Atlantean Trilogy Archive
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Rules

How the Atlantean system works: casting, research, summoning, and the appendix's many optional rules.

Kind

40 rules

  1. Addiction and the abuse of intoxicantsOptional rulesAddiction steadily erodes attributes, builds tolerance, and brings harsh withdrawal; even after quitting, temptation must be resisted with Will saves.
  2. Alchemical mishap chartOptional rulesWhen a success roll signals a lab mishap, percentile dice determine the damage, from spoiled ingredients to a furnace-destroying blast.
  3. Alchemical Research and ExperimentationMagicCreating 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.
  4. Alchemists and laboratory facilitiesOptional rulesStarting alchemists who cannot afford a lab can keep working in their old master's lab or rent guild space.
  5. ApprenticesOptional rulesCharacters reaching 13th level become Masters and start drawing would-be apprentices, most of whom are unsuitable.
  6. Beastmaster's influenceOptional rulesA beastmaster's level against an animal's level gives the roll to influence it, or automatic calling, befriending or mastery.
  7. Bribery and coercionOptional rulesBribes 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.
  8. Buying magical and alchemical ingredientsEquipmentShop-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.
  9. CounterspellsMagicThere 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.
  10. Damage to armor (optional)Optional rulesAt 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.
  11. Drinking and intoxicationOptional rulesEach drink calls for a save vs Constitution; successive failures take the drinker from merry to drunk to unconscious.
  12. Fatigue (rest and sleep)Optional rulesConstitution determines how much rest follows strenuous activity and how much sleep follows long activity; skipping either costs attribute points.
  13. Finding/Acquiring New SpellsMagicSpells above first level have to be obtained by adventuring, library research, trading with other casters, or buying them.
  14. Food and water deprivationOptional rulesGoing without water or food drains Constitution, faster in hot dry climates unless travelers rest in shade.
  15. Greater magic items (general rules)Magic itemsGreater Magic Items hold permanent powers that renew themselves every day rather than needing recharging.
  16. Immunity to non-magical weaponsMagic itemsCreatures immune to ordinary weapons can still be hurt by certain attackers even without magic weapons.
  17. Learning New SpellsMagicAn 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.
  18. Levels of Ability and Spell LevelsMagicA new spell level becomes available every two levels of ability.
  19. Magic staves, rods and wands (general rules)Magic itemsStaves, 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.
  20. Magical Research and ExperimentationMagicFrom 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.
  21. Magical shields (combat modifier)Magic itemsA magical shield adds its rating to the wielder's parry attempts.
  22. Magical weapons (combat modifier)Magic itemsIn combat, a magical weapon's rating is added to the attack roll.
  23. Magical weapons (combat rules)Magic itemsMagic weapons of any kind add their rating both to attack rolls and to damage, and count as superior-quality items when checking for breakage.
  24. Magical weapons and armor (enchanting rules)Magic itemsWeapons, armor and shields can be enchanted by alchemists using orichalc or by spell casters of any profession, following the usual magic-item procedure.
  25. Missile ranges and coverCombatMissile 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.
  26. MovementTravelBase daily travel rates by land and water, cargo limits, and a wind table for sailing craft.
  27. Owning and operating a laboratoryOptional rulesAn established alchemist can build a private lab, paying for the building, a perpetually burning furnace, equipment and assistants.
  28. PossessionOptional rulesRestless 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.
  29. Shield quality for savesCombatShield materials map to object-quality grades when saving against breakage, such as when parrying.
  30. ShieldsCombatCarrying a shield protects the shielded flank, improves parries and allows shield-bashing.
  31. Spell CastingMagicSpells 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.
  32. Spell Casting and CombatMagicCasting 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.
  33. Spellcaster's titlesOptional rulesAn optional rank ladder for spell casters by level.
  34. Spirit binding tableOptional rulesA shaman's level against a spirit's level gives the roll needed to bind it, with automatic binding when far outleveled.
  35. Summoning RitualsMagicSummoning, 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.
  36. The Beginning Spell CasterMagicNew 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.
  37. The former mentorOptional rulesEvery character (beastmasters possibly excepted) had a teacher, whom the judge can generate as an N.P.C. for advice, training and adventure hooks.
  38. Turning undead tableOptional rulesPriests, 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.
  39. Weapon and armor pricingEquipmentListed prices assume average-quality goods bought in a big city or trading port; scarcity, quality, primitive materials and antiquity all shift the price.
  40. Weapons, armor and spell castersCombatSpell casters may wield any weapon they can physically handle but may not wear armor; paladins are the exception.