Chivalry & Sorcery: World of the Troll-Head
The Troll-Head Rules Compendium
Edward. E. Simbalist Wilf Backhaus
Contr: J.M. Pinaud G.F. Richard
Chivalry & Sorcery ii Basic rules
This is an adaptation of Chivalry and Sorcery rules (C&S1 and C&S2) with a few clarifications, expansions and
houserules.
Chivalry & Sorcery iii Basic rules rules
Content
Content _________________________________________________________________________ iii
The Setting _______________________________________________________________________ 1
Player Characters Creation __________________________________________________________ 2
The Horoscope _________________________________________________________________________ 2
Deciding the PC's Race __________________________________________________________________ 4 Humans _____________________________________________________________________________________ 4 Mixed Blood Humans __________________________________________________________________________ 4 Dwarves_____________________________________________________________________________________ 4 Elves _______________________________________________________________________________________ 5 Hobbits _____________________________________________________________________________________ 6 True Lycanthropes_____________________________________________________________________________ 6 Ratmen _____________________________________________________________________________________ 6 Goblins _____________________________________________________________________________________ 6 Dark Elves ___________________________________________________________________________________ 7
Personal Attributes _____________________________________________________________________ 8 Fixed Point Heroic Method ______________________________________________________________________ 8 Random Point Method _________________________________________________________________________ 8 Random Roll Heroic Method ____________________________________________________________________ 8 Meeting Racial Requirements ____________________________________________________________________ 8 Superhuman Strength __________________________________________________________________________ 8
Attributes _____________________________________________________________________________ 8 Size _______________________________________________________________________________________ 10 Strength adjustement __________________________________________________________________________ 11
Secondary Attributes ___________________________________________________________________ 11 Charisma ___________________________________________________________________________________ 11 Alignment __________________________________________________________________________________ 12 Military Ability Factor ________________________________________________________________________ 13 Command Level _____________________________________________________________________________ 13 Personal Combat Factor _______________________________________________________________________ 13 Body Level _________________________________________________________________________________ 13 Fatigue Level ________________________________________________________________________________ 13 Pain Level __________________________________________________________________________________ 14 Magick, Miracles, Body, Fatigue and Pain _________________________________________________________ 14 Encumbrance ________________________________________________________________________________ 14 Weapon Damage Modifier _____________________________________________________________________ 14
Phobias ______________________________________________________________________________ 14
Age and Time _________________________________________________________________________ 15
The Feudal Society _______________________________________________________________ 17
Social Class ___________________________________________________________________________ 17
Human Feudal Societies ________________________________________________________________ 17 Father's Social Class __________________________________________________________________________ 17 Sibling Rank ________________________________________________________________________________ 17 Status in the Family ___________________________________________________________________________ 17 Serfs ______________________________________________________________________________________ 18 Yeomen ____________________________________________________________________________________ 18 Townsmen __________________________________________________________________________________ 18 Guildsmen __________________________________________________________________________________ 19 Rural Nobility _______________________________________________________________________________ 21 Titled Nobility _______________________________________________________________________________ 21 Royal Family ________________________________________________________________________________ 21
Chivalry & Sorcery iv Basic rules
Dwarves _____________________________________________________________________________ 22 Mountaineers ________________________________________________________________________________ 22 Commoners _________________________________________________________________________________ 23 Guilds Dwarves ______________________________________________________________________________ 23 Guard ______________________________________________________________________________________ 24 Jarl Family __________________________________________________________________________________ 25 Royal Clan __________________________________________________________________________________ 25
Hobbits ______________________________________________________________________________ 25
Lesser Goblins ________________________________________________________________________ 27
Greater Goblins _______________________________________________________________________ 27
Character Vocations ______________________________________________________________ 30
Fighting Men _________________________________________________________________________ 30 Knight _____________________________________________________________________________________ 30 Sergent/Squire _______________________________________________________________________________ 30 Man at Arms ________________________________________________________________________________ 30
Character Experience Skills ________________________________________________________ 31
Skill Roll _____________________________________________________________________________ 31
Skill List _____________________________________________________________________________ 31
Skills Description ______________________________________________________________________ 37 Agricultural Skills ____________________________________________________________________________ 37 Artistic Skills ________________________________________________________________________________ 37 Athletic Skills _______________________________________________________________________________ 37 General Skills _______________________________________________________________________________ 38 Outdoor Skills _______________________________________________________________________________ 38 Science & Knowledge Skills ____________________________________________________________________ 38 Combat Skills _______________________________________________________________________________ 39
Linguistics ______________________________________________________________________ 42
Languages ____________________________________________________________________________ 42 Ancient Tongues _____________________________________________________________________________ 42 Dead Tongues _______________________________________________________________________________ 43 Human Tongues _____________________________________________________________________________ 43 Humanoid Tongues ___________________________________________________________________________ 46 Animal Tongues _____________________________________________________________________________ 47 Other Worlds Tongues ________________________________________________________________________ 47
Learning Languages ___________________________________________________________________ 48 Languages difficulty categories __________________________________________________________________ 48 Cost and Duration ____________________________________________________________________________ 48 Proficiency _________________________________________________________________________________ 49
The Marketplace _________________________________________________________________ 50
Measures & Coinage ___________________________________________________________________ 50 Measures ___________________________________________________________________________________ 50 Coinage ____________________________________________________________________________________ 50 Usual coins _________________________________________________________________________________ 50
The Price Lists ________________________________________________________________________ 52 Riding mounts & Warhorses ____________________________________________________________________ 52 Travelling gear ______________________________________________________________________________ 54 Vehicles ____________________________________________________________________________________ 54 Camp Equipment _____________________________________________________________________________ 54 Container ___________________________________________________________________________________ 55 Cooking Gear _______________________________________________________________________________ 55 Household Furniture __________________________________________________________________________ 56 Household Goods ____________________________________________________________________________ 56 Household Cloth _____________________________________________________________________________ 56
Chivalry & Sorcery v Basic rules rules
Writing materials _____________________________________________________________________________ 56 Woodworking & construction tools ______________________________________________________________ 57 Agriculture & earthworking tools ________________________________________________________________ 57 Stoneworking & masonry tools __________________________________________________________________ 57 Metalworking tools ___________________________________________________________________________ 58 Miscellaneous tools ___________________________________________________________________________ 58 Various Items _______________________________________________________________________________ 58 Men’s Clothing ______________________________________________________________________________ 59 Women’s Clothing ___________________________________________________________________________ 60 Basic Food __________________________________________________________________________________ 60 Market place ________________________________________________________________________________ 61 Beverages __________________________________________________________________________________ 62 Grains and Feed ______________________________________________________________________________ 63 At the Inn___________________________________________________________________________________ 64
Military costs _________________________________________________________________________ 65 Mercenaries _________________________________________________________________________________ 65 Troops equipment ____________________________________________________________________________ 65
Arms & Armours in the Feudal times _________________________________________________ 66
Melee Arms __________________________________________________________________________ 68 Knives & Daggers ____________________________________________________________________________ 68 Stabbing Swords _____________________________________________________________________________ 68 Slashing Swords _____________________________________________________________________________ 68 Greatswords _________________________________________________________________________________ 68 Spears _____________________________________________________________________________________ 68 Cavalry Lances ______________________________________________________________________________ 69 War Axes ___________________________________________________________________________________ 69 Heavy Axes _________________________________________________________________________________ 69 Clubs ______________________________________________________________________________________ 69 Flails, Maces & Hammers ______________________________________________________________________ 69 Fighting Staves ______________________________________________________________________________ 70 Heavy Flails & Hammers ______________________________________________________________________ 70
Missile Arms__________________________________________________________________________ 70 Bows ______________________________________________________________________________________ 70 Crossbows __________________________________________________________________________________ 70 Slings ______________________________________________________________________________________ 71
Armours Description ___________________________________________________________________ 72 Armor Wearing Categories _____________________________________________________________________ 72 Armors Materials_____________________________________________________________________________ 72 Armours Protective Coverage ___________________________________________________________________ 72
Armours Lists ________________________________________________________________________ 73 Light Armours _______________________________________________________________________________ 73 Medium Armours ____________________________________________________________________________ 73 Heavy Armours ______________________________________________________________________________ 74 Battle Armours ______________________________________________________________________________ 74
Helms Description _____________________________________________________________________ 75 Helms coverage and weight ____________________________________________________________________ 75 Helms types _________________________________________________________________________________ 75
Helms List____________________________________________________________________________ 76
Shields Description ____________________________________________________________________ 77 Shield categories _____________________________________________________________________________ 77 Using a shield _______________________________________________________________________________ 77
Shields List ___________________________________________________________________________ 78
Examples ____________________________________________________________________________ 79 The Dark Age (mid VIII
th to IX
th century) _________________________________________________________ 79
The Early Feudal Period (Xth
to mid XIIth
century) ___________________________________________________ 80
Chivalry & Sorcery vi Basic rules
The High Chivalric Period (mid XIIth
to XIIIth
century) _______________________________________________ 83 The Late Feudal Period (XIV
th to XV
th century) _____________________________________________________ 84
The Environment _________________________________________________________________ 85
Sleep & Rest __________________________________________________________________________ 85 Getting Rest and Sleep ________________________________________________________________________ 85 Complete Rest _______________________________________________________________________________ 85 Going without Sleep __________________________________________________________________________ 85 Recovering from lack of Sleep __________________________________________________________________ 85
Weather _____________________________________________________________________________ 85 Temperatures ________________________________________________________________________________ 88 Wind Strength _______________________________________________________________________________ 89
Poisons, Venoms and Antidotes __________________________________________________________ 89 Poisons List _________________________________________________________________________________ 90 Venoms list _________________________________________________________________________________ 92
Diseases ______________________________________________________________________________ 93 Epidemics __________________________________________________________________________________ 93 Non-Epidemics ______________________________________________________________________________ 93
Detection _____________________________________________________________________________ 94
Individual Combat ________________________________________________________________ 95
Movement ____________________________________________________________________________ 95
Combat Turn Sequence ________________________________________________________________ 95 Magick Weapons _____________________________________________________________________________ 95 Blows _____________________________________________________________________________________ 95 First Blow __________________________________________________________________________________ 97 Action during the Combat Turn _________________________________________________________________ 97
Armours, Helms and Shields ____________________________________________________________ 97 Armour ____________________________________________________________________________________ 97 Magical Armours_____________________________________________________________________________ 97 Shields _____________________________________________________________________________________ 97 Magical Shields ______________________________________________________________________________ 98
Fighting Tactics _______________________________________________________________________ 98 Dodging Blows ______________________________________________________________________________ 98 Parrying Blows ______________________________________________________________________________ 98 Parrying Blows by Large, Powerful Monsters ______________________________________________________ 98 Dodging Blows by Large, Powerful Monsters ______________________________________________________ 99 Critical Hits _________________________________________________________________________________ 99 Tactics _____________________________________________________________________________________ 99
The Bash ____________________________________________________________________________ 100
Attack from the Rear _________________________________________________________________ 100
Attack from Above ___________________________________________________________________ 100
Desperate Defense ____________________________________________________________________ 101
The Great Blow ______________________________________________________________________ 101
Ferocity _____________________________________________________________________________ 101
Fatigue _____________________________________________________________________________ 101
Blows Location _______________________________________________________________________ 101
Hit Location Table ____________________________________________________________________ 102
Critical Hit Results ___________________________________________________________________ 103
Weapons Tables ______________________________________________________________________ 105
Religion and the Clerics __________________________________________________________ 109
Chivalry & Sorcery vii Basic rules rules
What defines a religion? _______________________________________________________________ 109
Clerics in the Game ___________________________________________________________________ 109 Creating a Cleric ____________________________________________________________________________ 109 Clerics powers ______________________________________________________________________________ 109 Religious rituals ____________________________________________________________________________ 109
Calling a miracle _____________________________________________________________________ 110 Intervention ________________________________________________________________________________ 110 Effect of a miracle ___________________________________________________________________________ 110 General Miracles ____________________________________________________________________________ 130 Priests and Monks Miracles ___________________________________________________________________ 130 Friar Miracles ______________________________________________________________________________ 130 Fighting Clerics and Paladins Miracles ___________________________________________________________ 130
The Pantocratic Church __________________________________________________________ 131
The Clergy __________________________________________________________________________ 131
The Monastic ________________________________________________________________________ 131 General Positions in a Monastery _______________________________________________________________ 131 Specific Monasteries Activities _________________________________________________________________ 132 Monastic Orders ____________________________________________________________________________ 132
The Friars ___________________________________________________________________________ 133 Friar characters _____________________________________________________________________________ 133 Friars Orders _______________________________________________________________________________ 133 The Minor Orders ___________________________________________________________________________ 134
Military Orders ______________________________________________________________________ 134 Military Fighting Orders ______________________________________________________________________ 134 The main Fighting Orders _____________________________________________________________________ 134
Acolytes _____________________________________________________________________________ 135 Becoming an Acolyte ________________________________________________________________________ 135 Acolyte Powers _____________________________________________________________________________ 135
Clerical Powers ______________________________________________________________________ 135 Prayers and Calls ____________________________________________________________________________ 135 Benediction ________________________________________________________________________________ 136 Sanctification _______________________________________________________________________________ 136 Ordeal of Humility __________________________________________________________________________ 137
Sanctified Objects ____________________________________________________________________ 137 Sanctified Waters ___________________________________________________________________________ 137 Holy Water ________________________________________________________________________________ 137 Sacramental Wine ___________________________________________________________________________ 137 Water of Life _______________________________________________________________________________ 138 Water of Healing ____________________________________________________________________________ 138 Water of Great Healing _______________________________________________________________________ 138 Sanctified Symbol of Faith ____________________________________________________________________ 138 Holy relic __________________________________________________________________________________ 138 Holy Sword ________________________________________________________________________________ 138
Church special Rites __________________________________________________________________ 138 Abbots and Ordained Priests ___________________________________________________________________ 138 Bishops ___________________________________________________________________________________ 139 Primates ___________________________________________________________________________________ 139
Shamanism _____________________________________________________________________ 140
The Clergy __________________________________________________________________________ 140
Of Magick & Magicians __________________________________________________________ 141
The Magicians Part 1 _________________________________________________________________ 141
Chivalry & Sorcery viii Basic rules
Class Origins and Magick Mode ________________________________________________________ 141
The Second Requisite _________________________________________________________________ 141
Concentration Level __________________________________________________________________ 142
The Personal Magick Factor ___________________________________________________________ 142
Relationships of magical proficiency _____________________________________________________ 143
Magical Resistance ___________________________________________________________________ 143
Learning a new Spell __________________________________________________________________ 146
Enchanting Materials _________________________________________________________________ 146
Limit on the Casting of Spells ___________________________________________________________ 146
Casting Learned Spells ________________________________________________________________ 146
Casting Unlearned Spells ______________________________________________________________ 147
Enhancement of Spells ________________________________________________________________ 147
Magical and Enchanted Grounds _______________________________________________________ 148 Magical Grounds ____________________________________________________________________________ 148 Enchanted Grounds __________________________________________________________________________ 148
Symbolic associations _________________________________________________________________ 148 Animals ___________________________________________________________________________________ 148 Gems _____________________________________________________________________________________ 148 Metals ____________________________________________________________________________________ 148 Plants _____________________________________________________________________________________ 149 Alchemical materials list ______________________________________________________________________ 150 Metals ____________________________________________________________________________________ 151 Gems _____________________________________________________________________________________ 151 Woods and Plants ___________________________________________________________________________ 152 Essences and Perfumes _______________________________________________________________________ 152 Liquids ___________________________________________________________________________________ 153 Skins, Leathers and Animal parts _______________________________________________________________ 154 Bones and Teeth ____________________________________________________________________________ 155 Organics __________________________________________________________________________________ 156
Enchanting a Magical Device ___________________________________________________________ 157 Simple Magical Device _______________________________________________________________________ 157 Magical Devices of Power ____________________________________________________________________ 157 Magical Focusing Devices ____________________________________________________________________ 158 Amulets of Protection ________________________________________________________________________ 159 Magical Books and Scrolls ____________________________________________________________________ 159 Magical Oils and Potions _____________________________________________________________________ 159
The Magicians Part 2 _________________________________________________________________ 159 Natural Magick Users ________________________________________________________________________ 159 The Minor Arcane ___________________________________________________________________________ 163
Sorcery _____________________________________________________________________________ 172 Magical Conflict ____________________________________________________________________________ 172 Overcoming Target Defenses __________________________________________________________________ 175 Effect of Obstacles __________________________________________________________________________ 175 Effcet of movement __________________________________________________________________________ 175 Effect of Enhancement _______________________________________________________________________ 176 Spells of Detection __________________________________________________________________________ 176 Spells of Communication and Transportation ______________________________________________________ 179 Basic Magick _______________________________________________________________________________ 184 Spells of Command __________________________________________________________________________ 189 Casting spells of Command ____________________________________________________________________ 190 Spells of Illusion ____________________________________________________________________________ 197 Spells of Abjuration _________________________________________________________________________ 205 Spells of Conjuration _________________________________________________________________________ 207
Chivalry & Sorcery ix Basic rules rules
Spells of Transmutation ______________________________________________________________________ 209 Spells of Black Magick _______________________________________________________________________ 214 Demonology _______________________________________________________________________________ 218 Spells of Theurgy ___________________________________________________________________________ 219 Spells of Divination __________________________________________________________________________ 220 Spells of Necromancy ________________________________________________________________________ 222
Chivalry & Sorcery 1 Basic rules
The Setting
The Troll-Head is a vast continent where many different
cultures live. This book provides the rules for creating
characters in the feudal realms of the Troll Head: Weisskröne,
Amble, Austie, Tramée, Vaduz and the regions under the
control of the Pirate Princes and the Free Barons.
The Code of Chivalry is the basic structure of society. It
binds all characters within the society from top to bottom. In
general, it is the circumstances of one's birth that determine the
opportunities open to a man, although exceptional personalities
can rise above their initial condition.
Chivalry & Sorcery 2 Basic rules
Player Characters Creation
Character creation is a lengthy process, due to the very
detailed background and aptitudes in C&S. It is also
recommended that each player handle only one Player
Character. The process is summarized in the steps below:
Reading the Horoscope.
Deciding the Character race.
Setting the character Attributes, size and weight.
Finding the character social status and his position within
his family
The Horoscope
In all pre-scientific societies, there is a firm belief that
one's life is influenced by the favour or disfavour of powerful
supernatural forces. The omens that surround one's birth would
likely be found by various divination methods. The most
common being Astrology. Divination by observing the planets
and stars is an old tradition. It was practiced by the earliest
civilizations more than 6000 years ago, along the Tigris-
Euphrates rivers. That tradition spread throughout the ancient
world and continued in the nations of medieval Europe and the
Islamic Middle East. It is therefore a most fitting method of
determining the aspects influencing the birth of a role play
character in a feudal FRP game like C&S.
Of course there are other methods of divination, the
reading of flights of birds or the entrails of sacrificial animals,
the casting of lots (as in the Nordic casting of the sacred
Runes) and many others. The net effect is that the omens will
be found and then interpreted to prophesy the future of the
new-born child. That Astrology has been chosen as the main
vehicle of Divination should not be seen as excluding other
possibilities. Rather, Astrology is so central to the tradition, so
central to many cultures and quite familiar to many players that
it appears to be the best one to use to provide background
colour while modifying the initial gaming probabilities which
produce the player character.
The first step when creating a character is to draw the Life
Horoscope. The tables below shows under what Astrological
Sign the character is born and whether he is favoured or not by
destiny.
d100 Aspects of Birth
01-33 Auspicious (+): the planets were well placed at the character's birth.
34-67 Neutral (=): the planets were placed in a neither favourable nor unfavourable configuration at the character's birth.
68-00 Inauspicious (-): the planets were badly placed at the moment of birth.
Characters with inauspicious birth have to "fight against
destiny" and are allowed 3 more points to add to their
Attributes.
Chivalry & Sorcery 3 Basic rules
d100 Sign Aspct Fightr Mag. Cleric Thief Law Craft Guild Farm Mercht Other
1-11 Aries + +10 +5 +5 +25 +5 +5 +5 +5 +25 +15
= 0 0 0 +10 0 0 0 0 +10 +10
- -5 -5 -5 +5 -5 -5 -5 -5 +5 +5
12-22 Taurus + +5 +5 +5 +5 +5 +5 +15 +25 +5 +5
= 0 0 0 0 0 0 +10 +10 0 0
- -5 -5 -5 -5 -5 -5 +5 +5 -5 -5
23-32 Gemini + +5 +15 +5 +5 +5 +5 +5 +5 +15 +5
= 0 +10 0 0 0 0 0 0 +10 0
- -5 +5 -5 -5 -5 -5 -5 -5 +5 -5
33-40 Cancer + +5 +5 +15 +5 +5 +25 +5 +15 +5 +5
= 0 0 +10 0 0 +10 0 +10 0 0
- -5 -5 +5 -5 -5 +5 -5 +5 -5 -5
41-48 Leo + +25 +5 +5 +5 +5 +5 +5 +5 +5 +5
= +10 0 0 0 0 0 0 0 0 0
- +5 -5 -5 -5 -5 -5 -5 -5 -5 -5
49-55 Virgo + +5 +15 +5 +5 +15 +5 +15 +5 +5 +25
= 0 +10 0 0 +10 0 +10 0 0 +10
- -5 +5 -5 -5 +5 -5 +5 -5 -5 +5
56-61 Libra + +5 +5 +15 +5 +25 +15 +5 +5 +5 +5
= 0 0 +10 0 +10 +10 0 0 0 0
- -5 -5 +5 -5 +5 +5 -5 -5 -5 -5
62-67 Scorpio + +5 +25 +5 +5 +5 +5 +5 +5 +5 +5
= 0 +10 0 0 0 0 0 0 0 0
- -5 +5 -5 -5 -5 -5 -5 -5 -5 -5
68-74 Sagittarius + +15 +5 +5 +5 +15 +5 +5 +5 +5 +5
= +10 0 0 0 +10 0 0 0 0 0
- +5 -5 -5 -5 +5 -5 -5 -5 -5 -5
75-82 Capricon + +5 +5 +5 +15 +5 +5 +5 +15 +5 +25
= 0 0 0 +10 0 0 0 +10 0 +10
- -5 -5 -5 +5 -5 -5 -5 +5 -5 +5
83-90 Aquarius + +5 +5 +25 +5 +5 +5 +5 +5 +5 +5
= 0 0 +10 0 0 0 0 0 0 0
- -5 -5 +5 -5 -5 -5 -5 -5 -5 -5
91-00 Pisces + +15 +5 +5 +15 +5 +15 +25 +5 +5 +15
= +10 0 0 +10 0 +10 +10 0 0 +10
- +5 -5 -5 +5 -5 +5 +5 -5 -5 +5
Chivalry & Sorcery 4 Basic rules
Deciding the PC's Race
A more detailed description is given for the Races
available for Players. Playing a non human is not always
possible. Unless the Game Master agrees, a Player who wants
to play a non human has to first roll a d100. On a result of 1 to
79 the player must be human. On a result of 80 he can elect to
be a "half-blood" with some elvish, faerie, goblin or ogre
blood. A result of 81 to 90 allows the Player to choose a dwarf,
elf or hobbit (optionally a result of 90 would also allow the
Player to be a Dark-elf). On a result of 91 to 95 the player can
choose a true Lycanthrope of any kind he wishes. On a higher
result the Player can choose among the goblin and giant races.
When a player decides to have a non human character, he
has to spend enough points to buy the minimal Attributes
values where it applies. No attempt has been made to "balance"
the races, some are definitely more "powerful" than others it is
up to the Game Master to avoid giving powerful races to
"power players".
Humans
Humans are the basic Race in the game, they therefore
have no specific advantage or disadvantage. Their Attributes
will range between 1 and 20 (with possible exceptional
strength). Note that the world in which the game is played is
largely dominated by mankind. Because of this men will
always have more freedom to act than other races which are
very seldom really part of the society.
Human characters have 180 points to buy their Attributes
and special abilities.
Mixed Blood Humans
In some rare instances, a player will come to have a
character who is partially non human. The amount of non
human blood ranging from 50% to just a few drops of foreign
blood (it is considered that any character with more than 50%
of non human, blood is fully considered non human). There
can be no complete rule for handling these matters since the
non human influence can vary tremendously. When a mixed
blood human is chosen the player will roll a die to find which
non-human blood he has:
d20 Non Human Blood
1 - 7 Elf
8 Faerie
9 - 15 Goblin
16 - 17 Ogre
18 _ 19 Giant
20 DM choice (demon, angel...)
He then will roll 2d10 to check the amount of non human
blood he possesses.
2d10 Non Human Part
2 - 7 Traces, non human is a distant (an probably unknown) ancestor). The non Human part is only noticeable by divination magic.
8 - 16 Noticeable. Non Human is a close ancestor (typically grandfather/mother). The character has definitely some non Human trait but they may not be noticed as such.
17 - 20 Parent. One of the character parents is non Human.
There is no general rule to handle these instances. The
Game Master is free to choose how the character will be
affected by his non Human part. A character with traces of non
Human blood might have a few points to share among the
attributes favoured by his non Human part (and possibly a few
points to subtract from attributes handicapped by his non
Human part). A character with a noticeable part of non Human
blood might be required to meet part of the racial minima for
his non Human part and might be given one or two features
(improved eyesight, better night vision, sensitivity to sunlight)
of his non Human stock.
Dwarves
Dwarves are short but sturdy. They inhabit mountains and
hills and live in subterranean castles and cities. They all came
from the Fair Land when the paths were open and are now no
longer found there.
Despite their short size, Dwarves are very strong and
enduring. They are not immortal like the elves but age very
slowly and may reach 250 or even more. They marry around
100 years, if they marry at all, for there are very few Dwarvish
women and Dwarvish males are exceedingly proud.
Dwarves are proud, easily angered when insulted and of
very long memory. They will never forget wrongs done to
them or to their folk although they may forgive. They are
greedy for metal and mineral riches. Once awakened their
gold-fever is hard to quell. They are however also generous
and fair, they do no forget their own debts of honour. Dwarves
are known for their superb workmanship and their mastery of
business. They are the best weaponsmiths known, even besting
the elves and also the finest jewelcutters.
Dwarves enjoy certain advantages:
1. All dwarves are excellent miners. They are able to mine
six times quicker than men. They prospect for mineral
riches, three times faster than humans.
2. Dwarves possess night vision and can see in the dark
much better than humans. This is reflected in a dedicated
table.
3. Dwarves are gifted in mechanics and receive a racial
bonus of +5% in Open locks and a bonus of +15% in
Disarm Traps.
4. While underground, all dwarves enjoy a +5% bonus in
Hide in Shadows and do not need to check moral.
5. Dwarves have a bonus of +15% in Evaluate Loot when
used on coins, jewels and gems.
6. Dwarves have a +5% bonus in Armourer, Blacksmith,
Gemcutter, Jeweller and Weaponsmith.
Chivalry & Sorcery 5 Basic rules
7. Dwarves are resistant to magic and have a separate
Target table.
8. Dwarves have a +5% bonus on Dodge.
9. Dwarves have their own language, the Khuzdûl. This
language is not taught to non Dwarves and never used by
them in public except for the specific names of some
places, mountains or cities.
10. Due to their physique, dwarves are not at ease in water
and suffer a -10%penalty to Swimming.
It should be noted that Dwarven women are exceedingly
scarce. They are therefore extremely protected and attended by
male dwarves. An insult done to a Dwarven women means
implacable enmity from all male Dwarves of that folk.
When buying Personal Attributes, Dwarf characters must
meet the following minima/maxima:
STR: 8-23 APP: 1-18 FER: 8-20
CON: 8-23 VOI: 1-18
In addition, after Attributes points have been distributed,
Dwarf characters add 3 in STR and CON (but they cannot
exceed the maxima given in the table above).
Elves
Also coming from the Fair Land, the Elves are very
different from the Dwarves. While the latter praise the hills and
mountains and live mainly underground, the former like deep
forests and enchanted meadows. There are two kind of Elves,
the Sylvan Elves and the exceedingly rare High Elves who are
the Elvish society nobility. Rumours of the existence of two
others kinds have been reported but if these are true, these two
other kinds are very seldom encountered. The first of these
mythical Elves are the Sea Elves living on secluded islands
hidden by powerful illusions and protected by dreadful reefs
and treacherous waters. They are said to possess swan shaped
magical ships some of them being able to fly or sail to different
worlds. High Elves would live among these Sea Elves as
nobles the same way they do along Sylvan Elves. The second
of these rare Elves are the dreaded and evil-minded Dark
Elves. They are said to be Sylvan Elves who became corrupted
by Morlock and taught in the ways of black magic. They fled
from the light of the stars which they dislike above all and live
in dark subterranean places where they plot the demise of there
bright counterpart. These two kinds of Elves are not detailed
here and the following data only apply to Sylvan and High
Elves.
All Elves can pursue several Vocations although they need
not necessarily do so. A Sylvan Elf can be Fighter/Priest or
Fighter/Magician and a High Elf can be
Fighter/Priest/Magician. Any conflict arising from this
combination status is resolved in the favour of the Elf.
Experience points for multi-class Elves are kept separately
according to how they have been earned. Down time
experience is shared among the classes at the player's
discretion (it is up to the Game Master to make sure that this
experience is awarded according to the activities of the
character during downtime).
1. Elves have a +5% bonus when firing with bows.
2. Elves have superior eyesight and hearing. They use a
separate entry on the Detection Table.. They also have
the following natural talents: Detect Secret Doors, Detect
Shifting Walls, Detect Hidden Trap.
3. Elves have a +10% bonus in Acrobatics and Stealth
wild.
4. Even when surprised, Elves never fumble weapons or
drop things.
5. Elves do not have to write spell books to remember
spells.
6. Elves are proficient with tongues. They start the game
with basic knowledge in Orkish, and one chosen human
language and can consider these tongues as category "B"
when learning them.
7. Elves recover from wounds, fatigue, resist poison and
diseases as 2 points of Constitution above their actual
level.
8. Elves are immortals and do not age once adult. They are
likewise unaffected by ageing spells, curses and so on.
9. Elves do not require to sleep but only rest their mind in
the remembrance of the old ages or in the contemplation
of beautiful things.
10. Elves cannot be chaotic at start and High Elves always
start Lawful.
11. Elves have a +10% bonus in one chosen Musical
Instrument, Sing/Recite and Courtly Dance. And a
+5% in the others.
Elves are often of petite stature. They nevertheless have an
exceptional resistance to the hardships of nature. They have an
insatiable curiosity for Lore and Legends but abhor Black
Magic, Demonology and Necromancy. They will never study
these arts and will destroy such books and artefacts whenever
possible.
Elves are naturally secretive and tend to prefer their own
kind. Rare indeed is a man who can be called "Elf-Friend" and
to him is unlocked the halls of the fair people. No Elf will take
service with anyone who is not an Elf.
When buying Personal Attributes, A Wood-Elf character
must meet the following minima/maxima:
AGI: 10-25 IQ: 10-20 VOI: 6-25
DEX: 10-25 WIS: 10-20 EMP: 10-25
CON: 8-20 APP: 10-25 FER: 8-20
In addition, after Attributes points have been distributed,
Wood-Elf characters add 2 to AGI, DEX, APP, VOI and EMP
and subtract 1 from SIZE (but they cannot exceed the maxima
given in the table above).
When buying Personal Attributes, A High-Elf character
must meet the following minima/maxima:
AGI: 9-25 IQ: 9-25 VOI: 5-25
DEX: 9-25 WIS: 9-25 EMP: 5-25
CON: 5-20 APP: 9-25 FER: 5-20
In addition, after Attributes points have been distributed,
High-Elf characters add 3 to each AGI, DEX, IQ, WIS, APP,
VOI and EMP (but they cannot exceed the maxima given in
the table above).
Chivalry & Sorcery 6 Basic rules
Hobbits
Despite their very short size, Hobbits are more related to
men that Dwarves or Elves. Some say that hobbits come from
the Fair Land but others maintain that they come from
mankind. Hobbits themselves have lost the memory of their
origins and probably only the oldest Elves know the answer.
Whatever their origins they now live only in recluse and secret
places because they like quietness and order and fear intrusions
from the ever-changing external world.
Hobbits are a straight folk; they are honest and when
needed show a surprising bravery. They live a little longer than
humans and may reach or exceed 100; they come of age at 33.
Last although most Hobbits fear and dislike any adventure and
never venture far from their home. Some however, are plagued
by an insatiable inquisitiveness and will wander abroad to visit
the vast world. Needless to say they are considered as a little
crazy by most of "normal" Hobbits.
1. Like Dwarves, Hobbits are very sturdy. When travelling
they can carry heavy loads for considerable distances.
This is reflected in the travel table. Also the
Encumbrance they suffer due to the load they carry is
reduced by 1 (Encumbrance due to armour or shield bulk
still applies normally).
2. Many hobbits live in burrows and all are quite at home
underground and enjoy a +5% bonus on morale.
3. Hobbits are also very resistant to magic, which is
reflected on the targeting table. But unlike Dwarves they
never become magicians and very few Hobbits use
magical devices.
4. Hobbits possess superior eyesight and dexterity. They
have a +5% bonus when shooting missiles (short bows
and slings) and a +15% bonus when throwing missiles
(daggers, darts, javelins). They have a -15% bonus to
dodge thanks to their small size.
5. Hobbit society is democratic and all Hobbits are of
Yeoman status.
6. Hobbits have a +5% bonus in Picking Locks and Set &
Disarm Traps.
7. Hobbits have their own tongue but use a human alphabet
for writing.
8. Hobbits have keen ears and use a special table for
listening when outdoors.
When buying Personal Attributes, Hobbit characters must
meet the following minima/maxima:
AGI: 5-25 STR: 1-18 EMP: 5-25
DEX: 5-25 CON: 5-20
In addition, after Attributes points have been distributed,
Hobbit characters add 3 to each AGI, DEX, CON and EMP
(but they cannot exceed the maxima given in the table above).
True Lycanthropes
Lycanthropes come in many forms and in many cultures.
They can be men with the ability (or curse) to change to animal
form, they can be magicians who can shape shift with the use
of magical garments and they can be hybrid creatures half men
and half animals. Only the first (true Lycanthrope) is
considered here. Shape shifters are dealt with in the Magic
rules and cannot be selected at start as player characters. Lizard
men are immensely old and powerful and are not suitable for
party role play (However they can be selected with the Game
Master's approval for solitary campaigns). Ratmen are dealt
with in a separate section below.
True Lycanthrope encompass: Werewolves, Werebears,
Wereboars, Werelions and Weretigers. Werewolves and
Weretigers are never Lawful, while Werebears and Werelions
are never Chaotic.
Lycanthropes are either offspring of true Lycanthropes or
ordinary humans bitten by true Lycanthropes and infected with
lycanthropy. Check in the Bestiary for the full description of
Lycanthropes features. A PC having a Lycanthrope character
can start either mature or immature depending on his age (and
the Game Master decision).
Vocation and skills for a Lycanthrope are computed the
same way as for a Human (no Silversmithing of course).
When buying Personal Attributes, True Lycanthrope
characters must meet the following minima/maxima:
STR: 3-25 CON: 3-23 FER: 6-20
In addition, after Attributes points have been distributed,
True Lycanthrope characters add 2 to each STR, CON and
FER (but they cannot exceed the maxima given in the table
above).
Ratmen
Ratmen are true Lycanthropes but differ slightly from
those who assume other forms. They can control giant and
ordinary rats (1 giant rat and up to 25 ordinary rats per level).
One difference from other Lycanthropes is that they can
control their shape changing at will and are not affected by the
Moon. They will often live among normal humans and use
their powers to gather power and influence. Many of them
become major underworld rulers in human societies as thief
guild leaders or bandit princes.
When buying Personal Attributes, Ratmen characters must
meet the following minima/maxima:
AGI: 6-20 IQ: 10-25
DEX: 6-20 WIS: 12-20
In addition, after Attributes points have been distributed,
Ratmen characters add 2 to AGI, DEX and IQ (but they cannot
exceed the maxima given in the table above).
Goblins
Said to have been bred from humans or elves by the Powers
of darkness most of them are naturally inclined toward evil.
From the small and furtive kobold to the hudge and powerful
bugbear, the goblin races show great variety. All however
show some common features. Disgraceful and ill-kept, most
often than not stupid, cruel, quarrelsome and treacherous,
Goblins have a widespread poor reputation. They are separated
Chivalry & Sorcery 7 Basic rules
into Lesser Goblins (kobolds, goblins and orcs) and greater
goblins (hobgoblins, uruk-hai and bugbears).
Because of their dislike of the sunlight, Goblins tend to live
in caves or deep and dark forests. Their society is tribal and
lacks the elaborate social orders of mankind (or dwarves or
elves). As a general rule power goes to the stronger, weak have
no rights in the Goblin world.
1. Goblins have excellent night vision similar to dwarves.
2. Goblins dislike the sunlight. Uruk-hai are not really
affected apart from discomfort (they cannot rest while in
sunlight) but all other goblins are weakened by direct
sunlight.
If exposed to direct and unshielded sunlight, goblins
suffer a 5% penalty on all Skill rolls and a -1 on FER
checks. If under shadows they must make a FER check
(at -1) to go out in the sunlight. These conditions apply
outside on a sunny day.
Goblin exposed to direct light on a cloudy or overcast
day (suffer no penalty.
3. Goblins are superb tunnelers. They are able to dig three
times as fast as men.
4. Goblins resist poison and diseases as if 2 points above
their actual CON level.
It should be noticed that some goblins live outside the
traditional goblin society. Goblins can be found in some
Human cities (when they are tolerated) and some live alone or
in small group either collecting tolls at bridges or working in
mines.
When buying Personal Attributes, A Kobold character
must meet the following minima/maxima:
AGI: 4-23 APP: 1-12 EMP: 1-15
DEX: 4-23 VOI: 1-16 FER: 5-20
STR: 3-23 IQ: 1-17
CON: 3-20 WIS: 1-17
In addition, after Attributes points have been distributed,
Kobold characters add 2 to each DEX, AGI, STR and CON
and subtract 1 from each IQ, WIS, APP and VOI (but they
cannot exceed the minima and maxima given in the table
above).
When buying Personal Attributes, A Goblin or Orc
character must meet the following minima/maxima:
STR: 3-24 VOI: 1-16 EMP: 1-15
CON: 3-23 IQ: 1-17 FER: 5-20
APP: 1-12 WIS: 1-17
In addition, after Attributes points have been distributed,
Goblin and Orc characters add 2 to STR and CON and subtract
1 from each IQ, WIS, APP and VOI (but they cannot exceed
the minima and maxima given in the table above).
When buying Personal Attributes, A Greater-goblin or
character must meet the following minima/maxima:
STR: 6-25 VOI: 1-16 EMP: 1-15
CON: 6-23 IQ: 1-17 FER: 8-20
APP: 1-12 WIS: 1-17
In addition, after Attributes points have been distributed, a
Greater Goblin characters add 2 to STR and CON and subtract
1 from each IQ, WIS, APP and VOI (but they cannot exceed
the minima and maxima given in the table above).
Dark Elves
Named Mornedhil (sing. Mornedhel) or collectively Thaiw
(the corrupted) by their brighter relatives, the origin of the
Dark-Elves is a mystery as none are found on the Fair Land
where theother members of their kind come from. Some say
that they are former sylvan elves who were corrupted by
Morlock during the great treason. Shunning the light of the Sun
and the Moon, they live in vast underground cities where they
rule over slaves of all kinds of races.
Highly xenophobic, Dark-elves as a general rule dislike all
other sentient races and have little respect for them. Their
hatred is particularly bright towards sylvan and high elves. A
little shorter and frailer than their cousins, they are otherwise
physically similar except for their dark skin.
Dark elves can pursue multiple Vocations but do not all do
so. They can be Fighter/Priest, Fighter/Mage or
Assassin/Mage. Any conflict arising from this combination
status is resolved in the favour of the Dark elf. Experience
points for multi-class Dark elves are kept separately according
to how they have been earned. Down time experience is shared
among the classes at the player's discretion (it is up to the
Game Master to make sure that this experience is awarded
according to the activities of the character during downtime).
1. Dark-elves have a +5% bonus when firing with
crossbows.
2. Because they are denizens of the underworld, Dark-elves
have superior eyesight and hearing in dark places. They
use a separate entry on the Detection Table. They also
have the following natural talents: Detect Secret Doors,
Detect Shifting Walls, Detect Hidden Trap, Detect
Sloping Passage.
3. Dark-elves have a +10% bonus in Acrobatics and
Stealth wild when used in underground settings.
4. Although not immortal, Dark-elves have a very long life
span and can easily live past 200 years, the oldest being
able to live past 350 years.
5. Dark-elves cannot be Lawful at start.
6. Dark-elves have a +5% bonus in the following skills
Backstabbing & Garotting, Make Drugs & Poisons
and Use Drugs & Poisons.
When buying Personal Attributes, A Dark-Elf character
must meet the following minima/maxima:
AGI: 6-25 IQ: 6-23 INT: 5-20
DEX: 6-25 WIS: 5-20 EMP: 1-20
STR: 1-22 APP: 1-20 FER: 8-20
CON: 5-20 VOI: 1-20 SIZE: 1-20
Chivalry & Sorcery 8 Basic rules
In addition, after Attributes points have been distributed,
Dark-Elf characters add 2 to AGI, DEX and IQ, subtract 1
from STR and subtract 2 from SIZE (but they cannot exceed
the maxima given in the table above).
Personal Attributes
There are 12 Attributes for a Player-Character in C&S:
Size (SIZ) Agility (AGI) Dexterity (DEX)
Strength (STR) Constitution
(CON)
Intelligence (IQ)
Wisdom (WIS) Appearance (APP) Bardic Voice
(VOI)
Intuition (INT) Empathy (EMP) Ferocity (FER)
The player can choose among the following methods to
compute the character Attributes. These methoods can also be
used by the Gamemaster to create heroic Non Player
Characters.
Fixed Point Heroic Method
The player is given a fixed number of points to split into
the character's Attributes, according to his race as given in the
table below.
Human 168 Goblins1 168
Gnoll 168 Troll 168
Dark elf 167 Lizardman 166
Kobold 166 Lycanthrope 165
Dwarf 165 Ratman 165
Sylvan elf 163 Hobbit 162
High elf 158
1 Applies to Goblins, Orcs, Uruk-hai, Hobgoblins and
Bugbears.
Characters born under inauspicious omens add 3 points to
the value above.
Random Point Method
The player rolls 2d10 for each Attribute; he then splits a
number of points to modify the character’s Attributes, based on
his race as given in the table below.
Human 45 Goblins1 45
Gnoll 45 Troll 45
Dark elf 44 Kobold 43
Lizardman 43 Dwarf 42
Lycanthrope 42 Ratman 42
Sylvan elf 40 Hobbit 39
High elf 35
1 Applies to Goblins, Orcs, Uruk-hai, Hobgoblins and
Bugbears.
Characters born under inauspicious omens add 3 points to
the value above.
Random Roll Heroic Method
The player rolls 3d10, keeping the best 2 rolls forteen times.
He then selects the twelve best results and assigns them as he
wishes among the character’s Attributes. Characters born under
inauspicious omens add 3 points among their Attributes.
Meeting Racial Requirements
If using a Point method, the players spends points to buy
Attributes scores. He must buy enough points to meet racial
minima. The cost of Attributes scores is one per point up to 16
and two per point thereafter.
If using the Roll method, the player may choose which score
he assigns to which Attribute, taking into account racial
minima.
Superhuman Strength
Humans, Dwarves, Elves and Greater Goblins can possess
Superhuman strength but only if they choose a Fighter
vocation or a vocation which justifies enough physical training
to allow them develop their exceptional strength potential. A
true Lycanthrope can possess superhuman strength regardless
of his vocation. If the player character has STR*20, roll a 20
sided die and see on the table below the Superhuman strength
of the PC (note that this last die cannot be modified in any
manner whatsoever). Racial maximal apply, if a player rolls a
die giving a value above the racial maximum, the latter value is
use instead.
Die roll Superhuman Strength
1 - 5 20
6 - 10 21
11 - 14 22
15 - 17 23
18 - 19 24
20 25
Attributes
Several modifications are made with respect to C&S1/2.First
some are added (Agility, Intuition and Empathy). Second most
Attributes range is set from 1 to 25 but the full range is not
available to all the races.
Dexterity only concerns the precision with which the
character can perform manual tasks. A character with high
Chivalry & Sorcery 9 Basic rules
Dexterity will be able to perform very precise work with his
hands.
Agility only concerns the ease of movement and co-
ordination of the character. A character with high Agility will
keep his balance easily and be quick in movements.
AGI Effect
1 The character cannot dodge blows
2-3 The character loses 2 blows to dodge
4-14 No special effect
15 The character receives 1 free dodge per combat turn
16-17 The character receives 1 free dodge per combat turn and moves 5’ more per segment at walking pace
18-19 The character receives 1 free dodge per combat turn and moves 10’ more per segment at walking pace
20-22 The character receives 2 free dodges per combat turn and moves 10’ more per segment at walking pace
23-24 The character receives 3 free dodges per combat turn and moves 10’ more per segment at walking pace
25 The character dodges all blows and moves 10’ more per segment at walking pace
Strength is the Prime Requisite of all Fighters, for it has a
significant effect on physical prowess and fighting ability.
However, it is important to all classes of character. The
strength is a measure of how much muscle the character has,
given his actual weight. Hence a character with a high strength
will be mainly "muscles" while a character with low strength
will have a fair amount of fat.
Constitution is a character's "health" and "life-force", the
capacity of the body to endure great suffering and hardship, to
recover from wounds, resist poisons and diseases. It is also one
of the factors affecting the actual strength of the character and,
most important, his fighting ability.
CON Resurect. Disease Fatigue Body
1 15% -20% 0/2/3 -10%/-5%/3%
2 16% -18% 0/2/3 -10%/-5%/3%
3 18% -16% 0/2/3 -10%/-5%/3%
4 20% -15% 0/2/4 -5%/-5%/5%
5 25% -12% 0/2/4 -5%/-5%/5%
6 30% -10% 1/3/5 -5%/0%/5%
7 35% -7% 1/3/5 -5%/0%/5%
8 40% -5% 1/3/5 -5%/0%/5%
9 45% 1/3/5 -5%/0%/5%
10 50% 1/3/5 -5%/0%/5%
11 55% 1/4/6 0%/0%/5%
12 60% +1% 1/4/6 0%/0%/5%
13 65% +2% 2/5/7 0%/0%/10%
14 70% +3% 2/5/7 0%/0%/10%
15 75% +4% 2/5/7 0%/0%/10%
16 80% +6% 2/5/8 0%/5%/15%
17 85% +8% 2/5/8 0%/5%/15%
18 90% +10% 3/6/9 5%/15%/20%
19 92% +12% 3/6/9 5%/15%/20%
20 93% +15% 4/8/12 5%/20%/25%
21 94% +16% 4/8/12 5%/20%/25%
22 95% +17% 5/10/15 10%/20%/25%
23 96% +18% 5/10/15 10%/25%/30%
24 97% +19% 6/12/18 10%/25%/30%
25 98% +20% 6/12/18 10%/25%/30%
Disease: this modifier is applied when checking for disease,
poison or drug results.
Fatigue: Fatigue and Pain Levels recuperation per hour. The
first value applies when walking unencumbered, the second
when resting awake and the third when sleeping.
Body: Body Level recuperation per day. The first value
applies to days where the character performs strenuous
activities, the second to days where the character performs
moderate activities and the last to days of rest.
Intelligence is a character's ability to reason in a logical
manner. It is also the index of his ability to engage in scholarly
research, to learn new languages and to remember and
understand magical spells. It reflects an ability to make an
accurate assessment of combat situations and to choose
effective tactics. It is, last of all, the Prime Requisite for all
Magick Users.
IQ Language Spells Memory Reading
1 10%
2 15%
3 20%
4 20%
5 25%
6 25%
7 I 30%
8 1/yr II 35% 40%
9 1/yr II 35% 40%
10 1/yr III 40% 50%
11 1/9 mths IV 50% 55%
Chivalry & Sorcery 10 Basic rules
12 1/6 mths V 60% 60%
13 1/4 mths VI 65% 65%
14 1/4 mths VII 70% 70%
15 1/3 mths VIII 75% 75%
16 1/9 weeks IX 80% 80%
17 1/2 mths IX 85% 85%
18 1/7 weeks X 90% 90%
19 1/6 weeks X 95% 95%
20 1/5 weeks XI 100% 98%
21 1/5 weeks XI 105% 100%
22 1/4 weeks XI 110% 100%
23 1/4 weeks XI 115% 100%
24 1/25 days XI 120% 100%
25 1/24 days XI 125% 100%
Language: the interval at which the character gains language
points to spend learning new tongues
Spells: the maximum spell level the character can learn if a
Magick User
Memory: the chances of correctly remembering spells the
Magick User has not yet fully "learned". It can also be used in
game to determine if the character remembers some essential
piece of information.
Wisdom denotes a character's ability to make good
decisions in accordance with his philosophic and religious
beliefs.
Appearance is the degree of attractiveness or ugliness of
the character.
Voice is a Prime Requisite for many artists and entertainers
and represents the power of the spoken or sung word. It can be
substituted for Charisma for the man with a "silver tongue" can
"enchant" his listeners with the power and beauty of his words.
Intuition describes the possibility for the character to use
non logical intelligence, to perform lateral thinking or to be
creative. Characters with high Intuition can get insights based
on data they are not conscious of (6th
sense roll).
Highly intuitive characters are entitled to a 6th
sense die roll
when they can unconsciously notice something. The GM make
the roll secretly and in case of success will give a hint to the
player. He must not be too explicit because 6th
sense is not
magical, it is just the feeling that there is something out here.
Intuition is not prescience, it will not tell the character what is
going to happen in 5 min time but it may tell the character that
"this room seems strange". The table below gives the chance of
success of a 6th
sense die roll.
INT 6th
Sense INT 6th
Sense INT 6th
Sense
15 1% 19 5% 23 10%
16 2% 20 6% 24 12%
17 3% 21 7% 25 15%
18 4% 22 8%
Empathy is the way somebody can view things from
different points of view to understand others. A character with
high Empathy will be better able to feel the emotion of
somebody (or of an animal he is familiar with) he will also deal
more easily with complete strangers.
Ferocity is the determination to pursue one's goal despite
setbacks or hindrances. Characters with high Ferocity are hard
to rebuke or frighten.
Charisma is the ability of a character to arouse popular
loyalty and enthusiasm by the force of his own personality and
reflects his ability to command men in battle. It is a natural
talent growing out of his other Attributes.
Size
A significant difference with respect to C&S1/2 is that the
Size is considered as a primary Attribute that the player has to
buy if using the points methods or for which he has to assign
one die roll. The reason for this is that the Size (through the
character weight) has a significant impact on the character
weapon damage bonus and body level. Because of this
important effect, the Size is considered as any other Attribute
that the player can purchase.
However once the height and weight of the character are
computed, the Size value is of no use any longer and can be
forgotten. The universal Height and Weight Table is expended
to take Hobbits into account (with possible negative height
factors).
The list Table shows the possible range for the Size of each
race as well as the modification applied to get the Height
Factor.
Character Size Height modif. Build range
Human male 1 - 25 +15 d10 + 1
Human female 1 - 20 +13 d10 - 1
Sylvan Elf male 1 - 20 +14 d10 -1
Sylvan Elf female 1 - 20 +13 d10 - 2
High Elf male 1 - 20 + 23 d10 - 1
High Elf female 1 - 20 + 18 d10 - 2
Dark Elf male 1 - 20 +12 d10 -1
Dark Elf female 1 - 20 +11 d10 - 2
Dwarf male 1 - 17 + 3 d10 + 5
Dwarf female 1 - 15 +2 d10 + 2
Chivalry & Sorcery 11 Basic rules
Character Size Height modif. Build range
Hobbit male 1 - 15 -6 d10 + 2
Hobbit female 1 - 15 -6 d10 + 1
The Build of a character may affect some of his Attributes.
The following modifications are applied according to the raw
Build die result (not the modified result):
D10 result Modifications
1 Agility is +1
2 Agility is +1 if 15 or below. Appearance is +1 if female.
7 - 8 Appearance is -1 if female.
9 Agility is -1 if 16 or higher. Appearance is -2 if female and 16 or higher otherwise -1.
10 Agility is -1. Appearance is -3 if female and 13 or higher otherwise -2.
Strength adjustement
The strength of a character cannot be fully independent from
his Constitution. Characters with Constitution under 16 are
limited in Strength according to the following table.
CON Max STR CON Max STR CON Max STR
1 3 6 13 11 18
2 7 7 14 12 19
3 8 8 15 13 21
4 9 9 16 14 23
5 11 10 17 15 24
Secondary Attributes
These define some of the character possibilities; they are not
chosen by the player but computed with the Attributes values,
chosen by the player or rolled randomly.
Charisma
It is a measure of the influence the character has on others
due to the strength of his personality. Characters with high
Charisma are good leaders and can successfully convince other
to rally to their opinion. Charisma is essential when dealing
with strangers or giving orders. Very low and very high
Charisma pertain specific drawbacks and advantages described
below:
People with abysmal Charisma (1 or 2) cause hate or
revulsion. When dealing with them a save must be made
against a charm of the 3rd
circle. Failure to save bring
negative and hostile reaction (but not necessarily
immediate attack) or flight if confronted to a powerful
but un-charismatic character.
Characters with outstanding Charisma (19+) have a
literal Charm power. Any person talking with them has
to save against a charm of a circle equal to their
Charisma minus 18. Failure to save has the same effect
than the Charm Person spell (Command of the
Outermost Circle). This ability does not require any
concentration and works naturally and permanently.
Those whose Wisdom equals or exceeds the character’s
Charisma are immune to this effect.
People with supernatural Charisma (22+) have a
Suggestion power. When talking privately to someone
they have a percentage equal to their Charisma of
implanting a Suggestion in their listener per 5 minutes
of talk. The save is similar to the ability above and
likewise people with a wisdom which equals or exceeds
their Charisma are immune. People with semi-godlike
Charisma can do Suggestion even if not talking in
private.
People with semi-godlike Charisma (24+) have a
Mesmerise power. When talking privately to someone
they can perform a Mesmerise the same way the
Suggestion power described above work.
To compute the Charisma of a character, make the average
of the following Attributes: AGI, APP, VOI, IQ, WIS, EMP,
FER and round to the nearest whole number. Then apply the
following modification for high or low Attributes:
Attr AGI STR APP VOI1 IQ EMP FER
1 -2 -3 -5 -4 -3 -5 -2
2 -2 -2 -4 -4 -3 -4 -2
3 -2 -2 -3 -4 -3 -3 -2
4 -1 -1 -2 -3 -2 -2 -1
5 -1 -1 -1 -3 -2 -1 -1
6 -1 -1 -1 -2 -1
7 -1 -1 -1 -1
8-14
15 +1 +1
16 +1 +1 +1
17 +1 +1 +2 +1 +1
18 +1 +2 +3 +1 +1
19 +1 +1 +3/2 +4 +1 +1
20 +1 +2 +4/3 +5 +2 +2
1 Malus due to low Bard Voice are divided by 2 if the
character is at 16 or above in Appearance.
Chivalry & Sorcery 12 Basic rules
Attr AGI STR APP VOI1 IQ EMP FER
21 +2 +2 +4/3 +5 +2 +1 n/a
22 +2 +2 +5/4 +6 +2 +2 n/a
23 +2 +2 +5/4 +6 +3 +3 n/a
24 +2 +2 +6/5 +7 +3 +4 n/a
25 +3 +2 +6/5 +7 +3 +5 n/a
Also add 1 if the character is 6 feet high or more.
The table below gives the Charisma score of the character
according to the computed result.
Score CHA Comment
Negative 1 The character has absolutely no influence on others. 0 - 2 2
3 3
The character has very little ability to impress others. He cannot act as a leader under any circumstances.
4 4
5 5
6 6
7 7
8 8
The character has the minimum requirement for leadership. He may have problems when handling equals but should be effective with subordinates.
9 9
10 10
11 11
12 12
13 13 The character has a true leadership capability. He will still be more successful with more charismatic subordinates.
14 - 15 14
16 - 17 15
18 - 20 16 The character is a born leader. Followers will show enthusiasm and loyalty.
21 - 24 17
25 - 27 18
28 - 32 19 The character has an outstanding personality. He is able to Charm others by his presence.
33 - 36 20
37 - 40 21
41 - 43 22 The character has supernatural presence. 44 - 47 23
48 – 49 24 The character has a semi godlike power on others. 50+ 25
Alignment
This is a measure of the character's ethics and moral values.
Alignment is freely chosen by the player. Alignment plays a
role when a character deals with religious matters, each God or
religion will have an "ideal alignment" (either Lawful, Neutral
or Chaotic). Characters which alignment correspond to their
religion will have more chances to call or receive a miracle.
There is no piety attribute though. It is up to the Game Master
to appreciate how religious the character actually behaves.
Lawful characters are respectful of the rights of others and
do the "just" things. Most of them are highly religious. Their
freedom of action is restricted to things which are consistent
with their ethics. The lower the alignment, the better the
character will behave. Alignment of 1 or 2 is required for a
paladin. Characters cannot choose alignment of 1 if they have
less than WIS*15 and they cannot choose alignment of 2 if
they have less than WIS*13.
Neutral characters behave more freely. They normally will
abide by the law because they fear it but they will not actively
"do the good" around them. If the reward is important or if they
can go undiscovered they will probably not hesitate to breach
the law. Low neutral alignments (8 or 9) will be more "law
abiding" and will normally behave properly. High neutral
alignments (14 or 15) are much less concerned by what is
supposed to be correct. Their duty start with themselves.
Chaotic characters have no care for others and are only
concerned by their own interests. They may be loyal to friends
or lords if it serves them but have no care of the "general
good". Some may be religious serving in this instance a
Chaotic God which approves their moral values others might
just believe in nothing except in serving their own purpose.
Value Lawful Alignment
1 Saintly: the character has the highest ethical standards. If a Fighter or Cleric, he will, without exception, take Holy Orders or join a Fighting Order. A fighting character with this alignment is an implacable foe of Chaotics and heretics.
2 Devout: the character has very high ethical standards. If a Fighter or Cleric, he will, almost always, take Holy Orders or join a Fighting Order.
3 Good: the character chooses the "right path" at all times, eschewing the ways of evil and temptation.
4 Virtuous: the character seeks the "best" path and, though he fails at times to do the right thing, he makes restitution afterwards and does penance.
5 Worthy: the character tries to live by a high standard but slips on occasion.
6 Trustworthy: the character has flaws in his moral fibre but attempts to meet his commitments and do his duty out of a firm sense of self-respect.
7 Honourable: the character can be counted on to do the "honourable" thing.
Chivalry & Sorcery 13 Basic rules
Value Neutral Alignment
8-9 Law abiding: the character is tempted by self-interest, but does the "socially correct" thing, particularly with respect to all matters governed by custom and legality.
10-13 Wordly: the character is knowledgeable in the ways of the world and sees moral issues in the grey half-tones of his self-interest. He will not be a party to truly evil conduct but sees no real impediment to a little larceny or mayhem if it brings a profit.
14-15 Corruptible: the character sees his duty as beginning with himself. He is not evil, but he has his price.
Value Chaotic Alignment
16 Unscrupulous: the character has no real scruples when it comes to his picking a pocket or slitting a throat. If he can, he will try to weasel out of any of his obligations or cheat his friends. Yet he also cares about his reputation.
17 Base: the character will stoop pretty low on occasion, pays lip-service to all of the conventional prattling about good and decency, and never lets himself be blinded to a profitable deal when he sees it.
18 Immoral: the character is corrupt to the core! Capable of great iniquity and depravity, he enjoys every minute of it. This is the character of the true "robber baron".
19 Villainous: the character is capable of real depths of evil and has no moral code or conscience worth speaking of. If he has any friends, they have learned to count their fingers after shaking hands with him and never leave their backs unguarded in his presence.
20 Diabolic: the character is the complete Chaotic, so utterly void of any sense of right and wrong and devoted to hellishness in all its forms that there is no crime, no atrocity, no sacrilege that he will refrain from committing. This malevolent personality is the true Evil incarnate, so fiendishly demoniacal that even the Dark One is ashamed of his excesses at times.
Military Ability Factor
This is the talent of the character to be an effective field
commander. It reflects his ability to develop wise and effective
strategies and tactics on the battlefield, to be bold in the battle
and to be quick and decisive in the moments of crisis.
To compute the MAF of a character, add the following
Attributes: AGI, STR, IQ, WIS, INT, FER and CHA. Divide
this total by 14, round to the nearest whole number and modify
according to the following:
Add 1 to MAF if Subtract 1 to MAF if
AGI is 19+ VOI is 7-
VOI is 19+ IQ is 7-
WIS is 19+ WIS is 7-
INT is 19+ INT is 7-
CHA is 19+ CHA is 7-
Characters of non-fighter Vocations subtract 2 to their MAF.
Command Level
This is a measure of a character ability to command large
bodies of troops and act as a military commander. It is only
used by characters who have the opportunity to lead armies.
The base for CL is one quarter of the character MAF (keep
quarter points), characters with CHA/19+ add ½ point,
characters with non fighter vocations subtract ½ point and
character with CHA/7- subtract ½ point.
The CL of a character can increase with training and
practice. The Army Commander Skill can increase the CL
¼ for each successful roll. Also when a character actually
commands an army in battle he can roll his Army Commander
SC and in case of success increase his CL. Note that once the
CL of a character has reached twice its initial value, further
increase is very difficult.
Personal Combat Factor
This secondary Attribute reflects the general proficiency of
the character as a fighter. It is used as Primary Attribute by
many Combat Skills and his therefore quite important to all
fighter vocations. A character Personal Combat Factor is
computed the following way:
PCF = MAF + STR/4 + DEX/4
Body Level
Here unfortunately a little math is necessary. The good point
is that this rule applies to any living creature from cat to
brontosaurus. OK if you're a player you don't care, too bad.
Body Level = (Weight)0.66
x (CON + STR/2)/10
When a character suffers from a severe bleeding, there is a
chance equal to the percentage of Body Level lost each turn
minus his CON that he will fall in a state of shock (see
Medicals).
When a character reaches 0 Body Level, he is automatically
considered in a state of shock and must pass a CON CR to
retain consciousness. The limit below which a character dies is
-½ his original Body Level.
Fatigue Level
Fatigue Level = CON + STR/3
Chivalry & Sorcery 14 Basic rules
When Fatigue Level falls to 0 a character needs to pass a
CON CR at -1 to go on with any strenuous activity (the Game
Master might impose a higher or lower penalty according to
the activity). Even if he succeeds the character is immediately
penalised by 2 Encumbrance Factors.
Pain Level
The Pain level represents how much the character can
withstand inflicted pain before being made helpless.
Constitution is the most important factor here.
Pain Level = Body Level x (3xCON + STR)/10
Once lost Pain Levels are recovered the same way as
Fatigue. A character that comes to 0 Pain Level must check
CON CR at -1 to retain consciousness. In any case he is then
fully incapacitated (but if left undisturbed he might perform
some very basic actions at the Game Master's discretion).
Magick, Miracles, Body, Fatigue and Pain
It is possible to restore Body and Fatigue Levels through
the use of Magical or Clerical procedures, potions, miracles,
etc. However, the effects are limited.
Nomore than 100% of the Body level of a character can be
restored by Clerical or Magical means. One this limit is
reached, all further recovery must be made by natural process.
In addition, no further Magical or Clerical healing is possible
until all the Body points which were restored by Magical or
Clerical means are restored naturally as well. Bluntly put, one
has to undergo a natural recuperative process sooner or later.
The same applies to Faligue and Pain points that have been
rstored by Magical or Clerical means.
Body level recovery is three times as long for damage
suffered through a critical hit and twice as long if the character
went in a state of shock.
Encumbrance
The weight a character carries (and possibly the bulk of the
armor he is wearing) can be a handicap when performing
physical activities. Encumbrance Factors (EFs) are used to
simulate how handicapped a character is. A character is
assessed EF:
1. According to the weight he carries. For each 10% or part
thereof a character carries above his CCAP, he is given 1
EF.
2. According to the armor he carries. The description of
armors in Chapter 5 tells how many EF are assessed to a
character wearing a given armor. Remember that
characters lacking the skill to wear this kind of armor will
be more penalised.
3. According to the lost Body Level. If a character is below
75% of his max Body Level he suffers 2 additional EFs.
If he is below 50% he suffers 4 additional EF and if he is
below 25% he suffers 6 additional EF (all not
cumulative).
4. According to Fatigue. A character whose Fatigue Level
are down to 0 is given 2 additional EF.
The table below gives the penalties applied according to how
many EF a character has.
EF Fatigue loss Dodge Combat Mov
1 or less
No effect
2 -10% FP -5% -2% -25%
3 -20% FP -10% -5% 66%
4 -30% FP -20% -10% 66%
5 -40% FP -30% -15% 50%
6 -50% FP -40% -20% 33%
7 -60% FP -50% -25% 25%
8 -70% FP -60% -30% 25%
9 -80% FP -75% -40% 25%
10 -90% FP -90% -45% 25%
11 No activity
Fatigue loss is a percentage reduction of the maximum
Fatigue Level of the character. This is immediately applied
when the EF of a character are changing.
Dodge is the penalty applied to the character when dodging
or performing manoeuvres like climbing, jumping... In short, it
applies to every action that is based essentially on Agility.
Combat is the penalty applied to the character when trying
to hit an opponent, picking a lock (or a pocket)... In short, it
applies to every action that is based essentially on Dexterity.
Mov is the reduction of the character movement allowance.
Weapon Damage Modifier
It is the amount of additional damage done by a character
when striking with a weapon. It is based on the character
carrying capacity.
WDM = (CC/16)1/2
Round the result to the closest half-integer.
Phobias
As the saying goes, "nobody is perfect". All humans have
irrational fears acquired in their early years or through a
traumatic experience. If a character has a phobia, he must take
a FER CR to successfully confront that fear and deal with it.
Failure produces a whole range of possible reactions. The
virtually panicked character could attempt to flee, faint, freeze
or even attack the object of his fear (if appropriate). No table of
probable reaction can easily be evolved here, as each fear
differs from the others. For instance, xenophobia or fear of
strangers could elicit an avoidance response, sullen hostility or
open aggressiveness, depending on how threatened the victim
feels. Hydrophobia, on the other hand, might lead to outright
Chivalry & Sorcery 15 Basic rules
refusal to get into a boat, cross a bridge, or wade the stream
and anyone trying to make the victim do it could receive a
panicked attack from the person crazed with fear of open
water.
Failure on the FER CR not only means temporary loss of
control; it also reduces future CR against this fear by 1. If the
phobia CR is reduced to 0 through repeated failures, the
character will from then on automatically fail to keep control
when faced with his phobia.
On the other hand, one always has a chance to conquer
one's fear. Each time the phobia CR succeeds, the character has
50% chance of raising his Ferocity CR by +1 when faced by
the same fear in the future. Once the phobia CR reaches 20, the
fear is extinguished.
There is a base 10% probability that a character has a
phobia at creation. This probability is modified according to
the social class/race of the character:
Serf -5%
Yeoman -2%
Townsman +3%
Guildsman +5%
Knight +7%
Noble +10%
Woman +10%
Result Effect
01-90 No phobia
91-99 One phobia
100 Two phobias
Roll on the table below to find which phobia the character
is afflicted with.
Result Phobia
01-10 Acrophobia: fear of heights
11-30 Xenophobia: hatred of strangers/foreigners
31-35 Nyctophobia: fear of night/darkness
36-40 Neophobia: dislike or distrust of new things and ideas
41-45 Mysophobia: fear of contamination by filth
46-50 Hydrophobia: fear of bodies of water
51-55 Astrophobia: fear of thunder and lightning
56-60 Pyrophobia: fear of fire
61-63 Zoophobia: fear of large animals
64-65 Ophidophobia: fear of snakes
66-67 Musophobia: fear of mice and rats
68-69 Ailurophobia: fear of cats
70-71 Cynophobia: fear of dogs and wolves
72 Acniphobia: fear of spiders
73 Florophobia: fear of certain types of plants
74-76 Agoraphobia: fear of wide open spaces
77-80 Claustrophobia: fear of closed spaces
81-82 Bathophobia: fear of depth
83 Autophobia: fear of being alone
84 Demophobia: fear of crowds
85 Thanatophobia: fear of personal death
86 Toxicophobia: fear of being poisoned
87-89 Algophobia: fear of pain
90 Kronophobia: fear of getting old
91 Hypnophobia: fear of sleeping/dreaming
92-93 Hemophobia: fear of blood
94 Photophobia: fear of bright light
95 Heliophobia: fear of the Sun
96 Sitophobia: fear of contamination through eating
97-100 No phobia
Age and Time
As a rule, characters start at level 1 at the age of 13. The
GM might of course alter this in specific circumstances. As
time passes, some characters can grow old and their attributes
will eventually decrease until they die.
Each time the character age reaches a threshold within
“Mature age”, the player must roll a CON CR-2 for each of the
following attributes and if the test fails, the character looses 1
point in this Attribute: AGI, STR, CON and APP (only if
female). When a character CON resches 0 according to these
rules, the character dies, other Attributes cannot be lowered
below 1 through this process.
Each time the character age reaches a threshold within
“Old age”, the player must roll a CON CR-2 for each of the
following attributes and if the test fails, the character looses 1
point in this Attribute: AGI, DEX, STR, CON, and APP.
Each time the character age reaches a threshold within
“Venerable age”, the player must roll a CON CR-2 for each of
the following attributes, in case of failure, the character looses
1 point in this Attribute: AGI, DEX, STR, CON, IQ, APP,
VOI, INT and FER.
A character above “Venerable age” must roll as before
every period mentioned in the table.
Notes:
Chivalry & Sorcery 16 Basic rules
When making a CON CR to check age effects, a 19 or
20 result is always a failure, regardless of the
character CON.
Elves (not Dark elves) are not affected by the passing
of time and do not loose Attributes this way.
Race Mature age Old age Venerable age above
Human 40 45 50 53 56 59 62 65 67 69 71 73 75+ +2 years
Dwarf 150 160 170 180 185 190 195 200 205 210 215 220 225+ +5 years
Hobbit 55 60 65 68 71 74 77 80 82 84 86 88 90 +2 years
Kobold 40 44 48 51 54 57 60 62 64 66 68 70 72 +2 years
Goblin, Orc 40 44 48 51 54 57 60 62 64 66 68 70 72 +2 years
Greater goblin
40 44 48 51 54 57 60 62 64 66 68 70 72 +2 years
Dark elf 180 190 200 208 216 224 232 240 246 252 258 264 270 +6 years
Chivalry & Sorcery 17 Basic rules
The Feudal Society
One's origins are very important in a Feudal world. All men
(or women) are not born equals in ancient times
Social Class
In Chivalry & Sorcery, every character is assigned a
position in society which will affect the manner in which he
may behave and the goal which can be achieved.
As a campaign game, Chivalry & Sorcery attempts to
simulate the features of a feudal society. Feudal societies are
marked by a fairly rigid social structure but for enjoyable
play, some flexibility is built into the campaign to permit the
player characters to advance in social rank. Initially, one's
social class, his opportunities for advancement and his ability
to influence others are determined by the rank and position of
one's father (or mother, if illegitimate and unacknowledged).
All determinations for Social Class are made with a set
of percentile dice.
Human Feudal Societies
Human characters will determine the social class of their
fathers, their sibling rank within the family, their status in the
family and the vocation of their fathers.
Father's Social Class
A human character is born into the social class of his
father, if legitimate. If illegitimate and unacknowledged, a
character assumes the class of his mother and her father.
01-10 Serf
11-50 Yeoman
51-70 Townsman
71-80 Guildsman
81-95 Rural nobility
96-99 Titled nobility
00 Royal family
Sibling Rank
From 1 to 6 children are assumed to exist in an average
family. The eldest son usually inherits most or all of the
family property or business, titles and wealth if the father dies
(daughters inherit in order of sibling rank if there are no
sons). Other members of the family receive a modest bequest
of 10% of the estate, divided between them equally. If a
character is an acknowledged bastard, he has full claim on the
estate; if unacknowledged, he has no claim and may find
himself in trouble if he even mentions his father's identity
publicly.
01-20 Bastard
21-25 6th
Son/Daughter
26-35 5th
Son/Daughter
36-50 4th
Son/Daughter
51-70 3th Son/Daughter
71-95 2nd
Son/Daughter
96-00 1st
Son/Daughter
There is a possibility that a bastard son or daughter will
be acknowledged by the father. An acknowledged bastard
had full legal status in the feudal society. He could claim the
rank and the prerogatives due to him as his father's son and if
noble, had a right to bear the family coat of arms marked with
a baton sinister. He could make full use of his father's
influence as well. But he would inherit only when all of the
legitimate offspring were dead, although he could expect
some provision to be made for him out of the estate.
Serf Never acknowledges
Yeoman/Townsman Acknowledges on 1-15%
Guildsman Acknowledges on 1-20%
Nobleman Acknowledges on 1-25% if no requisites is below 8
Royal Acknowledges on 1-10% but on 11-50% mother is also noble and bastard is known to have a trace of royal blood.
Status in the Family
There is sometimes a possibility that a son or daughter
does something that brings disgrace to the family. Since
honour is paramount in importance, Fathers will "take steps"
to ensure there will be no reflection on the honour of the
family.
A "good" son or daughter is welcome to stay as long as
he/she wishes. A modest monthly allowance is provided, if
possible and father will assist his offspring to attain his/her
ambitions.
A "credit to the family" fulfils his parents' expectations
but must, for various reasons, set forth in the world to win
fame and fortune. Father will assist in the obtaining of a
suitable position or marriage however. Noble children remain
in the family, especially if male and potentially good fighters.
"Black Sheep" have disgraced the family name and are
kicked out of the household without ceremony or hesitation.
Generally, there are bad feelings on both sides and the
offspring may even work against his father's interests to
further himself.
1-25 A "good" son or daughter
16-85 A "credit" to the family
86-00 Black Sheep
Chivalry & Sorcery 18 Basic rules
Serfs
Serfs are bound to the land they work and are not free to
leave it except by permission of their lords. Any character
born into serfdom has 25% chances of being accepted into a
higher form of vassalage by his lord (e.g. as a free Man-at-
Arms) but generally he has to make his escape to the town.
Once inside a town, he will be safe from apprehension. In a
year and a day he may present himself to the town magistrate
to be declared a free man. After that, he is his own man and
need not fear being returned to his lord.
A character born serf can add 3 points among the
following requisites: AGI, DEX, STR and CON. This reflects
the hard life of the lowest class in the feudal world.
Roll d100, a player whose character is born under
auspicious birth omen can modified the die result by up to 5.
Die Serf Income Status
1-65 Farmer 50 qc 1
66-75 Horse Handler 35 qc 1
76-80 Cowherd 30 qc 1
81-85 Swineherd 30 qc 1
86-90 Shepherd 30 qc 1
91-95 Castle Servant 25 qc 1
96 Cook's Assistant 30 qc 0
97 Blacksmith's Assistant 40 qc 0
98 Armourer's Assistant 50 qc 0
99 Palfrey 40 qc 0
00 Labourer 15 qc 0
Yeomen
Yeomen are freemen of the countryside. While many
own their lands in freehold, some have taken service with a
local nobility or knight and wear his livery. They traditionally
look to the nobility for leadership and are intensely loyal to
their Lords, if justly treated. (Freed Serfs remaining on the
manor are considered to attain liveried status.
A character born serf can add 1 points among the
following requisites: AGI, DEX, STR and CON. This reflects
the hard life of the lowest class in the feudal world.
Roll d100, a player whose character is born under
auspicious birth omen can modified the die result by up to 5.
Die Yeoman
Income Status
M J/E M J/E
1-5 Liver. Man at Arms 6 dc n/a 2 n/a
6-10 Liver. Archer 10 dc n/a 3 n/a
11-15 Liver. Sergeant 25 dc n/a 6 n/a
16-17 Liver. Cook 10 dc 3 dc 2 1
18-19 Liver. Blacksmith 20 dc 3 dc 2 1
20-21 Liver. Armourer 35 dc 5 dc 2 1
22 Liver. Falconer 15 dc 4 dc 2 1
23-24 Liver. Trainer 15 dc 4 dc 2 1
25-35 Liver. Forester 12 dc 4 dc 2 1
36-40 Rural Innkeeper 55 dc 2 dc 4 1
41-45 Carpenter 30 dc 5 dc 1 1
46-50 Mason 40 dc 6 dc 1 1
51-55 Forester 20 dc 4 dc 1 1
56-58 Fisherman 12 dc 2 dc 1 1
59-60 Freeholder Miller 50 dc 2 dc 4 2
61-85 Freeholder Farmer 35 dc 2 dc 4 2
86-95 Freeholder Stockman 40 dc 2 dc 4 2
96-00 Petit-Sergeant 50 dc n/a 5 n/a
Townsmen
Townsmen tend to be tradesmen. Most are employees of
Master tradesmen and small business owners but some are
shopkeepers or self employed businessmen. This class is
characterized by an almost arrogant sense of smug superiority
over the hicks of the surrounding countryside. A close look
reveals that they are not much more knowledgeable or
travelled than the folk of the countryside. They are aware of
their social and political independence from feudal
obligation, as many of the towns are "chartered" by the
Crown and have no feudal suzerain except the King. Thus
they may show the customary respect toward the nobility but
are not in awe of them.
Roll d100 with no modification for birth omens.
Chivalry & Sorcery 19 Basic rules
Die Townsman Income
Status
M J/E
1-5 Barrow Wight 12 dc 1
6-10 Tinker 12 dc 1
11-15 Peddlar 13 dc 1
16-20 Beer Peddlar 13 dc 1
21-26 Miner 8dc 1
27-30 Mine Owner 10d10 dc 3
31-32 Brothelkeeper 40 dc 2
33-35 Brothel Worker 5 dc 1
36-40 Stablekeeper 20 dc 3
38-40 Stableworker 2 dc 1
41-42 Cobbler 10 dc 3
43-45 Cobbler worker 2 dc 1
46-47 Greengrocer 15 dc 3
48-50 Greengrocer worker 2 dc 1
51-55 Moneylender 40 dc 3
53-55 Moneylender employee 3 dc 1
56-57 Cartwright 20 dc 3
58-60 Cartwright worker 3 dc 1
61-62 Harnessmaker 20 dc 3
63-65 Harnessmaker worker 3 dc 1
66-67 Barber 15 dc 3
68-70 Barber worker 3 dc 1
71-72 Butcher 25 dc 3
73-75 Butcher worker 3 dc 1
76-77 Blacksmith 30 dc 3
78-80 Blacksmith worker 3 dc 1
81-82 Baker 25 dc 3
83-85 Baker worker 3 dc 1
86-87 Wine merchant 40 dc 3
88-90 Wine seller 3 dc 1
91-94 Innkeeper 70 dc 3
95-00 Inn worker 2 dc 1
Guildsmen
The Guilds dominate the social, political and economic
life of the towns. Most Guildsmen tend to be employees but
some of them are business owners with wealth and influence.
All political offices in the town are held by Guildsmen. The
Guilds are very independent and proud and their economic
power gives them a voice in the halls of government. While
the Guilds tend to become allied with the Crown and
cooperate with each other in undermining the overbearing
power of the nobility, they are intensely jealous of each other
as well.
Depending upon one's Guild and specialization within
the Guild, a Guildsman has a definite and secure place in the
social order.
Die Guildsman
Income Status
M J/E M J/E
Artists and Entertainers
01-02 Musician 20 dc 4 dc 1 0
03-04 Dancer 20 dc 4 dc 1 0
05-07 Juggler 20 dc 4 dc 1 0
08-11 Troubadour 24 dc 4 dc 2 0
12-13 Actor 20 dc 4 dc 1 0
14 Sculptor 35 dc 5 dc 2 0
15 Painter 30 dc 5 dc 2 0
16 Poet/Bard 30 dc 5 dc 2 0
Cabinetmakers
17 Cabinetmaker 30 dc 8 dc 3 0
Chefs
18-19 Cook 30 dc 7 dc 2 0
Foundrymen
20 Foundryman 60 dc 7 dc 2 0
Armourers
21 Weaponsmith Mage 150 dc 12 dc 4 1
22 Armourer 75 dc 10 dc 3 1
Shipbuilders
23 Naval Architect 100 dc 9 dc 4 1
24 Shipbuilder 25 dc 5 dc 2 0
25 Cordage Maker 25 dc 5 dc 2 0
26 Sailmaker 25 dc 5 dc 2 0
Chivalry & Sorcery 20 Basic rules
Die Guildsman
Income Status
M J/E M J/E
Sailors
27 Captain/Owner 150 dc - 4 -
28 Ship's Captain 25 dc - 2 -
29 Pilot/Navigator 20 dc 15 dc 2 1
30 Ship's Mate - 13 dc - 2
31 Ship's Carpenter - 10 dc - 0
32 Ship's Cook - 10 dc - 0
33-34 Sailor - 8 dc - 0
Builders
35 Architect 150 dc 10 dc 4 1
36-37 Mason 60 dc 10 dc 3 1
38-40 Brickmason 50 dc 10 dc 2 0
41-43 Carpenter 45 dc 10 dc 2 0
Cloth
44 Wool/Cloth Merchant 600 dc 10 dc 4 1
45-46 Weaver 100 dc 8 dc 3 1
47 Dyer 100 dc 8 dc 3 0
48 Tailor 40 dc 5 dc 2 0
49 Tanner 40 dc 5 dc 2 0
Perfumers
50 Perfume Maker
Glassblowers
51 Glassblower 60 dc 10 dc 3 0
52 Glazier 60 dc 10 dc 3 0
Jewelsmiths
53 Jewelsmith Mage 150 dc 12 dc 4 1
54 Jewelsmith 100 dc 10 dc 3 1
55 Goldsmith 100 dc 10 dc 3 1
56 Gem Cutter 80 dc 13 dc 3 1
Die Guildsman
Income Status
M J/E M J/E
Bankers
57 Banker 1000 dc 10 dc 5 2
58 Lender 200 dc 10 dc 3 1
59 Changer 50 dc 10 dc 2 0
Potters
60 Potter 40 dc 8 dc 1 0
Merchants
61 Merchant 400 dc 10 dc 3 1
62-64 Merchant-Adventurer 100 dc 10 dc 2 0
Thieves and Beggars
65-66 Beggar 20 dc 4 dc 0 0
67-69 Thief 45 dc 8 dc 1 0
Mercenaries
70 Military Engineer 100 dc 12
71 Mercenary Captain 80 dc 7
72 Knight 45 dc 4
73-74 Sergeant 25 dc 3
75 Longbowman 14 dc 2
76 Crossbowman 14 dc 2
77-79 Man at Arms 10 dc 2
Physicians
80 Physician 80 dc 10 dc 5 1
81 Surgeon 50 dc 8 dc 3 0
82 Apothicary 65 dc 8 dc 4 0
Chivalry & Sorcery 21 Basic rules
Die Guildsman
Income Status
M J/E M J/E
Arcane Lore
83 Alchemist 200 dc 5 dc 7 3
84 Medium 60 dc 5dc 6 3
85 Mechanician Artificer 130 dc 5 dc 6 3
86 Astrologer 200 dc 5 dc 11 3
87 Diviner 55 dc 5 dc 6 3
88 Conjuror 100 dc 5 dc 7 3
89 Enchanter 200 dc 5 dc 10 3
90 Thaumaturgist 150 dc 5 dc 9 3
91 Cabbalist 200 dc 5 dc 11 3
92 Power Word Mage 170 dc 5 dc 11 3
93 Magick Square Mystic 170 dc 5 dc 11 3
Scribes and Scholars
94 Philosopher 100 dc 15 dc 8 3
95 Scholar 85 dc 15 dc 8 3
96 Sage 70 dc 15 dc 7 3
97-98 Scribe 60 dc 15 dc 6 3
99 Paper & Inkmaker 55 dc 12 dc 6 3
Barristers and Sollicitors
00 Lawyer 70 dc 12 dc 6 3
Rural Nobility
The rural nobility are the Landed Knights, Bannerettes
and lesser Barons.
Die Guildsman
Status
Lord Lady Heir Child
01-72 Landed Knight 10 5 3 0
73-84 Bannerette 20 10 7 3
85-00 Baron 30 20 12 5
Titled Nobility
The noblesse de race consists of the most powerful
families of the realm and are often of very long and proud
lineage.
Die Guildsman
Status
Lord Lady Heir Child
01-60 Baron 40 27 20 13
61-92 Earl or Count 60 40 30 20
93-96 Marquis 80 55 40 25
99-00 Duke 100 65 50 35
Royal Family
The Royal Family is the most powerful and prestigious
family of the nobility. Whether related by blood or by
marriage, a character who is born with close relationship to
the King has a decided advantage with respect to
advancement in society. Members of the Blood Royal are
always under escort by Knights of the Household and will
have free access to the person of the King unless they are
currently out of favour. All other relatives of the King will
tend to be favoured unless they are also political rivals of the
King or are out of favour.
01-41 Character is related to the King by his father
42-82 Character is related to the King by his mother
83-100 Character is related to the King by both parents
If the character is related to the King by his father, the
table below gives the character's father relationship with the
King.
01-48 Cousin of the King
49-65 Brother in law of the King
66-77 Uncle of the King
78-80 Father in law of the King
81 6th
Prince
82 5th
Prince
83-84 4th
Prince
85-88 3rd
Prince
89-92 2nd
Prince
93-96 Crown Prince
97-100 King
Father is a Cousin of the King
01-60 Landed Knight
61-75 Bannerette
76-85 Baron
86-90 Earl or Count
91-95 Marquis
96-100 Duke
Chivalry & Sorcery 22 Basic rules
Father is a Brother in law of the King
01-40 Landed Knight
41-55 Bannerette
56-70 Baron
71-85 Earl or Count
86-95 Marquis
96-100 Duke
Father is an Uncle of the King
01-20 Landed Knight
21-40 Bannerette
41-65 Baron
66-80 Earl or Count
81-90 Marquis
91-100 Duke
Father is a Father in law of the King
01-40 Baron
41-75 Earl or Count
76-85 Marquis
86-95 Duke
96-100 King of a foreign country
Father is a Prince
5th
or 6th
Baron
4th
Prince Earl or Count
3rd
Prince Marquis
2nd
Prince Marquis or Duke
Crown Prince Duke
If the character is only related to the King by his mother,
she is a Princess of the Blood. She is married to a noble of
high rank or to a member of the Royal family of a foreign
country.
01-40 Father is an Earl or Count
41-60 Father is a Marquis
61-80 Father is a Duke
81-95 Father is a foreign Prince
96-100 Father is a foreign King
Dwarves
Dwarves are organised in kingdoms on a model close to the
Vikings with Clans commanded by Jarls and Kings ruling all
Clans of a given dwarfish folk. The commoners are
equivalent to Townsmen. The dwarfish nobility consist in the
king's relatives. Check a Dwarf father's social status on the
table below.
1-25 Mountaineer
26-50 Commoner
51-75 Guildsman
76-88 Guard
89-95 Jarl family
96-99 Royal clan
00 Royal family
Mountaineers
Rural dwarves who live in mountain villages, they are the
equivalent of human Yeomen. They live in small villages
surrounding major dwarvish cities.
Die Mountaineers
Income Status
M J/E M J/E
1-15 Warrior 6 dc n/a 2 n/a
16-20 Crossbowman 10 dc n/a 3 n/a
21-25 Officer 25 dc n/a 6 n/a
26-27 Innkeeper 55 dc 2 dc 4 1
28-29 Blacksmith 20 dc 3 dc 2 1
30-31 Armourer 35 dc 5 dc 2 1
32 Falconer 15 dc 4 dc 2 1
33-36 Animal Trainer 15 dc 4 dc 2 1
37-41 Scout 12 dc 4 dc 2 1
42-45 Cobbler 30 dc 5 dc 1 1
46-50 Carpenter 30 dc 5 dc 1 1
51-60 Mason 40 dc 6 dc 1 1
61-65 Hunter 20 dc 4 dc 1 1
66-68 Fisherman 12 dc 2 dc 1 1
69-70 Miller 50 dc 2 dc 4 2
71-90 Farmer 35 dc 2 dc 4 2
91-00 Stockman 40 dc 2 dc 4 2
Chivalry & Sorcery 23 Basic rules
Commoners
They are the cities inhabitants who do not belong to a
Guild. They represent small business owners and their
employees.
Die Commoner Income
Status
M J/E
1-5 Barrow Wight 12 dc 1
6-10 Tinker 12 dc 1
11-15 Peddlar 13 dc 1
16-20 Beer Peddlar 13 dc 1
21-26 Miner 8dc 1
27-30 Mine Owner 10d10 dc 3
31-32 Brothelkeeper 40 dc 2
33-35 Brothel Worker 5 dc 1
36-40 Stablekeeper 20 dc 3
38-40 Stableworker 2 dc 1
41-42 Cobbler 10 dc 3
43-45 Cobbler worker 2 dc 1
46-47 Greengrocer 15 dc 3
48-50 Greengrocer worker 2 dc 1
51-55 Moneylender 40 dc 3
53-55 Moneylender employee 3 dc 1
56-57 Cartwright 20 dc 3
58-60 Cartwright worker 3 dc 1
61-62 Harnessmaker 20 dc 3
63-65 Harnessmaker worker 3 dc 1
66-67 Barber 15 dc 3
68-70 Barber worker 3 dc 1
71-72 Butcher 25 dc 3
73-75 Butcher worker 3 dc 1
76-77 Blacksmith 30 dc 3
78-80 Blacksmith worker 3 dc 1
81-82 Baker 25 dc 3
83-85 Baker worker 3 dc 1
86-87 Wine merchant 40 dc 3
88-90 Wine seller 3 dc 1
91-94 Innkeeper 70 dc 3
95-00 Inn worker 2 dc 1
Guilds Dwarves
The Guilds are the core of the dwarvish society as they
produce the great majority of the wealth. Most Guildsmen
tend to be employees but some of them are business owners
with wealth and influence. While subject to the Jarl’s
authority, Guilds are keen on avoiding outside interferences
in their own matters.
Depending upon one's Guild and specialization within
the Guild, a Guildsman has a definite and secure place in the
social order.
Die Guildsman
Income Status
M J/E M J/E
Artists and Entertainers
01-02 Musician 20 dc 4 dc 1 0
03 Juggler 20 dc 4 dc 1 0
04-05 Troubadour 24 dc 4 dc 2 0
06 Actor 20 dc 4 dc 1 0
07-08 Sculptor 35 dc 5 dc 2 0
09 Painter 30 dc 5 dc 2 0
10 Poet/Bard 30 dc 5 dc 2 0
Cabinetmakers
11-12 Cabinetmaker 30 dc 8 dc 3 0
Chefs
13-16 Cook 30 dc 7 dc 2 0
Foundrymen
17-19 Foundryman 60 dc 7 dc 2 0
Armourers
20 Weaponsmith Mage 150 dc 12 dc 4 1
21-23 Armourer 75 dc 10 dc 3 1
Builders
24-26 Architect 150 dc 10 dc 4 1
27-31 Mason 60 dc 10 dc 3 1
32-35 Brickmason 50 dc 10 dc 2 0
36-39 Carpenter 45 dc 10 dc 2 0
Chivalry & Sorcery 24 Basic rules
Die Guildsman
Income Status
M J/E M J/E
Cloth
40-41 Wool/Cloth Merchant 600 dc 10 dc 4 1
42-44 Weaver 100 dc 8 dc 3 1
45-46 Dyer 100 dc 8 dc 3 0
47-48 Tailor 40 dc 5 dc 2 0
49 Tanner 40 dc 5 dc 2 0
Perfumers
50-51 Perfume Maker
Glassblowers
52-53 Glassblower 60 dc 10 dc 3 0
54 Glazier 60 dc 10 dc 3 0
Jewelsmiths
55 Jewelsmith Mage 150 dc 12 dc 4 1
56-57 Jewelsmith 100 dc 10 dc 3 1
58-59 Goldsmith 100 dc 10 dc 3 1
60-61 Gem Cutter 80 dc 13 dc 3 1
Bankers
62-63 Banker 1000 dc 10 dc 5 2
64-65 Lender 200 dc 10 dc 3 1
66-67 Changer 50 dc 10 dc 2 0
Potters
68-69 Potter 40 dc 8 dc 1 0
Merchants
70-72 Merchant 400 dc 10 dc 3 1
73-76 Merchant-Adventurer 100 dc 10 dc 2 0
Thieves and Beggars
77 Beggar 20 dc 4 dc 0 0
78 Thief 45 dc 8 dc 1 0
Die Guildsman
Income Status
M J/E M J/E
Mercenaries
79 Military Engineer 100 dc 12
80 Mercenary Captain 80 dc 7
81-82 Sergeant 25 dc 3
83-84 Crossbowman 14 dc 2
85-88 Man at Arms 10 dc 2
Physicians
89 Physician 80 dc 10 dc 5 1
90 Surgeon 50 dc 8 dc 3 0
91 Apothicary 65 dc 8 dc 4 0
Arcane Lore
92 Alchemist 200 dc 5 dc 7 3
93 Mechanician Artificer 130 dc 5 dc 6 3
94 Cabbalist 200 dc 5 dc 11 3
95 Magick Square Mystic 170 dc 5 dc 11 3
Scribes and Scholars
96 Philosopher 100 dc 15 dc 8 3
97 Scholar 85 dc 15 dc 8 3
98 Sage 70 dc 15 dc 7 3
99 Paper & Inkmaker 55 dc 12 dc 6 3
Barristers and Sollicitors
00 Lawyer 70 dc 12 dc 6 3
Guard
The guards protect the dwarvish lands against their
enemies, patrol the roads and keep the peace. They are in the
service of a dwarvish Jarl or King.
Die Jarl retinue Income Status
01-96 Guard 25 dc 3
97-99 Guard Officer 45 dc 4
100 Guard Commander 80 dc 7
Chivalry & Sorcery 25 Basic rules
Jarl Family
The Jarls are the nobles of the dwarvish kingdoms,
equivalent to human Earls or Dukes. Jarls are always direct
vassals to the King.
01-48 Cousin of the Jarl
49-65 Brother in law of the Jarl
66-77 Uncle of the Jarl
78-80 Father in law of the Jarl
81-98 Brother of the Jarl
99-100 Jarl
Royal Clan
Members of the Royal Clan
85 - 99 King's Retinue (Noble Dwarf) 1 - 95 Guard
96 - 99 Guard Officer
00 Guard Commander
00 King's Family (Royal Dwarf) 1 - 70 Cousin of the King
71 - 75 Brother-in-law of the King
76 - 85 Uncle of the King
86 - 88 Father-in-law of the King
89 - 97 Brother of the King
98 - 00 King
Dwarf characters acquire background skills according to
their father's Vocation the same way Humans do. This is in
addition to the general dwarven background skills. Characters
whose father is a guard in a Jarl retinue may select any 2
dwarven Combat skills as background, if the father is officer
the character may select any 3 dwarven Combat skills.
Characters whose father is a noble dwarf may select any 4
background skills among the dwarven Combat skills or
Diplomacy & Politics, Courtly Manners and Chess.
Characters whose father is a royal dwarf can choose any 5
background skills among the same list as sons of noble
dwarves.
Elves
The elfish society is similar to mankind but there are no
serfs or townsmen. Neither do elves craftsmen create guilds.
A high elf is always noble (roll D10 and add 90).
1 - 75 Check on Yeoman Table
76 - 90 Check on Town Guildmen Table
91 - 95 Elf noble
96 - 99 Relative of the King
00 King's Family
In most human nations, wood elves are granted knightly
status and noble elves are accorded the corresponding status.
Hobbits
Hobbits have no nobility and are all of equal social status.
01-73 Rural Hobbits
74-97 Villge/Town Hobbit
98-100 Craft/Trade Hobbit
Die Rural Hobbit
Income Status
M J/E M J/E
1-2 Man at Arms 6 dc n/a 2 n/a
3-6 Archer 10 dc n/a 3 n/a
7 Shirrif 25 dc n/a 6 n/a
8-12 Cook 10 dc 3 dc 2 1
13-14 Blacksmith 20 dc 3 dc 2 1
15-16 Armourer 35 dc 5 dc 2 1
17 Falconer 15 dc 4 dc 2 1
18-20 Liver. Trainer 15 dc 4 dc 2 1
21-28 Rural Innkeeper 55 dc 2 dc 4 1
29-36 Carpenter 30 dc 5 dc 1 1
37-41 Mason 40 dc 6 dc 1 1
42-56 Forester 20 dc 4 dc 1 1
57-60 Fisherman 12 dc 2 dc 1 1
61-63 Freeholder Miller 50 dc 2 dc 4 2
64-89 Freeholder Farmer 35 dc 2 dc 4 2
90-00 Freeholder Stockman 40 dc 2 dc 4 2
Die Village/Town Hobbit Income
Status
M J/E
1-5 Barrow Wight 12 dc 1
6-10 Tinker 12 dc 1
11-15 Peddlar 13 dc 1
16-21 Beer Peddlar 13 dc 1
22-26 Miner 8dc 1
27-30 Mine Owner 10d10 dc 3
31 Brothelkeeper 40 dc 2
32-36 Stablekeeper 20 dc 3
37-42 Cobbler 10 dc 3
43-47 Cobbler worker 2 dc 1
48-52 Greengrocer 15 dc 3
53-57 Cartwright 20 dc 3
58-62 Harnessmaker 20 dc 3
66-67 Barber 15 dc 3
68-72 Butcher 25 dc 3
73 Butcher worker 3 dc 1
74-77 Blacksmith 30 dc 3
Chivalry & Sorcery 26 Basic rules
Die Village/Town Hobbit Income
Status
M J/E
78 Blacksmith worker 3 dc 1
79-82 Baker 25 dc 3
83-84 Baker worker 3 dc 1
85-87 Wine merchant 40 dc 3
88-90 Wine seller 3 dc 1
91-94 Innkeeper 70 dc 3
95-00 Inn worker 2 dc 1
Die Craft/Trade Hobbit
Income Status
M J/E M J/E
Artists and Entertainers
01-03 Musician 20 dc 4 dc 1 0
04-06 Dancer 20 dc 4 dc 1 0
07-10 Juggler 20 dc 4 dc 1 0
11-15 Troubadour 24 dc 4 dc 2 0
16-17 Actor 20 dc 4 dc 1 0
18 Sculptor 35 dc 5 dc 2 0
19 Painter 30 dc 5 dc 2 0
20-22 Poet/Bard 30 dc 5 dc 2 0
Cabinetmakers
23-25 Cabinetmaker 30 dc 8 dc 3 0
Chefs
26-30 Cook 30 dc 7 dc 2 0
Foundrymen
31-32 Foundryman 60 dc 7 dc 2 0
Armourers
33-34 Armourer 75 dc 10 dc 3 1
Die Craft/Trade Hobbit
Income Status
M J/E M J/E
Builders
35-36 Architect 150 dc 10 dc 4 1
37-40 Mason 60 dc 10 dc 3 1
41-44 Brickmason 50 dc 10 dc 2 0
45-49 Carpenter 45 dc 10 dc 2 0
Cloth
50-51 Wool/Cloth Merchant 600 dc 10 dc 4 1
52-56 Weaver 100 dc 8 dc 3 1
57-59 Dyer 100 dc 8 dc 3 0
60-62 Tailor 40 dc 5 dc 2 0
63-64 Tanner 40 dc 5 dc 2 0
Perfumers
65-66 Perfume Maker
Glassblowers
67-68 Glassblower 60 dc 10 dc 3 0
69 Glazier 60 dc 10 dc 3 0
Jewelsmiths
70 Jewelsmith 100 dc 10 dc 3 1
71 Goldsmith 100 dc 10 dc 3 1
72 Gem Cutter 80 dc 13 dc 3 1
Bankers
73 Banker 1000 dc 10 dc 5 2
74 Lender 200 dc 10 dc 3 1
75 Changer 50 dc 10 dc 2 0
Potters
76-77 Potter 40 dc 8 dc 1 0
Merchants
78-79 Merchant 400 dc 10 dc 3 1
80-85 Merchant-Adventurer 100 dc 10 dc 2 0
Thieves and Beggars
86 Beggar 20 dc 4 dc 0 0
87 Thief 45 dc 8 dc 1 0
Chivalry & Sorcery 27 Basic rules
Die Guildsman
Income Status
M J/E M J/E
Physicians
80 Physician 80 dc 10 dc 5 1
81 Surgeon 50 dc 8 dc 3 0
82 Apothicary 65 dc 8 dc 4 0
Lesser Goblins
They are the Kobolds, Goblins and Orcs. Most of them live
in military organised tribes. In a tribe all goblin male is
supposed to owe military service. Leaders are usually the best
tribe fighters and act as officers. Social and military
promotion are linked (in short if you are a good fighter you
will get more political power).
Lesser goblins might be used as "snaga" (slaves) by greater
goblins. In this case they owe no military service for their
masters but they do the "dirty work" in the tribe.
Some goblins do not follow the above patterns and either
live on their own or even live among mankind. In this last
instance they usually inhabit towns and are considered
Townsmen. Note that even if they are despised in human
society, goblins are tolerated most of the time as long as they
obey the law.
Dé Dé Status
01-10 Snaga in a greater goblin tribe
11-14 Srinkhug (Forester)
15-24 Futhug (Scout)
25-54 Dush (Warrior)
55-64 Dush-hai (Veteran)
65-66 Warg stabler
67 Leatherworker
68 Tailor
69 Clothmaker
70 Tanner
71-73 Ghash agh Gund (Blacksmith)
74-76 Mog agh Hosh (Brewer)
77 Cook
78-80 Buubu Bugdud (Butcher)
81-84 Baker
85-88 Gundug (Miner)
89-99 High rank goblin
1-3 Master of Wargs Stables
4-8 Goth ob Ghash agh Gund (Master of Blacksmiths)
9-10 Gothung (Master of the mines)
11-68 Goth (Officer)
69-71 Shakh obFauthug (Chief of scouts)
72-73 Gothsrinkh (Master of Foresters)
74-76 Krimpug ob Bagronk (Master of the jail
77-78 Shakh u Buubu (Chief of Animalers)
79-81 Goth ob Snaga (Master of the slaves)
82-84 Latadurub (High officer)
85-86 Goth ob Gimbmog (Master of the Guard)
87-92 Mog Prakhug (Advisor/Diplomat)
93-97 Bugdug ob Burzum (Mage)
98-99 Shaka (Tribe leader)
00 Gothshaka (High king)
00 Non-tribal goblin
01-50 Roll on Townsmen table
51-90 Free miner
91-00 Bridge keeper
Greater Goblins
They are the Hobgoblins, Uruk-hai and Bugbears. Like the
lesser goblins most live in military tribes. The organisation
being similar to that of lesser goblins except that greater
goblins cannot be "snaga" (reroll).
Greater goblins can be used as "liveried goblins" by giant
race members or as elite guard by lesser goblins.
Last it is also possible for a greater goblin not to live inside
a tribe although this is exceptional. Solitary greater goblins
are less inclined to live among mankind than lesser goblins
and will usually live in a secluded place.
Social Status
The social status is a measure of how much (or how little)
consideration one deserves from other members of the
society. When dealing with a different society the value can
be modified due to the change of importance given to some
professions or nobility titles. The same way a noble will only
be granted his true status at home, in a foreign kingdom (even
with the same social structure) he will be paid less respect.
Computing the Social Status
The tables of the Game Master's Handbook can be used for
the appropriate cultures. The tables below give the social
status for occupations not described in C&S3.
Guildmen
Chivalry & Sorcery 28 Basic rules
Apprentices 2/3 of a journeyman status or ½ of master status
Clergy
Novice 12
Reader 15
Deacon 17
Postulant 19
Priest 21
Curate 25
Chaplain 26
Rector 27
Rural Dean 29
Canon of a Cathedral 32
Archdeacon 35
Bishop 40
Archbishop 45
Primate of the Realm 50
Cardinal 48
Pope 75
Monk
Lay Brother 10
Brother 12
Cellerer 17 (15)
Precentor 19 (17)
Sacristan 20 (18)
Almoner 21 (20)
Circatore 27 (22)
Prior 32 (27)
Abbot 35 (30)
Figures in parenthesis give the social status for monks of
minor orders.
Fighting Monk
Knight of the order 21
Kight commander 29 (27)
House Master 35 (30)
Provincial commander 40 (35)
Marshal of the Order 45 (40)
Seneshal of the Order 48 (42)
Grand Master 50 (44)
Figures in parenthesis give the social status for fighting
monks of minor orders.
Social Status for Non Humans
This paragraph only deals with the social status granted to
non humans inside the humans society.
Chivalry & Sorcery 29 Basic rules
Dwarves
In most human nations dwarves are considered as
Guildmen whatever their actual profession and dwarves
nobles are not given they true rank (they are usually
considered as knights or landed knights). Hobbits on the
other hand always acknowledge the true rank of a dwarf.
Dwarf social status Social Status
Non Guild dwarf equivalent human status
Guild dwarf equivalent huamn status
Jarl's/King's retinue (guard) 10
Jarl's/King's retinue (officer) 13
Jarl's/King's retinue (commander) 19
Jarl's relative 25
Jarl 30
King's relative 30
King 35
Dwarves with 19 social status and above are granted
knightly status in human land with all attached privileges
(including that of being allowed to bear arms in towns).
Elves
In human lands as a general rule elves are all considered of
knightly status
Hobbits
Because of their small size, Hobbits are not always given in
Human lands the rank corresponding to their profession. Only
men who live closely with Hobbits (and these are rarities)
will acknowledge the true rank of a Hobbit.
When dealing with Humans half Hobbit social status above
10, thus a Rural Carpenter Hobbit (Status of 10 for a Human)
will have a social status of 10 in a Human land while a Wine
Merchant Hobbit (Status of 16 for a Human) will have a
status of 13 in a Human land.
Influence
In feudal societies, the "influence" that a character has will
ultimately decide his destiny. Influence is the capacity of a
character to win personal support from another character.
Influence is a form of currency, like gold and silver, only it
appears in the form of FAVOURS and DEBTS OF
HONOUR. These may be inherited or even assigned to
others. Often, Favours and Debts of Honours are manifested
in symbolic acts, such as the giving of an identifiable ring,
sword or other token. The pledge token is always appropriate
to the station of the giver and the original receiver.
If a character succeeds in influencing another, he obtains a
FAVOUR, which is the doing or refraining from doing of
something. His request must be reasonable, honourable and
appropriate to both his station and that of the person he
wishes to influence. Also, the request must be within the
power of the influenced person to grant without providing
him with an onerous burden or expense. The request must
also be acted upon within the year the influence is brought to
bear.
Most Favours take the form of a petition for preferment in
the matter of obtaining a fief, membership in a feudal Order,
grants of arms, a position in the entourage of a tenant-in-
chief, employment in the Royal Bureaucracy or with some
Master and the like. Some petitions will be requests for aid or
assistance. Others will take the form of a suit for the hand of
a man's daughter. In short, many circumstances will give rise
to the need for a Favour.
A Favour which is successfully carried out gives rise to a
DEBT OF HONOUR. This is nothing more than the owing of
a Favour for a Favour. However a Debt of Honour can be
carried from year to year and it may be inherited or assigned
to others.
Chivalry & Sorcery 30 Basic rules
Character Vocations
In C&S, character classes or vocations are much looser
than in most games. The characters are, mainly, what their
players make of them based on what competence they
develop. Nevertheless not everything is possible to everyone
of course.
Vocations belong to one of the usual Fighting Men /
Clerics / Mages / Thieves / Adventurers categories but,
because of the skill system, there are a lot of possibilities for
cross-over.
Fighting Men
They represent all vocations trained in the use of arms.
Vocations listed in this paragraph have no penalty to their
MAF and CL and receive a free shield parry per combat turn;
they also can use all weapons identified in the rules as
Fighters (F) or General (G).
Only free men (not serfs) can start the game as Fighting
Men.
Knight
The elite of feudal military, trained to fight in heavy
armour using the deadliest weapons, a knight is formidable
warrior. It is impossible for a starting character to select this
vocation, he has to gain knighthood as explained
below.Because of his high social status, he enjoys many
benefits over other vocations:
He is allowed to bear and use chivalric weapons.
He is allowed to carry weapons and armour in towns.
However, because he represents the fighter’s social ideal,
there are also some restrictions to what a knight can do:
A Knight should refrain from the use of missile weapons
that are considered un-chivalric. These weapons might
be used for hunting game but should not be used at war
or fighting monsters. Any knight identified using those
will lose honour and possibly be dis-honoured.
A Knights should refrain from the use of un-chivalric
fighting methods: use of poisons, thievish fighting tactics
There are three ways for a character to become a knight:
1. If of noble origins, he can start the game as a Squire in
Training. When he reaches level 7, providing he meets
the requirements and has performed at least one
“chivalric” task, he can ask knighthood from his Lord. A
“chivalric” task might be: victory in a squire tournament
or killing alone a powerful beast (wild boar, bear, wolf of
at least 5 EF).
2. A fighter of common origins and of at least level 10 who
meets the requirements and has proven his worth in
battle or fighting monsters through the accumulation of
at least 75 (tbc) Honour Points, might be granted
knighthood by his Lord unless he is in disfavour.
3. Any fighter regardless of origin and level, who defeats
alone a very powerful monster that was threatening the
peace of the realm, will be given knighthood from the
Lord which domain was threatened unless he is
identified as an enemy of the realm or an enemy of the
Church.
The requirements for knighthood are:
Riding Horse and Mounted Combat skills with SR of
at least 40%.
Training in at least 4 different categories of weapons
with attack bonus of at least +20% in each.
Full training in Medium Armour and Heavy Armour.
Training in Shields Light and Shields Heavy with parry
bonus of at least -20% in both.
Character EP value is at least 10.
Sergent/Squire
Very close to knights in training, they are trained to use
the same weapons and armours and represent superior
warriors. Due to their lower social status however, there are a
few differences between Sergents/Squires and Knights:
They are allowed to bear and use chivalric weapons
except the knight’s broadsword.
They are not allowed to carry weapons and armour in
town except when in duty in the patrol or the guard.
They can freely use missile weapons.
Only characters of noble origin can start as Squires, in
which instance they will always be in the service of a Lord.
Most sergents are liveried, in the service of a Lord but some
are independent (Petit-Sergents). There is no difference
between in what they can do.
Man at Arms
They represent the bulk of medieval fighters, trained to
fight in heavy armours using deadly fighting weapons.
Almost all of them are liveried, in the service of a Lord.
Chivalry & Sorcery 31 Basic rules
Character Experience Skills
The skill system is mainly based on C$S2 with some
modifications. Each time a character gains enough EPs, he
can spend them to acquire new skills, even if his total EP
does not reach the next experience level. The only constraints
are that at no time can a skill level reach more than twice the
character experience level and a character can only spend
points to learn a skill he has actually been practicing during
the adventure or down time. This last point is up to the GM to
decide.
Chivalry & Sorcery presents Characters as capable of
learning Skills which may be different from those normally
associated with their chose calling, not just specialized Skills
which mark one as an accomplished Fighter, Thief, Cleric,
etc. In short, a Character can become a fairly rounded fellow.
For each skill,
Skill Roll
When a character tries to perform a task associated with
a skill, he must make a Skill Roll. His basic chances of
success are equal to the skill base plus the bonus due to his
level. This can be modified by circumstances, many of which
are given in the Skills descriptions. As a general rule the table
below provides the bonus/malus applied to a task based on
how easy or difficult this task is.
Conditions Modif. Conditions Modif.
Slightly easy +5-10% Slightly difficult -5-10%
Easy +15-20% Difficult -15-20%
Very easy +25-30% Very difficult -25-30%
Extremely easy +35-40% Extremely difficult -35-40%
Exceedingly difficult -45-50%
Daunting -55-60%
Very daunting -65-70%
Nearly impossible -75-80%
Impossible -85-90%
Skill List
This paragraph provides the list of the available skills
and their main parameters. Skills with names in italics have
no unskilled success chance.
AGRICULTURAL SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Field Crops STR+WIS 3 20 3 3xlvl 97%
Garden Crops WIS*2 3 20 2 2xlvl 98%
Orchards Crops INT+WIS 3 20 3 3xlvl 97%
Cheesemaking IQ+WIS 3 20 2 2xlvl 98%
Herding, Cattle (IQ+WIS+EMP)/1.5 3 20 3 3xlvl 97%
Herding, Horse (IQ+WIS+EMP)/1.5 3 20 4 4xlvl 95%
Herding, Poultry (IQ+WIS+EMP)/1.5 3 20 2 2xlvl 98%
Herding, Pigs (IQ+WIS+EMP)/1.5 3 20 2 2xlvl 98%
Herding, Sheep (IQ+WIS+EMP)/1.5 3 20 2 2xlvl 98%
Miller VOL+WIS 3 20 3 3xlvl 97%
Training, dogs EMP+WIS 3 20 3 3xlvl 97%
Training, drafts animals EMP+WIS 3 20 2 2xlvl 98%
Training, exotic animals EMP+WIS 3 20 5 5xlvl 92%
Training, falcons EMP+WIS 3 20 3 3xlvl 97%
Training, horses EMP+WIS 3 20 3 3xlvl 97%
Veterinary IQ+EMP 3 20 4 4xlvl 95%
Winemaking IQ+WIS 3 20 5 5xlvl 92%
Chivalry & Sorcery 32 Basic rules
ARTISTIC SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Acting ART+VOI 3 20 4 4xlvl 95%
Costumes IQ+WIS 3 20 3 3xlvl 97%
Dance, folk AGIx2 3 20 2 2xlvl 98%
Mime AGI+WIS 3 20 3 3xlvl 97%
Music: zither VOL 3 20 3 3xlvl 97%
Music, bagpipes DEX+CON-17 3 20 4 4xlvl 95%
Music, cor DEX+CON-17 3 20 3 3xlvl 97%
Music, drums VOL 3 20 2 2xlvl 98%
Music, flute VOL 3 20 3 3xlvl 97%
Music flutes of Pan VOL 3 20 3 3xlvl 97%
Music, harp VOL 3 20 3 3xlvl 97%
Music, lute VOL 3 20 3 3xlvl 97%
Music, rebec VOL 3 20 3 3xlvl 97%
Music, composition DET 3 20 5 5xlvl 92%
Painting & Sketching DEX+INT 3 20 4 4xlvl 95%
Poetic composition DET 3 20 4 4xlvl 95%
Recitation & Singing VOI*2 3 20 4 4xlvl 95%
Sculpting DEX+INT 3 20 4 4xlvl 95%
Sleight of Hands DEX*2 3 20 4 4xlvl 95%
ATHLETIC SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Acrobatics ART+STR 3 20 8 8xlvl 97%
Brawling GUE+FOR/2-10 2 20 4 4xlvl 75%
Climbing STR+AGI 3 20 7 7xlvl 97%
Running 0 1 5 7 7xlvl 5'
Swimming (AGI+CON+FOR)/1.5 3 20 4 4xlvl 95%
Chivalry & Sorcery 33 Basic rules
COMBAT SKILLS (melee weapons) Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Cavalry Lances GUE+STR/4-5 2 30 6 6xlvl 75%
Clubs GUE+STR/4-5 2 30 6 6xlvl 75%
Fighting Staves GUE+STR/4-5 2 30 6 6xlvl 75%
Flails, Maces & Hammers GUE+STR/4-5 2 30 6 6xlvl 75%
Greatswords GUE+STR/4-5 2 30 6 6xlvl 75%
Heavy Flails & Hammers GUE+STR/4-5 2 30 6 6xlvl 75%
Knives & Daggers GUE+DEX/4-5 2 30 6 6xlvl 75%
Pole Arms GUE+STR/4-5 2 30 7 7xlvl 75%
Slashing Swords GUE+STR/4-5 2 30 6 6xlvl 75%
Spears & Pikes GUE+STR/4-5 2 30 6 6xlvl 75%
Stabbing Swords GUE+STR/4-5 2 30 6 6xlvl 75%
War Axes GUE+STR/4-5 2 30 6 6xlvl 75%
COMBAT SKILLS (missile weapons) Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Bows GUE+DEX/4-5 2 20 9 9xlvl 60%
Crossbows GUE+DEX/4-5 2 20 7 7xlvl 60%
Slings GUE+DEX/4-5 2 20 8 8xlvl 60%
Throwing Axes GUE+FOR/4-5 2 20 8 8xlvl 60%
Throwing Javelin GUE+FOR/4-5 2 20 7 7xlvl 60%
Throwing Knives GUE+DEX/4-5 2 20 8 8xlvl 60%
COMBAT SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Ambidextrous Fighting DEX-15 2 30 90/DEX 90/DEXxlvl 60
Dodge GUE+ART-7 2 25 9 9xlvl 75%
Mounted Archery DEX/2-20 1 15 1 1xlvl 0
Mounted Combat AGI+EMP 2 30 6 6xlvl 95%
Riding, dragon AGI+FER 2 20 8 8xlvl 85%
Riding, exotic 2xAGI 2 20 7 7xlvl 90%
Riding, flying mount 2xAGI 2 20 8 8xlvl 90%
Shields, Light GUE+DEX/4 2 25 8 8xlvl 75%
Shields, Heavy GUE+STR/4 2 25 9 9xlvl 75%
Wearing Medium Armour - -1 2 3 3xlvl -2
Wearing Heavy Armour - -1 4 3 3xlvl -4
Wearing Battle Armour - -1 4 3 3xlvl -4
War chariots AGI+EMP 2 30 6 6xlvl 95%
War engines, light GUE+IQ 2 20 6 6xlvl 75%
War engines, heavy GUE+IQ 2 20 7 7xlvl 75%
Chivalry & Sorcery 34 Basic rules
War engines, cannons GUE+IQ 3 20 9 9xlvl 75%
War engines, siphons GUE+IQ 2 20 8 8xlvl 75%
War engines, rockets GUE+IQ 2 20 7 7xlvl 75%
War leader, Battle commander - 0.25 12 8 8xlvl 3
War leader, Engineering MAF*2+IQ 2 15 8 8xlvl 75%
COOKING SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Breads IQ+WIS 3 20 2 2xlvl 95%
Fresh Meat IQ+WIS 3 20 4 4xlvl 95%
Haute Cuisine IQ+WIS 3 20 5 1xlvl 95%
Preserves IQ+WIS 3 20 3 3xlvl 95%
Stew IQ+WIS 3 20 3 3xlvl 95%
Vegetables IQ+WIS 3 20 2 2xlvl 95%
COURT SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Chess IQ*2 3 20 4 4xlvl 92%
Court Dance ART+WIS 3 20 3 3xlvl 97%
Etiquette (IQ+WIS+VOI)/1.5 3 20 3 3xlvl 97%
Heraldry IQ*2 3 20 3 3xlvl 97%
GENERAL SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Appraise IQ+INT 3 20 2 2xlvl 98%
Perception/Sight 0 2 15 5 5xlvl 30%
Perception/Sound 0 2 15 5 5xlvl 30%
Riding, camel AGI+EMP 3 20 4 4xlvl 95%
Riding, horse AGI+EMP 3 20 3 3xlvl 97%
MEDICAL SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Anatomy 0 2 10 3 3xlvl 20%
Herbalism IQ+WIS 3 20 4 4xlvl 95%
Make Drugs & Poisons IQ+WIS 3 20 5 5xlvl 92%
Medicine MED+20 3 20 5 5xlvl 92%
Relieve Pain MED+20 3 20 3 3xlvl 97%
Salves & Ointments IQ+WIS 3 20 4 4xlvl 95%
Surgery MED+20 3 20 5 5xlvl 92%
Treat Burns MED+20 3 20 3 3xlvl 97%
Treat fractures MED+20 3 20 2 2xlvl 95%
Treat Shock MED+20 3 20 3 3xlvl 97%
Chivalry & Sorcery 35 Basic rules
Treat Wounds MED+20 3 20 2 2xlvl 98%
OUTDOOR SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Fishing WIS+INT 2 30 3 3xlvl 97%
Foraging Wild Foods DET+WIS 3 20 3 3xlvl 97%
Nature Lore DET+20 2 30 4 4xlvl 97%
Scout DET+VOL 2 30 4 4xlvl 92%
Set, Find, Remove Snares VOL+DET 2 30 3 3xlvl 97%
Stealth, wild -(ART+INT+WIS)/3 -2 30 4 4xlvl -75%
Track DET+WIS 2 30 4 4xlvl 95%
Usual Animals MED+EMP 2 30 5 5xlvl 92%
Unusual Animals MED+EMP 2 30 7 7xlvl 90%
PROFESSIONAL SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Architecture IQ+WIS 3 20 5 5xlvl 92%
Armoury, Leather DEX+STR 3 20 4 5xlvl 95%
Banking IQ+WIS 3 20 4 4xlvl 92%
Blacksmith DEX+STR 3 20 3 3xlvl 97%
Armourer DEX+STR 3 20 4 4xlvl 95%
Weaponsmith DEX+STR 3 20 4 42xlvl 95%
Bowery & Fletching DEX+IQ 3 20 4 4xlvl 95%
Calligraphy & Illumination DEX+WIS 3 20 4 4xlvl 92%
Carpentry DEX+STR 3 20 4 4xlvl 95%
Cartwright DEX+STR 3 20 3 3xlvl 97%
Dying DEX*2 3 20 2 2xlvl 98%
Gemcutting DEX+WIS 3 20 5 5xlvl 92%
Glassblowing DEX+WIS 3 20 4 4xlvl 95%
Goldsmith DEX+WIS 3 20 5 5xlvl 92%
Hydraulics DEX+IQ 3 20 4 4xlvl 95%
Lawyer IQ+WIS 3 20 5 5xlvl 92%
Luthier DEX+STR 3 20 5 5xlvl 92%
Masonry DEX+STR 3 20 3 3xlvl 97%
Merchant IQ+WIS 3 20 4 4xlvl 95%
Metallurgy STR+CON 3 20 3 3xlvl 97%
Mining STR+CON 3 20 3 3xlvl 97%
Paper & Inkmaking DEX+IQ 3 20 3 3xlvl 97%
Perfumery DEX+IQ 3 20 4 4xlvl 95%
Pottery DEX*2 3 20 4 4xlvl 95%
Sailor (AGI+STR+CON)/1.5 3 20 4 4xlvl 95%
Chivalry & Sorcery 36 Basic rules
Ship's Pilot IQ+WIS 3 20 5 5xlvl 92%
Shipbuilding IQ+WIS 3 20 6 6xlvl 90%
Shipwright, ship's carpenter DEX+STR 3 20 5 5xlvl 92%
Tailor DEX*2 3 20 4 4xlvl 95%
Tanning & Leatherworking DEX+CON 3 20 3 3xlvl 97%
Weaving DEX*2 3 20 3 3xlvl 97%
SCIENCE & KNOWLEDGE SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Cartography IQ+WIS 3 20 3 3 95%
Counting IQ*4 2 20 2 2xlvl 99%
Folklore IQ*2 3 20 2 2xlvl 99%
Geography IQ*2 3 20 4 4xlvl 95%
History IQ*2 3 20 4 4xlvl 95%
History, Ancient & Legends IQ*2-20 3 20 5 5xlvl 92%
Legendary Monsters & Creatures IQ*2-20 3 20 6 6xlvl 85%
Mentism IQ*2-10 3 20 4 4xlvl 92%
Morlockism & Lizard-men IQ*2-20 2 30 5 5xlvl 90%
Outworlds IQ*2-20 3 20 6 6xlvl 85%
Paganism IQ*2-15 3 20 4 4xlvl 92%
Pantocratic faith IQ*2 3 20 3 3xlvl 95%
Satanism & Demonology IQ*2-15 3 20 4 4xlvl 92%
SOCIAL SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Charm CHA*3-30 2 20 2 2xlvl 95%
Convince VOI+CHA 3 20 4 4xlvl 95%
Diplomacy & Politics IQ+CHA 3 20 4 4xlvl 95%
Intimidate (STR+CHA)*2-42 2 20 2 2xlvl 95%
Management IQ+CHA 3 20 4 4xlvl 95%
Read Character (WIS+EMP)*2-22 2 20 2 2xlvl 95%
Seduce APP*2+CHA-30 2 20 2 2xlvl 95%
Chivalry & Sorcery 37 Basic rules
THIEVISH SKILLS Base Bonus/lvl Max lvl Cost1 Cost/lvl Max%
Avoid Detection AGI+WIS 2 30 6 6xlvl 95%
Backstabbing & Garotting GUE+IQ 2 30 6 6xlvl 95%
Concealing & Finding objects DET*2 2 30 6 6xlvl 95%
Detect Thievery 5-(INT+WIS)/4 -2 20 7 7xlvl -50%
Detect Mechanisms DET*2 2 30 6 6xlvl 95%
Disguise IQ+WIS 2 30 5 5xlvl 97%
Learning Rumours IQ+WIS 2 30 2 2xlvl 98%
Mugging GUE+STR 2 30 4 4xlvl 95%
Picking Locks VOL+DET 2 30 5 5xlvl 97%
Pickpocket & Purse Cutting VOL+DET 3 20 5 5xlvl 97%
Read Lips DET*2 2 30 4 4xlvl 90%
Set & Disarm Traps VOL+DET 2 30 6 6xlvl 95%
Stealth, urban -(ART+WIS)/2 -2 20 5 5xlvl -60%
Streetwise IQ+WIS 2 30 6 6xlvl 95%
Use Drugs & Poisons IQ+DEX 2 30 6 6xlvl 95%
Skills Description
Agricultural Skills
Field Crops (Field, Garden and Orchard)
Enables the character to grow cereals and cattle fodder:
barley, hay, oat, rye, wheat. A skill roll is required at the time
of the harvest.
The knowledge to grow crops successfully. Field crops
allows to grow cereals, garden crops allows to grow
vegetables, orchard crops allows to grow fruits and berries.
Cheesemaking
Herding (Cattle, Horse, Poultry, Pigs, Sheep)
Miller
Training (dog, draft animal, exotic animal,
falcon, horse)
Veterinary
Winemaking
Artistic Skills
Athletic Skills
Acrobatics
This skill is used when moving on difficult terrain, when
jumping forward, up or down. The skill can be also used to
avoid or reduce the consequences of a bash. A success means
that the manoeuvre was successful. One sixth (rounded
down) of the bonus in Acrobatics is applied to the dodge
skill.
Moving across 10-12" path +35%
Moving across 7"-9" path +20%
Moving across 2"-6" path +10%
Chivalry & Sorcery 38 Basic rules
Moving across less than 2" path -15%
Jump length 10' +35%
Jump length 15' +10%
Per additional foot -10%
Jump high 2' +45%
Jump high 3' +25%
Brawling
There are many instances where unarmed fighting proves
useful.
Climbing
The character can climb difficult surfaces. A Success
means that the character has successfully progressed by up to
¼th of his walking speed. A failure by less than 20% means
that the character fails to climb and a failure by more than
20% means that the character falls.
Knotted rope against a wall +50%
Rope against a wall or knotted rope alone +25%
Very rough wall, ship rigging +10%
Fortress wall without rope, natural rock -15%
Can brace against two opposite walls +35%
Can brace on perpendicular walls +15%
When falling 10' or more, a character must make an AGI
CR -1 per 1' above 10'. If the player wishes, he can make an
Acrobatics check instead with a 5% penalty per 1' above 10'.
If he fails he sustains d6 damage 'fatigue and pain) per 10'
above 20 with 10%chance of a critical hit per 10' fallen. He
suffers a LH bash upon reception. If he succeeds, he lands
right on his feet, damage and chances of critical hit are
halved.
Swimming
Check the skill each combat turn when in the water. In case
of success he can move up to ¼ of its walking distance. If he
fails by 20% or less he stays afloat but fails to move. If he
fails by more than 20% he goes underwater. A character that
swims looses 2 fatigue points per combat turns he moves and
1 fatigue point per full turn he stays afloat.
General Skills
Appraise
The character can estimate the value of an object, a
property, or an animal. If the character succeeds with at least
25% margin, he will find hidden qualities or defects of the
object. If he fails by 20% or less he is able to guess the price
within 25%. If he fails by more than 20% his guess is very
inaccurate. If the character tries to guess the value of objects
linked to a trade skill he masters, he can add half his trade
skill bonus to the Appraise chances.
Perception: Sight
This skill provides a chance to all actions linked to visual
detection and identification.
Perception: Sound
This skill provides a chance to all actions linked to aural
detection and identification.
Riding (Camel or Horse)
Riding an animal is usually limited to the privileged classes
due to the high cost involved. Simple actions do not require a
skill check.
A skill check is required to jump into the saddle, to mount
or dismount a moving animal or to perform any complex
manoeuvre like jumping an obstacle.
It is also required to keep the control of his mount in case
when it is frightened.
Outdoor Skills
Nature Lore
The character is familiar with the natural environment. He
can find and follow a direction (North, East…), he can find
specific natural features (clearings, water springs, lakes…),
he can also try to predict the weather.
Science & Knowledge Skills
Folklore
The character is familiar with the regional geography,
history, customs, legends, laws and traditions.
Little change has been done to the way the Skill system
works. One notable exception is that some Skills have more
that 2 Attributes. The Attribute factor for a Skill is computed
making the average and not the sum of all Attributes
involved. The Attribute Bonus/Penalty Table is modified
correspondingly.
Artistic Creation
Some skills pertaining to artistic creation are checked a non
standard way. If the TCS check is successful, a second check
will be done at TCS - 10%, if this also succeeds, a third check
will be done at TCS - 20% and so on... The number of
consecutive successes tells how exceptional the artwork is. A
Chivalry & Sorcery 39 Basic rules
critical success in the first check will add one "success" to
this total.
The table below gives the price multiplier for the artwork
and a description of its worth depending on the number of
consecutive successes:
Successes Value mult Comment
1 1 Good
2 1.1 Very good
3 1.25 Very good
4 1.5 Very good
5 2.5 Excellent
6 4 Excellent
7 8 Grandiose
8 15 Grandiose
9 50 Exceptional
10 200 Legendary
Combat Skills
Some Skills have been added with respect to C&S3 and
some other have been split in two (axes, spears).
Language Lore
Language Lore is not acquired with experience points. The
increase in Language is computed for down-time in two
circumstances:
1. the character is actively learning a new Language. In
this instance the down-time used to increase the
language proficiency can only be counted to collect
experience in fields related to the language learned (e.g.
no Combat or Animal or Outdoor skill can be improved
during all the time counted for language learning).
2. The character is leaving in a foreign country and learns
the local language. In this instance down-time can be
used regardless of the other PC activities as long as he
can justify through these activities of regular contacts
with natives who do not speak his own language.
According to the language learned, the character attributes
and the learning circumstances, a table will provide the
number of weeks required to advance one level in the
language. All that has to be done by the character is spend
this number of weeks and he will then automatically advance
one level in this language proficiency.
Not all languages are easy to learn. The closer a new
language is to your mother tongue, the easier it will be to
learn. 7 categories f foreign languages are defined according
to how close (or remote) a new language is from a character's
own.
Native Language. This applies to the mother language of
the character but also to very close foreign languages which
have identical origins, same spelling, same grammar... For
example Langue d'Oc and Italian.
"B Language". This applies to languages which are close
with some common origins but for which noticeable
differences exist. For example French and English.
"C Language". This applies to languages using the same
alphabet but with no common origins. For example
Portuguese and Swede.
"D Language". This applies to languages which alphabet
differ but are based on the same concepts. Some common
origins exist. For example German and Russian.
"E Language". This applies to languages which alphabet
differ but are based on the same concepts. No common origin
exist. For example Spanish and Bulgarian.
"F Language". This applies to languages which use
different concepts for writings (alphabets, ideograms,
hieroglyphs). For example Arab and Japanese.
"G Language". This applies to languages based on
completely different concepts and used by two completely
different races. For example any Human language and Lizard
men tongue.
When computing which category a new language fall in, a
PC can use as the reference language:
1. His mother language.
2. Whatever language he knows with at least tbd levels of
proficiency (Knowing a foreign tongue makes the
learning of similar foreign tongues much easier).
C&S additional Skills
This paragraph describes additional C&S Skills or provides
additional comments to existing ones. All use the Skillscape
system.
Singing (Arts & Entertainment Skill)
Intelligence + Intuition Challenging DF*4
Pre Requisite: Musical Instrument
This Skill allows the character to create original music
parts. Creating a short song or dance tune takes 5d10 hours.
In case the character has a shorter time available, apply a
penalty of 5% per missing hour (up to a minimum of 1 hour).
An artist cannot work more than 10 hours per day on a given
tune.
Longer parts will require more time to create. Hereunder
are typical examples of musical compositions:
Elegy or defunct's mass: 8d10 hours
Mass: 20d10 hours
Short Mass: 12d10 hours
Success means that the composition is good and will please
the audience if properly played. A critical success means that
the tune is very good, in case it is played properly add 1 to
the critical die roll.
Ambidextrous Fighting (Combat Skill)
Dexterity Very Difficult DF*7
Chivalry & Sorcery 40 Basic rules
The character is able to use a weapon in his left hand (or
his right if he is left-handed). For the weapon in the second
hand PSF are the lower between the character's PSF with this
weapon and his Ambidextrous Fighting PSF.
Army Commander (Combat Skill)
MAF Very Difficult DF*7
Army Commander is a non standard Skill which enables
the character to slightly increase his CL. Each time the
character gains one level he rolls the SC, in case of success
he gains ¼ points of CL.
Chariot Driving (Combat Skill)
Dexterity + Empathy Demanding DF*5
Required to conduct a war chariot in battle. War chariots
fall into three categories, Light chariots with one man crew,
Medium chariots with two men crew and Heavy chariots. The
latter may be partially cataphracted and/or fitted with scythe
blades. Once basic knowledge is acquired, the character is
able to drive the chariot at his will without making a SC roll
in non combat situation. A SC must be made by the character
in the following situations:
1. The character attempts to mount/dismount while the
chariot is moving. If speed is below ¼ of the maximum,
no penalty is applied. For higher speed, a penalty of -
5% is applied for each 10 the chariot speed is above ¼.
Failure when dismounting means the character rolls for
a bash with D10 and gets 1-6 damage points fatigue and
pain. A critical failure means he rolls for bash 4+D6
and get 2D6 damage points life, fatigue and pain.
Critical failure when mounting means the character roll
for bash D10.
2. The character tries to gain control of a chariot which
horses went wild. In this instance the roll is resisted by
the horses. Success means the character has gained
control of the team and can drive the chariot normally.
Failure means that the horses remain wild, the character
must make another roll to stay aboard, a failure on this
second roll is considered as failure when dismounting
(see point 1 above).
War Engines: Light Artillery (Combat Skill)
Dexterity + Intelligence Difficult DF*5
This Skill allows the character to fire a bolt thrower
(scorpion or ballista) or a light catapult (onager). When
computing the chances of success with artillery fire, use the
officer TCS providing no crewman has less than half his
TCS. If this is the case, success chances will be twice the
lowest TCS among crew members.
Failure with Crit die of 01 means that the engine has been
damaged. It cannot be fired any longer and requires repair for
a duration equal to half the construction time.
War Engines: Heavy Artillery (Combat Skill)
Dexterity + Intelligence Difficult DF*6
The Skill allows the character to fire a heavy catapult
(mangonnel, trebuchet). The firing of the weapon in handled
the same way as described for Light artillery.
War Engines: Guns (Combat Skill)
Dexterity + Intelligence Difficult DF*6
The Skill allows the character to fire powder artillery. The
firing of the weapon is handled the same way as described for
Light artillery. A roll of 1 on the critical die is always a miss
with possible explosion of the gun. Make another SC with
another failure meaning that the gun has been damaged and
cannot be used any longer (Guns cannot be repaired, although
the metal can be re-used in the making of a new gun) A
critical failure on this second die means that the gun violently
explodes, causing to its crew the same damage it does when
striking its target.
War Engines: Siphons (Combat Skill)
Dexterity + Intelligence Difficult DF*6
This Skill allows the character to use a Byzantine type
Siphon which projects Greek-fire. A critical failure means
that the Siphon explodes and causes to its crew the same
damage it does when it hits its target. Siphons come in many
sizes, some are portable ones that can be carried by 2 men
(used mainly for siege warfare since their short range is of
absolutely no use on a battlefield), big siphons are usually
mounted on big ships (war dromons for example).
War Engines: Rockets (Combat Skill)
Dexterity + Intelligence Demanding DF*5
This Skill allows the character to fire a Chinese type rocket
launcher. The skill is handled the same way as Light-
Artillery. A critical failure means that the rocket launcher
explodes and does to its crew the same damage it does when
it hits its target.
Lawyer (Crafts & Trades Skill)
Intelligence + Wisdom Demanding DF*5
The character knows the laws and customs of his own
country and also of foreign countries (For foreign countries,
penalties will be applied according to how remote the country
is and how different the laws). The skill can be used in setting
business, when dealing with the justice or when making a
legal claim.
When setting business, a success means that the character
has a comprehensive understanding and knowledge of the
laws that apply for this business. If he doesn't deliberately
make something illegal, he will have no problem in his
business, he will also know exactly what taxes or duties he
will have to pay. A failure means that the character has
misinterpreted or missed part of the law and that legal
problems may arise in the business he wants to set (he might
Chivalry & Sorcery 41 Basic rules
be getting against a granted monopoly, forgetting that
important taxes have to be paid of the kind of items he wants
to trade...). A critical failure means that what he sets up is
clearly illegal. A critical success on the other hand means that
he has found a way to turn the law to his advantage, he might
be able to circumvent an existing monopoly or to escape
some tax...
When dealing with justice, the skill may be used to
guarantee that the character can take advantage of anything
which is in the law. A success means that the character has a
good understanding of all legal matters concerning the case.
A failure means that either the character has missed some
important feature of the law or has misinterpreted the law. A
critical success means that the character has found a
particular point in the law he can turn to his advantage.
When two parties are involved in a legal dispute, both roll
for success according to their Lawyer skill.
If one gets a critical success and the other fails his roll, the
first one wins the case regardless of whether his claim is
righteous or not.
If one gets a normal success and the other fails his roll, the
first one wins the case unless he is obviously wrong (blatant
breach of the law, indisputable evidence...) in this last case he
will be sentenced to a reduced penalty (replace death penalty
by lashes, mutilation and/or branding; replace lashes,
mutilation or branding by a fine; divide any fine by 2).
If one gets a critical success and the other a normal success.
The sentence is given according to the law. If the condemned
is the party who scored a critical success, it can claim a
reduced penalty as per above unless indisputable evidences
exist against him.
If both score the same success, the sentence is given strictly
according to the law.
Of course the rolls for success are subject to modifications
as any Skillscape roll.
Read Lips (Thievish Skill)
Intuition Simple DF*2
The character can "see" what somebody is telling by
looking at his lips movement. The Skill can only be effective
at short distance because the character needs to clearly see
the lips movements. A penalty might be applied by the GM if
the sight is hindered in some way. Note also that if the person
speaking is using a foreign language and the character doesn't
know, a high penalty must be applied (and of course the Skill
can only be used if the character knows the language the
person is speaking in).
A success means that the character has a good
understanding of what has been said. A critical success
means that he has understood everything. A failure means the
character has not understood what was said. On a critical
failure the character has misinterpreted the person words.
Chivalry & Sorcery 42 Basic rules
Linguistics
Languages
The tongues spoken on the Troll-head are split into 7
categories.
Lost tongues
Ancient tongues
Dead tongues
Human tongues
Non-Human tongues
Animal tongues
Other worlds tongues
The lost tongues are languages of the long gone heroic
age, before true history began. Because they were not written
they have all but disappeared. The ancient tongues are the
first human languages of the historical age, before the great
upheaval. Dead tongues are human languages from the
ancient kingdoms. Human tongues are the languages used in
modern kingdoms. Non-Human tongues are the languages of
other intelligent races, some are highly secret and seldom
tought to strangers. Animal tongues are the natural languages
of some beasts and are useful for forester characters. Other
world tongues are languages used in some other worlds to
where characters may travel during their adventures.
Ancient Tongues
Spoken in a long gone past, they are now only used by
Scholars who need to decipher ancient texts and Magick
Users who need to learn spells from ancient books.
Ancient Badaar
Origin: None
Writing: Badaar letters
Spoken lvl: 10 Written lvl: 5
The language of the old badaar tribes on the Troll Head. It is written from right to left. Used in Magick, mainly in Detection, Communication & Transport and Divination spells.
Historical equivalent: Babylonian
Ancient Krakenfels
Origin: None
Writing: Krakenfels letters
Spoken lvl: 10 Written lvl: 5
The language of the old Krakenfels empire. Extensively used in Magick, especially Ancient Lore spells and by Alchemists, Artificers and Sorcerers.
Historical equivalent: Ancient Greek
Ancient Tourouc
Origin: None
Writing: Tourouc hieroglyphs
Spoken lvl: 8 Written lvl: 4
The language of the old tourouc tribes. It is a highly agglutinative language.
Historical equivalent: Hunnic
Keln
Origin: None
Writing: Keln ideograms
Spoken lvl: 9 Written lvl: 5
The language of the old keln tribes. Used in Magick, especially by Shamans.
Historical equivalent: Old celtic
Krinlon
Origin: None
Writing: Krinlon letters
Spoken lvl: 10 Written lvl: 5
A language of mysterious origin, widely used in ancient Magick spells.
Historical equivalent: Ancient finnish
Sandic
Origin: None
Writing: Sandic runes
Spoken lvl: 9 Written lvl: 5
The languages of the early krohn tribes. Used in Magick by Shamans and Dance/Chant users.
Historical equivalent: Old saxon
Chivalry & Sorcery 43 Basic rules
Tarlian
Origin: None
Writing: Tarlian hieroglyphs
Spoken lvl: 10 Written lvl: 5
The language of the Tarlian empire. Used in Magick, especially Commands and Illusion spells.
Historical equivalent: Sanskrit
Dead Tongues
These were languages used in kingdoms that have now
disappeared. Like Ancient Tongues, they are mainly used by
Scholars and Magick Users.
Ancient Norse
Origin: Sande / Keln
Writing: Nordic runes
Spoken lvl: 8 Written lvl: 5
The language of ancient norse tribes. Mainly used in norse runic Magick.
Historical equivalent: Old Frisian
Extöner
Origin: Ancient Krakenfels / Ancient Badaar
Writing: Krakenfels letters
Spoken lvl: 12 Written lvl: 6
The language of Extön exarchate. Very widely used in Magick
Historical equivalent: Coptic
Grell
Origin: Sandic
Writing: Sandic runes
Spoken lvl: 10 Written lvl: 5
The language of northern krohn tribes during the imperial conquest.
Historical equivalent: Saxon
Lenz
Origin: Sandic / Extöner
Writing: Krakenfels letters
Spoken lvl: 10 Written lvl: 5
The language of krohn tribes under imperial rule.
Historical equivalent: None
Menstalian
Origin: Tarlian / Ancient Krakenfels
Writing: Krakenfels letters
Spoken lvl: 10 Written lvl: 5
The language of the islands of the boiling sea under imperial rule. Widely used in Magick, especially by Major Arcane Magick Users.
Historical equivalent: None
Norian
Origin: Sande / Keln / Extöner
Writing: Krakenfels letters
Spoken lvl: 10 Written lvl: 5
The language of human kingdoms worshippers of Morloch during the great upheaval. Mainly used in Blach Magick and Demonology.
Historical equivalent: None
Human Tongues
These are the languages of modern human kingdoms.
Little used in Magick, they are mainly learned by Scholars,
Merchants and Adventurers who need to travel abroad.
Amble
Origin: Extöner / Sande
Writing: Essene letters
Spoken lvl: 12 Written lvl: 6
The language of Amble island.
Historical equivalent: English
Chivalry & Sorcery 44 Basic rules
Austian
Origin: Sande / Extöner / Keln
Writing: Essene letters
Spoken lvl: 12 Written lvl: 6
The language of Austie kingdom, the free city of Karène and the Pirate princes.
Historical equivalent: Langue d'oc
Badaar
Origin: Ancient Badaar
Writing: Badaar letters
Spoken lvl: 12 Written lvl: 6
The language of the Badaar kingdoms.
Historical equivalent: Arabic
Clyve
Origin: Keln / Badaar
Writing: Badaar letters
Spoken lvl: 12 Written lvl: 6
The language of the Clyve kingdom.
Historical equivalent: None
Dalte
Origin: Ancient Norse / Eisling
Writing: Nordic runes
Spoken lvl: 10 Written lvl: 4
The language of the western nordhmen kingdoms of the Nordland.
Historical equivalent: Icelandic
Eisling
Origin: Ancient Norse
Writing: Nordic runes
Spoken lvl: 10 Written lvl: 3
The language of the eislings of the Nordland.
Historical equivalent: None
Essenian
Origin: Extöner
Writing: Essene letters
Spoken lvl: 12 Written lvl: 6
The language of the kingdom of Essène.
Historical equivalent: None
Goël
Origin: Keln
Writing: Keln ideograms
Spoken lvl: 10 Written lvl: 4
The language of the Goël kingdoms.
Historical equivalent: Irish
Hystarn
Origin: Keln / Ancient Norse
Writing: Keln ideograms
Spoken lvl: 10 Written lvl: 4
The language of the Hystarn kingdoms.
Historical equivalent: Scottish
Imralian
Origin: Tarlian / Ancient Krakenfels
Writing: Tarlian hieroglyphs
Spoken lvl: 10 Written lvl: 5
The language of the peripheral islands of the boiling sea.
Historical equivalent: None
Jagahn
Origin: Ancient Badaar / Tourouc
Writing: Badaar letters
Spoken lvl: 10 Written lvl: 5
The language of the Jagahn khanates.
Historical equivalent: None
Chivalry & Sorcery 45 Basic rules
Krakenfels
Origin: Ancient Krakenfels
Writing: Krakenfels letters
Spoken lvl: 12 Written lvl: 6
The language of the modern Krakenfels kingdom.
Historical equivalent: Koine
Kröner
Origin: Grell / Extöner
Writing: Essene letters
Spoken lvl: 12 Written lvl: 6
The language of Weisskröne.
Historical equivalent: German
Mercantish
Origin: Essenian / Badaar / Keln / Lenz
Writing: Essene letters
Spoken lvl: 6 Written lvl: 3
A language used by merchants in the interior sea of the Troll Head.
Historical equivalent: None
Norse
Origin: Ancient Norse
Writing: Nordic runes
Spoken lvl: 8 Written lvl: 4
The language of the eastern nordhmen kingdoms of the Nordland.
Historical equivalent: None
Pryssean
Origin: Menstalian
Writing: Krakenfels letters
Spoken lvl: 10 Written lvl: 5
The language of the main kingdoms of the islands of the boiling sea.
Historical equivalent: None
Solemnic
Origin: Tarlian / Ancient Krakenfels
Writing: Krakenfels letters
Spoken lvl: 10 Written lvl: 5
The language of the solemnic knights order.
Historical equivalent: None
Syrnean
Origin: Menstalian / Ancient Badaar
Writing: Essene letters
Spoken lvl: 10 Written lvl: 5
The language of the kingdoms of the syrnean archipelago and the emirate of Kaddurah.
Historical equivalent: None
Tourouc
Origin: Ancient Tourouc
Writing: Tourouc hieroglyphs
Spoken lvl: 10 Written lvl: 4
The language of the tourouc khânates.
Historical equivalent: Mongol
Tramean
Origin: Lenz
Writing: Essene letters
Spoken lvl: 10 Written lvl: 5
The language of the kingdom of Tramée and the lands of the Free barons.
Historical equivalent: Langue d'oil
Vade
Origin: Sande / Keln /Ancient Tourouc
Writing: Essene letters
Spoken lvl: 10 Written lvl: 5
The language of the kingdom Vaduz.
Historical equivalent: None
Chivalry & Sorcery 46 Basic rules
Wulf
Origin: Lenz
Writing: Sandic runes
Spoken lvl: 8 Written lvl: 4
The language of the kingdoms of the militocracy (also known as wolf-men). Still in use by human followers of Morlock on the Troll head.
Historical equivalent: None
Humanoid Tongues
These are the languages of other intelligent races.
Entish
Origin: Quenya
Writing: None
Spoken lvl: 8 Written lvl: n/a
The language of the Ents and ancient wise trees.
Historical equivalent: None
Giantish
Origin: Ancient Norse
Writing: Nordic runes
Spoken lvl: 8 Written lvl: 4
The language of the giant races.
Historical equivalent: None
Hobbit
Origin: Lenz / Keln
Writing: Krakenfels letters
Spoken lvl: 10 Written lvl: 5
The language of Hobbits.
Historical equivalent: None
Khuzdul
Origin: None
Writing: Nordic runes
Spoken lvl: 12 Written lvl: 6
The language of Dwarves.
Historical equivalent: None
Lacertilian
Origin: None
Writing:
Spoken lvl: 12 Written lvl: 6
The language of Dwarves.
Historical equivalent: None
Orkish
Origin: Norian / Wulf / unknown
Writing: Sandic runes
Spoken lvl: 7 Written lvl: 3
The language of all members of the goblin race.
Historical equivalent: None
Quenya
Origin: None
Writing: Elvish letters
Spoken lvl: 12 Written lvl: 6
The language of the Elfland, used by High elves of high lineage. Widely used in elven Magick.
Historical equivalent: None
Saurian
Origin: None
Writing: Saurian ideograms
Spoken lvl: 10 Written lvl: 5
The languages of the intelligent saurians races who appeared on the Troll head at the beginning of the great upheaval.
Historical equivalent: None
Sindarin
Origin: Quenya
Writing: Elvish letters
Spoken lvl: 12 Written lvl: 6
The common language of elves on the Troll head.
Historical equivalent: None
Chivalry & Sorcery 47 Basic rules
Teanga
Origin: None
Writing: Elvish letters
Spoken lvl: 11 Written lvl: 5
The common language of faeries, on the troll head and in the Elfland.
Historical equivalent: None
Troll
Origin: Orkish
Writing: Sandic runes
Spoken lvl: 7 Written lvl: 3
The language used in the Trolland.
Historical equivalent: None
Völarin
Origin: Sindarin
Writing: Elvish letters
Spoken lvl: 10 Written lvl: 5
The language of the dark elves on the Troll head.
Historical equivalent: None
Animal Tongues
These are the languages of major beast families. Only
animals with IQ 6 or more can be spoken with. These
languages are also used to unusual animals of the same
family.
Avian
Origin: None
Writing: None
Spoken lvl: 2 Written lvl: n/a
The language of birds.
Historical equivalent: None
Canine
Origin: None
Writing: None
Spoken lvl: 3 Written lvl: n/a
The language of dogs.
Historical equivalent: None
Feline
Origin: None
Writing: None
Spoken lvl: 4 Written lvl: n/a
The language of cats and other member of the feline family.
Historical equivalent: None
Onguline
Origin: None
Writing: None
Spoken lvl: 2 Written lvl: n/a
The language of horses and members of their family.
Historical equivalent: None
Reptilian
Origin: None
Writing: None
Spoken lvl: 1 Written lvl: n/a
The language of non-intelligent reptiles.
Historical equivalent: None
Rodentine
Origin: None
Writing: None
Spoken lvl: 3 Written lvl: n/a
The language of members of the rodent family as well as wererats.
Historical equivalent: None
Other Worlds Tongues
These are languages spoken in differnt worlds on which
adventurers may travel to.
Anarian
Origin: Ancient Norse
Writing: Nordic runes
Spoken lvl: 12 Written lvl: 6
One of the languages of the Dreamland, spoken in the land of Anar.
Historical equivalent: None
Chivalry & Sorcery 48 Basic rules
Nakal
Origin: Ancient Norse
Writing: Nordic runes
Spoken lvl: 10 Written lvl: 5
One of the languages of the Dreamland, spoken in Ooth-Nargai and the kingdom of Serranian.
Historical equivalent: None
Learning Languages
A starting character knows how to speak his mother
tongue with a level equal to half the maximum level (rounded
up). Guildsmen add one level and Nobles add two. Some
races can start with the knowledge of other languages as
explained in their description.
Learning languages is a function of Intelligence,
Dexterity and Voice. Any character of Intelligence 8 or more
gains Language points at a defined rate. These points can
then be used to learn to speak or write other languages or
improve one's mastery of the mother tongue.
Languages difficulty categories
How easy or difficult it is to learn a language depends
also on one's mother language. There are seven categories of
increasing difficulty. When a character learns a new
language, the category of the latter is determined based on
how close or how far it is from other languages the character
masters at a higher level.
A Very close languages. Same origins and close vocabulary and pronunciation. Example: French and Italian
B Close languages. Same origins but either little common vocabulary or different pronunciation. Example: French and English
C Languages that use the same alphabet but have no common origins. Example: Portuguese and Swedish
D Languages that used different alphabet but some common origins. Example: German and Russian
E Languages that use different alphabets but of the same type (letters or runes, ideograms, hieroglyphs). Example: Spanish and Russian
F Languages that use alphabets of different types. Example: French and Japanese
G Languages of different races with no common origin. Example: saurian tongues for human characters
Category Cost
factor
Base
speak
Base
read
A 0.3 60% 0%
B 0.4 55% -5%
C 0.5 50% -10%
D 0.6 45% -15%
E 0.7 40% -20%
F 0.8 35% -25%
G 1 30% -30%
Cost and Duration
The number of Language Points needed to reach a given
level either speaking or reading is:
Lvl * (Lvl + 1)/2 * cost factor
The time needed to reach a new level, depends on how
many Language Points must be spent, on the character
Attributes and on the circumstances in which the character is
learning.
TIME NEEDED WHEN LEARNING TO SPEAK
IQ+VOI I II III
14- 9 weeks 18 weeks 36 weeks
15-22 8 weeks 16 weeks 32 weeks
23-32 6 weeks 12 weeks 24 weeks
33-36 4½ weeks 9 weeks 18 weeks
37-40 3 weeks 6 weeks 12 weeks
41-44 1½ week 3 weeks 5 weeks
45-49 1 week 2 weeks 3 weeks
50+ ½ week 1 week 1½ week
Chivalry & Sorcery 49 Basic rules
TIME NEEDED WHEN LEARNING TO WRITE
IQ+DEX I II III
22- 8 weeks 12 weeks 16 weeks
23-28 7 weeks 10 weeks 14 weeks
29-32 6 weeks 9 weeks 12 weeks
33-36 4 weeks 6 weeks 8 weeks
37-40 3 weeks 4½ weeks 6 weeks
41-44 2 weeks 3 weeks 4 weeks
45-49 1½ week 2 weeks 3 weeks
50+ 1 week 1½ week 2 weeks
Circumstances Description
I In the country
II With a fluent master
III With books
Proficiency
The chances to understand a foreign language or to make
oneself understood is equal to the Base speak value plus 5%
per level.
The chances to read a foreign writing or to be able to
properly write in a foreign languages is equal to the character
base reading value plus the language base read value plus 5%
per level.
Chivalry & Sorcery 50 Basic rules
The Marketplace
Measures & Coinage
Measures
This paragraph describes the various units used in the
game as well as their equivalent in the metric system.
Length Metric Ratio Use
inch 2.54 cm 1/12 foot craft
foot 0.3048 m 12 inches craft, common
pace 0.914 m 3 feet buildings
mile 1609 m 5280 feet travel
Surface Metric Ratio Use
foot2 0.0929 m
2 craft
pace2 0.836 m
2 9 feet
2 craft
acre 0.405 ha real estate
mile2 2.589 km
2 cartography
Volume Metric Ratio Use
ounce 28.35 ml various
pint 0.454 l 16 ounces beverages
flagon 0.907 l 2 pints beverages
gallon 3.629 l 8 pints common
bushel 36.29 l 10 gallons cereals
Weight Metric Ratio Use
carat 0.2 g jewellery
ounce 28.35 g common
marc 0.227 kg 8 ounces common
dragon 0.454 kg 16 ounces common
bushel 18.16 kg 40 dragons food
Coinage
Coins are cast in three different metals: gold, silver and
bronze. Their relative value is fixed at 25:1. Each coin is
defined by the metal it is cast in and by its weight, expressed
in how many coins can be cast in a Dragon of metal, this last
value is called "taille".
Three reference values are used to define the price of
equipment and commodities:
the livre (lc) is equal to the value of a Dragon of
pure silver.
the denier (dc) is equal to the value of 1/100th
of a
Dragon of pure silver.
the quartin (qc) is equal to the value of 1/100th
of a
Dragon of pure bronze.
Thus there are 100 deniers in 1 livre and 25 quartins in 1
denier. All coins in use have a value expressed in these
reference values.
Usual coins
The table below shows the most commonly used coins on
the Troll head.
Name Origin Metal Taille Value
pict weisskröne bronze 50 2 qc
denier weisskröne silver 100 1 dc
half-crown weisskröne gold 100 ¼ lc
crown weisskröne gold 50 ½ lc
farthing amble bronze 400 ¼ qc
penny amble silver 400 ¼ dc
shilling amble silver 50 2 dc
crown amble gold 200 ⅛ lc
quartin austie bronze 100 1 qc
denier austie silver 100 1 dc
gros austie silver 20 5 dc
écu austie gold 50 ½ lc
fal badaar bronze 100 1 qc
dirham badaar silver 200 ½ dc
dinar badaar gold 100 ¼ lc
nummus essène bronze 400 ¼ qc
follis essène bronze 50 2 qc
octogram essène silver 50 2 dc
solidus essène gold 100 ¼ lc
umhan goëls bronze 100 1 qc
conn goëls silver 100 1 dc
stata goëls gold 100 ¼ lc
Name Origin Metal Taille Value
pul hystarn bronze 200 ½ qc
denga hystarn silver 200 ½ dc
gerza hystarn gold 100 ¼ lc
carat karène bronze 200 ½ qc
Chivalry & Sorcery 51 Basic rules
denier karène silver 100 1 dc
quart karène silver 25 4 dc
livre karène gold 25 1 lc
quart nordhmen bronze 200 ½ qc
pennig nordhmen silver 200 ½ dc
gross nordhmen silver 20 5 dc
pie syrnia bronze 300 ⅓ qc
anna syrnia silver 400 ¼ dc
rupee syrnia silver 40 2½ dc
fanam syrnia gold 50 ½ lc
Name Origin Metal Taille Value
obole tramée bronze 200 ½ qc
denier tramée silver 400 ¼ dc
sol tramée silver 50 2 dc
marc tramée gold 50 ½ lc
quart vaduz bronze 200 ½ qc
pfennig vaduz silver 200 ½ dc
groshen vaduz silver 25 4 dc
royal vaduz gold 75 ⅓ lc
Chivalry & Sorcery 52 Basic rules
The Price Lists
Riding mounts & Warhorses
Cost
Mount Average Superior Good Great
Camel, light 40 + 4xd20 dc 120 + 12xd20 dc 360 + 36xd20 dc
Camel, average 60 + 6xd20 dc 180 + 18xd20 dc 540 + 54xd20 dc
Camel, large 80+8xd20 dc 240 + 24xd20 dc 720 + 72xd20 dc
Poney 20 + 2xd10 dc
Donkey 10 + 2xd10 dc
Draft horse
Palfrey 30 + 3xd20 dc
Mule 20 + 2xd20 dc
Warhorse, light 40 + 4xd20 dc 120 + 12xd20 dc 360 + 36xd20 dc 1000 + 100xd20 dc
Warhorse, medium 60 + 6xd20 dc 180 + 18xd20 dc 540 + 54xd20 dc 1500 + 150xd20 dc
Warhorse, heavy 80 + 8xd20 dc 240 + 24xd20 dc 720 + 72xd20 dc 2000 + 200xd20 dc
Camel or Warhorse
Average Superior Good Quality
1-2 Nag
3-5 2-5 3-4 Average
6 6-10 5-7 Good
11-12 8-13 Superb
14-17 Noble
18 Great (warhorse only)
Mount Armour Period Class AC MDAC Weight Cost Production
Lt Warhorse Padded Ant to LF C 2 25 40 dr 16 dc Leatherworker:6
Lt Warhorse Leather Ant to LF C 3 40 50 dr 30 dc Leatherworker:12
Md Warhorse Padded Ant to LF C 2 30 50 dr 20 dc Leatherworker:6
Md Warhorse Leather Ant to LF C 3 45 60 dr 40 dc Leatherworker:12
Md Warhorse Scale mail Ant to LF C 4 55 125 dr 120 dc Armourer: 35
Md Warhorse Chainmail HC/LF C 6 65 125 dr 190 dc Armourer: 50
Md Warhorse Platemail LF C 7 75 200 dr 300 dc Armourer: 60
Hv Warhorse Padded HC/LF C 2 35 60 dr 24 dc Leatherworker:6
Hv Warhorse Leather HC/LF C 3 50 70 dr 35 dc Leatherworker:12
Hv Warhorse Scale mail HC/LF C 4 65 150 dr 150 dc Armourer: 35
Hv Warhorse Chainmail HC/LF C 6 75 150 dr 230 dc Armourer: 50
Chivalry & Sorcery 53 Basic rules
Hv Warhorse Platemail LF C 7 85 250 dr 360 dc Armourer: 60
Chivalry & Sorcery 54 Basic rules
Travelling gear
Item Wt Cost Craft
Bit & bridle (average) 2 dr 3 dc Leatherworker:
Bit & bridle (fine) 2 dr 15 dc Leatherworker:
Knight saddle (fine) 20 dr 80 dc Leatherworker:
War saddle (average) 18 dr 15 dc Leatherworker:
War saddle (fine) 18 dr 45 dc Leatherworker:
Riding saddle (average) 15 dr 10 dc Leatherworker:
Riding saddle (fine) 15 dr 30 dc Leatherworker:
Saddle blanket (plain) 2 dr 3 dc Tailor:
Saddle blanket (fine) 2 dr 10 dc Tailor:
Spurs (plain) ½ dr 1 dc Blacksmith:
Spurs (silvered) ½ dr 6 dc Blacksmith:
Spurs (silver) ½ dr 60 dc Blacksmith:
Spurs (gilded) ½ dr 150 dc Blacksmith:
Spurs (gold) ½ dr 15 lc Blacksmith:
Horseshoes (4) 2½ de 2 dc Blacksmith:
Riding whip 1 dr 40 qc Leatherworker:
Saddle bag (10 dr) 1 dr 25 qc Leatherworker:
Saddle bag (25 dr) 2 dr 35 qc Leatherworker:
Packsaddle (300 dr) 20 dr 10 dc Carpenter:
Feed bag ½ dr 10 qc Leatherworker:
Draft harness 5 dr 40 qc Leatherworker:
Horse collar 5 dr 45 qc Leatherworker:
Ox yoke 20 dr 40 qc Leatherworker:
Bull whip 3 dr 45 qc Leatherworker:
Ox goad 3 dr 15 qc Leatherworker:
Vehicles
Item Wt Cost Craft
Pony cart (500 dr cap) 200 dr 20 dc
Cart 1-horse (1000 dr) 500 dr 30 dc
Wagon 2-horses (1 t) 850 dr 50 dc
Wagon 4-horses (3 t) 1500 dr 80 dc
Coach 2-horses (4 pass) 1000 dr 100 dc
Coach 4-horses (6 pass) 2000 dr 150 dc
Leather boat (2 pass) 50 dr 10 dc
8' Rowboat (4 pass) 150 dr 20 dc Shipwright:
12' Rowboat (6 pass) 225 dr 25 dc Shipwright:
16' Rowboat (8 pass) 350 dr 30 dc Shipwright:
20' Rowboat (10 pass) 500 dr 40 dc Shipwright:
25' Rowboat (12 pass) 750 dr 50 dc Shipwright:
Paddle 3 dr 10 qc Carpenter:
Oar 6 dr 20 qc Carpenter:
Mast, sail & rigging 30 dr 10 dc Shipwright:
Camp Equipment
Item Wt Cost Comment
Oil lamp 1 dr 15 qc burns: 6 h
Oil lantern 3 dr 4 dc burns: 24 h
Torch 1 dr - burns: 4 h
Backpack (20 dr) 2 dr 20 qc
Backpack (40 dr) 4 dr 30 qc
Backpack (60 dr) 5 dr 40 qc
Backpack (canvass) -50% +50%
Sack (10 dr) ½ dr 2 qc
Sack (20 dr) 1 dr 3 qc
Sack (40 dr) 2 dr 5 qc
Sack (canvass) -50% +50%
Flint & steel ¼ dr 5 qc
Tinderbox ½ dr 15 qc
Leather tent (2 pers) 30 dr 10 dc
Leather tent (4 pers) 50 dr 20 dc
Leather tent (8 pers) 100 dr 40 dc
Canvas tent (2 pers) 15 dr 10 dc
Canvas tent (4 pers) 25 dr 20 dc
Canvas tent (8 pers) 50 dr 40 dc
Fishook & line 5 qc
Small fishing net 1 dr 1 dc
Large fishing net 5 dr 5 dc
Blanket (light) 2 dr 35 qc temp. > 15°C
Blanket (heavy) 5 dr 60 qc temp. > 5°C
Sleeping furs 10 dr 6 dc temp. < 5°C
Cloth Hammock 2 dr 30 qc
Leather Hammock 3 dr 20 qc
Camp bed (cloth) 15 dr 2 dc
Camp bed (leather) 20 dr 5 dc
Paliasse (straw) 2 dr 5 qc
Sleep. straw (1 week) 5 dr 1 qc
Wooden bed 40 dr 20 dc
Woolen sheet 1½ dr 40 qc
Chivalry & Sorcery 55 Basic rules
Linen sheet 1 dr 60 qc
Mosquito net ¼ dr 40 qc
Canvas bucket (5 gal) 1 dr 10 qc
Leather bucket (5 gal) 2 dr 15 qc
Canteen (1 pint) ¼ dr 10 qc
Canteen (2 pints) ½ dr 15 qc
Canteen (4 pints) 1 dr 1 dc
Waterskin (1 gal) 1 dr 1 dc
Waterskin (5 gal) 3 dr 2 dc
Mess kit 1 dr 8 dc
Lamp oil (1 pint) 1 dr 5 qc
Container
Item Wt Cost Comment
Cask, wooden 2.5 gal 4 dr 30 qc
Cask, wooden 12.5 gal 12 dr 60 qc
Cask, wooden 25 gal 20 dr 4 dc
Cask, wooden 50 gal 30 dr 6 dc
Jar, pottery 1 pint 1¼ dr 5 qc
Jar, pottery 2 pints 2 dr 10 qc
Jar, pottery 4 pints 3 dr 15 qc
Jar, pottery 1 gal 5 dr 1 dc
Crock, pottery 2.5 gal 12 dr 25 qc
Crock, pottery 5 gal 20 dr 50 qc
Crock, pottery 10 gal 30 dr 90 qc
Amphora 12.5 gal 40 dr 8 dc
Amphora 25 gal 60 dr 12 dc
Amphora 50 gal 90 dr 18 dc
Jar, glass 1 pint 1¼ dr 7 dc
Jar, glass 2 pints 2 dr 10 dc
Jar, glass 4 pints 3 dr 18 dc
Vial, glass 1 oz 0.2 dr 30 qc
Vial, glass 5 oz 0.6 dr 3 dc
Vial, tin 1 oz 0.25 dr 40 qc
Vial, tin 5 oz 0.75 dr 4 dc
Vial, silvered 1 oz 0.25 dr 160 qc
Vial, silvered 5 oz 0.75 dr 16 dc
Vial, silver 1 oz 0.25 dr 32 dc
Vial, silver 5 oz 0.75 dr 80 dc
Vial, pottery 1 oz 0.2 dr 2 qc
Vial, pottery 5 oz 0.6 dr 5 qc
Vial, porcelain 1 oz 0.2 dr 10 qc
Vial porcelain 5 oz 0.6 dr 1 dc
Cooking Gear
Item Wt Cost Comment
Pan, iron small 2 dr 1 dc
Pan, iron large 5 dr 3 dc
Pot, iron 2 pints 2 dr 1 dc
Pot, iron 4 pints 3 dr 2 dc
Pot, iron 1 gal 25 dr 4 dc
Kettle, iron 5 gal 25 dr 18 dc
Cauldron, iron 10 gal 50 dr 40 dc
Cauldron, iron 25 gal 125 dr 100 dc
Cauldron, iron 50 gal 250 dr 200 dc
Copper cooking gear - +25%
Spoon, wooden 2 qc
Spoon/Knife, pewter 0.1 dr 15 qc
Spoon/Knife, silvered 0.1 dr 2 dc
Spoon/Knife, silver 0.1 dr 15 dc
Spoon/Knife, gilded 0.1 dr 40 dc
Spoon/Knife, gold 0.1 dr 400 dc
Fork, pewter 0.1 dr 20 qc
Fork, silvered 0.1 dr 60 qc
Fork, silver 0.1 dr 18 dc
Fork, gilded 0.1 dr 50 dc
Fork, gold 0.1 dr 500 dc
Soup ladle, wood 0.2 dr 3 qc
Soup ladle, pewter 0.2 dr 2 dc
Soup ladle, silvered 0.2 dr 4 dc
Soup ladle, silver 0.2 dr 40 dc
Soup ladle, gilded 0.2 dr 75 dc
Soup ladle, gold 0.2 dr 750 dc
Bowl, wood 0.2 dr 2 qc
Bowl, pottery 0.3 dr 2 qc
Bowl, pewter 0.3 dr 2 dc
Bowl, enamelled 0.5 dr 2 dc
Bowl, silvered 0.5 dr 8 dc
Bowl, silver 0.5 dr 75 dc
Bowl, gilded 0.5 dr 150 dc
Bowl, gold 0.5 dr 15 lc
Mug, wood 0.25 dr 3 qc
Chivalry & Sorcery 56 Basic rules
Mug, pottery 0.3 dr 2 qc
Mug, pewter 0.3 dr 3 dc
Cup, porcelain 0.3 dr 5 dc
Goblet, porcelain 0.25 dr 10 dc
Goblet, silvered 0.3 dr 5 dc
Goblet, silver 0.3 dr 50 dc
Goblet, gilded 0.3 dr 100 dc
Goblet, gold 0.3 dr 10 lc
Goblet, glass 0.25 dr 20 dc
Goblet, crystal 0.25 dr 120 dc
Salt Cellar, pewter 0.1 dr 15 dc
Salt cellar, silvered 0.1 dr 20 dc
Salt cellar, silver 0.1 dr 30 dc
Salt cellar, gilded 0.1 dr 50 dc
Salt cellar, gold 0.1 dr 300 dc
Drinking horn, plain 0.2 dr 2 dc
Drinking horn, silvered 0.3 dr 10 dc
Household Furniture
Item Wt Cost Comment
Stool, wooden 5 dr 10 qc
Chair, wooden 10 dr 15 qc
Bench, wooden (2 pers) 15 dr 15 qc
Bench, wooden (4 pers) 30 dr 1 dc
Great seat 50 dr 5 dc
Table, wooden 50 dr 2 dc
Simple bed 50 dr 5 dc
Good bed 100 dr 10 dc
Fine bed with canopy 150 dr 40 dc
Household Goods
Item Wt Cost Comment
Rushlight (1 hr) 0.2 dr 1 qc
Candle, tallow (1 hr) 0.2 dr 4 qc
Candle, wax (1 hr) 0.2 dr 8 qc
Candelabra, wood 0.5 dr 5 qc
Candelabra, iron 1.5 dr 2 dc add 0.5 dr and 50% cost for each additional branch
Candelabra, bronze 1.5 dr 5 dc
Candelabra, silvered 1.5 dr 25 dc
Candelabra, silver 1.5 dr 200 dc
Candle lantern, glass 1 dr 60 qc
Oil lantern, glass 3 dr 5 dc
Mirror, metal small 1 dr 4 dc 30' range
Mirror, metal large 20 dr 20 dc 30' range
Mirror, silver small 1 dr 40 dc 90' range
Mirror, silver large 15 dr 160 dc 90' range
Soap, plain 0.25 dr 1 dc
Soap, perfumed 0.25 dr 4 dc
Brazier, iron small 5 dr 6 dc
Brazier, iron tripod 25 dr 30 dc
Brazier, bronze small 5 dr 25 dc
Brazier, bronze tripod 25 dr 125 dc
Charcoal 10 dr 5 qc
Household Cloth
Item Wt Cost Comment
Seat cushion 1 dr 30 qc
Fine seat cushion 1 dr 90 qc
Bed hangings 10 dr 10 dc
Fine bed hangings 20 dr 40 dc
Paliasse (straw) 2 dr 5 qc
Writing materials
Item Wt Cost Comment
Papyrus 0.2 dr 15 qc 34"x44"
Paper sheet (large) 0.5 dr 30 qc 34"x44"
Parchment sheet 0.3 dr 60 qc 34"x44"
Vellum sheet 0.3 dr 120 qc 34"x44"
Writing tablet, slate 1 dr 15 qc
Writing tablet, wax 1 dr 1 dc
Chivalry & Sorcery 57 Basic rules
Quill pen, average ½ oz 1 qc
Quill pen, good ½ oz 2 qc
Stylus 2 oz 3 qc
Chalk stick 2 oz 1 qc 6 sticks
Black ink & pot 0.5 dr 8 qc
Writing desk, portable 10 dr 2 dc
Writing desk, large 100 dr 15 dc
Bindery glue & pot 0.5 dr 18 qc
Book cover 0.5 dr 60 qc 8.5"x11"
Book cover 2 dr 5 dc 17"x22"
Book cover 8 dr 10 dc 34"x44"
Book 8.5"x11" 1.5 dr 12 dc 50 pages
Book 17"x22" 6 dr 35 dc 50 pages
Book 34"x44" 23 dr 120 dc 50 pages
Illuminated book +150%
Seal, personal bronze 0.25 dr 6 dc
Seal, personal silvered 0.25 dr 9 dc
Seal, personal silver 0.25 dr 40 dc
Seal, personal gilded 0.25 dr 70 dc
Seal, personal gold 0.25 dr 700 dc
Sealing wax, red 0.25 dr 30 qc 10 uses
Sealing ribbon 0.1 dr 36 qc
Coloured Ink + pot 0.25 dr 1 dc
Gold leaf, 4"x4" 15 qc
Woodworking & construction tools
Item Wt Cost Comment
Wood saw, iron 3 dr 5 dc
Wood saw, steel 3 dr 15 dc
Carpenter hammer 2 dr 35 qc
Wooden mallet 2 dr 4 qc
Hatchet 2 dr 5 dc
Wood axe 4 dr 10 dc
Adze 2 dr 4 dc
Auger 2 dr 4 dc
Iron drill bits (5) 1 dr 4 dc
Steel drill bits (5) 1 dr 10 dc
Wood chisel 1 dr 2 dc
Crowbar 5 dr 2 dc
Heavy crowbar 10 dr 4 dc
Finishing nails (250) 1 dr 10 dc
Nails (100) 1 dr 6 dc
Iron spikes (10) 1 dr 4 dc
Iron wedges (3) 1 dr 30 qc
Drawing knife 2 dr 3 dc
Shingling knife 2 dr 3 dc
Wood glue 1.25 dr 8 qc 1 pint
Paint 10 dr 3 dc 1 gal
Yardstick, metal 2 dr 3 dc
Yardstick, wood 1 dr 15 qc
Carpenter square 2 dr 1 dc
Carpenter level 2 dr 5 dc
Waxed cord 2 dr 2 dc 100'
Measuring chain 10 dr 9 dc 100'
String 0.5 dr 4 qc 100'
Agriculture & earthworking tools
Item Wt Cost Comment
Digging fork 4 dr 5 dc
Flail, wooden 8 dr 60 qc
Hoe 3 dr 4 dc
Mattock 5 dr 4 dc
Pick Axe 5 dr 10 dc
Pitchfork 4 dr 5 dc
Plough blade, iron 25 dr 20 dc
Plough frame 50 dr 9 dc
Rake 3 dr 4 dc
Shovel 4 dr 3 dc
Spade 6 dr 4 dc
Sickle 1.5 dr 3 dc
Scythe 4 dr 5 dc
Stoneworking & masonry tools
Item Wt Cost Comment
Wooden mallet 2 dr 4 qc
Maul 9 dr 10 dc
Sledgehammer 15 dr 16 dc
Stone chisel 1 dr 3 dc
Rock drill 6 dr 4 dc
Rock drill, heavy 15 dr 10 dc
Chivalry & Sorcery 58 Basic rules
Crowbar 5 dr 2 dc
Heavy crowbar 10 dr 4 dc
Iron wedges (3) 1 dr 30 qc
Stonemason hammer 4 dr 5 dc
Stonemason chisel 2 dr 3 dc
Mason trowel 1 dr 15 qc
Mason hod 5 dr 15 qc
Mason mixing trough 25 dr 40 qc
Mortar 100 dr 30 qc
Cement 100 dr 30 qc
Yardstick, metal 2 dr 3 dc
Yardstick, wood 1 dr 15 qc
Carpenter square 2 dr 1 dc
Carpenter level 2 dr 5 dc
Metalworking tools
Item Wt Cost Comment
Blacksmith apron 3 dr 5 dc
Blacksmith hammer 5 dr 6 dc
Armorer hammer 5 dr 8 dc
Jeweller hammer 1 dr 8 dc
Engraving tools 3 dr 12 dc
Cold chisel 2 dr 3 dc
Portable anvil, light 50 dr 50 dc
Portable anvil, heavy 100 dr 100 dc
Anvil, standard 1000 dr 200 dc
Forge coal 100 dr 15 qc
Charcoal 100 dr 30 qc
Smelting coal 100 dr 25 qc
Smelting crucible 5 dr 8 dc 5 dr capacity
Smelting crucible, large 20 dr 18 dc 25 dr capacity
Smelting ladle, small 5 dr 45 qc
Bellows, small 5 dr 7 dc
Bellows, large 25 dr 15 dc
Pliers, small 1 dr 2 dc
Pliers, large 2 dr 4 dc
Tongs, small 3 dr 3 dc
Tongs, large 6 dr 6 dc
Wire puller & die 10 dr 20 dc
Iron clamp 4 dr 5 dc
Whetstone ½ dr 5 qc
Grindstone 100 dr 4 qc
Iron ingot 25 dr 15 dc
Copper ingot 25 dr 50 dc
Tin ingot 25 dr 150 dc
Lead ingot 25 dr 5 dc
Silver bar 1 dr 100 dc
Gold bar 1 dr 25 lc
Miscellaneous tools
Item Wt Cost Comment
Pulley 1.5:1 3 dr 5 dc 100 dr max
Pulley 2:1 4 dr 10 dc 100 dr max
Pulley 3:1 5 dr 15 dc 100 dr max
Pulley 4:1 6 dr 25 dc 100 dr max
Pulley 5:1 7 dr 35 dc 100 dr max
Pulleys +100 dr +10%
Rope 4 dr 40 qc 50'
Chain, light per foot ½ dr 30 qc
Chain, per foot 2 dr 3 dc
Wooden ladder 25 dr 5 dc 10' high
Rope ladder 4 dr 2 dc 10' long
Grappling hook 1 dr 2 dc
Hourglass 4 dr 70 dc 1 hour
Minuteglass 0.25 dr 15 dc 1, 3 or 5 min
Sundial 50 dr 40 dc
Sundial, ornate 100 dr 125 dc
Sundial, pocket 0.25 dr 10 dc
Water clock 50 dr 150 dc
Astrolabe 4 dr 30 dc
Various Items
Item Wt Cost Comment
Holy symbol, wooden 2 oz
Holy symbol, silvered 2 oz
Holy symbol, silver 2 oz
Holy symbol, gilt 2 oz
Holy symbol, gold
Chivalry & Sorcery 59 Basic rules
Men’s Clothing
Items Weight Poor Average Good Rich Noble Title
Bliaut (Tunic) 15 qc 40 qc 4 dc 12 dc 15 dc 24 dc
Breeches 15 qc 40 qc 4 dc 12 dc 15 dc 24 dc
Chemise 8 qc 20 qc 2 dc 6 dc 8 dc 12 dc
Cloak (Mantle) 20 qc 2 dc 5 dc 15 dc 20 dc 30 dc
Pellise (fur trim) - - 15 dc 45 dc 60 dc 100 dc
Kilt 20 qc 2 dc 6 dc 18 dc 25 dc 36 dc
Hood 6 qc 15 qc 2 dc 6 dc 8 dc 12 dc
Hat 3 qc 8 qc 60 qc 8 dc 10 dc 15 dc
Hose 10 qc 1 dc 3 dc 8 dc 12 dc 18 dc
Gloves 8 qc 20 qc 2 dc 6 dc 8 dc 12 dc
Leather Gauntlets 12 qc 25 qc 60 qc 7 dc 9 dc 15 dc
Belt 6 qc 15 qc 25 qc 3 dc 4 dc 6 dc
Sword Belt 15 qc 40 qc 3 dc 10 dc 12 dc 20 dc
Sword Sheath 15 qc 40 qc 3 dc 10 dc 12 dc 20 dc
Dagger Sheath 6 qc 15 qc 25 qc 3 dc 4 dc 8 dc
Slippers 15 qc 40 qc 60 qc 8 dc 10 dc 20 dc
Sandals 6 qc 15 qc 30 qc 4 dc 5 dc 10 dc
Dress Boots - - 5 dc 15 dc 20 dc 40 dc
Riding Boots 25 qc 60 qc 5 dc 15 dc 20 dc 40 dc
Infantry Boots 12 qc 30 qc 60 qc 8 dc 10 dc 20 dc
Shoes 8 qc 20 qc 2 dc 6 dc 8 dc 12 dc
Work Boots 12 qc 30 qc 2 dc 6 dc 8 dc 12 dc
Robe 30 qc 3 dc 8 dc 25 dc 30 dc 50 dc
Chivalry & Sorcery 60 Basic rules
Women’s Clothing
Items Weight Poor Average Good Rich Noble Title
Cloak 16 qc 40 qc 4 dc 12 dc 15 dc 24 dc
Bliaut 12 qc 30 qc 3 dc 9 dc 12 dc 18 dc
Chemise 8 qc 20 qc 40 qc 5 dc 6 dc 10 dc
Pellise (fur trim) - - 15 dc 50 dc 60 dc 100 dc
Gown 30 qc 3 dc 10 dc 35 dc 50 dc 70 dc
Dress 25 qc 60 qc 5 dc 15 dc 20 dc 30 dc
Skirt 12 qc 30 qc 2 dc 6 dc 8 dc 12 dc
Wimple 12 qc 30 qc 3 dc 9 dc 12 dc 18 dc
Hat 4 qc 10 qc 2 dc 6 dc 10 dc 15 dc
Hose 10 qc 25 qc 3 dc 10 dc 15 dc 20 dc
Gloves 6 qc 15 qc 2 dc 6 dc 9 dc 12 dc
Girdle (Belt) 6 qc 15 qc 40 qc 5 dc 6 dc 10 dc
Slippers 15 qc 40 dc 3 dc 9 dc 12 dc 18 dc
Sandals 6 qc 15 qc 40 qc 5 dc 6 dc 10 dc
Robe 30 qc 3 dc 8 dc 25 dc 45 dc 70 dc
Basic Food
The average active individual needs 1 nutritional unit
(Nu) per day. This can increase up to +50% for very active
characters. Characters with very low activity need 25% less
food.
FRESH BREAD Wt Cost Comment
White loaf 1 dr 1½ qc 0.3 nu
White loaf 3 dr 4 qc 0.9 nu
Whole wheat loaf 1 dr 1 qc ¼ nu
Whole wheat loaf 3 dr 2½ qc ¾ nu
Rye loaf 3 dr 2¼ qc ¾ nu
Rye loaf 10 dr 7½ qc 2½ nu
White rolls 1 dr 2¼ qc 0.3 nu
Almond cakes 1 dr 4 qc 0.5 nu
Brown trencher 1 dr ¼ nu
FIELD RATIONS Wt Cost Comment
Salt pork 2 dr 10 qc 1 nu
Pork bacon 2 dr 16 qc ¾ nu
Ham, pork 2 dr 12 qc ⅔ nu
Salt beef 2 dr 15 qc ⅔ nu
Salt fish 2 dr 2 qc ⅓ nu
Smoked salmon 2 dr 9 qc ½nu
Smoked sausages 2 dr 15 qc 1 nu
Spicy sausages 2 dr 20 qc 1 nu
Black bread 2 dr 4 qc 1 nu
Hardtack 2 dr 4 qc ⅔ nu
Waybread 2 dr 8 qc 1⅓ nu
Salted butter 2 dr 10 qc 1½ nu
Jerked beef 2 dr 24 qc 1 nu
Dried fish 2 dr 2 qc ½ nu
Chivalry & Sorcery 61 Basic rules
SEASONINGS Wt Cost Comment
Sea, salt 2 dr 6 qc 0
Salt, rock 2 dr 10 qc 0
Honey 2 dr 9 qc 0.7 nu
Lump sugar 2 dr 2dc 0.8 nu
Parsley 2 dr 1½ dr 0.025 nu
Pepper 2 dr 25 lc 0
OILS Wt Cost Comment
Cooking oil 1 gal 5 qc 6½ nu
Olive oil 1 gal 12 qc 6½ nu
Olive oil, fine 1 gal 20 qc 6½ nu
Lard 2 dr 1 qc 1.2 nu
BAKING Wt Cost Comment
White wheat flour 10 dr 4½ qc 3½ nu
Whole wheat flour 10 dr 3 qc 3 nu
Rye flour 10 dr 2½ qc 3½ nu
Barley flour 10 dr 2 qc 3½ nu
Oat meal 10 dr 1½ qc 3¾ nu
Dried yeast 1 oz 1 qc for 4 dr wheat
Baking power 1 oz 1 qc for 4 dr wheat
Market place
MEAT Wt Cost Comment
Veal 1 dr 15 qc 0.18 nu
Beef, high quality (grill) 1 dr 12 qc 0.15 nu
Beef, quality (roast) 1 dr 9 qc 0.2 nu
Beef, average (boil) 1 dr 6 qc ¼ nu
Beef, cheap (boil) 1 dr 4 qc ¼ nu
Suckling pig 25 dr 360 qc 7½ nu
Pork, spareribs 1 dr 12 qc ⅓ nu
Pork, high quality (grill) 1 dr 9 qc 0.3 nu
Pork, quality (roast) 1 dr 7 qc ⅓ nu
Pork, average (boil) 1 dr 4½ qc 0.3 nu
Pork, cheap (boil) 1 dr 3 qc 0.3 nu
Lamb, quality (grill/roast) 1 dr 12 qc ¼ nu
Lamb, average (boil) 1 dr 8 qc ¼ nu
Mutton, quality (roast) 1 dr 6 dc ¼ nu
Mutton, average (boil) 1 dr 5 qc ¼ nu
Mutton, cheap (boil) 1 dr 4 qc ¼ nu
Goat 1 dr 4 qc ¼ nu
Rabbit 1 dr 4 dc 0.2 nu
POULTRY Wt Cost Comment
Whole chicken, large 6 dr 30 qc 0.9 nu
Whole chicken, average 5 dr 25 qc ¾ nu
Whole chicken, small 4 dr 20 qc 0.6 nu
Whole duck, large 7 dr 40 qc 1¾ nu
Whole duck, average 6 dr 36 qc 1½ nu
Whole duck, small 5 dr 30 qc 1¼ nu
Whole goose, large 12 dr 90 qc 4¼ nu
Whole goose, average 10 dr 75 qc 3½ nu
Whole goose, small 8 dr 60 qc 2.8 nu
Fat goose, large 15 dr 180 qc 6 nu
Fat goose, average 12 dr 150 qc 4¾ nu
Whole swan, large 20 dr 12 dc 2½ nu
Whole swan, average 15 dr 9 dc 2 nu
Whole swan, small 10 dr 6 dc 1¼ nu
Small game bird 1 dr 8 qc 0.125 nu
GAME Wt Cost Comment
Boar, spareribs 1 dr 20 qc 0.2 nu
Boar, high quality (roast) 1 dr 18 qc 0.2 nu
Boar, quality (roast/boil) 1 dr 12 qc 0.2 nu
Boar, average (boil) 1 dr 8 qc 0.2 nu
Boar, cheap (boil) 1 dr 5 qc 0.2 nu
Venison, high quality 1 dr 25 qc 0.15 nu
Venison, quality 1 dr 20 qc 0.15 nu
Venison, average 1 dr 10 qc 0.15 nu
Venison, cheap 1 dr 5 qc 0.15 nu
FISH & SEAFOOD Wt Cost Comment
Fish (salmon, trout, tuna) 1 dr 8 qc 0.125 nu
Fish (herring, mackerel) 1 dr 4 qc 0.2 nu
Shells 1 dr 3 qc 0.125 nu
Crabs 1 dr 4 qc 0.08 nu
Shrimps 1 dr 8 qc 0.1 nu
DAIRY PRODUCTS Wt Cost Comment
Eggs, chicken (6) ¾ dr ¾ qc 0.1 nu
Eggs, duck (6) 1 dr 1½ qc 0.2 nu
Eggs, goose (4) 1 dr 1½ qc 0.2 nu
Cheese, fine 1 dr 15 qc 0.4 nu
Cheese, good 1 dr 12 qc 0.4 nu
Chivalry & Sorcery 62 Basic rules
Cheese, average 1 dr 6 qc 0.3 nu
Cheese, cheap 1 dr 4½ qc 0.3 nu
Cottage cheese 1 dr 2 qc 0.2 nu
Goat cheese 1 dr 9 qc 0.2 nu
Curds & whey 1 dr 1½ qc 0.0625 nu
Cream 1 dr 24 qc 0.3 nu
Whole milk (1 flagon) 2 dr ½ qc 0.125 nu
Butter, salted 1 dr 24 qc ¾ nu
Butter, unsalted 1 dr 30 qc ¾ nu
VEGETABLES Wt Cost Comment
Peas, fresh 1 dr ¼ qc 0.065 nu
Peas, dried 1 dr 1½ qc 0.35 nu
Beans, fresh 1 dr ¼ qc 0.04 nu
Beans, dried 1 dr 2¼ qc ⅓ nu
Cabbage 1 dr ¼ qc 0.03 nu
Sauerkraut 1 dr ½ qc 0;03 nu
Lettuce 1 dr ¼ qc 0.018 nu
Lentils, dried 1 dr ½ qc ⅓ nu
Onions 1 dr ¼ qc 0.05 nu
Shallots 1 dr ½ qc 0.075 nu
Garlic 1 dr ½ qc 0.125 nu
Leeks 1 dr ¼ qc 0.02 nu
Carrots 1 dr ¼ qc 0.05 nu
Radishes 1 dr ¼ qc 0.02 nu
Turnips 1 dr ¼ qc 0.035 nu
Beetroots 1 dr ¼ qc 0.04 nu
Parsnips 1 dr ¼ qc 0.075 nu
Cucumber 1 dr ¼ qc 0.015 nu
Squash 1 dr ¼ qc 0.03 nu
Green olives 1 dr 2 qc 0.125 nu
Black olives 1 dr ½ qc 0.35 nu
Mushrooms, fresh 1 dr ¾ qc 0.015 nu
Mushrooms, dried 1 dr 3¾ qc 0.06 nu
FRUITS Wt Cost Comment
Crabapples 1 dr ½ qc 0.04 nu
Apples 1 dr 1 qc 0.05 nu
Cherries 1 dr 1½ qc 0.07 nu
Strawberries 1 dr 2 qc 0.035 nu
Raspberries 1 dr 2 qc 0.04 nu
Gooseberries 1 dr 1 qc 0.03 nu
Wild berries 1 dr ¾ qc 0.03 nu
Pears 1 dr 1½ qc 0.06 nu
Peaches 1 dr 2½ qc 0.05 nu
Apricots 1 dr 2 qc 0.045 nu
Oranges 1 dr 2 qc 0.04 nu
Lemons 1 dr 2 qc 0.04 nu
Plums 1 dr ½ qc 0.06 nu
Prunes, dried 1 dr 3 qc 0.3 nu
Grapes 1 dr 1 qc 0.08 nu
Melons 1 dr ¾ qc 0.03 nu
Figs, fresh 1 dr 2 qc 0.05 nu
Figs, dried 1 dr 14 qc 0.3 nu
Dates, fresh 1 dr 2 qc 0.05 nu
Dates, dried 1 dr 14 qc 0.3 nu
Beverages
This paragraph gives the prices for wholesale alcohol
purchase. The price of casks is not included and must be
added. The prices for
MEADS & BEERS Alcoh 12.5 gal 25 gal 50 gal
Cider, sweet 2% 15 qc 28 qc 55 qc
Cider, strong 5% 45 qc 84 qc 165 qc
Cheap mead 4% 30 qc 56 qc 110 qc
Average mead 6% 45 qc 84 qc 165 qc
Good mead 8% 60 qc 110 qc 220 qc
Fine mead 10% 90 qc 170 qc 330 qc
Small beer 3% 15 qc 28 qc 55 qc
Bitter 5% 30 qc 56 qc 110 qc
Ale 5% 30 qc 56 qc 110 qc
Stout beer 8% 45 qc 84 qc 165 qc
WINES Alcoh 12.5 gal 25 gal 50 gal
Vinegar 15 qc 28 qc 55 qc
Sour wine 6% 30 qc 55 qc 100 qc
Poor wine 8% 30 qc 55 qc 100 qc
Average wine 10% 60 qc 110 qc 200 qc
Good wine 12% 90 qc 165 qc 300 qc
Fine wine 12% 150 qc 280 qc 540 qc
Vintage wine 12% 240 qc 18 dc 35 dc
Chivalry & Sorcery 63 Basic rules
Grand cru wine 12% 360 qc 27 dc 50 dc
SPIRITS Alcoh 12.5 gal 25 gal 50 gal
Average port wine 18% 180 qc 14 dc 26 dc
Good port wine 18% 270 qc 21 dc 39 dc
Fine port wine 18% 360 qc 27 dc 50 dc
Superb port wine 20% 480 qc 36 dc 70 dc
Liqueur 20% 240 qc 18 dc 35 dc
Grain alcohol 80% 720 qc 52 dc 100 dc
Light rum 40% 240 qc 18 dc 35 dc
Good amber rum 40% 300 qc 22 dc 42 dc
Fine amber rum 40% 420 qc 32 dc 60 dc
Average brandy 40% 300 qc 22 dc 42 dc
Good brandy 40% 360 qc 27 dc 50 dc
Fine brandy 40% 540 qc 40 dc 78 dc
Superb brandy 40% 720 qc 52 dc 100 dc
Grains and Feed
This paragraph provides the price of animal fodder for
mounts and draft animals. The basic unit is bushel. The exact
weight varies with the type of grain. The nutrition value
applies when feeding animals only.
Grain Wt Nu Cost Comment
Wheat 30 dr 12 7+d6 qc
Oats 35 dr 15 5+d4 qc
Barley 30 dr 9 5+d6 qc
Rye 40 dr 12 3+d4 qc
Hay 50 dr 9 3+d2 qc
Straw 50 dr 5 3 qc
A mount will typically eat 1% of its weight in Hay per
day at rest.
Chivalry & Sorcery 64 Basic rules
At the Inn
The inn is a central place in medieval times where people eat, rest, sleep and a centre of social life. Customers who spend
the night are legally under the protection of the innkeeper. This does not apply to customers who only come to eat and/or drink.
The costs of stabling include the stall, cleaning, care, fodder, grain and blacksmith. Warhorses receive special treatment with a
bag of oat and an apple.
Inns are split in 6 categories corresponding to increasing quality.
Meal food Inn quality (prices in qc)
value poor cheap average good rich excellent
Soup, simple 0.33 4 qc 6 qc 8 qc - - -
Soup, rich 0.5 9 qc 10 qc 12 qc 15 qc 18 qc 20 qc
Meat and vegetables 0.5 12 qc 15 qc 20 qc 25 qc 30 qc 40 qc
Good meal 0.5 25 qc 35 qc 45 qc 60 qc
Fine meal 0.6 50 qc 60 qc 80 qc
Very fine meal 0.6 70 qc 90 qc 120 qc
Banquet 0.8 90 qc 120 qc 150 qc
Common room 1 qc 1 qc 1 qc 1 qc
Room (2/3) per person 5 qc 6 qc 8 qc 12 qc 15 qc 20 qc
Room, single 8 qc 10 qc 15 qc 20 qc 25 qc 30 qc
Stable, donkey, poney 2 qc 2 qc 2 qc 2 qc 3 qc 4 qc
Stable, horse, mule 3 qc 3 qc 3 qc 3 qc 4 qc 5 qc
Stable, warhorse 5 qc 5 qc 5 qc 5 qc 8 qc 10 qc
Stable, great horse 7 qc 7 qc 7 qc 7 qc 12 qc 15 qc
Chivalry & Sorcery 65 Basic rules
Military costs
This paragraph provides the various costs
Mercenaries
Mercenaries' costs include food and lodging and
peacetime pay. During wartime they go to full pay.
Type lodging
Peacetime Wartime
Salary/day Salary/day
AC 15 qc 18 dc 75 dc
HC 12 qc 12 qc 50 qc
LN 10 qc 10 qc 40 qc
LC 10 qc 6 qc 25 qc
TQ
8 +10 qc +12 qc +50 qc
7 +5 qc +6 qc +25 qc
6 +2 qc +2 qc +8 qc
Lt X-bow +5 qc +20 qc
Basic mercenary cavalry costs
Type lodging
Peacetime Wartime
Salary/day Salary/day
HAI 12 qc +7 qc +30 qc
HI 10 qc +5 qc +20 qc
MI 9 qc +2 qc +10 qc
LI, LP 8 qc +1 qc +5 qc
TQ
8 +10 qc +4 qc +20 qc
7 +5 qc +2 qc +10 qc
6 +2 qc +1 qc +5 qc
Lt X-bow +5 qc +20 qc
Hv X-bow +7 qc +30 qc
Longbow, Comp bow +5 qc +20 qc
Basic mercenary infantry costs
Troops equipment
Replacing weapons or upgrading troops is costly. The
table below gives the equipment cost for one man and for a
size 1 unit of the corresponding unit. Note that 1 size of
cavalry unit corresponds to 100 men, 1 size of infantry unit
corresponds to 150 men and 1 size of skirmishers (SK and
RG) corresponds to 250 men.
Type Cost/man Cost/1 size
AK 375 dc 1500 ½kr
AC 350 dc 1400 ½kr
HK 300 dc 1200 ½kr
HC 275 dc 1100 ½kr
LN 175 dc 700 ½kr
LC 175 dc 700 ½kr
HAI 75 dc 450 ½kr
VG 70 dc 420 ½kr
HI 60 dc 360 ½kr
RG 30 dc 300 ½kr
LG 40 dc 240 ½kr
MI 35 dc 210 ½kr
LP 35 dc 210 ½kr
PH 30 dc 180 ½kr
SK 15 dc 150 ½kr
LI 16 dc 100 ½kr
Chivalry & Sorcery 66 Basic rules
Arms & Armours in the Feudal times
The time span covered by C&S saw an incredible variety
of weapons and armours. A really comprehensive review
would be a complete encyclopaedia in itself. This chapter is a
summary of the most common equipment. All arms and
armours are described in game terms, linked to the time when
they were available and if possible some examples of who
used them (with sometimes the local name) are provided.
The so called medieval times spread over 700 to 1000 years
depending on what one acknowledges to be the start of
medieval era (the fall of western Roman Empire or the
founding of the Carolingian Empire). Across this very long
period of time there was a considerable change in the
weapons and armours used by the warriors. A 14th
century
French knight's equipment had very little in common with a
9th
century Carolingian horseman's. In the meantime couched
lance had tremendously increased the shock power of
charging cavalry, the same way the protection of the French
knight would have made him nearly impervious to most
weapons available to the Carolingians (unless unhorsed).
Social factors restricting the use of some weapons
according to the rank of the warrior became increasingly
important over the first part of the medieval period when
nobility and church tried to restrict (with varying success) the
use of the most lethal weapons. Then war became an
increasingly "serious" matter and with efficiency on the
battlefield being the primary concern of war lords. During
this period combatants were more or less free to use the most
effective weapon. It is interesting to consider that this
evolution culminated with the end of the domination of the
mounted warrior. From then on infantry would really be the
"Queen of battles".
For game purpose, five distinct periods are considered in
the game: Antiquity, Dark Ages, Early Feudal, High
Chivalric and Late Feudal. The first two periods do not really
correspond to what is called "feudal times" but can be used to
represent archaic societies or equipment from a very ancient
past.
Dark Ages correspond to the very start of the feudal
society. Among the rubbles left by the collapse of the western
Roman Empire and the innumerable small "kingdoms" spread
across Europe, a new society model was forming heavily
influenced by the Germanic tribes values. The Dark Ages are
times when the first major kingdoms and Empires rise in
Europe while the social basis of the feudal nations builds.
The society was almost completely open; nobility was easily
acquired and holds not much power except over their direct
household. The cost of metal was high and metalworking was
not yet a widespread technique. Heavy armour was thus
strictly limited to the richest warriors. While most horsemen
had adopted stirrups at that time some might still use the
ancient riding ways. Despite this being the times of King
Arthur and Roland, "nephew" of Emperor Karl, there was no
chivalry per se at those times. This corresponds to Europe
from mid 8th
century to the end of the 9th
century.
The Early Feudal times spread over the transition to
couched lance. The use of stirrups had by then been adopted
by almost all cavalry significantly increasing the cavalry
shock power with respect to ancient times. The high cost of
metal still limited the use of heavy armours. Early Feudal
societies are very open, everyone able to purchase the
required weapons, armours and war-horse can easily reached
knighthood. The Chivalric code itself was almost non
existent. This corresponds to medieval Europe from the early
10th
century to the middle of the 12th
century.
The High Chivalric times correspond to the apogee of the
knight. The feudal society was by then fully structured with
its increasingly rigid social classes. Knights were the
dominant power on the battlefield where their training and
heavy armours as well as the general lack of efficient
weapons for the infantry gave them a considerable edge. The
Chivalric code was now blossoming and most chivalric rites
or myths origin or were written during this period. The social
class system was by then intensively restricting the use of
weapons and although still possible, gaining knighthood was
becoming increasingly difficult (if only because of the cost
incurred to purchase the required equipment). This
correspond to Europe between the middle of the 12th
century
and the early 14th
century.
During Late Feudal times the knights were challenged on
the battlefield by professional warriors and by the rise of the
infantry. War was becoming a serious matter which only
adequately trained warriors could handle. Armours and
weapons continued to evolve towards heavier and deadlier
models and by the end of this period the first firearms would
spread on the battlefield. Challenged in its domination of the
battle, the Chivalric class would react by becoming of a very
difficult access. Actually incapable of meeting the costs of a
full knight's array, many stayed lifelong at the doors of
knighthood. Commoners on the other hand were again
entitled to use efficient weapons and armours (and often
encouraged to do so) for they would provide a valuable force
for their lord.
Depending on the model chosen by a Game Master for
campaign, some restrictions will be imposed on the choice in
weapons and armours. Note that it is possible that while some
part of the fantasy world is using one model some other are
still using an older one. Transition from one model to another
did not occur everywhere at the same time and at some
periods you could find some kingdoms already following the
High Chivalric model while others would still be Early
Feudal in nature.
Arms
The tables below give a list of the existing weapons
according to the skills lists. The following information is
listed:
The L, M or H before the weapon name shows whether
the weapon is considered Light, Medium or Heavy. This
classification tells how damage are modified, how bash is
computed...(see Combat). In a general way light weapon tend
to do be quick to strike but inflict little damage and are quite
Chivalry & Sorcery 67 Basic rules
inefficient against heavy armour. Medium weapons do a fair
amount of damage and are a threat even to heavily armoured
warriors, they are still relatively quick to strike and can be
wielded with one hand (which allows for the use of a shield).
Heavy weapons are usually wielded with 2 hands, they do
tremendous damage and can damage any armour, they are
however slow to strike and thus normally restricted to
warriors which protection is sufficient to guarantee they can
survive hits from lighter armed opponents.
Per shows during which periods is the weapon
available:
Ant are weapons available during Antiquity.
DA are weapons available during the Dark Ages,
EF are weapons available during the Early Feudal,
HC are weapons available during the High Chivalric,
LF are weapons available during the Late Feudal,
All means the weapon is available whatever the
society model.
Soc tells which social classes are entitled to use the
weapon.:
S are weapons that can be used by serfs,
Y are weapons that are characteristic of the
Yeomanry,
G are general weapons that can be used by all freemen
(not serf) but generally used only by fighters,
F are weapons of the feudal infantry (liveried freemen,
town militia, mercenaries),
C are weapons restricted to the knights, sergeants
(including mercenary sergeants) and petit-sergeants.
Hnd tells if the weapon is wielded with 1 hand or 2 hands.
Weapons for which 1/2 is written can be used either with
either 1 hand or 2 hands (they will be more effective in this
last instance).
Wgt is the weight of the weapon in Dragons.
Len is the length of the weapon in either inches or feet.
Cost is the price of the weapons. For weapons which price
is displayed in italics, it is possible to acquire at a higher
price a weapon of superior quality.
Prod is the time it takes to make the weapon as well as
who is able to make it. Note that, because most armorers or
blacksmiths used to work on several pieces at the same time,
the actual time between the order and the delivery is usually
twice the time given in the tables. The latter is provided as
reference for armorers, blacksmiths and feudal lords.
Arm the weapon can be made only by an Armorer
Blcksm the weapon can be made by a Blacksmith or
an Armorer
dwf the weapon can only be made by a dwarf Armorer
elf the weapon can only be made by an elf with
Bowing & Fletching skill.
If no letter is shown, the weapon can be made by
anybody.
Chivalry & Sorcery 68 Basic rules
Melee Arms
Knives & Daggers
Weapons Period Social Hands Cat Weight Length Cost Production
Knife All G, S 1 L ¾ dr 8" 3 dc Blacksmith: 1
Dagger All G, S 1 L 1 dr 12" 5 dc Weaponsmith: 1
Poignard HC/LF G, S 1 L 1½ dr 15" 8 dc Weaponsmith: 1
Short sword All C, F 1 L 2 dr 20" 25 dc Weaponsmith: 2
Stabbing Swords
Weapons Period Social Hands Cat Weight Length Cost Production
Gladius Ant/DA/EF F 1 L 2½ dr 25-32"" 30 dc Weaponsmith: 4
Saex EF/HC/LF F 1 L 2½ dr 24-36" 30 dc Weaponsmith: 4
Slashing Swords
Weapons Period Social Hands Cat Weight Length Cost Production
Spatha, Sword Ant/DA 1 L 2 dr 30-36" 32 dc Weaponsmith: 7
Scimitar, Light EF to LF G 1 L 2 dr 32-36" 50 dc Weaponsmith: 14
Goblin scimitar All F 1 LH 2½ dr 30-36" 40 dc Weaponsmith: 7
Scimitar, Heavy HC/LF F 1 LH 3 dr 36" 60 dc Weaponsmith: 14
Longsword DA to LF F 1 LH 3 dr 36-40" 40 dc Weaponsmith: 9
Broadsword EF to LF C 1/2 LH 4 dr 36-40" 60 dc Weaponsmith: 14
Greatswords
Weapons Period Social Hands Cat Weight Length Cost Production
Falchion, Heavy EF to LF F 2 H 3½ dr 36-40" 80 dc Weaponsmith: 9
Bastard sword HC/LF C 1/2 H 4½ dr 40-48" 80 dc Weaponsmith: 14
Claymore LF C, F 2 H 5½ dr 50-55" 90 dc Weaponsmith: 14
Greatsword LF C, F 2 H 6 dr 50-55" 100 dc Weaponsmith: 14
Spears
Weapons Period Social Hands Cat Weight Length Cost Production
Hunting javelin All G, S 1/2 LH 2 dr 5' 10 dc Weaponsmith: 3
Pitchfork All G, S 1/2 LH 4 dr 5' 10 dc Blacksmith: 3
War javelin All G, S 1/2 LH 3 dr 6' 12 dc Weaponsmith: 3
Hunting spear All G, S 1/2 LH 3½ dr 6' 20 dc Weaponsmith: 5
Trident All G, S 1/2 LH 4 dr 6' 12 dc Weaponsmith: 5
Chivalry & Sorcery 69 Basic rules
Pilum Ant to HC F 1/2 LH 6 dr 6½' 15 dc Weaponsmith: 3
Billhook All F 2 LH 8 dr 6-8' 20 dc Weaponsmith: 5
Infantry spear All G 1/2 LH 4 dr 7' 15 dc Weaponsmith: 3
Pike, Short All F 2 H 7 dr 9-12' 15 dc Weaponsmith: 3
Pike, Long All F 2 H 12 dr 15-18' 20 dc Weaponsmith: 5
Cavalry Lances
Weapons Period Social Hands Cat Weight Length Cost Production
Kontos All C 1/2 H 8 dr 8-9' 15 dc Weaponsmith: 3
Lance EF to LF C 1/2 H 9 dr 10' 20 dc Weaponsmith: 3
Chivalric Lance HC/LF C 1/2 H 12 dr 12' 25 dc Weaponsmith: 4
War Axes
Weapons Period Social Hands Cat Weight Length Cost Production
Hatchet All G, S 1 L 2 dr 12-15" 5 dc Blacksmith: 1
Francisca All F 1 L 1½ dr 16-18" 8 dc Weaponsmith: 1
Wood Axe All G,S 1/2 LH 4 dr 30-40" 10 dc Blacksmith: 1
Norman War Axe EF to LF C, F 1/2 LH 4 dr 36-44" 15 dc Weaponsmith: 4
Heavy Axes
Weapons Period Social Hands Cat Weight Length Cost Production
Battle Axe EF to LF C, F 2 H 6 dr 40-50" 60 dc Weaponsmith: 9
Pole Axe LF F 2 H 8 dr 5-6' 20 dc Weaponsmith: 4
Halberd LF LF 2 H 10 dr 6-7' 50 dc Weaponsmith: 5
Clubs
Weapons Period Social Hands Cat Weight Length Cost Production
Blackjack All G, S 1 L 2 12" 2 dc Blacksmith: 1
Light Club All G, S 1 L 3 dr 24-32" - Any ¼
Medium Club All G, S 1 LH 5 dr 30-40" - Any ¼
Heavy Club All G, S 1/2 H 10 dr 40-48" - Any ¼
Giant Club All G 2 H 14 dr 5-6' - Any ¼
Flails, Maces & Hammers
Weapons Period Social Hands Cat Weight Length Cost Production
Mace All C 1 LH 6 dr 28-36" 25 dc Weaponsmith: 5
Martel DA to LF C 1 LH 6 dr 28-36" 40 dc Weaponsmith: 7
Chivalry & Sorcery 70 Basic rules
Morning Star HC/LF C 1 LH 6 dr 28-36" 40 dc Weaponsmith: 9
Dwarvish Hammer All Dwarf 1/2 H 7 dr 24-36" 75 dc Weaponsmith: 12
Warhammer HC/LF C, 1 H 8 dr 30-38" 50 dc Weaponsmith: 5
Cavalry Flail HC/LF C 1 H 7 dr 36-42" 55 dc Weaponsmith: 9
Fighting Staves
Weapons Period Social Hands Cat Weight Length Cost Production
Quarterstaff All Y, S 2 L 3 dr 7-8 - Any: 1
Iron shod staff All Y 2 LH 4½ dr 6-7' 5 dc Blacksmith: 2
Heavy Flails & Hammers
Weapons Period Social Hands Cat Weight Length Cost Production
Sledgehammer All G, S 2 H 9 dr 30-36" 12 dc Blacksmith: 4
Infantry Flail LF F 2 H 10 dr 6-7' 50 dc Weaponsmith: 7
Lucerne Hammer LF C, F 2 H 6 dr 6-7' 60 dc Weaponsmith: 10
Missile Arms
Bows
The following bows may be used on horseback: Short Bow, Comp. Short Bow and Light Crossbow.
Price and weight of bolts and arrows are for 20 arrows.
Weapons Period Social Hands Cat Weight Length Cost Production
Short Bow All G 2 1½ dr 54-66" 15 dc Fletcher: 1
Comp. Short Bow DA to LF G 2 LH 1½ dr 36-40" 60 dc Fletcher: 28
Composite Bow DA to LF C, F 2 LH 1½ 4'/5' 80 dc Fletcher: 28
Longbow HC to LF C, F 2 LH 1½ dr 6-7' 40 dc Fletcher: 30
Elvish longbow All Elf 2 LH 1½ dr 6-7' 60 dc Elf: 50
Fairy bow All Fairy 2 L* 18-22” 30 dc Fairy: 15
Sling All G, S 1 ¼ dr 20-25" 1 dc Any: ¼
Hunting arrows All G 4 dr 24" 60 qc Fletcher: 1
War arrows All G 5 dr 30" 90 qc Fletcher: 2
Piercing arrows All G 5 dr 30" 90 qc Fletcher: 2
Crossbows
Chivalry & Sorcery 71 Basic rules
Weapons Period Social Hands Cat Weight Length Cost Production
Light Crossbow DA to LF F 2 LH 7 dr 30" 100 dc Fletcher: 10
Medium Crossbow HC/LF F 2 10 dr 42" 120 dc Fletcher: 15
Heavy Crossbow LF F 2 H 15 dr 42" 120 dc Fletcher: 20
Hunting bolts DA to LF F 4 dr 12" 1 dc Fletcher: 1
War bolts DA to LF F 5 dr 12" 2 dc Fletcher: 2
Slings
Weapons Period Social Hands Cat Weight Length Cost Production
Sling All G, S 1 ¼ dr 20-25" 1 dc Any: ¼
Slingstaff All F 1 2 dr 42-60" 5 dc Fletcher: 1
Stones All G, S 1 dr - - -
Lead bullet All F 1 dr - 40 qc Blacksmith: ½
Chivalry & Sorcery 72 Basic rules
Armours Description
Many data are required to described feudal armours. Their
contemporary names are often misleading because the same
name could apply to different materials or covered body
parts.
Armor Wearing Categories
Four categories of armours are defined depending on their
coverage and weight, they are: Light Armours, Medium
Armours, Heavy Armours and Battle Armours. These
categories refer to which skill is necessary to be able to wear
these armours with minimal penalty. Each armour is assigned
to a specific class in the armour description tables.
Armors Materials
Many kinds of materials can be used in the making of
armour, each providing a certain protection at a certain cost
and with a certain weight. The armour making techniques
available are.
Leather: one of the simplest and oldest protection. It
covers furs, leather jackets or robes. Surcoat can be made of
leather too.
Quilted/Padded: another very simple protection. It
consists in layers of cloth sewn together. Used by the
Moslems it was borrowed by the Christians during the
Crusades and called aketon (from al'qutun because the
Moslem version was made of cotton).
Cuirbouilli: it is leather treated with boiling wax to harden
it and provide a rigid protection. Usually used as a cuirass.
Ringmail: this is leather armour on which rings of metals
have been sewn to provide a protection against slashing
weapons.
Scale Mail: this is a leather armour on which completely
overlapping scales of metal have been sewn. This provides
also a protection against piercing weapons.
Bronze Plate: an outdated technique by feudal times (even
the Dark Ages) because the protection offered against steel
weapon was not sufficient compared to the weight of such an
armour. Provided only for fantasy reference.
Brigantine: metal plates or splints sewn between layers of
leather. Rivets holding the armour together might visible.
Banded: iron bands sewn on a leather undercoat. The
classical example is the Roman Lorica Segmentata. Very
uncommon by feudal times.
Chain Mail: small rings of metal meshed together and
fashioned into shirts, coats, hoses or coifs. The protection
offered depends on the quality and weight of the armour.
Plate Mail: based on a chain mail with additional metal
plates protections for the torso, joints, shoulders and neck.
Plate: an armour made of steel plates either articulated or
with chain mail protection at the joints to allow free
movement. Protection varies depending on the quality of the
armour.
Note that all armours are not available in each medieval
period. During Dark Ages good armour is quite uncommon
(except for highly organised states like the Byzantine
Empire) while it becomes widespread by Late Feudal times.
Armours Protective Coverage
A great variety exist here also regarding which parts of the
body are protected with an armour. No unequivocal name can
be found to describe which protection is provided under what
name. Thus a choice based on the "average literature terms"
has been made. Below is given the list of names given to
armours according to what body parts they protect.
Cuirass: offers a protection of the chest and abdomen.
Corselet: offers a protection of the chest, abdomen, and
back.
Coat: offers a protection of the chest, abdomen, pelvis,
upper arms and back.
Tunic: offers a protection of the chest, abdomen, pelvis,
back and arms. The term is used for leather, quilted or padded
armours that resemble cloth.
Hauberk: offers a protection of the head, neck, chest,
abdomen, back, pelvis, arms and upper legs.
Full armour: offers a complete protection.
Chivalry & Sorcery 73 Basic rules
Armours Lists
Light Armours
The simplest and easiest to wear, they are also the cheapest. Such armours generally date from much before the feudal times.
The protection offered is light and will do little against heavy weapons or missiles. On the other hand freedom of movement is
great and little training is required. Their low cost will also allow lords to equip large bodies of troops for a reasonable cost.
Armour Coverage Period Social AC MDAC EF Weight Cost Production
Leather/fur Corselet All G, S 1 10 - 4% 6 dc Leathrwrk: 2
Leather Tunic All G, S 1 15 - 7% 9 dc Leathrwrk: 4
Heavy leather Corselet All G, S 2 15 - 7% 9 dc Leathrwrk: 3
Quilted Coat All G, S 2 10 - 4% 6 dc Leathrwrk: 3
Quilted Tunic All G,S 2 15 - 6% 9 dc Tailor: 4
Cuirbouilli Cuirass All G, S 3 15 - 5% 12 dc Leathrwrk: 4
Cuirbouilli Corselet All G, S 3 20 - 9% 20 dc Leathrwrk: 7
Medium Armours
Here are found the heavy armours of the ancient times, some of them being still in use at the beginning of the feudal era, as
well as specific feudal developments. They offer average to excellent protection (depending on what they are made of) and still
allow for good freedom of movement. Their cost is such that rich lords can use them to equip large bodies of troops, less
wealthy lords or states will restrict them to core units.
Armour Coverage Period Social AC MDAC EF Weight Cost Production
Ring Mail Coat All G 4 20 1/3 10% 30 dc Arm: 10
Reinf. Cuirbouilli Coat All G, S 4 25 0/2 11% 40 dc Leathrwrk: 14
Scale Coat Ant to HC C, F 5 22 1/3 12% 50 dc Arm: 14
Brigandine Coat HC/LF G 5 26 1/3 15% 60 dc Arm: 14
Banded Cuirass Ant to EF F 5 28 1/3 12% 45 dc Arm: 14
Light Mail Coat Ant to HC G 6 30 1/3 12% 55 dc Arm: 12
Chainmail Coat HC/LF F 7 40 1/3 15% 65 dc Arm: 16
Bronze Cuirass Ant to EF F 7 24 0/2 12% 50 dc Arm: 14
Bronze Corselet Ant to EF F 7 35 1/3 18% 75 dc Arm: 21
Platemail Cuirass LF C, F 8 27 1/3 18% 60 dc Arm: 14
Early Plate Cuirass LF C, F 9 30 1/3 18% 70 dc Arm: 10
Platemail Corselet LF C, F 8 40 1/3 18% 85 dc Arm: 21
Plate Corselet LF C, F 9 45 1/3 18% 100 dc Arm: 14
Chivalry & Sorcery 74 Basic rules
Heavy Armours
Most of these armours were made during the feudal era although some earlier use is possible by elite troops or very wealthy
warriors. They offer average to good protection but freedom of movement is somewhat impaired, requiring good training to
fight efficiently. Their cost is high and their use will be restricted to good regular troops. All these armours except Platemail
come with a corresponding Hood included.
Armour Coverage Period Social AC MDAC EF Weight Cost Production
Ring Mail Hauberk All C, F 4 35 1/3 18% 45 dc Arm: 14
Scale Hauberk All C, F 5 35 2/6 18% 75 dc Arm: 21
Light Mail Hauberk EF/HC C, F 6 45 2/6 18% 85 dc Arm: 28
Chainmail Hauberk HC C, F 7 55 2/6 20% 105 dc Arm: 35
Platemail Coat LF C, F 9 60 2/6 18% 250 dc Arm: 42
Battle Armours
Again most of these armours were made during the feudal period but some use by elite troops is possible earlier. They
provide complete protection (though some early models might not cover the hands). Very cumbersome only well trained
warriors could wear such equipment for long periods without being seriously impaired. Also of immense cost, they would be
provided only to the best available troops in an army. These armours, except Platemail and Plate come with a corresponding
Hood included.
Armour Coverage Period Social AC MDAC EF Weight Cost Production
Scale Full All C 5 40 2/6 20% 90 dc Arm: 24
Mail Full HC/LF C 7 60 2/6 22% 125 dc Arm: 40
Chainmail Full HC/LF C 8 70 2/6 25% 160 dc Arm: 50
Platemail Full LF C 9 85 2/6 25% 300 dc Arm: 50
Plate Full LF C 10 95 2/6 25% 375 dc Arm: 70
Chivalry & Sorcery 75 Basic rules
Helms Description
Helms also come in very different materials and coverage.
Helm design didn't change much before the High Chivalric
era (most of the Helms available during Dark Ages and Early
Feudal periods were designs already existing for centuries).
But because it was acknowledged that head protection was
essential lots of new models were designed in the second half
of the Feudal times.
Helms coverage and weight
A Helm can protect four body parts: the skull, the face and
the neck. Besides some helm can partially protect the face
with cheek, eye or nose guards. The protection provided by
each helm is given in the helm description.
Although a Helm is not as heavy and cumbersome as an
armor, wearing a Helm can be quite impairing for people not
accustomed to. Each Helm is rated according to one armor
category. A man wearing a Helm which category of armor
he is not proficient with will incur a EF penalty to take into
account vision and balance problems.
l Helms can be carried without penalty (even by characters
who have no Armor wearing skill at all).
L Helms require Light Armor wearing skill to be carried
without penalty.
H Helms require Heavy Armor wearing skill to be carried
without penalty.
B Helms require Battle Armor wearing skill to be carried
with the minimum penalty.
Helms types
Hood: a simple coif covering the skull and sometimes
the neck. Some Hauberks and Full armours come with a
Hood included. They can be worn as a padding under a
superior head protection in which instance they reduce the
damage received by a value equal to their AC (before critical
hit increase if applicable).
Leather Helm: a hard leather coif with some metal
plates riveted to provide increased protection.
Composite Helm: a helm made of cuirbouilli covered
with metal.
Roman Helm: similar to the composite helm but also
offers back neck protection.
Conical Helm: a reinforced composite helm with nose
protection.
Open Bascinet: a superior open face helm that leaves
only the face below the eyes and the front throat exposed.
Crusader's Helm: a cylindrical helm that provides a
complete head and neck protection.
Visored Helm: similar to an open bascinet with
adjustable visor attached so the helm can be completely
closed in combat.
Chivalry & Sorcery 76 Basic rules
Helms List
The table below shows the characteristics of the various available helmets. Note that Ringmail, Scale or Mail Hauberks
and Full armours include a corresponding Hood already.
Helm Cat Coverage Period Social AC MDAC Weight Cost Production
Leather Hood l skull All G, S 1 5 1 dr 2 dc Leatherwrkr: 1
Quilted Hood l skull All G, S 1 5 1 dr 2 dc Tailor: 1
Leather Helm L skull All G, S 2 7 2 dr 6 dc Arm: 2
Ringmail Hood M skull, neck All G 3 10 3 dr 6 dc Arm: 4
Composite Helm M skull All G, S 4 10 3 dr 6 dc Arm: 6
Scale Hood M skull, neck All C, F 5 11 3 dr 12 dc Arm: 5
Roman Helm M skull, back neck Ant/DA F 5 25 4 dr 15 dc Arm: 6
Conical Helm M skull, nose EF to LF 5 20 4 dr 17 dc Arm: 6
Chainmail Hood M skull, neck EF to LF C, F 6 15 3 dr 14 dc Arm: 5
Open Bascinet H skull, back neck LF C, F 7 35 5 dr 30 dc Arm: 8
Crusader Helm B skull, face, neck HC/LF C 8 40 71/2
dr 40 dc Arm: 9
Visored Helm B skull, face, neck LF C 10 50 71/2
dr 50 dc Arm: 9
Chivalry & Sorcery 77 Basic rules
Shields Description
Shields have always been essential defensive protections
for warriors. Actually in the ancient times many infantrymen
were called after the shield they carried (hoplites, skutatoi...).
Shields provide two different features: they can be used
actively to deflect a blow or they can be used passively as a
protective barrier. Some shields will allow both use, some
others won't.
Shield categories
Four basic kinds of shield construction are considered:
Leat. A shield or cuirbouilli construction, light but giving
adequate protection if used actively. Not very efficient as a
protectice barrier (thus normally restricted to buckler).
Wood. A shield made of wood planks without additional
reinforcement. Cheap but not very resistant to blows tend
to shatter easily).
Wood reinf. A shield made of wood with a metal rimming
and often a shield boss. Much more resistant to blows, the
boss also decrease the chance of the shield shattering while
parrying a crushing or heavy slashing blow.
Metal. A shield covered with a complete metal layer.
Above a leather or wood base. Provides an excellent
protection and limited chances of shattering but of course
quite expensive.
Like armours and helms, shields are rated into various
categories, which describe the skill required to use them
without penalty.
Using a shield
Depending on their size, shields will automatically protect
from blows falling on certain body parts of their wearers. The
body parts thus covered are listed in each kind of shield size
description below.
A shield can protect its wearer each time the latter is
attacked from the front or from the left side. The Shield cover
table below gives, for each type of Shield, which body parts
are always covered, which can be covered and the base
chances that they are. The way the shield acts depends on
whether the shield bearer actively parried the blow or not.
If the warrior did not elect to parry, check if the shield
protects against the blow based on its type and the body part
hit. If the shield does offer protection, subtract the shield
DAC to the damage received (before adjustment due to
critical hit).
If the warrior elected to parry, reduce the enemy ht chances
by the defender shield parry value. The chances that the
shield will provide protection against blows to a given body
part are increased by the wearer shield parry value.
Buckler: a very small shield strapped to the warrior forarm
and leaving the off-hand free. It can be used by archers and
crossbowmen without penalty. Fighting with a two-handed
weapon is possible but at a -5% to hit penalty. It is mainly
used for active parry because its armour value is very low.
Target: a small round shield carried with a strap and a grip.
Light shield are made of wicker or similar material, heavier
shields are rimmed and embossed with metal.
Heater: a heavier protection usually round or oval. Similar
to the Target but with a greater coverage. The heavy metal
version is the typical shield of heavy knights on horseback.
Kite: the long shape "norman" shield. Build of wood with
metal reinforcements.
Pavise: a very large shield similar to the roman scutum
Chivalry & Sorcery 78 Basic rules
Shields List
The table below shows the characteristics of the various available shields.
Shield Cat Construction Period Social DAC Weight Cost Production
Buckler L wood reinf All G, S d3+2 5 dr 5 dc Arm: 11/2
Target, light L leather, wood All G, S d3 3 dr 3 dc Arm: 1
Target, wood M wood All G, S d3+1 7 dr 5 dc Arm: 11/2
Target, reinf M wood reinf All G, S d3+3 10 dr 8 dc Arm: 2
Heater, light M leather, wood All G, S d3+1 6 dr 4 dc Arm: 1
Heater, wood H wood All C, F d3+2 10 dr 8 dc Arm: 11/2
Heater, reinf H wood reinf All C, F d3+3 12 dr 10 dc Arm: 2
Heater, metal H metal All C, F d3+5 14 dr 12 dc Arm: 3
Kite H wood reinf EF to LF C, F d3+3 16 dr 12 dc Arm: 3
Pavise H wood reinf All C, F d3+3 18 dr 15 dc Arm: 5
The table below which areas of the body are automatically covered by a shield (A), which can be covered (p) and the chance
that the shield will cover a blow landing on such a body part. A "-" means that this shield cannot protect against blows towards
this part of the body.
Shield skull face neck
R arm
L arm chst
R fram
L fram
R hand
L hand abdo grn legs calf foot %
Buckler p p p - - p - A - - p - - - - 15%
Target p p p - p p - A - A p p p - - 20%
Heater p p p - p p - A - A p p p - - 25%
Kite p p p - A p - A - A p p p p - 30%
Pavise p p p p A A p A p A A A p p p 40%
Chivalry & Sorcery 79 Basic rules
Examples
This paragraph shows examples of equipment used
across the different periods covered by C&S. When possible
the contemporary names have been given for weapons and
armours.
The Dark Age (mid VIIIth to IXth century)
This man is a standard Heavy Infantryman. He wears a
Scale Corselet and splint
armour, arms protections
called cheiropsellae. He also
carries a Skutatos and a
Conical Helm. He is armed
with a Short Pike called
Kontarion and a Spatha. In
C&S he would be counted
as Man-at-Arms in a
Powerful lord retinue or as a
wealthy Petit-Sergeant
owing service as
infantryman.
Byzantine Skutatos (9th
century)
This man represents a
very wealthy warrior with
the most complete
equipment at that time.
He wears a Scale Hauberk
(Light Mail could be used
instead) called Brunia
(Broigne), splint leg
protections called Baugae
and a right arm protection
called Manica. He carries
a Shield and Conical
Helm. He is armed with a
Kontos, a Long Sword
and a Dagger. At C&S he
would be a wealthy
knight, a less wealthy
knight would have no arm
and legs protections.
Carolingian Heavy Cavalryman (9th
century)
This man is a very well equipped Anglo-Saxon chieftain
(any kind of Mail being very uncommon at that time). He
wears a Light Mail Corselet and carries a Shield and Conical
Helm. He is armed with a Sword.
Anglo-Saxon Chieftain (9th century)
This man is an average
Saxon warrior. He wears a
Leather Tunic and carries a
Shield but no Helmet. He is
armed with an Infantry
Spear and a Sword
Anglo-Saxon Warrior (8
th century)
Chivalry & Sorcery 80 Basic rules
This man is a typical
Light Infantryman. He
carries no armor but only a
Shield and Leather Helm.
He is armed with Javelins
and a Hatchet called
tzikourion. He corrspond to
a C&S Yeoman, such
equipment was very
widespread during this era.
Byzantine Psilos (9th
century)
This man is a rank
and file Byzantine light
cavalryman. He carries
no armor except a
Composite Helm and a
Heater. He is armed
with a Kontos, heavy
javelins and a sword.
Rich cavalrymen could
carry scale armors.
Western Petit Sergeants
would be very similar.
Byzantine Trapezitos (7-10
th
century)
This man is typical of
Carolingian infantry levies
(C&S Yeoman). He wears no
armor but carries a Reinforced
Target. He is armed with an
infantry spear and probably
with a Saex (not visible on the
drawing). A Wealthy Yeoman
could have a Composite or
Conical Helm, a Sword and
maybe some light body armor.
Carolingian Infantryman (8-10
th century)
This man is a rich Merovingian cavalryman. (a C&S
knight) Note that he uses no stirrups. He wears a Light Mail
Hauberk and carries a Conical Cap and Shield. He is armed
with a Kontos and a Long Sword. Less wealthy retainers
would substitute Scale for Light Mail.
Merovingian Cavalryman (7-8th century)
This man is a Magyar
noble (a C&S wealthy
knight in a kingdom
with oriental influence).
He wears a Light Mail
Hauberk as well as
splint armor greaves
and vambraces. He
carries a Small Shield
and a Composite Cap.
He is armed with a
Kontos, a Short
Composite Bow and a
Heavy Scimitar.
Magyar Noble (9th
century)
The Early Feudal Period (Xth to mid XIIth
century)
Chivalry & Sorcery 81 Basic rules
This man wears a Scale
Corselet over a Quilted
Undercoat and he carries a
Composite Helm. He is
armed with a Short
Composite Bow and a
Sword.
Byzantine Sailor (10th
century)
This man wears a Light
Mail Corselet and carries a
Kite Shield and Composite
Helm. He is armed with an
Infantry Spear and a Sword.
Ottonian Heavy Infantryman (10
th century)
This man wears a Light Mail Haubergeon and carries a
Shield and Composite Cap. He is armed with a Knight's
Sword.
Ottonian Knight (10th
century)
This man wears a Quilted Tunic and carries a Shield. He
is armed with a Light Sword called Coutel.
French Infantryman (12
th
century)
This man wears a
Scale Hauberk and
carries a Kite Shield
and Conical Cap2.
He is armed with an Infantry Spear and a Sword.
French Heavy Infantryman (12
th century)
Chivalry & Sorcery 82 Basic rules
This man is
typical of a French, Norman or Breton knight. He wears a
Light Mail Hauberk and carries a Kite Shiekd and Conical
Cap2. He is armed with a Kontos and a Knight's Sword.
French Knight (11th
century)
This man is a typical Byzantine Cataphract, equivalent to a
C&S Sergeant. He wears a Short Light Mail Corselet and
carries a Conical Helm1 and a Shield. He is armed with a
Lance and a Sword.
Byzantine Kataphractos (10th
century)
This man is
representative of a
C&S Petit-Sergeant
of this era. He
wears no armor but
carries a Conical
Cap2 and carries a
Shield. He is armed
with a Kontos and a
Sword. A wealthier
man could wear a
Quilted protection or even a Scale or Light Mail Corselet.
French Sergeant (11-13th
century)
This man is a heavy
Sergeant or
dismounted Knight.
He wears a Light Mail
Haubergeon and
carries a Conical Cap2
and a Shield. He is
armed with a Battle
Axe.
English Infantryman (12
th
century)
Chivalry & Sorcery 83 Basic rules
This man belongs to the poor
Town Militia. He wears no
armor and only carries a Leather
Shield. He is armed with an
Infantry Spear and a Gladius.
Spanish Town Militia (12th
century)
This man is an average
Byzantine Light Infantryman,
equivalent to a C&S yeoman.
He carries no armor but only a
Target. He is armed with a
Short Composite Bow, an
Infantry Spear. And a Light
Sword. Wealthier men could
wear quilted protection and/or
helms.
Byzantine Light Infantryman (12
th century)
This man is representative of east
Europe "heavy" infantry of this era.
At C&S he would be considered a
man-at-arms. He wears a Quilted Coat and carries a Conical
Cap2 and a
Shield. He is
armed with a
Long Sword but
an additional
Infantry Spear
would be
common.
Polish Infantry (11-12
th
century)
The High Chivalric Period (mid XIIth to
XIIIth century)
This man wears a Long Mail Corselet over a Quilted
Undercoat. He is armed with a Light Crossbow and a Sword.
Crusader Crossbowman ( late 12th
century)
Chivalry & Sorcery 84 Basic rules
This man wears a Quilted tunic called gambeson (or
aketon). He is armed with a Battle Axe.
French Man-at-arms (13th century)
The Late Feudal Period (XIVth to XVth
century)
Teutonic Mercenary (15th
century)
This man wears a Brigandine Cuirass, Mail Hood and
Kettle Helm. He also carries a Pavise. He is armed with a
Heavy Crossbow and a Long Sword.
Chivalry & Sorcery 85 Basic rules
The Environment
Sleep & Rest
Rest and Sleep are essential to allow people to recover
from fatigue and wounds. As a general rule characters should
take around 8 hours sleep per day, preferably continuously.
Getting Rest and Sleep
Resting and Sleeping is not possible everywhere however.
Some circumstances can prevent characters from getting a
much needed rest.
It is up to the Game Master to decide whether specific
conditions are suitable for resting and sleeping taking into
account the following possible disturbing factors:
1. Noise level. Medieval characters are much more
tolerant to ambient noise than us, because of the
crowded conditions most people live in. Nevertheless a
too high level of noise will prevent anybody (except
deaf persons!) to get rest or sleep.
2. Atmospheric conditions. Rain, snow and cold can all
prevent people from sleeping or resting if no proper
shelter is found. Nobody can rest or sleep outside under
rain or snow or if wind is too high. Actually really very
cold conditions will not prevent people from sleeping
but in these conditions people going to sleep are almost
certain to die.
3. Inadequate sleeping periods. To be fully effective a
sleeping period must be at least 4 hours long (so a
normal character needing 8 hours of Sleep can have
either 1 x 8 hours or 2 x 4 hours periods of Sleep).
Shorter periods only account for half their duration
(thus a character who sleeps 4 times 3 hours during the
day will be considered to be 2 hours short of normal
rest).
Missing Sleep hours cumulate from day to day and will
eventually cause some adverse effect on the character (see
Going without Sleep, below).
Complete Rest
Normally only ill or grievously injured characters will need
to be at Complete Rest. In such circumstances body recovery
is much improved. To be considered at complete rest, a
character must have absolutely no activity whatsoever.
During this rest time he cannot collect any down-time
experience (apart from the single most basic factor linked to
his profession).
Complete Rest can only be achieved in circumstances
which allow Sleep (see above) and in a decent shelter. If this
is not possible the character is not consider at complete rest
and will not benefit from the corresponding recovery bonus.
Going without Sleep
In some circumstances, characters will be deprived enough
Sleep and fatigue will build up. There are two possible
circumstances. The first is
Characters deprived of enough Sleep will be given
additional Encumbrance Factors to simulate the effect of
sleeplessness on their performances. For each CON/4 (round
up) hours of cumulated lack of Sleep, they will incur 1
additional EF. This penalty applies until the Sleep lag has
been filled.
The general rule is that the maximum duration a character
can go without Sleep without being penalised is 16 hours plus
1 hour for each CON point above 11 and minus ½ hour for
each CON Point below 10. After this a complete period of
Sleep is required to get back to top condition. This duration is
reduced by 1 hour for each penalty EF the character incurs
because of cumulated lack of Sleep. Going on after this time
might require a FER check if Sleep is an option (failure
means the characters falls asleep). For each night hour or for
each 4 day hours the character goes on without sleep he
incurs 1EF penalty.
Recovering from lack of Sleep
Lack of Sleep can only be filled by long sleeping hours.
Each extra hour a PC sleeps above the 8 hours requirement
will compensate for 2 hours lack of Sleep up to a maximum
of 16 hours Sleep per day.
Weather
The weather conditions are a very important part for
travelling people. They have a direct impact on which speed
they can travel at, where they can find a decent shelter to rest
or sleep and possibly what danger they incur because of
adverse weather.
The following tables allow to check the weather conditions
depending on the geographic zone and the season.
Chivalry & Sorcery 86 Basic rules
OCEANIC TEMPERATE CLIMATE
WIND TEMPERATURE
Mnth
None Lght
Brz
Good
Brz
Good
Wind
Strong
Wind
Storm Hurric Very
Cold
Cold Chilly Cool Fair Warm Hot
Precip
Jan. 01-10 11-60 61-80 81-90 91-00 01-20 21-85 86-00 30%
Feb. 01-05 06-50 51-70 71_85 86-00 01-20 21-80 81-95 96-00 30%
March 01-05 06-40 41-60 61-80 81-95 96-00 01-05 06-30 31-85 86-00 35%
Apr. 01-10 11-60 61-85 86-95 96-00 01-15 16-75 76-99 00 30%
May 01-10 11-70 71-90 91-00 01-05 06-50 51-95 96-00 30%
June 01-15 16-75 76-90 91-00 01-10 11-90 91-00 30%
July 01-15 16-80 81-95 96-00 01-05 11-90 91-00 30%
Aug. 01-15 16-80 81-95 96-00 01-05 11-90 91-00 20%
Sept. 01-10 11-60 61-80 81-95 96-00 01-05 06-25 26-95 96-00 30%
Oct. 01-05 06-40 41-65 66-85 86-95 96-00 01-15 16-75 76-00 30%
Nov. 01-05 06-40 41-60 61-80 81-90 91-00 01-05 06-20 21-95 96-00 30%
Dec. 01-10 11-60 61-70 71-85 86-95 96-00 01-15 16-85 86-00 35%
Month Sprinkle Shower Heavy Steady
Jan. 01-40 41-70 71-80 81-00
Feb. 01-50 51-80 81-95 96-00
March 01-60 61-80 81-00
Apr. 01-40 41-41-70 71-90 91-00
May 01-50 51-51-80 81-00
June 01-60 61-90 91-00
July 01-80 81-95 96-00
Aug. 01-80 81-95 96-00
Sept. 01-60 61-80 81-90 91-00
Oct. 01-50 51_80 81-90 91-00
Nov. 01-40 41-70 71-85 86-00
Dec. 01-40 41-70 71-80 81-00
Chivalry & Sorcery 87 Basic rules
HUMID CONTINENTAL CLIMATE
WIND TEMPERATURE
Mnth
None Lght
Brz
Good
Brz
Good
Wind
Strong
Wind
Storm Hurric Very
Cold
Cold Chilly Cool Fair Warm Hot
Precip
Jan. 01-10 11-60 61-80 81-90 91-00 01-25 26-90 91-00 25%
Feb. 01-05 06-50 51-70 71_85 86-00 01-20 21-85 86-00 25%
March 01-05 06-40 41-60 61-80 81-95 96-00 01-15 16-50 51-90 91-00 30%
Apr. 01-10 11-60 61-85 86-95 96-00 01-20 21-75 76-00 25%
May 01-10 11-70 71-90 91-00 01-05 06-50 51-95 96-00 30%
June 01-15 16-75 76-90 91-00 01-02 03-15 16-90 91-00 30%
July 01-15 16-80 81-95 96-00 01-05 11-90 91-00 30%
Aug. 01-15 16-80 81-95 96-00 01-05 11-90 91-00 25%
Sept. 01-10 11-60 61-80 81-95 96-00 01-05 06-50 51-95 96-00 25%
Oct. 01-05 06-40 41-65 66-85 86-95 96-00 01-15 16-75 76-00 20%
Nov. 01-05 06-40 41-60 61-80 81-90 91-00 01-10 11-75 76-99 00 30%
Dec. 01-10 11-60 61-70 71-85 86-95 96-00 01-20 16-85 86-00 30%
Month Sprinkle Shower Heavy Steady
Jan. 01-40 41-70 71-80 81-00
Feb. 01-50 51-80 81-95 96-00
March 01-60 61-80 81-00
Apr. 01-40 41-70 71-90 91-00
May 01-50 51-80 81-00
June 01-60 61-90 91-00
July 01-80 81-95 96-00
Aug. 01-80 81-95 96-00
Sept. 01-60 61-80 81-90 91-00
Oct. 01-50 51_80 81-90 91-00
Nov. 01-40 41-70 71-85 86-00
Dec. 01-40 41-70 71-80 81-00
Chivalry & Sorcery 88 Basic rules
MEDITERRANEAN CLIMATE
WIND TEMPERATURE
Mnth
None Lght
Brz
Good
Brz
Good
Wind
Strong
Wind
Storm Hurric Very
Cold
Cold Chilly Cool Fair Warm Hot
Precip
Jan. 01-10 11-60 61-80 81-90 91-00 01-30 31-85 86-00 30%
Feb. 01-05 06-50 51-70 71_85 86-00 01-30 31-85 86-00 25%
March 01-05 06-40 41-60 61-80 81-95 96-00 01-15 16-75 76-00 25%
Apr. 01-10 11-60 61-85 86-95 96-00 01-03 04-55 56-00 30%
May 01-10 11-70 71-90 91-00 01-35 36-95 96-00 25%
June 01-15 16-75 76-90 91-00 01-05 06-85 86-00 20%
July 01-15 16-80 81-95 96-00 01-02 03-80 81-00 05%
Aug. 01-15 16-80 81-95 96-00 01-02 03-80 81-00 10%
Sept. 01-10 11-60 61-80 81-95 96-00 01-05 06-85 86-00 20%
Oct. 01-05 06-40 41-65 66-85 86-95 96-00 01-35 36-95 96-00 30%
Nov. 01-05 06-40 41-60 61-80 81-90 91-00 01-05 06-60 61-00 30%
Dec. 01-10 11-60 61-70 71-85 86-95 96-00 01-20 21-80 81-00 30%
Month Sprinkle Shower Heavy Steady
Jan. 01-40 41-70 71-90 91-00
Feb. 01-35 36-60 61-85 86-00
March 01-60 61-80 81-00
Apr. 01-40 41-70 71-90 91-00
May 01-50 51-80 81-00
June 01-60 61-90 91-00
July 01-80 81-95 96-00
Aug. 01-80 81-95 96-00
Sept. 01-60 61-80 81-90 91-00
Oct. 01-50 51_80 81-90 91-00
Nov. 01-40 41-70 71-85 86-00
Dec. 01-40 41-70 71-80 81-00
Temperatures
Extreme Cold (below -40°C)
Very Cold (-20°C to -40°C)
Cold (-20°C to -5°C)
Chilly (-5°C to +5°C)
Cool (+5°c to +15 °C)
Fair (+15°C to +25°C)
Warm (+25°C to +35°C)
Hot (+35°C to +45°C)
Very hot (above +45°C)
Depending on their background, characters may be used to
Cool and Fair or Fair and Warm temperatures. Conditions
outside these ranges require specific clothing and
precautions.
Cold Weather
When character wear clothes that do not offer enough
protection from the cold, they will slowly loose Fatigue and
Pain (and sometimes even Body) levels and suffer some
penalties.
Chivalry & Sorcery 89 Basic rules
Normal clothing is adapted to Cool and Fair temperatures
and Warm clothing is adapted to Chilly and Cool
temperatures.
If the character is wearing clothing which is adapted to
temperatures one level above the current conditions (e.g.
Normal clothing in Chilly weather or Warm clothing in Cold
weather), he must make, each hour, a CON CR +4 with a
cumulative -1 penalty for each check after the first. Failure
results in the loss of d3 points to Fatigue and Pain levels. A
character whose Pain level drops to 0 falls unconscious. In
addition, a failed CON CR means that the character suffers a
1 EF penalty.
If the character is wearing clothing which is adapted to
temperatures two levels above the current conditions (e.g.
Normal clothing in Cold weather or Warm clothing in Very
Cold weather), he must make, each 30 min, a CON CR +3
with a cumulative -1 penalty for each check after the first.
Failure results in the loss of d4 points to Fatigue and Pain
levels. A character whose Pain level drops to 0 falls
unconscious. In addition, a failed CON CR means that the
character suffers a 2 EF penalty.
If the character is wearing clothing which is adapted to
temperatures three levels above the current conditions (e.g.
Normal clothing in Very Cold weather), he must make, each
10 min, a CON CR +2 with a cumulative -1 penalty for each
check after the first. Failure results in the loss of d4 points to
Body, Fatigue and Pain levels. A character whose Pain level
drops to 0 falls unconscious. In addition, a failed CON CR
means that the character suffers a 3 EF penalty.
If the character is wearing clothing which is adapted to
temperatures four levels above the current conditions (e.g.
Normal clothing in Extreme Cold weather), he must make,
each combat turn, a CON CR +1 with a cumulative -1 penalty
for each check after the first. Failure results in the loss of d4
points to Body, Fatigue and Pain levels. A character whose
Pain level drops to 0 falls unconscious. In addition, a failed
CON CR means that the character suffers a 4 EF penalty.
Hot Weather
Normal clothing is adapted to Cool and Fair temperatures
and Tropical clothing is adapted to Fair and Warm
temperatures. Character wearing any armour except Corselets
and Cuirasses are only adapted up to Fair temperatures.
If the current conditions are one level above the
temperatures to which the character’s clothing are adapted, ,
he must make, each hour, a CON CR +4 (no bonus if wearing
metal armour) with a cumulative -1 penalty for each check
after the first. Failure results in the loss of d2 points to
Fatigue and Pain levels. A character whose Pain level drops
to 0 falls unconscious. In addition, a failed CON CR means
that the character suffers a 2 EF penalty.
If the current conditions are two levels above the
temperatures to which the character’s clothing are adapted, ,
he must make, each 30 min, a CON CR +3 (CON CR-1 if
wearing metal armour) with a cumulative -1 penalty for each
check after the first. Failure results in the loss of d3 points to
Fatigue and Pain levels. A character whose Pain level drops
to 0 falls unconscious. In addition, a failed CON CR means
that the character suffers a 3 EF penalty.
If the current conditions are three levels above the
temperatures to which the character’s clothing are adapted, ,
he must make, each 10 min, a CON CR +2 (CON CR-2 if
wearing metal armour) with a cumulative -1 penalty for each
check after the first. Failure results in the loss of d6 points to
Fatigue and Pain levels. A character whose Pain level drops
to 0 falls unconscious. In addition, a failed CON CR means
that the character suffers a 4 EF penalty.
Wind Strength
None (less than 3 knots)
Light Breeze
Good Breeze
Good Wind (20 to 30 knots)
Strong Wind (30 to 45 knots)
Storm (45 to 60 knots)
Hurricane (above 60 knots)
Poisons, Venoms and Antidotes
Poisons and Venoms are encountered in many forms and
come from many sources. Some are natural to animals and
monsters, some are crafted by assassins using the Make/Use
Poison Skill and some are created by Magick Users with the
Create Poison Black Magick spell.
Poisons can be administered four different ways: they
can be ingested in food or drinks, they can be inoculated by a
weapon injury, they can contaminate the victim by contact
with the bare skin and they can be inhaled.
Venoms are common in many animals and monsters;
they cannot be crafted but can be harvested and kept for later
use. Their onset time is usually very short.
Strength: P/1 to P/13, this defines how effective the
poison is and how difficult it is to prepare (for crafted poisons
only). The poison strength determines the CR penalty when
trying to resist the poison, the damage suffered by the victim
and how long the poison will cause damage. Crafted poisons
have a range of available Strengths, which correspond to
increasingly pure and potent versions (and increasingly
difficult to craft).
Onset: the time before the poison has an effect. Usually
treatment is the most effective during this phase.
Save: the Attributes (usually Constitution) used to
"resist" the poison (apply the CR penalty due to the poison's
Strength). Note that resisting does not make the poison
harmless, it just reduces the effects. It is still possible to die
from a poison which was resisted, just less likely.
Durat: the duration for which the poison symptoms last
after which the victim is cured and normal hit point recovery
starts.
Chivalry & Sorcery 90 Basic rules
Fail: the poison symptoms when Save fails. Most
poisons impose penalties in addition to the loss of hit points.
Pass: the poison symptoms when Save is succeeded.
Treatment: how the use of Medicine skill can reduce
the effect of the poison.
Medical use: how the poison can be used in Medicine.
Sequels: the risk of the poison leaving a permanent
damage and what this damage will be. When several effects
are listed, each one must be checked separately.
Source: if the poison is crafted with Make Drugs &
Poisons skill, if it made through black magick or if it is an
animal or monster poison. For crafted poison, it also lists the
nature of the main ingredients.
Cost: the manufacturing cost for one dose of poison (100
toxic units).
Sell price: the price at which a thief or assassin can
purchase the poison and the base probability that the poison
is available for sale. The price mentions corresponds to the
weakest form of the poison.
The table below provides the effects linked to Poisons
Strength. Damage caused by poison cannot be magically
cured until the poison itself is neutralized or until the poison
duration effect has expired.
Poison CR pen. Damage/turn Damage duration
P/1 -2 2d3 d3 turns
P/2 -2 2d4 d3 turns
P/3 -3 2d4 d3 turns
P/4 -3 2d5 d3 turns
P/5 -3 2d6 d3 turns
P/6 -4 2d6 d4 turns
P/7 -4 2d6+1 d4 turns
P/8 -5 2d6+1 d3+1 turns
P/9 -5 2d6+1 d4+1 turns
P/10 -6 2d6+1 d4+1 turns
P/11 -7 2d6+1 d4+1 turns
P/12 -8 2d6+1 d4+1 turns
P/13 -9 2d6+2 d3+2 turns
Poison Strength Table
Poisons List
ACONITE (P/6) to (P/10) Ingested, injury, contact
Onset 1 min Save CON Durat: 2d3 hours
Fail: nausea, vomiting, diarrhoea. -20% to all physical activities.
Pass: ½ life loss and penalties.
Treatment: if Medicine check during onset +3 to CON CR, if Medicine check during symptoms: +1 on CON CR result.
Sequels: none
Source: craft wolfsbane
Cost: 2 dc Sell price: 6 dc (50%)
ARSENIC (P/3) to (P/8) ingested
Onset 2d4 turns Save CON Durat: 2d4 hours
Fail: headaches, confusion, severe diarrhoea and vomiting. --4 to DEX and AGI, -1 to WDM.
Pass: ½ life loss and penalties.
Treatment: if Medicine check during onset +3 to CON CR, if Medicine check during symptoms: +1 on CON CR result.
Sequels: if failed CR, 50% loss each 1 DEX, STR and CON
Source: craft mineral
Cost: 2 dc Sell price: 6 dc (60%)
BELLADONNA (P/4) to (P/8) ingested, injury
Onset 2 turns Save CON Durat: d12 hours
Fail: vision becomes blurred and very sensitive to Light. High heart rate, loss of balance, hallucinations. +3 EF, -20% to Sight
Pass: ½ life loss and penalties.
Treatment: if Medicine check during onset +4 to CON CR, if Medicine check during symptoms: +2 on CON CR result.
Medical use: 25% chance of curing a person bitten by a Lycanthrope if administered within 1 hour (Medicine check required).
Sequels: if failed CR, 25% loss each 1 STR and CON
Source: craft nightshade, datura
Cost: 5 dc Sell price: 15 dc (65%)
Chivalry & Sorcery 91 Basic rules
BLACK LOTUS EXTRACT (P/5) to (P/8) injury, contact
Onset 1 min Save CON Durat: d12 hours
Fail: vertigo, hallucinations, loss of balance then total incapacitation.
Pass: ½ life loss and +4 EF.
Treatment: none
Sequels: none
Source: craft black lotus
Cost: 100 dc Sell price: 300 dc (20%)
CURARE (P/5) to (P/9) injury
Onset d6 min Save CON Durat: d3 hours
Fail: complete paralysis without loss of conscience.
Pass: muscle spasms, -25% to all physical Skills.
Treatment: if Medicine check: +4 on CON CR result.
Sequels: if failed CR, 50% loss each 1 DEX, STR and CON
Source: craft strychnos toxifera
Cost: 5 dc Sell price: 15 dc (30%)
CYANIDE (P/3) to (P/5) ingested, injury, inhaled
Onset 3d6 seg Save CON Durat: d3 hours
Fail: spasms, difficult breath and complete incapacitation.
Pass: muscle spasms, -25% to all physical Skills.
Treatment: none
Sequels: if failed CR, 10% loss each 1 AGI and DEX
Source: craft bitter almonds
Cost: 3 dc Sell price: 10 dc (60%)
DIGITALIS (P/2) to (P/5) ingested, injury, inhaled
Onset d3 hours Save CON Durat: d3 hours
Fail: nausea, vomiting, diarrhoea, hallucinations, headaches, vision coloured in yellow. +6 EF.
Pass: ½ life loss and penalties.
Treatment: none
Sequels: none
Source: craft foxglove
Cost: 3 dc Sell price: 10 dc (60%)
HEMLOCK (P/8) to (P/12) ingested
Onset 3 turns Save CON Durat: d3 hours
Fail: nausea, vomiting, tachycardia and ascending paralysis. +4 EF.
Pass: ½ life loss and penalties.
Treatment: if Medicine check: +2 on CON CR result.
Sequels: none
Source: craft poison hemlock
Cost: 5 dc Sell price: 15 dc (45%)
RYE ERGOT (P/1) to (P/5) ingested
Onset d3 hours Save CON Durat: 2d6 hours
Fail: Spasms, diarrhea, nausea, vomiting and hallucinations. +4EF and -20% to all mental Skills.
Pass: ½ life loss and penalties.
Treatment: if Medicine check: +2 on CON CR result.
Medical use: if Medicine check, +10% to Treat Wounds checks to cure haemorrhages.
Sequels: if failed CR, 25% loss each 1 AGI, DEX and STR
Source: craft rye fungus
Cost: 30 qc Sell price: 4 dc (80%)
STRYCHNINE (P/1) to (P/4) all methods
Onset d6 hours Save CON Durat: 3d6 hours
Fail: nausea, vomiting, convulsions, cyanosis, vision is coloured in green. -30% to all physical Skills.
Pass: ½ life loss and penalties.
Treatment: if Medicine check during onset +3 to CON CR, if Medicine check during symptoms: +1 on CON CR result.
Medical use:
Sequels: if failed CR, 25% loss each 1 AGI, DEX and STR
Source: craft nux vomica
Cost: 30 qc Sell price: 4 dc (80%)
MEDUSA BLOOD ESSENCE (P/13) contact, ingested, injury
Onset 1 min Save CON Durat: 4d6 hours
Fail: complete incapacitation
Pass: +5 EF and ¼ damage.
Treatment: none
Sequels: none
Source: Black Magick Medusa blood
Chivalry & Sorcery 92 Basic rules
BLACK POPPY ESSENCE (P/11) contact, ingested, injury
Onset 1 min Save CON Durat: 4d6 hours
Damage: 2d6+7 per turn for d3 turns
Fail: complete incapacitation
Pass: +4 EF and ¼ damage.
Treatment: none
Sequels: none
Source: Black Magick black poppy
BLACK LOTUS ESSENCE (P/9) contact, ingested, injury
Onset 1 min Save CON Durat: 3d6 hours
Fail: complete incapacitation
Pass: +4 EF and ¼ damage.
Treatment: none
Sequels: none
Source: Black Magick black lotus
BLACK ROSE ESSENCE (P/8) ingested, injury
Onset d3 min Save CON Durat: 3d6 hours
Fail: complete incapacitation
Pass: +3 EF and ¼ damage.
Treatment: none
Sequels: none
Source: Black Magick black rose
ARSENIC ESSENCE (P/5) ingested, injury
Onset d3 min Save CON Durat: 3d6 hours
Fail: complete incapacitation
Pass: +2 EF and ¼ damage.
Treatment: none
Sequels: none
Source: Black Magick arsenic
NIGHTSHADE ESSENCE (P/2) ingested, injury
Onset d3 min Save CON Durat: 2d6 hours
Fail: complete incapacitation
Pass: +2 EF and ¼ damage.
Treatment: none
Sequels: none
Source: Black Magick nightshade
ACONITE ESSENCE (P/1) ingested, injury
Onset d3 min Save CON Durat: 2d6 hours
Fail: complete incapacitation
Pass: +2 EF and ¼ damage.
Treatment: none
Sequels: none
Source: Black Magick wolfsbane
Venoms list
TYPE C (V/1) to (V/?) injury
Onset d3 turns Save CON Durat: 2d6 hours
Fail: pain, excitation, weakness. -1 WDM and +2 EF.
Pass: -½ WDM, +1 EF and ½ damage.
Treatment: if Medicine check: +3 on CON CR result
Sequels: none
Source: animals Centipedes
TYPE D (V/1) to (V/?) injury
Onset d3 seg Save CON Durat: d6 hours
Fail: general pain, high fever, weakness. -2 WDM and +4 EF.
Pass: -1 WDM, +2 EF and ½ damage.
Treatment: if Medicine check: +3 on CON CR result
Sequels: none
Source: animals Dragons
TYPE H (V/4) to (V/?) injury
Onset d3 turns Save CON Durat: 4d6 hours
Fail: pain, weakness, anxiety, nausea. -1 WDM and +2 EF.
Pass: -½ WDM, +1 EF and ½ damage.
Treatment: if Medicine check: +2 on CON CR result
Sequels: none
Source: animals Rattlesnakes
Chivalry & Sorcery 93 Basic rules
TYPE N (V/7) to (V/8) injury
Onset d3 turns Save CON Durat: 4d6 hours
Fail: dizziness, difficult breath, convulsions. +4 EF.
Pass: +2 EF and ½ damage.
Treatment: none
Sequels: none
Source: animals Cobra, Mamba
TYPE P (V/3) to (V/10) injury
Onset d3 turns Save CON Durat: 4d6 hours
Fail: intense pain, general weakness. -2 WDM and +2 EF.
Pass: -2 WDM, +1 EF and ½ damage.
Treatment: if Medicine check: +2 on CON CR result
Sequels: none
Source: animals Viper
Diseases
During the feudal period, the dreaded cry of 'Plague!' put
more sheer terror in the hearts of men than did any army –
and with good reason. Disease has slain more people than has
any war and the feudal period saw numerous epidemics
decimate entire populations, leaving nations economically
and militarily bankrupt and wasted. The following rules
describe the effects and impacts of the major diseases.
Epidemics
Bubonic plague
Carrier: flea-carrying rat, contact with a diseased person
Death rate: 1-3% per week
Spreading: 3-6 miles per week
Infection: 25% per week if exposed
Survival rate: 30% (60% if cured)
Incubation: 1-3 days
Duration: 2-4 days (100% incapacitation)
Recuperation: 22-27 days at 50% incapacitation
Black Death produces blood spots on the skin,
enlargement of lymph glands, high fever, severe chills,
frequent vomiting, great thirst and morning diarrhea, with
most victims delirious. If a person is not infected during an
epidemic, there is a 10% chance + CON modifier that he
gains immunity. A person coming from a disease-carrying
zone has 10% of remaining infectious for 1-6 weeks unless
the person and his clothes are completely cleaned.
Cholera
Carrier: contaminated food and water, contact with a
diseased person
Death rate: 1-3% per week
Spreading: 1-6 miles per week
Infection: 20% per week if exposed (10% if precautions are
taken to avoid contaminated food and water)
Survival rate: 40% + 3d10% (60% + 3d10% if cured)
Incubation: 1-6 days
Duration: 4-8 days (75% incapacitation)
Recuperation: 4-10 weeks at 25-50% incapacitation
Cholera produces severe diarrhea and extreme
dehydratation, weakness and intermittent fever and delirious
states.
Influenza
Small Pox
Thyphoid Fever
Typhus
Carrier: fleas, mites, body lice and ticks
Death rate: 1-3% per week
Spreading: 1-6 miles per week
Infection: 10% per week if exposed (20% during sieges or in
overcrowded conditions)
Survival rate: 75% (90% if cured)
Incubation: 7 days
Duration: 4-8 days (75% incapacitation)
Recuperation: 1-4 weeks at 50% incapacitation
Typhus produces very high fever, which lasts d6 days,
with victims totally incapacitated. There is a 3d6% -CON
modifier chance that a survivor may suffer a relapse within 1-
3 years and 1-5 years thereafter, with each onset as dangerous
as the initial infection. No immunity is possible, but persons
with high resistance will likely not contract a recurrent
illness.
Non-Epidemics
Chicken Pox
Common Cold
Dysentry
Gangrene
Leprosy
Malaria
Peritonitis
Pneumonia
Rabies
Rashes
Septicemia
Spotted Fever
Tuberculosis
Chivalry & Sorcery 94 Basic rules
Detection
When two opposing parties meet
The table below provides the chances for one creature to detect another.
Target Movement Penalties Day Night/Moon
Observer Stand Quiet Move Shadw Cover Dist Clear Cloud Full Part No Cloud
Human 50% 65% 90% -50% -40% -5% 300' 150' 50' 15' 10' 5'
Elf 65% 75% 95%
Dwarf, Gnome
Humanoid
Hobbit
Feline
Canine
Bird of prey
Animals
Undead, minor
Legend. Monster
Demon
Troll
Giant wolf
Undead, major
Chivalry & Sorcery 95 Basic rules
Individual Combat
The combat rules used are much closer to older C&S
editions. They retain the 2.5 minutes combat turn, the first
strike rules and the bash. The sections below give a
comprehensive description of what combat rules are used.
Beware, the free dodge and the free parry have disappeared,
they have instead be replaced by additional generic blows
allowed to the fighter.
The combat turn is 2.5 minutes long, this is divided into
15 segments of 10 sec each. The precision is voluntarily kept
low because it is considered that snapshot simulation of
combat is fundamentally flawed. So many things occur in a
short time and so many influences modify the order between
two very close actions that it is considered pointless and un-
playable to try to take them all into account. Here if two
actions occur within the same 10 sec they are considered
simultaneous (because it is assumed that no rule will ever
perfectly determine which is going first in such a short time).
Movement
The speed of characters, animals or monsters (in the
Bestiary), shows the distance it can cover within one 10 sec
segment at different paces. The following points must be
considered for movement:
1. Enough space should exist for the character/monster to
move through. Characters moving while fighting (or
ready to fight) need adequate space to remain efficient.
2. If moving through a congested space (less than his
fighting radius but more than ½ this radius), the
character must make an Acrobatics skill check (see
Skills). In case of failure, check for Body Bash with a
35 - AGI percentage of a LH bash.
3. If attacked in melee while moving, a character must
succeed in dodging his opponent blow if he wants to
avoid being locked in combat. If the blow strikes the
moving character must engage his foe.
4. Movement over ground littered by bodies or debris
requires an Acrobatics skill check. In case of failure,
check for body bash with a 25 - AGI chance of a LH
bash (check once per 5' moved).
The table below gives the movement rates in feet per 10
sec segments for the possible characters races. Movement for
monsters have to be checked in the Bestiary.
Character Walk Double Charge Max
Human 45' 90' 135' 200’
Elf 60' 120' 180' 250’
Dwarf 45' 90' 135' 160’
Hobbit 45' 90' 135' 180’
Lesser goblin
45' 90' 135' 160’
Greater 45' 90' 135' 200’
goblin
Dark elf 50’ 100’ 150’ 240’
Combat Turn Sequence
Magick Weapons
High quality weapons add 1 point of damage per
increment. Magick weapons allow to reroll the attack dice
when the result is greater than 100%-5%xmagical increment.
Thus a warrior wielding a +3 magical sword will reroll the
attack die if the result falls within 86-100.
Blows
The number of blows possessed by a character represents
the number of offensive or defensive actions available to him
in a given melee turn. The greater his Dexterity and his skill
with his weapon, the larger the number of blows he will have.
Each weapon is given a base number of blows per turn, the
table below gives how many additional blows a fighter is
entitled to depending on the kind of melee weapon he uses.
Chivalry & Sorcery 96 Basic rules
PCS + DEX L M H
Neg -2 -2 -2
1 - 3 -2 -2 -1
4 - 6 -1 -1 -1
7 - 15 -1 -1
16 - 20
21 - 25 +1
26 - 30 +1 +1
31 - 35 +1 +1 +1
36 - 40 +2 +1 +2
41 - 45 +2 +2 +2
46 - 55 +3 +2 +2
56 - 60 +3 +3 +2
61 - 70 +4 +3 +3
71 - 85 +5 +4 +3
86 - 90 +6 +4 +4
91 - 100 +6 +5 +4
101 - 105 +7 +5 +4
106 - 115 +7 +6 +4
116 - 120 +8 +6 +4
121 - 125 +8 +6 +5
126 - 130 +8 +7 +5
131 or more +9 +7 +5
Missile weapons use a different table, which is presented
below. Note that the number of additional blows with missile
weapons depends more on DEX.
PCS/2 + 2xDEX Miss LH Miss H
Neg -1
1 - 3 -1
4 - 6 -1
7 - 15 -1
16 - 20 -1
21 - 25
26 - 30
31 - 35
36 - 40 +1 +1
41 - 45 +1 +1
46 - 55 +2 +1
56 - 60 +2 +1
61 - 70 +3 +1
71 - 85 +3 +1
86 - 90 +4 +2
91 - 100 +4 +2
101 - 105 +5 +2
106 - 115 +5 +2
Depending on how many blows a warrior can give in a
combat turn, he will be considered "active" in some segments
and "inactive" in others. The only thing actually he cannot do
during an "inactive" segment is deal a blow to his opponent
(unless allowed a counterblow see Parry and Dodge).
No of Blows Active Segments
1 8
2 4, 12
3 3, 8, 13
4 2, 6, 10, 13
5 2, 5, 9, 12, 15
6 2, 4, 7, 9, 12, 14
7 2, 4, 6, 8, 10, 12, 14
8 1, 3, 5, 7, 9, 10, 12, 15
9 1, 3, 5, 6, 8, 10, 11, 13, 15
10 1, 3, 4, 6, 7, 9, 10, 12, 13, 15
11 1, 3, 4, 5, 7, 8, 9, 11, 12, 13, 15
12 1, 2, 4, 5, 6, 7, 9, 10, 11, 12, 14, 15
13 1, 2, 3, 4, 6, 7, 8, 9, 10, 11, 13, 14, 15
14 1, 2, 3, 4, 5, 6, 7, 9, 10, 11, 12, 13, 14, 15
15 All
Note that a fighter can loose segment during the fight
depending on his actions, on whether he gets bashed... In this
instance the cumulated number of lost segments is added to
his normal active segment count (segments which exceeds 15
are carried over to the next combat turn). At any time when
he gets an active segment which corresponds to his normal
action count, he reverts back to the normal sequence (having
lost an integer number of blows).
Example: Sir Eucimedes, fighting with the knight's sword
with which he deals 7 blows per turn, is opposed to an uruk-
hai officer fighting with a mace. He starts fighting and gets
the first blow against his opponent. He would normally be
active at segments 2, 4, 6, 8, 10, 12 and 14. At segment 5 he
gets a light bash and loses 1 segment, his next active segment
Chivalry & Sorcery 97 Basic rules
will now be 7 instead of 6 (then 9, 11, 13 and 15). At segment
10 he loses 1 more segment, his next active segment is now
12 (which is an active segment in his normal count), from
then on Sir Eucimede reverts to the normal sequence (14, and
then next turn 2, 4, 6, 8...). He just lost one blow this turn
having only been active on segments 2, 4, 7, 9, 12 and 14.
First Blow
The order in which blows are given is very important for
who strikes first get an opportunity to disable his opponent
without running the risk of getting hit.
During the first round of a melee, the first blow is given by
the fighter who:
1. Has surprised his opponent or is striking from the rear.
2. Has a weapon with at least 2 length greater than his
opponent's (for every 2' difference in size or in height
add 1 to the weapon length of the higher standing
fighter).
3. Has 2 or more blows per turn above his opponent.
Thereafter blows are delivered according to the number of
blows each opponent can deal within a combat turn. If no
clear advantage exist based on the points above both roll
under the TCS with their current weapon if one succeeds and
the other not he is given the first blow otherwise both will
give their first blow simultaneously.
When the first blow is simultaneous, both fighters record
secretly whether they intend to strike, parry or dodge.
1. If both decide to strike, none will be able to defend
against his opponent.
2. If one decides to strike and the other opts for a
defensive action. The former will strike and the second
defend according to his choice (dodge or parry). The
defending character will lose 1 complete segment on his
blow count.
3. If both decide to defend, each lose one 1 complete blow
(this takes into account the very cautious nature of the
fight). Next blow will be given by the first fighter to
have an active segment.
Example: Sir Eucimedes, still using his knight's sword, is
engaging an uruk-hai who fights with a war axe and has 6
blows per turn. They have a simultaneous first blow. Each of
them choose secretly whether he attacks, dodge or parries
(Shield or weapon). Depending on their choices there are
several cases:
Both elect to strike, neither Sir Eucimedes nor the uruk-hai
can defend against their opponent's blow. Both strike
simultaneously. Assuming they both are still able, they will
strike again (simultaneously using the same secret choice
rule) 2 segments later. But Sir Eucimedes will deal his third
blow before his opponent.
Sir Eucimedes decides to strike but the uruk-hai elects to
dodge. The attack of Sir Eucimedes is resolved taking into
account the uruk-hai dodge. The latter has now lost 1
segment and will deal his blows in sequence 3, 5, 8.
Both choose to defend, each loose one complete blow. At
segment 4 they again have a simultaneous blow.
Action during the Combat Turn
When a fight is started, the first thing for the Game Master
is to check what number of blows is available for each
fighter. Note that Combat Turns are kept only to keep record
of the time, there are no specific actions linked to the end of a
Combat Turn. The Game Master will then start the first
Combat Turn.
Opponents who are still away from any foe will make a
tactical choice (see Tactics below). Fighters will then move
according to the choices made and segments will be
incremented accordingly.
When two opponents come at weapons range the First
Blow rules are used to check who will have the first attack
opportunity. Three cases are possible
The first blow is dealt by he who normally got the first
active segment.
Each time a blow has been given, the following rules apply
to check who will be the next player to attack and when.
Armours, Helms and Shields
Armour
It might well be the most vital point for any fighter for it is
the armour a man wears that tells whether he stands a chance
to survive one or several blows or not. As a general rule
unarmoured fighters tend to go "all or nothing" to cripple
their opponent before the latter is given a chance to strike. If
unsuccessful they will fall back on heavy defensive posture
and might try to disengage. Heavily armoured fighters can go
for long exchanges because they know they can withstand
some hits.
When dealing with armours, two things have to be
considered. What it is made of (this defines what protection
will be given when a blow strikes the armour) and what body
parts it covers (this defines what is protected by the armour).
Protection is not gained without a cost. The better the
armour, the heavier and bulkier it will be most of the time.
Untrained fighters might be severely crippled by the heaviest
armours and only a decent training will allow a character to
be really at ease in battle armour.
Magical Armours
Good quality armours absorb additional damage. For each
quality increment, lower damage inflicted by 1.
Magical armours are rated from +1 to +5. For each magical
increment, reduce the attack die roll by 3%. Furthermore for
each magical increment their DAC is increased by 10%.
Shields
Chivalry & Sorcery 98 Basic rules
A very effective an versatile protection used either to
deflect the opponent blows or to absorb damage.
Magical Shields
Good quality shields absorb 1 additional damage point
for each quality increment.
Magical Shields are rated from +1 to +5. For each magical
increment reduce the attack die roll by 3% if the shield is
protecting from the blow and reduces the chances of its
wearer being bashed by 5%. Furthermore for each magical
increment, their DAC is increased by 10%. Magick shields
will not shatter unless struck by a Magick weapon of equal or
greater enchantment.
Fighting Tactics
The individual fight is quite an elaborate art where each
opponent tries to take advantage of his strengths and at the
same time minimise his weaknesses.
Dodging Blows
The dodge represents a manoeuvre from a fighter to move
away from his opponent striking arc. Dodging blows require
that sufficient space is available; at least 5' of free space must
exist around the character. If an obstacle exists on only one
side, dodge is still possible but the chances that the opponent
will guess in which direction the fighter will be dodging are
increased.
1. The defender must declare a dodge before the attack is
resolved. He chooses a direction (left, right or behind)
and the attacker attempts to anticipate the direction.
2. If the defender fools the attacker, there is a 25% chance
that the blows fail outright and he can give a free
counterblow. Otherwise the attack is computed with
the application of the full dodge to the hit probability.
If the defender has a shield and has dodged to the
Right or straight Back, the shield can be interposed
(passive shield parry only).
3. If the direction of the dodge was anticipated by the
attacker, the attack is computed but the dodge factor is
halved. If the blow lands, there is a 35% chance that
the defender is caught off-balance when the blow lands
and is bashed.
4. A dodge requires the expenditure of 1 blow. Characters
with an Agility between 15 and 19 receive 1 free
dodge per melee turn. Characters with an Agility
between 20 and 22 receive 2 free dodge per turn.
Characters with an Agility of 23 or 24 receive 3 free
dodge per turn. Characters with Agility 25 can dodge
all blows. Characters with Agility 2 or 3 must expend
2 blows to dodge. Characters with Agility 1 cannot
dodge.
A dodge may also be used to avoid a missile fired at the
defender. In this instance, the attack roll is computed with the
application of the full doge bonus (and shield parry if
applicable).
Parrying Blows
If a character has insufficient room to dodge or if the
tactical situation seems to demand it, he may choose to parry
a blow with his weapon or shield. If he parries deliberately,
he must call out a weapon parry or shield parry before the
attack result is computed. A passive shield parry is automatic
for characters wearing a shield when attacked from the front.
A passive shield parry requires no expenditure of a blow.
The shield is a merely slung on the arm or across the shoulder
and serves as an extra layer of frontal armour. If the blow
lands, check if the shield covers the area (see the shield
description), if it does subtract the shield damage reduction to
the damage inflicted. If the shield absorbs more damage than
its MDAC, it breaks and becomes useless.
An active shield parry requires the expenditure of 1 blow.
Only trained characters who have trained the appropriate
Shield skill may use a shield in this manner, for the tactic
involves the precise manoeuvring and angling of the shield as
to cause a glancing blow. Subtract the shield parry factor
from the attack roll. If the blow misses due to the shield
parry, the defender has a chance of making a shield bash. If
the blow lands, check if the shield covers the area, if it does
subtract the shield damage reduction to the damage inflicted.
If the shield absorbs more damage than its MDAC, it breaks
and becomes useless.
A weapon parry also requires the expenditure of 1 blow.
The attacker attempts to manoeuvre his weapon so as to both
block the attacker blow and, if possible, to deliver a
counterblow. The parry bonus of the defender is subtracted
from the hit chances. The efficiency of the parry depends on
the weapons used in attack and for parry as shown in the
table below.
Parry/CR Defender weapon
Att
ack
wea
po
n
L LH H H**
L 0/+3 0/+5 -5/+7 -20/+9
LH -5/+2 0/+3 0/+5 -10/+7
H -10/0 -5/+2 0/+3 0/+5
H** -20/-2 -10/0 -5/+2 0/+3
If the hit misses because of the parry, the defender has 50%
chance of a free counterblow. If the blow lands, the defender
must make a DEX CR or be disarmed with the modifier given
in the table above.
Parrying Blows by Large, Powerful
Monsters
Chivalry & Sorcery 99 Basic rules
It is often possible for a character to parry the blow of a
large Monster using a shield or a weapon. Indeed when a
character has a high parry bonus, it is likely that a parry will
prevent a blow from landing at all. However, it is
inconceivable that all the force of the blow will be dissipated
harmlessly. Therefore if the die result falls within the basic
hit probability of the Monster (not taking the parry value into
account), consider the glancing blow as delivering a bash
35% of the time.
For example, a Chimera would have a basic 35% chance
of striking a knight in class 8 armour and carrying a shield
when it strikes with a claw. If the Knight had a -35% parry,
there would be no chance ogf the blow landing. However,
there is still a 35% chance that the Chimera has struck the
Knight hard enough to produce a 35% chance of a bash.
Only a Magick shield can lower the probability of a large
monster delivering a bash in this manner.
Dodging Blows by Large, Powerful Monsters
Large Monsters are, by definition, big brutes and their
weapons are appropriately large as well. Thus it is more
difficult to get out of the way of such weapons. If the
direction of a dodge is anticipated by the Monster, a bash is
possible even if there is no chance of damage being done.
The bash probability is 50%. If a bash occurs, consult the
Bash Result Table.
Critical Hits
Critical hits are scored directly against the body of the
victim. When a hit occurs, the chances of it being critical is
mentioned in the damage table.
Tactics
All beings not engaged in hand to hand combat will be
able to choose some form of tactics at the beginning of each
melee turn, prior to movement and fire. Combat is never
static and the Tactical Matrix simulates the manoeuvring of
combatants as they attempt to gain advantages in position.
At the start of each melee turn, each combatant not
engaged in hand to hand combat will select one Tactics
among the following.
Fleche: a savage lurk forward up to 20' to make a
thrusting or slashing attack.
Charge/Spring: a sustained and somewhat headlong
rush toward the enemy. Animals may end their charge with a
Spring unto the body of their prey.
Close Target: a careful and deliberate approach toward
the enemy to bring him to close combat. This tactic must be
used to approach an enemy outside of weapon range.
Keep Distance: a manoeuvre designed to maintain the
present distance between combatants.
Stand Ground: no movement occurs but rather the
combatant takes a firm stance with his weapon readied to
meet the attack of an enemy. To "butt" a spear, pike or pole
arm to brace it against a charging enemy, a figure must stand
his ground. Also, any character forced back against a wall or
any other obstacle must either advance or stand his ground.
Retreat: a withdrawal away from the enemy while
facing him. Movement is ½ normal speed.
Flight: a headlong running away from the enemy with
one's back exposed and no thoughts being given to active
defence. Movement is at full speed.
A creature whose encumbrance factor is 4 or 5 EF cannot
Charge/Spring nor Fleche.
A creature whose encumbrance factor is 6 or higher can
only Flee (halve hit penalties for the attacker), Stand Ground
or Keep Distance.
An animal or semi-intelligent monster will only
Charge/Spring, Keep Distance, Retreat or Flee.
An unintelligent monster will charge or flee.
A character may choose an optional dodge when
retreating, standing ground or keeping distance. This will
reduce the enemy's hit probability accordingly, and it
eliminates any chance of a bash by the enemy unless he
guesses the direction of the dodge.
If a deliberate attempt to spring upon, hug or grapple an
opponent is made (an initial attack by animals usually
involves such an attempt), a charge is necessary. All of the
"B" or "C" results = a bash. The bash is delivered before any
blows are delivered or bites are attempted. If the spring, hug
or grapple is unsuccessful, the enemy has a +15% chance of
hitting the being failing to make the attack, as the maneuver
is so headlong as to leave him completely open to a
counterblow.
The TAC Matrix modifies the first blow struck by
combatants during the melee phase of the combat turn.
Subsequent blows are not modified unless characters are no
longer locked in hand to hand combat and again free to
choose a tactics.
Attacker's Tactic Defender's Tactic
Flight Retreat Stnd Ground Keep Dist. Close Targt Charge Fleche
Flight NA/NA NA/NA NA/NA NA/NA NA/NA NA/NA NA/NA
Retreat NA/-30 NA/-25 -20/-15 -10/0 0/+5 +5/+10 +5/+5
Stand Ground NA/-25 -20/-15 0/+5 0/+5 0/+5A +15B/+15C +10B/+10C
Keep Distance -25/-20 -10/-10 0/+5 0/+5 0/+5 +5/+5A +5/+5A
Chivalry & Sorcery 100 Basic rules
Close Target -10/-5 -5/0 +5/+10 0/+5 +10B/+10A +10B/+10B +5B/+10B
Charge/Spring 0/+5 +5/+5 +10B/+10C +5/+10A +10B/+10A +10B/+10B +10B/+10C
Fleche 0/0 0/+5 +10B/+10C +5/+10A +5B/+10C +10B/+15C +15B/+15C
x/x Shorter weapon/Longer weapon
A If hit fails, both adversaries are locked and loose 1 blow. The person with the longest weapon must make a body bash to disengage.
B After hit, option to deliver a body bash.
C After hit must attempt a body bash. Loose 1 blow if weapon length is 8 or more.
The Bash
One of the most neglected features of melee combat in
most game systems is the "bash". There are a number of ways
that the force of impact from a weapon, shield, fist or even
the entire body may be applied to knock down a stricken
defender or drive him backward. Combat is always a matter
of choosing tactics which will not only wound an opponent
but which will also incapacitate him or place him in an
awkward position. A successful bash serves to prevent an
opponent from delivering an effective counterattack and often
makes him a better target. When a bash occurs, consult the
Bash Resolution Matrix to determine the effect of the bash.
The weight of an attacker or defender affects a bash. For
each 50% the attacker is heavier than the defender, the
chance of a bash is raised by 5%. Conversely, for each 50%
that an attacker is lighter than the defender, the chance of a
bash is reduced by 5%. This is true of all form of bash when
opponents are in direct contact.
The type of weapon striking a blow determines the basic
chance of a bash occurring as well as the possible result of
the bash.
1. The weapon bash has a chance of occurring whenever a
blow is struck successfully with a hand-held, a natural or
a missile weapon. Note: not all melee weapons can
deliver a bash.
2. The shield bash occurs whenever a defender makes a
successful active shield parry.
3. The body bash occurs whenever combatants deliberately
or accidentally are brought into violent contact as a result
of the Tac Matrix. There is a basic chance that either
combatant will be bashed.
Type Die
L* d6 An animal which jumps on an adversary at least twice its weight.
LH d10 An animal which jumps on an adversary heavier than it.
H d6+4 An animal which jumps on a lighter adversary.
H** d4+6 An animal which jumps on an adversary half its weight or lighter.
Check for Bash Result
1-3 Back-down 5' and loss of one blow.
4-5 Back-down d3x5', loss of 1 blow if 10' and 2 blows if 15'.
6-7 Back-down 5' and on knees. Loss of ¼turn (or 2 blows if 8+ blows and AGI/16+). If attacked: +10% to hit and +5% bash.
8 Back-down 5' and on knees. Loss of ½turn. If attacked: +15% to hit and +10% bash.
9 Back-down 5' and on ground. Each ¼turn, ⅔ chances to rise (bash 6-7). While on ground, if attacked: +20% to hit and +15% bash.
10 Back-down 5' and on ground stunned for 1 combat turn. If attacked: +25% to hit and +15% bash. After 1 turn, go bash 9.
Attack from the Rear
Any defender attacked from the rear loses 4 segments or
2 blows (whichever is lower) if he turns to meet the attack.
He is unable to parry either blow, but he can dodge the
second blow if his Dexterity is over 12. The attacker's hit
probability is raised by +15% on the first blow and +5% for
the second blow. If the defender does not turn to meet the
rear attack, the attacker has a +15% hit bonus on his first
blow and +10% on the subsequent hits.
Attack from Above
If the defender is below the attacker (attacker is on a
battlement, stair, horse, etc.), the attacker has a +5% hit and
bash probability while the defender loses -5% from his hit
and bash probability.
Chivalry & Sorcery 101 Basic rules
Desperate Defense
A character may choose to make a desperate defense by
calling out before the hit die is rolled. Such a defense
expends 2 blows and increases his ability to parry or dodge a
blow. Reduce the attacker's hit probability by -15%. No
counterblow or shield bash is possible, however, because the
defender has gone totally to the defensive.
The Great Blow
Knights were usedi to fighting adversaries in full armor
and so would tend to combine the force of 2 blows to smash
through an opponent's defences to inflict grievous wounds. If
using a Great Blow, damage is increased by d6 for "L"
weapons, 2d6 for "LH" weapons and 3d6 for "H" weapons. In
addition, hit probability is increased by +10%. The chance of
a critical hit or a weapon bash is also increased by +10%.
Ferocity
Vicking raiders and Knights are always capable of
working themselves up to a savage and virtually
uncontrollable killing rage. All other characters and Monsters
who have had 50% damage done to the body have a 20%
chance of becoming "ferocious", so long as their morale has
not snapped and they are in conditions that resemble those
faced by the "cornered rat".
Ferocity involves the combining of 2 blows to raise the
hit probability by +15% with +10% chance of scoring critical
hits or bashes. However, there is a 25% possibility per melee
turn that the ferocious character will be totally gripped by a
berserker rage (50% for animals) and will fail to take any
active defensive measures that would cause the loss of a blow
(free dodges or parries are still possible) until his opponent or
himself has been killed. Humanoids types add 2 blows to
their total when "berserk".
Fatigue
Combat is an energy consuming activity. A character
loses 1 fatigue point each time he gives
1 blow with a "H" weapon, long bow or heavy crossbow
1½ blow with a "LH" weapon, missile or thrown weapon
2 blows with a "L" weapon, thrown dagger or poignard
When his fatigue drops to 0, a fighter suffers a -10%
penalty to score a hit and a -5% penalty of scoring critical
hits or bashes.
Blows Location
The area hit by a blow is very important because some
parts of the body are more vulnerable that others and some
armours only cover some parts of the body.
Chivalry & Sorcery 102 Basic rules
Hit Location Table
Die Position of the Attacker with respect to the Defender
V Low Low Average High Front Right Left Back
01-04 01-04 Skull Skull Skull Skull
05-08 05-08 Face Face Nape Nape
09-10 09-10 Neck Neck Neck Neck
11-14 11-14 Right Arm Right Arm Left Arm Right Arm
15_18 15-18 Left Arm Right Arm Left Arm Left Arm
19-30 19-32 Thorax Left Thorax Right Back Left Back Left
31-42 33-46 Thorax Right Thorax Right Thorax Left Right Back
01-09 01-07 43-46 47-50 Right Forearm Right Forearm Left Forearm Right Forearm
10-18 08-14 47-50 51-54 Left Forearm Right Forearm Left Forearm Left Forearm
19-23 15-17 51-52 55-56 Right Hand Right Hand Left Hand Right Hand
24-28 18-20 53-54 57-58 Left Hand Right Hand Left Hand Left Hand
21-32 55-61 59-66 Abdomen Left Abdomen Right Left Loin Left Loin
33-44 62-68 67-74 Abdomen Right Abdomen Right Abdomen Left Right Loin
29-42 45-54 69-74 75-81 Pelvis Left Pelvis Right Pelvis Left Pelvis Left
43-56 55-64 75-80 82-88 Pelvis Right Pelvis Right Pelvis Left Pelvis Right
57-67 65-73 81-85 89-94 Left Leg Right Leg Left Leg Left Leg
68-78 74-82 86-90 95-00 Right Leg Right Leg Left Leg Right Leg
79-87 83-89 91-94 Left Calf Right Calf Left Calf Left Calf
88-96 90-96 95-98 Right Calf Right Calf Left Calf Right Calf
97-98 97-98 99 Left Foot Right Foot Left Foot Left Foot
99-00 99-00 00 Right Foot Right Foot Left Foot Right Foot
Localisation Effect
Skull, Face, Nape Pain x2, Life +50%, Fatigue +50%
Neck Pain +50%, Life +50%, Fatigue +50%
Abdomen, Loins Pain +50%
Chivalry & Sorcery 103 Basic rules
Critical Hit Results
If a critical hit is scored, increase damage by 50% consult the table below to determine if the critical blow has additional
effects.
Local. Effect
Skull Immediate death if damage exceeds 50% max hit points. If damage exceeds 25% max hit points:-10% to all activities for d6+1 combat turns.
Face, Nape Immediate death if damage exceeds 50% max hit points. If damage exceeds 25% max hit points roll d100:
01-05 Blow to the mouth, looses 1 tooth (APP -1). Moderate bleeding.
06-08 Loss of one eye, APP -2. -10% to hit, parry, dodge... Moderate bleeding.
09-18 Disfigured APP –d6. Moderate bleeding
19-38 Moderate bleeding.
39-00 Light bleeding.
Neck Immediate death if damage exceeds 50% max hit points. If damage exceeds 25% max hit points roll d100 with slashing and piercing weapons:
01-25 Uncontrolled bleeding.
26-50 Moderate bleeding.
51-75 Light bleeding.
76-00 No effect.
Arm, Forearm, Hand
If damage exceeds 50% max hit points: Slashing Weapon: limb severed. Crushing weapons: arm broken. All weapons: CON CR-5 to remain active.
If damage exceeds 25% max hit points, roll d100 with slashing or piercing weapons:
01-05 Uncontrolled bleeding.
06-15 Moderate bleeding.
16-30 Light bleeding.
31-00 No effect.
Thorax, Back If damage exceeds 50% max hit points: Piercing weapon: 20% chance immediate death. Crushing weapon: 40% chance of rib fracture. All weapons: CON CR-4 to remain active.
Abdomen If damage exceeds 50% max hit points, CON CR-10 to remain active.
If damage exceeds 25% max hit points, roll d100 with slashing or piercing weapons:
01-15 Uncontrolled bleeding.
16-40 Moderate bleeding.
41-65 Light bleeding.
66-00 No effect.
Chivalry & Sorcery 104 Basic rules
Local. Effect
Loins If damage exceeds 50% max hit points: Crushing weapons: 25% chance of broken spine with 50% chance of paralysis of legs, 25% chance of paralysis of arms and legs and 25% chance of death. All weapons: CON CR-4 to remain active.
If damage exceeds 25% max hit points, roll d100 with slashing or piercing weapons:
01-05 Uncontrolled bleeding.
06-15 Moderate bleeding.
16-30 Light bleeding.
31-00 No effect.
Pelvis If damage exceeds 50% max hit points: Crushing weapons: 50% chance of fracture with total incapacitation. All weapons: CON CR-10 to remain active.
If damage exceeds 25% max hit points, roll d100 with piercing (not slashing) weapons:
01-05 Uncontrolled bleeding.
06-15 Moderate bleeding.
16-30 Light bleeding.
31-00 No effect.
Leg, Calf, Foot If damage exceeds 50% max hit points: Slashing Weapon: limb severed. Crushing weapons: arm broken. All weapons: CON CR-5 to remain active.
If damage exceeds 25% max hit points, roll d100 with slashing or piercing weapons:
01-05 Uncontrolled bleeding.
06-15 Moderate bleeding.
16-30 Light bleeding.
31-00 No effect.
Chivalry & Sorcery 105 Basic rules
Weapons Tables
Melee Weapons Social Class
L Hands Blows Cat WDF Dom Crit Bash C F Y G S
Knife x x x x x 1 1 4 L ¾ P/S 15 -
Dagger x x x x x 1 1 4 L 1 P/S 20 -
Poignard x x x x x 2 1 3 L 1½ P/S 20 -
Short Sword x x 3 1 3 L 2 P/S 25 -
Gladius x 4 1 3 L 2½ P 30 -
Saex x 5 1 3 L 2½ P 30 -
Spatha, Sword x x x x 6 1 3 L* 2 S 20 10
Scimitar, light x x x 6 1 3 L* 2½ S 20 10
Goblin scimitar x 6 1 3 LH 2¾ S 25 15
Scimitar, heavy x x 7 1 3 LH 3 S 25 15
Longsword x x 7 1 3 LH 3 S 25 20
Knight's Broadsword x 7 1/2 3 LH 3½ P/S 25/40 20/25
Falchion, heavy x x 7 2 2 H 4 S 40 30
Bastard sword x 8 1/2 2 H 3½/4½ S 25/40 25/30
Claymore x x 10 2 2 H 4¾ S 40 30
Greatsword x x 10 2 2 H 5 S 40 30
Hunting javelin x x x x x 6 1 2 LH 2½ P 20 15
Pitchfork x x 6 1/2 2 LH 2/3 P 10/20 10/15
War javelin x x 6 1 2 LH 3 P 25 20
Hunting spear x x x x x 8 1/2 2 LH 2½/3¼ P 15/25 15/20
Trident x x x x x 8 1/2 2 LH 3/3½ P 15/25 10/20
Pilum x 7 1 2 H 3 P 25 25
Billhook x 10 2 2 H 3½ P 20 20
Infantry spear x x x x 10 1/2 2 LH 3/3½ P 15/30 20/25
Pike, short x 16 2 2 H 4 P 25 25
Pike, long x 24 2 2 H 4 P 25 25
All cavalry lances x var 1 2 H 3½ P 15 15
Light lance x 13 1 Charge H 4½ P 25 30
Kontos x 16 1 Charge H 5 P 25 35
Chivalric lance x 20 1 Charge H 6 P 40 40
Melee Weapons Social Class L Hands Blows Cat WDF Dom Crit Bash
Chivalry & Sorcery 106 Basic rules
C F Y G S
Hatchet x x x 2 1 3 L 1½ S 15 -
Francisca x x 2 1 3 L 2 S 20 -
Wood Axe 6/5 1/2 3 LH 2/3 S 20/30 10/20
Norman War Axe 7/6 1/2 3 LH 2½/3½ S 20/35 10/25
Battle axe x x 8 2 2 H 5 S 40 30
Pole axe x 7 2 2 H 4½ P/S 40 30
Halberd x 9 2 2 H 5 P/S 40 30
Blackjack x x x 1 1 3 L ¾ C 10 -
Small Club x x x 4 1 3 L* 1 C 10 10
Medium Club x x x 5 1 3 LH 1½ C 15 15
Heavy Club x x x 8 1/2 2 H 2/2½ C 15/25 20/25
Giant Club x x x 12 2 2 H** 3½ C 35 35
Mace x x 5 1 3 LH 2¾ C 25 20
Martel x 5 1 3 LH 3¼ C/P 30 20
Morning Star x 5 1 3 LH 3½ C/P 30 20
Dwarvish Hammer x 5 1/2 2 H 3½/4½ C 30/35 20/25
Warhammer x 6 1/2 2 H 3½/4½/ C 30/35 20/25
Cavalry flail x 7 1 2 H 4¼ C 35 30
Quarterstaff x x 10 2 3/4 L* ¾ C 15 15
Iron-shod Staff x 8 2 3 LH 1½ C 20 20
Sledgehammer x x x x 6 2 2 H 4½ C 35 30
Infantry flail x 9 2 2 H 4½ C 40 30
Lucerne Hammer x 9 2 2 H 5 P 40 30
Unarmed Combat
L Blows Cat WDF Dom Crit Bash
Fist, bare 0 4 L* ½ C 5 10
Fist, armoured 0 4 L* ¾ C 10 10
Foot, boot 1 3 L* ½ C 5 5
Foot, armoured 1 3 L* ¾ C 10 5
Missile Weapons
Social Class SR MR LR ER Blws Crit Bsh
C F Y G S Dist Dmg Dist Dmg Dist Dmg Dist Dmg
Chivalry & Sorcery 107 Basic rules
Darts x x x 20' 2¼ 45' 1¾ 90' 1 150' ½ 2 15
Dagger, Poignard x x x x x 10' 1¼ 20' 1¼ 30' ¾ 40' ½ 3 15
Hatchet x x 10' 1¾ 25' 1½ 50' 1 75' ¾ 2 20 10
Francisca x x x 15' 2½ 30' 2 50' 1½ 90' 1¼ 2 25 10
Thrown Axe x x x 15' 2½ 30' 2 50' 1½ 75' 1¼ 2 25 15
Hunting Javelin x x x x x 20' 2½ 40' 2 80' 1¼ 120' ¾ 2 25 15
War Javelin x x 20' 2¾ 40' 2¼ 80' 1¾ 120' 1¼ 2 25 15
Pilum x x 15' 2¾ 30' 2¼ 60' 1¾ 90' 1¼ 2 30 20
Sling (stone) x x x x x 15' 1¾ 30' 1¼ 60' ¾ 300' ½ 2 15 10
Sling (bullet) x x x x x 15' 2 30' 1½ 60' 1 300' ¾ 2 20 15
Slingstaff (stone) x x 15' 1¾ 50' 1¼ 100' ¾ 500' ½ 2 15 10
Slingstaff (bullet) x x 15' 2 50' 1½ 100' 1 500' ¾ 2 20 15
Short bow (hunt) x x x x 30' 1¾ 60' 1¼ 100' 1 300' ½ 2 15 10
War arrow x x x 30' 2¼ 60' 1¾ 100' 1¼ 400' ¾ 2 20 15
AP arrow x x 25' 2½ 45' 2 90' 1¾ 200' 1¼ 2 25 15
Comp bow, short x x x 30' 1¾ 90' 1¼ 150' 1 400' ½ 2 15 15
War arrow x x x 30' 2¼ 90' 1¾ 150' 1¼ 500' ¾ 2 20 20
AP arrow x x 30' 2½ 90' 2 120' 1¾ 250' 1¼ 2 25 20
Composite bow x 40' 2½ 120' 2 250' 1½ 600' 1 2 25 25
AP arrow x 30' 2½ 90' 2¼ 150' 2 300' 1½ 2 30 25
Longbow x 40' 2½ 120' 2 250' 1½ 600' 1 2 25 25
AP arrow x 30' 2½ 90' 2¼ 150' 2 300' 1½ 2 30 25
Elvish Longbow elves 50' 2¾ 150' 2¼ 300' 1¾ 750' 1¼ 3 30 25
AP arrow 40' 3 100' 2½ 200' 2¼ 400' 1¾ 3 35 25
Fairy bow fairies 35' 1½ 100' 1 160' ¾ 450' ½ 3 15 5
Lgt X-bow (hunt) x 50' 2 120' 1¾ 250' 1 600' ¾ 1 25 20
War bolt 50' 2¼ 120' 2¼ 250' 1¾ 600' 1¼ 1 30 20
Medium X-bow x 50' 3¼ 150' 2¾ 300' 2 750' 1¼ 1 35 25
Heavy X-box x 60' 4 200' 3¼ 400' 2¼ 900' 1½ 1 40 25
Natural Weapons
L Blows Cat WDF Dom Crit Bash
Chivalry & Sorcery 108 Basic rules
MSB/0 Small Bite/Teeth 0 4 L ½ P 15 -
MMB/2 Medium Bite/Teeth 2 3 L* 2 P 30 10
MLB/3 Large Bite/Teeth 3 2 L* 4 P 35 20
MGB/6 Giant Bite/Teeth 6 2 H 5 P 40 30
MGB/10 Giant Mandibles 10 2 H 4½ P 40 35
MSC/1 Small Claws 1 4 L ½ S 15 -
MMC/3 Medium Claws 3 3 LH 2½ S 20 15
MLC/6 Large Claws 6 3 H 3½ S 25 20
MGC/10 Giant Claws 9 2 H 4½ S 30 30
MSH/2 Small Horns 2 3 L* 1½ P 15 10
MMH/4 Medium Horns 4 3 LH 2½ P 20 15
MLH/7 Large Horns 7 2 H 4 P 30 30
MGH/9 Giant Horns 9 2 H** 5 P 35 35
MSK/3 Small Hooves 3 4 L 1 C 10 -
MMK/6 Medium Hooves 6 3 LH 1½ C 15 15
MLK/8 Large Hooves 8 3 H 2½ C 25 25
MGK/10 Giant Hooves 10 2 H** 3½ C 35 30
MSP/0 Small Pincers 0 3 L ½ C 10 -
MMP/2 Medium Pincers 2 3 L* 1½ C 20 10
MLP/3 Large Pincers 3 2 LH 3 C 25 20
MGP/8 Giant Pincers 8 2 H 5 C 30 25
MSS/0 Small Snake 1 2 L Pois. P - -
MMS/5 Medium Snake 3 2 L Pois.+1 P 20 -
MLS/6 Large Snake 5 2 LH Pois.+2½ P 30 15
MGS/9 Giant Snake 9 2 H** Pois.+4 P 40 30
MST/0 Small Stinger 0 2 L Pois. P - -
MMT/2 Medium Stinger 2 2 L Pois.+½ P 15 -
MLT/5 Large Stinger 5 2 LH Pois.+1½ P 25 15
MGT/7 Giant Stinger 7 2 H Pois.+3 P 30 25
Chivalry & Sorcery 109 Basic rules
Religion and the Clerics
Almost all ancient cultures were highly religious. People
at that time regarded the existence of Gods and Demons not
as intellectual speculations but as a basic truth. The Gods
were part of most of the important acts performed by men.
This chapter presents how faith and clerics operate in the
game from a general point of view.
What defines a religion?
In game terms, a religion can be described by the
following elements:
The tenets of the faith. What is or are the God(s)
worshipped. How the world and the living creatures came
into being. What is (are) if any, the God(s) antagonist(s).
What happens to the dead…? In essence these are the
teaching of the faith and how the faithful see the world. It
also includes what is forbidden to the believers and which
commandments they must follow.
How the faith is taught and preserved. This can
require Holy books, oral tradition, ritual songs…
The church organisation. Is the church highly
organised with a pyramidal structure or is it a loose structure
with little hierarchy? What are the different religious figures,
their roles, the restrictions imposed on them (if any)…?
The faith rituals. All faiths have special ceremonies and
rites for various occasions: birth, death, special festivals.
They have specific prayers or incantations that believers can
or have to make in various circumstances.
These elements are described later for each of the major
religion covered ion the rules. Note that religion affects the
life of all people. All characters in the game are supposed to
adhere to a religion. This is decided at the character creation
based on the existing religion(s) in the country where the
character has been raised. In exceptional circumstances, the
GM might agree that a character can be atheist but this is
exceptionally rare and can sometimes be dangerous.
Clerics in the Game
Creating a Cleric
When a player decides to make a Cleric character, the
first thing is to decide which religion he will follow and what
his religious vocation will be. Based on the region where the
character comes from there is usually little choice as most of
the time one religion is predominant in a given country.
"Clerics" is a general name for all religious vocations
available in the game. Each religion description provides the
names of the religious figures that players can incarnate as
well as what is their role and what are their prerogatives.
Note that some religious figures have a dual fighter/religious
or mage/religious role. This is mentioned in the class
description.
The main religion in the human medieval kingdoms of
the Troll-head is very Christian-like so there is little need to
go into detailed explanations. The corresponding chapter will
provide the main differences as well as the church
organisation, the available vocations…
In the game, the Clerics are quite similar to Magick
Users, although their powers come from a different source.
They have a Magical Level (MKL) and a Personal Magick
Factor (PMF) which is used to compute their miracles effects,
range, see Relationships of magical proficiency. They earn
their experience and practice their art a different way
however.
A Cleric's PMF is computed using WIS as a secondary
attribute; his alignment factor is 0.5 if of his religion
alignment group (Loyal, Neural or Chaotic) and 0 otherwise.
His Astrological factor corresponds to his Cleric experience
bonus.
Clerics powers
Miracles are not spells and do not need to be learned.
Although there is a list of miracles, it is much more general
than the spell list. Depending on his faith, class and MKL, a
Cleric can ask for a certain number of effects, which usually
scale up as he becomes more powerful. When calling for
miracles and computing their effect, the Cleric MKL may be
adjusted due to various circumstances. A Cleric can call any
accessible miracle to his faith and class up to his adjusted
MKL and he can receive a number of miracles equal to his
MKL in a day.
Thus a Cleric with MKL equivalent 7 can successfully
call seven miracles in a day.
In addition to miracles, Clerics can perform several
religious rituals. This is described in the corresponding
paragraph of their religion.
Religious rituals
Rituals can be performed to fulfil religious duties (e.g.
celebrating Mass), social events (e.g. coronation) or to call a
miracle. Pre-defined rituals are described for each religion
with the circumstances and their effects.
Ceremonies. These are long rituals, usually performed
on a regular basis, during religious festivals or for specific
social occasions. The most important might be restricted to
the higher members of the church or to the oldest and wisest
Clerics. Each religion description includes the various
ceremonies, in which circumstances they are performed and
the benefit of attending one (or penalty for not attending one).
In game term, a Ceremony is assumed to last 1 hour (12 game
turns) unless specified otherwise and must be conducted in a
quiet environment and possibly in a pre-defined setting.
Some of the most powerful miracles require that a Ceremony
be held to be called.
Chivalry & Sorcery 110 Basic rules
Rites. These are medium duration rituals, usually
performed at a specific occasion or for a specific purpose.
Examples are: last rites on a dead person, exorcism of a
possessed. In game term a Rite is assumed to last 20 minutes
(4 game turns) unless specified otherwise. It must be
conducted in a quiet environment but usually with no specific
location required. Some powerful miracles require a Rite to
be performed to be called (e.g. raising a person from the
dead).
Benedictions. These are short duration rituals,
performed to bring the favour of the Gods on the attendees.
The Cleric and the beneficiaries must be at rest but a
benediction can be given in pretty much any surroundings. In
game term, a Benediction is assumed to require 5 minutes (1
game turn), unless specified otherwise. Many miracles are
called through a Benediction.
Prayers. These are short rituals during which the Cleric
asks a specific favour to his God(s). In game terms, a Prayer
is supposed to last 30 seconds (3 combat segments), unless
specified otherwise. The Cleric himself cannot engage in any
other activity during the Prayer but he need not be in a quiet
environment (Prayers can be made in the middle of a fight
providing the Cleric is not fighting nor being attacked). Only
one Prayer can be made in during a given combat turn. Most
miracles are called by Prayers.
Calls. These are very short invocations made by the
Cleric, usually when in a difficult situation. In game terms a
Call is considered instantaneous and can be made during any
combat segment including when fighting. But only one Call
can be made during a given combat turn.
Calling a miracle
Each religion description provides the lists of which
miracles are accessible to which religious classes and the
corresponding MKL adjustment. A Cleric can call any effect
in this list for which his adjusted MKL is equal or above the
value required for the effect.
The Cleric MKL is further adjusted according to the
following circumstances:
In a religious building of his own faith: MKL +1
In presence of a sacred object or source of power of
the colour similar to the miracle he is calling: MKL
+1 (counted once only)
Note that some miracles have a negative minimum
required MKL. This takes into account class adjustments.
The adjusted MKL is also used to determine the miracle
effect.
During one day, a Cleric can receive a number of
miracles equal to his MKL (adjusted with the bonuses
above).
Intervention
Intervention is a function of the Cleric faithfulness to his
religion ideals. The closer the Alignment, the greater the
chances that his prayers can call a miracle.
For a "Loyal" religion:
% chance of a Miracle = 90% - 5% per point of Alignment
For a "Neutral" religion:
% chance of a Miracle = 90% - 5% per point of Alignment below 10 or above 11
For a "Chaotic" religion:
% chance of a Miracle = 90% - 5% per point of Alignment below 20
Adjustments are made depending on the circumstances.
God is more likely to manifest his power in favour of a
worthy cause. If the Cleric is in dire need or facing a
powerful enemy of the church, increase intervention chances
by 5 to 15%. On the other hand, if the situation does not seem
to really require a miracle, reduce it by 5 to 25%. If the Cleric
call for a miracle appears frivolous (e.g. in order to avoid a
mundane task), the chances of Intervention are nil and the
call will count in the total number of miracles the Cleric can
ask per day.
Each time a Cleric desires to perform a Miracle, he must
roll below his Intervention chances. If there is no
intervention, the call does not count against the total number
of miracles the Cleric can call in a day (unless it was a
frivolous request as mentioned above).
Effect of a miracle
Miracle effects are voluntarily general. Contrary to
Magick, where a very specific effect is produced by
following a very specific ritual, miracles are more flexible
and their manifestations vary with the circumstances.
When a Cleric asks for a miracle, the GM must decide
which effect is the most appropriate. If the Intervention
occurs, he will then assess the effect of the miracle based on
the circumstances and the Cleric adjusted MKL.
Because miracles come from God(s), the GM might take
into account factors that are unknown to the Cleric. Gods are
not mischievous, if the effect the Cleric has asked would be
useless because of some factor unbeknownst to him, they will
conjure up another useful effect instead. On the other hand if
a Cleric purposefully asks for a useless miracle, none will
come this will count as one of the miracles he could ask on
that day.
In short, as long as the Cleric acts in good faith and does
not try to abuse the rules, the GM should select the most
favourable interpretation when choosing the miracle effect,
even if the request was not very specific.
Chivalry & Sorcery 111 Basic rules
Chivalry & Sorcery 112 Basic rules
Lvl Miracles Priests and Monks Friars Fighting Clerics and Paladins
Acolytes
7 Armour of Truth MKL
11 Aura of Presence MKL -
1 Cure (individual) MKL MKL MKL MKL -5
3 Cure (group) MKL MKL-2
2 Deflection MKL
3 Detect Evil
2 Divine Help MKL MKL MKL MKL
2 Divine Strength (self) MKL MKL MKL MKL -5
4 Divine Strength (individual) MKL -
9 Divine Strength (group) MKL -
2 Elemental Endurance (individual) MKL
7 Elemental Endurance (group) MKL
11 Fervour MKL -
5 Fortitude - MKL MKL MKL-5
1 Heal (individual) MKL MKL -
5 Heal (group) MKL MKL-2 -
12 Holy Fire MKL MKL-2 -
12 Holy Words MKL MKL MKL -
13 Holy Symbols MKL MKL MKL -
1 Orientation MKL MKL MKL MKL -5
13 Regeneration MKL MKL-2 -
9 Revigoration MKL
14 Revocation MKL -
19 Righteous Defender - MKL MKL -
1 Purification MKL MKL MKL
16 Raise the Dead MKL MKL-3 MKL-3 -
1 Resilience MKL MKL
1 Sanctuary MKL
6 Shield of Faith MKL
7 Shield of Light MKL-2 MKL
4 Strength of Heart MKL
4 Stupor (individual) MKL
9 Stupor (group) MKL
7 Summon Holy Help MKL MKL MKL -
6 Sword of Justice MKL
19 Visions MKL MKL MKL
Chivalry & Sorcery 113 Basic rules
20 Wrath of God MKL MKL MKL -
0 Zeal MKL MKL -5
Lvl Miracles Morlock Priest Fel Knight
5 Affliction MKL MKL-2
7 Animate Dead MKL MKL-5
8 Arm of the Executioner MKL
11 Aura of Presence MKL MKL-2
6 Creeping Doom MKL
5 Darkness MKL MKL
13 Death bolts MKL
9 Death Shroud MKL
5 Desecrate MKL MKL-2
6 Despair MKL MKL
2 Divine Help MKL MKL
2 Divine Strength (self) MKL-2 MKL
4 Divine Strength (individual) MKL MKL-5
7 Divine Strength (group) MKL
1 Lifedrain MKL
7 Lifesteal MKL
8 Paralyse MKL MKL
8 Poison Touch MKL
3 Shroud of Darkness MKL
14 Slay MKL
12 Sticks to Snakes MKL
18 Vampiric Aura MKL
12 Vampiric Essence MKL
12 Unholy Words MKL
7 Wound MKL MKL-2
Chivalry & Sorcery 114 Basic rules
Lvl Miracles Druid Shaman
11 Aura of Presence
12 Call Lightning
2 Charm Animals
1 Cloak of Nature
5 Control Weather
7 Create Food and Water
1 Cure Individual
3 Cure Group
2 Divine Help
2 Divine Strength (self)
4 Divine Strength (individual)
9 Divine Strength (group)
19 Earthquake
2 Elemental Endurance (individual)
7 Elemental Endurance (group)
9 Flame Strike
1 Heal (individual)
5 Heal (group)
13 Immunity
1 Orientation
3 Plant Control
1 Purification
13 Regeneration
9 Revigoration
21 Sacred Grounds
4 Speak with Nature
20 Stormcall
7 Sure Sight
Chivalry & Sorcery 115 Basic rules
Affliction Colours
Range 30' Durat 1 comb turn/3MKL Incant: prayer Cost: 1 Target: Yes A miracle accessible to Clerics of MKL/5+. If the targeting is successful, the victim cannot receive any magical healing from Clerics or Magick Users of a MKL lower than the Cleric who invoked the miracle. Magical healing from Clerics or Magick Users of a MKL equal or superior is divided by 2.
Animate Dead Colours
Range 30' Durat instant Incant: ceremony Cost: 1 Target: No A miracle accessible to Clerics of MKL/7+. It allows them to animate dead corpses into skeletons or zombies under their control. The Cleric can create and control a number of basic skeletons equal to twice his MKL. The table below shows how many "basic skeletons" other undead count as: Skeleton warrior: 2 Elite skeleton warrior: 4 Skeleton knight: 6 Skeleton champion: 10 Average zombie: 1 Strong zombie: 2 Elite zombie: 3 Zombie champion: 6
Note: in a cursed area (source of Black Magick), the number of undead the Cleric can raise and control is doubled.
Arm of the Executioner Colours
Range 30' Durat d4 turns Incant: benediction Cost: 1 Target: No This miracle is accessible to Clerics of MKL/8+. The recipient is empowered with a deadly strength. Damage on critical hits is doubled (instead of being increased by 50%° and his chances to hit and to score a critical hit are increased by a value which depends on the Cleric MKL as shown in the table below. It does not apply to spell casting or missile weapons. A creature can only receive this miracle once per day. MKL/ 8-10 11-13 14-17 18+ To hit /crit bonus +10% +15% +20% +25%
Armour of Truth Colours
Range 30' Durat 4 combat turns Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/7+. It toughens the armour of the Cleric and up to 7 other allies within range by a value that depends on the Cleric MKL and the initial armour value as shown in the table below. The modified armour class cannot exceed AC/12. This miracle can only be received once per day. MKL/7-14 AC/0: +2 AC/1-3: +1 AC/4+: 0 MKL/15-16 AC/0: +3 AC/1-2: +2 AC/3-8: +1 AC/9+: 0 MKL/17-20 AC/0: +4 AC/1: +3 AC/2-4: +2 AC/5+: +1 MKL/21-23 AC/0: +5 AC/1: +4 AC/2-3: +3 AC/4-7: +2 AC/8+: +1 MKL/24+ AC/0: +6 AC/1: +5 AC/2-3: +4 AC/4-5: +3 AC/6-11: +2
Notes: the AC bonus is not cumulative with any other magical AC bonus.
Augury Colours
Range self Durat instant Incant: ritual Cost: 1 Target: No A miracle which is accessible to Clerics MKL/5+. It gives the Cleric a chance to know in advance whether the consequences of a choice will be positive, negative or both. If the consequences are neither good nor bad, no answer is given. The time horizon considered when assessing the outcome varies with the Cleric MKL as shown in the table below. Even if Intervention occurs, success is not automatic. The Cleric needs to be able to properly read the signs sent by the Gods. The chances that the Cleric correctly does so are 40%+2%xMKL, with a maximum of 90%. The Cleric can call the miracle on behalf of someone else (i.e. to determine the outcome of another person's choice) if the person is willing and present during the ritual. MKL/5-6: 1 hour MKL/10-12: 1 day MKL/16: 1 month MKL/19-20: 1 year MKL/7-9: 3 hours MKL/13-15: 1 week MKL/17-18: 3 months MKL/21: 3 years
Note: if a Cleric attempts multiple Auguries to find the outcomes of the same action, he will always get the same answer (or the same lack of answer if the first attempt failed).
Chivalry & Sorcery 116 Basic rules
Aura of Presence Colours
Range 30' Durat 1 combat turn/2 MKL Incant: call Cost: 1 Target: No A miracle which is accessible to Clerics MKL/11+. It surrounds him with an aura that inspires fear to his enemies within range. The latter must check a FER CR with a penalty that depends on the Cleric MKL (see table below). If unsuccessful they cannot attack the Cleric or his allies unless attacked first. Once they are attacked by the Cleric's party, the spell is broken. Sworn enemies of the Cleric god which fail the morale check flee. MKL/11: FER CR-1 MKL/16: FER CR-2 MKL/19: FER CR-3 MKL/21: FER CR-4
Note: magical protections and bonuses against Fear are useless against the fear of God and do not apply.
Call Lightning Colours
Range PMF/2 Durat 1 com turn/MKL Incant: prayer Cost: 1 Target: Yes A miracle accessible to Cleric of MKL/12+. It can only be called under open sky and causes Lightning bolts to strike enemies in a 30' diameter zone. Each target is struck by one bolt per combat turn it stays in the affected are. The damage inflicted by each bolt is based on the normal Basic Magic Lightning EDF (with the Priest EDM for magic missiles). If invoked under an overcast sky, increase EDF by 1 and if invoked during rain or stormy weather, increase EDF by 2.
Charm Animals Colours
Range PMF Durat special Incant: prayer Cost: 1 Target: Yes A miracle that enables Clerics of MKL/2+ to charm and control natural usual animals. At MKL/2, the Cleric is able to charm one Tiny or Small animal per 2 MKL (round up). The animals become friendly with the Cleric, follow him and protect him if he is attacked. They will keep their natural instinct however and will attack/flee when they meet natural enemies. At the end of each day, there is a chance equal to the animal WIS that the Charm will wear off. At MKL/4, the Cleric is able to charm one Medium animal per 4 MKL (round up). The effect is the same as above. At MKL/6, the Cleric is able to Charm one Large animal per 6 MKL (round down). The effect is the same as above. At MKL/12, the Cleric is able to Charm one Huge animal. The effect is the same as above. Notes: the miracle has no effect on unusual animals. Once the Cleric has called this miracle and attracted animal followers, he cannot call the miracle again until they have left by themselves, the Cleric cannot "cast out" his current animal followers in order to call new ones.
Cloak of Nature Colours
Range touch Durat PMF Incant: prayer Cost: 1 Target: No A miracle that toughens the target armour by a value that depends on the Cleric MKL and the initial armour value as shown in the table below. Both the Cleric and the beneficiary must be at rest. The modified armour class cannot exceed AC/12. This miracle can only be received once per day MKL/1-8 AC/0: +2 AC/1-3: +1 AC/4+: 0 MKL/9-10 AC/0: +3 AC/1-2: +2 AC/3-8: +1 MKL/11-14 AC/0: +4 AC/1: +3 AC/2-4: +2 AC/5+: +1 MKL/15-16 AC/0: +5 AC/1: +1 AC/2-3: +3 AC/4-7: +2 AC/8: +1 MKL/18-20 AC/0: +6 AC/1+5 AC/2-3: +4 AC/4-5: +3 AC/6+: +2 MKL/21-23 AC/0: +7 AC/1: +6 AC/2-3: +5 AC/4-5: +4 AC/6-8: +3 AC/9+: +2 MKL/24-25 AC/0: +8 AC/1: +7 AC/2-3: +6 AC/4: +5 AC/5-7: +4 AC/8+: +3 MKL/26-27 AC/0: +9 AC/1: +8 AC/2: +7 AC/3-4: +6 AC/5-6: +5 AC/7+: +4
Note: the AC bonus is not cumulative with any other magical AC bonus.
Control Earth Colours
Range See spell Durat see spell Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/11+. It allows them to use Create, Amplify and Affix Earth Basic Magick spells as a mage, using their MKL and PMF to compute the effect. At MKL/14+, when used in a purely defensive way, the amount of matter the Cleric can affect is multiplied by 5.
Chivalry & Sorcery 117 Basic rules
Control Fire Colours
Range See spell Durat see spell Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/11+. It allows them to use Create, Amplify and Affix Fire Basic Magick spells as a mage, using their MKL and PMF to compute the effect. At MKL/14+, when used in a purely defensive way, the amount of matter the Cleric can affect is multiplied by 5.
Control Ice Colours
Range See spell Durat see spell Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/11+. It allows them to use Create, Amplify and Affix Water Basic Magick spells as a mage, using their MKL and PMF to compute the effect. At MKL/14+, when used in a purely defensive way, the amount of matter the Cleric can affect is multiplied by 5.
Control Weather Colours
Range See spell Durat see spell Incant: prayer Cost: 1 Target: No A miracle that enables Clerics of MKL/5+ to affect natural weather. At MKL/5, the Cleric is able to create or dispel fog, mist and rain in an amount twice as big as the basic amount for their PMF. At MKL/7, the Cleric can call forth lightning bolts from a clouded sky. The number and strength of bolts is based on the Cleric's PMF. At MKL/9, the Cleric is able to call an Ice storm in cold weather or to prevent ice/hail fall in an area based on his PMF. Both effects last 1 combat turn per MKL of the Cleric. At MKL/12, the Cleric is able to alter the wind conditions in the range corresponding to his PMF. He can modify wind strength by one level or change wind direction by 60° for each 4 MKL. The duration is 2 turns per MKL. At MKL/ 17, the Cleric can, once per week, call a miracle similar to the Ancient Lore Alteration Control Weather spell.
Control Winds Colours
Range See spell Durat see spell Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/11+. It allows them to use all Basic Magick spells controlling the "air" material as a mage, using their MKL and PMF to compute the effect.
Create Food and Water Colours
Range 30' Durat 1 day Incant: prayer Cost: 1 Target: No A miracle that enables a Cleric of MKL/7+ to create enough food to feed 3 humanoids or one horse per MKL for 1 day. The food is bland and simple and cannot be kept for more than 1 day. At MKL/14+, the Cleric can create high quality food and drink, good enough to be served at the finest tables. At MKL/19+, the Cleric is able to create food for 6 humanoids or 2 horses per MKL.
Creeping Doom Colours
Range 120' Durat 1 combat turn/MKL Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/6+. It summons a number of huge swarms of venomous crawling insects which the Priest can control. They appear anywhere in range and must initially be adjacent. If a swarm finds itself more than 120' from the Priests, it scatters and disappears. The table below shows how many swarms are summoned based on the Cleric adjusted MKL. MKL/6-10: 1 swarm MKL/14-15: 3 swarms MKL/18: 5 swarms MKL/20: 7 swarms
MKL/11-13: 2 swarms MKL/16-17: 4 swarms MKL/19: 6 swarms MKL/21: 8 swarms
Note: in a cursed area (source of Black Magick), the number of swarms the Cleric can raise and control is doubled.
Chivalry & Sorcery 118 Basic rules
Cure Individual Colours
Range Touch Durat instant Incant: prayer Cost: 1 to 3 Target: No The Cleric invokes a miracle to cure the wounds, diseases or poison of a person who is at rest. It can only be called in a quiet environment. Prayers are made, while the Cleric lays his hands on the person. If the Cleric is MKL equivalent 15 or less, curing wounds, poison or disease will each use one available miracle. Thus one invocation can use up to three miracles from the Cleric daily allowance if the victim is wounded, poisoned and ill. The Cleric can ask this miracle for himself if he is wounded, poisoned or afflicted by a disease but still conscious. The table below shows how many hit points are restored, once the incantation is completed, based on the adjusted Cleric MKL. At higher MKLs, there are added beneficial effects: MKL/3+: if the beneficiary has been poisoned, the effect of the poison is suspended as soon as the incantation starts. Once the incantation is completed the poison strength is reduced by half the Cleric equivalent MKL (rounded down) and all damage received is halved. If the poison strength is reduced to 0 or lower, it has no further effect. If the miracle is received while the poison is still in the latency phase, the beneficiary also receives a +4 bonus to his CON CR. MKL/3+: if the victim is afflicted by a disease, it has 10%xMKL equivalent of being cured (modify with the disease resistance) after which recovery starts (see the disease description for the details). If the victim is not cured, it still benefits from a bonus of +MKL/3 (rounded down) on all CON CR required by the disease effect. MKL/6+: all fractures and critical wounds effects are cured. Critical damage heals at normal rate for one week. MKL/16+: the beneficiary is completely cured of all wounds, natural poisons and natural diseases with one miracle used only. Permanent conditions like blindness, deafness, paralysis will be cured also. In the latter case, the Cleric will be exhausted for one week with a maximum of 75% of his usual fatigue level.
-4 -2 -1 0 1 2 4 5 7 9 2d3 2d3+1 2d3+2 2d3+3 2d3+4 2d3+5 2d6+5 2d6+7 3d6+8 3d6+14
10 11 12 13 14 15 16 4d6+14 4d8+14 4d10+15 4d10+20 5d10+21 6d10+22 7d10+25
Notes: Gods are (nearly) omniscient, the miracle will cure afflictions regardless of whether the Cleric is aware of them or not. If a Cleric below MKL/16 asks a Cure to a wounded friend who is also affected by a disease, unbeknownst to them both. The miracle will also cure the disease and two miracles will be used by the invocation. Optional: if a victim is both wounded and poisoned, the poison will usually be cured first (unless very mild). In this case, after assessing the effect of the Cure on the poison, subtract twice the poison level to the Cleric equivalent MKL and if the result -4 or more, heal the beneficiary for the corresponding hit points.
Cure Group Colours
Range 30' Durat instant Incant: prayer Cost: 1 Target: No The Cleric invokes a miracle to cure the wounds, diseases or poison of several persons who are at rest. It can only be called in a quiet environment. Prayers are made, while the Cleric stands in the midst of the wounded. For each victim, the miracle will only cure one of wounds, poison or disease, depending on which is the most life threatening (the GM decides separately for each beneficiary). The Cleric can himself benefit from the miracle. Each beneficiary receives the effect of a Cure Individual with the effect computed with an equivalent MKL which is lowered
by a factor that depends on the number of people to be cured. Up to 4 beneficiaries: MKL -7 Up to 8 beneficiaries: MKL -12 Up to 12 beneficiaries: MKL -17 Notes: if there are more than 12 wounded people within range, the miracle will cure the most critically wounded (or poisoned or ill) first.
Darkness Colours
Range touch Durat 1 combat turn/MKL Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/5+. It creates an area of darkness around an object. The Cleric and his followers are not be affected and can see clearly through it. MKL/5-8: 20' MKL/9-11: 25' MKL/12-17: 30' MKL/18+: 40'
Chivalry & Sorcery 119 Basic rules
Death Bolts Colours
Range PMF/2 Durat instant Incant: prayer Cost: 1 Target: Yes A miracle which is only accessible to Clerics at MKL/13+. It allows the Priest to cast bolts of deadly energy that acts like magic missiles with EDF/6. This miracle can only affect natural living creatures.
Death Shroud Colours
Range 30' Durat PMF Incant: prayer Cost: 1 Target: Yes A miracle which is accessible at MKL/9+. It drains the victim's life force, reducing its maximum and currents life, pain and fatigue levels and imposing a penalty on all attack, defence and skill rolls that depends on the Cleric's MKL as shown in the table below. The effect is cumulative and if a victim maximum life or fatigue levels are reduced to 0, it dies and becomes a Shadow (no resurrection possible). A person who benefits from a benediction has 50% chance of resisting the effect even after a successful targeting. MKL/9-12: 3 hit points and 3% penalty MKL/13-17: 5 hit points and 5% penalty MKL/18+: 10 hit points and 10% penalty
Deflection Colours
Range self Durat 2 combat turns Incant: call Cost: 1 Target: No A miracle that protects the Cleric from attacks by missiles and hand-hurled weapons. The table below shows the hit penalty based on the Cleric MKL.
2 8 12 16 19 23 -5% -10% -15% -20% -25% -30%
Notes: does not apply to rocks hurled by Giants or basic magic attacks.
Desecrate Colours
Range PMF/4 Durat PMF Incant: benediction Cost: 1 Target: Yes This miracle is accessible to Clerics MKL/5+. An area targeting is necessary. If successful, it imbues the area around the Priest with an unholy energy. White and Nature magic influence will be negated for the duration of the effect. If an attempt to raise undead is performed in the area, the number of creatures raised is doubled (see comment in Animate Dead). When fighting on desecrated ground, undead, demons and characters sworn to evil enjoy a +5% to hit bonus. If the Cleric is MKL/16+, any attempt to turn undead on the affected area suffers a penalty of 5% per MKL above MKL/15.
Despair Colours
Range PMF/4 Durat 1 min/MKL Incant: prayer Cost: 1 Target: Yes This miracle is accessible to Clerics MKL/6+. It fills one humanoid or giant race creature with a feeling of hopelessness and impending death, which make it fight with less conviction. Based on the Cleric's MKL, it receives a penalty on all attack and defence rolls and a penalty on morale checks (but the miracle itself does not make the target check morale). MKL/ 6 13 19 Hit/parry/dodge: -5% -10% -15% Morale checks -1/5% -2/10% -3/15%
Notes: A creature can only be targeted by this miracle once per day.
Detect Evil Colours
Range 60' Durat d6+2 turns Incant: prayer Cost: 1 Target: No At MKL/3, the Cleric is able to detect strong evil presences like those of a major undead , a demon of 3
rd Circle or above or a
powerful evil magic object (at least fabulous), unless hidden by protective Magick. At MKL/9, the Cleric will know if people he meets are Evil (alignment 16+) and be able to discern lies for what they are.
Chivalry & Sorcery 120 Basic rules
Divine Help Colours
Range self Durat 1 task Incant: prayer Cost: 1 Target: No A miracle which is accessible to Clerics of MKL/2+. It provides a bonus for a specific task or Stats CR, which is performed within 1 minute. It can only be called once per day. In order to be effective, the miracle must be asked before the attempt is made. It can only be called in a quiet environment and for mundane tasks that are appropriate to the Cleric religion. Tasks and skills that are not directly linked to the Cleric religion cannot be enhanced that way. MKL/ 2-6 7-9 10-11 12-13 14+ Task bonus +10% +15% +20% +25% +30% CR bonus +1 +2 +3 +4 +5 Note: this miracle cannot be used to increase the chances of success in combat or in any kind of magical activity. The bonus only applies to one die roll even if the task/skill tested requires several (the Cleric must decide to which die the miracle will apply to).
Divine Strength (self) Colours
Range self Durat 1 hour+ Incant: call Cost: 1 Target: No The Cleric invokes a miracle to increase his Strength allowing him to carry a heavier load and deal stronger blows. The table belows shows the WDM bonus, the Encumbrance reduction and the duration depending on the Cleric equivalent MKL. The Cleric can invoke this miracle while in combat. MKL/ 2-7 8-10 11-13 14-18 19+ WDM bonus 0.5 1 1.5 2 2 EF -1 -2 -3 -4 -4 Duration (hours) 1 1 1 1 2
Notes: This miracle can only be received once per day, even if the target is unsuccessful.
Divine Strength (individual) Colours
Range touch Durat 1 hour+ Incant: prayer Cost: 1 Target: No The Cleric invokes a miracle to increase the strength of an ally allowing him to carry a heavier load and deal stronger blows. Both the Cleric and the beneficiary need to be at rest, with the Cleric laying his hands on him to bestow the effect. The effect is similar to Divine Strength (self) with MKL reduced by 2.
This miracle can only be received once per day.
Divine Strength (group) Colours
Range 30' Durat 1 hour+ Incant: benediction Cost: 1 Target: No The Cleric invokes a miracle to increase the strength of nearby allies allowing them to carry a heavier load and deal stronger blows. The Cleric needs to be at rest but the beneficiaries might be fighting. The effect is similar to Divine Strength (self)
with the following adjustment: Up to 4 beneficiaries: MKL -7 Up to 8 beneficiaries: MKL -12 Up to 12 beneficiaries: MKL -17
Chivalry & Sorcery 121 Basic rules
Earthquake Colours
Range PMF Durat 3 seg Incant: ritual Cost: 1 Target: No A miracle accessible to Clerics MKL/19+. Upon the completion of the ritual, it causes a powerful earth tremor that lasts 3 combat segments in a 120' radius zone around a point in range. Creatures in the affected area can neither move, fight nor cast spells during the effect. When the tremor is over, they must pass a AGI CR-7 or suffer a LH bash. The miracle has additional effects on some structures/terrains: Caves: each 10' section has 25% chances of collapsing causing dense rock damage (use Material EDM not Missiles) to all creatures in the zone (AGI CR-10 for ½ damage). Zones that have collapse will block further passage. Creatures who have failed their AGI CR will be pinned under the rubble. Cliffs: affected areas will collapse and spread horizontally over an area equal to their height (maximum of 240'). Creatures in the affected area will suffer damages as above. Any building will suffer 8d10 structural damage (DRV). Marsh: each 10'x10' section has 20% chances of turning to quicksand. Creatures on such an area must make an AGI CR-7 or be trapped and suffer d10 damage (fatigue and pain only). Structures: all buildings in the area suffer 6d10x6 structural damage (DRV). Note: this miracle can only be called once per month.
Elemental Endurance (individual) Colours
Range Touch Durat 1 hr/5 MKL Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics MKL/2. It provides a bonus against all basic magic spells targeting. MKL/2: +5% bonus MKL/7: +10% bonus MKL/12: +15% MKL/17: +20% MKL/22: +25%
Elemental Endurance (group) Colours
Range 30' Durat 1 hr/5 MKL Incant: prayer Cost: 1 Target: No Provides the benefit of Elemental Endurance to the Cleric and several allies within range. The effect is computed with a MKL which is lowered according to the number of beneficiaries. Up to 4 persons: MKL -7 Up to 8 persons: MKL -12 Up to 12 persons: MKL -17
Fervour Colours
Range 30' Durat 1 comb turn/2 MKL Incant: call Cost: 1 Target: No A miracle accessible to Clerics of MKL/11+. It instantly restores a certain amount to the fatigue level of the Cleric and all his allies within range. It also dissipates all fear effects and provides a bonus to all morale checks for the duration of the miracle. The effect depends on the Cleric's MKL as shown in the table below. This miracle can be received only once per day. MKL 11 16 19 Fatigue restored 6 12 18 Morale bonus 1/5% 2/10% 3/15%
Flame Strike Colours
Range PMF/2 Durat instant Incant: prayer Cost: 1 Target: Yes A miracle accessible to Cleric of MKL/9+. It allows the Cleric to cast one or several normal fire missiles on a single given target. Treat as a normal Basic Magick attack. Damage with EDF/4 per volume and per EDM.
Fortitude Colours
Range Self/30' Durat 4 combat turns Incant: call Cost: 1 Target: No A miracle accessible to Clerics MKL/5+. It can only be invoked when facing a frightening foe (one that requires FER CR). It gives the Cleric a 3 points bonus to his morale check and if he passes, all his allies within 30' have a +1 bonus. At MKL/10, the Cleric FER CR bonus is increased to +5 and the bonus for his allies to +2. At MKL/13, the bonus for his allies is increased to +3. At MKL/17, the bonus for his allies is increased to +5. At MKL/18 the Cleric no longer checks morale. Note: Fortitude has no effect against Fear inducing spells.
Chivalry & Sorcery 122 Basic rules
Heal Individual Colours
Range 60' Durat instant Incant: prayer Cost: 1 to 3 Target: No The Cleric invokes a miracle to cure the wounds, diseases or poison of a nearby ally. The Cleric must be out of fight and able to concentrate on his prayers but the beneficiary can be fighting. Unless the Cleric equivalent MKL (after adjustement for the range, see below) for the miracle is 16 or more, curing wounds, poison or disease will each use one available miracle. Thus one invocation can use up to three miracles from the Cleric daily allowance if the victim is wounded, poisoned and ill. The beneficiary receives the effect of a Cure Individual with the effect computed with an equivalent MKL which is lowered
by a factor that depends on the range. Beneficiary is less than 30' of the Cleric: MKL -2 Beneficiary is less than 60' of the Cleric:: MKL -4
Heal Group Colours
Range 60' Durat instant Incant: prayer Cost: 1 Target: No The Cleric invokes a miracle to cure the wounds, diseases or poison of nearby allies. The Cleric must be out of fight and able to concentrate on his prayers but the beneficiaries can be fighting. For each victim, the miracle will only cure one of wounds, poison or disease, depending on which is the most life threatening (the GM decides separately for each beneficiary). The beneficiary receives the effect of a Cure Individual with the effect computed with an equivalent MKL which is lowered
by a factor that depends on the range (see Heal Individual) and the number of recipient (see Cure Group).
Notes: if there are more than 12 wounded people within range, the miracle will cure the most critically wounded (or poisoned or ill) first.
Holy Fire Colours
Range PMF Durat instant Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics MKL/12+. It strikes a foe with a column of Holy Fire. Volume and damage is computed as a missile with EDF/6 (EDF/10 against undead and demons). At MKL/17, the Cleric can strike up to 4 enemies in a 20' diameter. At MKL/22, the Cleric can strike up to 8 enemies in a 20' diameter. Protections against fire are only half effective against Holy Fire.
Holy Words Colours
Range See spell Durat see spell Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/12+. It allows them to draw from them Knowledge of the Holy Scriptures to find commands appropriate for the occasion. Holy Words are equivalent to Command spells. Once a Cleric has access to this miracle, he can learn Command spells starting with the Outermost Circle and moving to the next circle each time he has learnt all the spells in one circle. Only Clerics with WIS 15+ can learn Commands beyond the Third circle and only Clerics with WIS 19+ can learn Commands beyond the Fifth Circle. Range and duration are identical to the Command spell using the Cleric MKL and PMF.
Holy Symbols Colours
Range See spell Durat see spell Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/13+. It allows them to use signs and symbols from the Holy Scriptures to create Illusions. This miracle works like Holy Words except that Illusion spells are learnt. Only Clerics with WIS 15+ can learn Illusions spells beyond the Outermost Circle and only Clerics with WIS 19+ can learn spells beyond the Third Circle. The effect is produced as soon as the symbol is written. Range and duration are identical to the Illusion spell using the Cleric MKL and PMF.
Immunity Colours
Range touch Durat 1 turn/MKL Incant: benediction Cost: 1 Target: No A miracle only accessible to Clerics at MKL/13++. It gives the recipient complete protection against one form of elemental damage: cold, fire, lighting or poison. It is exclusive of any other form of magical or miraculous damage protection.
Chivalry & Sorcery 123 Basic rules
Lifedrain Colours
Range touch Durat instant Incant: prayer Cost: 1 Target: No This miracle allows the Priest to drain a certain amount of hit points from a character body, pain and fatigue levels. He must successfully touch the target at the end of the invocation (it requires a hit). The number of points drained is given in the table below. MKL/ 1-2 3-5 6-8 9-10 11-13 14-15 16+ Points drained d6 d6+1 2d6 3d6 4d6 6d6 8d6
Lifesteal Colours
Range PMF/2 Durat instant Incant: prayer Cost: 1 Target: Yes This miracle is accessible to Clerics MKL/6+. It must be cast on a helpless living creature that is below 50% of its maximum hit points and which remaining hit points are below a threshold that depends on the Cleric's MKL. If the target is successful, the victim dies and the Cleric or any single ally he touches is healed for the value mentioned in the table below. MKL/ 7-8 9-11 12-13 14 15-16 17 19 Hit point threshold 4 5 8 10 12 16 20 Heal 2d6+2 3d6+2 4d6+4 6d6+4 7d6+4 9d6+4 12d6+6
Notes: A creature can only be afflicted by this miracle once per day, even if the target was unsuccessful. This miracle can "heal" undead creatures.
Orientation Colours
Range self Durat 1 turn/MKL Incant: prayer Cost: 1 Target: No A miracle that helps the Cleric find his way in natural environment (either outside, underground or at sea) and get a "feeling" for his surrounding. At MKL/0, the Cleric will know which way is north for the duration of the miracle. At MKL/3, he can sense simple traps and hazards within 60' in his line of sight if he concentrates for 1 min. It is not a permanent passive detection capability on the other hand. At MKL/8+, it will show the Cleric the safest way to a given place or out of a given place. Each time the Cleric needs to choose a direction he will "feel" which is the safest as long as the miracle effect lasts. The miracle cannot be called in urban environment or out of the Material World.
Paralyse Colours
Range 30' Durat d4 turns Incant: call Cost: 1 Target: No This miracle is accessible to Clerics of MKL/8+. It affects a living target which has 1-20% chances of being completely paralysed, 21-60% chances of being subject to the same effect as the Slow spell and 61-100% chances of being slowed by 25% with a penalty to hit, parry and dodge according to the table below. MKL/ 8-11 12-17 18+ To hit penalty -10% -15% -20% Parry/dodge penalty +10% +15% +20%
Plant Control Colours
Range PMF Durat special Incant: prayer Cost: 1 Target: No A miracle that enables Clerics of MKL/3+ to control natural plants. At MKL/3, the Cleric can cause plants in range to grow and wrap themselves around hostile creatures that enter the area. Those who fail a DEX CR -Cleric MKL/2 are entangled, their movement speed is halved, they suffer a 10% penalty on to hit and parry and a 20% penalty on dodge and acrobatics. The effect lasts for 1 combat turn per MKL until MKL/13. Starting MKL/14, the effect lasts for 1 hour per level. At MKL/14, the Cleric can animate a number of trees within range as described in the table below. These trees fight like Huorns (see Bestiary description) and are under the full control of the Cleric. The effect lasts 1 combat turn per level. The size and amount of trees that can be animated depend on the Cleric MKL. The table below gives the maximum total EP value of the Huorns the Cleric can animate MKL/14-15 50 MKL/19 260 MKL/22 875 MKL/25 1500 MKL/16-17 100 MKL/20 420 MKL/23 1000 MKL/26 1800 MKL/18 160 MKL/21 550 MKL/24 1250 MKL/27 2150
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Poison Touch Colours
Range touch Durat instant Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/8+. It enables the Cleric to poison a creature he touches. The strength of the poison he inoculates depends on his MKL as shown below.
MKL 8 9-10 11 12 13 14+ Poison P/7 P/8 P/10 P/11 P/12 P/13
Prescience Colours
Range self Durat 2 comb turns Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics of MKL/15+. It enables the Cleric to anticipate his opponents' reactions. For the duration of the effect, he receives the following bonuses: When checking combat tactics, he knows what his opponent will do before he makes his choice. Always giving the first blow when engaging in combat. He always guesses the direction of his opponents dodge and they never guess his. He gets an additional blow per turn and bonus to hit, parry and dodge as shown below. He gets a targeting bonus against his opponents for spells he casts or spells they cast at him. MKL 15-16 17-18 19 To hit +10% +15% +20% Parry/dodge -10% -15% -20% Targeting: +5% +10% +15%
Purification Colours
Range 30' Durat Instant Incant: ritual Cost: 1 Target: No The Cleric invokes a miracle to clean an area, an object or a person that is under evil influence, has been spoilt or cursed. The miracle can purify tainted food and drink and make it suitable for consumption but the Cleric must know in what way it has been spoilt. The miracle cannot be invoked as a precaution "just in case". The table below shows how much human meal worth of food and drink the Cleric can purify. -4 -1 1 2 5 7 8 10 11 13 14 15 16 17 18 19 20 21 3 4 5 6 8 10 12 16 20 25 30 35 40 45 50 55 65 75
The miracle can be used to remove a curse from an object or a person with a 10% chance of success per MKL equivalent above 1. Ordained Priests add +5%, Clerics of MKL/15+ add +10%, Bishops add +15% and the Primate adds +20%. Lower the chances of success by 5% x (MKL of caster + level of Curse). A Cleric can only attempt to remove a Curse once. The miracle can be used to remove the effect of a negative spell cast on a person or an object.
Regeneration Colours
Range PMF/4 Durat 1 combat turn Incant: call Cost: 1 Target: No A miracle accessible to Clerics of MKL/13+. It restores a certain number of body, pain and fatigue levels to the Cleric and all allies in range spread over 1 combat turn. The total amount is shown in the table below based on the Cleric MKL1 hit point (body and pain) to all the Friar's allies within range 5 times spread over 1 combat turn. It can be received only once per day. A character can receive only one of the following miracles per day: Minor Regeneration, Salvation, Regeneration and Major Regeneration. MKL/13: 5 points MKL/17: 9 points MKL/14-16: 6 points MKL/18-20: 10 points MKL/21: 15 points Note: this miracle can only be called or received once per day.
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Resilience Colours
Range self Durat 1 hour Incant: call Cost: 1 Target: No A miracle that toughens the Cleric's armour by a value that depends on the Cleric MKL and the initial armour value as shown in the table below. This miracle can only be received once per day. MKL/1-7 AC/0: +2 AC/1-3: +1 AC/4+: 0 MKL/8-9 AC/0: +3 AC/1-2: +2 AC/3-8: +1 AC/9: 0 MKL/10-13 AC/0: +4 AC/1: +3 AC/2-4: +2 AC/5+: +1 MKL/14-16 AC/0: +5 AC/1: +1 AC/2-3: +3 AC/4-7: +2 AC/8: +1 MKL/17+ AC/0: +6 AC/1+5 AC/2-3: +4 AC/4-5: +3 AC/6+: +2
Notes: the AC bonus is not cumulative with any other magical AC bonus.
Revigoration Colours
Range 30' Durat Instant Incant: ritual Cost: 1 Target: No This miracle may be invoked when the Cleric and his allies are gathered and at peace. It restores fatigue and pain levels as for a number of hours of sleep that depends on the Cleric MKL (see below). Can be used only once per day on a given person. MKL/9-14: 1 hour MKL/15-17: 2 hours MKL/18-19: 3 hours MKL/20: 4 hours MKL/21: 5 hours
Revocation Colours
Range PMF/2 Durat Instant Incant: prayer Cost: 1 Target: Yes A miracle accessible to Clerics of MKL/14+. It can only be cast on a demon or another invoked evil creature. If the target is successful, the spell has 45%-5% per alignment point of the Cleric of sending the creature back to where it was invoked. Can only be attempted once per invoked creature (even by different Clerics). If the Cleric prayed for Divine intervention before he invoked this miracle (see Prayer for Divine Intervention), the bonus to the intervention chances also applies to the chances of successfully banishing the target.
Righteous Defender Colours
Range self Durat var Incant: call Cost: 1 Target: No A miracle accessible to Clerics of MKL/19+. All combat damage inflicted to the Cleric is shifted one column in his favour (including magical attacks). Spell damage that does not use damage tables is reduced by 25%, harmful spells that do no damage (e.g. Illusions) have 25% chance of being ineffective. While the miracle is active, the Cleric body and pain levels cannot be reduced below 20% of their maximum. The duration depends on the Cleric MKL according to the table below. MKL/19-20: 10 segments MKL/21: 1 combat turn
Sacred Grounds Colours
Range 30' Durat permanent Incant: ceremony Cost: 1 Target: No A miracle accessible to Clerics at MKL/21+, through which he can consecrate a place, according to his cult. A specific religious structure must first be erected at the centre of the place to be consecrated (dolmen, menhir, cromlech, totem pole...). The ceremony must then be performed once per week during 7 consecutive weeks, after which the area becomes hallow. Demons, undead and other Evil beings cannot enter Sacred Grounds. When practicing Magick on Scared Grounds of the same faith , a Cleric benefits from a +10% bonus to targeting (offensive and defensive) and intervention chances. While on Sacred Grounds, he can also invoke miracles 1 level above his MKL.
Sanctuary Colours
Range Self/30' Durat 1 seg/MKL Incant: call Cost: 1 Target: Yes A miracle that "hides" the Cleric from his enemies and make the latter unable to attack him. If the Cleric attacks or invokes a miracle, the spell is broken. He can, on the other hand, move freely while in Sanctuary. The Clerics enemies are entitled to save vs Illusion of a grade equal to half the Cleric MKL (rounded up). At MKL/10, the Cleric can affect 3 other allies within 30' in addition to himself but the duration is reduced to 1 segment per MKL above 9. At MKL/15, the Cleric can affect 7 other allies within 30' in addition to himself but the duration is reduced to 1 segment per MKL above 14.
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Shield of Faith Colours
Range PMF/2 Durat 1 combat turn Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics MKL/6+. It surrounds the target with a shield that absorbs all damage received (including magical attacks) up a value that varies according to the Cleric's MKL (see table below). Once all damage has been absorbed or the miracle duration is elapsed, the shield disappears. MKL/6-7: 12 MKL/8-9: 15 MKL/10-12: 20 MKL/13-14: 30 MKL/15+: 40
Shield of Light Colours
Range 10' Durat 1 hour Incant: benediction Cost: 1 Target: No A miracle accessible to Clerics MKL/7+. The Cleric and all his allies within range benefit from a damage reduction on all attacks made by the enemies of the faith (demons, major undead…). The amount of damage reduction depends on the Cleric MKL as shown in the table below. MKL 7-12 13-15 16-18 19-20 21 Damage reduction 1 2 3 4 5
Shroud of Darkness Colours
Range self Durat 1 min/MKL Incant: call Cost: 1 Target: No A miracle accessible to Clerics at MKL/3+. It lowers all melee and missiles attack rolls by a value that depends on the Cleric MKL:
MKL 3-8 9-13 14-17 18+ Hit penalty -5% -10% -15% -20%
Speak with Nature Colours
Range self Durat 1 min/MKL Incant: ritual Cost: 1 Target: No A miracle that allows the Cleric to communicate with his surroundings and living creatures. At MKL/4, he is able to talk with animals. The spell does not make the animals friendly however and communication is limited by their Intelligence. At MKL/6, he is able to communicate with plants. Note that natural plants have only a limited sense of their surroundings. At MKL/12, he is able to become one with his environment and gain knowledge of all natural features within 1 mile per MKL (outside) or 100' per MKL (underground). He can learn three of the following information: terrain, plants, minerals, bodies of water, people, animal population, presence of woodland creatures, and presence of unnatural creatures. At MKL/14, he is able to communicate with stones and learn who touched or worked them, if something is hidden below them. Stones have no senses and only can mention what directly touched them.
Slay Colours
Range touch Durat inst Incant: benediction Cost: 1 Target: No A miracle accessible to Clerics at MKL/14+. It kills the touched person outright if she has less than 8d6 hit points and fails a CON CR-6; If she survives she looses half the die roll.
Sticks to Snakes Colours
Range 120' Durat 1 min/MKL Incant: prayer Cost: 1 Target: No A miracle accessible to Clerics MKL/12+. It allows the caster to transform sticks of woods into snakes. The number of snakes conjured depends on their kind as shown in the table below. A Cleric can conjure snakes of different types as long as the total corresponds to his MKL. Rattlesnake, small Cobra: 6 x MKL Large Python, Anaconda: 1 x MKL Giant snake (royal): 1/15MKL Cobra, Royal Cobra: 4 x MKL Great Anaconda: 1/3MKL Giant snake (colosal): 1/20MKL Black Mamba, Sea snakes: 3 x MKL Giant snake (ordinary): 1/10MKL *
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Stormcall Colours
Range PMF Durat 1 com turn/MKL Incant: prayer Cost: 1 Target: Yes A miracle accessible to Cleric of MKL/20+. It is similar to Call Lightning but affects a 60' diameter zone. The target area is also subject to a strong whirlwind which has the following effects, depending on the creature size: Tiny and smaller creatures are blown away for 2d6 damage and automatic bash 10. Small and Medium creatures movement is slowed to ¼ and must check for LH bash (25% chance) each segment they move. Large and Huge creatures are slowed to ½ speed Larger creatures are unaffected
Strength of Heart Colours
Range 30' Durat 1 comb turn/2 MKL Incant: call Cost: 1 Target: No This miracle is only accessible to Clerics of MKL/4+. It provides the Cleric and all his allies in range with a morale bonus which depends on the Cleric MKL as shown on the table below. MKL 4 8 12 14 16 17 18+ FER CR bonus +1 +2 +3 +4 +5 +6 +7
Stupor (individual) Colours
Range PMF/2 Durat Instant Incant: call Cost: 1 Target: Yes This miracle can be invoked against one enemy in range. If the target is successful, the victim suffers from the effect of a bash, which strength depends on the Cleric MKL. MKL/4: bash L MKL/7: LH MKL/10: bash H
Stupor (group) Colours
Range 60' Durat Instant Incant: call Cost: 1 Target: Yes This miracle can be invoked against several enemies in range. If the target is successful, the victims suffer from the effect of a bash, which strength depends on the Cleric MKL. The effect is similar to Stupor with the MKL reduced by a value depending on the number of targets: Up to 4 targets: MKL -5 Up to 8 targets: MKL -10 Up to 12 targets: MKL -15
Summon Holy Help Colours
Range 30' Durat 1 combat turn/MKL Incant: prayer Cost: 1 Target: No This miracle may be used by the Cleric when he is in desperate need. The invoked creature depends on the circumstances and on the Cleric equivalent MKL. When fighting demons or undead, the intervention might call an angel. The miracle can be invoked only once per week on behalf of a specific person or a specific party. Thus even if two Clerics are in a party, the miracle can only be called once per week. MKL/5: Grand Loup / (EP 6) MKL/14: (EP 30) MKL/7: (EP 10) MKL/16: (EP 45) MKL/9: (EP 15) MKL/19: (EP 70) MKL/12: (EP 20) MKL/21: (EP 100)
Sure Sight Colours
Range self Durat PMF Incant: prayer Cost: 1 Target: No A miracle only accessible to Clerics at MKL/7+. It allows the Cleric to see through illusions of the first three circles including invisibility effects, magical disguises... It also reveals that an animal is actually a polymorphed person. For every 3 MKL the Cleric is above MKL/7, he is able to see through the illusions of one more circle.
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Sword of Justice Colours
Range self Durat 1 hour Incant: prayer Cost: 1 Target: No A miracle only accessible to Clerics of MKL/6+. It grants the Cleric a bonus, according to the table below, when fighting enemies of the church or Chaotics. This miracle can be called only once per day. While the effect is active, the Cleric, even when using non-magical weapons, is able to inflict full damage to creatures that normally benefit from a damage reduction vs non magical weapons. MKL 6 8 12 16 18 20 Hit/parry +5% +5% +10% +15% +15% +20% Bash +5% +5% +5% +10% +10% +15% Damage 1 1 2 5 7
Time Freeze Colours
Range self Durat 1 turn Incant: prayer Cost: 1 Target: No A miracle that is only accessible to Clerics of MKL/21. It freezes the time for everyone around them during 1 turn. During this period the Cleric is free to move or call for miracles but all other persons are frozen. While the effect is active, the Cleric cannot attack other persons or interact with objects because they are not "in the same time" as he is. No effect he does will harm or affect them until the miracle effect is over.
Unholy Words Colours
Range See spell Durat see spell Incant: prayer Cost: 1 Target: special A miracle accessible to Clerics of MKL/12+. It allows the Priest to draw from his Knowledge of the Unholy Scriptures to find curses appropriate for the occasion. Unholy Words are equivalent to Black Magic spells. Once the Priest has access to this miracle, he can learn Black Magic spells starting with the lower level and moving to the next level each time he has learnt all the spells in one level. Only Priests with WIS 15+ can learn spells beyond the third level and only Priests with WIS 19+ can learn spells beyond the fifth level. Range and duration are identical to the Black Magic spell using the Priest MKL and PMF.
Vampiric Aura Colours
Range 10’ Durat Incant: call Cost: 1 Target: Yes A miracle accessible to Clerics MKL/18+. Up to 4 enemies within 10’ of the Cleric are drained of x point life and pain and the Cleric is healed by the same amount. A target is required for the spell to affect a victim.
MKL 18-22 23+ Effect 1 2
Vampiric Essence Colours
Range touch Durat instant Incant: call Cost: 1 Target: No A miracle accessible to Clerics MKL/14+. The next blow dealt by the Cleric in melee (within 1 combat turn) inflicts x additional damage and Clerics allies within 30' are healed x points of life and pain (maximum of 8 recipients in addition to the Cleric himself. The effect depends on the Cleric MKL
MKL 14-15 16-17 18 19 20 21 22 23 24+ Effect 3 4 5 6 7 8 9 10 12
Visions Colours
Range self Durat 1 turn Incant: special Cost: 1 Target: No A miracle accessible to Clerics MKL/19+. It allows the humble Cleric to see and converse with the Saints. He may ask them 7 questions, which will be answered as long as they are appropriate. The Cleric cannot ask questions for his own selfish benefit but they must serve the pursuit of some Lawful purpose. Only one Vision can be sought per month after fasting for 21 days in a quiet and isolate place (for example a monastery). After a Cleric has received 3 Visions, he can increase either his IQ or his WIS by 1 (only applicable once)
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Water Breathing Colours
Range touch Durat 2 turns Incant: benediction Cost: 1 Target: No A miracle accessible to Clerics MKL/7+. It allows the recipient to freely breathe water (fresh, brackish or salty). It does not enable to swim nor does it prevent to breathe air.
Wound Colours
Range 60' Durat PMF Incant: prayer Cost: 1 Target: Yes A miracle accessible to Clerics MKL/7+. It inflicts damage to a living creature body, fatigue and pain levels. The basic number of hit points lost depends on the Cleric's MKL as shown below (adjust with targeting factor). If the victim is still alive when the effect disappears, the hit point lost are regained after the next period of full rest. MKL/7-9: 8 points MKL/12-14: 16 points MKL/18-19: 36 points MKL/10-11: 12 points MKL/15-17: 25 points MKL/20+: 50 points
Wrath of God Colours
Range PMF Durat Instant Incant: prayer Cost: 1 Target: Yes A miracle, which only Clerics of MKL/20+ and Alignment 1 or 2 can perform. It brings down a bolt of lightning that will harm only the enemies of the church. The bolt strikes from heaven and affects 10' to 60' in diameter. Each figure in the affected zone will suffer 20+9d6 damage, they are stunned for 1-6 turns and will flee if possible once they arise. Magick cannot stop the Wrath of God but a Circle of Protection will reduce damage by 50%. If directed against a structure, it will inflict 30xd10 structural damage (DRV).
Zeal Colours
Range self Durat 4 combat turns Incant: call Cost: 1 Target: No A miracle that imparts the Cleric with spiritual energy that can be received only once per day. At MKL/0 the Cleric loses only 50% of the normal fatigue when striking blows. At MKL/4 he does not expend fatigue points when striking blows. At MKL/18 the miracle restores all the Cleric fatigue level and lowers all fatigue loss (including when hit by an opponent) by 50%.
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General Miracles
These miracles are accessible to all Clerics of the
Pantocratic Church. They are not accessible to Acolytes.
Crusade
Level 21 Type Colour
Range 20' Durat 3 months Incant 3 mnth Cost n/a Target No A miracle that allows the Cleric to call believers to war against the infidels. The Cleric has a chance equal to half his intervention to convince each he encounters to kneel and take the cross. The crusade can be preached for 3 months, only once every 3 years after which the crusader army will assemble. Only humans and converts are affected by the Crusade.
Priests and Monks Miracles
These miracles are only accessible to non-fighting priests
and monks.
Guardian Angel
Level 21 Type Colour
Range Self Durat 1 hr Incant 12 seg Cost 50 Target No The Cleric invokes a Guardian angel who comes to his aid for 1 hour.
Friar Miracles
These miracles are only accessible to members of the
Friar class.
Haste
Level 10 Type Colour
Range Self Durat 1 hr Incant 2 seg Cost 10 Target No A miracle that increases the Friar attack speed, giving him 1 additional blow per turn with a L or LH weapon.
Impact
Level 15 Type Colour
Range Self Durat 1 combat turn Incant 2 seg Cost 15 Target No A miracle that increases the Friar chance of scoring a bash by 10% and reduces his chances of being bashed by 10%.
Group Haste
Level 16 Type Colour
Range 15' Durat 4 combat turns Incant 3 seg Cost 15 Target No A miracle that increases the Friar and all his allies within range attack speed, giving them 1 additional blow per turn.
Fighting Clerics and Paladins Miracles
These miracles are restricted to Clerics members of
Fighting Orders and Paladins.
Fanatism
Level 2 Type Colour
Range Touch Durat 3 turns Incant 1 seg Cost 2 Target No Makes the target immune to the next fear effect.
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The Pantocratic Church
The leading religion in the feudal kingdoms is the
Pantocratic Church spread from the kingdom of Essene. The
religion is centred on the worship of a single all-powerful
God, who exists under eight different manifestations or
avatars. The main tenets of the religion are similar to
Christianity:
Belief in a single God.
Belief in life after death and the judgment of souls.
Fate is decided based on the person faith and deeds.
Eternal struggle against demonic forces which
attempt to lure believers astray.
Truly evil souls suffer eternal damnation in the
Abyss.
At the "end of times" good will triumph over evil.
The main differences with Christianity are given below:
Women are accepted as members of the Clergy.
No original sin, souls are all born neutral (neither
good nor evil).
There is no holy trinity; the one-God manifests
himself under 8 different avatars.
After a time in the Island of the Dead, souls
reincarnate unless they had been judged irrevocably
evil and condemned to eternal damnation in the
Abyss.
This paragraph describes the various vocations in the
clergy.
The Clergy
The Clergy are members of the central Church institution
and are, typically, ordained Priests. They are generally non-
fighters unless serving as Chaplains in Religious Fighting
Orders. They may not shed the blood of any creature and will
never use edged or piercing weapons. The main task of the
Clergy is to take care of their flocks and perform good works;
while increasing the temporal power of the Church.
Both men and women are accepted in the Church ranks
and in principle there is no restriction on the positions each
gender can rise to. Practically however most of the highest
ranking Church members are men.
The Church is feudal in structure, with the Rector of a
parish occupying much the same position in the Hierarchy as
the Landed Knight does in the social order. Rural Deans have
the supervision of a number of Parishes, and are comparable
to Knight Bannerette. The Bishop is the chief cleric of the
Diocese, ranking close to a Count or Marquis. His second in
command, the Archdeacon, is a hard-nosed politician who
maintains order and discipline. The Archbishop has ducal
rank and is the spiritual leader of a region equivalent to a
province. Heading the nation is the Primate, comparable to
the King in overall status.
Advancement in the Church is obtained by influence. A
Clergyman is ordained as soon as he meets the required
conditions (see Ordination below). After which he must
influence his superior to obtain a post. If he has some interest
in politics, he may apply as Chaplain to a feudal Lord, he can
also apply by the Rural Dean for a position of Curate in a
parish. If he is very ambitious and has enough influence, he
can apply to the Archdeacon for a position of Canon at the
cathedral staff, declaring his interest in the Church politics.
Most priests however, once ordained will just hope for a
position as Rector, at best settling for a parish. Bishops and
Archbishops come to their position by influencing the
Primate or the King (the latter has a basic 20% chance of
choosing a Bishop or Archbishop). The Primate is nominated
by the Grand Chapter of Bishops (number depends of the
kingdom structure). If a PC applies for the post consider that
each member he has not influenced has a flat 25% chance of
voting for him, election for a PC requires 40% of the votes.
Clergy Congreg. Income Stat
Novice on staff 7
Reader on staff 9
Deacon on staff 11
Postulant on staff 13
Priest on staff 15
Curate parish 18
Chaplain parish 20
Rector parish 25
Rural Dean 3-6 churches 30
Canon cathedral 40
Archdeacon cathedral 55
Bishop diocease 75
Archbishop diocease 85
Primate country 100
Few Clergy members seek adventure and leave their
parish. However some rural Priests or Chaplains attached to
adventurous lords might be encountered
The Monastic
The Monastic orders are dedicated to the pursuit of
prayer and meditation in the cloistered surroundings of the
Monastery. Only lawful characters can enter Monastic Orders
and advancement is based part on experience part on
influence. At levels 1 and 2 the monk is still a novice and
performs basic duties in the Monastery. If of gentle birth he
will often be assigned to the service of a brother of high
position. At level 3 the monk will pronounce his vows and
become a full member of the Monastery. From then on
further positions will be obtained by talent and/or influence.
Both men and women can become monk but they always
live in separate Monasteries.
General Positions in a Monastery
The following positions exist in all Monasteries; the
minimal requirements to apply for such a post are given with
their description.
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Position Lvl min Income Status
Novice 1 7
Lay-Brother 3 8
Brother 5 9
Cellarer 7 10
Chamberlain 7 10
Precentor 9 11
Sacristan 11 15
Almoner 13 17
Hosteller 13 17
Infirmarian 13 17
Librarian 13 17
Circatore 15 25
Prior 17 40
Abbot 19 50
Father general 21 70
Abbot/Abbess: a monk who is in charge of an abbey.
Almoner: a monk who is in charge of the distribution of
the alms to the poors.
Cellarer: a monk in charge of the food and beverage
preparation.
Chamberlain: a monk in charge of the general
maintenance of the monastery: Monk's beddings, hot water,
cleaning of the premises, cleaning the clothes…
Circatore: a monk who is in charge of seconding the
prior (and abbey) in the monastery or priory administration.
Hosteller: a monk in charge of the accommodations for
the visitors.
Infirmarian: a monk in charge of the hospitium (only
applicable if the monastery is running one).
Librarian: a monk who is in charge of the monastery
library (when applicable).
Precentor/Precentrix: a monk who leads the choir.
Prior/Prioress: a monk in charge of a priory or acting as
a subordinate leader to an Abbot/Abbess in a Monastery.
Sacristan: a monk who is in charge of guarding and
administering the monastery valuables (gold and silverware,
relics…) and properties.
Specific Monasteries Activities
Apart from the glorification of God and the praying for
the souls of the dead, there are several activities that can take
place in a Monastery. Note that not all Monasteries will
undertake some of them and most Monasteries will only
undertake one. These activities are:
1. Copying and Collecting Manuscripts
2. Making clerical waters
3. Running a Hospitium
Copying and Collecting Manuscripts
This activity can be run by rural or town Monasteries
alike. In many Monasteries, Monks work to copy and
illuminate important books (often of religious nature but not
always). These Monasteries are important centres of
knowledge, Player Characters can visit them in search for
answers to specific questions or when looking for a book. It
is possible to order a copy of a book from such a Monastery
but the cost is immense and the time required very long.
The main skill required for this activity is Calligraphy
& Illumination. A good proficiency in this skill (SR of tbd
or more) is required to obtain a position as Copyist.
Making Clerical Waters
One of the occupations of the Monks is the making of
Holy Water and clerical potions. Holy Water can be made by
any monk of level 3+ in any Monastery. Other waters are
generally made in some Monasteries which become known
because of them. The list of the Clerical Waters is given in a
chapter below with the ingredient, time and requirements to
make them. Only rural Monasteries can make clerical waters
other than Holy Water.
Running a Hospitium
This is most of the time done by town Monasteries but
rural Monasteries close to an important road may also run
such activity.
These institutions provide medical treatments to the sick,
poor and needy. Monastic hospitals are charitable institutions
and while they gladly accept donations, they will cure the
poor for free. The size of a monastery hospitium is highly
variable. The smallest might have around 20 beds and be run
by 2 or 3 monks in addition to the infirmarian. The biggest
might have more than 300 beds and personnel of more than
40 monks.
Monastic Orders
Below is a description of regular Monastic Orders on the
Troll-Head.
Antonines
This Order follows the rule of Ste-Antonie, it was
founded in what is now the kingdom of Austie and is the only
women order to have reach prominence. Careful to stay out
of the main theological disputes, the order has gained a
reputation for shrewd diplomacy.
No man is allowed inside an Antonine priory or
monastery. A dedicated building outside the main perimeter
called "transmurale" is used when nuns need to meet with
men from the outside world.
Many daughters of noble or rich families are sent to
Antonines monasteries for their education between the age of
6 and 12. There, they are trained in the skills they will need
later in life. The subsidies paid by the girl families are the
order prime source of income.
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Emericians
This Order follows the rule of St-Emeric, it was founded
in what is now the kingdom of Austie (at a time when it was
under Essenian dominion) from which it spread to the
neighbouring kingdoms. It is the oldest regular monastic
order and one of the richest and most powerful. Because of
their long history, the Emericians have a long tradition of
lore-keepers. Many of their monasteries have extensive
libraries and copy books to preserve and spread knowledge.
They are the best source of information on, the history of the
Church and other religious faiths.
Of all religious orders, the Emericians have the strongest
political and theological influence. Their priories and
monasteries are usually very rich and filled with religious
treasures, prized relics…
Gisbersians
This Order follows the rule of St-Gisbers and was
founded in the region of Karène about 2 centuries after the
Emericians. Initially a very ascetic order, the Gisbersians
have become somewhat more worldly when their popularity
brought them wealth. They remain, however a more austere
order than the Emericians or the Rupertians with whom they
have a strong rivalry.
Gisbersian monasteries very often run a hospital and
monks of that order very often have medical skills. Many of
the most renowned physicians come from or studied in this
order. Non religious characters wanting to learn medicine can
study in Gisbersian hospitals as long as they obey the general
rules of life in the monetary.
Limricians
This order follows the rule of St Limric. Although it is a
regular monastic order, many if not most of its members do
not live in priories but attend to rural chapels or travel to help
the needy. Members of this order very often are trained in
medical skills and all Limrician priories have a hospital
where the poor are tended to.
The Limricians are an ascetic order, its members
scrupulously obey their vow of poverty and their priories and
monasteries are much simpler than those of the other major
orders and devoid of unnecessary ornaments and riches. The
Limricians strongly disapprove of the Rupertians engaging in
financial affairs (see below). This point is a major dispute
between both orders.
Rupertians
This Order was founded by St-Rupert around the town of
Adlerhorst. While younger than the Emericians or the
Gisbersians, it has grown to rival them in influence and
wealth. Rupertians have always been very active in the
spreading of the faith and the fight against heretics and
unbelievers. Many prominent doctors of the Church come
from their rank and their theological disputes with
Cadmarians are legendary.
Rupertian monasteries very often engage in the trade of
monastic waters and liquors. This has brought the order a
considerable wealth, which has turned some monasteries in
virtual banks, which give loans to nobles, princes and kings.
They also issue letters of change to travellers or merchants
that can be redeemed in other chapter houses, making
commerce easier where the order is present.
Minor Orders
Numerous other minor orders exist most of which have
only a few Chapter Houses.
The Friars
Characters who do not qualify for the secular Clergy or
the Monastic Orders may become Friars. They are organized
in identical fashion to the Monastic but are sent into the
world in the service of others and to spread the Gospels.
Some are of the classic Friar Tuck variety, worldly, pleasure-
loving, and able to wink at the weaknesses and foibles of
men, so long as they are not too wicked.
There is little formal hierarchy in Friar Orders. The
oldest and wisest members acquire influence through their
achievements or because they provide good advice.
Friar characters
Friars are always of rural stock (Serf or Yeoman origin).
They can wear light or medium armours up to mail shirts.
They can use non-fighter weapons and fighting crushing
weapons.
They are very popular among people of their class;
increase their influence by 10 when dealing with Yeomen and
Serfs.
Friars Orders
Friars are members of itinerant orders and build few or
no monasteries.
Lotharians
The Lotharians are a Friar order dedicated to the defence
of the common people. They have no chapter house but build
and maintain small chapels. They do not hesitate to oppose
abusive lords and in some instances have led revolts against
particularly cruel barons.
Their strong support for the common men makes them
less popular among the ruling class. Many lords will frown
when told that a Lotharian Friar is asking for an audience.
Lotharians very often have medical training and act as
wandering healers going from village to village to cure rural
people who usually have little access to hospitals (unless they
live close to a Monastery which is running one).
Rektors
The Rektor order is a Friar order dedicated to the
spreading of the Pantocratic faith in the regions were
unbelievers still have a significant influence. Like the
Chivalry & Sorcery 134 Basic rules
Rigorists they are sworn enemies of the black sorcerers and
servants of the Abyss. Although it is not really a fighting
order, its members are usually well-trained in individual
combat so they can confront enemies of the Church on an
equal foot.
The Rektors have very few chapter houses where
brothers can rest and study or work in the library, hospitium
or gardens. Most chapter houses are the equivalent of Small
Fortified Manor Houses with little military value.
The Rektor order has a long tradition of studying the use
of plants for medical and (white) magical purpose. Friars can
study the science of Herbalism at their chapter houses, which
always have an extensive garden full of rare and useful herbs
from all around the world.
Rigorists
The Rigorist order is a Friar fighting order whose
members travel among the people to fight the influence of the
forces of evil. They are most often found where sorcerers and
evil mages are most active. As a fighting order, members of
the order usually have better fighting skills than other Friars
and are allowed to wield fighter's weapons.
The order has a few chapter houses where brothers can
stay for a while to study in the library or work in the
hospitium. These chapter houses are usually equivalent to
Large Fortified Manor Houses and in addition to Friars they
usually house some knights, fighting clerics and/or sergeants
who garrison the fortress.
All Rigorists brothers have basic training in military
tactics and are able to lead local population against enemies
in battle. Some follow a more throughout training and are
fully fledged military commanders. Because of their long
fights against sorcerers and evil priests, The Rigorist Order
keeps a vast knowledge on how to fight Black Magic and
Demons.
The Minor Orders
Several other minor orders exist most of which have only
local influence.
Military Orders
The Fighting Orders are of two types. Nobles of
alignment 1 or 2 can become Paladin. Paladins seek great
Quests for the glory of God and are implacable enemies of all
the evil of the world. They gather around them worthy
knights and sergeants of goodly character and who share their
vision and goals. The other Fighting Clerics are either lawful
men who want to serve the Church in a military capacity or
knights or sergeants who have done wrong and have taken
vows to atone for their sins. Such Fighting Clerics live in a
Chapter House and follow a Monastic life.
Military Fighting Orders
The religious Fighting Orders are the military arms of
the Church. Members of the Fighting Orders are very similar
to knights but do not seek the favours of ladies, even if they
will rescue them when in need. Non-Clerics members of a
Fighting Order are limited to the first two miracle levels.
Clerics in these Orders however, have no such restriction.
Most Fighting Monastics are Lay-Brothers, they are
Sergeants and Knights. Those who become ordained as
Priests, serve as Chaplains to the Order. Commoners enter as
Sergeants-at-Arms-in-Training, while Nobles enter as
Squires-at-Arms-in-Training. Squires are knighted at level 6,
Sergeants are knighted at level 11. Knights can rise as
Knight-commanders at level 15. At level 17 they can raise
to Master of Chapter (equivalent to a Prior, in charge of a
Manor). At level 19, they can rise to the rank of Provincial
Commander in charge of several chapters. At this point, he
can enter into 'politics' and, by winning the approval of his
fellow Provincial Commanders and Masters of the Chapters,
be elected as Marshal of the Order (rank of General),
Seneshal of the Order (Second to the Grand Master), and
finally Grand Master.
Position Commd. Income Stat
Sergeant-in-Training 0 5
Squire –in-Training 0 6
Sergeant-at-Arms 4 men 10
Veteran Sergeant 9 men 13
Knight 19 men 15
Knight-command. 100 men 30
Master of Chapter Chapter 50
Prov. commander Province 70
Marshal Battle 80
Seneshal Army 90
Grand Master Order 100
The main Fighting Orders
The main religious Fighting Orders active in the Troll-
Head are presented below.
Methodists
The Methodists Knights is a fighting order dedicated to
the fight against morlockists and satanists. They were a major
force in the crusade that drove the lizard-men back and freed
humans. Methodists have chapter-houses in all regions where
morlockists or satanists are or have recently been active for
they are always watchful to the threat they represent.
Well trained in the art of warfare, Methodists are usually
above average military commanders and some of them have
reached quasi-legendary status for their talent on the
battlefield.
They build few big castles and prefer more modest
manors or shell keeps but all their fortresses are well
designed and built with the best materials and craft.
Chivalry & Sorcery 135 Basic rules
Redemptists
The Redemptists Knights is a fighting order dedicated to
the spreading of the Pantocratic faith among the infidels.
They are very active on the frontiers threatened by infidels
and work to expand their domains by the conquest of pagan
land.
The Redemptist Order is organised like an independant
feudal state and hold several fiefs protected by powerful
castles.
Acolytes
Under some circumstances, lay people might have access
to some clerical powers. The Church has the power to bestow
such benefit to reward those who have done great service.
Such persons are called Acolytes and are considered dual
class characters. Their primary Vocation is unaffected but in
addition they will earn clerical experience, in some
circumstances, and progress as an Acolyte in addition to their
main occupation.
Becoming an Acolyte
Only lawful characters who are true believers in the
Pantocratic faith may become Acolytes.
As a first step, the character must prove that he/she is
ready to serve the Church. This requires that the character
does a great service like bringing back a lost relic or slaying a
major demonic/malevolent figure that is harming believers.
Note that slaying evil creatures that do not pose a direct and
major threat to believers does not count.
Then the character must receive a Quest for the service
of the Church from a Bishop, Abbot or higher ranking
member of the Church. Any Cleric with alignment 1 or 2 and
at MKL 18+ can also give such a Quest regardless of his
rank. During this Quest, in addition to the experience he
gains in his Vocation, he also temporarily earns experience as
a cleric (using clerics rules regarding how much experience is
earned).
Once the character has gained 10 000xp in such Quests,
the Church member who gave him the Quest (or the last
Quest if several were needed to reach the experience amount)
can bestow the title of Acolyte to him. This is not automatic
and has to be judged by the Church based on the performance
and behaviour of the character. In simpler terms, mass
slaying of evil creatures however helpful it may be is not
enough to be given the title, the character must fulfil all three
tenets of the believer: good words, good thoughts and good
deeds.
The character then becomes an Acolyte but still has no
clerical power at this stage. His clerical experience is 0 (what
was earned in order to become an Acolyte does not count).
From then on he can gain experience as an Acolyte each time
he is doing a service to the Church (but only in those
circumstances). A Service to the Church is any undertaking
the character does on a major Church member request and for
the direct benefit of the Church as a whole (not for the
personal benefit of the member asking it).
When the Acolyte has earned 10 000 xp, he is considered
MKL/1 and gains access to Acolyte powers.
The benefit of being an Acolyte can be lost if the
character has an inappropriate behaviour. Upon major
transgression of the Church rules, a Bishop, an Abbot or any
higher ranking member of the Church can remove the title of
Acolyte from a character; he will then loose all benefits until
he atones for his errors. After the character made up for his
sins, the same member of the Church (and only him or his
successor if he died) can pardon him and give him back the
title of Acolyte. The character then regains all his former
Acolyte powers and experience.
Acolyte Powers
Acolytes are not members of the Clergy and are not
Clerics. They have access to a limited set of clerical powers
and the miracles they can ask are less diverse and less
powerful. When calling for a miracle, Acolytes have the same
chances of Interventions as other Clerics.
All Acolytes have access to the powers below without
the need for an Intervention.
Prayer for Divine Protection
Level 1 Type prayer Colour
Range Self Durat 6 combat turns Incant 3 seg Cost 20 Target No When the target of a spell, the Acolyte has 50% chance to be able to say a personal Prayer to protect himself. This Prayer provides a 10% bonus on Targeting and Save.
Prayer for Miracle of Faith
Level 1 Type prayer Colour
Range Self Durat special Incant 3 seg Cost var Target No This Prayer costs d6 Fatigue Points, the Acolyte enhances the chance of a miracle by +5% for the whole day.
Acolytes can turn undead like Clerics of the same MKL.
Acolytes do not have access to the following clerical
powers:
General Clerics Prayers and Benedictions.
Sanctification. Acolytes cannot enchant object
through clerical powers.
Clerical Powers
Prayers and Calls
All Clerics have the power to say a Prayer. Four types of
prayers exist. No Intervention is required for a Prayer, they
are always successful.
Call for Divine Protection
Level 1 Type call Colour
Chivalry & Sorcery 136 Basic rules
Range Self Durat 6 combat turns Incant 1 seg Cost 20 Target No When the target of a spell, the Cleric has 75% chance to be able to say a personal Prayer to protect himself. This Prayer provides a 20% bonus on Targeting and Save.
Prayer for Divine Intervention
Level 1 Type prayer Colour
Range Self Durat 1 turn Incant 3 seg Cost var Target No For each Fatigue point spent, the Cleric increases his chance for an Intervention by 1%. Each believer present with the Cleric can also pray at the expenditure of 1 Fatigue point for +1% chance.
Prayer for Miracle of Faith
Level 1 Type prayer Colour
Range Self Durat special Incant 3 seg Cost var Target No This Prayer costs d6 Fatigue Points, the Cleric enhances the chance of a miracle by +5% for the whole day. This Prayer allows reducing the BMR of any material to be sanctified by 1.
Common Prayer
Level 1 Type prayer Colour
Range 30' Durat ?? Incant 3 seg Cost 20 Target No This Prayer strengthens the spirits of the believers giving them a +1/+5% bonus to all morale checks (FER CR).
Benediction
All Clerics have the power to bestow a Benediction on
any believer. It cannot be invoked when fighting against
other believers or lawful characters. A Benediction can only
be bestowed when characters are at peace and cannot be
invoked during combat. No Intervention is required for a
Benediction, they are always successful.
Monks and non-ordained clergy
Level 1 Type benediction Colour
Range 30' Durat 2turns/FP Incant 1 turn Cost var Target No The Benediction bestows a bonus of +1/+5% to all morale checks (FER CR). It also adds +5% to all to hit die roll. Mortally wounded characters do not die for 5+d6 turns. The Benediction lasts 2 turns for each Fatigue Point spent.
Ordained clergy
Level 1 Type benediction Colour
Range 30' Durat 1 hr Incant 1 turn Cost 20 Target No The benefits are similar to the Benediction bestowed by the non-ordained clergy.
Sanctification
This act allows the Cleric to reduce a material BMR just
like a Magick User when enchanting.
Turning Undead
Clerics have the same ability to turn away undead within
50' as a Necromancer but they cannot control them. The
Cleric can affect 1 minor undead per MKL or 1 greater
undead per 3 MKL. Only one attempt can be made per
undead (even if there are several Clerics in the party).
Turning Undead requires Prayer ( 3 combat seg).
Cleric MKL
Undead 1-2 3-4 5-6 7-8 9-10 11-12
Skeleton I T T T T D D
Skeleton II T T T T T
Zombie T T T T T
Str Zombie T T T T
Ghoul T T T T
Skel knight T T T T
Wight T T
Mummy T T T
Vampire T T T
Wraith T T
Death T
Shadow T T T T
Phantom T T T
Spectre T T
Ghost T T
T: Turning Undead with a basic probability of: 40% -5%
per Alignment point +5% per 2 MKL (rounded up).
D: Destroy undead with a basic probability of 90% -5%
per Alignment point.
Chivalry & Sorcery 137 Basic rules
Cleric MKL
Undead 13-15 16-18 19-20 21 22
Skeleton I D D D D D
Skeleton II D D D D D
Zombie D D D D D
Str Zombie T D D D D
Ghoul T D D D D
Skel knight
Wight T T D D D
Mummy T T D D D
Vampire T T T D D
Wraith T T T D D
Death T T T D D
Shadow T D D D D
Phantom T D D D D
Spectre T T D D D
Ghost T T T D D
Lich T T T D D
Ordeal of Humility
When he reaches MKL/18, a Cleric can undertake a
spiritual experience to strengthen his faith. He must first
renounce to all wordly riches and trappings of power. He
must then spend one month in peaceful meditation (E.g. a
reclused monastery). After which a check for Intervention is
made:
If he succeeds, his Alignment is lowered by d6+1
points and his WIS is increased by 1.
If he fails he must wait one year before he tries
again.
Until a Cleric has passed this ordeal the power of the
miracles he can call is limited to MKL/18. The Ordeal of
Humility can only be passed successfully once.
Sanctified Objects
The creation of sanctified objects by Clerics is similar to
the enchantment of Magick objects. Because these objects
have been created through the act of Faith, demonic or
undead entities cannot touch them without suffering d20
points of damage and be forced to drop them. It also cannot
be affected by Magick. A Diviner, for instance, will be
unable to tell much about it, except that it is a Sanctified
object.
Although the process of reducing the BMR of materials
used in the creation is similar to magickal enchantment, a
Magick-User cannot use Sanctified material to create a
magickal device. The same way a Cleric cannot use a
material that has been enchanted by a Magick-User to create
a Sanctified object.
Sanctified Waters
Prepared from pure spring water and 1 petal from 7
different fresh sanctified flowers, all material brought to
BMR 0/100% and a Prayer for Intervention. They are the
base for all clerical preparations. Sanctified waters also
produce the following effects:
1. If touched deliberately by an evil creature, the
water inflicts d10 damage to bare flesh.
2. If held in a container by an evil creature, there is
20% chance per turn that the water will boil and
splash 5' around doing d6 damage to all evil
creatures.
3. If swallowed by an evil creature, it will inflict
6d10 damage.
Sanctified waters also have a great value to Magick-
Users as they will reduce once the BMR of any material
under enchantment by 1 by one part of water per 10 parts of
materials to be enchantment.
The weight of one dose is 1/20 pound.
Holy Water
Prepared from Sanctified Waters with a pinch of salt
(brought to BMR 0/100%) and blessed once per day during 7
days. A Cleric can prepare 1 dose per day (3 doses if
ordained, 7 doses if of bishop rank or higher).
A font with holy water stands at a Church door. Any evil
being attempting to come within 20' or enter the Church will
cause the water to bubble and steam.
The Holy Water may be used as a weapon against evil
beings. It does d10 damage against undead, chaotic
lycanthropes, evil fairies... and d20 damage against demons.
One 'dose' can be sprinkled/splashed at such an adversary
at a time. It also bestows +5% to Acts of Faith when
sprinkled on a recipient along with a Blessing.
Holy Waters cannot be sold and will lose all power if
stolen. They can be used only by Clerics and believers.
The weight of one dose is 1/20 pounds.
Sacramental Wine
Prepared from Sanctified Water mixed with Sanctified
Wine and a spice, mixed in a 3:12:1 ratio. This sacred wine is
used during the Mass. A Cleric can prepare 1 dose of
Sacramental Wine per day, and most wine is produced at
Monasteries because of the manpower available. The wine is
not for sale to the general public and laymen who use it are
considered to commit a sacrilege.
Chivalry & Sorcery 138 Basic rules
Water of Life
Prepared from Sanctified Wine mixed 10:1 with honey,
this cordial has limited curative powers. It can cure 1-3 points
of body, pain and fatigue levels and can be taken 3 times per
day. Only Monks may prepare the Water of Life, at a rate of
1 dose per day. Cost to the faithful is 5 qc (2 qc for Clerics).
The weight of one dose is 1/20 pound.
Water of Healing
Prepared from Sanctified Wine mixed 20:1 with 6
sanctified spices. This Holy Elixir will be equal to a Cure
Minor Wounds. One dose may be taken per day in addition to
a Cure miracle. The cost to the faithful is 15 qc per dose.
Water of Great Healing
Prepared as a Water of Healing but requiring 7 days to
produce 1 dose. This powerful preparation can either Cure
Serious Wounds or Cure Disease. It also can act as an
antidote to poison 25% of the time. The cost to the faithful is
2 dc per dose.
Sanctified Symbol of Faith
The cross is the holy symbol of faith. If a cross is
Sanctified and Blessed, it has the power to ward-off Evil
Beings. Demons must check FER-6 to advance on az Cross
held up to them by a true believer, but if passing the test can
continue their attack. Lycanthropes and Undead have the
effect described in their profiles.
Holy relic
Saints martyred for their Faith become hallowed in
themselves, and a bit of the hair or bone of a martyred Saint
may have miraculous powers attached to it. If a genuine Relic
is available, one Act of Faith will be in it, which may be
received by any True Believer kneeling before the Relic and
touching it to his lips. The chance of a successful miracle is
100% -5% per Alignment point. Only 1 benefit can be
received per day. Relics may also be objects belonging to
Saints or used in their Passion... Such relics will have three
acts of Faith in them, and also have great powers over Evil.
The possession of a true relic will increase a believer's FER
CR by 3.
Holy Sword
A Holy Sword is perhaps the most powerful weapon that
can be encountered. It is forged for the purpose of combating
God's enemies, and it can therefore only be wielded by those
pure of heart and spirit. Such a weapon will not lend itself to
any ignoble purposes and will not come from its scabbard if it
is intended to be used badly. The weapon requires
Sanctification by a Priest of Alignment 1 or 2 and
enchantment by a Weaponsmith of Lawful Alignment. A
Holy relic is placed in the hilt and the following miracles
placed in the blade: Strength of th Holy, Recognize Evil,
Smite the Godless, Holy Symbols and the Wrath of God on
six separate weeks. On the seventh week Remove Curse and
3 Blessings are placed in the blade, which receives its power.
Church special Rites
Abbots and Ordained Priests
Abbots and Ordained Priests possess a number of rites,
sacraments and abilities.
MASS & HIGH MASS: The central sacrament of the
Church, the Mass establishes a Circle of Protection around
the Church or area in which the Mass is being held. All Evil
beings, Demons, Undead, etc. Are prevented from entering
the area and the benefits of a Benediction is received by all
believers attending. The duration is 1 hour for a Mass and 2
hours for a High Mass. No fatigue loss is experienced for the
celebration of a Mass or High Mass and one Mass can be
celebrated per day.
CONVERSION: The ability of a Priest to convert
unbelievers at a percentage equal to 55% -5% per Alignment
point. The Priest can attempt one conversion per factor of
experience. A successful conversion causes a reduction of
Alignment by 1-6 points.
EXORCISM:The ability to drive out a Demon from a
person, creature or place if the targeting is successful. The
Cleric must stand within 100' of the demon. Once the ritual is
started a 10' Circle of Protection is formed around the Priest,
which completely protects all those inside from the Demon
until the end of the ritual. If the ritual succeeds, the Demon is
banished for at least 1+d6 months. If it fails the Priest must
pass a FER CR-7. If the Priest succeeds, he can leave and
will be able to try another Exorcism after 3 months. If he fails
all present must flee from the Demon presence and the Priest
will no longer be able to make another attempt against this
particular Demon. An Exorcism ritual lasts 30 minutes.
CONFESSION: The ability of a Priest or Abbot to hear
the confession of a believer and grant him absolution. If the
sins are at all serious, the Confessor may impose a penance
on the penitent equal to a Geas. The Quest imposed will be to
do some good work, difficult enough to match the sin but no
vicious or overly deadly in nature. Believers must go to
confession at least twice a year on a Holy Day or they will
receive no benefit from Holy waters or miracles. Minor sins
require offerings to the poor, etc, atonement or restitution to
wronged parties.
INTERNMENT: The rite by which a body is placed in
hallowed ground and protected from disturbance by those
who would defile it. A body interned is prevented from being
raised by a Necromancer 90% of the time.
Chivalry & Sorcery 139 Basic rules
SUPREME UNCTION: The final rite of the Church for
the dying which increases the chance of Resurrection by 10%
and preserves the body for 10 days. Believers PCs slain in a
just fight and who have received the benefit of a Benediction
will always 'hang-out" until given the extreme unction if a
Priest or Abbot is present.
Bishops
Bishops have a number of rites, sacrament and abilities
in addition to those they possess as Priests.
EXCOMMUNICATION: The rite by which a believer is
cast out of the Church and is denied all benefits of the clergy.
The Excommunicated person is shunned by all lawful people,
loses all his Influence with lawful persons and his vassals are
released from their oath of homage and fealty. This powerful
expression of the Church disapproval cannot be used without
good reason and following a major violation of the Church
law.
ORDINATION: The power of a Bishop to elevate a
Cleric to Priesthood.
RESURRECTION: The power to raise the recently dead.
A body can be resurrected for 3 days without penalty after
which a -5% penalty is imposed for each passing day. The
basic chances are defined by the dead character Constitution.
Bishops of Alignment 1 or 2 may raise bodies dead fro 30
days without penalty but recuperation is twice as long after
that. The Constitution of a raised character falls 1 or 2 points
each time he is killed for purposes of subsequent
Resurrections only.
Primates
As spiritual leaders of an entire nation, Primates have
special powers and rites.
CORONATION: The right to crown a king. If there is no
Primate, an Archbishop or two Bishops may perform the
ceremony.
INTERDICT: The power to place the entire nation under
the Ban, denying all men the benefit of Clergy save those in
the direct service of the Church. It is usually directed at
Kings or Princes who have grievously oppressed the Church
by committing crimes against members of the Clergy. It is
never used without unassailable reasons and only if the King
has proved to be impenitent and stubborn in his stand.
INVESTMENT: The right of a Primate to invest a
Bishop or Archbishop with his Diocese. This power is
usually shared with the King through negotiations. In case of
disagreement, a conflict might arise between the King and the
Church.
Chivalry & Sorcery 140 Basic rules
Shamanism
Shamans are religious/magical figures of an ancient
tradition. They are clerical/mage figures who act as mediators
between men and spirits (both benevolent and malevolent).
There is no clerical hierarchy among Shamans, they are
organised as mages. They start as apprentices and study with
a master until they reach MKL 5 at which point they become
Shamans. They can now perform simple rites for their
tribe/clan… and assist a master shaman in large ceremonies.
At MKL 9 they become masters; they can become the head
religious figure for a clan/tribe/… and teach apprentices.
Shamans are most common in ancient societies, they can
be found mostly among nomadic or semi-nomadic people.
People with shamanistic tradition include:
Centaurs,
Esilings,
Goblins (including Kobolds, orcs...).
Ancient Krohn barbarians.
Touroucs
The Clergy
Shamans are usually only loosely organized but as a
general rule older and more experienced shamans command
respect from their juniors.
In some cultures, some shamans belong to organised
magical societies.
Chivalry & Sorcery 141 Basic rules
Of Magick & Magicians
The Magicians Part 1
Magick was, in the feudal times, a very real thing, just as
real as legendary creatures such as dragons, basilisks or
unicorns, which men of this period believed to inhabit the
darker corners of the world. Magick thus finds a natural place
in a medieval fantasy world. The Troll-head is filled with
various traditions of Magick.
However, if Magick is powerful and spectacular, it is
never "easy" as any student will quickly find. Magick in C&S
does not fill the role of high technology weapons that provide
a solution when swords and bows are insufficient. It is first
and foremost a secret knowledge. The knowledge of a pre-
scientific age shrouded in superstition and the ignorance of
the real nature and laws of the world. Yet it is knowledge,
mainly transmitted through the ages but also slowly growing
as new practices are discovered and explored.
Magick-Users, therefore must be considered as seekers
of knowledge, which purpose is to master their art. They may
acquire worldly power to as they do; since, just as for any
humans, some are easily attracted to the trappings of power.
The Magick-User might be compared to a combination
philosopher-sage-research scientist, particularly the
magicians of the Arcane and Mystical Schools. He will
acquire the vast majority of his "experience" by mastering his
art.He will acquire the vast majority of his "experience" by
mastering his art. In Chivalry & Sorcery Magick Users obtain
experience because they practice Magick. Little experience
exists for going on adventure, discovering gold or jewels and
even magical items, or even killing monsters. Only those
activities which directly aim at increasing one's mastery of
Magick itself can give the magician any "experience"
worthwhile to him! Magick is not a crowbar to lever the
opposition out of the way. It is a pursuit for its own sake. The
many devices, potions and scrolls a magician produces are
mere by-products of the practice of his Art. A wand or a ring
is merely a focus to enhance his powers and reduce personal
risk from a failure to control the great powers with which he
must work. A protective amulet provides a means to stop his
enemies from harming him, for he cannot devote time to self-
defense training, nor does he have any love for purely
physical activity in the first place. Most of his magical
devices are mere time-savers, aids to the performing of
Magick which is no longer of prime interest to him, but
which might also be necessary from time to time.
This, then, is the general mental set of the real Magick
User. His Art is all that really interests him. Any time he
takes from his Magick is "wasted" as far as he is concerned.
Mere worldly power or riches are valued only by "low-grade"
Magicians who lose sight of their true destiny.
Class Origins and Magick Mode
Magick Users are born not made. Mages who are well-
aspected Gemini, Virgo or Scorpio can choose whatever
vocation they wish. Other must consult the table below to
determine which kind of Magick will be opened to them.
Social class
Min IQ Natural Min Arcane
Maj Arcane
Mystic
Serf 12 1-75 76-90 91-95 96-100
Yeoman 12 1-65 66-80 81-94 95-100
Liv. Yeoman
12 1-50 51-70 71-94 95-100
Townsman 11 1-35 36-50 51-85 86-100
Guildsman 11 1-20 21-40 41-80 81-100
Nobleman 11 1-30 31-50 51-95 96-100
The choice of Magick mode may also be restricted by the
Character race:
Wood elves can be Primitive Talents, Astrologers,
Artificiers, Enchanters and Thaumaturgists.
High elves can be Primitive Talents, Astrologers,
Artificiers, Enchanters, Thaumaturgists, Power Words,
Cabbala/Symbolists and Sacred Square.
Dwarves can only be Diviners and Artificiers.
Hobbits can practice no Magick.
Kobolds, Goblins and Orcs can be Primitive Talents,
Shaman, Medium, Hex Masters, Artificiers and
Conjurers.
The Second Requisite
While IQ is the Prime Requisite for being a Magick
User, other characteristics determine just how well a
character does initially in a particular mode of Magick. The
table below shows what is the second requisite for each mode
of Magick.
Chivalry & Sorcery 142 Basic rules
Primitive Talent DEX Enchanter VOI
Drug Trance CON Conjuror DEX
Dance/Chant VOI Thaumaturgist CHA
Shaman CHA Necromancer WIS
Medium WIS Power Word VOI
Alchemist DEX Cabbalist INT
Artificier DEX Sacred Square WIS
Diviner WIS
Hex Master CHA
The following table provides a factored value for the
Second Requisite of all Magick Users. The Second Requisite
Factor (SRF) is used when computing the basic Personal
Magick Factor (PMF) of a character.
The Second Requisite gives a character an initial
advantage when he starts practicing Magick. However, as he
advances in skill, his experience will greatly overshadow any
advantages he enjoyed at the beginning due to his native
abilities.
Requisite Factor Requisite Factor
1-7 0 19 (1-50%) 6.5
8-9 1.0 19+ (51-100%) 7.0
10-12 1.5 20 (1-50%) 7.5
13-14 2.0 20+ (51-90%) 8.0
15 (1-50%) 2.5 20+ (91-99%) 9.0
15+ (51-100%) 3.0 20+ (100%) 10.0
16 (1-50%) 3.5 21 11.0
16+ (51-100%) 4.0 22 12.0
17 (1-50%) 4.5 23 13.0
17+ (51-100%) 5.0 24 14.0
18 (1-50%) 5.5 25 15.0
18+ (51-100%) 6.0
Concentration Level
The Concentration Level (Klvl) of a Magick user is the
measure of his ability to control and cast magical spells.
Players will note that all references to the power of Magick
Users is made in terms of their Concentration Levels, not in
terms of their experience levels. (To find the experience
level, multiply the Klvl by 10 000 and consult the appropriate
Experience Table in the section on Experience.)
To find the initial Concentration Level of a character,
substitute in the following formula:
Klvl=(IQ+Second Requisite)/10 + Experience Factor
Since the Concentration Level is constantly changing as
a Magick User gains in experience, players should update it
at the end of each expedition to keep a precise check on the
status of a Magick User character.
The Personal Magick Factor
The Personal Magick Factor (PMF) occupies the same
place in the Magick Systems as the Personal Combat factor
(PCF) does in the Combat Systems. The PMF is basically a
measure of the ability of a Magick user to influence the world
with his powers. It determines the range, and duration of his
spells, and the amount of damage he can inflict using certain
types of Magick. The PMF is found by using the following
formula
PMF=Second Requisite Factor + Astrological Factor + Alignement Factor
Second Requisite Factor: see the Second Requisite table
above.
Astrological Factor: As players may have noticed, the
"Stars" affect the lives and fortunes of characters in Chivalry
and Sorcery. The Astrological Factor is found by taking the
percentage bonus given in the Astrological Reading Table
and dividing by 10. For example, a Well Aspected Virgo has
a 15% bonus as a Magick User. To find his Astrological
Factor, 15 is divided by 10, giving 1.5. This reflects the
degree of favour by the Stars of his practice of Magick.
The Alignment Factor reflects the limits to which a
Magick User will go to produce the effects he wants. The
Chaotic has the greatest advantage because he has no real
scruples. The Lawful has scruples but receives "divine"
assistance. The Neutral has some scruples and, at the same
time, receives no special assistance, so he does not enjoy
significant advantage.
LAW=0.3 NEUTRAL=0.1 CHAOS=0.5
The PMF will increase as the character advances to
higher Magick Levels (MKL). The MKL of a character is
nothing more than a relative measure of proficiency in the
casting of spells. There are 22 Magick Levels, corresponding
to the 22 cards of the Major Arcana in the Tarot Deck. The
relation of the Magick Levels to Concentration Levels and to
Experience is given in the Relationships of magical
proficiency. Each additional MKL increases the character
PMF by 2.
Duration: multiply the basic time given by the Mage
MKL.
Range: multiply the basic range given by the Mage
MKL.
Missiles: the basic damage inflicted by each volume of
missile is equal to the Mage EDM (Effect Damage
Multiplier) multiplied by the material EDF (Effect damage
Chivalry & Sorcery 143 Basic rules
Factor). The actual damage inflicted is then modified by the
result of the targeting.
Materials: the amount of materials that can be created
when not used as missiles as well as the damage inflicted by
each volume each turn, if the material is of harmful nature
(e.g. Fire).
PMF Dur Range Missiles Materials
Dur Port EDM Vol DIE Vol
0- 1 turn 5' x1 x1 x1 x1
1-3 1 turn 10' x1 x1 x1 x1
4-6 1 turn 15' x1 x1 x1 x2
7-9 2 turns 20' x2 x1 x1 x3
10-12 3 turns 25' x2 x1 x1 x4
13-15 3 turns 30' x2 x2 x1 x5
16-18 3 turns 35' x2 x2 x1 x6
19-21 4 turns 40' x3 x2 x1 x7
22-24 4 turns 45' x3 x2 x1 x8
25-27 4 turns 50' x3 x3 x1 x9
28-30 4 turns 55' x3 x3 x1 x10
31-33 5 turns 60' x3 x3 x1 x12
34-36 5 turns 65' x3 x3 x1 x14
37-39 5 turns 70' x4 x3 x2 x16
40-42 6 turns 75' x4 x3 x2 x18
43-45 6 turns 80' x4 x4 x2 x20
46-48 7 turns 85' x4 x4 x2 x25
49-51 8 turns 90' x5 x4 x2 x30
52-54 9 turns 95' x5 x4 x2 x40
55-57 10 turns 100' x6 x5 x3 x50
58-60 11 turns 110’ x6 x5 x3 x65
61+ 12 turns 120’ x6 x5 x3 x80
Relationships of magical proficiency
There are a number of different ways of measuring
Magical Proficiency, and the following table is included to
give players a quick comparison of the equivalencies of the
different values.
Magick Level (MKL): A term indicating relative
proficiency of a Magick User.
Concentration Level (Klvl): A term indicating the
ability of a Magick user to focus his Power and concentrate
on the actual casting of a spell.
Spell Level: A term indicating both the level of spells
that the Magick User is able to learn with relative ease and
the level of spells he can place in any Magick device at a
particular Magick Level.
Approx Experience: The approximate number of
experience points required to attain a particular Magick
Level, Concentration Level and Spell Level.
PMF bonus: The bonus added to the Mage PMF for the
computation of spell effects. The number in brackets is the
cumulative bonus for the Concentration Level of the
character.
MKL Klvl Spell
Level
Approx
Experience
PMF bonus
1 1-4 1 0 0
2 5-10 1 10k-100k +2 (2)
3 11-15 2 100k-150k +2 (4)
4 16-20 2 150k-200k +2 (6)
5 21-30 3 200k-300k +2 (8)
6 31-40 3 300k-400k +2 (10)
7 41-50 4 400k-500k +2 (12)
8 51-75 4 500k-750k +2 (14)
9 76-100 5 750k-1000k +2 (16)
10 101-125 5 1000k-1250k +2 18)
11 126-150 6 1250k-1500k +2 (20)
12 151-200 6 1500k-2000k +2 (22)
13 201-250 7 2000k-2500k +2 (24)
14 251-300 7 2500k-3000k +2 (26)
15 301-350 8 3000k-3500k +2 (28)
16 351-400 8 3500k-4000k +2 (30)
17 401-450 9 4000k-4500k +2 (32)
18 451-500 9 4500k-5000k +2 (34)
19 501-600 10 5000k-6000k +2 (36)
20 601-700 10 6000k-7000k +2 (38)
21 701-800 11 7000k-8000k +2 (40)
22 801+ 11 8000k+ +2 (42)
Magical Resistance
In Physics, all objects have a basic inertia and resist any
attempt to change their direction of motion, or if at rest to
move them at all. The same is true of Magick. Everything has
a Basic Magick Resistance, which will be thereafter referred
to as BMR. The BMR of anything a Magick User attempts to
influence or control magically presents a resistance to such
attempts to change it in any way.
The BMR of a spell, object, or creature is rated on an
index of 0 to 10. A BMR 0 means that there is very little
resistance to Magick. A BMR 10 means that there is a great
deal of resistance to Magick.
Chivalry & Sorcery 144 Basic rules
All spells in Chivalry and Sorcery are described with
BMR assigned to them. The BMR reflects both the difficulty
in mastering the spell itself and also the resistance of the
objects or creatures that will be affected by the Magick
effects created by the spells.
There are also some materials of special importance in
the fashioning of Magick Devices. A list of these materials
appears at the end of this Magick section, along with their
BMR.
Magick Resistance Table
The following table is used when a Magick User is
attempting to reduce the BMR of any spell or material. The
percentages under each BMR level indicate the basic
probability of successfully reducing the BMR. These
probabilities may be increased by procedures outlined in the
section of Enhancement of Spells which follows.
Chivalry & Sorcery 145 Basic rules
MKL Klvl Spell level
Basic Magic Resistance Success bonus
0 1 2 3 4 5 6 7 8 9 10
1 1-4 1 25 25 20 15 10 5* 0* -5* -10* -15* -20* +5%
2 5-10 1 30 25 20 15 10 5* 5* 0* -5* -10* -15* +10%
3 11-15 2 30 25 20 15 10 5 5* 5* 0* -5* -10* +10%
4 16-20 2 35 30 25 20 15 10 5 5* 5* 0* -5* +10%
5 21-30 3 35 30 25 20 15 10 10 5 5* 0* -5* +10%
6 31-40 3 40 35 30 25 20 15 10 5 5 5* 0* +10%
7 41-50 4 40 35 30 25 20 15 10 5 5 5 5* +10%
8 51-75 4 45 40 35 30 25 20 15 10 5 5 5 +15%
9 76-100 5 45 40 35 30 25 20 15 10 10 5 5 +15%
10 101-125 5 50 45 40 35 30 25 20 15 10 5 5 +15%
11 126-150 6 50 45 40 35 30 25 20 15 10 10 5 +15%
12 151-200 6 55 50 45 40 35 30 25 20 15 10 5 +15%
13 201-250 7 55 50 45 40 35 30 25 20 15 10 10 +15%
14 251-300 7 60 55 50 45 40 35 30 25 20 15 10 +15%
15 301-350 8 60 55 50 45 40 35 30 25 20 15 10 +15%
16 351-400 8 65 60 55 50 45 40 35 30 25 20 15 +15%
17 401-450 9 65 60 55 50 45 40 35 30 25 20 15 +15%
18 451-500 9 70 65 60 55 50 45 40 35 30 25 20 +15%
19 501-600 10 70 65 60 55 50 45 40 35 30 25 20 +20%
20 601-700 10 75 70 65 60 55 50 45 40 35 30 25 +20%
21 701-800 11 80 75 70 65 60 55 50 45 40 35 30 +20%
22 800+ 11 85 80 75 70 65 60 55 50 45 40 35 +25%
The percentage starred with an asterisk (*) do not add a "success bonus" and failure to cast them bring an automatic
Backfire. (See Backfire in the chapter on Sorcery).
The Success Bonus is added to the basic percentage at the next lower BMR if a Magick User successfully casts the spell
while learning it.
Chivalry & Sorcery 146 Basic rules
Learning a new Spell
A Magick User spends a good deal of his time learning
to master new spells disclosed to him by his Master or found
in Scrolls and Books he has acquired.
The first step is to decipher the spell formula. This
requires that the Magick User is able to read the language in
which the spell is written.
If a new spell is at or below the current spell casting
level of the Magick User, he will spend 3 days studying and
contemplating the enchantment. At the end of that time, he
may attempt to cast the spell.
If a new spell is above the current spell casting level of
the Magick User, he will spend 7 days + level of the spell
studying and contemplating the enchantment. At the end of
that time he may attempt to cast the spell.
Under no circumstance may a Magick User learn a spell
above his Research Limit (see IQ Prime Requisite).
A new spell is learned by casting it. Success lowers the
BMR; failure increases it.
1. Success: If a Magick User successfully casts a
new spell, its BMR will drop by one level per
success until BMR 0 is reached. The success
bonus is added to the basic probability of
casting the spell at the lowered BMR level. At
BMR O, each success permanently increases the
basic probability by the success bonus. When
100% chance of casting the spell at BMR 0 is
reached, the Magick User has "learned" the
spell.
2. Failure: If a Magick User fails to cast a new
spell, its BMR will increase by one level per
failure until BMR 10 is reached. Failure to cast
the spell at BMR 10 will permanently eliminate
the spell from the Magick User's stock of spells.
He can never learn it; it is apparently beyond his
powers to learn. What is worse, when a spell is
at a percentage marked with an asterisk (*), a
Backfire occurs upon failure. Magical Backfires
are dealt with later but it might suffice here to
note that the effects are exceedingly unpleasant.
Enchanting Materials
In order to turn ordinary, everyday materials into
enchanted objects, the BMR of the materials must be reduced
to BMR 0 at 100%. Reducing the BMR of objects proceeds
in much the same fashion as it does for reducing the BMR of
new spells. However, there is no bonus added for success
until BMR 0 is reached.
Each successful enchantment cast upon the object
increases the level of enchantment present in the object by a
percentage equal to the success bonus + a % equal to the
casters Magick Level. When the total enchantment presents
100%, the BMR is reduced to the next lower level and the
object is said to be "partially enchanted".
A Magick User would probably wish to enchant an
object fully, for 100% enchantment at BMR 0 is required to
create a Magick Device from the materials. Once the object
has been partially enchanted, each successful spell cast upon
the object increases the level of enchantment at a particular
BMR by the success bonus + % equal to the MKL of the
caster + % equal to the Astrological Bonus of the caster.
When the BMR has been reduced to BMR 0, with 100%
enchantment, the object is said to be "fully enchanted". All
that remains to be done is to fashion the materials into a
Magick Device and to place the desired spells in it. (Note:
The BMR of all materials used in Magick can be found in the
List of Materials at the end of the Magick section).
Limit on the Casting of Spells
A Magick User is not capable of unlimited casting of
spells; rather, he is severely limited as to the number and type
of spells he may cast. Each spell has a casting cost, which is
given in the spell description.
ENCHANTMENT SPELLS: A Magik User may enchant
½ pounds of materials or their equivalent for each MKL he
possesses (3 pounds per MKL for Weaponsmiths and 5
pounds per MKL for Mechanicians). He may enchant at the
same time 1 material per 3 MKL he possesses. An
enchantment spell can be cast at 20% fatigue loss.
UNLEARNED SPELL: When casting "unlearned
spells", a Magick User suffers 20%
Casting Learned Spells
Any spell which a Magick User has reduced to BMR 0 is
considered to be a "learned" spell.
1. If he has increased his chance of successfully casting
it to 100%, he has the spell completely memorized
and requires no concentration time to recall it. He
may cast the spell with assurance that it will create
the desired effect. If it is used in a Magick attack, he
proceeds directly to the Magick Conflict Table to
target the spell against the intended victim or object.
2. If he has not increased his chance of successfully
casting it to 100%, he has to "remember" the spell.
Remembering is done either by consulting his %
Ability to Remember Spells (see IQ Prime
Requisite) or his % chance of successfully casting it.
A check may be made during each firing phase of
the movement portion of the turn. Once he has
remembered the spell, he may cast it at his % chance
of success. If it is used in a Magick Attack and the
effect materialized, he proceeds directly to the
Magick Conflict Table to target the spell against the
intended victim or object.
3. A Scroll may be used in the place of "remembering"
a spell, with the chance of remembering being the %
Chivalry & Sorcery 147 Basic rules
Ability to Read Well (see IQ Prime Requisite).
However a scroll requires 1 turn to read.
Casting Unlearned Spells
A "known" spell is an enchantment which a Magick User
has learned by reducing it to BMR 0. Any spell which a
Magick User has not reduced to BMR 0 but which he has
acquired from his Master or from other source is considered
to be "unlearned".
1. The Magick User must consult his % Ability to
Remember Spells. He must designate the spell he is
attempting to remember and expend 1 turn in Deep
Concentration undisturbed by any activity or
physical violence done to his person. At the end of
the turn, he rolls the percentage dice. This procedure
is followed until he remembers the spell. He must
cast the spell in the subsequent turn or else he will
need to remember it again. The spell is cast at his %
chance of successfully creating the effect.
2. If the spell is used in a Magick Attack, it should be
noted that the Magick Conflict Table is based upon
spells at BMR 0. Since the Magick User is casting a
spell above BMR 0 (it is "unlearned"), his chance of
successfully targeting the intended victim or object
is reduced by -5% per BMR the spell is above 0.
The % chance of successfully targeting lost to having an
unlearned spell can be recovered by Enhancement, but only
up to the percentage printed on the Magick Conflict Table. If
this % chance of targeting is not recovered temporarily by
such means, a failure to "target" the intended victim causes
an automatic Bacfire. If the lost % chance of targeting is
temporarily recovered by Enhancement, no Backfire will
occur if the targeting fails. The spell merely misses in this
case.
It should be noted that if there is more than 1 target, only
1 target has to be struck to advert a Backfire; as the energy of
the spell is discharged and cannot rebound on the caster of
the spell. Detectin and Communication spells will not
produce a Backfire unless directed against a Circle of
Protection. Nor will any spells intended to give benefit to
another being, as these are targeted at the highest possible
probability.
Enhancement of Spells
Magick Users often do not enjoy a favourable probability
of casting a spell correctly (when learning it) or of targeting
the spell in the Magick Conflict Table. "Enhancement" will
improve chances of success.
When learning a spell (reducing it to BMR 0 at 100%
chance of casting it),there is no upper limit to the %
enhancement of one's chances if success in the Magick
Resistance Table.
When targeting a spell in the Magick Conflict Table, a
maximum of +25% may be added to the caster's probability
of striking an intended target.
MEDITATION adds +1% enhancement per MKL to
one's chances with a spell for each day spent in Meditation.
Meditation is possible only when a Magick User is in
surrounding of complete quiet and peace, and there is a 50%
chance that all benefit will be lost if he is disturbed in the
middle of his Meditations.
FASTING hastens the process of Meditation by adding
+1% enhancement per MKL to one's chance of success for
each day spent fasting after the third day. After 21 days of
fasting, the Magick User's fatigue levels will drop by 10% to
60% (d6x10%). After 40 days of fasting, his fatigue level will
be at 10% and he will suffer 1-3 points of damage to the body
for each additional day spent fasting. A Fast is beneficial only
when it is employed with Meditation.
RITES OF THE CHURCH add +5% enhancement to
one's chance of success. Such benefit may be enjoyed once
per week by attending a Mass.
BENEDICTION bestowed by a Bishop or other high-
ranking member of the Church Hierarchy adds a +5%
enhancement to one's chances of success with a spell. Since
this is a great blessing, it may be added to the normal
maximum of +25% enhancement of targeting probabilities,
giving a new maximum of +30%. Only one Benediction may
be so employed per enhanced spell, and no more than one
blessing may be received per week.
EXPENDITURE OF FATIGUE POINTS may be used to
enhance the chance of casting or targeting a spell. A +1%
enhancement is obtained for each fatigue point the caster
expends. However, when targeting in the Magick Conflict
Table , a maximum of +25% enhancement from all sources
(+30% if a Benediction was obtained) cannot be exceeded.
In addition to the enhancement procedures already
outlined, Magick Users may also benefit from the following
magical devices:
THE MAGICK FOCUS used by a Magick user will
increase his chance of success with any spell he has learned
(reduced to BMR 0) by +10%. The +25% targeting limit
cannot be exceeded.
THE MAGICK BOOK used by a Magick User will
increase his chance of success with any spell he has written in
it (reduced to BMR 0) by +10%. The +25% targeting limit
cannot be exceeded.
A MAGICK SCROLL written by a Magick User will
increase his chance of success with any spell inscribed in it
(reduced to BMR 0) by +10%. The +25% targeting limit
cannot be exceeded.
ANY MAGICK DEVICE he is using which has been
enchanted by another Magick User will target at the
Experience factor of the one who enchanted it. If the Device
is superior to the Magick User wielding it, he cannot enhance
its effect unless he has himself learned the spell the Device is
casting. Again, the +25% targeting limit cannot be exceeded.
Chivalry & Sorcery 148 Basic rules
Magical and Enchanted Grounds
Some places are infused with a magical energy and can
affect how Magick is practiced. Some spells can only be
performed in such places while others might be impossible to
cast in specific enchanted grounds.
Magical Grounds
These are places with a permanent magical energy.
Enchanted Grounds
These places are infused with a very powerful magical
energy attuned to one of the eight magical colours. Any spell
of that colour will be easier to cast and more potent, any spell
of the opposite colour will be harder to cast and less potent
(sometimes completely impossible to cast).
Symbolic associations
These are used to define what materials are needed to
build a specific Magick device based on the desired
properties of the device.
Animals
Badger: Ferocity,
Bat: Communication Spells.
Bear: Strength, Constitution..
Boar: Ferocity.
Bull: Strength.
Cat: Agility, Dexterity.
Crane: Moon, Magick, Transportation Spells, Secrets.
Crow: Conflict, War, Death, Wisdom.
Deer: Agility, Swiftness.
White Deer: Messenger from the Otherworld.
Dog: Ferocity, Trust.
Dolphin: Water, Harmony, Balance.
Dragon: Wealth, Power.
Eagle: Wisdom, Charisma, Longevity, Sight, Swiftness,
Knowledge.
Eel: Wisdom, Inspiration, Defense.
Fox: Detection Spells, Intelligence.
Frog: Shamanism, Magick, Illusion Spells.
Hawk:
Horse: Constitution, Faithfulness.
Magpie: Divination Spells.
Mouse: Secrets, Invisibility.
Owl: Wisdom.
Raven: Protection Spells.
Snakes: Wisdom, Reincarnation, Transformation Spells.
Swan: Divination Spells.
Gems
Amber: Intelligence, Protection against Poison.
Agate: Healing, Sleep, Longevity.
Amethyst: Truth, Wisdom., Intuition, Protection against
Poisons and Drugs.
Aquamarine: Courage, Truth, Communication Spells,
Peace.
Beryl: Warns of enemy presence.
Bloodstone: Time control.
Cornelian: Contentment, Friendship, Ferocity,
Charisma,
Diamond: Innocence, Protection against Undeads
Strength.
Emerald: Love, Growth,
Jade: Immortality, Constitution, Wisdom.
Lapis Lazuli: Intuition, Divination Spells, Detection
Spells.
Onyx: Fear, Discord, Dexterity, Agility.
Opal: Hope.
Black Opal:
Pearl: Water, Purity
Ruby: Courage, Ferocity, Strength, Constitution.
Sapphire: Wisdom, Intuition, Love, Truth, Loyalty,
Justice.
Topaz: Fidelity, Protection against Black Magick,
Wisdom.
Metals
Antimony: Fire, Protection Spells, Strength, Wisdom,
Transformation Spells.
Brass: Fire, Youth, Healing Spells.
Bronze: Fire, Intelligence, Wisdom, Art, Warfare,
Education, Knowledge, History, Prosperity.
Copper:Water, Feminine youth, Mothership, Emotions,
Love, Lust, Healing Spells, Luck Spells, Appearance,
Charisma.,.
Chivalry & Sorcery 149 Basic rules
Gold: Fire, Sun, Wealth, Healing, Protection Spells,
Growth, Knowledge, Command Spells, Civilization,
Charisma,.
Iron: Fire, Strength, Constitution, Ferocity, War,
Resilience, Courage, Protection against Spirits.
Lead: Earth, Death, Transformation Spells, Black Magic
Spells, Immobilization, Divination Spells, Detection Spells.
Mercury: Air, Death, Dark magic, Divination,
Detection, Communication Spells, Transport Spells,
Transformation Spells, Dexterity, Agility, Intuition..
Silver: Water, Moon, Divination Spells, Detection
Spells, Dreams, Wealth, Love Spells, Healing Spells,
Protection Spells, Wisdom, Bardic Voice, Empathy, Luck.
Steel: Fire, Strength, Intelligence, Protection against
Spirits,
Tin: Air, Knowledge, Wisdom, Education, Logic,
Transformation Spells,
Zinc: Transmutation spells, Detection spells, Divination
spells.
Plants
Acacia: Sun, Air, Fire, Protection, Mental enhancement,
Consecration, Peace.
Allspice: Earth, Venus, Jupiter, Commuication spells,
Healing, Wealth, Luck.
Almond: Air, Mercury, Venus, Enhancements, Wealth,
Wisdom.
Amber resin: Earth, Jupiter, Moon, Courage, Ferocity,
Protection, Peace.
Ambergris: Earth, Water, Venus, Mars, Animal
commanding, Empathy, Love
Angelica: Fire, Sun, Protection, Protection vs Demons.
Anise: Air, Jupiter, Mercury, Divination spells,
Protection vs mind spells, Youth
Apple: Water, Venus, Love, Friendship, Immortality
Basil: Fire, Mars, Clairvoyance, Command spells,
Divination spells, Exorcism, Love, Truth, Protection,
Purification, Wealth.
Bay: Fire, Jupiter, Wisdom, Protection, Clairvoyance,
Purification.
Bergamot: Air, Mercury, Protection against Black
Magic
Chamomile: Sleep, Meditation, Wealth, Love,
Purification, Luck
Coltsfoot: Water, Venus, Peace, Divination spells, Spells
involving animals.
Garlic: Fire
Onion: Fire
Red poppy: Fire
Chivalry & Sorcery 150 Basic rules
Alchemical materials list
All these materials are the result of Alchemists operations.
BMR Material Cost (dc) Quantity Availability Source
0 Philosophical sulphur 56 0.1 Dr 40% 3d6 Alchemist
0 Philosophical salt 240 0.1 Dr 25% 3d6 Alchemist
0 Magick Oil (Oleum Magicale) 12 0.1 Dr 30% 2d6 Alchemist
E Waters of the Wise (Aqua Verti) 50 0.1 Dr 20% d6 Alchemist
E Aqua Vitae 2600 0.1 Dr 10% ½d6 Alchemist
0 Great Water of Emerald 40 0.1 Dr 25% d6 Alchemist
0 Great Water of Sapphire 50 0.1 Dr 15% d6 Alchemist
0 Great Water of Ruby 60 0.1 Dr 10% d6 Alchemist
0 Great Water of Diamond 70 0.1 Dr 5% d6 Alchemist
E Alchemist's Emerald 2000 200 ct 5% 1 Alchemist
E Alchemist's Sapphire 2000 200 ct 5% 1 Alchemist
E Alchemist's Ruby 5000 200 ct 5% 1 Alchemist
E Alchemist's Diamond 6000 200 ct 5% 1 Alchemist
0 Mercury of Lead 50 0.1 Dr 65% 2d6 Alchemist
0 Mercury of Iron 100 0.1 Dr 50% 2d6 Alchemist
0 Mercury of Copper 100 0.1 Dr 45% 2d6 Alchemist
0 Mercury of Silver 160 0.1 Dr 35% 2d6 Alchemist
0 Mercury of Gold 1000 0.1 Dr 20% d6 Alchemist
0 Mercury of Platinium 2400 0.1 Dr 10% ½d6 Alchemist
2 Quicksilver 200 0.1 Dr 90% 5d6 Alchemist
10 True Lead 1000 10 Dr 20% 5d6 Alchemist
1 Star Iron 120 1 Dr 15% 4d6 Alchemist
1 Star Copper 160 0.1 Dr 10% 3d6 Alchemist
1 Star Silver 2000 0.1 Dr 7% 2d6 Alchemist
0 Star Gold 1000 0.1 Dr 5% d6 Alchemist
0 Star Platinium 2500 0.1 Dr 3% ½d6 Alchemist
E Fixed Mercury 1500 0.1 Dr 1% ½d6 Alchemist
Water of Regeneration 1200 0.1 Dr 2% 1 Alchemist
Potion of Longevity 20 000 0.1 Dr 1% 1 Alchemist
Homunculus (animal) 10 000 0.1 Dr 1% 1 Alchemist
Homunculus (man) 20 000 0.1 Dr 1% 1 Alchemist
Homunculus (monster) 13 000 0.1 Dr 1% 1 Alchemist
Homunculus (new monster) 40 000 0.1 Dr 1% 1 Alchemist
The following materials are used in basic Alchemist operations.
Chivalry & Sorcery 151 Basic rules
BMR Material Cost Quantity Availability Source
2 Sulphur 5 qc 1 Dr 100% 10d10 Alchemist
3 Acid 2 dc 1 pint 95% 10d10 Alchemist
3 Caustic Base 35 qc 1 pint 95% 10d10 Alchemist
3 Petroleum Oil 10 qc 1 pint 90% 10d10 Alchemist
3 Naphta 5 qc 1 pint 90% 10d10 Alchemist
3 Pitch 5 qc 1 pint 90% 10d10 Alchemist
3 Turpentine 5 qc 1 pint 90% 10d10 Alchemist
2 Alcohol 10 qc 1 pint 100% 10d10 Alchemist
3 Saltpetre 1/5 qc 0.1 Dr 100% 10d10 Alchemist
Metals
BMR Material Cost Quantity Availability Source
0 Dragon Gold 1250 dc 0.1 Dr 5% ½d6 Jeweller, Goldsmith
1 Dragon Silver 50 dc 0.1 Dr 5% ½d6 Jeweller, Goldsmith
1 Platinum 1250 dc 0.1 Dr 10% 2d10 Jeweller, Goldsmith
2 Gold 250 dc 0.1 Dr 99% 10d10 Jeweller, Goldsmith
1 Orichalcum 200 dc 0.1 Dr 5% d10 Jeweller, Goldsmith
3 Electrum 175 dc 0.1 Dr 50% 5d10 Jeweller, Goldsmith
3 Silver 10 dc 0.1 Dr 99% 25d10 Jeweller, Goldsmith
2 Adamantine 4000 dc 0.1 Dr 1% 5d10 Armorer
10 Mithril 2500 dc 0.1 Dr 2% 10d10 Armorer
4 Copper 5 qc 0.1 Dr 99% 100d10 Armorer, Foundry
4 Dwarvish Steel 2 dc 0.1 Dr 20% 25d10 Armorer, Foundry
6 Steel 2½ qc 0.1 Dr 80% 100d10 Armorer, Foundry
6 Iron 1½ qc 0.1 Dr 99% 250d10 Armorer, Foundry
5 Bronze 10 qc 0.1 Dr 25% 100d10 Armorer, Foundry
5 Tin 15 qc 0.1 Dr 25% 25d10 Armorer, Foundry
10 Lead ½ qc 0.1 Dr 99% 100d10 Armorer, Foundry
4 Bismuth 1 dc 0.1 Dr 25% 5d10 Alchemist, Apothicary
Gems
BMR Material Cost Quantity Availability Source
1 Diamond, dwarf-cut 50 dc 1 ct 15% d10 Jeweller, Goldsmith
2 Diamond, cut 30 dc 1 ct 40% 2d10 Jeweller, Goldsmith
4 Diamond, raw 10 dc 1 ct 55% 5d10 Jeweller, Goldsmith
1 Ruby, dwarf-cut 25 dc 1 ct 15% d10 Jeweller, Goldsmith
2 Ruby, cut 15 dc 1 ct 40% 2d10 Jeweller, Goldsmith
4 Ruby, raw 5 dc 1 ct 55% 5d10 Jeweller, Goldsmith
1 Sapphire, dwarf-cut 20 dc 1 ct 20% d10 Jeweller, Goldsmith
Chivalry & Sorcery 152 Basic rules
2 Sapphire,cut 12 dc 1 ct 50% 3d10 Jeweller, Goldsmith
4 Sapphire, raw 4 dc 1 ct 60% 6d10 Jeweller, Goldsmith
1 Emerald, dwarf-cut 20 dc 1 ct 20% d10 Jeweller, Goldsmith
2 Emerald, cut 12 dc 1 ct 50% 3d10 Jeweller, Goldsmith
4 Emerald, raw 4 dc 1 ct 60% 6d10 Jeweller, Goldsmith
2 Jade, cut 5 dc 1 ct 15% 3d10 Jeweller, Goldsmith
4 Jade, raw 2 dc 1 ct 50% 9d10 Jeweller, Goldsmith
2 Opal, black 5 dc 1 ct 20% 2d10 Jeweller, Goldsmith
1 Opal 3 dc 1 ct 20% 4d10 Jeweller, Goldsmith
1 Fire Opal 5 dc 1 ct 20% 2d10 Jeweller, Goldsmith
3 Pearl, black 5 dc 1 ct 10% d10 Jeweller, Goldsmith
2 Pearl 3 dc 1 ct 30% 4d10 Jeweller, Goldsmith
4 Amethyst 3 dc 1 ct 60% 5d10 Jeweller, Goldsmith
3 Topaz 2.4 dc 1 ct 80% 6d10 Jeweller, Goldsmith
4 Onyx 2 dc 1 ct 80% 6d10 Jeweller, Goldsmith
4 Cornelian 35 qc 1 ct 80% 10d10 Jeweller, Goldsmith
4 Aquamarine 35 qc 1 ct 80% 10d10 Jeweller, Goldsmith
6 Semi-precious stones 1 dc 1 ct 90% 20d10 Jeweller, Goldsmith
2 Amber 3 dc 0.1 Dr 80% 5d10 Jeweller, Goldsmith
Woods and Plants
BMR Material Cost Quantity Availability Source
0 Ent, female 40 dc 1 Dr 1% ½d6 Forest
1 Ent, male 20 dc 1 Dr 2% ½d6 Forest
1 Elvish Mallorn 10 dc 1 Dr 5% ½d6 Forest
2 Entish Oak/Hazel/Yew/Ash 4 dc 1 Dr 10% ½d6 Forest
3 Elvish Oak/Hazel/Yew/Ash 3 dc 1 Dr 20% d6 Forest
3 Ebony 10 qc 1 Dr 40% 3d10 Carpenter, Cabinetmaker
3 Mahogany 8 qc 1 Dr 50% 4d10 Carpenter, Cabinetmaker
4 Oak/Hazel/Yew/Ash/Palm 1 qc 1 Dr 99% common Carpenter, Cabinetmaker
5 Pine/Willow/Beech/Poplar ¼ qc 1 Dr 99% common Carpenter, Cabinetmaker
6 Other non-precious woods ¼ qc 1 Dr 99% common Carpenter, Cabinetmaker
3 Lotus 5 dc 1 Dr 30% d6 Carpenter, Cabinetmaker
4 Sunflower 5 qc 1 Dr 75% 10d6 Carpenter, Cabinetmaker
6 Other plants ¼ qc 1 Dr 99% common Carpenter, Cabinetmaker
Essences and Perfumes
BMR Material Cost Quantity Availability Source
Chivalry & Sorcery 153 Basic rules
E Black Lotus 50 dc 1/20 Dr 5% 1 Perfumer, Apothecary
0 Lotus 25 dc 1/20 Dr 10% ½d6 Perfumer
2 Orchid 5 dc 1/20 Dr 20% ½d6 Perfumer
2 Musk 5 dc 1/20 Dr 50% d10 Perfumer
0 Poppy, black 20 dc 1/20 Dr 15% ½d6 Perfumer
2 Poppy, red 5 dc 1/20 Dr 35% 2d6 Perfumer
0 Frankincense, fine 5 dc 1/20 Dr 20% 2d6 Perfumer
1 Frankincense, average 2 dc 1/20 Dr 50% 4d6 Perfumer
1 Myrrh 5 dc 1/20 Dr 15% 2d6 Perfumer
0 Rose, black 10 dc 1/20 Dr 5% 1 Perfumer
1 Rose, purple 5 dc 1/20 Dr 15% d6 Perfumer
2 Mace 25 dc 1/20 Dr 20% 2d6 Perfumer
2 Rose, red 5 dc 1/20 Dr 50% 5d6 Perfumer
3 Nutmeg 25 dc 1/20 Dr 20% 2d6 Perfumer
3 Rose, yellow, white 5 dc 1/20 Dr 50% 5d6 Perfumer
3 Sage 10 qc 1/20 Dr 75% 5d6 Perfumer
3 Sunflower 1 dc 1/20 Dr 55% 5d6 Perfumer
4 Peony 15 qc 1/20 Dr 60% 5d6 Perfumer
4 Lavender 35 qc 1/20 Dr 75% 5d6 Perfumer
4 Gardenia 1 dc 1/20 Dr 75% 5d6 Perfumer
4 Narcissus 20 qc 1/20 Dr 75% 5d6 Perfumer
4 Cherry Blossom 1 dc 1/20 Dr 50% 5d6 Perfumer
Liquids
BMR Material Cost Quantity Availability Source
E Dragon Blood 40 dc 0.1 Dr 4% d6 Apothecary
E Great Stag Blood 40 dc 0.1 Dr
1 Medusa Blood (R. Ventricle) 25 dc 0.1 Dr
1 Medusa Blood (L. Ventricle) 15 dc 0.1 Dr
1 Human Blood 1 dc 0.1 Dr
1 Elvish Blood 2 dc 0.1 Dr
1 Other Sentient's Blood 1 dc 0.1 Dr
1 Lycanthrope Blood 5 dc 0.1 Dr
1 Troll Blood 10 dc 0.1 Dr
2 Great Cat Blood 5 dc 0.1 Dr
2 Great Eagle Blood 5 dc 0.1 Dr
3 Stag Blood 2 dc 0.1 Dr
3 Wild Boar Blood 5 qc 0.1 Dr
5 Other animal Blood 0.4 qc 0.1 Dr
1 Fine Brandy 0.1 Dr Market
2 Brandy 0.1 Dr Market
Chivalry & Sorcery 154 Basic rules
3 Fine Wine 0.1 Dr Market
4 Wine 0.1 Dr 99% Market
5 Meads/Beer 0.1 Dr 99% Market
5 Vinegar 0.1 Dr 99% Market
2 Mother's Milk 0.1 Dr 15%
5 Milk 0.1 Dr Market
2 Pure Spring Water 0.1 Dr Find
6 Rain Water 0.1 Dr Find
6 River/Lake Water 0.1 Dr Find
7 Eau de mer 0.1 Dr Find
E Enchanted Pool Water 0.1 Dr Find
E Holy Water 0.1 Dr 20% Cleric
E Wine of Drunkeness 0.1 Dr 10%
Skins, Leathers and Animal parts
All amounts shown are equivalent to 0.1 dr for enchantment purpose.
BMR Material Cost Quantity Availability Source
E Dragon Scale 150 dc 2"x2" 5% d6 Alchemist, Adventurer
0 Virgin skin 20 dc 8"x11" 5% d6 Alchemist, Apothecary
0 Elvish skin 40 dc 8"x11" 5% d6 Alchemist, Apothecary
0 Troll skin 75 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Ogre skin 40 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Giant skin 30 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Hippogriff hide 50 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Great Horse hide 30 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Ghoul skin 40 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Vampire skin 70 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Mummy skin 70 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Balrog/Imp hide 50 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Lycanthrope hide 50 dc 8"x11" 5% d6 Alchemist, Apothecary
1 Manticore hide 40 dc 8"x11" 5% d6 Alchemist, Apothecary
2 Bulette crest 750 dc 5 dr 1% 1 Adventurer
3 Other monsters hide 25 dc 8"x11" 15% d6 Alchemist, Apothecary
3 Shark skin 5 qc 8"x11" 30% d6 Alchemist, Apothecary
2 Snake skin 3 qc 8"x11" 35% 1 Alchemist, Apothecary
5 Sea mammal hide 5 qc 8"x11" 30% d6 Alchemist, Apothecary
6 Eel skin 1 qc 8"x11" 40% d6 Alchemist, Apothecary
6 Fish scales 0.2 qc 0.1 40% 1 Alchemist, Apothecary
6 Animal skin 2 qc 8"x11" 75% Tanner, Apothecary
Chivalry & Sorcery 155 Basic rules
E Bat's eyes 3 qc 0.1 15% 1 Apothecary
1 Bat's wings 2 qc 0.1 20% 1 Apothecary
1 Toad liver 2 qc 0.1 25% 1 Apothecary
1 Newt's eyes 2 qc 0.1 25% 1 Apothecary
1 Snake's eyes 1 qc 0.1 30% 1 Apothecary
1 Tiger entrails 3 qc 0.1 20% 1
1 Lion heart 4 qc 0.2 20% 20%
2 Squid suckers 0.5 qc 0.3 15% 1
2 Wolf eyes 0.5 qc 0.1 35% 1
2 Griffin feathers 2 dc 0.1 5% d6
2 Hippogriff feathers 1 dc 0.1 5% d6
2 Great Eagle feathers 0.5 qc 0.1 5% d6
4 Other feathers 3 qc 0.2 50% d6
6 Animal organs/hair 3 qc 0.3 50% d6
Bones and Teeth
BMR Material Cost Quantity Availability Source
E Dragon teeth 150 dc 0.3 dr 5% d6 Alchemist, Adventurer
E Unicorn horn 150 dc 0.1 dr 5% d6 Alchemist, Apothecary
E Dragon bone 100 dc 0.1 dr 5% d6 Alchemist, Adventurer
E Unicorn bone 100 dc 0.1 dr 5% d6 Alchemist, Adventurer
5 Balrog/Imp teeth/bone 100 dc 0.1 dr 5% d6 Alchemist, Adventurer
E Chimera teeth/bone 80 dc 0.1 dr 5% d6 Alchemist, Adventurer
E Lycanthrope teeth 25 dc 0.1 dr 5% d6 Alchemist, Adventurer
0 Elf teeth/bone 5 dc 0.1 dr 5% d6 Alchemist, Apothecary
0 Hobbit teeth/bone 5 dc 1 dr 5% d6 Alchemist, Apothecary
0 Minotaur horn 30 dc 0.1 dr 5% d6 Alchemist, Adventurer
1 Human teeth/bone 2-5 dc 1 dr 10% d6 Alchemist, Apothecary
1 Human skull 20 dc 1 dr 10% 1 Alchemist, Apothecary
1 Troll teeth/bone 25 dc 1 dr 5% d6 Alchemist, Adventurer
1 Ogre teeth/bone 15 dc 1 dr 5% d6 Alchemist, Adventurer
1 Giant teeth/bone 15 dc 1 dr 5% d6 Alchemist, Adventurer
1 Great horse teeth/bone/hoof 1-2 dc 1 dr 5% 2d6 Alchemist, Apothecary
1 Hippogriff teeth/bone 15 dc 1 dr 5% d6 Alchemist, Adventurer
1 Basilisk teeth/bone 25 dc 1 dr 5% d6 Alchemist, Adventurer
1 Rhinoceros horn 5 dc 0.2 dr 5% d6 Alchemist, Apothecary
1 Karkadan horn 5 dc 0.1 dr 5% d6 Alchemist, Apothecary
1 Boar's tusk 2 dc 0.1 dr 5% d6 Alchemist, Apothecary
1 Great stag's horn 10 dc 0.1 dr 5% d6 Alchemist, Apothecary
2 Lion's teeth/bone/claws 1-3 dc 0.3 dr 15% d6 Alchemist, Apothecary
2 Tiger teeth/bone/claws 2-4 dc 0.3 dr 15% d6 Alchemist, Apothecary
Chivalry & Sorcery 156 Basic rules
2 Stag teeth/bone/horn 5 qc 0.2 dr 25% d6 Alchemist, Apothecary
2 Bat teeth/bone 1 qc 1 dr 25% d6 Alchemist, Apothecary
2 Wolf teeth/bone 1-2 qc 1 dr 25% d6 Alchemist, Apothecary
3 Elephant ivory 10 qc 0.1 dr 15% d10 Alchemist, Jewelsmith
3 Elephant bone 10 qc 1 dr 25% d6 Alchemist, Apothecary
3 Bull's horn 15 qc 0.4 dr 75% 2 Alchemist, Butcher
3 Eagle bone 15 qc 0.5 dr 25% 1 Alchemist
4 Bird bone 1 qc 1 dr 75% 1 Alchemist
4 Animal bone 1 qc 1 dr 75% d10 Alchemist
4 Sea mammal bone 1 qc 1 dr 25% 1 Alchemist
4 Animal horn 2qc 0.4 dr 75% d6 Alchemist
5 Animal teeth 1 qc 0.2 dr 50% d6 Alchemist
5 Reptile bone 2 qc 1 dr 50% 1 Alchemist
5 Turtle shell 2 qc 0.1 dr 30% 1 Alchemist, Cabinetmaker
6 Fishbone 1 qc 1 dr 50% 1 Alchemist
Organics
BMR Material Cost Quantity Availability Source
4 Almonds
5 Cinquefoil 0.05
3 Coltsfoot 0.6 qc 0.05 40% Apothecary
5 Wheat grain 0.04 qc 0.1 99% Market
Chivalry & Sorcery 157 Basic rules
Enchanting a Magical Device
A "magical device" is any object fashioned of fully
enchanted materials and containing one or more spells which
are permanently retained in the object. In many cases, the
spells in the device will be capable of self-recharge. If the
wielder knows the nature of the spells contained in the device
and has learned the secrets of releasing it, he may cast the
spell through the device.
Preparation of the materials to be used in making a
device is outlined in the section on Enchanting Materials,
above.
Simple Magical Device
Simple magical devices may contain one or more spells
and have a limited number of charges which must be replaced
by the Magick User by basting a spell into the discharged
device. In the case of potions, drugs, inks, poisons, brews,
powders and perfumes, the spell is discharged once per
application and the number of "doses" prepared is equal to
the number of charges obtained. Once used, potions, drugs,
etc. Are consumed and cannot be recharged. Only devices of
a permanent nature, like rings or wands, can be recharged.
To permanently contain a spell, a magical device must be
fashioned from at least 7 different materials. Each material
must be enchanted to BMR 0 at 100%. Such a device will
hold one spell of casting level 1 with 1-10 charges. An
additional material must be added for each level the spell is
above casting level 1. Thus a spell of casting level 2 would
require 7+1 = 8 different materials ; level 3 spells need 7+2 =
9 materials ; and so on.
If more than one spell is desired in the object, 3 different
materials must be added to the number required for the
highest spell contained in the device. Suppose 3 spells were
to be placed in a ring. The highest is a level 4, requiring 7+3
= 10 materials. An extra 2x3 = 6 materials are needed for the
other two spells, making a total of 16 different types of
material. One charge is added for each additional spell placed
in the device.
In all cases, 4 of the first 7 materials must be appropriate
to the peculiar nature and form of the device:
Metal Base: rings, amulets, etc.
Wood or Bone: wands, rods, staves.
Skin or Parchment: scrolls, books.
Liquid: magical potions, drugs, inks, poisons, brews.
Essence or Organic: magical powders, perfumes,
poisons.
Magical Devices of Power
Devices of Power require exceedingly careful
enchantment requiring the consultation of an Astrologer to
determine the Sign under which the final enchantment (the
placing of the permanent spells) must begin. Such
enchantments can easily go wrong if the Magick User is
disturbed during the enchantment process.
A Magick User must consult an Astrologer to discover
the Astrological Sign under which the final enchantments
must be performed. If that Sign has already passed, he must
wait until it returns in the year. The Sign of the magical
device will be found by rolling percentage dice on the
Horoscope Table.
Once the favourable Sign of the magical device has been
decided, roll again in the "Other" column of the Horoscope
Table. This determines how well or poorly aspected the final
enchantment of the device will be.
-5% Result: The final enchantment must begin exactly
on the first hour of the first day of the Sign. The enchantment
is completed on the last hour of the last day of the Sign. The
Magick User cannot be disturbed by anything except routine
matters for the entire month and cannot engage in other tasks
without risk of the whole enchantment failing. There is a
105% chance that any serious disturbance will disrupt the
enchantment, with a -5% from that probability for each MKL
of the Magick User.
0% Result: The final enchantment must begin exactly on
the first hour of the first day of the Sign and is completed on
the last hour of the third week of the Sign. The Magick User
must not be disturbed for the crucial 3 weeks period and
cannot engage in other tasks without risk of the enchantment
failing during the first and the last weeks of the crucial
period. There is a 100% chance -5% per MKL that the
enchantment will fail if he is disturbed.
+5% Result: The final enchantment must begin in the
first half of the Sign and lasts 2 weeks. The Magick User is
free to engage in other tasks during the crucial 2 weeks
period, but if he is disturbed or fails in any other task, he has
a 95% chance -5% per MKL that the enchantment will fail.
+10% Result: The final enchantment requires two weeks
and may be completed at any time in the Sign. He is free to
perform other tasks, but if he is disturbed or fails in any other
task, he has a 90% chance -5% per MKL that the
enchantment will fail.
+15% Result: The final enchantment requires one week
at any time in the Sign. If the Magick user is disturbed or
performs any other task in the crucial period, he has a 85%
chance -5% per MKL that the enchantment will fail.
+25% Result: The final enchantment requires 2-7 days at
any time in the Sign. If the Magick User is disturbed or
performs any other task in the crucial period, he has a 75%
chance -5% per MKL that the enchantment will fail.
If an enchantment fails, there is a chance equal to that of
the failure that the materials used in the device will have to
be re-enchanted. In any event, there is no possibility of
performing the final enchantment unless the materials have
not been ruined and sufficient time remains under the Sign to
complete the work.
The favourability of the enchantment may be modified
by how well or poorly aspected the Magick User is himself.
A +15% or +25% Astrological bonus increases the Luck
Chivalry & Sorcery 158 Basic rules
factor (result in the Other column) by 1 level. Thus a Magick
User possessing an Astrological bonus of +15% would
increase a +5% result to a +10% result. If a +25% Result had
already be obtained, the percentage of failure would then be
reduced by the Magick user Astrological bonus. However, if
a Magick User has a -5% Astrological bonus, he would drop
his Luck by one level. If a -5% Result had already occurred,
he would increase the percentage of failure by 5% to 110%.
Once the Astrological situation has been determined, the
Magick User will prepare his materials for the enchantment.
He will require 15 materials, 7 of which must be appropriate
to the peculiar nature and form of the device. This will
provide a basic spell capacity equal to his MKL, with 1d10
charges. If additional spell capacity is desired, he may do one
of the following things:
Use 3 additional materials for each extra spell he wishes
to place in the device.
Use 1 Alchemical Material for each two extra spells he
wishes to place in the device.
Use any material with a basic BMR of 0 for each extra
spell he wishes to place in the device.
To provide the device with a "recharge" capacity of its
own, he must enchant the seven Correspondences favourable
to the Sign under which the device must be enchanted. The
following table contains the Correspondences favoured by
each Astrological Sign. Substitutions are possible only under
special circumstances explained below the Table.
Sign Metal Gem Plant Essence Liquid Skin Bone
Aries Iron Ruby Oak Sage Blood Wolf Bear
Taurus Copper Topaz Pine Sandalwood Lake Water Dove Swan
Gemini Mercury Onyx Willow Orchid Spring Water Ape Ibis
Cancer Silver Emerald Lotus Frankincense Rain Water Dog Dog
Leo Gold Opal Sunflower Myrrh Wine Lion Hawk
Virgo Mercury Diamond Plam Mace River Water Swallow Ape
Libra Copper Jade Yew Aloes Beer Sparrow Dove
Scorpio Iron Cornelian Oak Sulphur Blood Horse Wolf
Sagittarius Brass Sapphire Popular Cloves Cooking Oil Eagle Eagle
Capricorn Lead Black Opal Ash Musk Holy Water Crocodile Lizard
Aquarius Lead Aquamarine Elm Pink Rose Lake Water Frog Snake
Pisces Bronze Pearl Beech Nutmeg Sea Water Hawk Peacock
Substitutions are possible if the following guidelines are
met:
Alchemistical materials may replace any Correspondence
of a similar type; e.g. Star of Iron replaces Iron, Magick Oil
replaces any liquid, the Mercuries replace any of the
essences, etc.
Materials closely resembling the Correspondence may be
substituted 10% of the time. For example, a lion skin could
be replaced by that of any other hunting cat. However, one
will not know for certain that the material will be acceptable
until after it is enchanted to BMR 0 to 100%.
Materials having unique properties of their own which
reflect the very nature of the device itself can be substituted
for the Correspondences up to a maximum of 3 substitutions.
For example, Black Lotus can produce sleep, even death. If
the device was a Wand of Command, Black Lotus could
replace the corresponding essence.
Blood, Skin and Bones of enchanted beasts may always
be substituted for those of ordinary creatures, providing they
are of a similar nature. For example, a Troll skin could
replace wolf skin as both are "hunting" creatures.
Sentient blood, bones, skins, etc. will always be used by
Chaotics, who spurn the use of ordinary materials.
The recharge rate of a Device of Power is 3 charges per
day. However 1 additional charge can be gained for each 3
Gems (different types) placed on the device, giving a
maximum of 7 charges. Alchemical Gems act as 6 ordinary
Gems and also boost the overall charge capacity (see
Alchemy). The Stars of Copper, Silver, Gold and Platinum
and the Fixed Mercury have a capacity to increase recharge
rates as well (see Alchemy).
Magical Focusing Devices
A Magick User will always prepare a Focus of Power for
himself. The Focus has 10d10 charges with a recharge rate of
7 charges per day (Recharge Rate can be boosted as for any
Device of Power). However, instead of the usual method for
determining the materials to be used in a device, he must use
the 7 Correspondences favorable to the Sign under which the
Focus must be made plus the 14 Correspondences of the
Signs before and after it. A Gem, six Signs removed from the
Gem of the favorable Sign must be placed in the part of the
Chivalry & Sorcery 159 Basic rules
object farthest from the Gem of the favorable Sign. For
example, if the Gem of the favorable Sign is a Diamond, the
opposite is a Pearl. This polarizes the Magick in the Focus
and gives the magical number of 22, corresponding to the 22
Major Arcana of the Tarot.
All of the spells a Magick User knows can be cast
through a Focus and 1 spell may be placed in it per MKL
attained by the Magick User which is cast without loss of
fatigue.
Amulets of Protection
Because of their broad protective powers, Amulets of
Protection are prepared in the same manner as a magical
focus.
Magical Books and Scrolls
Unlike other "devices", magical books and scrolls
require only a skin or parchment which is enchanted to BMR
0 at 100%. A magical ink must be prepared from 7
ingredients, also enchanted at BMR 0 at 100%, which is used
to write the scroll with a quill pen from any flying creature
(also enchanted to BMR 0 at 100%).
A spell will require 1 day per casting level to be properly
inscribed. When the scroll or page of the book is completed,
it will contain 2-7 charges. However, only a person who has
learned the spell will be able to cast the spell from the scroll
or book.
If the ink is prepared with the Correspondences, the
scroll will have 1 recharge per day. Inks can be increased in
recharge capacity by the addition of ground gems or
alchemical materials.
Cabbalists prepare a Focus which is nothing more than a
magick Inkpot and Brush. The Symbols they inscribe are
equivalent to a book or scroll, except that only 1 turn is
required to make the inscription, after which one spell may be
cast from each Symbol. Recharging Symbols require 1 day
per casting level of the spell to write, with a 25% chance of
error that requires repeating the process. Such Symbols are
self activating.
To read a magical scroll or book requires a Read Magick
spell. If the scroll or book was not written by the Magick
User, he must also Read correctly. A minimum of 1 turn is
required to read a scroll or a page in a book, after which the
spell may be cast.
Magical Oils and Potions
They are Simple Magical Devices; the numer of
“charges” during creation corresponds to the nmber of doses
the Mage is able to produce.
The Magicians Part 2
Natural Magick Users
Primitive Talents
Unlike all other Magick Users, the Primitive Talents
have a natural affinity for Magick and are able to cast some
spells naturally, without actually learning them. Initially, a
Primitve Talent will possess the following spells as "learned
spells":
Yeoman or Serf: Detect Tracks, Find Direction, Circle
of Protection, Hold Small Animal, Hold Large Animal.
Townsman: Measure Volume, Read Languages, Circles
of Protection, Sleight of Hand.
Guildsman: Measure Volume, Read Languages, Read
Magick, Circle of Protection.
Nobleman: Detect Alignment, Detect Tracks, Find
Direction, Circle of Protection, Hold Large Animal.
Each time a character with a Primitive Talent earns 100
EP, (which is equal to 1 Concentration level or 1 Experience
Factor), he may choose 1 non Ancient-lore spell in any
category except Necromancy. A spell check is made as per
the Fast Magick system to see if the character has learned this
new spell.
Primitive Talents are unable to enchant magical devices
themselves but may use devices enchanted by others. Note: it
is possible for Primitive Talents to pursue other vocations,
such as Fighting Man or Cleric for his magical abilities are
innate to his nature and are not acquired by any active
measures on his part.
Wood Elves
Wood Elves are "Primitive Talent" Magick Users who
are capable of enchanting magical devices, particularly a
Focus, which is always a +2 Magick Bow. They are foresters
without parallel and possess the following spells as "learned
spells" right from the beginning: Detect Altitude, Detect
Secret Door, Measure Distance, Detect Magick, Detect Small
Traps, Find Direction, Detect Tracks, Circle of Protection,
Detect Observation.
High Elves
High Elves are "Primitive Talent" Magick Users who
possess all of the natural abilities of Wood Elves. However
they can advance as far as Enchanters in the practice of
Illusion and Command. They acquire spells "naturally" as
they gain in experience points, with 1 spell possible for each
new 10 000 experience points. However, unlike any of the
other "Primitive Talents", a High Elf is able to learn spells
from scrolls, books, etc. They are capable of enchanting
magical devices, including a +3 Magical Bow and +3 Arrows
for the bow, which is a personal Focus.
Drug Trance Magick
Like the Primitive Talents, the Drug Trance Magick User
may follow some other vocation, practicing Magick as a kind
Chivalry & Sorcery 160 Basic rules
of hobby or sideline. The Drug Trance Magician must
employ powerful drugs to be able to cast any spells. The
technique is both experimental and highly dangerous. He
does not "learn" spells as such; he stumbles upon them:
1. The Drug Trance Magician will enchant a potion or
powder according to the method given in the section
on enchanting Simple Magical Devices. This is the
only form of enchantment he is able to perform on
any materials. The product is a drug which is
capable of creating some effect, as yet unknown. He
records the ingredients he used, and then consumes
1 dose of the drug. The first time the drug is used, he
will not be able to predict the effects.
2. After 1-6 turns, the Drug User is thrown into a
drugged state of mind, a form of waking trance. At
the end of this time, he is capable of creating a
magical effect:
01-20 Basic Magick 71-90 Black Magick
21-35 Detection 91-93 Abjuration
36-45 Illusion 94-96 Conjuration
46-55 Command 97-99 Transmutation
56-70 Communication & Transport
00 Summoning
A drug cannot be enchanted for a spell higher
than the current spell casting level of the Drug User.
As soon as the category of spell has ben determined
by rolling percentage dice on the table above, a d6 is
rolled for each spell, starting at the first spell of the
lowest casting level and working toward the spells
of a higher casting level. Spells already obtained by
the Magician and contained in any drugs he has
made are not checked. As soon as a 1 or a 6 turns
up, that is the spell contained in the newly created
drug.
3. A "1" result indicates that the drug is absolutely safe
for use, and every time the "recipe" is used, the
identical drug and magical effect will be obtained.
4. A "6" result indicates that there are "impurities" in
the drug, carrying the chance of a "bad trip", which
is roughly equivalent to a Backfire. The magical
effect will be produced, but there is also a 10%
chance per casting level of the spell that the User
will be thrown into a deep coma each time he uses
the spell (roll d100): 01-33 = coma for d10 turns;
34-67 = coma for d10 hours; 68-100 = coma for d10
days. There is also a 1% chance per casting level of
the spell that the drug is poisonous, with a check for
poisoning being made once each day. It also has a
10% chance of poisoning anyone else for d10 turns
coma; 20% for d10 hour coma and 30% per day for
d10 day coma.
5. For a "Summon Demon" spell, there are two
possible results. If a "1" result occurs, the Drug User
may command the "demon" of the drug to place he
spell of his choice in the drug (subject to the
demon's casting level). If a "6" result turns up, the
Drug User becomes addicted to the drug – a form of
demonic possession – and must have 1 fix per day.
There is no other effect except the addiction, which
can be broken only by Drug Users with a combined
IQ and Wisdom score of 30 or higher (basic 7%
chance per day). The drug is not poisonous, but a
random coma will result from its use. Within 24
hours of awakening, an addict will need another
"fix".
6. One cannot mix drug safely. The effect of a "safe"
drug lasts for d10 turns after it is taken. The Game
Master makes a secret check of the time at which the
drug effect will wear off. If a Drug User takes any
other type of drug within that the time period, he
goes into a reaction as if he had taken an "impure"
drug (see #4 above). Note: Drugs producing Basic
Magick spells may safely be mixed however.
Because the Drug Trance Magician is not a conscious
and deliberate Magick User as such, he may, as noted above,
be found in almost any vocation. There is, however, a natural
limit on the number of times a Drug User may cast a spell by
consuming a drug, which is based on his Constitution: CON
1-10 = 4 spells per day; CON 11-15 = 5 spells per day; CON
16-20 = 6 spells per day; CON 21+ = 7 spells per day.
Exceeding this limit brings an "overdose", roll d100: 01-67 =
coma and 68+ results in "Summon Demon".
Dance/Chant Magick
The Magick of the Dance/Chant is part of a very ancient
tradition. The Dance/Chant User will retire to a lonely place
in the wilderness where he fasts and meditates until he is sent
a vision in a dream. The dream reveals his "Medicine", the
Focus of Power, which he must fashion in order to summon
his Totem Spirit. Unlike any other Magick User, the
Dance/Chant User is totally involved in the practice of Spirit
Summoning, a form of Demonology; only the Medium and
the Evil Priest approach this involvement.
1. The Totem of the Dance/Chant User will appear in the
dream (roll d100): 01-20 = Bear; 21-40 = Wolf; 41-55 =
Boar; 56-70 = Stag Deer; 71-80 = Wolverine; 81-90 =
Lion; 91-100 = Eagle. The Totem will show him the
Sign of his Focus, which is always a drum or other
primitive percussion instrument. (The Sign is determined
by using the Astrological Table) The Dance/Chant User
will awaken and begin to enchant his Focus from the 22
Correspondances favoured by the Sign shown him by his
Totem. He will enchant no other devices except those of
a personal Focus type.
2. The Dance/Chant User will learn no spells, but his
Totem will teach him seven level 1, three level 2 and one
level 3 Detection spells, which he possesses as "natural
talents" and may cast at any time he desires with normal
fatigue expenditure.
Chivalry & Sorcery 161 Basic rules
3. To summon his Totem to his assistance, the Dance/Chant
User will play upon his Focus and chant rhythmically
while dancing in a circle. In 2-7 turns, he will enter a
trance, and the circle becomes a Circle of Protection.
Inside the Circle, the misty shape of the Totem will
appear (as the shape of the corresponding animal). The
power of the Totem depends upon the spell casting level
of the Dance/chant User:
Spell level
Totem Demon equivalent Casting level Experience Factors
1 Small Animal Spirit Demon Type I Level 1 spells 10
2 Large Animal Spirit Demon Type II Level 2 spells 20
3 Totem III Demon Type III Level 3 spells 40
4 Totem IV Demon Type IV Level 4 spells 75
5 Totem V Demon Type V Level 5 spells 125
6 Totem VI Demon Type VI Level 6 spells 200
7 Totem VII Demon Type VII Level 7 spells 300
8 Totem VIII Demon Type VIII Level 8 spells 400
9 Totem IX Demon Type IX Level 9 spells 500
10 Totem X Demon Type X Level 10 spells 700
A Totem will cast at least one spell for the
Dance/chant User who summoned him. An additional
number of spells will be cast, depending upon the level
of the Totem as compared to the level of the Dance/chant
Users casting ability. To determine the number of spells
that will be cast, add the casting level of the Magick User
to one and subtract the level of the Totem. For example,
a Dance/Chant User of casting level 6 will have 6 + 1
spells – 1 = 6 spells cast for him by a Small Animal
Spirit (I), but if he had summoned a Totem IV, he would
receive only 6 + 1 – 6 = 1 spell. In short, the closer the
Totem is to the spell casting level of the Dance/Chant
User, the less he may command the aid of the Totem.
The Totem and Animal Spirits take over the
protective Circle the moment they appear inside it, so the
Circle will invariably be strengthenend by their presence.
All spells of Animal Command are known to the
Totem and Animal Spirits, however low they may rank.
The same is true of Detection spells. Totems are
unaffected by any form of Illusion or Command and
protect everyone in a Circle as an Adept of maximum IQ
or Wisdom with an Amulet of Protection.
4. There is a 10% chance that the Totem will merge with
the Dance/Chant User any time a spell is cast by the
Totem. In such an instance, the Magick User will be seen
to change shape, his form becoming that the Totem. He
will remain in that form d100 turns, with all abilities of
the corresponding totem. When in such a condition, the
Magick User/Animal will possess an animal's nature but
saves from "targeting" at the level of the Totem who has
possessed him. He is unaffected by "critical hits" and
attacks any creature who he hostile toward him or his
companions. If so possessed, no further Magick will be
performed, but ai Protective Circle will be maintained if
the party is under magical attack.
There is +1% chance for each turn over the Time Factor
of the Dance/Chant User that possession by the Totem
will make an animal form permanent. For example, if he
was possessed for 67 turns and had a Time factor of 16
turns (the duration of his normal trance), he would have
a 67 – 16 = 51% chance of permanently remaining in an
animal form. At the end of the possession, he would
become a Lycanthrope capable of assuming human form
during the day with 25% chance each day but also
shunning human society. Such a being retreats to the
wilderness and acquires a band of 20 animal followers
like himself. While not hostile, he will be dangerous to
all not of his kind. After 7 years, he will become a
protective Spirit of the animals he ressembles.
5. A dance/Chant trance may be extended beyond the Time
Factor of the Magick User by the expenditure of 1
fatigue point per turn. However, such an extension will
bring a risk of Possession by a Spirit of Totem rank.
Mediums
Mediums have no Master, although they may be
members of Magical Orders and have superiors in the Order.
The Medium acquires a Spirit Guide who is a long departed
Magick User. The initial contact with the Guide is achieved
by trance practice, with a chance equal to the "Memory"
percentage given for a particular trance level. Until he obtains
his first contact with his Guide, a Medium can perform no
Magick.
Chivalry & Sorcery 162 Basic rules
Trance Level
BMR Duration Danger Point % Memory Number of "Controls" Fatigue Loss
I 0 10 turns 7 turns 5% 1 (Spirit Guide) -20% Fatigue
II 1 15 turns 9 turns 7% 2 (Guide + 1 other) -25% Fatigue
III 2 20 turns 12 turns 10% 3 (Guide + 2 others) -30% Fatigue
IV 4 25 turns 15 turns 12% 4 (Guide + 3 others) -40% Fatigue
V 5 30 turns 18 turns 15% 5 (Guide + 4 others) -50% Fatigue
VI 7 40 turns 24 turns 21% 6 (Guide + 5 others) -75% Fatigue
VIII 9 60 turns 36 turns 33% 7 (Guide + 6 others) -100% Fatigue
A trance lasts for a variable duration, depending upon the
wishes of the Medium. He will make contact with his Spirit
Guide in 1-6 turns after the beginning of the trance. Contact
with any other Spirit is made 1-3 turns after the Spirit Guide
attempts to find him. Except for the Spirit Guide, any Spirit
the Medium contacts will tend to evade a question. There is a
+10% chance per level of the trance that the Spirit will
answer 1-3 questions truthfully. Only information specifically
and precisely demanded in question will be given.
If the danger point is passed during a trance, the Spirit
who is currently present will literally possess the Medium.
During "possession", the Medium acquires the powers and
knowledge of the "Control". However, Insanity may result at
+5% chance per turn over the danger point, with the
possibility being checked each 3 turns or part thereof. If
Insanity occurs, the Control is trapped in the Medium and the
Medium's personality will change to that of the Spirit
possessing him. However, the Medium will not possess any
of the Spirit's powers. An Exorcism is necessary, but there is
only a 10% chance the Spirit Guide will be able to lead the
Medium to any Cleric capable of performing the rite. (Note:
this percentage is reduced by a % equal to the level of the
trance if over level I).
It is possible to remember 1 spell any Spirit teaches the
Medium or casts during a state of "possession". If the Control
is a Fighter, Thief or Cleric during a "possession",
remembering gives the Medium 1 ability which the Control
possesses, but no higher than his current experience level or
spell casting level of the Medium. However, to learn any
spell above casting level 1, the Medium must remain in a
trance state beyond the danger point for 1 turn per level of the
spell before attempting to break contact. Upon his returning
to consciousness, the Medium checks his chances of
remembering by rolling a percentage dice and comparing the
resul to the % Memory needed to learn the ability.
A Medium must enchant a Crystal Ball by placing the
quartz sphere in a mixture of the 22 correspondances required
by the Sign of the Focus. Once the Crystal Ball has been fully
enchanted, he may cast 3 spells per day through it + 1 spell
per 4 MKL he has attained. This is the only way in which he
may cast any Magick directly.
To determine the important characteristics of the Spirit
Guide, the following factors must be rolled
Alignement Magick User type Exp factor (d20 x 20)
Sex Spell Knowledge
To determine the important characteristics of a Spirit/Control,
the following factors must be rolled
Alignement Social Class Exp factor (d20 x 10)
Sex
The age of any Spirit before it died is found by dividing the
Experience factor by 2. The minimum experience factor is
30.
Shamen
Like Dance/Chant Users, Shamen belong to an ancient
magical tradition. Because they are quasi-religious figures,
Shamen acquire clerical miracles as described in the chapter
Religion and the Clerics in addition to any spell they may
learn.
Shamen have Masters, from whom they learn their
Magick. They may cast spells directly, or they may go into a
trance which enhances their ability to enchant materials or
cast spells by 25%. In the trance state they may also summon
demons:
Chivalry & Sorcery 163 Basic rules
Trance Level
BMR Duration Danger Point Summoning Enchantment Bonus
Targeting Bonus
Fatigue Loss
I 1 7 turns d6 Spirit I - +10% -5% Fatigue
II 2 9 turns 2d6 Spirit II -½ BMR +10% -5% Fatigue
III 3 12 turns 3d6 Totem III -½ BMR +10% -10% Fatigue
IV 4 15 turns 3d6 Totem IV -1 BMR +15% -20% Fatigue
V 5 18 turns 4d6 Totem V -1 BMR +15% -30% Fatigue
VI 6 21 turns 4d6 Totem VI -2 BMR +20% -40% Fatigue
VII 7 24 turns 5d6 Totem VII -2 BMR +20% -50% Fatigue
VIII 8 27 turns 6d6 Totem VIII -2 BMR +20% -60% Fatigue
IX 9 30 turns 6d6 Totem IX -3 BMR +25% -75% Fatigue
X 10 36 turns 7d6 Totem X -3 BMR +25% -100% Fatigue
If the "danger point" is exceeded, one fatigue point is lost
for each turn over the danger point the trance lasted. The
trance duration is fixed and cannot be altered. If fatigue
points are lost in excess of the total Fatigue Level, damage is
assessed against the body of the Shaman.
No movement is allowed on the part of the Shaman
while in a trance. If he moves or is disturbed by a violent
blow, d20% Fatigue (minimum 1 point) will be lost with 20%
chance of 1-6 points of damage to the body as well.
1. Shamen will enchant a Focus, a "medicine Bundle"
composed of the 22 Correspondances favoured by the
Sign of the Focus. The favourable Sign is revealed to the
Shaman by his Totem Spirit when he goes into the
wilderness to fast and meditate for 21 days. The Totem
will appear in the form of an animal (see Dance/Chant
Magick for details).
2. The Shaman may enchant potions containing spells he
has learned. He will also enchant various Charms and
Protective Amulets.
3. Demons summoned by a Shaman are the Totemistic
variety dealt with in Dance/Chant Magick.
The Minor Arcane
Alchemy
Alchemists usually come in two types: those who are
medically oriented and are Physicians as well as Alchemists
(60%) and those who are philosophically oriented and seek to
know the ultimate nature of things (40%).
Alchemists are the source of much of the world's most
important Magick materials needed to produce devices of the
greatest Power. These materials are the by-products of the
Alchemical operations performed in the course of the
Alchemist's transmutation of the metals and the
commencement of the Great Work. The Alchemist's goal is to
become the Archeus. To be an Archeus was to reach the
supreme mystical state, the identification of the self with the
Divine unity of all things. Alchemy, furthermore, is the
exclusive pursuit of Men, for it belongs not to the
temperament of Elves, Dwarves or Hobbits.
Rank MKL Task which must be mastered to advance in proficiency
Novice 1 Tending the Master's Fire
Apprentice III 2 Conquest of the Common Metals I
Apprentice II 3 Conquest of the Common Metals II
Apprentice I 4 Grasp of all the Common Compounds
Scholar IV 5 First Entity of Liquids
Scholar III 6 First Entity of Liquids*
Scholar II 7 First Entity of Herbs
Scholar I 8 First Entity of Herbs*
Master II 9 First Entity of Gems: Emeralds
Master I 10 First Entity of Gems: Emeralds*
Chivalry & Sorcery 164 Basic rules
Sage II 11 First Entity of Gems: Sapphires
Sage I 12 First Entity of Gems: Sapphires*
Adept VIII 13 First Entity of Gems: Rubies
Adept VII 14 First Entity of Gems: Rubies*
Adept VI 15 First Entity of Gems: Diamonds
Adept V 16 First Entity of Gems: Diamonds*
Adept IV 17 First Entity of Metals: Lead*
Adept III 18 First Entity of Metals: Iron, Copper, Silver*
Adept II 19 First Entity of Metals: Gold, Platinium, Mercury*
Adept I 20 The Philosopher's Stone and the Elixir*
Archeus 21 The Great Work
Archeus Magnus 22 The Great Work
Unlike other Magick Users, Alchemists advance in
Magick Level and Spell Casting Level according to their
success with the tasks set for them at any stage of their
careers. When a task is completed at any level, the Alchemist
automatically moves to the next MKL and casting level.
Experience points are used only to determine body, faigue
and pain level or skill points. An Alchemist cannot move to a
higher level of proficiency in Magick, however many
experience points he has, if he has not completed an assigned
task.
TENDING THE MASTER'S FIRE: The first stage for a
Novice is to attend his Master during his experiences during
1 year. During this period, he can perform no Magick but can
be sent on "errands".
CONQUEST OF THE COMMON METALS I: The
Apprentice learns about each of the common metals (lead,
zinc, bismuth, iron, steel, copper, brass, bronze, silver, gold,
platinium, electrum and Mithril). Apprentices with IQ below
15 learn 1 metal per month; IQ of 16-20 learns 2 metals per
month; IQ above 20 learn 3 metals per month. 1000
experience points + 200 per month spent in learning are
awarded at the completion of the task, and the Apprentice
advances to the next Magick level. As yet, no other Magick is
performed.
CONQUEST OF THE COMMON METALS II: The
Apprentice learns 14 Detect Metal spells of casting level 1
and BMR 1. When the spells are learned, he will have a
permanently operating Detect Metal spell which reveals the
presence of any metal when he looks at a sample, including
whether it is a common metal or metal from a Dwarvish,
Draconish or Alchemical source. Experience points are
awarded for learning the spells. The Apprendice can now
enchant any metal by reducing the BMR by 40% + 2xMKL%
per spell of enchantment. (See Enchanting Materials). He
writes down the spells and other information he has on the
common metals in a book in 10 + d20 days, then advances to
the next Magick Level.
GRASP OF ALL THE COMMON COMPOUNDS: The
Apprentice literally learns each material in the Magick
Material Table (except metals). Apprentices with IQ below
15 learn 20 materials per month. IQ 15-19 learn 30 materials
per month; IQ 20-25 learn 50 materials per month. When a
material is learned, the Apprentice also learns to enchant it by
reducing the BMR by 40% + 2xMKL% per spell of
enchantment cast. He may also begin to learn spells up to his
casting level, which he may place in materials to make
potions, powders, perfumes and the like. He is limited,
however, to spells which affect matter (Basic Magick),
curative spells and poisons (Black Magick). He may
duplicate any other potion or powder which comes into his
possession, however, provided the spell contained in the
originl sample is not above his casting level. The Apprentice
must spend ½ of hist time learning the common compounds;
the "free" time may be spent in other activities. At the
completion of the task, 1000 experience points + 200 per
month spent in learning is awarded, and the Apprentice
advances to the Next Magick Level.
THE FIRST ENTITY OF LIQUIDS: The Scholar begins
the first stage of real Alchemy, which is to produce the
Philosophical Sulphur. This is a Stage I process (see
"Alchemical Operations" below) and requires 1 cask of wine,
7 liquids, 7 flowers, 7 essences and 21 Organics. Success
with the task earns 10 000 experience points and the Scholar
goes to the next Magick Level. Only 1 week at the start of
each operation is taken up in the task; the remaining time is
open for any other activity.
THE FIRST ENTITY OF HERBS: The Scholar seeks to
produce the Philosophical Salt, a Stage II process requiring 1
cask of wine, 7 liquids, 7 common metals, 7 powered skins, 1
dose of saffron and 7 essences. At this stage, the Alchemist
must set up his own laboratory, which costs 200 gp as a
minimum: 190 gp worth of material and the remainder for
glasswear, retorts, furnace, etc. The Scholar may acquire an
apprentice. Success with the task earns 25 000 experience
points and promotion to the next Magick Level. Only 1 week
Chivalry & Sorcery 165 Basic rules
at the start of each operation is taken up in the task; the
remaining time is free.
THE FIRST ENTITY OF GEMS: For the Alchemist, the
main product of the First Entities of gems is the Great Water
of Emerald, Sapphrire, Ruby and Diamond. These and other
by-products are discussed below. Until the Alchemist has
succeeded in producing the Great Waters in order, he cannot
proceed to the one below:
Emerald: A Stage I operation requiring 3 dr of raw
emeralds (or 2 dr of cut emerald or 1 dr of dwarf-cut
emerald), 7 flowers, 7 liquids, 7 powered skins, 7 bones
and 7 Organics. On completion of the task, 10 000
experience points are awarded. Only 1 week at the start
of each operation is takenup by the task; the remaining
time is free.
Sapphire: A Stage II operation requiring 3 dr of raw
sapphire (or 2 dr of cut sapphire or 1 dr of dwarf-cut
sapphire), 7 liquids, 7 ground metals, 7 horns and 7
Organics. On completion of the task, 25 000 experience
points are awarded. Only 1 week at the start of each
operation is takenup by the task; the remaining time is
free.
Ruby: A Stage III operation requires 2 dr of raw
rubies (1 dr of cut rubies or ½ dr of dwarf-cut rubies), the
blood, bones and skins of 14 different Monsters, 7 earths
and a ¼ dr pinch of pepper. 30 000 experience points are
awarded upon completion. Only 1 week at the start of
each operation is takenup by the task; the remaining time
is free.
Diamond: A Stage IV operation requiring 1 dr of
raw diamond (1/2 dr cut diamond or ¼ dr of dwarf-cut
diamond), 14 Organics, 7 bloods, 7 waters and 1
sunflower ground in 10 square inches of dragon skin. 40
000 experience points are awarded upon completion.
Only 1 week at the start of each operation is takenup by
the task; the remaining time is free.
THE FIRST ENTITY OF METALS: For the Alchemist,
the main product of each First Entity of a metal is the
"mercury" or clear liquid which is obtained:
Lead: A Stage II process requiring 1000 dr of lead, 1
sapphire and 7 essences. 25 000 experience points are
awarded for success.
Iron: A Stage III process requiring 500 dr of iron, 1 ruby
and the blood of 14 different creatures. 30 000 experience
points are awarded for success.
Copper: A Stage III process requiring 250 dr of copper, 1
emerald and 7 bones. 30 000 experience points are awarded
for success.
Silver: A Stage III process requiring 100 dr of silver, 1
diamond and 7 liquids. 30 000 experience points are awarded
for success.
Gold: A Stage IV process requiring 50 dr of gold, 3
diamonds, 7 liquids and 1 sunflower. 40 000 experience
points are awarded for success.
Platinium: A Stage IV process requiring 25 dr of
platinium, 3 diamonds, 7 liquids, 7 essences, 1 Black Rose, 1
Black Lotus and 1 Black Poppy. 40 000 experience points are
awarded for success.
Mercury: A Stage IV process requiring 5 dr of
Quicksilver (Mercury); 3 Elvish Oak, freshly cut; 1 diamond
and the blood of a freshly killed Troll or Hobbit. 40 000
experience points are awarded for success.
THE PHILOSOPHER'S STONE: A Stage IV process
requiring 7 parts Philosophical Sulphur, 7 parts of
Philosophical Salt, 7 parts of each of the 7 "Mercuries" of the
metals and 7 parts of Great Water. Each "part" is equal to 7
dr or 10 "doses".*
THE ELIXER: A Stage V process requiring 7 patys of
Philosophical Sulphur, 2-7 parts Philosophical Salt, 2-7 parts
of each of the 7 "Mercuries" and 8-14 parts of Great Water.
Each "part" is equal to 7 dr or 10 "doses".*
* Both the Philosopher's Stone and the Elixer earn 100
000 experience points for the success.
THE GREAT WORK: The Great Work is a most
difficult Stage IV operation requiring new ingredients to be
added at every 4th
step of the process, just before the end of
the 4th
, 8th
and 12th
steps. The material and their proportions
are:
Material Stage
The Philosopher's Stone 1 4 8 12
The Elixer
The Great Fire
The 4 Waters
The Philosopher's Sulphur
The Philophical Salt
Each part is equal to 1 Stone, 7 dr or 10 "doses".
The Great Fire is acquired by the Archeus drinking 1
dose of each of the 7 Mercuries and the 4 Waters, with a 10%
chance of being poisoned. He then reduces the spell from
BMR 10 to BMR 0 at 100% to enchant the Great Fire that
will heat the crucible in which the Great Work will be
conducted.
Advanced Alchemical Operations
The Alchemical operations required to produce the Great
Waters, the Mercuries, the Philosopher's Stone, the Elixer
and the Great Work are complex and require considerable
time to perform. The time factor for each step is the
Philosophical Month (30 days + an extra d100 days divided
by the Alchemist MKL). The time is reduced by the
Astrological bonus of the Alchemist. The materials do not
hace to be enchanted as these are chemical processes
Chivalry & Sorcery 166 Basic rules
Stage A B C D E F G H I J K L There is 85% chance at the end of each step that the process is going well. Failure at any stage means the Alchemist must start over. Success means that he has learned the process.
I 1 1 1
II 1 1 1 1 1 1
III 1 1 1 1 1 1 1 1
IV 1 1 1 1 1 1 1 1 1
V 1 1 1 1 1 1 1 1 1 1 1
VI 1 1 1 1 1 1 1 1 1 1 1 1
Once the Alchemist has mastered the process of making
any of the Waters, etc, he will always be able to duplicate the
process in the minimum time (1 month = 30 days) and may
prepare more than 1 mixture at a time.
A. Calcination: Heating the material in air until it is reduced
to a fine powder to remove all of the "surface qualities".
B. Solution: Dissolving the calcinated powder in "a mineral
water which shall not wet the bonds". This produces a
"fusion" of the materials.
C. Separation: Dividing the materials into their original
components to separate the "pure" from the "impure". A
by-product called "Magick Oil" is obtained.
D. Conjunction: Reunifying the materials to obtain the "first
form" of the material before it acquired the "accidents of
nature". This produces an Alchemical by-product known
as "Oil of the Philosophers".
E. Putrefaction: Warming the material in water or
fermenting dung, the "rotting death" that leads to the
"rebirth" of the material. A by-product produced by the
process is a second-grade Oil of the Philosophers useful
for poisons and Curses.
F. Coagulation: Crystallizing a white solid from the liquid
produced by Putrefaction to create the "embryonic" or
"new" material.
G. Cibation: Feeding the embryonic material with honey,
milk, celadine, etc.
H. Sublimation: Warming the embryonic material in water
or fermenting dung, passing it several times from liquid
to solid states to rid it of its "infirmities" resulting from
the new birth. A "Sulphur" is obtained, which is retained
from step K.
I. Fermentation: Extracting the "true life" or "Mercury" of
the material.
J. Exaltation: Heating the "Mercury" to the highest
intensity to purify it.
K. Multiplication: Reuniting the Sulphur and the Mercury.
L. Projection: Applying the product to the external world.
If any stage fails, there is a 35% chance + Astrological
bonus of the Alchemist that he may "save" the materials and
merely repeat the step, taking a full 130 days. Otherwise, all
of the materials will be "ruined" and he will have to begin
again at Step A. The "ruined" materials are discarded, for
they are useless.
Alchemical Products and By-Products
The Alchemical processes outlined above are fairly
authentic, except for the "recipes", which were included for
purposes of playing Chivalry and Sorcery. The products and
the by-products produced are again authentic; and once more
some of their properties have been modified for the game.
THE FIRST ENTITY OF LIQUIDS results in the
following products:
1. Philosophical Sulphur: 3 + d6 dr used in Alchemical
operations.
2. Magick Oil (Oleum Magicae): 10 + 1-50 "doses" of clear
oil which magnifies the quantity of any non-medical
potion by 1-6 doses. It also reduces fatigue point loss by
½ if it is used to coat a Focus (1 dose per day for 21
days). If it is sprinkled on an object, it lowers the BMR
by 1-2.
THE FIRST ENTITY OF HERBS results in the
following products:
1. Philosophical Salt: 3 + d6 dr used in Alchemical
operations. The Salt can also be substituted for any
Organic and is at BMR 0. Minimum enchantment
amount = 1/20 dr.
2. Waters of the Wise (Aqua Verti): 10 + 1-50 "doses" of
pure "waters" which magnify the quantify of any medical
potion or potion of heroism, longevity or other body-
changing spell. Consumed by itself, 1 dose increases
saves vs Commands by 10 + d20% and reduces targeting
by enemies using any spell by -10-d20%. Having a BMR
of 10 itself, it increases the BMR of any object it is
sprinkled on by 1-6. A non-Dwarvish
Weaponsmith/Artificer will need the Waters of the Wise
to put the final temper into any Weapon above +3
(except Elvish arrows and bows). Applied to leather
armour, -3% is obtained per application until -15% is
reached.
THE FIRST ENTITY OF EMERALD results in the
following products:
1. Great Water of Emerald: 10 + d100 "doses" of emerald
green "waters" used to create the Great Fire. It also can
be used to make a potion of protection vs Illusions which
Chivalry & Sorcery 167 Basic rules
gives the user True Sight for 1-6 hours (True Sight spell
does not have to be known to produce the potion).
2. Alchemist's Emerald: A 200 ct emerald which amplifies
the effect of all spells of Command and Illusion by 1
proficiency grade. It improves recherché rates by 1 spell
charge per day when placed in a device.
THE FIRST ENTITY OF SAPPHIRE results in the
following products:
1. Great Water of Sapphire: 10 + d100 "doses" of pale blue
"waters" used to create the Great Fire. Used in potion of
Detection, Communication, Reading, Speaking and other
related spells, it magnifies the quantity produced by 1-10
doses per "dose" of the Water used.
2. Alchemist's Sapphire: A 200 ct sapphire which will
contain as many spells of detection, Communication or
Transportation as the Magick User wishes to store in it.
Also, whenthese spells are cast against the possessor of a
Sapphire, the gem reduces targeting to the next lowest
level (e.g. Superior to Equal). It improves recharge rates
by 2 spell charges per day when placed in a device.
THE FIRST ENTITY OF RUBY results in the following
products:
1. Great Water of Ruby: 10 + d100 "doses" of blood-red
"waters" used to create the Great Fire. Used in potions of
Protection, it will reduce targeting of any spell by -10%.
Used in any potion containing a harmful spell, it
increases targeting by +10%. Consumed by itself it
renders the drinker' immune to all forms of Fear or loss
of morale for d6 hours per dose.
2. Alchemist's Ruby: A 200 ct ruby which will, if placed in
the pommel of a sword, increases damage inflicted by
d10 and increases hit and parry bonus by +5% and -5%
respectively, with 3additional blows per turn for a L
weapon, +2 blows per turn for a M weapon and +1 blow
per turn for a H weapon. If worn as an Amulet by a
military engineer or Artificer/Weaponsmith, it will
reveal weak points in a fortification and give him +25%
accuracy when firing war engines. Ground into a fine
powder and fed to a War Horse, it will turn the animal
into a Great Horse in 1-7 weeks. Further, the Great Horse
will breed true 1 out of 3 times, so that his offspring will
be Superior to Great Warhorses.
THE FIRST ENTITY OF DIAMOND results in the
following products:
1. Great Water of Diamond: 10 + d100 "doses" of crystal
"waters" used in making the Great Fire. When mixed
with 3 doses of Magick Oil, 3 doses of Water of the
Wise and 7 essences, 1 dose of Water of Diamond will
produce a potion that reduces the time to enchant 7
materials to ½ the spells normally required. Such a
potion also reduces the BMR of any spell to be learned
by 2 BMR, in addition to the ½ spells required normally.
IQ is increased temporarily to 25 for 1-6 hours as well.
2. Alchemist's Diamond: A 200 ct diamond which, when
placed into a Focus, reduces fatigue point loss for casting
any spell throught he Focus to 1 point per spell. It
improves recharge rates by 5 spell charges per day when
placed in a device.
THE FIRST ENTITY OF METALS result in the
following products:
1. True Lead: 100 dr of lead so resistant to Magick that no
spell can penetrate it. When mixed in the ratio of 1 dr of
True Lead to 10 dr of paint (1 gallon), it can be used to
"anti-magick" a wall, floor, etc of 1000 square feet so
that no spell would pass through it. It can also be made
into a glossy laquer that can be applied to armour, giving
it -10% protection against all spells targeting, provided it
is a full set of armour. True Lead is necessary to bind
Level VII – X Demons.
2. Star of Iron: 50 dr of iron which is the basis of all the
Great Enchanted Swords. It is also necessary to the
fashioning of Magick Armour -4 to -5, Shilds -4 and the
like. The alloy needed is 1 dr of the Star to 3 dr of iron
and all must be enchanted.
3. Star of Copper: 25 dr of the Star is produced. The Star of
Copper is most useful in fashioning enchanted books and
scrolls, for if it is used (powdered) in Magick Inks, it
reduces writing time to 50%. Used in a device or Focus,
it will increase recharge rate by 1 spell per day when
used with any 7 gems or 1 Alchemical Gem. Used in
enchanting an Amulet of Protection or a Talsiman,
enchantment time for the object is reduced by ½ and 1-6
additional spells may be placed in it.
4. Star of Silver: 10 dr of the Star is produced. The Star of
Silver must be used in fashioning all magical Mirrors,
Amulets of Night Vision, Cloacks or Helms of
Invisibility and the like. Used in an enchanted sacred
symbol, it will repell all Undead20% of the time for d6
turns (more in the case of Vampires). Used in a device or
Focus, it increases recharge rate by 1 spell per day when
used with any 7 Gems or 1 Alchemical Gem. When used
as a setting for an Alchemical Sapphire, 1-6 additional
spells may be placed in the device.
5. Star of Gold: 5dr of the Star is produced. When used in a
device containing spells of Fire (Basic Magick), the Star
will hold all such spells. The Star is also used in most
Rings because it has the virtue of increasing the total
spell capacity of a Ring by 22 spells. When used as a
setting for Alchemical Rubies or Emeralds, it increases
recharge rates by 1 spell per day and triples the number
of charges in the device.
6. Star of Platinium: 1 dr of the Star is produced. When
used in a device containing spells of Water (Basic
Magick), the Star will hold all such spells. The Star is
most effective as a setting for Alchemical Diamond
because it has the virtue of making the Diamond capable
of storing 22 spells and the recharge rate is increased by
3 charges per day, with 1000 charges in the device.
7. The Fixed Mercury: 1/10 dr of the Fixed Mercury is
produced. This exceedingly rare material has infinite
spell capacity, contains 5000 charges and recharges any
deviceat the rate of 25 charges per day. It has no BMR
whatsoever and any spell may be placed in it instantly. It
Chivalry & Sorcery 168 Basic rules
ressembles ordinary silver, however and only an
Alchemist will recognise its true identity all of the time.
(Even the Diviner has only 10% chance of identifying
Fixed Mercury).
8. The "Mercuries": Each one of the processes for the First
Entities of Metals produces a "mercury" or liquid which
is the "essence" of the metal, justa as the Star are the
quintessence of their solid properties. 7 + d100 doses of
each "Mercury" will be produced. When mixed in equal
proportions, the Universal Solvent is created, a very
fascinating liquid which will dissolve 1-10 cubic feet of
anything for d100 turns. (The Alchemist does not mix
the Solvent until it is needed). The "Mercuries" are also
vital to the creation of the Stone and the Elixer.
THE PHILOSOPHER'S STONE: The Stone is the Focus
for what will become the Alchemist greatest achievement. At
the moment, the Stone is totally inert, for it is not until the
completion of the Great Work that it acquires its powers.
From 1-10 stones are produced. The Stone is valuable to
other Magick Users as well, for it has the virtue of being able
to store 78 Basic Magick spells. There is also a by-product, a
fine white ash which has BMR 0 at 100%. From 1-100
applications of the ash will be produced and when 1 pinch is
put into a batch of potion (1-10), it will triple the amount
produced.
THE ELIXER: The Aqua Vitae or Elixer of Life is the
sole product of the operation and 50 + 1-50 "doses" are
obtained. One dose of the Elixer will cure any wound,
however grave, and no recuperation time is required. When
mixed with the Great Waters in equal part and run through a
Stage III operation, the Water of Regeneration will be
produced 98% of the time, with 1-3 doses being produced.
When mixed with the blood of a Lycanthrope, the Water will
permanently give the drinker +1 point of regeneration per
turn. One dose of Aqua Vitae mixed with 7 doses of any
healing potion will produce 7 doses of Universal Antidote
against any poison. By taking 21 doses of Universal Antidote
mixed with the great poisons, permanent immunity to these
poisons will result. Finally by mixing 3 doses of Aqua Vitae,
7 doses of Water of Regeneration and 7 doses of Universal
Antidote, 1-3 doses of the Potion of Longevity is produced in
7 Philosophical Months. This potion adds 300 years to the
life of the person drinking it, gives him immunity to all
disease and poison, prevents the infirmities of old age and
raises his Constitution to 20 if lower (otherwise increases
Constitution by 1).
THE GREAT WORK results in a product at the end of
each 4 steps in the operation:
Step 4: The Seed of Metals is obtained. The Seed is
removed from the process and placed in a crucible, along
with all of the materials required by the First Entities of
Metals. A Stage III operation is performed, with 100%
chance of success. The "germinated" seed is then planted in
solid rock and produces:
Die Result
01-05 1000 dr True Lead 90 000 dr of Lead
06-35 350 dr Star of Iron 75 000 dr of Iron
36-55 175 dr Star of Copper 60 000 dr of Copper
56-70 70 dr Star of Silver 50 000 dr of Silver
71-85 35 dr Star of Gold 25 000 dr of Gold
86-95 7 dr Star of Platinium 1000 dr of Platinium
96-100 1 dr Fixed Mercury 500 dr of Quicksilver
Step 8: At the end of the Sublimation process, 21 bean-
like objects are found with the embryonic material. These
"beans" are the Homunculi: 01-20 = Human; 21-60 =
Animal; 61-100 = Monster. The creature, if human will
become the "son" of the planter and has superior Prime
Requisites (12+ in all categories, except Alignement). An
animal or Monster will be utterly under the control of the
planter. Animals have 3 times the hit points and +10%
additional hit bonus. Monsters will be of an utterly new
species 25% of the time (the planter can choose the
characteristics and design the monster).
Step 12: The Philosopher's Stone: The Archeus now has
a Focus of great Power which permits him, and only him, to
cast any spell he desires. In short, it grants "wishes" in the
sense that anything possible to Magick is within the power of
the Philosopher's Stone to grant. The Stone always has a fully
enhanced targeting percentage and the Archeus is always
rated at the Superior Magick user level for purposes of
offense and defense. Each month thereafter, the Archeus has
a 10% chance of being summoned to the mysterious Council
of the Wise, at which point he disappears from the knowledge
of the world, leaving behind all of his materials, writings and
works intact.
Artificers
Artificers are the Magick users who fashion many of the
"public" magical devices found in the world –devices usable
by anyone. There are 3 kinds of Artificers:
WEAPONSMITH: A maker of Magick swords, weapons
and armour. 70% of male dwarves Artificers are
Weaponsmiths.
JEWELSMITH: A maker of amulets, rings and all other
kinds of Magick Jewelry. About 10% of male dwarves and 85
of female dwarves Artificers are Jewelsmiths.
MECHANICIAN: A maker of large-scale magical
devices such as war engines, robots, etc. About 20% of male
dwarves and 15% of female dwarves Artificers are
Mechanicians.
When a character selects to follow the vocation of
Artificer, the type of path he may select is determined by the
following:
Weaponsmith: Strength is greater that IQ or Wisdom
Chivalry & Sorcery 169 Basic rules
Jewelsmith: Wisdom is greater that Strength or IQ
Mechanician: IQ is greater that Strength or Wisdom
Weaponsmith Artificers
Weaponsmiths have the skills of a blacksmith, armourer,
foudryman and fighting man. The Weaponsmith is the only
non-noble who has the right to carry Chivalric arms,
including the great sword of a Knight. Because of his unique
vocation, he is as well trained as any Knight (Dwarves don't
ride!) and he is also versed in the use of missile weapons.
Weaponsmiths must train the following skills which they
will need to practice their art: Blacksmith, Armourer (if he
wants to craft metal armours), Weaponsmith (if he wants to
craft metal weapons), Metallurgy.
When enchanting metals or equipment for their craft (see
the list below), Weaponsmiths can enchant 3 dr of material
per MKL each time they cast a spell of ancnatment. In
addition, they acquire the following abilities as they advance
in magical proficiency:
MKL Common magical weapons and armours MKL Common magical weapons and armours
2 +1 weapons, -1 armours 12 +6 weapons
3 +2 weapons, -1 shields 13 Flaming and Icing weapons
4 +3 weapons, -2 armours 14 Ego weapons
5 -2 shields 15 +7 weapons, Strength weapons, Distance weapons
6 -3 armours 16 Work Mithril, Precision 1 weapons
7 -3 shields 17 -5 armours
8 +4 weapons 18 -5 shields
9 -4 armours 19 +8 weapons, Bane weapons
10 -4 shields 20 +9 weapons
11 +5 weapons 21 +10 weapons
The manufacture of some magical melee weapons is restricted to some cultures, races or religions as presented in the table
below
MKL Humans Dwarves Elves Dark Elves
Lizard Men
Morlock cult
17 Precision 2 weapons x
18 Defensive weapons x x
18 Fervour weapons x x x
18 Fast weapons x x x x
19 Critical weapons x x x
19 Precision 3 weapons x
20 Vampiric weapons x x x
20 Wounding weapons x x x x
20 Power weapons x
20 Dancing weapons x
21 Unholy weapons x
22 Vorpal weapons x x x
22 Holy weapons x
The manufacture of some magical missile weapons is restricted to some cultures, races or religions as presented in the
table below
Chivalry & Sorcery 170 Basic rules
MKL Humans Dwarves Elves Dark Elves
Centaurs Morlock cult
16 Precision 1 composite bows x
16 Precision 1 elvish bows x
16 Precision 1 throwing axes x
17 Precision 2 composite bows x
17 Precision 2 elvish bows x
17 Precision 2 throwing axes x
18 Returning weapons x
19 Precision 3 composite bows x
19 Precision 3 elvish bows x
19 Precision 3 throwing axes x
The Weaponsmith must enchant a number of Focusing
devices. These are:
THE ANVIL: The Magick Anvil is fashioned from
50 dr of iron melted together with the 22 enchanted
Correspondances favourable to the Sign of the Focus. It
is used to forge all magical weapons.
THE HAMMER: The Magick Hammer is fashioned
from 7 Correspondances given for the Sign of the Focus
and is used to forge all magical weapons. When used to
forge any ordinary weapons, the Weaponsmith works at
3x the rate of an ordinary armourer.
THE TEMPER: The magical liquid used to
"quench" a red-hot blade and give it strength. The liquid
is made from 7 liquids, 7 crushed rubies and 21 herbs.
Once enchanted, 100 + d100 "doses" are produced. One
dose of the liquid is added to the water used to place a
temper in any magical weapon.
THE FORGE: The Forge is fashioned from 500 dr
of brick and 50 dr of iron. It takes 21 weeks to enchant –
½ per MKL of the Weaponsmith. The Forge triples the
amount of metal that the Weaponsmith can enchant at
any one time and also is utterly essential to the making
of Dwarvish metals. (Dwarves have a +10% chance of
learning how to make Dwarvish metals per MKL
attained).
FORGING WEAPONS: In order to forge any magical
weapon, the Weaponsmith must enchant the metal required to
BMR 0 at 100% (see the list for the amount of materials
needed). When the metal is enchanted, the red-hot metal is
then worked on the Anvil. All woods are "cured" by drying
them near the forge. The time required for forging is:
+1 weapon = 3 weeks
+2 weapon = 5 weeks
+3 weapon = 7 weeks
Only 1 day out of each week
is spent working on the
weapon. No other magick
may be performed by the
Weaponsmith, but he may
work on ordinary wrapons as
+4 weapon = 14 weeks
+5 weapon = 21 weeks
+6 weapon = 1 year
+7 weapon = 3 years
well. Each time he works on
the weapon, he must
"quench" the metal in 1 dose
of the Temper. +4 weapons
and above will require
Dwarvish Steel or else
thrice-enchanted steel. +6
weapons require 1 dr of the
Star of Iron to 3 dr of steel.
Weapon Steel Wood Time
Bastard sword 4½ dr 14 d
Battle axe 4½ dr 1½ dr 9 d
Billhook 4 dr 4 dr 5 d
Blackjack 2 dr 1 d
Broadsword 4 dr 14 d
Cavalry flail 6 dr 1 dr 9 d
Chivalric Lance 4 dr 8 dr 4 d
Claymore 5½ dr 14 d
Dagger 1 dr 1 d
Dwarvish hammer 6 dr 1 dr 12 d
Falchion, heavy 3½ dr 9 d
Francisca ½ dr 1 dr 1 d
Giant Club 14 dr ¼ d
Gladius 2½ dr 4 d
Greatsword 6 dr 14 d
Halberd 7 dr 3 dr 5 d
Hatchet 1½ dr ½ dr 1 d
Chivalry & Sorcery 171 Basic rules
Weapon Steel Wood Time
Heavy Club 10 dr ¼ d
Hunting javelin ½ dr 1½ dr 3 d
Hunting spear 1 dr 2½ dr 5 d
Infantry flail 8 dr 2 dr 7 d
Infantry spear 2 dr 2 dr 3 d
Iron-shod staff 1½ dr 3 dr 2 d
Knife ¾ dr 1 d
Kontos 2½ dr 5½ dr 3 d
Lance 3 dr 6 dr 3 d
Light Club 3 dr ¼ d
Longsword 3 dr 9 d
Lucerne hammer 5 dr 1 dr 10 d
Mace 5 dr 1 dr 5 d
Martel 5 dr 1 dr 7 d
Medium Club 5 dr ¼ d
Morning star 5 dr 1 dr 9 d
Norman war axe 3 dr 1 dr 4 d
Pike, long 4 dr 8 dr 5 d
Pike, short 2 dr 5 dr 3 d
Pilum 2 dr 4 dr 3 d
Pitchfork 1½ dr 2½ dr 3 d
Poignard 1½ dr 1 d
Pole axe 5½ dr 2½ dr 4 d
Quarterstaff 3 dr 1 d
Saex 2½ dr 4 d
Scimitar, goblin 2½ dr 7 d
Scimitar, heavy 3 dr 14 d
Scimitar, light 2 dr 14 d
Short sword 2 dr 2 d
Sledgehammer 5 dr 1 dr 4 d
Spatha, sword 2 dr 7 d
Trident 1½ dr 2½ dr 3 d
War javelin 1 dr 2 dr 3 d
Warhammer 6½ dr 1½ dr 5 d
Wood axe 3 dr 1 dr 1 d
Weapon Leather Steel Wood Time
Arrows, hunting (20) 1½ dr 2½ dr 1 d
Arrows, piercing (20) 2 dr 3 dr 2 d
Arrows, war (20) 2 dr 3 dr 2 d
Bolt, hunting (20) 2 dr 3 dr 2 d
Bolt, war (20) 2 dr 3 dr 2 d
Bow, composite 3 dr 28 d
Bow, composite short 2½ dr 28 d
Bow, short 2 dr 1 d
Bullets, lead (20) 1 dr ½ d
Crossbow, heavy 4 dr 11 dr 20 d
Crossbow, light 2 dr 5 dr 10 d
Crossbow, medium 3 dr 7 dr 15 d
Longbow 4 dr 30 d
Lonbow, elvish 4 dr 50 d
Sling ¼ dr ¼ d
Slingstaff ½ dr 1½ dr 1 d
Armour Leather Steel Wood Time
Leather/fur corselet
Leather tunic
Hv Leather corselet
Quilted coat
Quilted tunic
Cuirbouilli cuirass
Cuirbouilli corselet
Ring mail coat
Reif. Cuirbouilli coat
Scale coat
Brigandine coat
Banded cuirass
Light mail coat
Chainmail coat
Bronze cuirass
Bronze corselet
Platemail cuirass
Early plate cuirass
Platemail corselet
Plate coreselt
Chivalry & Sorcery 172 Basic rules
Armour Leather Steel Wood Time
Ring mail hauberk
Scale hauberk
Light mail hauberk
Chainmail hauberk
Platemail hauberk
Scale armour
Mail armour
Chainmail armour
Platemail armour
Plate armour
TESTING THE TEMPER: If a sword of +3
characteristics and over is fashioned, the Weaponsmith must
"test the temper of the blade" by smiting it against the Anvil
with all of his force. There is a 75% chance the blade will
survive. If the blade shatters, it may be reforged in three
weeks, during which time no other task may be performed. If
the Weaponsmith is interrupted, he will have to start the 3-
weeks period over from the beginning. If the blade shatters a
second time, it will be set aside.
THRICE-FORGED SWORDS: If a sword shatters twice
when tested, it is clearly a blade that has been marked by
destiny for some great purpose. Only thrice-forged swords
may be turned into an enchanted weapon and will invariably
develop an ego.
FORGIN ARMOUR: When forging magical armour,
essentially the same procedure is followed as for magical
weapons. The metal must be enchanted to BMR0 at 100%.
When heated, the metal is enchanted and afterwards is
worked on the Anvil. Leathers are "cured" by smoking them
above the fires of the forge. The time required is:
SPECIALISED WEAPONS:
SPECIALISED ARMOURS:
Jewelsmith Artificiers
Jewelsmiths specialise in the creation of rings, necklace
and decorative objects like mirrors.
When enchanting materials, a Jewelsmith
Mechanician Artificers
Mechanicians are specialised in the construction of
mechanical devices.
Mechanicians must train the following skills which they
will need to practice their art: Blacksmith, Armourer (if he
wants to craft metal armours), Weaponsmith (if he wants to
craft metal weapons), Metallurgy.
As a military engineer, he is capable of designing and
supervising construction of large fortifications. When he
reaches MKL 3, the cost of such works is reduced by 5% per
MKL of the Mechanician until the costs are lowered by 50%.
Sorcery
Magical Conflict
Any Magick not clearly beneficial to a recipient is
considered to be "hostile" in nature. Indeed, any spell
intended to influence any creature or object directly or to
reveal some information without the freely given consent of
the recipient is comparable to a missile being directed at a
target. Clearly this includes most spells of Detection,
Necromancy, Black Magick, Command, Illusion and
Transmutation, as well as Basic Magick.
The Magick Conflict Table provides the probabilities of
each type of Magick User or of a device to strike the intended
target with a spell. "Targeting" a victim must occur if a spell
is to have any effect. The table contains a number of
columns, each column giving the probabilities of a type of
Magick User to "target" the type of intended victim listed
below. The basis of comparison in this table is the Experience
Factor. One Experience Factor = 10 000 xp or 100 EP.
There are three percentages given for each type of target
under the appropriate type of Magick User. If the Experience
Factor is more than 5 factors greater than the target (50 000
xp or 500 EP), the left-hand percentage is used as the chance
of successful targeting. If the Experience Factor is 5 points
greater to 10 points less than the target, the center percentage
is used. If the Experience Factor is over 10 points less than
the target, the right-hand percentage is used. These
correspond to an attacker being a Superior, Equal or Inferior
Magick User, compared to the target's defensive resistance to
Magick.
Chivalry & Sorcery 173 Basic rules
Magick Conflict Table: Spell Targeting
Target Natural Min. Arcane Maj. Arcane Mystic Evil Priest Magick Devices
Natural 90/50/25 90/50/25 80/50/25 80/50/25 80/50/25 80/45/20
Minor Arcane 80/45/20 80/50/20 80/50/25 90/50/25 80/50/25 80/45/20
Major Arcane 80/45/20 80/50/25 90/50/25 90/50/25 80/50/20 80/45/20
Mystic 80/50/25 80/50/25 80/50/25 90/50/25 80/50/25 80/45/20
Cleric 80/50/20 75/45/20 75/45/20 75/40/25 80/50/20 70/40/20
Evil Priest 90/50/25 80/50/20 80/50/20 90/60/25 90/50/25 75/45/20
Fighting Cleric 80/55/30 80/50/20 80/50/20 90/55/25 80/50/25 80/60/25
Knight 80/60/30 80/60/30 80/60/35 80/60/40 85/60/40 80/40/60
Fighting Man 90/65/40 90/60/40 90/60/40 90/60/40 90/70/45 90/60/40
Other Man 90/70/50 90/60/40 90/60/40 90/65/45 90/70/50 90/60/40
Dwarf 85/45/25 70/40/20 70/40/15 75/50/25 80/50/20 75/45/20
High Elf 80/45/20 80/45/20 75/40/20 80/50/25 75/40/20 75/40/20
Sylvan Elves 90/50/25 80/45/25 80/45/25 90/50/25 80/45/25 80/50/20
Hobbit 75/45/20 70/40/20 70/40/15 75/50/25 80/50/20 75/45/20
Dark Elves 90/50/25 80/45/20 80/45/20 90/50/25 80/50/25 75/45/20
Minor Goblin 90/75/50 80/60/40 85/65/45 90/75/50 85/65/45 90/75/50
Major Goblin 85/70/45 80/55/35 85/60/40 90/75/50 85/65/45 90/65/45
Gnoll 80/60/40 80/50/30 85/55/40 90/75/50 85/65/45 90/60/40
Ogre 80/50/20 75/50/20 75/50/20 90/60/30 80/50/25 80/50/25
Troll 80/50/25 70/40/20 70/40/20 80/50/25 80/50/25 80/50/25
Giant 80/50/25 80/45/20 80/45/20 80/50/25 80/50/25 80/45/25
Lycanthropes 80/60/30 80/45/20 80/50/20 80/50/20 80/60/30 80/45/25
Minor Undead 40/40/40 50/50/50 55/55/55* 45/45/45 60/60/60 50/50/50
Death 40/30/40* 35/35/35 35/35/35* 40/40/40 50/50/50 40/40/40
Ghoul 80/45/25 80/45/25 80/45/25* 80/45/25 80/45/25 80/45/25
Barrow Wight 25/25/25* 25/25/25 25/25/25* 35/35/35 35/35/35 25/25/25
Wraith 25/25/25* 25/25/25 25/25/25* 25/25/25 35/35/35 25/25/25
Phantom 25/25/25* 25/25/25 25/25/25* 50/50/50 25/25/25 40/40/40
Spectre 20/20/20* 20/20/20 20/20/20* 40/40/40 20/20/20 30/30/30
Vampire 40/40/40 25/25/25 30/30/30 35/35/35 50/50/50 40/40/40
Mummy 20/20/20 20/20/20 30/30/30 30/30/30 40/40/40 40/40/40
Lich 25/25/25 25/25/25 25/25/25 35/35/35 45/45/45 40/40/40
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Target Natural Min. Arcane Maj. Arcane Mystic Evil Priest Magick Devices
Demon 75/50/25 75/50/25 75/50/25 90/60/30 80/60/30 75/50/25
Great Horse 50/50/50 25/25/25 25/25/25 25/25/25 25/25/25 40/40/40
Small Animal 35/35/35 25/25/25 25/25/25 25/25/25 25/25/25 25/25/25
Large Animal 60/60/60 50/50/50 50/50/50 50/50/50 50/50/50 50/50/50
Legendary Beast
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Overcoming Target Defenses
If the target is protected by Magick, the spell may have
to overcome the protections before the intended victim may
himself be targeted:
1. If a Circle of Protection defends the intended target, the
Circle must be itself targeted for the spell to penetrate.
Failure to penetrate the Circle causes the spell's effects to
be dissipated outside the Circle.
2. If the intended target is wearing an Amulet of Protection,
the Amulet must be targeted to penetrate its defences.
The Amulet will have an "Experience Factor" equal to
that of the Magick User who fashioned it (at the time of
enchantment). In addition, an Amulet will acquire 1
Experience Factor of its own for every 5 years of its
existence. For example, if a Magick User with 100
Experience Factor fashioned an Amulet 300 years ago,
the Amulet would have 100 + 60 = 160 Experience
Factors for purpose of defences. If such an Amulet is
overcome, the defensive spell will discharge for d10
days if the spell overcoming it was of a harmful nature
and directly injurious. Note: Amulets protecting against
spells of Illusion and Command have other properties as
well.
3. If the intended target is carrying a Focus, the Focus will
have the same Experience Factor as the Magick User
wielding it. The Magick User may elect to use the Focus
defensively, like an Amulet. However, there is a 50%
chance of Backfire occurring if the Focus fails to stop the
spell. (see Magical Backfire).
4. After all of the above defences have been overcome, the
spell will reach the victim himself and is targeted against
him according to a comparison of the Experience Factors
of attacker and defender. If a targeting occurs, the victim
is affected by the spell.
If Words of Guard or Prayers had been spoken, the
penalties against targeting are subtracted from the percentage
needed to target the outermost magical defense. If multiple
targeting are required (e.g. if the victim is protected by an
Amulet), only the first targeting chances are affected by the
Words of Guard or Prayers.
Non sentient material (rock, wood, etc), the basic chance
is 60% + 2% per MKL of the Magick User.
AREA EFFECTS
When a Magick effect occurs in a general area, all
figures in that area may be affected by the spell. Each figure
is individually targeted. Fireballs and the like are area effects,
as are many illusions and some commands.
NECROMANCERS
Necromancers enjoy special advantages when casting
spells at all form of Undead, so increase their targeting
probability by +20% against all undeads where the targeting
probability is marked with a "*" in the Targeting Table for
Major Arcanes.
MEDIUMS
Mediums are used to dealing with Spirits and other
incorporeal beings, so increase their targeting probability by
+20% against all undeads where the targeting probability is
marked with a "*" in the Targeting Table for Natural Magick
Users.
Effect of Obstacles
The targeting percentage chance of success is lowered if
the spell has to penetrate an obstacle. The Magick effect only
appears to travel from the Magick user, but actually only the
spell influence does the travelling. The effect itself
materialises at the target location. That is why spells might
be cast through solid objects, like walls. A failure to "target"
the spell would mean, in such instance, that the spell failed to
penetrate the obstacle. The following deductions are
cumulative for any obstacles that stand between the spell
caster and his target:
Target invisible but generally located -25%
Target obscured by foliage or partial cover -10%
Target seen in a mirror or pond reflection -10%
Target using "Blurred Image" spell -10%
Target obscured by real or illusory cloud -3% per foot
Targeting by Astrology or Divining -20%
Target behind obstacle of dense rock -25% per foot
Target behind obstacle of porous rock -15% per foot
Target behind obstacle of dirt -10% per foot
Target behind wall of water -5% per foot
Targeti behind wall of ice -6% per foot
Target behind wall of fire -5% per foot
Target behind wall of light -10% per foot
Target behind wall of darkness -15% per foot
Target behind wall of cold -2% per foot
Target behind wall of True Lead No penetration
Target behind wall of lead -20% per inch
Target behind wall of metal -15% per inch
Target clad in full armour of Star of Iron -10%
Target clad in full armour of Mithril -20%
Effcet of movement
Targetingpercentages may also be affected by movement
of either the caster of the spell or the target:
Caster moving faster than 10' per turn -10%
Target stationary and in view +10%
Target moving faster than 30' per turn -5%
Target moving faster than 100' per turn -15%
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Target is advancing toward spell caster +10%
Effect of Enhancement
Enhancement of targeting percentages has been dealt
with previously, but no more than +25% enhancement may
be gained for any spell.
Spells of Detection
Detection spells alert the caster to the presence of some
object, creature, etc. The ranges of such spells vary,
depending on whether one is beneath the ground or under the
open sky. In the open, Detection spells have full casting
range; underground, the range is severely limited, as 1 foot of
rock or 3 feet of earth will reduce the range by 10%. In all
cases, lead will prevent the penetration of the spell.
LEVEL 1 DETECTION SPELLS
Detect Alignment Level 1 BMR 1 Colour Type trick Area 1 person Range 20' Durat Instant Incant 1 seg Cost 1 Target Yes A spell which reveals the alignment of a person 50% of the time if the targeting is successful. It does not reveal the alignment of objects. Only one person may be checked.
Detect Altitude Level 1 BMR 1 Colour Type trick Area caster Range Self Durat 1 turn Incant 1 seg Cost 1 Target No A spell which reveals the altitude or depth beneath the earth in the turn it is cast. The spell always works regardless of the shielding materials present.
Detect Fear Level 1 BMR 1 Colour Type trick Area 1 creature Range 60' Durat 2 turns Incant 2 seg Cost 1 Target Yes A spell which has 75% chance of telling when the subject is afraid. It does not reveal what he is afraid of, however.
Detect Lie Level 1 BMR 1 Colour Type trick Area 1 creature Range 60' Durat 1 turn Incant 2 seg Cost 1 Target Yes A spell which has 50% chance of telling when the subject is lying. But it does not reveal what the truth is.
Detect Life Level 1 BMR 1 Colour
Type trick Area caster Range PMF Durat 3 turns Incant 1 seg Cost 1 Target No A spell which revealing the presence of living creatures.
Detect Magick Level 1 BMR 1 Colour Type trick Area caster Range Self Durat 1 turn/MKL* Incant 1 seg Cost 1 Target No A spell which revealing the presence of an enchantment in an object, place, person or other creature. Up to MKL/10, no specific information is given beyond the existence of some enchantment. Above MKL/10, the mage has a chance to perceive the strength and the nature of the Magick with a 10% chance per MKL above MKL/10. This requires that the mage is undisturbed and can concentrate on the object during 1 game turn. If he is able to perceive the strength of the Magick, he will know the nature of the most powerful spell present or the grade of the magick-item. If he guesses the nature of the Magick, he will know what kind of spell is the most potent and if applicable the colour of Magick of the object. *After MKL/10, duration is increased to 1 hour per MKL.
Detect Metal Level 1 BMR 1 Colour Type trick Area caster Range PMF Durat 1 turn Incant 1 seg Cost 1 Target No A spell revealing the presence and general location of any specified metal. Dwarves possess this spell as a natural ability and will always detect metals and be able to recognize them instantly upon seeing them or being within 10 feet of them. Alchemists also possess the natural ability once they have conquered the common metals..
Detect Secret Door Level 1 BMR 1 Colour Type trick Area caster Range PMF Durat 1 turn Incant 1 seg Cost 1 Target No All characters have some basic chances to detect a secret door when they first look in its direction. This is mentioned on the character sheet. The spell increases the ability of a Magick User to detect a secret door to 100% for 1 turn, provided that he is facing in the right direction. The spell only works in line-of-sight.
Detect Shifting Walls Level 1 BMR 1 Colour Type trick Area caster Range PMF Durat 1 turn Incant 1 seg Cost 1 Target No A spell revealing Shifting Walls when the Magick User is looking at them for a duration of 1 turn. The spell only
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works in line-of-sight.
Detect Sloping Passage Level 1 BMR 1 Colour Type trick Area caster Range PMF Durat 1 turn Incant 1 seg Cost 1 Target No A spell revealing to the Magick User whether a passage is going upwards or for a duration of 1 turn. The spell only works in line-of-sight.
Detect Small Traps Level 1 BMR 1 Colour Type trick Area caster Range PMF Durat 1 turn Incant 1 seg Cost 1 Target No A spell revealing Small Traps when the Magick User is looking at them for a duration of 1 turn. The spell only works in line-of-sight.
Detect Storms
Level 1 BMR 2 ancient lore Colour Type trick Area caster Range Self Durat PMF Incant 1 seg Cost 1 Target No A spell which enables the caster to accurately predict weather conditions 85% of the time 1 hour x MKL in advance.
Detect Suspicious Room Level 1 BMR 1 Colour Type trick Area caster Range PMF Durat 1 turn Incant 1 seg Cost 1 Target No A spell revealing to the Magick User that a room is trapped for a duration of 1 turn. The spell only works in line-of-sight.
Detect Traps Level 1 BMR 1 Colour Type trick Area caster Range PMF Durat 1 turn Incant 1 seg Cost 1 Target No A spell revealing Large Traps when the Magick User is looking at them for a duration of 1 turn. The spell only works in line-of-sight.
Detect Tracks Level 1 BMR 1 Colour Type trick Area caster Range Self Durat PMF Incant 1 seg Cost 1 Target No A spell which enables the caster to determine the type of creature that had passed by provided that visible signs are present. If the track is less than 3 days old, the caster can follow it unerringly 90% of the time.
Find Animals or Plants Level 1 BMR 1 Colour Type trick Area caster Range 1mile/3 MKL Durat 1 turn
Incant 1 seg Cost 1 Target No A spell which reveals the presence of a given type of animal or plant in range. The number of animals is known 25% of the time. It cannot reveal the presence of Monsters or unusual animals.
Find Direction Level 1 BMR 1 Colour Type trick Area caster Range Self Durat instant Incant 1 seg Cost 1 Target No A spell which enables the caster to determine true North.
Measure Distance Level 1 BMR 1 Colour Type trick Area caster Range line-of-sight Durat 1 turn/MKL Incant 1 seg Cost 1 Target No A spell which enables the caster to judge the exact distance travelled in a turn or to determine the exact line-of-sight distance.
Measure Volume Level 1 BMR 1 Colour Type trick Area caster Range line-of-sight Durat 1 turn Incant 1 seg Cost 1 Target No A spell which enables the caster to judge the exact dimensions of any room, etc, he is in. The spell may also be used to measure the volume of objects, holes, etc.
LEVEL 2 DETECTION SPELLS
Detect Enemies Level 2 BMR 2 Colour Type trick Area caster Range PMF Durat 3 turns Incant 1 seg Cost 1 Target No A spell revealing the presence of enemies lurking nearby. The number of enemies is revealed 25% of the time, and the nature of the enemies is known 10% of the time.
Detect Evil Level 2 BMR 2 Colour Type trick Area caster Range 20' Durat 3 turns Incant 1 seg Cost 1 Target No A spell revealing the presence of Evil purpose in some creature or else the presence of Undead, Demons, Spirits and the like, however masked, hidden or disguised.
Detect Good Level 2 BMR 2 Colour Type trick Area caster Range 20' Durat 3 turns Incant 1 seg Cost 1 Target No A spell revealing honourable, trustworthy, or beneficial intention in any being.
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Detect Invisible Presence Level 2 BMR 2 Colour Type trick Area caster Range 100' Durat PMF/2+1 turn Incant 1 seg Cost 1 Target No A spell revealing the presence of an Invisible being in line-of-sight within range. The exact location is not revealed, however, but the general direction will be known 50% of the time and the approximate distance 25% of the time..
Detect Jewels and Jewelry Level 2 BMR 2 Colour Type trick Area caster Range 10' Durat 1 turn Incant 1 seg Cost 1 Target No A spell unique to Dwarves and Jewelsmiths. The presence and general location of gems is revealed up to 10 feet away and the value of the gems and setting is always known once they are seen.
Detect Observation Level 2 BMR 2 Colour Type trick Area caster Range Self Durat PMF Incant 1 seg Cost 1 Target No A spell which causes the back of the neck to prickle. All Natural talents have this as a natural ability. The spell reveals whether the caster is being "watched". In some way. If the observer is seeing the caster in the flesh, the caster will know the direction of the observer 50% of the time.
Detect Old Tracks Level 2 BMR 2 Colour Type trick Area caster Range Self Durat PMF Incant 1 seg Cost 1 Target No A spell unique to Foresters Primitive Talents and Elves. The spell enables the Forester to determine the type of creature that passed by if visible signs are present. If the track is less than 3 days old, he can follow it unerringly 100% of the time. If 4 to 7 days old, he has a 90% chance of tracking. If 8-14 days old, he has a 50% chance of tracking. He will know the time within a few hours of when the creature(s) passed, their exact number, size, etc. If rains, etc, have washed away most of the signs, there is still a 10% chance that he can detect the tracks. If he does so, he will track at the normal probability. All Elves possess this spell as a natural ability, for Elves are born in the woods.
Detect Poison Level 2 BMR 2 Colour Type trick Area caster Range PMF Durat 1 turn Incant 1 seg Cost 1 Target No A spell revealing the presence of poison. If an object is being examined, range is adjacent. When faced with a cloud of poison gas and the like, range is normal, subject to barrier reductions.
Locate Object Level 2 BMR 2 Colour Type trick Area caster Range PMF Durat 1 turn Incant 1 seg Cost 1 Target No A spell revealing the direction of a well-known object. If searching for a general category, only the direction to the closest such object in range will be revealed. It is only possible to search for a specific object if the caster is very familiar with it. If the caster owns the object he can do that automatically. If the caster has observed the object directly, he must make a Memory roll to form an accurate enough mental image.
LEVEL 3 DETECTION SPELLS
Detect ESP Level 3 BMR 3 Colour Type minor Area caster Range 20' Durat 3 turns Incant 1 seg Cost 2 Target No A spell which alerts the caster to the fact that he is being observed in some way by ESP or Astral Projection or Vision. If the watcher is within the casting range of the caster, he has 50% chance of knowing the general direction and also the approximate distance.
Find the Path Level 3 BMR 3 Colour Type minor Area caster Range Self Durat 1 turn+PMF/2 Incant 1 seg Cost 2 Target No A spell which points the way, turn by turn, out of some situation in which the caster finds himself lost or disoriented. The spell is 100% successful if he has been that way before and 50% successful if he has not. If he loses the path, he will know it instantly. While following the path, the caster cannot move faster than ¼ movement.
Detect Holy/Unholy objects Level 3 BMR 3 Colour Type minor Area caster Range 20' Durat 2 turns Incant 1 seg Cost 2 Target No A spell which either reveals objects that are of Holy nature or those which are of Unholy nature.
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LEVEL 4 DETECTION SPELLS
Detect Lie Level 4 BMR 4 Colour Type minor Area caster Range 30' Durat 3 turns Incant 1 seg Cost 2 Target No A spell which enables the caster to detect that someone is deliberately lying. The spell does not reveal the truth however nor does it reveal an unintentional lie.
Legend Lore
Level 4 BMR 5 ancient lore Colour Type minor Area 1 object Range 20' Durat 7 questions Incant special Cost 2 Target No A spell which enables the Magick User to research a particular device. From 1-100 days will be required, after which the Magick User will have a 25% chance of knowing the answers to each of 7 questions he has about the device, book, etc. In his possession.
See the Invisible Level 4 BMR 4 Colour Type minor Area caster Range PMF Durat 1 turn+ Incant 1 seg Cost 2 Target No A spell which enables the caster to see an Invisible being or to see a being in the Astral Plane. Duration is 100% 1 turn, each subsequent turn reduces the chance to keep the vision by 10%. If vision is lost, the spell is ended.
Sense the Hidden Level 4 BMR 4 Colour Type minor Area caster Range 20' Durat 1 turn Incant 1 seg Cost 2 Target No A spell which operates in line-of-sight up to 20 feet and alerts the caster to the presence of some object that has been deliberately hidden. He has a 50% chance of knowing the general direction and a 10% chance of finding the exact location. The object may be general (i.e. nature is unspecified) or specific if the identity of the object is already known to the caster. The object may also be a person known to the caster.
Spells of Communication and Transportation
Not all Magick Users are capable of learning more than a
few spells of Communication and Transportation, for such
spells are highly specialized and, indeed, even unique to
some modes of Magick.
LEVEL 1 SPELLS
Spells that are not "ancient lore" are "natural" to the
Magick Users indicated and do not have to be acquired from
any source to be learned. In only a few cases may Magick
Users of the excluded modes use the spells through devices
that are fashioned by those with the natural talent.
Communicate Level 1 BMR 1 Colour Type trick Area caster Range 100 miles* Durat 3 turns Incant 3 seg Cost 1 Target No A spell unique to Hex Masters belonging to a Coven. If a familiar is present, a Coven member may converse with another member of the Coven. The Princesses, Princes and King and members of the Grand Coven have the ability to converse with any Witch up to 300 miles distant. The spell can be used once per day only.
Climb Level 1 BMR 1 Colour Type trick Area caster Range self Durat 1 turn/MKL Incant 3 seg Cost 1 Target No A spell unique to Shamans, Drug/Trance, Conjurors and Primitive Talents. The caster is able climb along smooth surfaces
Comprehend Languages
Level 1 BMR 2 ancient lore Colour Type trick Area caster Range Self' Durat 2 turns/MKL Incant 1 min Cost 1 Target Yes A spell unique to Shamans, Solitary Hex Masters, Enchanters and Power Words Magicians. This spell allows the caster to understand a spoken or written language. It does not enable to decipher code or read magically hidden messages. It also does not enable the caster to speak or write in languages he does not know.
Fly Level 1 BMR 1 Colour Type trick Area caster Range 25miles/hr Durat d16 hours Incant 5 seg Cost 1 Target No A spell unique to Cabbalists, Necromancers, Hex Masters and Primitive Talents. The caster is able to fly 250 feet per turn. If extended cross-country flight is involved, range is 25 to 150 miles. Hex Masters must enchant a broom to fly and in it they "bind" a level I Demon which cannot escape and must perform 1 flight per 24 hours. Further flights must be checked (see Demonology).
Pass witout Trace Level 1 BMR 1 Colour Type trick Area caster Range touch Durat PMF Incant 5 seg Cost 1 Target No A spell unique to Primitive Talents, Shamans, Solitary Hex Masters, Hex Masters and Evil Priests. It enables the caster to walk leaving almost no trace and footprints, any attempt to track him by non magical means suffers a penalty of 50%. Any attempt to track him with magical means is 25% to fail.
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LEVEL 2 SPELLS
Astral Vision Level 2 BMR 2 Colour Type trick Area caster Range Self' Durat 3 turns/MKL Incant 1 min Cost 1 Target No A spell unique to Necromancers, Solitary Hex Masters, Evil Priests, Shamans and Drug-Trance Magicians. Astral Vision permits the Magick User to send forth his Eye on the Astral Plane. The Astral Eye may pass through all material objects not sheated in lead or shielded by protective Magick. The Astral Eye may travel at the pace of a man walking up to 5 times the range of the Magick User until he reaches MKL/10, at which point vision is extended to the limit of Astral Projection. A check is made for Demonic Possession, as in the case of Astral Projection, only this time a Demon so encountered will be able to cause blindness for d20 hours.
Clairaudience Level 2 BMR 2 Colour Type trick Area caster Range 10'/MKL* Durat d10 min Incant 1 min Cost 1 Target No A spell unique to Mediums. Clairaudience permits the Medium to overhear targeted subjects. The spell has a range of 10' per PKL until MKL/10 is reached, whereupon ranges are measured in miles. A crystal ball increases ranges to 100 miles per MKL but cannot be enchanted until MKL/7 is attained. Mystics, Major Arcane and Minor Arcane may use a crystal ball provided they are taught by a Medium.
Clairvoyance 2 BMR 2 Colour Type trick Area caster Range 10'/MKL* Durat d10 min Incant 1 min Cost 1 Target A spell unique to Mediums. It is similar to Clairvoyance except that the Medium can see the subjects.
Speak with Animals
Level 2 BMR 3 ancient lore Colour Type trick Area caster Range touch Durat 1 combt turn/MKL Incant 5 seg Cost 1 Target No A spell unique to Primitive Talents, Dance/Chant, Shamans, Medium, Enchanters and Cabbalists. It enables the caster to talk with animals. It does not make the animal friendlier though and communication is limited by the animal's intelligence.
Spider Climb
Level 2 BMR 3 ancient lore Colour Type trick Area 1 creature Range touch Durat 1 turn/MKL Incant 5 seg Cost 1 Target No A spell unique to Solitary Hex Masters, Necromancers and Mystics. It allows the beneficiary to climb difficult surfaces with ease giving him a +40% bonus to Climbing skills checks.
Thelepatic Command Level 2 BMR 2 Colour Type trick Area caster Range 5x PMF Durat 1 turn* Incant 1 min Cost 1 Target No A spell unique to Cabbalists, Necromancers and Thaumaturgists. This spell permits the Magick user to give orders to beings under his command from a considerable distance. The Necromancer has the added advantage of being able to see whatever his Zombies see, for this spell is also the advanced spell of Zombie control. Duration is infinite for Necromancers controlling their Skeletons or Zombies.
Thelepathy Level 2 BMR 2 Colour Type trick Area 1 creature Range 2x PMF Durat d3 turn* Incant 1 min Cost 1 Target Yes A spell unique to Cabbalists, Medium, Drug Trance Magicians and Natural Talents. Telepathy is a very powerful ESP spell permitting the caster to read in detail the mind of one creature. However, any figure has a 25% chance of blocking such a spell. If the IQ of the subject is equal to the caster's, the percentage chance of blocking is 50% + 5% per IQ point above the caster's IQ. If the target blocks the spell, it ends immediately and cannot be cast again on the same creature for the next 24 hours.
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LEVEL 3 SPELLS
Astral Projection Level 3 BMR 3 Colour Type minor ritual Area caster Range Self' Durat 3 turns/MKL Incant 1 turn Cost 2 Target No A spell unique to Cabbalists, Magick Square Magicians, Necromancers, Solitary Hex Masters, Evil Priests, Shamans, Medium and Drug-Trance Magicians. Astral Projection allows the caster to send his Astral Form from his physical body to another plane, generally undetectable to anyone not on the Astral Plane. The Magick User cannot cast any offensive Magick spells but may cast protective spells and spells of Detection, Communication and Transportation. There is a 50% chance that such spells will fail minus 2% per MKL of the Astral Traveller. Failure instantly returns the Astral Traveller to his body and totally exhausts his fatigue levels. Demon also operate on the Astral Plane and there is a chance of demonic possession for every 30 minutes of part thereof spent in Astral Form. The chance of possession is 10% minus 1% per 2 MKL of the Astral Traveller, with a minimum of 1% chance of possession at the upper end of magical proficiency. The Astral Traveller may journey 50 miles per MKL at a speed of 500 mph, and the spell will last 15 minutes per MKL of the Traveller. If the Astral Traveller remains in the Astral Plane so long that he is unable to return to his body in the time remaining, he will return with a traumatic suddenness which leaves his in a catatonic trance for 1-20 days. An Astral Projection is blocked by protective Magick and by lead.
Astral Connection Level 3 BMR 3 Colour Type minor Area 10'x10' Range 25'/MKL Durat permanent Incant 1 min Cost 2 Target No A spell unique to Cabbalists. By the use of symbols the Cabbalist may Astrally link two points together, providing him with a type of "alarm" system that is undetectable by anyone not on the Astral plane. Anyone passing over or by the symbol will cause the other symbol to respond in some way.
Dimension Door
Level 3 BMR 4 ancient lore Colour Type minor Area caster Range PMF Durat instant Incant 1 seg Cost 2 Target No A spell unique to Mystics, Covens of Hex Masters, Solitary Hex Masters, Evil Priests and Primitive Talents. It allows the caster to instantaneously transport himself to any position in sight and within range. After he arrives the caster loses 1 segment regaining his balance and can afterwards act normally.
Animal Messenger Level 3 BMR 3 Colour Type minor Area 1 animal Range 60' Durat 1 day/MKL Incant 1 seg Cost 2 Target Yes A spell possessed by any Magick User who has learned Command Animals. The Animal messenger will find the recipient of the message 75% of the time (99% if the sender has a Locate Person spell or knows precisely where to direct the messenger). The animal travels day and night and averages 25 miles per hour if on land or 100 miles per hour if a flying creature plus 10 mph per 5 MKL of the sender. The animal will bear a written message or appropriate sized object and is undetected unless some form of Detection spell is used. Animals capable of speech will also carry verbal messages. The spell cannot be used on a tamed animal, a mage familiar or an animal companion.
Eavesdropping
Level 3 BMR 4 ancient lore Colour Type minor Area Zone touched Range PMF Durat 1 turn/2 MKL Incant 2 seg Cost 2 Target Yes A spell unique to Shamans, Evil Priests, Solitary Hex Masters, Enchanters and Mystics. This spell allows the caster, by touching the ground or a hard object, to hear as if his ear was placed on the place he touched up to the duration of the spell. The zone touched will appear magickal if a Detect Magick spell is cast while the spell is operative.
Impersonation
Level 3 BMR 4 ancient lore Colour Type minor Area caster Range special Durat 1 turn/MKL Incant 3 seg Cost 2 Target No A spell unique to Mediums, Artificiers, Enchanters and Thaumaturgists. It allows the caster to project his own conscience into a statue or portrait of himself up to 1mile per MKL if under MKL/10 and 50 miles per MKL if MKL/10 or above. The portrait or statue will appear "alive" and able to talk and make simple gestures but it cannot move, attack or cast spells. While the spell lasts, the Magick User is aware of both his surroundings and the surroundings of the portrait or statue he has projected himself into, but any perception/detection from the statue/portrait is penalised by -20%. He must end the spell in order to perform any action (including moving/talking) with his own body however. Destroying or damaging your portrait or statue will immediately end the spell.
Chivalry & Sorcery 182 Basic rules
Levitate Level 3 BMR 3 Colour Type minor Area 1 creature or object Range special Durat PMF + d6 turns Incant 2 seg Cost 2 Target No/Yes A spell unique to Power Words, Magic Square, Necromancers, Shamans and Primitive Talents. The caster is able to cause himself or any other object or person to rise into the air at a rate of 10 feet per turn. The weight of the levitated person or object can be up to the caster carrying capacity +10% per MKL. Some horizontal movement is also possible at 10 feet per turn. Targeting is necessary when levitating objects or unwilling persons.
Magick Carpet Level 3 BMR 3 Colour Type minor Area 1 carpet Range special Durat d10 hours Incant 2 seg Cost 2 Target No/Yes A spell unique to Power Words, Cabbalists, Enchanters and Solitary Hex Masters. The Magick Carpet will Fly (see the corresponding spell) for 1-10 hours and will carry twice the carrying capacity of the Magick user + 10% per MKL.
Passwall Level 3 BMR 3 Colour Type trick Area wall Range 10' Durat ½ PMF Incant 5 seg Cost 1 Target No A spell unique to Mystics, Enchanters, Necromancers, Solitary Hex Masters and Primitive Talents. The spell opens a temporary hole in solid rock, man-sized and up to 5' deep per 3 MKL of the caster.
Rope Trick Level 3 BMR 3 Colour Type minor Area special Range special Durat 3 turns + MKL/4 Incant 2 seg Cost 2 Target No/Yes A spell unique to Mystics and Shamans. The Magick User casts a 5' to 25' rope in the air so that it stands upright and rigid, allowing him and 3 companions to climb to the end and disappear into another dimension. Once there, they can travel up to 250 feet through any material except lead, emerge at their destination by letting down another rope, and remain there for 3 turns after which they must climb back up. The spell can be extended 1 turn for each 4 MKL attained by the caster. If either rope is removed, while they are in the other location, they will remain. If either rope is removed while they are in the other dimension, there is a 1-25% chance that they will immediately fall on earth, 26-75% chance that they will be trapped in an Interdimensional Labyrinth (see Commands) and 76-100% that they will fall on earth at the starting point. A fall causes 1 die of damage per 5' fallen.
Surefoot
Level 3 BMR 4 ancient lore Colour Type minor Area 1 creature Range touch Durat 1 turn/MKL Incant 2 seg Cost 2 Target No A spell unique to Primitive Talents, Dance Chant, Shamans, Covens of Hex Masters, Solitary Hex Masters and Evil Priests. It allows the caster to walk on unequal surfaces like sand, rocky ground or horizontal tree branches with ease. Speed penalties for movement on a difficult terrain are reduced by 25%…
Teleport Level 3 BMR 3 Colour Type trick Area caster Range self Durat ½ PMF Incant 5 seg Cost 1 Target No A spell unique to Mystics, Necromancers, Covens of Hex Masters, Solitary Hex Masters, Evil Priests and Primitive Talents. A Teleport spell provides instant transportation from place to place, with a range of 1 mile per MKL until the Magick User reaches MKL/10, at which time the range increases to 50 miles per MKL. There is a chance that the teleport spell will go awry. If the Magick User does not have certain knowledge of the destination, there is a 60% chance he will travel in another direction (1-25% = north, 26-50% = east, 51-75% = south, 76-100% = west), with a 20% chance of materialising inside a solid object at the end, causing death. If the caster is knowledgeable about the general features of the destination (e.g. : can see them or knows about them), he has 25% chance of going in another direction, with 10% chance of materialising inside a solid object. If the caster is closely familiar with the features of the destination, he has 10% chance of going in another direction and a 1% chance of materialising inside a solid object. Lead and protective spells will prevent the Teleport spell from working past the barrier; check for any chance of materialisation inside solid materials if this happens. A Mechanician is able to construct a Teleportal mechanism (see below), and may learn a Teleport spell for the purpose of placing it in an enchanted doorway or device but may not cast the spell directly.
Water Walking
Level 3 BMR 4 ancient lore Colour Type minor Area 1 creature Range touch Durat 1 turn/MKL Incant 2 seg Cost 2 Target No A spell unique to Shamans, Cabbalists, Covens of Hex Masters, Solitary Hex Masters and Evil Priests, Enchanters and Power Words. It allows the caster to walk on liquid as if it was solid ground. This includes mud, oil, quicksand…
LEVEL 4 SPELLS
Chivalry & Sorcery 183 Basic rules
Projected Self Level 4 BMR 4 Colour Type minor Area caster Range 50 miles/MKL Durat 1 minute Incant 3 seg Cost 2 Target Yes A spell which may be learned by any Magick User who has learned Teleport and Mirror Self. The image of the Magick User is created by Illusion and Teleported to a distant place to deliver a message "in person". The spell is only one way, however, and the caster cannot see or hear the recipient, although he will know if he can speak safely as the presence of enemies is revealed, etc. Before the Image appears. The Image cannot be projected through lead and is targeted like a Teleport spell.
Speak with Plants
Level 4 BMR 5 ancient lore Colour Type minor Area caster Range self Durat 1 comb turm/MKL Incant 4 seg Cost 2 Target No A spell unique to Dance/Chant, Shamans, Solitary Hex Masters, Enchanters and Power Words. It allows the caster to communicate with plants and olant-creatures. Normal plants have a very limited awareness of their environment and what they can answer reflects these limitations. The spell does not make plants or plants-creatures friendly to the caster.
Teleportal Level 4 BMR 4 Colour Type minor Area special Range special Durat permanent Incant 2 seg Cost 2 Target No A long-range, permanent travelling spell which can be placed betweentwo points frequently by a Magick User on a regular basis. Its range is the same as for a Teleport, with no chance of error. The spell is placed usually in some object such as a doorway and the spell has no chance of error. Mechanicians and any Magick user who have learned how to Teleport may construct such a device. The first 3 trips are subject to the usual Teleport error until the Teleportal is calibrated. The Teleportal activates upon command of the caster and may be set to act as a trap to the unwary.
Tongues
Level 4 BMR 5 ancient lore Colour Type minor Area 1 person Range touch Durat 1 turn/MKL Incant 4 seg Cost 2 Target No A spell unique to Shamans, Solitary Hex Masters, Enchanters and Power Words Magicians. It allows the beneficiary to understand and speak the language of any intelligent creature. Although he can understand all such languages, he can only speak in one given language at a time. The spell does not allow communicating with animals or plants.
Wind Walk
Level 4 BMR 5 ancient lore Colour Type minor Area 1 person Range touch Durat PMF Incant 4 seg Cost 2 Target No A spell unique to Dance/Chant, Shamans, Solitary Hex Masters, Coven Hex Masters, Evil Priests, Enchanters and Power Words. It allows the beneficiary to walk on air as if it were solid ground. He can move upward up to 45° at half speed. When walking on air, the character will be carried by the wind and must take this effect into account. The first d6 turns after the spell effect wears off; the subject falls slowly 60 feet per round after which he falls at the normal rate.
LEVEL 9 SPELLS
Astral Travel
Level 9 BMR 10 Colour Type ritual of power Area caster+ ½ MKL Range touch Durat special Incant 1 hour Cost 4 Target No A spell unique to Cabbalists, Magick Square Magicians, Necromancers, Solitary Hex Masters, Evil Priests, Shamans, Medium and Drug-Trance Magicians. A spell similar to Astral Projection, but the caster can bring other persons with him as long as they are linked with him in a circle during the ritual. Travellers are subject to the same limitations as the Magick User regarding spell casting and incur the same risk of demonic possession. In addition to travel across the material plane. Astral Travel allows the caster and his companions to travel to other planes linked to the Astral Plane, providing the caster has learned the way. Upon arrival on another plane, the travellers can form new material bodies and operate on the plane they have travelled to for as long as they want. In order to travel back, they will have to perform the ritual again and journey back to where they came from. The travel time required to move from one plane to another with Astral travel is variable. The spell normally lasts until the travellers are back where they came from but it can be interrupted in the following instances:
the party travel to another plane and form new material bodies. Their original bodies will remain in suspended animation where they started the journey and remain so until they travel back.
they fail to cast a spell in the Astral Plane as described in the Astral Projection spell.
they are victim of demonic possession. In such case the Demon will take control of their original body.
If their original bodies are killed while they are in the Astral Plane, the travellers are irrevocably dead and cannot be resurrected. If the new material body formed by a traveller on another plane is killed, this traveller is forever banned (no exception whatsoever, including divine intervention) from entering that plane (as he cannot form a new body there). The traveller will return in his original body with a traumatic
Chivalry & Sorcery 184 Basic rules
shock, which leaves him in a catatonic state for 1-20 days. If the original body of a traveller is killed while he has formed a new material body on another plane. The traveller will be trapped on the plane where he is and will not be able to enter the Astral Plane again. He will never be able to return to his original plane of existence even if he finds another way to travel between planes (including divine intervention). Astral Travel is blocked by protective Magick and by lead.
Basic Magick
Basic Magick deals with the manipulation of the four
elements: Earth, Air, Fire and Water. It is through the use of
Basic Magick that fireballs are created, water rises, falls or
freezes, winds blow of earth moves. There are 8 basic effects,
giving rise to a total of 120 basic spells which a Magick user
can learn if he wants to perform magical operations on the
unloving matter. All these effects are governed by what we
know to be the Laws of Physics.
Several terms are used repeatedly in this section, and the
player must understand them if he is to follow the
explanations of Basic Magick:
STANDARD VOLUME: A set amount of matter
representing a standard unit Earth, Air, Fire or Water. Each of
the 4 elements have different standard volumes and weights.
SPHERE: Theoretically, a uniform ball which may be
rolled or flung toward a target or location like a magic
missile. To avoid complex mathematics, a "sphere" of solid
material are given in cubic volumes. A sphere may be flung
to the limit of the caster's range with a 10% reduction in
range for each additional volume added to the first. Once the
sphere reaches the end of its range, it will fall to earth and
continue to roll for ¼ of the distance it went through the air.
Only solid material and Magick Fire will retain a spherical
shape beyond one turn. All other collapse into a horizontal
"sheet" at the end of the turn.
BOLT: A spear-like, uniform volume of material flung at
a target or a location. A bolt can be flung to the limit of a
caster's range, with a 10% reduction in range for each
additional volume added to the first.
BEAM: A continuous stream of material extending to ½
a caster's range but not over 50 feet away. It turns into a
"sheet" of matter upon reaching the limit of its range.
Duration: 1-3 missile-firing phase.
SHEET: A flat volume of material, usually 1" thick. All
materials can be turned into a vertical sheet for 1 turn, but
only solid materials and Fire will retain a vertical shape
beyond 1 turn. Fluid materials tend to collapse into horizontal
sheets at 25% + 25% per turn after the second turn. It is
possible to move a sheet of matter away from the caster at 5'
per turn if solid and by 25' per turn if fluid. An Accelerate
Matter spell will increase this rate by 5-10 x basic speed for
the duration of the spellor up to twice the the caster range
limit. Movement can be halted by removing the material or
by blocking it in some way.
WALL: A vertical sheet of material at least 6" thick
which does not move and which resists attempts at magical
removal by subtracting -50% from spell targeting percentage
-2% per MKL of the caster. A Wall is formed by casting a
Create and affix Matter spell. Any material can be made into
a Wall, and it will last for the duration of the spell. Unless
solid, it will then collapse and disappear. Ice Walls begin to
weaken at 10% per turn after the duration of the spell ends;
this weakening applies to strength and EDF effects, the Ice
Wall collapses when 0% is reached.
Basic magick spells
Create Matter: No matter is actually "created" except for
Magick Fire; the matter is drawn off from some unknown
place elsewhere and may be made to appear up to ½ range
from the caster. Matter which is merely Created cannot act as
a weapon for creatures threatened by its presence in their
location, for they have 1 turn to move out of the way if they
can. The amount of matter created is under the caster control
90% of the time but on 91-100%, a greater or lesser amount
will materialise (limits: 0 to maximum possible).
Detach Matter: In order to move matter, a caster must
detach it from the location he finds it in. Detach is the power
to remove one or more standard volumes from any point up
to ½ range and send it to another point within ½ range away.
There is a delay of 1 turn after casting the spell, after which
movement is exceedingly rapid. Volumes of material so large
as to make avoidance impossible will hit any target in the
path of the material. However, most Spheres, Bolts and
Beams must be "targeted" on the Magick Conflict Table.
Affix Matter: The power to hold one or more standard
volumes in place anywhere up to ½ range. It increases the
duration of fluid materials in Walls or Sheets to the Time
factor of the caster. The spell is useful to hold material
against the ceiling, as in the case of a collapsing roof
designed as part of a trap.
Amplify Matter: The power to double the amount of
matter created. Amplify spells can be used only to create
materials to be used as Walls and Sheets; magick missiles
cannot be Amplified.
Concentrate Matter: The power to increase the density of
a given volume of earth or water so that it doubles in weight
for the same volume. Air and gases increase in pressure and
produce winds. Concentrate spells are useful in changing
matter from less to more dense states, or vice versa, as dust to
sand or sand to porous rock, etc. If applied to a Wall, the
defensive properties are greatly increased.
Intensify Fire: The power to "fan" a Fire to increase its
effects. The spell raises the EDF of any Fire by 1 x EDF or
else increase the range of the spell by 5' per MKL of the
caster.
Remove Matter: The power to remove materials from a
point up to ½ range and transport them to some unknown
place (the reverse of Create Matter). The amount of matter
that can be removed is equal to the volume the caster may
fire as a missile if Earth and Water are involved. Otherwise
Chivalry & Sorcery 185 Basic rules
he may remove the maximum possible volume. Such a spell
can be used to create powerful winds, extinguish fires, or
even dig holes. Remove Matter does not need to be learned
separately from Create Matter, it is essentially the same spell
used in reverse effect.
Accelerate Matter: The power to increase the rate of
Detach spell to make it effective on the turn it is cast. An
Accelerate spell also increases the range of magick missiles
or any other matter spell by 100%. Sheets of moving matter
move at 5-10 x normal rate.
Basic magick: Earth
Earth is the most resistant of all materials, especially
dense rock, and the power to move Earth elements is
accordingly high:
Spell
Type
Dense rock
Porous rock
Sand Dust
Lvl BMR Lvl BMR Lvl BMR Lvl BMR
Create 2 6 2 5 1 1 1 1
Detach 3 9 3 6 1 1 1 1
Affix 3 9 3 6 1 3 1 3
Amplify 3 10 3 9 2 4 2 2
Accelerate 3 10 3 9 2 4 2 2
Concentrate 3 9 3 8 2 5 2 3
Each spell will be learned at the spell casting level and at
BMR level as given in table. Once a Create spell has been
learned, the Magick User will be able to learn all of the
others.
One standard weight of Earth = 400 dr.
Dense Rock: 1 cubic feet
"Sphere":1'x1'x1' block of stone
"Sheet": 1"x3'x4' block of stone
Porous Rock: 2 cubic feet
"Sphere":1'x1'x2' block of stone
"Sheet": 2"x3'x4' block of stone
Sand: 4 cubic feet
"Sphere":10'x10'x10' whirling sand
"Beam": 6"x6"x1/2 range stream of sand
"Sheet": 1"x7'x7' layer of sand
"Pile": 1'x2'x2' pile of sand
Dust: 8 cubic feet
"Sphere": 10'x10'x10' swirling dust
"Beam": 2'x2'x1/2 range stream of dust
"Sheet": 1"x12'x12' layer of dust
"Pile": 2'x2'x2' pile of dust
Rock is defensively strong and magickally placed, it
sustains considerable damage before a hole can be broken
through it by "H" weapons, large beasts or magical missiles
possessing blast or impact effects. Defensive values per 1" of
thickness are:
Dense Rock Wall = 150
Dense Rock Sheet = 75
Porous Rock Wall = 50
Porous Rock Sheet = 25
If a Concentrate matter spell is used, the barrier's defence
strength increases by 50% and targeting penalties rise to -
100% -2% per MKL of the caster vs any Remove Matter
spell directed against the Wall.
When attempting to break through a rock barrier, damage
is inflicted on the spot where the attempt is being made.
A moving sheet of rock (Create + Detach) will push back
any person, creature or object up to 4 times its own weight. It
can be "jammed" by 1 iron spike per 100 dr of weight of
weight or by any solid and immovable obstacle. Persons able
to push against it with total carrying capacities equal to its
weight will also stop it. It can "crush" victims caught between
it and an unyielding obstacle at 10 points of crush damage per
turn. Its advance may be halted by an Accelerate spell cast in
reverse or it may be Removed. If the caster is concentrating
on maintaining the sheet in movement, a target penalty of -
25%, -50% or -75% is assessed against any Magick User
attempting to remove or halt the moving material(depending
on whether the Magick User attempting to affect the sheet of
rock is of greater, equal or lower concentration than the one
who created it)
A sphere of rock (Create + Detach) delivers a bash at
20% per volume flung as a magical missile. It must be
targeted to strike any person or obstacle in its path, with a
check being made for each person. The EDF of dense rock =
10 x EDM of caster times the volume thrown. The EDF of
porous rock = 6 x EDM of caster times the volume thrown.
When damage points equal to the total EDF have been
inflicted, the rock will fall to the ground and stop.
A sphere (cloud) of dust or sand obscures vision. Sand
reduces visibility by 5% per foot of thickness, dust by 10%.
This also affects "targeting". Figures passing through a cloud
of whirling dust or sand also run a 20% risk of chocking and
coughing, resulting in a loss of 1-3 blows during each melee
turn they are in the cloud and in the first turn they emerge
from it; their movement is also reduced to 1/6 normal.
Chocking effects can be stopped 30% of the time with a cloth
covering the face and 70% if the cloth is wet.
A beam of sand delivers a "bash" at 10% per volume
sprayed as a magical missile, which must be targeted to
strike. A beam of sand can hit 1-6 figures in a firing phase
and will do 1-10 points of damage to anyone it hits. There is
also a 25% chance that the flying grit temporarily blinds a
target for 1 turn.
A beam of dust has a "blinding" effect similar to sand
and also a chocking effect of 10% per volume of dust sprayed
Chivalry & Sorcery 186 Basic rules
as a magical missile. From 1-6 figures may be targeted per
firing phase.
Acceleration of any magical missile increases the bash
effect by 10% per volume that is accelerated.
Sand and dust are excellent materials for "covering one's
tracks" and, when laid down horizontally in a sheet,
completely obscure any visible signs that a party has passed.
A pile of sand will prevent resistance to passage. A
"Charge" or "Fleche" across deep sand produces 25% chance
of stumbling (check for "bash") and movement is reduced to
¼. A Wall of sand (a pile of considerable height and
thickness) can be forced through at a rate of 1' per 100 dr of
weight possessed by a figure to a maximum of 6'. Failure to
force through brings partial collapse of the Wall, burying the
figure alive. To dig out of sand or break down a wall, a figure
can dig 1 cubic foot per 100 dr of carrying capacity per game
turn.
A pile of dust provides little resistance but there is a 50%
chance of stirring up a cloud of dust if passage is attempted at
a rate above 20 feet per turn. Fighting or other strenuous
activity will always stir up the dust.
Basic magick: Water
Water is quite resistant because of its fluid nature and the
difficulty of making it hold to a definite shape. Handling ice
is much the same as working with solid rock.
Spell
Type
Ice Water Rain & Spray
Fog & Mist
Lvl BMR Lvl BMR Lvl BMR Lvl BMR
Create 3 6 1 4 1 3 1 2
Detach 3 6 2 5 1 4 1 3
Affix 3 6 2 6 1 4 1 3
Amplify 3 9 2 7 1 7 1 5
Accelerate 3 9 2 9 1 7 1 5
Concentrate 3 8 2 8 1 7 1 5
One standard weight of "Water" = 1000 dr.
Ice: approx. 20 cubic feet
"Sphere": 3'x3'x2'
"Sheet": 1"x15'x15'
Water: approx. 20 cubic feet
"Sphere": 3'x3'x2'
"Sheet": 1"x15'x15'
"Beam": 3"x3"x1/2 range
Rain & Spray: approx. 30 000 cubic feet
"Sphere": 30'x30'x30'
"Sheet": 5'x60'x100'
Fog & Mist: approx. 120 000 cubic feet
"Sphere": 50'x50'x50'
Ice is a fairly strong material when it is thick. The
defensive values per foot of thickness are:
Ice Wall: 60
Ice: 30
If a Concentrate Matter spell is used, the strength of the
Ice is increased by 50% and targeting penalties against a Wall
are increased by -25% against a Remove Matter spell. Fire
spells melt 2 cubic feet of Ice per volume of Fire used, with
the melting at a specific point. Ice melts naturally at the rate
of 20% per hour if temperatures fall in the "Fair" range, at
10% per hour if temperature s fall in the "Cool" range, 30%
per hour if temperatures fall in the "Warm" range and 40%
per hour if temperatures fall in the "Hot" range.
A sheet of Ice laid down across water will support 100 dr
per inch of thickness and 6" of thickness will support 2000
dr.
A moving sheet of Ice behaves in the same manner as a
sheet of Rock.
A horizontal sheet of Ice provides a most slippery
surface, and anyone crossing it at 1/6 speed has a 20-AGI%
chance of slipping and falling. Crossing at normal speed
brings a 35-AGI% chance of falling, while fast speed cause
falling 60-AGI% of the time. Members of the Magick User's
party are unaffected unless engaged in combat.Anyone struck
by a blow while on ice has +50-AGI% chances of being
bashed. Sliding is also possible. Roll random dice to
indicatedirection and distance if a character slips and falls
unintentionally.
A sphere of Ice is so heavy that it can be hurled only 1/5
normal range. However, if slid along a horizontal sheet of ice,
it will travel for the full range. Treat as a sphere of porous
rock, with the EDF = 4x EDM of caster the volume thrown.
The sphere has a 20% chance of shattering when it strikes
any reasonably solid object or large creature or person.
(When used against Fire creatures, EDF = 10 x EDM of
caster)
A Flash Flood may be produced with a sphere of water.
This specialized "sheet" of water, unlike sheets of solid
material or Fire, will move 50' per turn unaccelerated or 150'
Accelerated. The Flash Flood must be at least 5' high and
3'thick to produce a bash, with 15% chance of a bash per foot
of thickness. A Flood 7 feet thick will carry along any
creature weighting less than 1100 dr. The effect must be
performed in a confined space, however, as the edges of an
unconfined flood will flow away rapidly and the water will
become a sheet lying horintontally within 25 feet.
A Wall of Water may be made to stand stationary and
prevent passage of fiery creatures. All Fire missiles of
magical origin are reduced by 10% damage per foot of water
they pass through and have a 10% chance per foot of water of
"exploding" then and there, reducing the Wall to a
Chivalry & Sorcery 187 Basic rules
horinzontal sheet. Flaming arrows and the like are
immediately extinguished.
A Remove spell coupled with a Detach and Accelerate
spell will create a corridor 5' wide and 10' long per standard
volume possessed by the caster through water not more than
20' deep. This is a magical "Part the Waters" spell with a
duration of ½ Magick User's Time Factor.
A Beam of liquid water may be likened in neffect to a
high pressure fire hose. It delivers a "bash" of 15% per
volume of water used and may be directed at 1-10 figures
when "fired". The Beam must be targeted against each figure
to strike. A beam of water will wash beings lighter than 1000
dr, 5-30 feet away from where they were standing when the
beam hit.
Rain and Spray may be likened to a cloudburst in effect.
In a Wall form, it has the same effect on fiery creatures and
fire missiles of normal or magical origin as a Wall of Water,
with a 10' thickness being equal to 1' of liquid water.
Ordinary fire missiles will be put out when passing through
10' Rain or Spray but are not otherwise impeded.
Fog obscures vision by -3% per foot of thickness in
daylight and, in darkness, any ordinary illumination such as a
torch or lantern will cause so much reflection of the light that
vision is impossible beyond 10' away from the one
attempting to see.
A "Flash Flood" will wash away any visible signs that a
party has passed by the area flooded and completely
eliminates any trace of scent.
A Rain or Spray will have a 10% chance per turn of
duration of washing visible signs away and a 20% chance of
washing away all scent of the party.
Water can be used to extinguish fires. Small fires will be
extinguished almost at once when one volume of liquid water
or rain is dumped on them. Large fires are not as easily
extinguished. There is a 10% chance +5% per turn for each
volume of water used that a fire will be extinguished by a
Beam or Rain and a 20% chance +5% per turn for each
volume of liquid water in a "Sphere" or Wall form. Oil-fed
fires will require 1-3 "extinguishing" and Magick Fire 1-6
"extinguishing".
Magick may be used to produce water but the water is
itself real and remains after the end of the spell's duration in
the form of a horizontal sheet.
Basic Magick: Fire
Fire and all variations on temperature and cold, light and
darkness are included in this group of Basic Magick spells.
Spell
Type
Norm. Fire Heat/Cold Smoke
Lvl BMR Lvl BMR Lvl BMR
Create 1 2 3 3 1 2
Detach 1 2 3 4 1 1
Affix 2 3 3 4 1 4
Amplify 4 4 4 4 2 3
Accelerate 4 4 5 5 3 3
Intensify 5 5 6 6 4 3
Spell
Type
Light/Dark Flame Mag. Fire
Lvl BMR Lvl BMR Lvl BMR
Create 1 1 2 3
Detach 1 2 2 3
Affix 1 2 2 3
Amplify 3 3 3 3
Accelerate 4 4 4 4
Intensify 4 4 5 5
Standard Volumes
Normal Fire: approx. 12 cubic feet
"Sphere": 3' diameter'
"Sheet": 2"x2'x3''
"Spark": ignites kindling on touch
Heat/Cold: approx. 15 cubic feet
"Sphere": 3' diameter'
"Sheet": 1'x3'x5'
"Beam": 3"x3"x1/2 range
Smoke: approx. 4200 cubic feet
"Sphere": 20' diameter'
"Sheet": 16'x16'x16'
Light & Dark: approx. 15 000 cubic feet
"Sphere": 30' diameter
"Sheet": 25'x25'x25"
Flame: approx. 12 cubic feet
"Beam": 1"x1"x1/2 PMF range'
"Sheet": 2"x2'x3''
Magick Fire: approx. 12 cubic feet
"Sphere": 3' diameter'
"Beam": 1"x1"x1/2 PMF range
"Sheet": 2"x2'x3''
Fire will do EDF = 4x EDM of caster per volume of
material used, with a 10% chance of ignition of flammable
materials per volume. If a creature's hair, clothes, etc are set
Chivalry & Sorcery 188 Basic rules
on fire, it will immediately perform a FER CR-5 and at best
attempt to smother the fire or put it out in some way or other.
Normal fire will last only 1-2 turns unless given flammable
materials to feed upon.
Magick Fire: unlike ordinary flames, Magick Fire will
last for the duration of the spell and does 12x EDM of the
caster per volume when cast as a fireball and 8x EDM of the
caster in other forms. There is a 15% chance of ignition per
volume used.
Fire Balls: upon striking a target, Fire Balls "explode"
and fill a volume equal to a "Sheet" of Fire. Anyone caught in
the explosion zone besides the targeted victim has a 35%
chance of being burned (1/2 damage) and a 15% chance of
catching fire.
Heat may be used to warm an area if used as a Sheet or
to cook food, etc if used a a Sphere. If 5 volumes are used as
a Sphere, metals will be heated up to a point that they cannot
be held, wood will ignite, etc. If 10 volumes are used in a
sphere (which can be concentrated to a 3' diameter), Heat will
cause metals to melt 25% each turn. It raises air temperatures
by 10°C per volume in Sheet form.
Cold: when used upon ordinary human beings, Cold has
the effect of lowering the temperature of the immediate
surroundings by 10°C per volume in Sheet form. If employed
in the form of a Sphere, it will freeze 200 dr of material solid
per volume used 25% of the time. Beings "quick-frozen" in
this way will take 1 hour per 50 Dr to thaw out, with a chance
of returning to life equal to their basic resurrection chance.
Used against fiery creatures, a Sphere of Cold will do
equivalent damage to Magick Fire. When used to freeze the
body of a fallen comrade, a Cold Sphere retards
decomposition by one full day.
Smoke: if there is any fire available, it can be used to
generate a Smokescreen that is twice as dense as an equal
amount of Fog. There is also a 15% chance per turn that
beings caught in the smoke will be coughing and choking and
will suffer a 25% penalty to all skill rolls (including combat)
for the time they are in the smoke and for 1-2 turns after they
emerge.
Light: to provide illumination, a Magick User may create
Light in Sphere or Sheet form. If a moving Sphere is used to
enclose the Magick User and his friendsin Light of moderate
intensity, the effect can be maintained beyond the spell
duration by the expenditure of 1-2 fatigue points per hour. A
Sheet of Light cannot be moved and will remain in position
for the duration of the spell, with the intensity of noon-day
Sun. If an Amplify, Intensify and Accelerate are used, the
Wall of Light will become so bright that it is impossible to
look at it without becoming blinded for 1-6 turns if the
viewer is within the PMF spell range of the caster from the
Wall.
Dark: to extinguish light in an area, Darkness may be
created. If Amplified, Intensified and Accelerated, the Dark
will become so intense that no one except the Magick User
will be able to see beyond 10', even with Night Vision. Only
Light will counter such a spell and vice-versa.
Flame: flame spells may be used to kindle large fires
quickly casting a jet or Beam of fire from the fingertip, a sort
of magical flamethrower that may be directed against 1-6
targeted figures up to ½ the caster's range away. Damage is
4x EDM of the caster per volume used, with a 15% chance of
ignition per volume.
Fire is a limited duration material unless fed by some
flammable source and will go out without fuel.
Basic Magick: Air
Air is a most useful commodity, for it not only can cause
powerful drafts and windstorms, but also is necessary for
breathing and is the medium by which various gases are
transported. It can also be used to feed fires and so intensify
them.
Spell
Type
Norm. Air Poison Gas Lightning
Lvl BMR Lvl BMR Lvl BMR
Create 2 2 6 6 3 2
Detach 2 1 6 6 3 3
Affix 2 5 6 6 5 5
Amplify 2 3 6 7 4 4
Accelerate 3 3 7 7 5 5
Concentrate 4 4 7 7 5 6
Standard Volumes
Air: approx. 125 cubic feet
"Sphere": 6' diameter'
"Sheet": 5'x5'x5''
"Beam": 5'x5'x1/2 PMF range
Poison Gas: approx. 125 cubic feet
"Sphere": 6' diameter'
"Sheet": 5'x5'x5''
Lightning: approx. 12 cubic feet
"Bolt": 1'x1'x12''
"Sheet": 1"x10'x15'
In the form of a Sphere, Air can be used to provide
breathable oxygen in a sealable space. It can also be used to
Intensify a fire, with two volumes of air being equal to
Intensification of 1 volume of fire. If a Magick User casts an
Air Sphere greater in volume than Poison Gas, Smoke, Fog,
etc and Concentrated it, the Air will keep the other gas from
entering the volume. (A volume of air will provide enough
breathable gas to keep a man alive for an hour, or more if
quiet).
A Sphere of Air of 10 volumes will generate a Wall of
Air that swirls outward from the centre of the Sphere,
preventing the passage of creatures under 100 Dr, with 25 Dr
being added to that limit for each volume added above that. If
a Concentrate Air is employed, these values are doubled.
Chivalry & Sorcery 189 Basic rules
A Remove Air spell will extinguish 1 volume of normal
fire for every 2 volumes of Air removed. If Detach and
Accelerate spells are also used, the spell will put out 1
volume of normal fire per volume of Air used. Also, two
volumes of Detached and Accelerated Remove Air will
extinguish 1 volume of Magick Fire.
A Beam of Air is nothing more than wind blowing as if
from the tip of the Magick User's finger or wand. The Wind
is at 10 mph per volume of Air used. If Amplified, the wind
speed is doubled. 20 mph is enough to cause fine dust to form
a thick cloud. 30 mph causes torches to gutter (increase
chance of torch being put out by 25% per 10 mph above 30
mph), and fine sand is blown to form sandstorms. At 50 mph,
there is a 15% chance of stumbling -10% per 100 Dr of
weight, with a +15% additional chance for each 10 mph
above 50 mph. If a character or figure stumbles, there is an
equal chance that he will be blown backwards for 5-30 feet
and bashed as with a H weapon, with a 15% possibility of
being stunned 1 combat turn if he bumps against a solid
obstacle.
At MKL 12+, a Magick User will be able to create a
Tornado with an Amplified, Concentrated and Detached
Remove Air spell, which lasts the duration of the spell. (See
"Control Weather" in Transmutation, below).
Poison Gas (Chlorine) may be generated in the form of a
Sphere which will be wafted away from the Magick User at a
speed of 10-60 feet per turn. Any living creatures caught in
the sphere of poison gas shall roll a d100
01-10 the creature dies outright
11-20 the creature falls unconscious for d6 turns (roll for a
risk of death each turn it remains in the cloud)
21-50 severe coughing and watering of the eyes, causing a
35% penalty to all skills, FER CR needed to remain in the
cloud.
Dragons, Troll and any creature with CON/19+ adds 20 to
the die roll due to their toughness. A breeze or Wind over 20
mph will dissipate the cloud of poison gas in 1-3 turns. Each
turn an affected creature remains in the gas brings d10 points
of damage and requires that the die roll mentioned above be
made again.
Lightning Bolts can be hurled at a target up to ½ PMF
range, unless it strikes a grounded structure which will drain
the power in the ground. The damage inflicted is 4x EDM of
the caster. All characters in the path of the bolt receive
damage
A Lightning Wall causes 4x EDM of the caster to all
creatures that cross it.
Combination of basick magick spells
Once a Magick User has mastered all the spells for a
particular type of matter – for instance, all the spells of
Magick Fire, he may cast up to 3 spells at the same time
without expending additional time. Fatigue expenditure for
the additional spells is halved (2 spells cost 150% fatigue
with respect to 1 spell, 3 spells cost 200% fatigue, with
respect to 1 spell).
Spells of Command
The casting of spells of Command is most typical of
Power Word Magicians, Enchanters and Shamans.
Thaumaturgists, Hex Masters, Dance/Chant Magicians
and Elves also reach high levels of proficiency. All the other
Magick Users may learn such spells, but they will not be able
to advance as far. A spell of Command affects the non-
rational side of the victim's nature and interferes with his
ability to control his own thoughts, emotions and behaviour.
Wise victims will be more resistant to spells of Command
than unwise ones.
Proficiency Grade of the Magick User casting the spell
I&II III IV V VI VII VIII IX X XI
95% 20 20 21 22 23 24 25
90% 19 19 20 21 22 23 24 25
85% 18 18 19 20 21 22 23 24 25
80% 17 17 18 19 20 21 22 23 24 25
75% 16 16 17 18 19 20 21 22 23 24
70% 15 15 16 17 18 19 20 21 22 23
65% 14 14 15 16 17 18 19 20 21 22
60% 13 13 14 15 16 17 18 19 20 21
55% 12 12 13 14 15 16 17 18 19 20
50% 11 11 12 13 14 15 16 17 18 19
45% 10
40% 9 10 11 12 13 14 15 16 17 18
35% 8 9 10 11 12 13 14 15 16 17
30% 7 8 9 10 11 12 13 14 15 16
25% 6 7 8 9 10 11 12 13 14 15
20% 5 6 7 8 9 10 11 12 13 14
15% 4 5 6 7 8 9 10 11 12 13
10% 3 4 5 6 7 8 9 10 11 12
5% 2 3 4 5 6 7 8 9 10 11
0% 1 2 3 4 5 6 7 8 9 10
A percentage dice result within the indicated "save"
limits means that the character or Monster is unaffected by
the Command. Resistance to Command causes a loss of
fatigue because energy has to be expended to fight the effects
of the spell (1-6 points lost).
The Wisdom of the target determines his resistance level
to Commands, as signified in the save table. Monsters
Wisdom is given in their description. If a Magick User is the
target and has learned the spell being used on him, he may
substitute his Charisma or Bardic Voice score + 20% when
attempting a save.
There are eleven grades of proficiency in casting Spells
of Command, and they correspond to the grades in spells of
Illusion. The proficiency level that can be attained varies
according to the type of Magick user or Monster casting the
spells. As soon as a Magick User reaches a new spell casting
level, all spells of Command he has learned are raised to the
new probabilities given in the Save Table. While a Magick
Chivalry & Sorcery 190 Basic rules
User can learn spells beyond his maximum attainable
proficiency grade, the percentages for a target's "save" will
remain at his maximum grade.
The proficiency grades that a Magick User can attain are:
XI Power Words
X Enchanters, High Elves
IX Shamans, Evil Priests, Necromancers
VIII Thaumaturgists, Dance/Chant
VII Conjurors, Cabbalists
VI Magick Square, Drug Trance
V Hex Masters, Medium
IV Sylvan Elves
III Primitive Talents
I Any non magic user character with Voice or Charisma of over 18
Enhancement of Commands
Spells of Command may be enhanced in several ways:
If the caster has a Second requisite that is Charisma or
Bardic Voice, reduce save percentage by -5% for each 2
points over 14.
If the caster has learned a Mantra gesture (time to learn
the spell increased by 25%), saves are reduced by -5%.
Meditation reduces saves from Command by -1% per
day spent meditating on the spell to a maximum of -
25%.Note: this form of enhancement is a "one-shot"
technique and the spell so enhanced can be cast only once
with such an advantage.
Casting spells of Command
Spells of Command must be "targeted" if they are going
to be fully effective (see Magick Conflict Table). In such
instances, only one figure will be affected. If Commands are
targeted into an area up to 50 feet by 50 feet, all figures in
that area may be affected. However the save percentages are
dropped to the next lower proficiency grade and the save
percentages are increased by 20% for each figure. When
attempting to Command a large number of figures, a Magick
user may be able to influence up to 22 targets.
Protection from spells of Command
Increased percentages may be obtained on saves from
spells of Command through the use of several magical
counter-spells.
Circles of Protection: a charmed Circle of Protection will
reduce a Command by one level of proficiency for each 3
MKL possessed by the caster of the Circle. The spell must
first succeed against the circle (at the reduced level of
proficiency) before it can penetrate to affect those inside at
the normal level of proficiency.
Amulets of Protection: may be enchanted by Magick
users who have learned all non-ancient lore spells of a certain
grade of proficiency. Such amulets add +15% to saves
against spells of lower or equal grade and a +5% to saves
against spells of a higher grade.
Words of Guard: Power Word Magicians, Enchanters,
Shamans, Dance/Chant, Hex Masters, Evil Priests, lawful
Clerics, Necromancers and Elves may devise rhyming chants
or other Words of Guard to defend against Commands as for
Amulets. However, such forms of protection require the
expenditure of 1-6 fatigue points. Such words may be applied
to protect from 1-6 people (1 person per fatigue point
expended).
Prayer: Any character may employ Prayer to his
particular deity to defend against a Command. Prayer used in
this manner increases chances of a save by +5% at a cost of 1
fatigue point.
Commands of the Outermost Circle
Charm Person Level 1 BMR 1 Colour Type trick Area 1 person Range PMF Durat special Incant 3 seg Cost 1 Target Yes A spell which has a 5% chance per MKL of the caster of convincing the target that the caster is a friend, to a maximum of 50% chance of success. A person so affected will not act with hostility toward the caster and will actively support the caster in most arguments or fights. Each week, there is a 5% chance that the victim will be freed from the spell for each 2 IQ points. Persons of higher Charisma or Wisdom than the caster will not be affected. Note: Anyone with a Charisma or Bardic Voice above 18 automatically know this spell without learning it, and even non-Magick Users may cast it 1 time per day at 20% chance of success.
Chivalry & Sorcery 191 Basic rules
Command Level 1 BMR 1 Colour Type trick Area 1 creature Range PMF/2 Durat 6 seg Incant 1 seg Cost 1 Target Yes A spell which allows the caster to give a single command to a creature. If the target fails to "save", it will follow this order to the best of his ability, providing the command was given in his native language and is unambiguous. The target will not become oblivious to other factors and will continue to react "normally" to them, in particular: If engaged in combat, the target will fight normally. A command to do otherwise will simply makes it loose the next blow as he is "distracted". The target will not perform any action, which he knows harmful to him. Example of commands and the target reaction are: "Come": the target will approach the caster at normal (not run) speed for the duration of the command. If attacked or threatened, he will face the attack or threat normally without penalty. If the target was in combat when the command was given, he will lose his next blow. "Halt": the target will not come closer to the caster for the duration of the command. But he may take any other action (including range attack if he considers the caster hostile). "Silence"; the target will be unable to speak for the duration of the command.
Lullaby Level 1 BMR 1 Colour Type trick Area 10' radius Range 100' Durat special Incant 3 seg Cost 1 Target Yes A spell unique to Enchanters Skalds and Bards. Any creature in the affected area becomes drowsy and inattentive for as long as the caster mutters the lullaby + 1-3 combat turns thereafter. They suffer a -25% penalty on all detection checks and a -10% penalty on the save against Sleep spells.
Sleep/Awaken Level 1 BMR 1 Colour Type trick Area 20'x20' Range PMF Durat special Incant 3 seg Cost 1/special Target Yes A spell which will put living beings in the affected area to sleep. The number of figures affected for 1 turn is 200 x MKL/total hit points. The time can be increased by decreasing the number of targets. The reverse of the spell causes sleeping figures to awaken. It affects a number of figures equal to the level of the caster in the target area. To be able to select the subjects to be awakened, 1 fatigue point must be expended per person in the area. Awaken cancels the effects of Sleep spell and most drugs, but not en Enchanted Sleep. The spell may be placed in a potion to be administered to a sleeping figure.
Commands of the Second Circle
Clumsiness Level 2 BMR 2 Colour Type trick Area 1 creature Range PMF Durat 1-6 comb turns Incant 3 seg Cost 1 Target Yes A spell causing a living creature to have difficulty in coordinating his body movements so that an attacker has +20% probability of hitting him.
Charm Small Animals Level 2 BMR 2 Colour Type trick Area 1 animal/MKL Range PMF Durat special Incant 3 seg Cost 1 Target Yes A spell which Charms Small or Tiny animals at 5% chance per MKL of the caster to a maximum of 75% chance of success. Animals so affected will become affectionate and will defend the caster against attack. There is a basic 10% chance per week that the Charm will wear off and the animal will leave. It will otherwise accompany the caster, but will resent other animals and will attack natural enemies.
Enthrall Level 2 BMR 2 Colour Type trick Area any creature Range 100' Durat 1 hour Incant 1 min Cost 1 Target Yes A spell unique to Enchanters Skalds and Bards. Enthrall allows the caster to captivate an audience once they have gained its attention and keep them focused on his performance. The spell must be used while playing music, singing or reciting a story (and the corresponding skill must be successfully checked). All listeners who fail their save are completely captivated by the performance for as long as it lasts and oblivious to their surrounding as long as there is no direct harm to them. They are considered at least "friendly" to the caster. Those who pass the save can act normally and keep their current attitude with the caster. People hostile to the caster who made their save can attempt to disrupt the performance if one of them has a Charisma equal or greater to the caster. To succeed the disbeliever with the highest Charisma must pass a CHA CR with a penalty equal to ½ the caster CHA (rounded down). Any act of violence or overtly hostile on one listener will immediately break the spell for all.
Hold Small Animals Level 2 BMR 2 Colour Type trick Area 1-10 + 1/MKL Range PMF Durat PMF Incant 3 seg Cost 1 Target Yes A spell which causes small animals to halt in their tracks, preventing further approach to the caster. If he approaches, they will fall back an equal distance 1-50% of the time and will flee 51-100% of the time.
Chivalry & Sorcery 192 Basic rules
Muscle Spasm Level 2 BMR 2 Colour Type trick Area 1 creature Range PMF Durat 1 comb turn Incant 3 seg Cost 1 Target Yes A spell used to disrupt the aim of a single fighting opponent by lowering his hit probability by -10% - 1% per MKL of the caster.
Commands of the Third Circle
Command Small Animals Level 3 BMR 3 Colour Type minor Area 1 animal/MKL Range PMF Durat special Incant 3 seg Cost 2 Target Yes A spell which acts loke a Charm Small Animals, except that the caster now gains full control over his victims. They understand his commands and obey his orders with steadfast loyalty. Only a Magick User of higher level who knows the Command Spell may dispel the caster's influence on his small animal friends.
Hold Large Animals Level 3 BMR 3 Colour Type minor Area ½ MKL animals Range PMF Durat ½PMF Incant 3 seg Cost 2 Target Yes A spell which causes large animals to halt in their tracks, preventing further approach to the caster. If he approaches, they will fall back an equal distance 1-25% of the time, flee 26-75% of the time and charge 76-100% of the time. When cast on a mounted horse, the spell is only effective if the rider fails a Mounted Combat Skill Roll.
Peace Level 3 BMR 1 Colour Type minor Area special Range PMF Durat special Incant 3 seg Cost 2 Target Yes A spell which will prevent the targets from attacking the caster party unless attacked first. The number of figures affected for 1 turn is 500 x MKL/total hit points. The time can be increased by decreasing the number of targets. Stutter Tongue
Level 3 BMR 4 ancient lore Colour Type minor Area 1 person Range PMF Durat 1-3 combat turn Incant 3 seg Cost 2 Target Yes A spell which cause the target to stutter uncontrollably. Any attempt to talk has 50% chance of being unsuccessful. When casting spells, the effect causes a 5% chance of failure per segment of casting time.
Suggestion Level 3 BMR 3 Colour Type minor Area 1 person Range PMF Durat 1 hour/MKL Incant 3 seg Cost 2 Target Yes A spell which allows the caster to influence the target, which will follow the Magick User's "advice" if it is not clearly against his interest and does not require illogic or overly complex behaviour. At the end of the spell, the target must "save" a second time, if this fails, the victim will forget what he was "suggested" to do.
Commands of the Fourth Circle
Command Large Animals Level 4 BMR 4 Colour Type minor Area 1 animal Range PMF Durat special Incant 3 seg Cost 2 Target Yes A spell which permits the caster to gain control over one large animal. The animal understands his orders and obeys loyally. Only a Magick User who knows the Command spell may dispel the caster's influence. There is 25% chance per week that the Charm will wear off.
Command Plants
Level 4 BMR 5 ancient lore Colour Type minor Area plants in range Range PMF Durat PMF Incant 3 seg Cost 2 Target Yes A highly specialized command spell which enables the caster to control plants within the limits of their natural characteristics. The plants affected are those within the casting range of the Magick User. They will hinder passage of enemies by tripping, entwining or even striking them. Movement will be reduced to ¼ with charge or dodge impossible. When combined with a Growth spell, the plants will grow so dense that passage will be virtually impossible to all those not specifically welcome to the caster. If the plants are covered with thorns, enemies in the area will suffer 1 point of damage per combat turn they stay in the area.
Chivalry & Sorcery 193 Basic rules
Fear/Confidence Level 4 BMR 4 Colour Type minor Area 10'+1'/MKL radius Range self Durat 1 comb turn/MKL Incant 3 seg Cost 2 Target Yes A spell limited to Enchanters, Power Words, Skalds and Bards. It fills all enemies around the caster who do not save with fear. Those affected must make a FER CR-4, in case of failure they will retreat out of range, in case of success they can stand their ground and defend themselves (including attacking those who would attack them) but will not move towards the caster. The reverse of the spell fills allies with confidence and provides them with a +2/10% bonus on all morale checks and a +5% bonus to all skill rolls, saving throws, to hit and targeting attempts.
Hold Person Level 4 BMR 4 Colour Type minor Area ½ MKL persons Range PMF Durat ½PMF Incant 3 seg Cost 2 Target Yes A spell which prevents the approach of any sentient living being of a manlike race. If the caster advances, the held person will retreat an equal distance. Magick Users who know this Command spell save each turn to see if they can break the enchantment.
Summon Animals Level 4 BMR 4 Colour Type minor Area special Range PMF Durat special Incant 3 seg Cost 2 Target Yes A spell which calls a particular species of animal to the caster. There is a 90% chance that any animal visible will respond and a 65% chance that an animal not present will come in 1-100 turns. Mounted animals are immune to the spell unless the animal belongs to the Magick User or another member of the party. The summoner will have the advantage in charming or commanding the animal when it arrives: reduce animal's save by -10%. The table below gives the total number of EF worth a mage can summon as well as the maximum category of animal he can summon. MKL EF Cat MKL EF Cat 7- 8 III 15 60 VII 8 10 III 16 90 VII 9 12 IV 17 120 VIII 10 16 IV 18 170 VIII 11 20 V 19 250 IX 12 25 V 20 375 IX 13 30 VI 21 500 X 14 45 VI 22 800 X
Words of Power: "Deafen" Level 4 BMR 4 Colour Type minor Area 2/MKL Range ½PMF Durat PMF Incant 1 seg Cost 2 Target Yes Only Power Word Magicians and Enchanters may learn this spell. It completely deafens the victim so that he is unable to hear any sound.
Commands of the Fifth Circle
Charm Monster Level 5 BMR 5 Colour Type minor Area 1 monster Range PMF Durat special Incant 3 seg Cost 2 Target Yes A spell which allows the caster to influence a monster which EF factor is equal or below ¼ his Experience Factor. It has a 5% chance per MKL of the caster of convincing the target that the caster is a friend, to a maximum of 50% chance of success. A monster so affected will not act with hostility toward the caster, unless attacked. Each day, there is a 5% chance that the victim will be freed from the spell for each 2 IQ points. Monsters of higher Wisdom than the caster and Monsters with less than IQ/3 will not be affected.
Hold Monster Level 5 BMR 5 Colour Type minor Area 1/3 MKL creatures Range PMF Durat ½PMF Incant 1 seg Cost 2 Target Yes A spell which prevents the approach of any legendary beast (unless mounted), but which has no effect on Monsters with intelligence over 15. It should be noted that if caster advances, however, the spell will be broken.
Chivalry & Sorcery 194 Basic rules
Memory Alteration
Level 5 BMR 6 ancient lore Colour Type minor Area 1 creature Range 60' Durat special Incant 1 min Cost 2 Target Yes A spell which allows the caster to change the victim memory over a period of as much as 1 turn, as long as this memory is related to events that occurred earlier the same day. Once the spell is cast, the Magick User must spend as much time as the duration of the memory he wishes to modify, completely undisturbed with the victim and remain within spell range. Any disturbance during this period or any movement out of range will end the spell with no effect on the victim. The Magick User can modify the subject memory the following ways: 1. He can make the victim forget that he saw one or
several persons or (but not and) that one or several persons did or said something specific during this period.
2. He can make the victim believe that he saw one or several persons or (but not and) that one or several persons he really saw did or said something specific.
3. Change some specific elements in something the victim really experienced.
The "save" against the spell is modified if the caster attempts to implant an "illogic" or "unbelievable" memory in the victim mind. If the caster attempts to modify the victim memory ion a way that contradicts his other experiences, add from +5% to +50% to the spell save based on how unbelievable the new memory is. The effect of the spell is permanent, unless an "illogical" memory was implanted. In that latter case, the victim has a daily 1% chance per IQ point to realize what he remembers of the event is false although he will not recover his original memory.
Words of Power: "Stun" Level 5 BMR 5 Colour Type minor Area 1 creature/MKL Range ½PMF Durat 1-10 turns Incant 1 seg Cost 2 Target Yes Only Power Word Magicians and Enchanters may learn this spell. A zone in the shape of a cone ½ the Magick User's range and 10' wide per MKL extends outwards in front of the caster. One living creature or material undead per MKL of the caster will be affected. The spell has a 90% chance of bashing each victim to the ground and a 25% chance of rendering him unconscious for 1-10 turns. A mount and rider counts as 1 victim, although separate checks are made for each.
Commands of the Sixth Circle
Berserker Rage Level 6 BMR 6 Colour Type major Area 1/MKL persons Range PMF Durat PMF Incant 3 seg Cost 3 Target Yes A spell that makes the recipients fight as Vicking Berserkers, heedless of personal danger. See the Individual Combat section for details. The spell can be dispelled only by a Fear spell (see below). Monsters are unaffected unless they are humans or man-like.
Bravery Level 6 BMR 6 Colour Type major Area 1/MKL persons Range PMF Durat PMF Incant 3 seg Cost 3 Target Yes A spell which immediately counters Demoralization (see below) and makes the recipients stand firm in the face of the most dangerous or fearsome of foes.
Confusion Level 6 BMR 6 Colour Type major Area special Range PMF Durat PMF Incant 3 seg Cost 3 Target Yes A spell which affects the judgement of living creatures and confuse them considerably. The spell affects 2 x caster's MKL in small animals and 1 x MKL for all other living creatures. Each creature affected will do one of three things: 1-25% = attack caster's party; 26-75% = mill around doing nothing; 76-100% = attack each other. There will be a delay of 1-3 turns before the spell comes into effect.
Demoralization Level 6 BMR 6 Colour Type major Area 2/MKL Range ½PMF Durat PMF Incant 3 seg Cost 3 Target Yes A spell causing creatures under 50 hit points to immediately check morale. Add 10 points to the maximum limit for each grade of Command spell the caster has advanced over grade VI.
Chivalry & Sorcery 195 Basic rules
Hate Level 6 BMR 6 Colour Type major Area 1 creature Range PMF Durat PMF Incant 3 seg Cost 3 Target Yes A spell filling a victim with a wide variety of responses: 01-20%: Hate any enemy around caster 21-40%: Hate companions 41-60%: Hate everybody except caster 61-80%: Hate whoever the caster desires 81-90%: Hate caster 91-100%: Hate self Any living creature may be filled with hate and will immediately attack the named party. If Hate is directed against the person himself, there is a 50% chance he will commit suicide if under Wisdom/12. Otherwise no effect.
Love Level 6 BMR 6 Colour Type major Area 1 person Range ½PMF Durat PMF Incant 3 seg Cost 3 Target Yes A spell which will cause any living creature to fall passionately in love with the person of the caster's choice. There is a 10% chance that the love will be permanent if the object of affection is over Appearance/13. Otherwise, treat as a temporary emotion that fades in 1 day X MKL of caster + 1-100 days. If more than one person are made to fall in love with the same individual there is a 25% chance of jealousy that will lead to a mortal combat which only the object of their love can prevent.
Mesmerism (Hypnosis) Level 6 BMR 6 Colour Type major Area 1 person Range 20' Durat special Incant 3 seg Cost 3 Target Yes A spell which has a 5% chance per MKL of the caster of placing a human or manlike figure under the command of the caster. It is necessary to look the caster in the eyes at "face-to-face" range, however, and the spell is of no effect against Magick users of a higher grade of Command. The person so mesmerised will not do anything against his basic nature but will otherwise obey his master. The victim has a 5% chance of freeing himself from the spell per IQ points he possesse, and a check is made once per day following the casting of the spell.
Commands of the Seventh Circle
Geas Level 7 BMR 7 Colour Type major Area 1 person Range 20' Durat special Incant 3 seg Cost 3 Target Yes A spell which compels the victim to perform a desired task. Any attempt to deviate from the performance of the task will result in a 10% loss of maximum fatigue per day until 0 fatigue is reached, at which point all attack and defence bonuses are lost. A Geas may be placed upon any living, sentient creature of manlike shape, except Trolls. Ignoring the Geas entirely will bring down a Curse upon the victim (see Curses). The Geas will endure until the task is completed or the Geas is lifted with a Remove Curse spell cast by a Magick user of equal or higher experience factor than the one who had placed the Geas. Note: All grade VI Commands spells must be learned before a Geas can be learned. Magick Users above the grade of the caster are unaffected by a Geas.
Tarentella
Level 7 BMR 8 Colour Type major Area 1 creature Range touch Durat d4 combat turns Incant 1 seg Cost 3 Target No A spell restricted to Enchanters, Bards and Skalds. The victim feels an irresistible urge to dance, while doing so it cannot attack or cast spells and can only defend at half efficiency (no shield parry is possible). Weapon attacks against him have a +10% chance to hit. But for each attack, even if unsuccessful, the victim is allowed a new saving throw with a cumulative 5% bonus.
Words of Power: "Weaken" Level 7 BMR 7 Colour Type major Area 1 creature Range ¼PMF Durat PMF Incant 1 seg Cost 3 Target Yes Only Power Word Magicians and Enchanters may learn this spell. The victim becomes weaker at the rate of 10% per turn until 50% of normal strength is reached. This weakness is reflected in attack and defence capabilities, carrying capacity, fatigue levels and recovery rates.
Commands of the Eighth Circle
Forgetfulness Level 8 BMR 8 Colour Type major Area 1 creature Range ¼PMF Durat special Incant 3 seg Cost 3 Target Yes A spell which causes the victim to lose 1-10 IQ points for 1-6 days x MKL of caster. A Magick User so afflicted will be unable to remember any spells. A loss of 10 IQ points means that the victim has total amnesia and is utterly feebleminded. Magick Users above the grade of the caster will be unaffected.
Chivalry & Sorcery 196 Basic rules
Words of Power: "Blind" Level 8 BMR 8 Colour Type major Area 1 creature Range ½PMF Durat PMF Incant 1 seg Cost 3 Target Yes Only Power Word Magicians and Enchanters may learn this spell. The victim has a 1-50% chance of suffering a partial vision loss, with all attack and defence bonuses reduced by ½; and a 51-100% chance of suffering a total loss of vision. Undeads are unaffected as they do not "see" as normal beings do.
Commands of the Ninth Circle
Antipathy/Sympathy
Level 9 BMR 10 Colour Type power Area 1 creature Range 60' Durat PMF Incant 1 min Cost 4 Target Yes A spell that cause an object or location to repel specific creatures as defined by the mage. The selection criterion can be the race, the profession, the alignement. If the affected creature fails their saving throw, they will not enter the area nor touch the object on which the spell has been cast. The reverse causes the affected creature to be attracted to the place or object on which the spell has been cast. If they fail their saving throw they will desire to enter the area or possess/touch the object.
Enchanted Sleep Level 9 BMR 9 Colour Type power Area 1 creature Range ¼PMF Durat special Incant 3 seg Cost 4 Target Yes A powerful sleep spell that will affect only one person or Monster (except Undead). The person put to sleep cannot awaken until conditions needed for awakening are fulfilled. The spell must be placed in some item of food and eaten by the victim. Note: spells of divination may reveal the conditions necessary to awaken the victim. The conditions should comply to the laws of Magick (see corresponding paragraph).
Great Command Level 9 BMR 9 Colour Type power Area 1 creature Range ¼PMF Durat special Incant 3 seg Cost 4 Target Yes A powerful spell of Command giving the caster the ability to control any single living creature. Undead and Demons cannot approach and, 1-75% of the time, must immediately leave the presence of the caster and not return for 1-100 days. The victim has 5% chance per 2 IQ points of breaking the spell each week.
Words of Power: "Blast" Level 9 BMR 9 Colour Type power Area special Range 50' Durat instant Incant 1 seg Cost 4 Target Yes Only Power Word Magicians and Enchanters may learn this spell. It causes a bolt of lightning to issue from the finger of the caster. The bolt will do 5 x MKL points of damage to any being, smashing him to the ground and rendering him incapacitated 50% of the time for 1-6 turns. Fire creatures suffer double damage and immediately flee, if possible (no check). The bolt is 50' long and 5' wide and all creatures within it are affected. The initial point of impact is targeted and the bolt is measured back from there. Failure to target causes the bolt to go to the full range of the Magick User x 1-6. If a solid target is struck, the bolt will Remove material in a volume equal to an Amplified Remove at the caster's PMF. The bolt will rebound backwards 25' from any solid target that is struck, affecting an area 25' x 25'.
Commands of the Tenth Circle
Word of Command: "Air" Level 10 BMR 10 Colour Type power Area special Range special Durat special Incant 3 seg Cost 4 Target Yes A spell that enables the Magick user to cast all Basic Magic Air spells.
Word of Command: "Earth" Level 10 BMR 10 Colour Type power Area special Range special Durat special Incant 3 seg Cost 4 Target Yes A spell that enables the Magick user to cast all Basic Magic Earth spells.
Word of Command: "Fire" Level 10 BMR 10 Colour Type power Area special Range special Durat special Incant 3 seg Cost 4 Target Yes A spell that enables the Magick user to cast all Basic Magic Fire spells.
Word of Command: "Water" Level 10 BMR 10 Colour Type power Area special Range special Durat special Incant 3 seg Cost 4 Target Yes A spell that enables the Magick user to cast all Basic Magic Water spells.
Chivalry & Sorcery 197 Basic rules
The Lyre of Apollo Level 10 BMR 10 Colour Type power Area special Range special Durat special Incant 3 seg Cost 4 Target Yes This spell is unique to Enchanters. It enables the caster to enchant a golden lyre which provides him with a -15% reduction on saves vs spells of Command and acts as a Circle of Protection so long as the Enchanter plays it. The Enchanter adept will not fashion such a lyre for anyone except himself.
The Pipes of Pan Level 10 BMR 10 Colour Type power Area special Range special Durat special Incant 3 seg Cost 4 Target Yes This spell is unique to Enchanters. It enables the caster to fashion silver Pipes of pan, giving him -10% on all saves vs spells of Command. The adept might fashion such a musical instrument for another Enchanter.
The Star of Alexander Level 10 BMR 10 Colour Type power Area special Range special Durat special Incant 3 seg Cost 4 Target Yes This spell may be cast into a Magick Device of Power built with a Dwarvish cut Ruby (ring, brooch or amulet) and thrice enchanted. The Magick user must have learned all spells which influence or command men to perform this enchantment. The possessor of the Star of Alexander will have a Military Ability of 13 and a Charisma, for the purposes of commanding troops and maintaining morale of 25. Troops personally led by such a charismatic leader never check morale.
Words of Power: "Death" Level 10 BMR 10 Colour Type power Area 1 creature Range 60' Durat instant Incant 1 seg Cost 4 Target Yes Only Power Word Magicians and Enchanters may learn this spell. The victim must pass a CON CR -1/2MKL, in case it fails it dies instantly, if it passes the check, it loses half its fatigue and pain levels.
Commands of the Eleventh Circle
Miracles 1-3 Level 11 BMR 10 Colour Type master Area special Range special Durat special Incant 3 seg Cost 5 Target No The ability to perform Miracles level 1 to 3 from one of the general Miracles list. The caster must choose one general list at this point and will only be able to invoke Miracles from this list. The Magick user cannot select a class-restricted Miracle list.
Miracles 4-5 Level 11 BMR 10 Colour Type master Area special Range special Durat special Incant 3 seg Cost 5 Target No This spell can only be cast if the spell above has already been learned. It gives the caster the ability to perform Miracles level 4 and 5 from the same list as the one selected from the former spell.
Miracles 6-7 Level 11 BMR 10 Colour Type master Area special Range special Durat special Incant 3 seg Cost 5 Target No This spell can only be cast if the spell above has already been learned. It gives the caster the ability to perform Miracles level 6 and 7 from the same list as the one selected from the former spell.
Miracles 8-9 Level 11 BMR 10 Colour Type master Area special Range special Durat special Incant 3 seg Cost 5 Target No This spell can only be cast if the spell above has already been learned. It gives the caster the ability to perform Miracles level 8 and 9 from the same list as the one selected from the former spell.
Miracles 10-11 Level 11 BMR 10 Colour Type master Area special Range special Durat special Incant 3 seg Cost 10 Target No This spell can only be cast if the spell above has already been learned. It gives the caster the ability to perform Miracles level 10 and 11 from the same list as the one selected from the former spell.
Spells of Illusion
The creation of Illusions is properly the province of the
Thaumaturgist and, to a slightly lesser degree, the
Conjuror and the Mystic. Other Magick Users may also
learn to cast the spells, but they cannot advance as far.
Illusion is the art of creating in the mind of the beholder what
is actually not there. "Belief" in the reality of the Illusion is
thus the fundamental to the success of the spell. A disbeliever
will be affected far less by what he sees, knowing it to be
unreal The Intelligence of a person assists him in resisting the
effects of Illusions: for the man of keen mind is able to
analyse what he perceives and distinguish the real from the
false more readily. All figures must therefore come to
"disbelieve" the Illusion by successfully saving from the spell
on the following Belief Table:
Proficiency Grade of the Magick User casting the spell
I II III IV V VI VII VIII IX X XI
Chivalry & Sorcery 198 Basic rules
95% 20 21 22 23 24 25
90% 19 20 21 22 23 24 25
85% 18 19 20 21 22 23 24 25
80% 17 18 19 20 21 22 23 24 25
75% 16 17 18 19 20 21 22 23 24 25
70% 15 16 17 18 19 20 21 22 23 24
65% 14 15 16 17 18 19 20 21 22 23
60% 13 14 15 16 17 18 19 20 21 22
55% 12 13 14 15 16 17 18 19 20 21 25
50% 11 12 13 14 15 16 17 18 19 20 24
45% 10 11 12 13 14 15 16 17 18 19 23
40% 9 10 11 12 13 14 15 16 17 18 22
35% 8 9 10 11 12 13 14 15 16 17 21
30% 7 8 9 10 11 12 13 14 15 16 20
25% 6 7 8 9 10 11 12 13 14 15 19
20% 5 6 7 8 9 10 11 12 13 14 18
15% 4 5 6 7 8 9 10 11 12 13 17
10% 3 4 5 6 7 8 9 10 11 12 16
5% 2 3 4 5 6 7 8 9 10 11 15
0% 1 2 3 4 5 6 7 8 9 10 14
A percentage dice result within the indicated "save"
limits means that the character or Monster "disbelieves" the
Illusion. Disbelief causes a loss of fatigue because energy has
to be expended to fight the effects of the spell, with 1 fatigue
or body point being expended per game turn or melee turn. If
a victim fails to disbelieve when confronted by an Illusion, he
may attempt to disbelieve in any subsequent turn, but with a
cumulative -10% from his chance.
The IQ of a victim determines the percentage possibility
of disbelief. Monsters have their IQ given in their description.
The ten spell casting levels represents the ten grades of
proficiency that a Magick User or Magick Using Monster can
attain in the performance of Illusions. The proficiency levels
vary according to the typr of Magick User or Monster casting
the spells. As soon as a Magick user reaches a new spell
casting level, all Illusions he has learned up to that time are
raised to the new probabilities given in the Belief Table.
The proficiency grades that a Magick User can attain are:
XI Thaumaturgists
X Conjurors, High Elves
IX Enchanters, Power Word, Evil Priests
VIII Cabbalists, Wood Elves, Shamans
VII Magick Square, Drug Trance
VI Dance/Chant
V Mediums
IV Hex Masters (Witches & Warlocks)
III Primitive Talents
While a Magick User may learn spells beyond his
proficiency grade, the percentages for disbelief remain at his
proficiency grade.
Enhancement of Illusions
Illusions may be enhanced in three ways:
1. The use of "smokes" such as those produced by
burning incense, "fogs" against which an Illusion
can be projected, "perfumes" and "essences" to
produce mysterious odors, or cauldrons or steaming
"brew" reduces the chance of a "save" by -10%.
2. Chants reduce "saves" from Illusions by -5%. These
are unique to a few Magick Users.
3. Meditation reduces "saves" from Illusions by -1%
per day spent meditating on the spell, to a maximum
of -25%. Note: This form of enhancement is a "one-
shot" technique and the spell so enhanced can be
cast only once with such an advantage.
Casting Illusions
Unlike many other spells, Illusions need not be
"targeted" on the Magick Conflict Table. Illusions can be cast
against specified people or into an area in which all
occupants will be affected.
Protection from Illusions
Increased percentages may be obtained on saves from
Illusions through the use of several means:
Amulets of Protection may be enchanted by Magick
Users who know all the spells of a certain grade of
proficiency. Such amulets add +10% on saves against spells
of a higher proficiency grade and a +15% on saves against
spells of an equal or lower grade.
Words of Guard: Enchanters, Power Word Magicians,
Hex Masters, Shamans, Evil Priests, Lawful Cleric and
Dance/Chant Natural talents may devise rhyming chants or
other Words of Guard to defend against Illusions as for
Amulets. However, such protection requires an expenditure
of 1-3 fatigue points. They can be applied to as many persons
or creatures as the Magick User has proficiency grades and
last for his Time Factor for the spell duration.
Prayer: Any character may employ prayer to his
particular deity to defend against Illusion. Prayer used in this
manner increases chances of a save by +5%, at a cost of 1
fatigue point or body point.
Circles of Protection: A charmed Circle of Protection
requires an Illusions spell to be targeted against the intended
victim. If targeting is successful on the Magick Conflict
Table, check for individual saves. Targeting is computed by
comparing the experience factors of the attacking and
defending Magick User and applies to each person in the
Chivalry & Sorcery 199 Basic rules
Circle. Saves are made according to the IQ of the Magick
User who has erected the defensive barrier, unless a character
has a higher IQ.
Illusions of the Outermost Circle
Blurred Image Level 1 BMR 1 Colour Type trick Area caster Range self Durat 3+ turns Incant 2 seg Cost 1 Target No The caster's appearance is highly blurred, providing -10% on opponent's hit probabilities and -10% on targeting by an attacking Magick User of equal or lower casting level.
Dancing Lights
Level 1 BMR 2 ancient lore Colour Type trick Area Up to 4 lights Range 2xPMF Durat 1 comb turn Incant 2 seg Cost 1 Target No The caster can create 4 small lights that look like torches, lanterns or will-o'wisps and make them move around within the spell range up to a speed of 100.
Detect Illusion I Level 1 BMR 1 Colour Type trick Area caster Range self Durat PMF Incant 2 seg Cost 1 Target No A spell of long duration which permits the caster to Detect an Illusion of grade I from 1-3 times. The spell can also be placed in a potion.
Dispel Illusion I Level 1 BMR 1 Colour Type trick Area caster Range ½ PMF Durat instant Incant 2 seg Cost 1 Target No A spell giving the caster the ability to Dispell an Illusion of grade I. The spell must be targeted on the location of the suspected Illusion, with a 25% chance of successfully dispelling the Illusion if on target.
Sleight of Hand Level 1 BMR 1 Colour Type trick Area caster Range self Durat PMF Incant 2 seg Cost 1 Target No A spell giving the caster the ability to perform sleight of hand tricks (including successfully picking pockets, etc.) and other forms of popular "magick" that are designed to entertain baffle and impress the uninitiated. It is ineffectual against Magick Users above the caster's proficiency grade.
Ventriloquism
Level 1 BMR 2 ancient lore Colour Type minor Area caster Range 100' Durat 1 turn Incant 1 seg Cost 1 Target No A spell which projects the caster's voice up to 100 feet for 1 turn.
Wall of Fog Level 1 BMR 1 Colour Type trick Area special Range PMF Durat PMF Incant 2 seg Cost 1 Target No A spell which creates the illusion of an actual Fog (see Basic Magick).
Illusions of the Second Circle
Cloud of Sand or Dust Level 2 BMR 2 Colour Type trick Area special Range PMF Durat PMF Incant 2 seg Cost 1 Target No A spell which creates the illusion of a swirling cloud of Sand or Dust (see Basic Magick).
Deafness Level 2 BMR 2 Colour Type trick Area special Range PMF Durat special Incant 2 seg Cost 1 Target No A spell which causes the victim to believe he cannot hear until the spell is Dispelled, Cured or removed by the caster.
Detect Illusion II Level 2 BMR 2 Colour Type trick Area caster Range self Durat PMF Incant 2 seg Cost 1 Target No As for Detect I, only grade I and II spells are detected.
Dispel Fatigue Level 2 BMR 2 Colour Type trick Area 1 creature Range PMF Durat 1-20 turns + PMF Incant 2 seg Cost 1 Target No A spell which gives the recipient the illusion of being healthy and fully rested. It permits the recipient to continue on without rest until the spell has ended. However one must rest twice as long as usual after the effects wear off, usually in a deep sleep. Men who have been badly wounded or who have recently been Raised form the dead can move about normally but at the end of the spell they suffer 1-10 points of damage. This spell can be placed in a potion.
Chivalry & Sorcery 200 Basic rules
Dispel Illusion II Level 2 BMR 2 Colour Type trick Area caster Range ½ PMF Durat instant Incant 2 seg Cost 1 Target No A spell like Dispel I. Grade II Illusions are dispelled at 25%, while grade I Illusions are dispelled at 40%.
Illusory Script Level 2 BMR 2 Colour Type trick Area 1 page Range 20' Durat permanent Incant 2 seg Cost 1 Target No A spell that blurs the caster's writing so that only one who is intended to read it can do so safely. Any others attempting to read must save or else be totally confused for 1-10 turns. One spell is enough to protect one page. Failure to save upon chancing a second reading causes confusion for 11-30 days. To actually read the script requires a Dispel Illusion II.
Delusion Level 2 BMR 2 Colour Type trick Area 1 creature Range PMF Durat 1-20 turns + PMF Incant 2 seg Cost 1 Target No A spell that causes the target to suffer from an unjustified belief in his own abilities or those of newly found items which may appear to be (or are) enchanted. There can be only one save. Victims now tend to do things which, in a normal frame of mind, they would never do.
Magic Mouth
Level 2 BMR 3 ancient lore Colour Type trick Area 1 object Range 30' Durat until used Incant 2 seg Cost 1 Target No A spell which makes and enchanted mouth appear on an object and deliver a short message when some specified condition is met. The message can be up to 25 words long in any language known by the caster. The caster can select to give the message in a tone ranging from a faint whisper up to a loud shouting. This message cannot produce or trigger any magical effect. Once the message has been delivered, the spell vanishes. The trigger action can only refer to events or circumstances that can be detected visually or audibly.
Illusions of the Third Circle
Blindness Level 3 BMR 3 Colour Type minor Area special Range PMF Durat PMF Incant 2 seg Cost 2 Target No A spell which causes the victim to believe he cannot see until the spell expires, is Dispelled, Cured or removed by the caster.
Detect Illusion III Level 3 BMR 3 Colour Type minor Area caster Range self Durat PMF Incant 2 seg Cost 2 Target No As for Detect I, only grade I to III spells are detected.
Diminish/Growth Level 3 BMR 3 Colour Type minor Area 1 creature Range PMF Durat 1-20 turns Incant 2 seg Cost 2 Target No A spell creating the illusion that a figure or object is up to 1/20 its normal size. Only one save is possible. If believe occurs, the figure or object will be seen to be able to do anything something that small could do. The reverse creates the illusion that a figure or object is up to 20 times its normal size. Only one save is possible. If believe occurs, the figure or object will be seen to be able to do anything something that small could do.
Dispel Illusion III Level 3 BMR 3 Colour Type minor Area caster Range ½ PMF Durat instant Incant 2 seg Cost 2 Target No A spell like Dispel I. Grade III Illusions are dispelled at 25%, while grade I and II Illusions are dispelled at 40%.
Hallucinatory Terrain Level 3 BMR 3 Colour Type minor Area Up to PMF Range PMF Durat 1 day/MKL Incant 5 seg Cost 2 Target No A spell which conceals or else creates terrain features which appear real to the beholder. It is a broad-area illusion existing in all directions up to the maximum range of the caster. Only Magick Users may save from this spell, and if disbelief occurs, they must approach to within 20 feet of any illusory object to see it is unreal. All other figures must actually touch the illusory object to see it is unreal.
Chivalry & Sorcery 201 Basic rules
Invisibility
Level 3 BMR 4 ancient lore Colour Type minor Area 1 creature Range touch Durat 1 min/MKL Incant 2 seg Cost 2 Target No A spell which allows the Magick user to make one person of object of Medium size or less invisible for the duration of the spell. Any person looking can attempt to disbelieve and if successful will notice that there is something odd. When stationary, a person or object is totally undetectable for those who fail to disbelieve, for those who succeed, the person or creature has a +40% bonus on Stealth rolls. If moving, the person has a +40% bonus on the Stealth roll for people who failed to disbelieve and a +20% bonus for those who did. Any offensive action will end the spell immediately.
Mirror Self Level 3 BMR 3 Colour Type minor Area caster Range self Durat 2x PMF Incant 2seg Cost 2 Target No A spell creating the illusion of 3-6 figures identical to the caster and duplicating his every move. Any beholder failing to make an initial save will not be able to tell the difference until the spell has ended. Any image that is touched will disappear.
Trustworthiness Level 3 BMR 3 Colour Type minor Area caster Range self Durat 2x PMF Incant 2seg Cost 2 Target No A spell creating the illusion that the caster can be trusted completely. The spell is effective when made "face-to-face" and it will influence anyone that close up to 6 turns after it is cast. Each failure to save reduces save probabilities by -10%. Any figure failing to save will trust the caster until given some reason for suspicion.
Illusions of the Fourth Circle
Detect Illusion IV Level 4 BMR 4 Colour Type minor Area caster Range self Durat PMF Incant 2 seg Cost 2 Target No As for Detect I, only grade I to IV spells are detected.
Dispel Illusion IV Level 4 BMR 4 Colour Type minor Area caster Range ½ PMF Durat instant Incant 2 seg Cost 2 Target No A spell like Dispel I. Grade IV Illusions are dispelled at 25%, while grade I to III Illusions are dispelled at 50%.
Hypnotic Spiral Level 4 BMR 4 Colour Type minor Area 60' radius Range 60' Durat conc + 1-6 turns Incant 2seg Cost 2 Target No A spell creating the illusion of a whirling spiral of scintillating colour that appears directly in front of the caster. Any being of IQ/12 or less will be held motionless and staring so long as the caster concentrates on the spell, plus 1-6 turns. Anyone will be affected within 60 feet who fails to save, unless above IQ/12. Members of the Magick User's party must avert their eyes to be protected from the spell.
Illusory Image Level 4 BMR 4 Colour Type minor Area 1 creature Range PMF Durat PMF Incant 2seg Cost 2 Target No A spell creating the illusion of any person or Monster the caster has seen before. So long as the caster concentrates on the spell, the figure will move and speak convincingly. Anyone who does not immediately disbelieve in the figure's reality will act accordingly. If a person touches the image, he will no longer see it.
Projected Image Level 4 BMR 4 Colour Type minor Area 1 creature Range PMF Durat 3x PMF Incant 2seg Cost 2 Target No A spell which projects the image of the caster up to his full spell range. The image will move, act and speak as if it were the caster and all spells will seem to emanate from it. However, the spell range is measured from the caster's actual position to the target. Only one save may be made against this spell and the image will remain until the duration expires or until touched.
Hallucinatory Landscape Level 4 BMR 4 Colour Type minor Area Up to PMF Range PMF Durat 1 day/MKL Incant 5 seg Cost 2 Target No A spell closely resembling the spell of the Third Circle, except that non-Magick Users must disbelieve each time they touch an illusory object or it will continue to appear real to them.
Illusions of the Fifth Circle
Detect Illusion V Level 5 BMR 5 Colour Type minor Area caster Range self Durat PMF Incant 2 seg Cost 2 Target No As for Detect I, only grade I to V spells are detected.
Chivalry & Sorcery 202 Basic rules
Dispel Illusion V Level 5 BMR 5 Colour Type minor Area caster Range ½ PMF Durat instant Incant 2 seg Cost 2 Target No A spell like Dispel I. Grade V Illusions are dispelled at 25%, while grade I to IV Illusions are dispelled at 50%.
Disguise Level 5 BMR 5 Colour Type minor Area caster Range self Durat until dispelled Incant 2seg Cost 2 Target No A spell permitting the caster to assume a disguise successfully. Only one save is possible, after which a believer will not question the authenticity of the caster's assumed identity until the Disguise is Dispelled or the real person whose identity was taken appears on the scene..
Phantasmal Landscape Level 5 BMR 5 Colour Type minor Area Up to PMF Range PMF Durat until dispelled Incant 5 seg Cost 2 Target No A spell creating the illusion of reality for all of the senses. All must disbelieve each time they touch a phantasmal object or it will appear in every way real. Even when carried outside the zone of the spell, the objects will still continue to have existence for the character believing in them. Only persons who have saved or who were never exposed to the spell will see that nothing is present.
Phantasmal Weather Level 5 BMR 5 Colour Type minor Area Up to PMF Range PMF Durat 1 day Incant 5 seg Cost 2 Target No A spell creating the illusion of actual weather conditions. Rain will seem to wet believers to the skin, snow will cause believers to feel cold, etc. Only one save is possible against this spell. While the range of the spell is only to the limit of the caster's range, the effect will travel with those who are affected and will appear to extend to the horizon.
Illusions of the Sixth Circle
Detect Illusion VI Level 6 BMR 6 Colour Type major Area caster Range self Durat PMF Incant 2 seg Cost 3 Target No As for Detect I, only grade I to VI spells are detected.
Dispel Illusion VI Level 6 BMR 6 Colour Type major Area caster Range ½ PMF Durat instant Incant 2 seg Cost 3 Target No A spell like Dispel I. Grade VI Illusions are dispelled at 25%, while grade I to V Illusions are dispelled at 55%.
Dreamspeak
Level 6 BMR 7 ancient lore Colour Type major Area caster Range special Durat 1 min Incant 1 min Cost 3 Target No A spell that enables the caster to enter another person's dream to deliver a message, which the recipient will remember clearly upon waking up. The receiver must be clearly identified and known to the caster and must be sleeping at the time the spell is cast. If these conditions are not met, the spell has no effect. The maximum range for the spell is 10 miles per MKL up to MKL/10 and 50 miles per MKL thereafter. The communication is one way only and the recipient cannot ask any question to the caster in his dream. Creatures that do not sleep and dream (e.g. elves) cannot use nor be contacted by this spell.
Interdimensional Labyrinth
Level 6 BMR 7 ancient lore Colour Type major Area 10' x 10' Range 60' Durat special Incant 5 seg Cost 3 Target No A very powerful Illusion, which places the victim in an Interdimensional trap for 20 + 1-100 turns. After this time has elapsed the victim will emerge at the location where he was caught in the Labyrinth 1-60% of the time. 61-100% of the time he will emerge at another location 1-100 miles distant. Creatures with IQ of 12 or better require ½ the time to trad their way through the dimension maze and escape. Creatures with IQ of 19 or better require ¼ the time. Creatures with IQ of 7 or less require 3x the normal time.
Programmed Image
Level 6 BMR 7 ancient lore Colour Type major Area 1 creature Range PMF Durat PMF Incant 5 seg Cost 3 Target No A spell similar to Illusory Image but which can be cast on an object or a place and will trigger when a specific condition is met. The Magick User must define, when he casts the spell, how the illusion will behave, what it will say… The trigger conditions must refer to circumstances or events that can be detected visibly or audibly.
Chivalry & Sorcery 203 Basic rules
Shadow Forces Level 6 BMR 6 Colour Type major Area special Range PMF Durat special Incant 5 seg Cost 3 Target No A spell creating quasi-real offensive spells that, if believed by the victim, will cause only ½ damage. If disbelieved, 1/10
th damage is caused. All Basic Magic effects can be
simulated by this spell, although it has no effect on non-sentient materials.
Shadow Monsters Level 6 BMR 6 Colour Type major Area special Range PMF Durat 3-20 turns Incant 5 seg Cost 3 Target No A spell creating quasi-real Monsters that, if believed by the victim, wil; act in every way like the real version and have similar effects on the believer. However, all damage is ½ normal. If disbelieved, the Shadow disappears for the characters recognizing its unreality. Only one save is possible against this spell. Once created, the Shadow will last for the spell duration or until dispelled or killed. Shadow Monsters will sustain ¼ the damage of the real Monster.
Illusions of the Seventh Circle
Detect Illusion VII Level 7 BMR 7 Colour Type major Area caster Range self Durat PMF Incant 2 seg Cost 3 Target No As for Detect I, only grade I to VII spells are detected.
Dispel Illusion VII Level 7 BMR 7 Colour Type major Area caster Range ½ PMF Durat instant Incant 2 seg Cost 3 Target No A spell like Dispel I. Grade VII Illusions are dispelled at 25%, while grade I to VI Illusions are dispelled at 60%.
Phantom Forces Level 7 BMR 7 Colour Type major Area special Range PMF Durat special Incant 5 seg Cost 3 Target No A spell creating quasi-real offensive spells that, if believed by the victim, will cause full damage. If disbelieved, 1/5
th
damage is caused. All Basic Magic effects can be simulated by this spell and non-sentient materials are affected.
Phantom Monsters Level 7 BMR 7 Colour Type major Area special Range PMF Durat 5-20 turns Incant 5 seg Cost 3 Target No A spell creating quasi-real Monsters that, if believed by the victim, wil; act in every way like the real version and have similar effects on the believer. All damage is full, unless disbelievd, in which case damage is 1/5. Phantoms will sustan 1/3 the damage of the real Monster. Once created, the Shadow will last for the spell duration or until dispelled or killed. As it is fairly material, it will pursue victims beyond caster's spell range.
Illusions of the Eigth Circle
Dispel Illusion VIII Level 8 BMR 8 Colour Type major Area caster Range ½ PMF Durat instant Incant 2 seg Cost 3 Target No A spell like Dispel I. Grade VIII Illusions are dispelled at 25%, while grade I to VII Illusions are dispelled at 65%.
Djinn Creation Level 8 BMR 8 Colour Type major Area special Range ½ PMF Durat special Incant 2 turns Cost 100% Target No A powerful Illusion spell permitting the caster to create material objects such as palaces, castles, etc. Once created, the objects are real so long as the enchantment is not Dispelled by a Magick User of equal or greater power. An area equal to ½ of the caster range in every direction round about may be filled with the Illusion. It may even be peopled by Phantom beings who appear real in every way. However, precious metals such as silver, gold and platinium have a very limited life (1-20 days) and will disappear 50% of the time if dropped onto a plate of cold iron. Such a spell will totally exhaust a Magick User causing 100% fatigue drain. There is a 50% chance that he will be unable to perform any spells for 1-20 days after casting a Djinn Creation spell.
Fairy Gold Level 8 BMR 8 Colour Type major Area 1-4 lc x MKL Range 60' Durat special Incant 5 seg Cost 3 Target No A more limited application of Djinn Creation, with minimal energy drains, which creates an amount of gold pieces with a value of 1-4 lc per MKL of the caster. The Gold will last for a variable period of time. If it survives the cold iron test, it will continue to appear real for 1-20 days afterwards and cannot be dispelled or tested again until that period is over.
Chivalry & Sorcery 204 Basic rules
True Sight Level 8 BMR 8 Colour Type major Area caster Range self Durat special Incant 3 seg Cost 3 Target No A spell permitting the caster to see through the Illusions of any Magick User of a lower grade and otherwise acting as a Detect Illusion spell with 50% chance of detection..
Illusions of the Ninth Circle
Dispel Illusion IX Level 9 BMR 9 Colour Type power Area caster Range ½ PMF Durat instant Incant 4 seg Cost 4 Target No A spell like Dispel I. Grade IX Illusions are dispelled at 25%, while grade I to VIII Illusions are dispelled at 65%.
Spectral Monsters Level 9 BMR 9 Colour Type power Area 1 creature Range PMF Durat 21-40 turns Incant 5 seg Cost 4 Target No A spell creating the illusion of a quasi-real Monster based on the most terrifying fears of the victim. The Monster is visible only to the caster of the spell and the victim. The Spectre is able to cross all barriers and is immune to attack by normal weapons. The subject may attempts to disbelieve but disbelief lasts only 1-3 turns, after which the Monster will reappear. If the victim has faced such attack before ke kas 25% chance of turning the Monster on the caster and a 75% chance that the Monster will disappear, provided of course that he disbelieves. If the victim also possesses the spell, there is a 50% chance that he will gain full control of the Monster if he is able to disbelieve. Spectral Monsters have a 5 x PMF of the caster hit points, do 4xWDF damage with Giant Claws and Fangs and have a flat hit probability of 60%.
Illusions of the Tenth Circle
Dispel Illusion X Level 10 BMR 10 Colour Type power Area caster Range ½ PMF Durat instant Incant 4 seg Cost 4 Target No A spell like Dispel I. Grade X Illusions are dispelled at 25%, while grade I to IX Illusions are dispelled at 70%.
The Nightmare Level 10 BMR 10 Colour Type power Area 1 creature Range PMF Durat special Incant 5 seg Cost 4 Target No A spell creating a quasi-real Spectral Monster with unlimited duration. Only a Dispel Illusion X or XI or an Exorcism can remove the "curse" of the Nightmare. First of all, the Nightmare attacks the victim's livestock: horses are found lathered and exhausted in the morning, literally ridden into the ground; cattle, sheep, etc. Are found slain in the morning and so on. This phase lasts 1-3 months. Then the victim will dream he is riding for his life and in the morning he will be exhausted. He cannot recover fatigue from sleep but always wakes drained and weakened. This phase lasts 1-3 weeks. Finally, if the Nightmare has not been Dispelled or Exorcised by this time, it will inevitably appear each night in the form of a great Black Horse and attempt to trample the victim to death. The victim survives only if he disbelieves and awakens. He will be totally exhausted (0 fatigue point) after each experience.
Illusions of the Eleventh Circle
Chaotic Landscape Level 11 BMR 10 Colour Type master Area PMF radius Range PMF Durat concentration Incant 5 seg Cost 5 Target No A spell that affects an area up to the limit of the caster's range in all directions, causing confusion in the affected zone because everything in changing shape and colour continuously. Anyone failing to save from the spell has a 1-10% chance of becoming permanently insane, 11-25% chance of becoming temporarily insane for 1-6 days and a 26-100% chance of being confused and incapable of purposeful action for the duration of the spell. The spell lasts for as long as the caster concentrates with an expenditure of 1-6 fatigue points per turn after the third turn. Note: there is a 5% chance per turn that the caster will himself become confused and lose his concentration.
Dispel Illusion XI Level 11 BMR 10 Colour Type master Area caster Range ½ PMF Durat instant Incant 4 seg Cost 5 Target No A spell like Dispel I. Grade XI Illusions are dispelled at 25%, while grade I to X Illusions are dispelled at 75%.
Chivalry & Sorcery 205 Basic rules
Protection from Illusions Level 11 BMR 10 Colour Type master Area caster Range self Durat PMF Incant 4 seg Cost 5 Target No A powerful protective spell which gives the caster +25% protection on saves from any Illusion spell. The spell is usually placed ina Magick device. Adepts of the Innermost Circle will not enchant such a device for anyone but themselves.
The World Riddle Level 11 BMR 10 Colour Type master Area 1 creature Range PMF Durat special Incant 5 seg Cost 5 Target No A spell that raises the Great Question in the mind of the victim until it becomes a, obsession. If the victim fails in his initial save, the spell builds in its effects over 1029 days. At that point, nothing changes in the external world but the victim is inflicted with a Morose introspection and begins to doubt the existence of the world and even himself. Once inflicted by this terrible doubt, the victim becomes a total catatonic because he is unable to develop the belief needed for purposeful action. He attempts to "save" once each day but every failure reduces the future saves by -5%. Conversely, each successful save reinforces the victim's belief that he and the world are real and increases its save percentage by +5%. One the "save" reaches 100% chance of success, the victim is freed of any further attack of doubt so long as he lives totally in the present and makes no long range plans. Any time he attempts any action that will require any real planning, the "save" probability drops to 60% and a "save" is attempted. Failure to "save" returns him to the "save" probability he had when first inflicted and the process repeats itself. Note: this presents grave risks to a Magick User who is so inflicted, for he must necessarily engage in intense planning to practise the Arcane Arts. The Caster of this powerful spell also runs risks. Each time he casts it, he adds 1-5% chance of being trapped in the very doubt he is attempting to inflict on others. The Demon King, if so trapped, is afflicted for 200 years at most, then returns to normal. The base value for entrapment is 0% chance.
Spells of Abjuration
These are spells of protective nature, which create
protective barriers or negate the ability to harm.
LEVEL 1 SPELLS
Hold Portal
Level 1 BMR 2 ancient lore Colour Type minor Area 1 door or lock Range PMF Durat 3-8 turns Incant 1 seg Cost 1 Target No A spell used to hold a door as if it were barred. It may be negated by a Dispell or passed by using a Knock. If the door is forced by a powerful being, it will be shattered 50% of the time if it is made of wood and 25% if it is made of metal.
Shield
Level 1 BMR 2 ancient lore Colour Type minor Area caster Range self Durat 1 comb turn/MKL Incant 1 seg Cost 2 Target No A spell that creates a magical shield in front of the caster. The shield has 75% chance of intercepting blows or magical missiles from enemies in front of the caster and 35% chance of intercepting blows or magical missiles coming from the side. If an attack is intercepted, the damage inflicted is reduced by 5 points + 1 point/3 MKL (round down). If several magic missiles are hurled at the caster, each missile damage is reduced. Once it has absorbed 25 points + 1 point/MKL, the shield is dispelled.
LEVEL 2 SPELLS
Alarm Level 2 BMR 2 Colour Type minor Area 20' radius Range 1 mile/MKL Durat PMF Incant 1 seg Cost 1 Target No The spell allows the Magick User to place a protective ward on a place and define a password. Whenever a creature crosses the area without uttering the password, the Magick User will be warned as long as he is still within range.
Astral Lock
Level 2 BMR 3 ancient lore Colour Type trick Area 1 door or lock Range touch Durat until dispelled Incant 3 seg Cost 1 Target No A powerful binding spell which seals a portal or lock shut and prevents passage or opening unless the lock is Dispelled by a Magick user of equal or greater MKL. Physical force has only 10% chance of forcing the door/lock open if it is wooden and a 1% chance if it is metal (this includes battering rams, heavy missiles and the like).
Chivalry & Sorcery 206 Basic rules
Protection from Missiles
Level 2 BMR 3 ancient lore Colour Type minor Area 1 person Range touch Durat 1 comb turn/MKL Incant 1 seg Cost 1 Target No A spell that protects one creature from non magical light missiles (arrows, bolts, daggers, darts). All such attacks suffer a -15% penalty -1% per 2 MKL.
Silence
Level 2 BMR 3 ancient lore Colour Type trick Area caster + 1-6 Range 10' Durat 1-6 turns Incant 2 seg Cost 1 Target No A spells which deadens all sounds around the caster. The duration may be extended by expending 1 fatigue point per extra turn. The spell may be placed on 1-6 others as well if they are within 10feet of the caster. This is a protective spell to prevent being overheard. It does not impair speech.
LEVEL 3 SPELLS
Mage Armour
Level 3 BMR 4 ancient lore Colour Type trick Area 1 creature Range touch Durat 1 hour/MKL Incant 1 seg Cost 2 Target No A spell that creates an invisible protective field that surrounds the subject. The AC of the beneficiary increases according to the table below. Initial AC AC bonus Initial AC AC bonus
0 +4 2-4 +2
1 +3 5+ +1
LEVEL 4 SPELLS
Unhindered
Level 4 BMR 5 ancient lore Colour Type minor Area 1 creature Range touch Durat 1 comb. turn/MKL Incant 1 seg Cost 2 Target No A spell that makes a creature unaffected by movement hindering spells such as Muscle spasm, Slow, Web. The subject gains a -15% bonus on his chances of being bashed and does not check for bash if moving on uneven ground or when hit while moving/dodging.
LEVEL 5 SPELLS
Protection from Pests
Level 5 BMR 6 ancient lore Colour Type minor Area 10' radius Range self Durat 1. turn/MKL Incant 3 seg Cost 2 Target No A spell that prevents tiny and diminutive animals from approaching the caster. If the Magick User moves towards the creatures, they will move away 1-75% of the time and the spell will be broken 76-00% of the time. Insect swarms are affected by this spell.
Banish Level 7 BMR 7 Colour Type major Area special Range ½ PMF Durat instant Incant 4 seg Cost 3 Target Yes A spell that can only be cast against creatures summoned from other planes/places like Demons. If the targeting is successful, the creature is sent back to where it came from and cannot be summoned again for 10 + 1-20 days. If the targeting is unsuccessful, the Magick User must make a FER CR or be dazed for 1 minute (6 seg), he will not be able to cast this spell on this creature again until he gains a MKL. The mage can affect a number of creatures equal to his summoning limit.
Mind Bar Level 9 BMR 9 Colour Type power Area 1 creature Range 60' Durat PMF Incant 4 seg Cost 4 Target No A spell that completely protects a creature from all detection and divination spells cast by a Magick User of lower MKL. It has 75% of protecting against detection/divination miracles or detection/divination spells cast by a Magick User of equal or greater MKL. In addition, the spells provides a +20% save bonus against all Command spells cast by a Magick User of lower MKL and a +10% save bonus against Command spells cast by a Magick User of equal or greater MKL.
Chivalry & Sorcery 207 Basic rules
Magical Prison
Level 10 BMR 10 ancient lore Colour Type power Area 1 creature Range touch Durat permanent Incant 5 seg Cost 4 Target Yes A spell that allows the Magick User to trap the subject in a magically created prison of 10 feet radius. It can only be cast in specific areas that are magically tuned or prepared (see corresponding paragraph). The Magick User must also specify a condition under which the victim will be freed (see below). If the targeting succeeds, the victim is trapped in an interdimensional prison and becomes invisible to the external world. While imprisoned, the subject remains conscious in suspended animation, he does not need to eat or drink nor does he ages. A crystal ball or a Locate Person spell will give no information on the victim unless the Magick User is of higher Klvl than the one who cast the spell. Even then it will usually only reveal where the victim has been imprisoned 10% of the time (only one check allowed for either method). In other circumstances it will just reveal that the victim is in a Magical prison with no further mean to finding where. The spell lasts until one of the following events occurs: The spell is cancelled by the original caster. The place where the spell was cast loses its magical tuning. Another mage who knows who, where and when the victim was imprisoned dispels or disrupts the spell. Note that should he fail and a backfire occurs, he will automatically become trapped in the same Magical Prison. A specific condition, defined by the Magick User who cast the spell is met. Such condition must comply to the Laws of Magick (see corresponding paragraph).
Spells of Conjuration
Conjuration spells allow the Magick Users to summon
creature from other planes of existence, create objects or
effects
LEVEL 1 SPELLS
Noise
Level 1 BMR 2 ancient lore Colour Type trick Area special Range PMF Durat 1 turn Incant 1 seg Cost 1 Target Yes A spell to create a background noise coming from a point within the range of the caster. Sounds are not complex, like speech, but are highly realistic and will distract enemies. The point from which the sound is issued must be targeted.
LEVEL 3 SPELLS
Create Food and Water
Level 3 BMR 4 ancient lore Colour Type minor Area 1 ration/MKL Range 30' Durat 1 hour Incant 6 seg Cost 2 Target No A spell that enables the caster to create basic food and water for 1 person per MKL (one mount counts for 3 persons) for one meal. Uneaten food disappears after 1 hour.
Healing
Level 3 BMR 4 ancient lore Colour Type minor Area 1 creature Range PMF Durat instant Incant 1 seg Cost 2 Target Yes A spell enabling the caster to heal wounds by reducing damage 3-8 points. The spell will restore body, pain and fatigue levels.
Web
Level 3 BMR 4 ancient lore Colour Type minor Area 20' radius Range PMF/2 Durat PMF Incant 3 seg Cost 2 Target Yes A spell that enables the caster to create a mass of strong and thick spider web-like strands that traps those caught in them. The Web must be anchored to solid structures or objects as it has no rigidity of its own and will collapse if not supported; it can also be spread on the floor. A successfully targeted creature of Large or smaller size held in the Web cannot move or dodge and suffers a 10% penalty to hit and parry. A creature can free itself from the Web if it succeeds a STR CR-15. Creatures over Large size can break the strands freely without effort. A creature that enters the Web area must make a AGI CR-12 to avoid being caught in the strands and moves only at half walking speed.
LEVEL 4 SPELLS
Wizard Mount
Level 4 BMR 5 ancient lore Colour Type minor Area 1 creature Range 15' Durat PMF Incant 1 turn Cost 2 Target No A spell that enables the caster to summon a magical horse-like creature, which only he can ride. The mount looks like a dark gray horse but makes no sound as it walks and cannot pass for a real animal upon quick examination. The mount will move at a maximal speed of 10 x MKL and does not require any riding skill to use. It has 20 hit points + 2 points per MKL, it is AC/1 with dodge: -20% and does not attack. If the caster is MKL10 or above, the mount can move on soft terrain (sand, marshes…) at its normal speed.
LEVEL 5 SPELLS
Chivalry & Sorcery 208 Basic rules
Regeneration
Level 5 BMR 6 ancient lore Colour Type minor Area caster Range PMF Durat permanent Incant self Cost 2 Target Yes A spell which enables the caster to give himself the ability to regenerate wounds at +1 point per turn. The spell can be cast only once.
Doppelganger
Level 5 BMR 6 ancient lore Colour Type minor Area 1 creature Range PMF Durat 1 turn Incant 1 turn Cost 2 Target No A Doppelganger is a duplicate of a person which is under the complete control of the Magick User who creates it but which develops a personality and a sense of independence of its own with the passage of time. In order to create a Doppelganger, a number of spells and procedures are required: 1. The original person or 1-7 objects recently in contact
with him are essential for the model. 2. Ice or snow must be used to mould the body. The ice or
snow must be enchanted. 3. An Illusory Image spell must be cast 3 times on
successive weeks to give the Doppelganger the features of the original.
4. Strength must be cast to give the Doppelganger the power to move.
5. Healing must be cast to give the Doppelganger the power to recover from fatigue and wounds.
6. Telepathy must be cast to impress the Doppelganger with the thoughts of the original.
7. Telepathic Command must be cast to place the Doppelganger under the control of the Magick User. The Magick User's influence will last 1-6 months after which time a check must be made to see if the "friendly relationship" will continue (50% chance). If the Doppelganger is freed from the Magick User's influence, he will be immune to further attempts by his Creator to control him in any way and will react with deep hostility toward his Creator 25% of the time.
The Doppelganger will take from 1-6 months to prepare and instruct, after which it will have the ability to assume the identity of the original. Initially, it will have 10% of the original's abilities and gain 10% per month until it reaches 90%. A Doppelganger can be detected 20% of the time (modify by 6
th sense value) when the original is present,
provided the person who sees them together knows the original well. The Doppelganger will seek to destroy the original and will stop at nothing to eliminate the person whose identity is the reality, while the Doppelganger is a mere shadow of that reality.
Secret Chest
Level 5 BMR 6 ancient lore Colour Type minor Area 20' x 20' Range 15' Durat PMF Incant 1 turn Cost 2 Target No This spell requires a crafted chest made of enchanted materials. By casting the spell on the chest, the latter is hidden in the Ethereal Plane for up to 60 days. The chest holds 1 cubic foot per MKL of the caster (although its actual size is much smaller). No living creature can be present in the chest otherwise, the spell will fail. The chest can then be retrieved by the caster anywhere on the Material Plane by speaking a command word and sent back to the Ethereal Plane by speaking another command word. If the chest is left in the Ethereal Plane for more than 60 consecutive days, there is a cumulative 5% chance per day above this value that it will be irretrievably lost.
Wizard Hut
Level 5 BMR 6 ancient lore Colour Type minor Area 20' x 20' Range 15' Durat PMF Incant 1 turn Cost 2 Target No This spell can only be used in wild areas either outside or underground. It enables the caster to conjure a small shelter made of the surrounding materials. The Wizard Hut has a door and 4 windows (one in each wall). It protects the occupants from the elements (wind, rain) but is not heated or cooled. The door and windows are protected with an Astral Lock. Inside are basic furniture for eight occupants.
LEVEL 6 SPELLS
Insect Plague Level 6 BMR 6 Colour Type major Area MKL/3 swarms Range PMF Durat PMF Incant 10 seg Cost 3 Target No A spell that can only be learnt by Magick User who know Summon Animals and Command Small Animals. It allows the caster to summon several insect swarms (see Bestiary for details). Each swarm is stationary and attacks any creature in the same area. Each summoned swarm must be adjacent to at least another one in a continuous pattern.
Chivalry & Sorcery 209 Basic rules
Soultrap
Level 9 BMR 10 ancient lore Colour Type major Area 1 creature Range ¼PMF Durat permanent Incant 3 seg Cost 4 Target Yes A spell that enables the caster to trap the victim into a prepared magical gem. First a gem (diamond, ruby, sapphire or emerald) of the highest quality and of at least 80 ct must be enchanted like a Magical Device of Power and the spell must be stored in the Device. Then the Magick user needs to successfully cast the spell on the victim, while holding the gem. If the targeting is a success, the victim soul and body become trapped in the gem. If the targeting fails, the gem is shattered in the process. A creature trapped this way does not age and can only be released by breaking the gem.
Spells of Transmutation
Transmutation spells allow the Magick User to change
objects, animals or persons.
LEVEL 1 SPELLS
Entangle
Level 1 BMR 2 ancient lore Colour Type minor Area 40' radius Range PMF Durat 1comb. turn/MKL Incant 3 seg Cost 1 Target No A spell which causes grass, bushes and all plants to grow and wrap around enemy creatures in the area. They must pass either AGI CR- MKL/2 or STR CR-MKL/2 (choose only one of them) or become entangled. Each time an entangled creature is entitled to a blow, it can instead attempt to free itself (same CR as above). Entangled creatures move at half speed, they suffer -10% penalty to hit and parry and -20% penalty to dodge and all manoeuvres.
Hear
Level 1 BMR 2 ancient lore Colour Type minor Area 1 creature Range touch Durat PMF + 3 turns Incant 1 seg Cost 1 Target No A spell which enhances one's ability to hear noises by +5% per MKL when listening at doors, through thin walls or to noises in the distance.
Jump Level 1 BMR 1 Colour Type minor Area 1 creature Range touch Durat 1min/MKL Incant 1 seg Cost 1 Target No A spell that enables the recipient to increase his jump distance by 2' per MKL.
Night Vision
Level 1 BMR 2 ancient lore Colour Type trick Area 1 creature Range touch Durat 1-6 hours Incant 1 seg Cost 1 Target No A spell which bestows upon the recipient the ability to see perfectly in the dark up to a distance of 60 feet. Dwarves and all gobelin races possess this as a natural ability.
Simple Object Animation
Level 1 BMR 2 ancient lore Colour Type trick Area 1 object Range PMF Durat 1 min/MKL Incant 1 seg Cost 1 Target Yes A spell which allows the caster to manipulate a simple object in his line-of-sight from afar. He will not be able to move the object from its position but he will be able to "use" the object in its usual way. He can for example:
Turn the pages of a book
Use rope to bind objects or creatures that stand beside it
Turn a key in a lock and open a door
Pour a drink from a pot into a glass standing next to it The mage is restricted to the usage of small objects that require not more than 1 dr x MKL force to use. It cannot be used to perform complex tasks such as wielding a weapon and attack.
LEVEL 2 SPELLS
Far Sight
Level 2 BMR 3 ancient lore Colour Type minor Area caster Range self Durat 3 turns + PMF Incant 1 seg Cost 1 Target No A spell enabling the caster to see to the horizon as if looking through a very powerful telescope. Sight is checked with distance divided by 10.
Feather Fall Level 2 BMR 2 Colour Type trick Area caster Range self Durat 1 turn/MKL Incant 1 seg Cost 1 Target No A spell that reduces the caster speed of falling to about 60' per turn for the duration of the spell. If the spell is interrupted while the caster is still falling, he resumes falling at a normal rate.
Chivalry & Sorcery 210 Basic rules
Knock
Level 2 BMR 3 ancient lore Colour Type minor Area 1 door or lock Range touch Durat 1 turn Incant 1 seg Cost 1 Target No A spell permitting the caster and up to 6 friends to pass through or open a Held Portal without disturbing the spell, to open secret doors or to unlock normally secured doors and gates with a 85% +1% per 2 MKL chance of success. Only 1 attempt can be made by a Magick User on one door or lock. An actual knock is required whereupon the door or lock swings open for 1 turn and then closes again.
See through Fog
Level 2 BMR 3 ancient lore Colour Type minor Area 1 creature/MKL Range touch Durat 1-6 hours Incant 1 seg Cost 1 Target No A spell which bestows upon the recipient the ability to better see through fog (either natural or conjured with Basic Magick). The fog effect is divided by 10 for those under the effect of the spell. The spell has no effect on fog created by Illusions.
Zone of Silence
Level 2 BMR 3 ancient lore Colour Type minor Area 20' radius Range PMF Durat 1 turn Incant 3 seg Cost 1 Target Yes A spell which causes complete silence in the area targeted or around the creature targeted. No sound exist in the zone, people cannot hear, only non verbal Magick can be made and people are immune to spells cast at them if the latter require that the target hear a command...
LEVEL 3 SPELLS
Growth/Diminish
Level 3 BMR 4 ancient lore Colour Type minor Area 1 creature/plants Range PMF Durat special Incant 4 seg Cost 2 Target Yes A spell enabling the caster to increase or reduce in size any manlike or ordinary animal of medium size or less, any plant creature of size large or less or a patch of "ordinary" plants When cast on a creature (including plant-creature), the weight, hit points, damage, chances to hit and doge of the creature will be affected by the change of size as shown below (a positive dodge modifier is a penalty, a negative modifier is a bonus). Because it is a magical transformation, the weight will not be increased/decreased as much as per a "normal" physical transformation. The duration of the spell is 3 turns + Magick User time factor. Size Weight Hit points Damage To hit Dodge 1/20 1/400 x1/50 x1/20 +15% -40% 1/10 1/100 x1/20 x1/10 +10% -25% 1/4 1/14 x1/6 x1/4 +10% -15% 1/2 1/4 x2/5 x1/2 +5%* -10%* +50% x2 +50% +50% -15%* +20%* 2 x4 x2.5 x2 -25%* +35%* 3 x9 x4 x3 -40% +60% * If the subject is an animal controlled by the caster, do not apply these modifiers.
When used on "ordinary" plants, the spell affects an area of up to 3500 pace
2 (typically a circle of 100' radius). The
Growth will cause the vegetation to become thick and dense making it difficult to pass through. Movement will be slowed by 50%. The Diminish will cause plants to shrink down to one third their normal size making it easier to pass through (dense forest/jungle is considered like normal woods and normal woods like clear terrain). It will also counter the effects of Entangle or Wall of thorns. The effect on ordinary vegetation is permanent.
Haste
Level 3 BMR 4 ancient lore Colour Type minor Area 1 creature Range touch Durat 10 turns Incant 3 seg Cost 2 Target No A spell which enables the recipient to move at twice his normal speed for 10 turns.
Chivalry & Sorcery 211 Basic rules
Speed
Level 3 BMR 4 ancient lore Colour Type minor Area 1 creature Range touch Durat 1 day Incant 3 seg Cost 2 Target No A spell which enables the recipient to travel three times the normal distance in a day. The recipient must rest the following day.
Strength
Level 3 BMR 4 ancient lore Colour Type minor Area 1 creature Range touch Durat 1 comb turn/MKL Incant 3 seg Cost 2 Target No A spell which increases the recipient's strength, enabling him to carry double his normal carrying capacity and benefit from the following combat bonuses. with a L weapon: +3 blows per turn and +2 damage per hit with a LH weapon: +2 blows per turn and +4 damage per hit with a H weapon: +1 blow per turn and +6 damage per hit
Wall of Silence
Level 3 BMR 4 ancient lore Colour Type minor Area 400 sq feet wall Range PMF/2 Durat PMF Incant 3 seg Cost 2 Target No A spell which creates a 400 sq. feet wall through which no sound can pass. The mage can shape the wall as he wishes (20'x20', 10'x40'...). Note that sound can freely move around the barrier
Water Breathing
Level 3 BMR 4 ancient lore Colour Type minor Area special Range PMF/4 Durat 20 turns x MKL Incant 3 seg Cost 2 Target No A spell which enables the recipients to breathe under water, the Magick user can, affect any number of creatures within spell range. The total spell duration is divided by the number of persons affected.
LEVEL 4 SPELLS
Blink
Level 4 BMR 5 ancient lore Colour Type minor Area caster Range self Durat 1 min/MKL Incant 1 seg Cost 2 Target No A very short-range teleportation spell that allows the caster to move 5' in a random direction each time he dodges. The direction he moves to is check with a d8: 1: right behind the attacker 2: just right of the attacker 3: just left of the attacker 4: left 5: right 6: left and behind 7: straight behind 8: right and behind If the space the character should move to is not free, reroll, if no space is available, the spell has no effect this segment.
Reflection
Level 4 BMR 5 ancient lore Colour Type minor Area 1 creature Range 30' Durat 1-3 turns Incant 4 seg Cost 2 Target Yes A spell which reflects the gaze of any Basilisk, Medusa or any Legendary Monster with a gaze-based attack like a mirror. It can also reflect the gaze of a Vampire 20% of the time if he is attempting to Mesmerize the Magick User.
Shape Change
Level 4 BMR 5 ancient lore Colour Type minor Area 1 creature Range touch Durat 1 day Incant 4 seg Cost 2 Target Yes A spell which enables the recipient to assume the form of any humanoid or any small or medium "normal" animal. The caster will gain the non-magical abilities of his new form among: vision or hearing enhancements, flight, underwater breathing, swimming, improved scent, dodge bonuses due to small size. The Magick User retains his IQ, WIS, INT, EMP and FER, under an animal form, he will have the CON of that animal; In humanoid form, his base DEX, AGI, STR, CON, APP and VOI will each be 10 + 1/3MKL (round down), racial modifiers apply in addition.
Chivalry & Sorcery 212 Basic rules
Faerie Craft
Level 4 BMR 5 ancient lore Colour Type minor Area 50 dr/MKL Range 60' Durat PMF* Incant 1 turn Cost 2 Target No This spell enables the Magick-User to transform basic materials into one or several crafted objects. A craft skill check is needed to successfully build the object with a base SR equal to 10% + 5%xMKL (maximum of 85%). This check is modified according to the complexity of the objects, the caster wants to craft from +25% for very simple objects to -25% for very complex. The quality of the material used as well as the SR result affects the quality of the objects built. Although the material used need not match what would be required to build the real object, it must be of similar nature and shape and no less than 1/20
th of the weight of the object created.
*Objects that are built through Wizard Craft last for the caster Time factor or until the next midnight (whichever comes first). When the spell ends, the objects revert to the base material they were built from.
LEVEL 5 SPELLS
Gaseous Form
Level 5 BMR 6 ancient lore Colour Type minor Area 1 creature Range touch Durat 6 turns Incant 3 seg Cost 2 Target No A spell enabling the recipient to become gaseous like a Vampire. While in such form, the recipient is immune to Basic Magic spells except Fire spells and Winds created by Air spells, which will dissipate the gas. However, except for casting magical spells, anyone in gaseous Form is completely without substance and cannot handle objects, etc. A person in Gaseous Form can fly up to a speed of 30.
Polymorph
Level 5 BMR 6 ancient lore Colour Type minor Area 1 creature Range 10'/MKL Durat permanent Incant 1 seg Cost 2 Target Yes This spell enables the Magick-User to change the target into an ordinary tiny or small animal. The animal kind is chosen by the caster but must be consistent with the climate and environment. It is impossible to turn someone into a fish on land or to turn someone into a frog in the middle of an arid land. If the spell is successful, the victim must pass a WIS CR to retain his mind, intelligence and powers. If he fails, he will gain the IQ, WIS and FER of his new form. If he succeeds, he can still use all talents he can perform in his new form (including Natural Magick abilities but excluding any other form of Magick). A Polymorph spell can only be cast on humans, demi-humans, humanoids, ordinary or extraordinary animals.
Transform Plant
Level 5 BMR 6 ancient lore Colour Type minor Area 1 seed or plant Range 40' Durat permanent Incant 1 seg Cost 2 Target Yes This spell must be cast on a seed or very young plant. It allows the Magick User to change the nature of the plant by giving it or removing some characteristics. Only "natural" plant traits can be given this way. It is for example possible to grow a thorn less rose or a carnivorous lily but not a walking or talking plant. The spell can also increase the growth speed of the plant by 10% per MKL.
LEVEL 6 SPELLS
Heroism
Level 6 BMR 7 ancient lore Colour Type major Area 1 creature Range touch Durat 2 comb. Turn/MKL Incant 4 seg Cost 3 Target No This spell increases the subject fighting abilities. He gains a +5% bonus on attacks and all skill rolls, a -5% bonus on parry (weapon and shield) and dodge, a +2/10% bonus on morale checks and a +1 bonus on all other Characteristics Rolls (CR). His life, pain and fatigue levels are increased by 5 for the duration of the spell and his WDM is increased by 1.
Wizard Craft
Level 6 BMR 7 ancient lore Colour Type minor Area 50 dr/MKL Range 60' Durat permanent Incant 1 turn Cost 3 Target No This spell is similar to Faerie Craft but the object created is permanent. It requires the basic materials that are actually needed to build the object.
LEVEL 7 SPELLS
Move Earth
Level 7 BMR 8 ancient lore Colour Type major ritual Area PMF range Range PMF Durat permanent Incant 1 turn Cost 3 Target No When above ground, the Magick User may use this spell to move major landforms such as hills or ridges. The spell takes 1-100 turns to take effect and the terrain so affected will move 10 feet per day for 2-7 days. The terrain affected will move gradually in a wave-like fashion, leaving trees, rock formation and building unaffected except possibly for their elevation. One weakness is that if there are enough actively opposed wills to show disbelief (treat the spell as an Illusion of the Fifth Circle for this purpose), the spell will fail. From 50-300 disbelievers are required. If all the observers present "approve" of the project, however, there is no need to check for "disbelief" because they are actually willing the earth to move, along with the caster.
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Petrification
Level 7 BMR 8 ancient lore Colour Type minor Area 1 creature Range 60' Durat permanent Incant 1 turn Cost 3 Target Yes This spell turns a creature made of flesh into a statue of solid and dense rock. The victim is not killed by the spell but does not appear living either (e.g. if a Detect Life spell is used). A Locate Person spell, if successful, will give the position of the statue. This spell can affect all living creatures made of flesh, it can also affect "fleshy" or "bony" undead creatures such as ghouls, skeletons and zombies. The reverse of the spell can bring back a petrified victim to life; it can also be used to cure victims of basilisks, cockatrices and gorgons. If a statue is damaged and the victim subsequently brought back to life, the corresponding damage will persist.
Super Concentration
Level 7 BMR 8 ancient lore Colour Type major Area caster Range self Durat 1 turn Incant 1 seg Cost 3 Target No A spell which enables a Magick User to enhance his chances at casting or targeting spells by +10% instantly. Memory is increased by 20% as well.
Vitality
Level 7 BMR 8 ancient lore Colour Type major Area caster Range self Durat 1 day Incant 5seg Cost 3 Target No A spell which enables a Magick User to double his fatigue recovery rate for an entire day. It may be used 1-3 times per week.
Control Weather
Level 7 BMR 8 ancient lore Colour Type major Area 1 mile/MKL Range 1 mile/MKL Durat special Incant 1 turn Cost 3 Target No A spell permitting the caster to alter the weather conditions. The delay between casting the spell and the onset of the weather is 1-20 turns. The weather conditions will last 1-50% = 10 turns, 51-75% = 60 turns; 76-100% = 240 turns (1 day). Rain/Stop Rain: a heavy downpour which turns the ground to mud in 3 + 1-100 turns. The spell may be reversed by a Stop rain, which also stops normal rainfall for the duration of the spell. Under appropriate climate conditions (season and latitude), these spells will cause or stop Snowfall instead. Fog: a dense mist settles over the area for the duration of the spell. Only a Heat wave will dispel it. Some significant body of water must be present within the range of the spell to create this effect. Heat wave/Cold Wave: a sudden increase or decrease of the temperature by one category (cold-chilly-fair-warm-hot). Cloudy Day: a spell which causes a dense overcast of dark clouds, permitting light-hating creatures to venture forth without discomfort or demoralization. Clouds may be dispersed by a Heat Wave, which is nothing more than an intensely sunny day. A Cloudy Day may be used to dispel a Heat Wave. Tornado: a huge whirlwind encompassing a radius of 50 feet and rising 1000 feet into dense clouds overhead. Each turn a victim is caught inside the tornado, 1-20 points of damage is suffered. There is a 1-20% chance of being thrown clear of the tornado each turn, and the victim will be released from 10 to 100 feet above the ground, suffering d6 damage for each 10 feet fallen. It will instantly demolish small structures, especially of wood or wattle construction, pick up the largest Monsters, and dissipate all except the Great Elementals. Only the first 4 turns of the tornado are controllable by the caster of the spell, after which the vortex moves randomly (1 = N, 2 = E, 3 = S, 4 = W) each turn. The speed of the tornado is 50-100 feet per turn. Anyone within 500 feet will instantly check morale (FER CR-2).
LEVEL 8 SPELLS
Teach
Level 8 BMR 9 ancient lore Colour Type major Area caster Range self Durat 1 day Incant 5seg Cost 3 Target No A spell which gives the caster the ability to teach a spell to another in ½ the time normally needed to learn it.
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Immortality
Level 8 BMR 9 ancient lore Colour Type major Area 1 potion Range 30' Durat permanent Incant 1 turn Cost 3 Target No A spell which must be placed into a Potion of Longevity to give the one who drinks it a life of 1000 years.
Spells of Black Magick
Black Magick deals with spells of a particular chaotic
nature, and Lawful Magick Users will learn such spells only
to obtain the maximum protection from them. There are no
low level Black Magick spells, and a character must be at
MKL 5 to begin learning Black Magick. All spells must be
targeted against the victims.
LEVEL 3 SPELLS
Corrupt Food and Water Level 3 BMR 4 Colour Type minor Area 30 dr/MKL Range touch Durat permanent Incant 3 seg Cost 2 Target Yes A spell which will cause food and water (including wine and beer as they contain water) to become tainted when the caster touches it, making it totally unfit for consumption.
Cause Minor Wounds Level 3 BMR 4 Colour Type minor Area 1 creature Range touch Durat instant Incant 3 seg Cost 2 Target Yes A spell which appears to Heal 1-6 points of damage but which really causes 1-6 points of damage. While the spell may be cast by touching a victim, subterfuge is best because the spell has 50% chance of seeming to be a healing spell.
Evil Prayer Level 3 BMR 4 Colour Type minor Area chaotic creatures Range 60' Durat 1 turn Incant 3 seg Cost 2 Target No/Yes A blasphemy which increases all die roll advantages of a Chaotic by 10% (no targeting) and reduces all die roll advantages of Lawfuls by 10% (targeting required).
Slow Spell Level 3 BMR 4 Colour Type minor Area 20' x 20' Range 60' Durat 1 turn Incant 3 seg Cost 2 Target Yes A broad-area spell affecting 1-10 creatures. All those affected move at ½ speed and loose 3 blows with L weapons, 2 with LH weapons and 1 with H weapons.
Weakness Level 3 BMR 4 Colour Type minor Area 20' x 20' Range 60' Durat 1 turn Incant 3 seg Cost 2 Target Yes A broad-area spell affecting 1-10 creatures. All those affected loose 2WDM and can carry ½ their normal weight capacity.
Celebrate Black Mass Level 3 BMR 4 Colour Type minor Area special Range special Durat 10 turns Incant special Cost 2 Target No A Black Mass is essential as part of the ceremony of summoning a Demon of Hell. The required materials are:
1. A profaned Holy Book 2. Bell 3. Candle 4. Chalice 5. Thrice Cursed Knife of Sacrifice 6. Silken bag of assorted filth 7. Animal for Blood Sacrifice
The Black Mass should have 13 celebrants present. The ceremony requires 10 turns (1 hour) to perform. If interrupted, the Mass cannot be performed for another 24 hours. The caster earns 50 Magick xp x MKL. The 12 other celebrants earn: 10 Magick xp x MKL of the caster or 1/2EP xMKL of the caster.
LEVEL 4 SPELLS
Create Tainted Water Level 4 BMR 5 Colour Type minor Area 1 container Range 30' Durat permanent Incant 3 turns Cost 2 Target No A spell which will taint water in such a manner that no one will be able to notice it unless a detect Magick spell has been cast, whereupon the nature of the impure water will be revealed. When coupled with a Curse spell or a Poison, the chances of success are increased +10%.
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Curse: Non-fatal Disease Level 4 BMR 5 Colour Type minor Area 1 creature Range special Durat special Incant special Cost 2 Target Yes A Curse is a spell of great power which invokes some Demon and brings misfortune to the victim. A Curse will not take effect for 1-100 days – MKL of the Magick User laying the Curse. Only ab Exorcism or a Remove Curse will prevent the misfortune. The presence of a Holy relic will instantly nullify a Curse as well. There are two ways to cast a Curse: 1. As a direct spell with 30' range and a casting time of 3
seg. 2. From a distance up to 3 mile/MKL, providing the caster
has an object that belongs to the victim. The object must be a close belonging, not just something he has used a few times.
By uttering the words Ashak vul Kalathoth unrak Kashak (from memory), the Magick User may cause the victim to contract a loathsome disease that cannot be cured by the usual means. There is a 10% chance + 3% per MKL of the caster that the victim will contract the disease (disease resistance due to CON applies). While affected, the victim loose 2 point in each DEX, AGI, STR, CON and APP.
Curse: Fatal Disease Level 4 BMR 5 Colour Type minor Area 1 creature Range touch Durat special Incant 3 seg Cost 2 Target Yes Casting is identical to the previous spell. By uttering the words Ashak vul Talathot unrak ag Ashak (from memory), the Magick User may cause the victim contract a fatal disease. There is 50% chance of death -1% per CON of the victim within 1-6 days. This Curse cannot be cast with method No2.
Curse: Misfortune Level 4 BMR 5 Colour Type minor Area all in range Range special Durat special Incant special Cost 2 Target Yes Casting is identical to the previous spell. By uttering the words Ashak vul Unrall ag Ashak (from memory) and making the Sign of the Damned, the Magick User may bring great misfortune to the victims. The latter suffer a 5% penalty on all die roll until the curse is lifted. If cast using method No2, only 1 victim can be affected per spell.
Curse: Impotence Level 4 BMR 5 Colour Type minor Area 1 creature Range touch Durat special Incant 3 seg Cost 2 Target Yes Casting is identical to the previous spell. By uttering the words Ashak vul Tashal ag Ashak (from memory), the Magick User may cause the victim to lose 5 points in a primary stat (with a minimum of 1).
Curse: Insomnia Level 4 BMR 5 Colour Type minor Area 1 creature Range touch Durat special Incant 3 seg Cost 2 Target Yes Casting is identical to the previous spell. By uttering the words Ashak vul Kerak unrak ag Ashak (from memory), the Magick User may prevent the victim from sleeping peacefully. Body, fatigue and pain levels recuperation are halved. After each night, the victim suffers one additional Encumbrance Factor until he suffers 4 additional EFs.
Curse: Un-healing Level 4 BMR 5 Colour Type minor Area 1 creature Range touch Durat special Incant 3 seg Cost 2 Target Yes Casting is identical to the previous spell. By uttering the words Ashak ul Talak unrak Ashak (from memory), the Magick User may triple the time needed to recover from wounds until the Curse is lifted.
Create Poison Level 4 BMR 5 Colour Type minor Area 1 container Range 30' Durat permanent Incant 3 turns Cost 2 Target No A spell which enables the Magick User to prepare a variety of deadly poisons to be administered through food or drink or to be smeared on the tip of a Weapon. It is possible to create 1-10 doses at a time. The various recipes are: Poison/A: Medusa Blood + 6 organics + 3 liquids + 1 Bat Wing. Poison/B: Black Poppy Essence + 6 organics + 3 liquids + Boar Tusk. Poison/C: Black Lotus Essence + 6 organics + 3 liquids + Wolf Bone. Poison/D: Black Rose Essence + 6 organics + 3 liquids + Orc Hide. Poison/E: Arsenic + 6 organics + 1 blood + 1 reptile bone Poison/F: Nightshade + 6 organics + 2 bloods + powered lead. Poison/G: Aconite + 6 flowers + 3 bloods + Wormwood. For the Poisons effects, see the corresponding paragraph.
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Antidote for Poison Level 4 BMR 5 Colour Type minor Area 1 container Range 30' Durat permanent Incant 3 turns Cost 2 Target No For each Poison, a Magick User learns to make, he also learns an antidote. However only an expert in poisons will recognize which antidote to use to counteract the poison used. Only 1 antidote may be administered per turn. One dose of antidote is produced for every two doses of poison if this spell is used while Creating Poison.
Create Wine of Drunkenness Level 4 BMR 5 Colour Type minor Area 1 cask Range 30' Durat permanent Incant 3 turns Cost 2 Target No An exceedingly potent wine may be made by casting this spell 3 times into wine. It has the power to intoxicate to the point of unconsciousness. One flagon will incapacitate 10 damage points. Thus if a character of 30 hit points consumed 3 flagons, he would become unconscious. The wine will produce a drunken stupor for 20-40 turns. Once tasted, a character has a 25% chance of stopping before he has literally drunk himself under the table.
Inflict Grievous Wounds Level 4 BMR 5 Colour Type minor Area 1 creature Range touch Durat instant Incant 3 seg Cost 2 Incant 3 seg A spell similar to Cause Minor Wounds except that this time 1-20 points of damage will be inflicted.
Perform Empathic Self Cure Level 4 BMR 5 Colour Type minor Area 1 creature Range touch Durat instant Incant 3 seg Cost 2 Incant 3 seg A spell which enables the Magick User to cure wounds he has suffered at the expense of another. What happens is that he transfers 1-10 points of damage from himself to the other person by touching him. The spell has no effect if the caster is not wounded.
Summon Werewolves Level 4 BMR 5 Colour Type minor Area 1/3 MKL Range special Durat 3 months Incant 1 min Cost 2 Incant 3 seg A spell which enables the Magick user to summon 1 werewolf for every 3 MKL he possesses. The creatures are real, not conjured and will appear in 1-10 days. The werewolves will remain in the Magick User's service until dismissed or 3 months have passed. The spell may be used 3 times per year.
LEVEL 5 SPELLS
Finger of Death Level 5 BMR 6 Colour Type minor Area 1 creature Range 30' Durat instant Incant 1 seg Cost 2 Target Yes A spell which inflicts 21-40 points of damage on a victim. The Magick User merely points his fingert and utters the words: Ashak ul Karak nun Ashak (from memory) and a target can be stricken within range. The spell can be used only 3 times a day.
Possession Level 5 BMR 6 Colour Type minor Area 1 creature Range 30' Durat special Incant 4 seg Cost 2 Target Yes A spell similar to Magick Jar, only the Magick User does not need to leave his own body. Rather, he controls his victim through a demonic Spirit under his control. Note: he must have summoned such a demon prior to casting the spell. Lawful Clerics and Fighting Clerics are immune.
Summon Weretiger Level 5 BMR 6 Colour Type minor Area 1/4 MKL Range special Durat 3 months Incant 1 min Cost 2 Incant 3 seg A spell similar to Summon Werewolf, except that Weretigers will be summoned. Note: Weretigers and Werewolves are hostile to each other.
Blight Level 5 BMR 6 Colour Type minor Area 1 plant or 20'x20' Range touch or 60' Durat instant Incant 3 seg Cost 2 Target Yes This spell can be used two ways: It can cause one medium or larger plant, which the Magic-User touches, to wither and die if the spell targeting is successful. A plant-creature suffers 4d10+MKL damage. It can cause a patch of small vegetation up to 20'x20', not more than 60' from the Magick-User to wither and die.
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LEVEL 6 SPELLS
Damnation Level 6 BMR 7 Colour Type major Area 1 creature Range 30' Durat permanent Incant 1 turn Cost 3 Target No A spell which seals the soul of a willing neutral or chaotic character to the service of the Forces of Darkness. It is an excellent way of enforcing loyalty, as any oath signed in blood during the ceremony is guarded by an immediate death by Demonic Possession. The Damnation oath can be safely broken only within a Church Sanctuary, where a Cleric may perform an Exorcism. A character released from such an oath will then be given a Quest as penance for his despicable submission to Evil.
Evil Eye Level 6 BMR 7 Colour Type major Area 1 creature Range 30' Durat permanent Incant 1 turn Cost 3 Target No The mark of a truly chaotic character, the Evil Eye can: Curse the victim under its gaze; or Fill him with unreasoning Fear (FER CR-2). The range of the Evil Eye is 30 feet. It can be used 1-6 times after the spell is cast. Lawful Clerics and Fighting Clerics are immune.
Unholy Strength of the Eternally Damned Level 6 BMR 7 Colour Type major Area any in range Range 30' Durat 1-3 turns Incant 1 turn Cost 3 Target No A spell which imparts to any chaotic recipient sworn on an oath of damnation 3 additional points of damage with a L weapon, 6 points with a LH weapon and 9 with a H weapon, each time he strikes a foe
Magick Jar
Level 6 BMR 7 ancient lore Colour Type major Area special Range 100' Durat special Incant 3 seg Cost 3 Target Yes A spell permitting the Magick User to place his life force in an enchanted Jar while he attempts to possess the body of another creature within 100 feet of the Jar. The Jar must also be within 10 feet of he body of the Magick user when the spell is cast. A "possession" takes place as if a Command of the Ninth Circle had been cast and it will last as long as the Magick User desires. Only an Exorcism will drive him out. If the possessed body is destroyed, his life force will return to the Magic Jar or else attempt another possession. If the body of the Magick User is destroyed, his life force must either remain in the possessed body or return to the Jar. If the Jar is destroyed, the Magick User will be totally and irrevocably annihilated. The possession will be quite obvious to those who know the possessed person well, for the Magick user gains no knowledge of the routine or habits of the person whose body he has "borrowed". There is a 15% chance per turn he is so exposed to people who know the possessed victim that they will notice something is definitely "odd" or amiss.
LEVEL 7 SPELLS
Invocation Level 7 BMR 8 Colour Type major ritual Area special Range 30' Durat special Incant 5 turns Cost 3 Target No A spell of frightful power which permits the Magick User to summon Demons of level VIII to XI. Such a spell must never be spoken outside a protective Circle.
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Sacrifice to the Lords of Hell Level 7 BMR 8 Colour Type major ritual Area special Range 30' Durat special Incant 6 hours Cost 3 Target No The ceremony of Human Sacrifice, one of the blackest of all practices of the Dark Arts. Once performed, the Magick User is doomed, for he must seal his soul forever to the Lord of hell, Satan, who will claim it in 7 years. Any character who performs such an act will be, if discovered, Excommunicated by the Church and placed under sentence of burning for heresy. The rite must be performed in the Dark of the Moon and lasts all night: 1. Evil Prayers are said. 2. A Black Mass is celebrated. 3. Wine of Drunkenness is created. 4. An enchanted chain of 7 time 7 links is used to bind the
victim to the Altar of Defilement. 5. A Circle of Protection is formed, into which the 13
celebrants must step for the duration of the rite. 6. The Invocation is spoken. As soon as the Demon has
appeared, the Magick User will state his petition, then plunge the Thrice Cursed Knife of Sacrifice into the heart of the victim, catching the blood in the Chalice. Placing the Chalice on the Altar, he will await the answer of the Demon.
7. There is 90% that the sacrifice is favourable to the Demon, whereupon the 13 celebrants are free to step out of the Circle and approach the Lord of Hell in their midst. Drunken revels follow until dawn.
After the rites are over, the Demon will perform the requested service.
LEVEL 9 SPELLS
Cursed Land
Level 9 BMR 10 ancient lore Colour Type power ritual Area 1 mile radius Range self Durat permanent Incant 1 turn Cost 8 Target Yes A spell that allows the caster to place one of the following curses on a region. Only a Magick User who has sold his soul to the Lord of Hell may cast such a spell. Famine: all agricultural production in the area is halved. Restless Dead: any humanoid creature who dies and has not received the holy rites, raises as a zombie at the next midnight. Plague: the area is afflicted with a permanent disease chosen by the caster among the list below. All creatures in the area when the spell is cast and all those who enter after must check once against the disease. Possible diseases are: bubonic plague, cholera, leprosy, smallpox, typhoid fever.
Demonology
The summoning of Demons is a traditional practice of
Magicians. Demons possess great knowledge and power,
which the Magick User may be able to "command" a Demon
to use on his behalf. The practice is fraught with peril,
however, as a mistake could result in disaster. Also, the
Church frowns on Demonology and will react violently
whenever Black Magick is involved. Magicians of the Minor
Arcane, Major Arcane and Mystics are able to summon
Demons when they reach experience factor 15. Natural
Magick Users deal with Totem Spirits and rarely become
involved in the practice of Demonology until they are able to
summon the Great Totems (level IX to XI).
Rank Demon Exp fact BMR Fatigue
I Gargoyle 25 2 7
II Imp 50 3 15
III Lesser Balrog 75 4 20
IV Greater Balrog 125 5 30*
V Great Elemental 200 6 40*
VI Djinn of the Ring 200 7 50**
VII Djinn of the Lamp 300 8 55**
VIII Chevalier de l'Enfer 400 9 70**
IX The "Fallen Angels" 500 10 85
X The "Powers" 700 10 140
XI The "Principalities" 800 10 200
* One "Assistant is required to provide additional fatigue.
** Two assistants are required to provide additional
fatigue. Offerings with a value of 20-120 dc and the sacrifice
of a small animal are necessary.
Three or more assistants are required to provide
additional fatigue. Chaotic Magick Users must make a human
sacrifice of above average in beauty and offerings with a
value of 500-3000 dc. Non-chaotic Magick User must make
offerings with a value of 500-5000 dc
The Summoning
The summoner must cast a protective Magick Circle
around himself and his friends after drawing a smaller circle
inscribed with a pentagram or triangle. Witches and Evil
Priest must have first celebrated a Black Mass and also a
sacrifice to the Dark Lords before attempting a summoning
above level VII. The Magick Circle must be perfect:
First Attempt:50% + 2% per MKL of the summoner that
the Magick Circle is formed. If there is a failure, the rite may
be halted. If continued, the ritual cannot be stopped. If the
Circle is successfully stopped, the Magick User and his
assistants are safe.
Second Attempt: 50% + 1% per MKL of the summoner
minus the rank of the Demon of successfully forming the
Magick Circle. If a failure occurs again, another try is
possible as the Demon is only starting to materialize in the
circle with a pentagram or triangle.
Chivalry & Sorcery 219 Basic rules
Third Attempt: 25% + 1% per MKL of the summoner
minus the level of the Demon of successfully forming the
Circle.
The Demon now appears. If the Magick Circle is
incomplete, the Demon may cross it and punish the foolish
mortals for their presumption. In such circumstances, the
Demons always have the advantage of complete surprise.
Gargoyles attack with "Ferocity". Imps attempt to steal some
treasured item from the summoner (35% chances of success
minus the MKL of the summoner). Balrogs attack 50% of the
time and otherwise ask for a ransom a powerful sacrifice or
impose a quest. Elementals attack 25% of the time and
otherwise simply depart. Djinn turn the summoner into a toad
for 2-7 months. Chevaliers de l'Enfer curse the summoner 01-
25, impose a quest 26-85 or attack 86-00. Higher Demons
will demand instant obedience and dedication to the Dark
One or else carry off the summoner to the fiery pits of Hell to
suffer endless torments.
However, if the Circle is completed, the summoner may
attempt to "command" the Demon to serve him. The chance
of commanding is 50% + 2% per MKL of the summoner
minus the rank of the Demon. If more than one attempt was
necessary to form the protective Circle, reduce the chances of
control by -10% per additional attempt. Failure to command
the Demon releases it and the Magick user cannot summon it
again for a full year or ask anyone else to do so on his behalf.
Success requires the Demon to perform one service, but he
cannot be called again for 1-6 months afterward.
Binding Demons
Demons of level I to VIII can be "bound" to a more
lengthy service. The Magick User attempts a binding spell
instead of a "command" with a 25% chance +2% per MKL
minus the rank of the Demon. Success astrally imprisons the
Demon in a prepared container:
Gargoyles: enchanted collar of 3 metals (7 Dr) is placed
around the Demon's neck.
Imps: enchanted silver flask capped with lead: the
"Bottled Imp".
Balrogs: enchanted collar of 7 metals (7 Dr) is placed
around the Demon's neck.
Djinns and Efreets: enchanted flask of silver or brass
capped with true Lead or a lamp of silver or brass.
Elementals: Earth "Gnome" is kept in a brazier of dirt;
Sylph of the Air is kept in an empty brazier; Salamander is
kept in a brazier of coals or a fireplace or forge; Undine is
kept in a wet and humid place.
Higher level of Demons may be "bound" by placing
them in enchanted silver flasks capped with True Lead.
"Bound" Demons will perform 90% of the time -5% per
Rank of the Demon. Once they have done the basic service
required of them by the original summoning, they will
attempt to escape, with a 5% chance per rank of the Demon
that it will be successful each time it is called forth to
perform a task. Upon escaping, check the Demon reaction
with a d100:
01-50: it will simply depart and never again answer a
summoning by the Magick User who imprisoned it or
else possessed the imprisoning device at the moment it
escaped.
51-80: it will attack the wielder of the imprisonment
device.
81-00: it will seek the maker of the imprisonment device
and revenge himself.
The Release
If a "bound" Demon is released by an innocent party, it
will grant three services as a reward 90% of the time. There is
a 10% chance it will grant service for a full year and a day,
with no more than one service every 11-30 days.
The Service
Demons are exceedingly treacherous and will do
anything to escape performing a task as intended by the
summoner. Orders have to be worded with utter clarity and
with no ambiguities; for a Demon will seize on any
"loopholes" to thwart the purpose of any command given to
it. They are, furthermore, very literal-minded up to level VIII
and do exactly what they are told, no more and no less.
Words of Command
A few Magick Users possess spells of command of great
power. Great Command and Words Commanding Air, Earth,
Fire or Water will exact instant and complete obedience from
level I to VII Demons. When used to "bind" such Demons,
there is 100% chance of a success.
The Demons
Gargoyles: From 1-3 Gargoyles will be summoned and
will serve the summoner for 1 day. From 1-3 Gargoyles can
be "bound" per 2 MKL of the summoner, so a maximum of
66 could be in the service of a Magick User of MKL 22.
They will serve as guards for 3 months, after which they
check individually to see if they may escape. If released at
the end of 3 months and given appropriate "gifts", they will
go in peace.
Imps: are small Demons with average fighting abilities.
They know all Black Magick spells of level 3 and 4 and 7-22
(3d6+4) other spells of level 1 to 4, but no Ancient Lore or
Basic Magick. As soon as they have cast 7 spells on behalf of
the summoner, an Imp will depart. If "bound" in a device,
they will perform 3 spells once a day, checking to see if they
can escape.
Lesser Balrogs are terrifying winged creatures,
humanoid in shape with leathery wings. Only one will serve a
Magick User at any one time. They know no spell but can
self-immolate (20% chance) for d20 points of damage.
Spells of Theurgy
Theurgy is similar to beneficial divine powers. It is used
mainly by Lawful Magick Users and Chaotic ones shun it.
There are no low level Theurgy spells, and a character must
be at MKL 5 to begin learning Theurgy.
Chivalry & Sorcery 220 Basic rules
LEVEL 3 SPELLS
Protection from Evil
Level 3 BMR 4 Colour
Type minor Area 1 creature/MKL Range 60' Durat 2 turns Incant 3 seg Cost 2 Target No Protects all Lawful creatures in range against Black Magick and all spells cast by demons and servants of the Dark Forces. All such spells receive a -10% penalty on Targeting and when applicable the target receives a +10% bonus for saving throw. All melee attacks by chaotic creatures against those protected incur a -10% hit penalty.
Purify Food and Water
Level 3 BMR 4 Colour
Type minor Area 30 dr/MKL Range touch Durat permanent Incant 3 seg Cost 2 Target No A spell which will purify food and water (including wine and beer as they contain water) from natural diseases and make them fit for consumption. It will cancel a Corrupt Food and Water spell or miracle but it does not destroy poisons (either natural or magical).
Remove Fear
Level 3 BMR 4 Colour
Type minor Area 1 creature/2 MKL Range 30' Durat 1 turn x MKL Incant 3 seg Cost 2 Target No A spell which strengthens the heart of the recipient, giving them a +5/25% bonus on morale rolls and FER CR. If the recipient has broken morale at the time the spell is cast, he is entitled to a new morale check with the same bonus.
LEVEL 4 SPELLS
Empathic Cure
Level 4 BMR 5 Colour
Type minor Area 1 creature Range 60' Durat instant Incant 3 seg Cost 2 Target Yes A spell that allows the caster to cure a friendly living creature in range by expanding fatigue points. For each fatigue point spent by the Magick User, the recipient will recover 2 points of each life, pain and fatigue.
Remove Curse
Level 4 BMR 5 Colour
Type minor Area 1 creature/object Range touch Durat permanent Incant 3 seg Cost 2 Target Yes Removes one Curse on an object and creature if the caster makes a target against the mage who put the Curse If the targeting is unsuccessful, the caster incurs a cumulative 15% penalty on further attempts to dispel the Curse.
Remove Poison
Level 4 BMR 5 Colour
Type minor Area 1 creature/object Range touch Durat permanent Incant 3 seg Cost 2 Target No/Yes Removes all poison from the recipient. If the poison has been created magically, the caster must make a Targeting against the Magick User who created the poison.
LEVEL 5 SPELLS
Cure Disease
Level 5 BMR 6 Colour
Type minor Area 1 creature Range special Durat permanent Incant 1 min Cost 2 Target No/Yes Cures one disease from which the recipient is suffering. If the disease is magical, the caster must make a Targeting against the Magick-User who created the disease.
Healing Wisp
Level 5 BMR 6 Colour
Type minor Area 1 creature Range special Durat 1 turn Incant 1 min Cost 2 Target No/Yes A spell that invokes a wisp of healing energy which protects the recipient from wounds. While the spell is active, the recipient is healed of all pain and body damage (not fatigue) he receives up to a maximum of 1 point per MKL of the Magick-User. The spell ends when its duration has elapsed or the healing limit has been reached.
Summon Werebear
Level 5 BMR 6 Colour
Type minor Area 1/5 MKL Range special Durat instant Incant 1 min Cost 2 Target Yes A spell which enables the Magick User to summon 1 werebear for every 5 MKL he possesses. The creatures are real, not conjured and will appear within 1-10 days. The werebears will remain in the Magick User's service until dismissed or 3 months have passed. The spell may be used 3 times per year.
Spells of Divination
These spells are strictly restricted to Astrologers, Oracles
and Diviners. No other mage can learn them.
LEVEL 1 SPELLS
Chivalry & Sorcery 221 Basic rules
Locate Object Level 1 BMR 1 Colour Type trick Area caster Range n/a Durat instant Incant 2 turns Cost 1 Target Yes At night, with clear sky, or if gazing into a Stellar Mirror, he may attempt to locate a specific object whose origin date is known. He has 30% chance + 3% per MKL to find the exact direction. He then has a 10% chance + 3% per MKL of finding the distance. If he is successful, subsequent Locate spells have a +10% chance of being accurate. The spell may be used once per day per object, with a limit of 5 objects in any day. It cannot be blocked by any Magick unless the object is underground. Lead does not affect the spell.
Detect Alignment Level 1 BMR 1 Colour Type trick Area caster Range n/a Durat instant Incant 2 turns Cost 1 Target Yes Under the same conditions as the spell above it enables the caster may determine the alignment of any person, creature, etc. If face to face, the spell operates automatically and without fatigue cost with 25% chance of success and a 75% chance of coming with a blank.
Discern Experience Factor Level 1 BMR 1 Colour Type trick Area caster Range n/a Durat instant Incant 2 turns Cost 1 Target Yes Similar to the spell above but allows to determine the Experience Factor of a character or creature.
Discern Influence Level 1 BMR 1 Colour Type trick Area caster Range n/a Durat instant Incant 2 turns Cost 1 Target Yes Similar to the spell above but allows to determine the Influence of a character or creature.
Read Magick/Read Languages Level 1 BMR 1 Colour Type trick Area caster Range n/a Durat 3 turns Incant 2 seg Cost 2 Target Yes A "Natural talent" possessed by Astrologers, which they may use the moment they begin their vocation. Diviners and Oracles do not have access to this spell.
LEVEL 3 SPELLS
Locate Person Level 3 BMR 3 Colour Type minor Area caster Range n/a Durat instant Incant 2 turns Cost 2 Target Yes Similar to Locate Object but enables to locate a specific person. A Circle of Protection lowers the probability by -10%. Amulets of protections against detection also affect this spell.
LEVEL 4 SPELLS
Item Vision Level 4 BMR 4 Colour Type minor Area 1 object Range n/a Durat 1 turn Incant 1 min Cost 2 Target Yes A spell that gives a Diviner the vision of an important moment in the past of an object he holds. Multiple use of the spell will always show the same event.
LEVEL 5 SPELLS
Legend Lore Level 5 BMR 5 Colour Type minor Area caster Range n/a Durat 3 turns Incant 1 hour Cost 50% fat Target Yes An Astrologer will specialise in the study of all legends that he can find to determine the date that some object or magical device was made, or the date some past figure was born. If the object is identified, he has a 10% chance + 2% per MKL of determining the exact date. If the object or person is not identified, he has a 10% chance + 2% per MKL of determining the identity, after which he can discover the date. He will know if he has made an error, but he must wait 1 month to check again. If a total success occurs, he will be able to tell the location (Locate Object) and 7 significant characteristics about the object or person. Casting such spell will reduce the Astrologer fatigue level by 50% for 1-7 days. Diviners do not have access to this spell.
Chivalry & Sorcery 222 Basic rules
Scrying
Level 5 BMR 6 ancient lore Colour Type minor Area caster Range special Durat 1 comb turn/MKL Incant 6 turns Cost 2 Target Yes A powerful spell unique to Diviners and Oracles. It allows the caster to see and hear a person and his immediate surroundings from afar using a scrying device like a pool of enchanted water or an enchanted mirror. The chances of successfully targeting the person depend on how familiar the caster is him. Caster has no real knowledge of the subject: -50% Caster has second-hand knowledge of the subject: -25% Caster is familiar with the subject: +10% Caster possess a piece of garment that belongs to the subject: +5% Caster possess a piece of nail or a hair lock (or equivalent) of the subject: +15% If the target fails, no other scrying attempt can be made against the subject for 1 lunar month. If the spell is successful, the target has a chance equal to his sixth sense to feel as if he is being watched. In that case, he can break the spell if he makes a WIS CR.
Spells of Necromancy
These spells are strictly restricted to Necromancer
mages. No other mage can learn them but they may use
Magick devices enchanted by Necromancers.
LEVEL 1 SPELLS
Command Undead Level 1 BMR 1 Colour Type trick Area special Range PMF/2 Durat permanent Incant 3 seg Cost 3 Target Yes A very powerful spell which increases in effect as the Necromancer rises in knowledge and ability. The spell gives him the power to exert influence over Undead beings and also Illusory figures like Shadows, Phantoms and Spectres. The following tables give the degree of influence available to a Necromancer at any given Magick Level. "T" means the power to turn away the figure named and keep him at a safe distance. "D" means the power to dismiss the figure from the Necromancer's presence. "C" means the power to command obedience or to dispel the figure if it is enchanted (Skeleton, Zombie, Shadow, Phantom, Spectre). "-/" means no effect. The number printed after any letter indicates the number of such figures the Necromancer may have under his own command as servants of his will at any one time; e.g.: T/10 means that he can turn away such figures and also have up to 10 under his own control.
Necromancer MKL
Undead 1-2 3-4 5-6 7-8 9-10 11-12
Skeleton I T/1 T/5 T/10 T/15 D/20 D/25
Skeleton II -/1 T/1 T/5 T/10 T/15 T/20
Zombie -/1 T/3 T/5 T/7 T/10 T/15
Str Zombie -/1 -/1 T/3 T/5 T/7 T/10
Ghoul -/1 -/2 T/3 T/4 T/5 T/6
Skel knight T T T T
Wight T T
Mummy T T T
Vampire T T T
Wraith T T
Death T
Shadow T/0 T T T
Phantom T T T
Spectre T T
Ghost T T
T: Turning Undead with a basic probability of: 40% -5%
per Alignment point +5% per 2 MKL (rounded up).
D: Destroy undead with a basic probability of 90% -5%
per Alignment point.
Necromancer MKL
Undead 13-15 16-18 19-20 21 22
Skeleton I D/30 D/40 D D D
Skeleton II D/25 D/30 D D D
Zombie D/20 D/25 D D D
Str Zombie T/12 D/15 D D D
Ghoul T/7 D/8 D D D
Skel knight
Wight T T/1 D D D
Mummy T T D D D
Vampire T T T D D
Wraith T T T D D
Death T T T D D
Shadow T D D D D
Phantom T D D D D
Spectre T T D D D
Ghost T T T D D
Lich T T T D D
Chivalry & Sorcery 223 Basic rules
Create Skeleton Level 1 BMR 1 Colour Type trick Area special Range PMF/2 Durat permanent Incant 3 seg Cost 1 Target Yes A spell which permits a Necromancer to animate a skeleton and make it an extension of his will. The skeleton must be intact. An animated skeleton will be capable of self-directed behaviour, subject to the orders given it by the Necromancer, who has complete control and may direct it by Telepathic Command from a considerable distance. Only a MKL 22 Necromancer may take over control of such a figure from the creator. A Necromancer of higher MKL than the creator may dispel the skeletons but a Necromancer of lower MKL can only turn them away.
Create Zombie Level 1 BMR 1 Colour Type trick Area special Range PMF/2 Durat permanent Incant 3 seg Cost 1 Target Yes A spell which permits a Necromancer to animate a corpse and make it an extension of his will. It is similar to Create Skeleton.
LEVEL 2 SPELLS
Darklife
Level 2 BMR 3 Colour Type trick Area caster Range self Durat PMF Incant 3 seg Cost 1 Target No A spell which enables the necromancer to tap into the power of death to avoid damage. He is granted a bonus of 9+MKL/2 hit additional points (rounded down) for the duration of the spell. If the caster suffers damage these points will be lost first. Once lost, they cannot be healed even if the spell is still active. This spell can only be used once per day and two successive use must be separated by a duration greater than the mage's time factor.
Fear Level 2 BMR 2 Colour Type trick Area 30' radius Range 30' Durat 1-6 turns Incant 3 seg Cost 1 Target Yes A spell which causes all living beings approaching within range of the Necromancer to check FER CR-7. Figures over experience level 7, intelligent monsters with more than 75 hit points or unintelligent monsters with more than 100 hit points are unaffected. Undead are not affected, as are Necromancers.
Speak with the Dead Level 2 BMR 2 Colour Type ritual Area 30' radius Range 15' Durat 1 turn Incant 1 turn Cost
1 Target Yes
A spell which permits the Necromancer to speak with the dead. There is 100% chance of success with a body dead from 1 to 7 days; a 50% chance +5% per 2 MKL with a body dead 8 to 30 days; a 25% chance +5% per 2 MKL for a body dead from 1 to 6 months and a 5% chance +5% per 2 MKL for a body dead for more than 6 months. Even if the spell is fully successful, there is a 10% chance +5% per 2 MKL of the Necromancer that the Dead will make reply to each of 3 questions. The Dead will not lie but they will withhold any part of the truth not clearly and specifically included in the question, which cannot be longer than 25 words. In short, the Dead resist speaking of what they know and questions shall be carefully phrased. Personal enemies of the Necromancer or of any person for whom he is asking the question will lie outright 1-25% of the time: the Dead also bear grudges.
LEVEL 3 SPELLS
Hold Undead Level 3 BMR 3 Colour Type minor Area special Range PMF/2 Durat 1 comb. Turn/MKL Incant 2 seg Cost 2 Target Yes This spell is similar to Hold Person but affects undead creatures. Greater undead can save against this spell as per a Command spell but Lesser undead cannot and are always affected if the targeting is successful. Attacking any of the undead affected will break the spell for all of them.
Panic Level 3 BMR 3 Colour Type minor Area 50' radius Range 50' Durat PMF Incant 3 seg Cost 2 Target Yes A spell which causes all living beings approaching within range of the Necromancer to check FER CR-7. Figures over experience level 12 or intelligent monsters with more than 100 hit points are unaffected. Undead are not affected, as are Necromancers. Duration can be extended by 1 turn at a cost of 1-3 fatigue points per turn.
Chivalry & Sorcery 224 Basic rules
LEVEL 4 SPELLS
Paralysis Level 4 BMR 4 Colour Type minor Area special Range touch/PMF/2 Durat 1-6 turns Incant 2 seg Cost 2 Target No/Yes A spell that can either create a beam of darkness from the finger or wand of the Necromancer up to ½ normal range or require that the Necromancer touches the victim. In the first case he must target the victim and in the second he must score a hit. If successful, he has 1-20% of causing total paralysis and 21-00% of causing partial paralysis with 40% penalty to all hit, parry and dodge rolls as well as all skills that involve body movement.
LEVEL 6 SPELLS
Death Touch Level 6 BMR 6 Colour Type major Area 1 creature Range touch Durat instant Incant 2 seg Cost 3 Target Yes This spell imbues the caster with a deadly energy. The next living creature which skin the caster touches within the next minute will be affected by the spell. If the victim body level is lower than 5 x MKL of the caster, it dies instantly, otherwise it loses 2½ x MKL body, pain and fatigue level. If the caster does not touch a living creature within one minute after casting the spell, he himself suffers 1 x MKL to his body, fatigue and pain levels (unless the caster is a non-living creature).
The Secret of Life and Death Level 6 BMR 6 Colour Type major ritual Area 50' radius Range 50' Durat PMF Incant 6 hours Cost 3 Target Yes A spell that allows the Necromancer to animate a flesh golem. First he must prepare a laboratory and enchant a preservation serum from 7 liquids and 7 embalming organics. The cost of the laboratory equipment is 1000 dc. Then he must assemble the body parts needed (hand, arm, foot...). He needs 13 body parts from recently deceased persons (less than 3 days). There is only 5% chance that a given part is suitable for the project. Body parts must be taken only from people who died while still healthy and with no disease (other corpses body parts are 0% suitable to the project). The Necromancer must then animate the body, he can make 1 attempt every 4 months with each time 5% chance +1% per MKL of successfully bringing the golem to life.
Circle of Death
Level 7 BMR 8 ancient lore Colour Type major Area 20' radius Range PMF/2 Durat instant Incant 6 seg Cost 3 Target Yes This spell can only be cast during the "black" hours or if the caster is in presence of "black" enchantment and it can never be cast during the "white" hours regardless of how many sources of "black" enchantment are present. It releases deadly energy in a circular zone and affects living creatures totalling up to 10 hit points per MKL of the Magick User, starting by the creatures with the lowest experience factor and closest to the centre. Creatures with more than ½ the experience factor of the caster, creatures who benefit from a source of "white" enchantment, enchanted creatures and non-living creatures are immune. Each affected creature is targeted separately, if the targeting is successful, the victim dies. Undead creatures in the area of effect which have suffered damage are "healed" 1-10 points.
LEVEL 7 SPELLS
Summon Demonic Warriors Level 7 BMR 7 Colour Type major Area special Range 60' Durat instant Incant ritual Cost 50% Target No A spell which enables the Necromancer to summon Demonic Fighting Men to his assistance for 1 turn per MKL. He must stand within a protective circle as he is not asking permission of the Lords of Hell for such aid but is rather commanding the Dead to serve him. The number of Demonic troops he may summon is equal to the number of troops that can be hired (see Demonology).
Terror Level 7 BMR 7 Colour Type major Area 1 creature Range 100' Durat instant Incant 2 seg Cost 7 Target Yes A spell which causes any living being approaching within 100 feet of the Necromancer to instantly flee in complete terror if below experience 8. All others check FER CR-7.
Chivalry & Sorcery 225 Basic rules
LEVEL 8 SPELLS
Soul Trap
Level 8 BMR 9 ancient lore Colour Type power Area 1 corpse Range 60' Durat Permanent* Incant 6 seg Cost 3 Target Yes A spell that allows the caster to trap the soul of a recently deceased in en enchanted gem. He must first enchant a single gem of at least 100 ct (equivalent to 10 dr for enchantment purpose) with 7 additional materials. He then casts the spell on the corpse of a creature who died less than 30 min ago. If the targeting succeeds, the soulf of the creature becomes imprisoned in the gem. No Magick or Miracle will be able to return the person to life or free it from the prison. The only way to release the soul is crushing the gem.
LEVEL 10 SPELLS
Duplicate
Level 10 BMR 10 ancient lore Colour Type power Area 1 creature Range special Durat special Incant 6 turns Cost 8 Target Yes This spell allows the caster to make a living duplicate of an individual who has recently been killed. The caster must have a piece of flesh from the original, taken while he was still alive. The flesh must have been preserved in the Necromancer laboratory to prevent it from rotting. Growing the duplicate requires the same equipment as used for the Secret of Life and Death (which must be purchased for the same prize if the Necromancer does not already have it). A duplicate will take 2d3 months to be ready. Once the duplicate is ready, the Necromancer must summon the dead person's soul to give life to the duplicate. The soul must be targeted as it will resist the summoning, if successful, there is 90% chance that the process will succeed. The duplicate then becomes almost identical to the original with the following exceptions: 1. For each "physical" stat (AGI, DEX, STR, CON, APP, VOI),
there is 3% chance that the duplicate will have d3 points less than the original. If this brings one of the stat to 0 or less, the duplicate is not viable and the spell fails.
2. There is 1-5% chance that the duplicate will suffer from insanity (roll one effect on the insanity table) and 6-35% chance that the duplicate will suffer from a phobia (in addition to those the original already had).
3. The duplicate suffers a permanent 2% penalty on all skill rolls (including attack and defence).
Because the duplicate was created by forbidden necromantic magic, he will never be able to benefit from religious miracles and rites except those from a death cult priest. If the original was a clerical figure not belonging to a death-cult, he loses all his clerical powers and suffers from a Curse.
LEVEL 11 SPELLS
Command the Great Undead Level 11 BMR 10 Colour Type power Area 1 creature Range PMF/6 Durat until broken Incant 4 seg Cost 5 Target No A spell which enables the Necromancer to exert command over the high ranking Undead: Barrow Wights, Mummies and Vampires. The numbers of each type that can be controlled are given in the Command Undead Table (see level 1 spell above). Only a Necromancer with a higher experience factor can break such control (25% chance).
Command Shadows, Phantoms and Spectres Level 11 BMR 10 Colour Type power Area 1 creature Range PMF/6 Durat special Incant 4 seg Cost 5 Target No Not only is the Necromancer immune to the effects of Illusions but is also able to assume control of them when he has learned this spell. From 1-75% of the time the Necromancer will merely be able to dispel the Illusion, but 76-100% of the time he will be able to assume full control of the Shadow, Phantom or Spectral Monster and turn it on the sender.