifests instead on the face of spell remains in effect, the
the caster. The effect is perma- recipient experiences a jab of
nent, although the beard can be pain sufficient to wake him or
manually shaved or magically her up (but not to cause dam-
dispelled. age), and knows the direction of
the approaching creature.
Vorpal Blade [Combat]
WIZ Cost: 5 Will-o-Wisp [Conjuring]
Range: 10 feet. WIZ Cost: 2
Duration: 1 combat turn Range: Touch
Power up?: Yes. Double dura- Duration: 10 minutes (5 com-
tion for each level increase. bat turns)
Description: Doubles the basic Power Up?: Yes. Double dura-
combat damage (but not the tion and illumination for each
wielders personal adds) for any level increase.
weapon with a cutting edge. Description: Summons a tiny
Note that it doubles the damage light elemental that emits one
rolled, not the number of dice candela worth of cold blue
(spite damage is not increased). light. The elemental flutters
around the head and hands of

95
the caster; it cannot be attached Wisp cannot be cast on another
to a permanent source. Will-o- being.

SECOND-LEVEL SPELLS (INT and DEX 12)


Spells of 2nd level and higher Duration: 1 hour
cost a great deal of money to Power Up?: Yes. Double dura-
learn. In fact, this is one of the tion for each level increase.
main sources of funds for the Description: This spell can
Wizards Guild. Instead of only be cast on a doorway or
charging membership fees, they archway. When any living crea-
simply charge outrageous ture at least the size of a faerie
prices for all the spells they passes through the doorway, it
teach. Only Wizards and causes a bell to sound loudly
Paragons may buy spells from enough to be heard for 50 feet
the Wizards Guild. in any direction.

Cateyes [Cosmic] Note: This spell is taught by


WIZ Cost: 6 the Thieves Guild, the
Range: Touch Merchants Guild, and the
Duration: 30 minutes Wizards Guild.
Power Up?: Yes. Double dura-
tion for each level increase. Dura-Spell Battery [Cosmic]
Description: Allows the subject (Verdius)
of the spell to see well in low- WIZ Cost: See below
light conditions; this spell does Range: Touch
not grant vision in pitch-black Duration: 1 day
conditions (i.e., the total Power-Up?: No
absence of light). Description: The caster may
store any amount of his own
Ding-a-Ling [Cosmic] WIZ points (up to his normal
(Khaydhaik) maximum) in a battery object
WIZ Cost: 3 such as a talisman, gem, wand,
Range: Touch etc. He must pay 7 WIZ to cast

96
this spell, and also loses what- every second combat round.
ever WIZ he wishes to place
into the battery at the time of Hidey Hole [Cosmic]
casting, but may recover his WIZ Cost: 10
WIZ normally and may also Range: 5-foot radius centered
recall the stored energy at any on caster
later time simply by holding the Duration: 5 combat turns
battery. Power Up?: Yes. Double
radius or duration for each level
Find Object [Cosmic] increase.
(Dandelion) Description: Makes user and
WIZ Cost: 4 all within the radius of the spell
Range: 1 mile invisible for 10 minutes. After
Duration: 1 hour the spell takes effect, those
Power Up?: Yes. Double range affected retain their invisibility
or duration for each level even if they move out of range.
increase. However, if any of them takes
Description: The caster experi- even 1 hit of damage, the whole
ences a pulling sensation that spell is broken and they all
leads him or her to the object become visible. People covered
being sought. Any object with by the same HH are visible to
its own WIZ score or with abili- each other, but not visible to
ties that require WIZ to activate those within a second HH spell.
cannot be found by this spell. Being invisible makes one hard
to hit in combat, and has the
Glue You [Combat] effect of reducing enemy com-
WIZ Cost: 8 bat totals by 50 percent.
Range: 30 feet
Duration: 5 combat turns Little Feets [Combat]
Power Up?: Yes. Double dura- WIZ Cost: 8
tion for each level increase. Range: Touch
Description: Impedes the speed Duration: 5 combat turns
of the victim by one-half for 10 Power Up?: Yes. Double dura-
minutes. In combat, this means tion for each level increase.
that the victim may act only Description: Doubles subjects

97
speed for 10 minutes. In com- tion as he or she wishes, but
bat, this means that the victim should at least indicate whether
may act twice every combat the magic was cast with evil
round. intentions.)

Mirage [Cosmic] Poor Baby [Metabolic]


WIZ Cost: 8 WIZ Cost: See below
Range: 100 feet Range: Touch
Duration: Permanent Duration: Instantaneous
Power Up?: No Power Up?: No.
Description: Projects a visual, Description: This spells heals
silent, unmoving image as a wounds or injuries. For each 2
hallucination in the minds of WIZ points the caster spends,
the viewers. This is an excellent the recipient is healed of 1 CON
spell for giving the impression point of damage.
that there are walls, floors, etc.,
that are not actually present. Spirit Mastery [Conjuring]
Physical contact with the WIZ Cost: 8
mirage shows that it is intangi- Range: Touch
ble, but does not dispel the Duration: See below
illusion. A mirage lasts forever Power Up?: No.
until dispelled. Description: This spell
enslaves its target to the casters
Omnipotent Eye [Cosmic] will for as long as the total of
WIZ Cost: 5 the casters INT, WIZ, and CHR
Range: Touch are greater than the combined
Duration: Instantaneous total of those three attributes for
Power Up?: No. the target. If the victim has a
Description: This spell allows Monster Rating, its MR must be
the caster to assess the nature less than the casters total for
and level of any one spell or INT, WIZ, and CHR.
magical effect on an object or
being. (The Game Master has
discretion to reveal as much or
as little about the spell in ques-

98
Unerring Blade [Combat] Monsters take damage equal to
(Khaydhaik) 1/8th of their MR, and their MR
WIZ Cost: 3 increases by 1 point.
Range: Touch
Duration: 2 combat rounds Whammy [Combat]
Power Up?: Yes. Double dura- WIZ Cost: 10
tion for each level increase. Range: Touch
Description: This spell must be Duration: 1 combat turn
cast on a sword or a dagger, Power Up?: Yes. Double dura-
which then always deals at least tion for each level increase.
1 point of spite damage in com- Description: Triples the
bat while the spell lasts: If none weapon dice rolled for any one
of the dice rolled for the blade weapon in the combat turn dur-
come up a 6, then the attack ing which this spell is cast.
still deals 1 point of spite dam- Whammy may not be applied
age. None of the numbers to any magical weapon, or to a
actually rolled on the dice are weapon that already has anoth-
affected by the spell. er spell upon it.

Unlucky Bees [Combat]


WIZ Cost: 8
Range: 50 feet
Duration: 1 combat round
Power Up?: No.
Description: This spell creates
a swarm of bees composed of
crackling energy that cluster
around the chosen target for 1
combat round. This swarm
does an amount of magical
damage to the target equal to
the targets Luck attribute. If
the target survives the attack,
his or her Luck score increases
permanently by 1 point.

99
THIRD-LEVEL SPELLS (INT and DEX 15)
Befuddle [Conjuring] to his foe. If he casts it at 4th
(Gimor) level, thus costing him 18 WIZ,
WIZ Cost: 12 he does 8D6+12 damage.
Range: 50 feet
Duration: 3 combat turns Devoted Rain Cloud (DRC)
Power Up?: No [Conjuring]
Description: Causes victim to (Dandelion)
become befuddled, immediately WIZ Cost: 10
attacking the closest creature Range: 30 feet
other than the caster, provided Duration: 8 hours
that the casters INT + LK + Power Up?: Yes. Double dura-
CHR is greater than the victims tion for each level increase.
INT + LK + CHR (or its MR if it Description: DRC creates a
is a monster). small rain cloud approximately
3 feet over the victims head
Blasting Power [Combat] that follows the victim wherev-
WIZ Cost: 9 er he or she goes. The rainfall is
Range: 70 feet quite heavy, about 2 inches per
Duration: Instantaneous hour. This soaks the victim to
Power Up?: Yes. Double previ- the skin almost immediately
ous damage dice with each and prevents any type of sleep
level increase. except that which is magically
Description: Throws bolts of induced. Note that paper and
magical fire at a single foe, deal- many fine fabrics do not react
ing a number of dice of fire well to water.
damage equal to the casters
level, plus his or her combat Note: At the GMs discretion, a
adds. For example, Mad person or creature that remains
Murgatroyd, a 4th-level Wizard subject to the DRC for more
with personal adds of +12, casts than an hour might have to
a 3rd-level Blasting Power spell, check (perhaps via a SR vs.
which costs him 9 WIZ and CON) to see if he or she has
does 4D6+12 points of damage contracted a fever. If this

100
occurs, the target becomes ill Fire at Will [Combat]
and loses 1D6 from each of STR (Moonwolf)
and CON. WIZ Cost: 10
Range: 10 feet
Dis-Spell [Cosmic] Duration: 1 combat turn/level
WIZ Cost: 11 Power-Up? Yes. Double dura-
Range: 50 feet tion for each level increase.
Duration: Instantaneous Description: This spell creates
Power Up?: No a 5-foot diameter fiery sphere in
Description: Negates and ban- front of the caster, which
ishes magic of the same or launches streams of fire at one
lower level. Note that a 3rd- target within range per round.
level Dis-Spell magic could Each stream does a number of
negate a 3rd-level Fly Me spell, dice of damage equal to the
for example, but would have no level of the Fire At Will spell.
effect on a 4th-level Fly Me.
Firestorm of Protest (FOP)
Find Person [Cosmic] [Conjuring]
(Dandelion) (Mahrundl)
WIZ Cost: 6 WIZ Cost: 6
Range: 10 miles Range: 20-foot radius around
Duration: 1 hour caster
Power Up? Yes. Double range Duration: 3 combat turns
and duration for each level Power Up?: No
increase. Description: The spell prevents
Description: The caster experi- everyone in range from getting
ences a pulling sensation that any real work done, as they
leads him or her to the person start arguing about the best way
being sought. As this spell does to do things. There are miscom-
not affect the state of the person munications, ad hominem
being sought, it can be cast tar- arguments, and perhaps even
geting characters with higher insinuations about others
kremm. parentage. It is very possible
that a brawl will break out
unless those affected are
true pacifists (GMs option).
101
Fly Me [Cosmic] Freeze Please [Combat]
WIZ Cost: 7 WIZ Cost: 11
Range: Touch Range: 70 feet
Duration: 10 minutes Duration: Instantaneous
Power Up?: Yes. Double dura- Power Up?: Yes. Double previ-
tion or flight speed for each ous damage dice with each
level increase. level increase.
Description: Allows the target Description: Throws shards of
to fly at its normal running magical ice at a single foe, deal-
speed or slower, and the flyer ing a number of dice of cold
can carry up to his own weight and impact damage (half of
without being forced out of the each) equal to the casters level,
air. This spell does not work on plus his or her combat adds.
dead or inanimate objects. For example, Mad Murgatroyd,
a 4th-level Wizard with person-
For What Its Worth (FWIW) al adds of +12, casts a 3rd-level
[Cosmic] Freeze Please spell, which costs
(Khaydhaik) him 11 WIZ and does 4D6+12
WIZ Cost: 7 points of damage to his foe. If
Range: Touch he casts it at 4th level, thus cost-
Duration: Instantaneous ing him 22 WIZ, he does
Description: This spell deter- 8D6+12 damage.
mines the current market value
of any one object (i.e., the GM Hard Stuff [Cosmic]
tells you what the thing is WIZ Cost: 15
worth). It does not tell you if Range: 40 feet
the item is magical or not, but Duration: 2 combat turns
that fact may be obvious from Power Up?: Yes. Double dura-
the determined value when an tion or volume affected for each
item is worth far more than its level increase.
appearance would suggest. Description: This spell hardens
up to 1000 cubic feet of liquid
Note: This spell is commonly (or semi-liquid mud or sand)
taught by the Thieves Guild, into a solid state. At the end of
the Merchants Guild, and the the spell, the substance reverts
Wizards Guild. back to its normal state.
102
This spell reverses the effects of Shield Me [Combat]
a Slush-Yuck spell of the same WIZ Cost: 13
level or lower. Range: Touch
Duration: 10 minutes
Healing Feeling [Metabolic] Power Up?: Yes. Double dura-
WIZ Cost: 14 tion for each level increase.
Range: Touch Description: Projects an energy
Duration: 1 combat turn shield around the target that
Power Up?: No absorbs and nullifies magical
Description: Heals any kind of attacks such as Take That You
disease. The disease is cured Fiend or Blasting Power. The
and does no further damage, strength of the shield is equal in
but any lost CON points are not value to the recipients INT
regained through HF. (A Poor score. For example, Mad
Baby spell would need to be Murgatroyd, a 4th-level Wizard,
cast to repair damaged CON.) has an INT rating of 42. If he
casts Shield Me on himself, he is
Rock-a-Bye [Metabolic] immune to the first 42 points of
WIZ Cost: 11 damage that any hostile spell
Range: 50 feet might do to him. If he casts it
Duration: 1 combat turn on his Warrior ally who has an
Power Up?: No INT of 14, it protects her only
Description: Causes the target against the first 14 points of
to fall asleep for 10 to 60 magical damage accrued.
(1D6x10) minutes if the casters
INT + WIZ + CHA exceed the Note: Shield Me does not stop
targets INT + WIZ + CHA (or, if physical attacks of any kind.
the target is a monster, its MR). Arrows, for instance, go right
This spell is often used in place through it.
of anesthetics during surgery or
any other painful medical treat- Slush-Yuck [Cosmic]
ment. WIZ Cost: 15
Range: 40 feet
Duration: 2 combat turns
Power Up?: Yes. Double dura-

103
tion or volume affected for each end of the spell, it reverts back
level increase. to stone.
Description: This spell trans-
mutes up to 1000 cubic feet of This spell reverses the effects of
stone into a semi-liquid form a Hard Stuff spell of the same
resembling quicksand. At the level or lower.

FOURTH-LEVEL SPELLS (INT and DEX 19)


Double-Double [Metabolic]
WIZ Cost: 18
Range: Touch
Duration: 5 combat turns
Power-Up?: Yes. Double dura-
tion for each level increase.
Description: Pick any one of
the targets attributes and dou-
ble it for the duration. When
the spell wears off, the attribute
is halved for the same number
of turns that it was doubled.

Dum-Dum [Metabolic]
WIZ Cost: 8
Range: 20 feet
B: 10 minutes
Power Up?: No
Description: Reduces the tar-
gets INT rating to 3. If the spell
fails for any reason, then the
caster must make a SR vs. WIZ
(with the SR level equal to this
spells level), or the backlash
reduces the casters own INT to
3.

104
Protective Pentagram time they fail, they lose 1 more
[Combat] point of CON. Monsters do not
WIZ Cost: 24 make SRs, but simply lose 1
Range: 5-foot radius around point of MR each subsequent
creature touched round. The damage can be
Duration: 2 combat turns stopped only by casting Too
Power-Up?: Yes. Double Bad Toxin or a successful Dis-
radius for each level increase. Spell on the victim.
Description: Creates a protec-
tive energy barrier around the Too-Bad Toxin (TBT)
creature touched. Neither spell [Metabolic]
nor weapon can penetrate this WIZ Cost: 7
transparent wall of magical Range: Touch
force. Duration: Instantaneous
Power-Up?: No
Smog [Conjuring] Description: Stops the harmful
WIZ Cost: 11 effects of any poison, purging
Range: 50 feet the toxin from the targets sys-
Duration: 1 combat turn (but tem. This does not restore any
see below) lost CON points, nor does it
Power Up?: No heal wounds caused by poi-
Description: The caster expels soned weapons.
a cloud of poison gas at his or
her foes. If those creatures nor- Upsidaisy [Cosmic]
mally breathe, they are WIZ Cost: 9
poisoned and lose half their Range: Touch
CON points (or MR). The cloud Duration: 10 minutes
dissipates at the end of the first Power-Up?: Yes. Double dura-
combat round, but creatures tion or weight of target for each
affected by it remain poisoned. level increase.
Characters poisoned by Smog Description: The caster may
must make a L4SR on CON levitate an object or creature of
each subsequent round; if they up to his or her own weight,
make the SR, the poison is over- moving it around through the
come for that round, but each air for the spells duration.

105
FIFTH-LEVEL SPELLS (INT and DEX 24)
Breaker Breaker [Combat] doesnt provoke a yes/no
WIZ Cost: 35 response, the GM need not
Range: 50 feet answer at all.)
Duration: Instantaneous
Power-Up?: No ESP [Cosmic]
Description: Shatters a weapon WIZ Cost: 20
or piece of armor by causing it Range: 100 feet
to become as brittle as glass Duration: 1 combat turn
(though not as dangerous as Power-Up: No
glass), so that it break upon the Description: A form of mind-
first impact thereafter. This is a reading, ESP detects the
subtle spell; the victim usually thoughts, intentions, and feel-
doesnt feel a thing until his ings of a man or a monster for
weapon or armor falls to pieces. up to 1 combat turn. The spell
This spell affects only non-mag- will not work on creatures with-
ical items, and does not affect out living brains.
an object already having anoth-
er spell upon it. Mind Pox [Conjuring]
WIZ Cost: 39
Dear Lord [Conjuring] Range: 100 feet
WIZ Cost: 30 Duration: 3 combat turns
Range: Self Power-Up: No
Duration: See below Description: This spell affects
Power-Up?: No up to a number of thinking
Description: Summons an beings equal to the level of the
impressive looking spirit that caster, all of which must be
will answer three yes or no within range. (*Check each tar-
questions truthfully. (That is, get for kremm resistance
the player gets to ask the GM individually.) For the spells
three questions, which must be duration, those affected can nei-
answered as truthfully as possi- ther attack nor defend
ble; however, if a question is themselves.
asked in such a manner that it

106
Resist Magic [Cosmic] Trollgods Blessing
WIZ Cost: 10 [Combat]
Range: Touch (Mahrundl)
Duration: See below WIZ Cost: 22
Power Up?: No Range: 80 feet
Description: This spell enables Duration: 1 combat turn
the creature touched to resist Power-Up?: Yes. Double possi-
any one spell cast directly upon ble number of targets for each
him. When the next single-tar- level increase.
get spell successfully strikes the Description: A large club
subject, he is unaffected as if he appears above the head of the
had a higher WIZ total than the target and blesses him that
caster of that spell. Resist is, hits him on the head. The
Magic remains in force for 1 club does 5D6 points of damage
hour or until he is struck by a plus the casters personal adds.
spell, whichever occurs first. Only head armor may absorb
While a person has this spell damage from this effect. If the
active upon him, he may not caster fails his INT SR when try-
replenish WIZ points normally, ing to cast, the Trollgods
although he may use kremm bat- Blessing hits the caster instead.
teries (see the Dura-Spell
Battery spell). Zingum [Cosmic]
WIZ Cost: 36
Second Sight [Cosmic] Range: 50 feet
WIZ Cost: 25 Duration: Instantaneous
Range: Touch Power-Up?: Yes. Double range
Duration: 10 minutes or additional mass affected for
Power-Up: Yes. Double dura- each level increase.
tion for each level increase. Description: The caster may
Description: Enables the recipi- teleport himself and an addi-
ent to distinguish reality from tional amount of mass equal to
illusion and to see things as his own body weight to any
they actually are for the spells location within range.
duration.

107
SIXTH-LEVEL SPELLS (INT and DEX 30)
Blue Shirt of Life (BSL) Mystic Visions [Cosmic]
[Combat] WIZ Cost: 15
(Mhegrrrimm Skullcruncher) Range: Indefinite
WIZ Cost: 15 Duration: 1 combat turn
Range: 50 feet Power-Up?: No
Duration: See below Description: This spell allows
Power Up?: No the caster to see what is hap-
Description: The target must pening anywhere else in the
be wearing a red shirt (or be world via a mental image; the
bleeding on the torso), and image must be centered around
wear the shirt (or the blood) for a particular item, creature, or
the duration of the spell. The location. The caster must have
caster points at the target and some knowledge or link to the
shouts, What? Are you color object of the mystic vision. The
blind?! Youre a blue shirt! brief vision is much like a holo-
The targets shirt (or blood) graphic image in the mind.
promptly turns blue, and the
target cannot die for the spells Porta-Vision [Cosmic]
duration (no matter how much WIZ Cost: 30
his CON is reduced simply Range: 100 feet
treat the target as if he were Duration: 10 minutes
unharmed while the spell lasts). Power-Up?: Yes. Double dura-
When the spell ends, the blue tion for each level increase.
shirt (or blood) reverts to its Description: This is a fully
normal red color. If the target functional version of the Mirage
has a negative CON at that spell, complete with motion and
time, he dies as usual. sound effects. The illusion can-
not be touched or interacted
This spells lasts for a number of with, and it does not vanish
combat turns equal to the cast- unless Dis-Spelled. It could eas-
ers current WIZ rating (i.e., its ily be used to show a story to
rating when he casts this spell). the viewers.

108
Reversal of Fortune (RoF)
[Combat] If the caster is on the losing
(Gimor Ironfang) side, however, the ghastly
WIZ Cost: 30 nature of this spell is revealed.
Range: Special (see below) The casters side takes no dam-
Duration: 1 combat turn age, not from melee or missiles,
Power-Up?: No not from magic, not from spite
Description: When this spell is damage, not from anything.
cast, a faint silvery shimmer None! Moreover, the full com-
radiates outward from the cast- bat total of the losing side is
er and touches all of his current visited upon the casters oppo-
allies and opponents. There is nents as spite damage, while
no immediate or obvious effect any normal spite damage the
of this shimmer, and combat losers would have inflicted is
proceeds normally. At the end lost.
of the round, if the caster is on
the victorious side, add the cast- Immediately after this spell
ers personal adds to the spite takes effect, the caster loses 1
damage total before assigning point of CON permanently.
damage (double his personal
adds for this calculation if the
wizard is a Combat Mage
Specialist) and proceed normal-
ly.

SEVENTH-LEVEL SPELLS (INT and DEX 37)


Invisible Wall [Conjuring] ble wall of force that extends for
WIZ Cost: 47 a height and width of 50 feet or
Range: 50 feet until it encounters physical bar-
Duration: 1 hour riers such as floor and ceiling.
Power-Up?: Yes. Double dura- The wall cannot be moved, nor
tion for each level increase. shaped as anything other than a
Description: Creates an invisi- plane of magical force. Light

109
does penetrate the wall normal- damage dice of weapon (before
ly, however (so lasers or similar tripling) for each level increase.
attacks or effects would go Description: Like the
through it). Whammy spell, Zappathingum
triples a weapons damage dice,
Zappathingum (ZapT) but for a much longer duration;
[Combat] Zappathingum may not be
WIZ Cost: 24 applied to any magical weapon,
Range: Touch or to a weapon that already has
Duration: 1 hour another spell upon it.
Power-Up?: Yes. Double base

EIGTH-LEVEL SPELLS (INT and DEX 45)


Imafrawg [Metabolic] Patterns of Fate (PoF)
WIZ Cost: 40 [Cosmic]
Range: Self WIZ Cost: See below
Duration: 1 hour Range: Touch
Power-Up?: Yes. Double dura- Duration: Permanent
tion for each level increase. Power Up?: No
Description: The caster alters Description: Enchants any item
his form into any shape that he to hold the mystic pattern of a
desires, as long as mass is con- single spell. That item can then
stant. (He can be a small, be used to cast that spell any
incredibly dense frog or a bal- time its wielder supplies the
loon-like elephant, but his mass requisite WIZ points using the
does not change with the use of Mortal Source spell. (The
this spell.) The caster may end power may also come from a
this spell freely before its dura- Dura-Spell Battery). The cost to
tion has expired, at will. cast this spell is 8 WIZ, plus the
base WIZ for the spell being
implanted.

110
For example, a crystal ball is
simply an orb of transparent
crystal some 3 to 6 inches in
diameter, enchanted with a
Mystic Visions spell. Using the
orb allows the wizard to cast
Mystic Visions and get the pic-
ture inside the globe, but he
must supply the WIZ for the
spell himself (using the Mortal
Source spell or a kremm battery).

Zapparmor (ZapA)
[Combat]
WIZ Cost: 30
Range: Touch
Duration: 1D6 hours Zombie Zonk [Conjuring]
Power-Up?: Yes. Double base
absorption of armor for each WIZ Cost: 50
level increase. Range: 10 feet
Description: Enchants any Duration: See below
piece (or suit) of armor to Power-Up?: No
absorb triple its ordinary pro- Description: Infuses a single
tection value. Zapparmor can corpse with a lowly spirit that
be cast on virtually anything turns the body into an animated
that is conceived of as armor, zombie with a MR equal to
but the tougher the original double the previous maximum
object, the more protection it STR + CON of the being (or
gains. Zapparmor may not be double its previous MR). The
applied to any magical armor, zombie cannot be slain; it can,
or to armor that already has however, be dismembered by
another spell upon it. edged weapons or destroyed by
fire. The zombie obeys the cast-
er of the spell of the best of its
(almost mindless) ability.

111
This spell lasts as long as the ing spirit of the zombie escapes
caster remains conscious. If he and the body falls down dead
falls asleep or dies, the animat- again.

NINTH-LEVEL SPELLS (INT and DEX 54)


Death Spell #9 (DS9) Medusa [Metabolic]
[Combat] WIZ Cost: 66
WIZ Cost: 81 Range: 40 feet
Range: 100 feet Duration: Permanent
Duration: Instantaneous Power-Up?: No
Power-Up?: Yes. Raise Luck Description: Changes living
SR level by 1 for each level flesh to unliving stone. The
increase. being changed is not dead, but
Description: The target of the in a kind of stasis; the effect is
spell must make a L9SR on permanent, but the creature can
Luck or have all bodily func- be restored to its normal state
tions cease at once, resulting in via a successful Pygmalion spell
instant death for any living or a Dis-Spell. Statues thus
being. (DS9 doesnt work on formed have a hardness equal
the undead or on non-living, to the sum of the affected char-
magically animated beings.) acters attributes (or to a
This spell can target only one creatures MR) and cannot be
being at a time. damaged unless hit by a force
greater than that number. They
If the caster fumbles his INT register as enchanted statues
Saving Roll when cast this spell and are immune to any spells of
(i.e., rolling a 3 on 2D6), he 6th level or lower, and to high-
becomes the target of his own er-level spells that affect only
spell, and must make a Luck SR living creatures.
accordingly.

112
Mortal Source [Conjuring] spell, it simply reverts to its liv-
WIZ Cost: See below ing form. If the being was only
Range: Touch a statue to begin with, it gains
Duration: See below attributes as decided by the
Power Up?: No caster: Add up the casters total
Description: This spell allows attribute value, and divide by
the caster to use a spell imbed- 1D6+1; the caster may distribute
ded into an item by the Patterns the remaining amount as
of Fate spell (q.v.). The cost is 1 desired among the new crea-
WIZ + the standard cost of the tures attributes.
imbedded spell.
Yerafrawg [Metabolic]
Pygmalion [Metabolic] WIZ Cost: 60
WIZ Cost: 99 Range: Touch
Range: Touch Duration: 1 hour
Duration: Instantaneous Power-Up?: Yes. Double dura-
Power-Up?: No tion for each level increase.
Description: Changes unliving Description: As Imafrawg, but
stone into living flesh. If the affects any one creature
being so changed was originally touched.
flesh, such as by a Medusa

TENTH-LEVEL SPELLS (INT and DEX 64)


Blow me to [Conjuring] rial, to any other location on the
WIZ Cost: 28 planet. The location must be
Range: See below one that the caster has either
Duration: Instantaneous visited before, or at least seen in
Power-Up: Yes. Double addi- some fashion.
tional weight for each level
increase. Hellbomb Burst (HB)
Description: The caster tele- [Combat]
ports himself, along with up to WIZ Cost: 100
2000 pounds of inanimate mate- Range: 100 feet

113
Duration: Instantaneous divide its STR and CON by that
Power-Up?: Yes. Double previ- number; if its a monster, divide
ous amount of damage with its MR by that amount; if its an
each level increase. object of value, divide its worth
Description: HB does disinte- by that amount.
gration damage to the target
equal to 10 x the casters com- Wizard Speech [Cosmic]
bined INT + DEX. WIZ Cost: 99
Range: 100 feet
Smaller is Smarter Duration: 1 hour
[Metabolic] Power-Up?: Yes. Double dura-
WIZ Cost: 50 tion for each level increase.
Range: 50 feet Description: The target of the
Duration: Permanent spell can understand and speak
Power-Up?: No all languages, as drawn directly
Description: This spell greatly from the mind of anyone with
reduces the size of any one whom he or she wishes to com-
creature or object. The targets municate. This is a form of
height and weight are divided telepathy, although it does not
by a factor of 1D6+1. If the tar- allow communication directly
get is a sentient being, also from mind to mind.

ELEVENTH-LEVEL SPELLS (INT and DEX 75)


height and weight are multi-
Bigger is Better [Metabolic] plied by a factor of 1D6+1. If
WIZ Cost: 75 the target is a sentient being,
Range: 50 feet also multiply its STR and CON
Duration: Permanent by that number; if its a monster,
Power-Up?: No multiply its MR by that amount;
Description: This spell greatly if its an object of value, multi-
increases the size of any one ply its worth by that amount.
creature or object. The targets

114
Blow You To [Conjuring] Cut the Cord [Cosmic]
WIZ Cost: 42 WIZ Cost: 50
Range: Touch (see below) Range: Line of sight
Duration: Instantaneous Duration: Instantaneous
Power-Up: Yes. Double addi- Power-Up?: No
tional weight for each level Description: This spell forms
increase. an astral knife that cuts the sil-
Description: The caster tele- ver cord binding an astral body
ports the creature touched, (such as the one produced by a
along with up to 2000 pounds character using a Ghostly Going
of inanimate material, to any spell) to its physical form. If the
other location on the planet. connection is severed, the vic-
The location must be one that tims astral form becomes a
the caster has either visited ghost, and its body slowly with-
before, or at least seen in some ers and dies.
fashion.

115
Ghostly Going [Cosmic] cal form by an infinitely extend-
WIZ Cost: 45 able silver thread, and may reel
Range: Touch itself back into its body almost
Duration: 1 day instantaneously whenever it
Power-Up?: No wishes. (Once the astral form
Description: The caster sends has returned to its body,
forth the astral body of the though, it requires another
being touched. The astral body Ghostly Going spell to release it
may pass freely through all again.) When the target is not
physical barriers and see the the same as the caster, and is
world in its astral form (which not a being that knows the
is usually indistinguishable spell, it remains in its astral
from its physical form). It form for one full day unless the
remains connected to its physi- caster allows it to return.

TWELFTH-LEVEL SPELLS (INT and DEX 87)


Banishing [Conjuring] Invisible Fiend [Conjuring]
WIZ Cost: See below WIZ Cost: See below
Range: 50 feet Range: 10 feet
Duration: Instantaneous Duration: See below
Power-Up?: No Power-Up?: Yes. Double
Description: This spell sends a demons MR for each level
single demon back to its home increase.
plane. The casting cost of this Description: Invokes a demon
spell is an amount of WIZ equal from an alternate reality to
to 60 + (20 x the level of the manifest (invisibly) and serve
fiend). Thus, to banish a Level 7 the caster. The fiend has a
demon, the caster would need Monster Rating equal to the
to pay 200 WIZ. total of the summoners attrib-
utes plus 25, and is bound
indefinitely: It must complete
one task for the summoner
before it can return to its own

116
reality. When the task is done, the caster to rearrange the tar-
the caster may attempt a L13SR gets attributes into any other
on CHR. If he succeeds, the configuration that retains the
fiend must perform another same number of total points.
task. If he fails, the fiend No attribute may be reduced to
attacks him. At the completion 0. The spell is permanent
of each task, the summoner unless Dis-Spelled.
may elect to let the fiend return
to Hell without ill effect. Summoning [Conjuring]
WIZ Cost: See below
Casting this spell costs an Range: 10 feet
amount of WIZ equal to 50 + Duration: Permanent
the casters STR + CON. Power-Up?: No
Description: This spell allows
Nefarious Necromancy the caster to summon and con-
[Metabolic] trol a demon of any level, with
WIZ Cost: 60 the demon gaining a Monster
Range: 100 feet Rating of 100 for each level of
Duration: See below this spell. The casting cost of
Power-Up?: Yes. Double dura- this spell is an amount of WIZ
tion for each level increase. equal to 50 + (20 x the level of
Description: This spell tem- the fiend). For example, a Level
porarily revives a slain 7 demon would cost 190 WIZ to
character or monster for a num- summon and would have a
ber of combat turns equal to 5 x monster rating of 700. Demons
the casters Luck rating. When summoned via this spell are
the time runs out, the target also spell-casters with knowl-
reverts to death. edge of spells up to their own
level and minimum attributes
Omniflex [Metabolic] sufficient to cast such spells.
WIZ Cost: 186
Range: Touch Demons summoned in this way
Duration: Permanent remain in Trollworld until
Power-Up?: No either banished or destroyed in
Description: This spell permits combat. They may take any

117
physical form that the caster woman to a red-skinned fire
wishes them to have, from look- demon to an elephant-headed
ing like a kitten to a beautiful alien.

THIRTEENTH-LEVEL SPELLS (INT and DEX 87)


Born Again [Cosmic] Fourteenth-Level Spells and
WIZ Cost: 208
Beyond
Range: Touch Spells of 14th level and higher
Duration: Permanent are not sold by the Wizards
Power-Up?: No Guild in the Empire of Khazan.
Description: This spell must be There are rumors that they can
cast before the target actually be learned from the Nagas, but
dies. Upon the targets death, they are generally considered to
he magically reappears in a be god-level magic and should
youthful (but adult) version of be distributed only at the dis-
his or her own body, with cretion of the GM.
attributes identical to those at
the time of death, in the sanctu-
ary of the closest Wizards
Guild building.

118
CREDITS
7th Edition Design: Ken St. Andre
Alternative Rules Design: James Bell,
Scott Holden-Jones, Jason Kempton
Editing: Scott Holden-Jones
Cover Art: Liz Danforth
Interior Art: Claudio Pozas
Production: Jason Kempton

Tunnels and Trolls (7th edition) is copyright July 2005 by


Ken St. Andre.

Tunnels and Trolls is trademarked (2005) by Flying Buffalo, Inc.

Published under license by Fiery Dragon Productions, Inc.

This product is protected under the copyright laws of Canada


and the United States of America. All artwork in this book is
2005 Fiery Dragon Productions, Inc. All rights reserved.
Reproduction or use without the written permission of Fiery
Dragon Productions is expressly forbidden, except for the pur-
pose of review. All text in this book is 2005 Ken St. Andre.

FDP4600: Tunnels & Trolls 30th Anniversary Edition


ISBN: 1-894693-67-1

Printed in Canada.

Ignite Your Imagination


www.fierydragon.com

119
Frequently Asked
Questions
Q. Do Rogues add 1d6 to their attrib-
ute score for their Roguery Talent?
A. Yes, Rogues add 1d6 to the highest
There is a lot more that could be said score chosen from INT, LK and CHA
about Trollworld, roleplaying, and to form the basis for their Roguery
Tunnels and Trolls. If you have a Talent.
question about how things work,
make up your own house rules to Q. How fast do delvers heal?
cover it when you are the G.M. A. Delver's heal no CON during an
Remember, the Game Master controls adventure - unless magical aid is
the game-he/she is not controlled by used. All natural CON healing takes
it. It's your world, your adventure. place while the delvers recover in
Go forth! Do great things! Have fun! town between adventures. Other
attributes (including STR and WIZ)
For discussion and clarification of the are recovered at a rate of 1 point per
rules, visit Fiery Dragon's message 10 minutes of rest.
boards at <www.fierydragon.com>, or
join the longtime T&T fanbase at Ken Q. What is a delver's normal move-
St. Andre's personal T&T site: ment rate?
<www.trollhalla.com>. A. Depends entirely on the condi-
tions. Movement rate is whatever
A few answers: seems reasonable to GM and players.
In dark and difficult conditions,
Q. Do Rogues, Leaders and Rangers movement can be assumed to be very
get a Talent in addition to the Type slow. If you are using the character
Talent that they start out with? and creature tokens that came with
A. No. Starting characters get one this Special Edition, let's use some-
Talent only - in the case of Rogues thing simple like 4 spaces for running,
("Roguery"), Leaders ("Leadership") 3 for trotting, 2 for walking, 1 for cau-
and Rangers ("Missile Mastery") - tious exploration. (that's for humans,
these talents are pre-determined. elves, dwarves, etc.) Big creatures
These characters can select a second cover more ground at the GM's dis-
Talent when they advance to their cretion.
next level.

120
TUNNELS & TROLLS
30th ANNIVERSARY EDITION
First released in 1975, Tunnels & Trolls is a
fantasy role-playing game in which players can
assume the personas and personalities of
imaginary heroes who battle monsters, pursue
quests, explore the unknown and grow in power.
One player takes on the role of Game Master and
creates scenarios and adjudicates the rules.

This 30th Anniversary Edition contains the 7th


Edition of the T&T rules, written by original
creator Ken St. Andre. Based on his previous
work, Ken has added new character archetypes
(the Paragon, Specialist Mage, Ranger, Leader
and Citizen), new attributes (Wizardry), new
abilities (Talents), and more!

Grab a pencil, some paper, and dice and prepare


to delve into a world made up of imagination.
This rulebook is your key to that world. Enjoy.