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40 rules
- Addiction and the abuse of intoxicantsAddiction steadily erodes attributes, builds tolerance, and brings harsh withdrawal; even after quitting, temptation must be resisted with Will saves.
- Alchemical mishap chartWhen a success roll signals a lab mishap, percentile dice determine the damage, from spoiled ingredients to a furnace-destroying blast.
- Alchemical Research and ExperimentationCreating new alchemical substances needs a well-stocked laboratory, a written proposal to the judge, a hidden research period, then repeated experiments that succeed on an Intelligence save with a penalty for complexity.
- Alchemists and laboratory facilitiesStarting alchemists who cannot afford a lab can keep working in their old master's lab or rent guild space.
- ApprenticesCharacters reaching 13th level become Masters and start drawing would-be apprentices, most of whom are unsuitable.
- Beastmaster's influenceA beastmaster's level against an animal's level gives the roll to influence it, or automatic calling, befriending or mastery.
- Bribery and coercionBribes and threats against N.P.C.s call for the target's save vs Will, adjusted by the judge for the offer, loyalty, renown and relative power; a failed save means it works.
- Buying magical and alchemical ingredientsShop-bought ingredients come prepared and priced at averages the judge can adjust; specialty shops are mostly in large cities, and some animal parts should be unobtainable by purchase.
- CounterspellsThere is no general dispel. A caster cancels magic with an opposite spell, may have a chance with a conflicting spell, or can cast the same spell in reverse.
- Damage to armor (optional)At the judge's option, mundane armor can need repair or replacement after salt water, prolonged wet weather, long falls, heavy fire damage or big single hits; two separate percentile checks are made.
- Drinking and intoxicationEach drink calls for a save vs Constitution; successive failures take the drinker from merry to drunk to unconscious.
- Fatigue (rest and sleep)Constitution determines how much rest follows strenuous activity and how much sleep follows long activity; skipping either costs attribute points.
- Finding/Acquiring New SpellsSpells above first level have to be obtained by adventuring, library research, trading with other casters, or buying them.
- Food and water deprivationGoing without water or food drains Constitution, faster in hot dry climates unless travelers rest in shade.
- Greater magic items (general rules)Greater Magic Items hold permanent powers that renew themselves every day rather than needing recharging.
- Immunity to non-magical weaponsCreatures immune to ordinary weapons can still be hurt by certain attackers even without magic weapons.
- Learning New SpellsAn Intelligence save decides whether a found spell can be learned; failing twice means paying a tutor. Spells from other fields cost experience points and have restrictions.
- Levels of Ability and Spell LevelsA new spell level becomes available every two levels of ability.
- Magic staves, rods and wands (general rules)Staves, rods and wands are multi-charge spell-storing devices built on the same principles as Minor Magic Items; they take long to enchant but hold many spells.
- Magical Research and ExperimentationFrom 15th level, casters can invent spells or items: they need a private workspace and a paid consultation to judge feasibility, then spend weeks of research with weekly random events, and a final Intelligence save decides success.
- Magical shields (combat modifier)A magical shield adds its rating to the wielder's parry attempts.
- Magical weapons (combat modifier)In combat, a magical weapon's rating is added to the attack roll.
- Magical weapons (combat rules)Magic weapons of any kind add their rating both to attack rolls and to damage, and count as superior-quality items when checking for breakage.
- Magical weapons and armor (enchanting rules)Weapons, armor and shields can be enchanted by alchemists using orichalc or by spell casters of any profession, following the usual magic-item procedure.
- Missile ranges and coverMissile fire has only effective and long range; long range, or an evading target, imposes the non-proficiency penalty, and cover lowers the chance to hit.
- MovementBase daily travel rates by land and water, cargo limits, and a wind table for sailing craft.
- Owning and operating a laboratoryAn established alchemist can build a private lab, paying for the building, a perpetually burning furnace, equipment and assistants.
- PossessionRestless spirits and, more often, demons drawn by careless black magic may try to take over a mortal body; the victim resists with a save vs Will, and a failure hands the character to the judge until exorcised.
- Shield quality for savesShield materials map to object-quality grades when saving against breakage, such as when parrying.
- ShieldsCarrying a shield protects the shielded flank, improves parries and allows shield-bashing.
- Spell CastingSpells can be cast from memory, from a scroll, or from a magic item. Known spells are never forgotten or prepared in advance; the limit is a daily number of castings that grows with level.
- Spell Casting and CombatCasting in combat is limited: grappled, bound, running or fast-riding casters cannot cast, those under close attack may use only first level spells, and wounds force a Will save to keep concentration. Casters may use any weapon but no armor, and judges may run simultaneous written spell duels.
- Spellcaster's titlesAn optional rank ladder for spell casters by level.
- Spirit binding tableA shaman's level against a spirit's level gives the roll needed to bind it, with automatic binding when far outleveled.
- Summoning RitualsSummoning, evocation and invocation bring beings from other planes. The ritual covers an optional offering, a protective circle and triangle, the summoning itself, and sealing a pact through bribes, services, threats or magical compulsion; mistakes can free a hostile creature.
- The Beginning Spell CasterNew casters have finished a long apprenticeship, can read magical script, and know every first level spell available to their profession; higher spells must be found.
- The former mentorEvery character (beastmasters possibly excepted) had a teacher, whom the judge can generate as an N.P.C. for advice, training and adventure hooks.
- Turning undead tablePriests, mystics and necromancers compare their level with the creature's to find the roll needed to turn it, or whether it is automatically turned, banished or destroyed.
- Weapon and armor pricingListed prices assume average-quality goods bought in a big city or trading port; scarcity, quality, primitive materials and antiquity all shift the price.
- Weapons, armor and spell castersSpell casters may wield any weapon they can physically handle but may not wear armor; paladins are the exception.