FERRYHACK

2019-08-22



OVERVIEW

Ferryhack started in October 2013 as a combination of rules from WHITEHACK and written adventures from DRAKAR OCH DEMONER. The first adventure saw two players crawl through The Pyramid of the Spider King (Spindelkonungens pyramid), and has been followed by many old-school Drakar adventures in a bi-weekly campaign. The name Ferryhack is used by the players to refer to my (Jonas Ferry) propensity to add, modify, and remove rules from Whitehack. We started with Whitehack 1, but have moved on to a house-ruled version of Whitehack 2.

In addition to rules from Whitehack 2 (2015) and Drakar och Demoner 2.1 (1985), the main inspiration is Moldvay's
 BASIC DUNGEONS AND DRAGONS (1981).

This text describes the theater of mind version used from the adventure VOICE FROM THE PAST (Rösten från forntiden, 1986) and onwards. The grid rules used mainly during the adventures DEAD FOREST (Döda skogen, 1985), GATES OF POWER (Maktens portar, 1985), and HEART OF DARKNESS (Mörkrets hjärta, 1986) are described in
 GRID.

The magic system from Whitehack is completely replaced by a hacked version of Drakar och Demoner, described later in this text.

Frontpage figure is in the public domain from Wikimedia Commons:
MIDDLE AGES RABID DOG.


REFEREE

Jonas Ferry

LIST OF PLAYERS

(in order of appearance)


Henrik Löfqvist
   Malena-Igor Son of Malena-Ivar (Strong Barbarian)
   Lanfred Boork aka Starkus den Store (Strong Hack Strong Man)
   Lukluminus Tast (Brave Ascetic "Wise" Man)
Kristoffer Sjöö
   Assim the Treasure Hunter with the Winning Smile
     (Deft Halfling Treasure Hunter)
   Kardash of Cerand (Wise Spirit Mage)
   Wilhan (Strong Skirmisher)
   Xa'thil (Wise Dark-Elf Magician)
   Nargastilofemandratos (Wise Elementalist)
   Sir Ignat d'Orfaz (Fortunate Knight-Errant)
   Krysopras Leadhand (Wise Kobold Shaman)
   Da’z vo Yahil ath Xathû (Wise Cave Elf Shadow Priestess)
Michelle Sjöö
   Klângblãrghh (Wise Martian Necromancer)
Elisabeth Korswing
   Safira (Strong Amazon)
Fredrik Jarl
   Wengel (Deft Duellist)
   Vralgo (Strong Archer)
   Kzrtz (Strong Insectoid Fighter)
   Varos (Deft Assassin)
   Ricardo Fourainne (Strong Bodyguard)

    Marduk (Wise Cleric)
Marco Behrmann
   Zeveran Slayer of Kings and Seagulls (Strong Half-Demon Templar)
   Sir Khrakov (Strong Dwarf Orcslayer)
   Grimnar Corpseeater (Strong Berserker Prince)
   Bork the Barbarian (
Strong Half-Orc Barbarian)
   Malachai (Deft Cave Elf Sword Master)

    Vrede (Strong Demon Hunter)
Andreas Renström
   Abaet of Toora Desert (Deft Archer)
David Karlsson
   Sven (Deft Thief)
Dan Hyllengren
   Stilton (Strong Police)
Ulf Nordstrand
   Teodor Sporre (Deft Bandit)
   Roldand (Deft Bandit)
Kalle Henricsson
   Sakai (Deft Ranger)
   Captain Feon Zenbrook (Brave Duck Witch Hunter)
   Dreztavan (Strong Cave Elf Bodyguard)

    Zsolt (Strong Temple Guard)
Petter Nallo
   Knight Ivian Himmelhjärta (Strong Paladin)
Björn Bergdahl
   Armag (Strong Man-at-Arms)

LIST OF ADVENTURES

AMONG ELFS AND TROLLS (Bland alfer och troll, 1982)
TWIN MOUNTAINS (Tvillingbergen, 1983)
PYRAMID OF THE SPIDER KING (Spindelkonungens pyramid, 1984)
SECRET OF THE SKELETON VILLAGE (Skelettbyns hemlighet, 1984)
TOMB OF SARKATH HAN (Sarkath Hans gravvalv, 1984)
DEAD FOREST (Döda skogen, 1985)
GATES OF POWER (Maktens portar, 1985)
HEART OF DARKNESS (Mörkrets hjärta, 1986)
BLACK DUEL (Svart duell, 1986)
THE BEAUTY AND THE BEASTS (Skönheten och odjuren, 1986)
VOICE FROM THE PAST (Rösten från forntiden, 1986)
NOVA STONE (Novastenen, 1987)
JERAZ (Jeraz, 1987)
MARSHLAND (Marskklandet, 1988)

HORRORS OF THE DEEP (Djupets fasor, 1989)
PATH OF DEATH (Dödens väg, 1989)
NIGHTMARE IN DARKNESS (Mardröm i mörker - Sinkadus 25, 1990)

THE UNICORN HORN (Enhörningshornet, 1990)
RESCUE (Fritagningen, 1991)
IN THE JAWS OF THE DRAGON (I drakens käftar, 1991)


HOUSE RULES

ABBREVIATIONS

AC        Armor Class or Action Complexity
AV        Attack Value or Attribute Value
BEP        Base Encumbrance Point
CHA        Charisma attribute
CON        Constitution attribute
CP        Copper Piece
DEX        Dexterity attribute
GP        Gold Piece
HD        Hit Dice
HP        Hit Points
INT        Intelligence attribute
MP        Magic Points
NPC        Non-Player Character
PC        Player Character
SL        Spell Level
SP        Silver Piece
ST        Saving Throw
STR        Strength attribute
XP        Experience Points
WIS        Wisdom attribute

ACTION COMPLEXITY

Works the same as armor class, but for task difficulty.

ACTIVE AND INACTIVE SLOTS

It takes 1 hour to switch an inactive slot into an active.

ANALYZE MAGIC ITEM

Magic items must be analyzed by the spell Sight (SYN) to know which spells are bound and how to activate the bound spells.

ARMOR

Armor does not take up slots when worn, only when carried. Some monsters wear armor (e.g. orcs wear studded leather or leather and shield), some monsters wear armor in addition to natural armor (e.g. one type of ogre may have natural armor 0 and chainmail while another have natural armor 2 and leather), and some monster only have natural armor (e.g. wolves). The sum of natural armor and worn armor is found in Whitehack's monster table.

ARMOR

AC

ENC

SLOTS

COST (sp)

Cloth

1

0

1

10

Shield

1

2

1

50

Leather

2

0

2

150

Leather (studded)

3

0

4

200

Chainmail

4

1

6

300

Half plate

5

2

8

400

Full plate

6

4

10

500

ATTACK VALUE

All classes get +1 AV compared to Whitehack except Strong that gets +2. Monsters also get +1, which means AV is HD+6.

ATTRIBUTES

When creating a PC, roll 3d6 in order. The player may swap values between two attributes after rolling.

ATTUNE MAGIC ITEM

Attuning a magic item means meditating over or practicing with the item for 12 consecutive hours. A magic item can only be attuned to one person at a time. A person can be attuned to a number of magic items equal to the PC's level or monster's HD.

A magic item is destroyed if the attuned owner is killed. If the magic item is master crafted, the owner saves to keep the item in this world. Found magic items have a 1 in 6 chance of being master crafted.

BASH CHEST

Bashing a locked chest open takes a dungeon turn. It is automatically successful if some kind of weapon or tool is used, but makes a lot of noise. Fragile objects (e.g. glass or ceramics) in bashed chests are destroyed unless they are master crafted (1 in 6 chance).

BASH DOOR

Bashing a locked or stuck door takes a dungeon turn. It is automatically successful if some kind of weapon or tool is used, but makes a lot of noise.


BUY MAGIC ITEM

Unless the adventure states it, it is not possible to buy magical items. If they can be bought, the price is (2^SL)*1000 gp. SL is in this case the sum of all spell levels in the item.

COMBAT ADVANTAGE

One side in melee always has combat advantage. It is assigned by the Referee who considers, somewhat in order of importance:

  1. What just happened? (shield bash, unexpected arrow, aggressive attack ...)
  2. Number of combatants on each side. (count only current melee)
  3. Terrain and positioning. (standing, lying, surprise, dark vision ...)
  4. Weapons used. (longer is usually better, but not in close quarters)
  5. Who started it? (all else being equal, engaging side gets advantage)

The Referee picks the single most deciding factor in this instant to determine combat advantage, and does not add and subtract every individual source of advantage. Combat advantage can shift from one side to the other multiple times during combat based on what happens.

It is impossible for a single character to both gain combat advantage and use it in the same combat round. Only combat advantage assigned to the character's side at the start of the round can be used.

CHARACTER CLASS

Players can create Deft, Strong, Wise, Brave, or Fortunate characters without restrictions.

COMBAT ROUND

A combat round is approximately 5 seconds. A full fight takes a dungeon turn, regardless of how many combat rounds passed. This is important for the duration of torches and magical spell effects.

CREATE MAGIC ITEM

Magic items are found in written adventures and cannot be created by PCs.

A magic spell is bound in the item by casting the spell with the spell Sigil (SIGILL). This creates a one-use item that draws MP from the user. For multiple-use items, the spell Permanence (PERMANENS) is cast. To give the item its own set of MP, the spell Charge (LADDNING) is used. To make the item draw MP from the environment, the spell Nexus (NEXUS) is used.

CRITICAL FAILURE

1d6

Effect in Combat

1

Weapon, normal or magic, breaks. *

2

Armor, normal or magic, breaks. *

3

Attacker hits themselves.

4

Attacker hits closest ally.

5

Drops weapon out of reach.

6

Dazed for 2 rounds.

* Master crafted items gets save to avoid breaking.

CRITICAL HIT

A critical hit in combat is if roll with modifiers equals AV. Damage is rolled twice with modifiers and summed up. When a Deft PC rolls double damage, also roll damage twice and sum. If a Deft PC rolls a critical hit, they roll damage three times and add together.

DAMAGE

A critical wound is when a PC is brought below 0 HP. The system from blog post SO IT LOOKS LIKE YOU'RE GONNA DIE is used. A CON save can still be used to reduce incoming damage with 1d6.

DEFENSIVE MOVEMENT

By default when a PC or monster is attacked, the defender moves defensively backwards or diagonally backwards. It is considered a part of the defense and does not provoke free attacks from other opponents. By default, the attacker moves to the spot that the defender occupied.

The defender can choose to stand their ground, which gives the attacker combat advantage. The defender may move to a spot with an ally if the ally makes a defensive movement of their own. If the defender cannot move due to a wall, an object, or non-allies, the defender must stand their ground and give the attacker combat advantage.

Combat advantage from standing ground is included when determining combat advantage.

The attacker can choose to not follow the defender by using the special combat option Fight Defensively from Whitehack. This makes it possible to disengage and use the second movement action for full movement unless the defender stand their ground.

The special combat option Trick (Push) and the Strong melee option 2 (Push) take effect after the defender's movement and the attacker's follow-up move.

DIFFICULTY

Task difficulty translation from Drakar och Demoner:

Drakar och Demoner 1984

Väldigt lätt (Very easy, 1): AV+10

Lätt (Easy, 5): AV+5

Medelsvårt (Average, 10): AC 0

Svårt (Hard, 15): AC 5

Mycket svårt (Very hard, 20): AC 10

Extremt svårt (Extremely hard, 25): AC 15

Drakar och Demoner Expert

Lätt (Easy): AV+10

Normal (Normal): AC 0

Svårt (Hard): AC 5

Kritiskt (Critical): First roll 1, then AC 0

DISENGAGE

To disengage from melee range, the main action is used to defend and one action is used to move carefully away from the opponent to near range. Disengaging does not provoke a free attack.

DUNGEON TURN

A dungeon turn is 10 minutes.

ENCUMBRANCE

Equipment is carried in slots divided between body, backpack, and sack. One slot is equal to 1 BEP or 2-3 kg. 200 small items (e.g. coins, rings, jewels) use one slot. Normal sized items (e.g. swords, shields) use one slot. A quiver with 20 items of ammunition (e.g. quiver with arrows, bolts, sling stones) use one slot. Large items (e.g. two-handed swords, halberds) use two slots.

The body carries 5 slots. A one-handed weapon use 1 slot, a shield 1 slot, and a two-handed weapon 2 slots. Worn armor does not use any slots. Used body slots do not affect movement.

A small backpack carries 5 slots while a large backpack carries 10 slots. Any slots used in a small backpack increase encumbrance by 2. Any slots used in a large backpack increase encumbrance by 4. A sack carries 5 slots. Any slots used in a sack increases encumbrance by 2.

STR 13+ gives an extra slot of each type and STR 16+ gives two extra slots.

TYPE

SLOTS
STR 12-

SLOTS
STR 13+

SLOTS
STR 16+

ENC

Body

5

6

7

0

Backpack small

5

6

7

2

Backpack large

10

12

14

4

Sack

5

6

7

2

GEAR

SLOTS

COST (sp)

200 sp

1

200

Bandages

1/2

2

Lantern

1

10

Lantern oil

1/4

2

Quiver

1

5

Ration

1/2

1

Ration (trail)

1/4

3

Rope

2

5

Rope elven

1

-

Saddle

5

25

Saddle bags

-

10

Tent (1 person)

5

15

Tent (2 person)

8

25

Tent (4 person)

10

40

Torch

1/2

1/6

FIRE

When attacked by fire, roll Xd6 damage: X=1 torch, X=2 campfire, X=varies magic. Target rolls save. Successful save means half damage. Failed save means full damage. Any 6 on damage dies means target catches fire. Spend a full turn for save to put out fire.

One item burns per round! Roll 1d4 (1=body, 2-3=backpack, 4=sack), then select a die size based on the number of flammable objects. Reroll until a flammable object is destroyed. Master crafted items get a save to avoid destruction.

FIRST AID

When performing first aid, roll trained WIS. When using a first aid kit, roll straight WIS. Each first aid attempt takes a dungeon turn.

FLANK

This is included as part of combat advantage assignment.

FREE ATTACK

If a combatant flees from melee without using a disengage action, all combatants on the other side get a free attack. This also applies when passing in range.

GAME STATS ARE OPEN INFORMATION

All game stats are open information, both for PCs and monsters. All dice are rolled in the open. The players may get to know the monsters' HD and AC, but the referee keeps the current monster HPs hidden from the players during the fight.

HEAL

A PC heals their level number of HP in the morning after a full night's rest and again their level number of HP in the evening after a full day's rest. If the rest is interrupted (e.g. keeping watch at night or travelling during the day) or is inadequate in other ways (e.g. sleeping outdoors in the rain without cover) only half HP is healed, rounded down.

HIT POINT

When creating a PC, the first level gets the maximum level 1 HP for the class. When creating a higher level PC, all subsequent HP levels are rolled. If roll is equal or lower than current HP, increase HP by 1. Hit points represent control in combat, not parts of the flesh. Only at 0 HP is the target actually injured. Strong get +2 HP on every level, not only the first.

HORSE

Pack animals have three encumbrance levels, with a number of slots according to class. Master bred animals (cost x 20) get death saves at 5+HD. A normal human take up 40 slots. 1 slot = 1 BEP = 2-3 kg.

SLOTS USED

ENC

< 1 x slots

0

< 2 x slots

2

< 3 x slots

4

> 3 x slots

n/a

CLASS

HD

SLOTS

COST (sp)

Donkey

1

15

15

Mule

1

20

20

Horse, small

1

20

30

Horse

2

25

30

Horse, work

3

50

90

Horse, war

3

50

120

INITIATIVE

At start of combat, roll 1d6. Group PCs and monsters with same initiative bonus and roll once per group. Break ties between opposing sides by re-rolling and give the winning side +0.5 initiative.

Monsters get +1 initiative per three HD, that is +1 at HD 3, +2 at HD 6, and so on.

LISTEN DOOR

When listening at a door, roll WIS AC 5. Each attempt takes a full combat round and may be attempted multiple times.

MAGIC ARMOR

There are two systems for magic armor. The current system follows the rules for the spell Armor (SKYDD). The old system gives a permanent +1 to +3 to AC.

Magic armor may be destroyed by a critical failure, e.g. because the magic sigil is broken and the spell dissipates or that the stored magic energy runs out.

MAGIC POINT

PCs have the same number of max MP as WIS. Each spell or magic item use lowers MP by 1 per SL. A failed spell casting lowers MP by 1. MP are returned at a rate of 1 per hour at rest and 1 every third hour at activity. Monsters have MP equal to 10+HD. If MP reach 0, the character is dead without a chance to save.

MAGIC POTION

Magic potions can only be found, not bought, unless in a written adventure. Magic potions have a spell bound in them, usually activated by quaffing potion. The potion is usually created with the spell Charge (LADDNING) so that the MP is provided by the potion, not the character.

To ready a potion from a body slot is a minor action. To quaff a readied potion is a minor action. Readying or quaffing potions do not provoke a free attack.

MAGIC WEAPON

Magic weapons follow the rules for the spell Enchant Weapon (FÖRTROLLA VAPEN). Magic weapons may be destroyed by a critical failure, perhaps because the magic sigil is broken and the spell dissipates or that the stored magic energy runs out.

MASTER CRAFTED ITEM

Master crafted (MC) items cost base cost x 20. MC items gets a save when destroyed by a critical failure. 1 in 6 magical items are master crafted. Master crafted weapons get +1 AV. No master crafted armor exist.

MORALE

Roll at:
1  First encounter unless outnumbering (optional)
2  First death of side
3  Reduced to half strength (individuals or HP)

Roll 2d6:
≤ M  Stay and fight. Two successful rolls means monster fights to death.
> M  Disengage, flee, or surrender

Give -1 or -2 if the monsters are quickly  losing, or if the PCs do impressive stuff like use magic or special powers. Give +1 or +2 if the monsters are winning.

Morale

Type

6

Normal human

7

Goblin (9 with king) / Halfling

8

Orc / Dwarf / Elf / NPC Party

9

Animal / Veteran human

10

Ogre / Troll

12

Minotaur / Lizardman / Undead

MOVEMENT

In combat, the following ranges are used:

Melee < Near < Medium < Long

To move one range increment costs a move action. To move a second range increment in the same combat round, roll CON with AC based on encumbrance. An unencumbered character has AC 0. Moving from melee range to near range requires a disengage action. Critical failure means that the character cannot perform any actions next round, while a critical success means the movement didn’t cost an action.

PICK LOCK

When picking a lock, roll trained DEX AC 5. Lock picks required. Each attempt takes a dungeon turn, multiple attempts allowed. Critical failure means lock pick is jammed in lock. Harder locks have higher AC.

PLAY PUBLISHED ADVENTURES

Players and referee collaborate to experience as much as possible of published adventures, the way they are intended to be played. If a clue is needed to advance the adventure the referee provides it either immediately or after a while. The players can still look for more secrets and clues that gives bonuses. PCs cannot refuse the mission, not kill obviously important non-opposing NPCs in advance, or in other ways make it impossible to finish the mission without heavy modification by the referee. When we play non-published adventures anything is allowed!

PLAYERS DECIDE WHEN TO ROLL DICE

The player always decides when to roll dice for their PC. The referee can only request saving throws for the PC to survive things it couldn't predict, like poison and traps. Even here the player can decide to not roll dice, but then the PC is hit with the negative effect.


PLAYERS KNOW WHY THEY ROLL DICE

A player must know why they roll dice, and possible results for success or failure. Successful roll gives player more freedom to determine result. Failed roll gives referee more freedom to determine result.

PUSH DOOR

When pushing a stuck door open, roll STR AC 5. The first attempt takes one action, each extra attempt takes a dungeon turn.

REACTION

2d6

Reaction

2

Immediate attack

3-5

Hostile, possible attack

6-8

Uncertain, monster confused

9-11

No attack, monster leaves or considers offers

12

Enthusiastic friendship

RECOGNIZE MAGIC ITEM

To figure out if an item is magical, roll trained INT or WIS AC 5. Groups that give knowledge of magic, history, legends, and so on, are relevant. All magic items have a symbol where the spell is bound, but the symbol can be hidden or hard to recognize. Each recognition attempt take a dungeon turn and can be attempted multiple times.        

ROPE

Elven rope takes up one slot instead of two. Doesn't generally break, gives +2 DEX to climb in moonlight and any orcs and goblins have AC 2 to escape if tied up with them.

SEARCH

To search for hidden objects or clues, player may roll INT or WIS AC 8, one dungeon turn per attempt. On successful roll, referee gives a hint on where to search. Player must describe where and how the PC searches.

SELL MAGIC ITEM

Magic items cannot be sold for money, but can be traded for utility items or donated to NPCs. The trade or donation value is half the item's purchase cost in gp.

SHIELD

Instead of taking damage from an attack, a PC with a shield can opt to have the shield splintered to avoid all damage. This option is available for both mundane and magic shields, and the decision is made after the amount of damage is known. A splintered shield is broken beyond repair.

SKILLS

In addition to the standard Whitehack rules, each group also gives one skill. Trained skills in the skills list are marked with T, and require a double negative roll for an untrained user. Natural skills are marked with N, and everyone can attempt a straight roll even without the skill.

Suggested skills:

Botany (BOTANIK) T
Traps (DESARMERA/GILLRA FÄLLOR) T
Pick locks (DYRKA UPP LÅS) T
Find hidden things (FINNA DOLDA TING) N
Foreign cultures (FRÄMMANDE KULTURER) T
Speak foreign language (TALA FRÄMMANDE SPRÅK) T
First aid (FÖRSTA HJÄLPEN) T
Geography (GEOGRAFI) T
Hide (GÖMMA SIG) N
Gambling (HASARDSPEL) N
Heraldry and genealogy (HERALDIK / GENEALOGI) T
History (HISTORIA) T
Leap (HOPPA) N
Climb (KLÄTTRA) N
Haggle (KÖPSLÅ) N
Listen (LYSSNA) N
Read and write (LÄSA OCH SKRIVA) T
Boatmanship (SJÖKUNNIGHET) N
Navigate (NAVIGERA) T
Ride (RIDA) N
Chess and Board Games (SCHACK OCH BRÄDSPEL) T
Swim (SIMMA) N
Sing and Play Instrument (SJUNGA OCH SPELA) N
Sneak (SMYGA) N
Track (SPÅRA) N
Steal (STJÄLA FÖREMÅL) N
Notice Danger (UPPTÄCKA FARA) N
Appraise
 (VÄRDESÄTTA) N
Zoology (ZOOLOGI) T
Persuade
 (ÖVERTALA) N


SNEAK

When an individual sneaks, roll DEX. This gives the AC for observer's WIS roll. When a group sneaks, highest DEX rolls with -1 per extra member.

SPECIAL COMBAT OPTION

When using a special combat option, instead of forsaking all damage, subtract 1 from damage.

SPELL BOOK

All spells a spellcaster knows, both active and inactive, are written in a spell book. To cast an inactive spell by reading out loud from the spell book takes a dungeon turn.

When another spellcaster's spell book is studied, a random spell is recognized for each week of study. To actually use the recognized spell it must be learned by assigning it to a slot when levelling up.

SPELLS

Spellcasters learn spells by assigning them to active or inactive slots. It takes 1 hour to switch an inactive spell into an active slot. Spellcasting monsters have HD number of active spells and equal number of inactive.

To learn a spell, the spellcaster needs an affiliation group with the corresponding magic school. The magic school also grants a skill.  When the spellcaster joins magic school, they can also learn all common spells.

A spellcaster can cast spells of a spell level equal to or lower than their level.

Spells take a full round of focus to prepare. When the spell is prepared, spell and spell level (SL) must be stated, but target is decided when spell takes effect. Spells can be kept prepared indefinitely as long as the caster concentrates. As long as a spellcaster concentrates on an active spell they can not do anything else, not even speak, except move at walking speed.

Spell takes effect at the start of the next round, so the caster can prepare a new spell next round. If multiple spells are cast in the same round, individual caster initiatives are compared.

Successful spells and critical failures cost 1 MP per SL. Failed spells cost 1 MP regardless of SL. Aborted spells do not cost any MP. Spellcasting critical success means half MP cost rounded down.

PC caster's magic skill is based on save vs magic, with +2 for Wise. WIS 13+ gives +1 and WIS 16+ gives +2.

CASTER LEVEL

WIS 12-

WIS 13+

WIS 16+

1

8

9

10

2

9

10

11

3

10

11

12

4

11

12

13

5

12

13

14

6

13

14

15

7

14

15

16

8

15

16

17

9

16

17

18

10

17

18

19

A monster spellcaster's chance of success is 5+HD and their MP is 10+HD, with +1 chance of success at HD 3 and +2 at HD 6.

SPELLCASTING CRITICAL FAILURE

1d6

Effect (in addition to full MP cost)

1

Spell cannot be cast rest of combat.

2

Armor, normal or magic, breaks. *

3

Offensive spell hits caster, defensive hits one foe.

4

Offensive spell hits closest ally, defensive all foes.

5

Lose all but 1 MP.

6

Dazed for 2 rounds.

* Master crafted items gets save, else item is broken rest of adventure.


The spells are presented with the Swedish name in parenthesis, and is alphabetized in Swedish.

Spells have the following format:

English title (SWEDISH), range (melee/near/medium/long), duration (X combat rounds/Y dungeon turns/concentration), method (cast/save)

Adding spell descriptions is work in progress.

COMMON SPELLS (ALLMÄNNA BESVÄRJELSER)

Anti Magic (ANTIMAGI), long range, duration 1 dungeon turn, cast

Placed on a creature or item and protects a volume of 5x5x5 meters, half near range. Gives +1 save vs magic per SL. A spell that is successfully saved is returned at the spellcaster. If cast in conjunction with Armor (SKYDD), the chance of success for Anti Magic (ANTIMAGI) is decreased by 1 per SL Armor (SKYDD).

Identify Magic (AVLÄSA MAGI): …

TBD

Protector (BESKYDDARE), melee range, duration permanent, cast

Nine stones are placed on the ground to protect a volume of 3x3x3 meters. Each extra SL adds the length of 3 meters in one direction. The spell works as a combination of Anti Magic (ANTIMAGI) SL 1 and Energy Beam (ENERGISTRÅLE) SL 1. Any spell saved by Anti Magic (ANTIMAGI) triggers an Energy Beam (ENERGISTRÅLE) that targets the spellcaster.

Charge (LADDNING): …

This spell from Drakar och Demoner Expert (1985) are used when creating magic items. Not available to PCs.

Life Extension (LIVSFÖRLÄNGNING): …

TBD

Nexus (NEXUS): ...

This spell from Drakar och Demoner Expert (1985) are used when creating magic items. Not available to PCs.

Permanence (PERMANENS): …

This spell from Drakar och Demoner Expert (1985) are used when creating magic items. Not available to PCs.

Sigil (SIGILL): …

This spell from Drakar och Demoner Expert (1985) are used when creating magic items. Not available to PCs.

Dispel (SKINGRA), long range, duration instant, quick, cast

Destroys another spell, or banishes an elemental, of equal or lower SL. Dispel (SKINGRA) must target a specific spell, but the spellcaster only needs an approximate idea of what the spell is. If the target is protected by Anti Magic (ANTIMAGI) it gets to save vs magic to avoid destruction. Items get to save with 10+1 per SL Anti Magic (ANTIMAGI). A spell that is being prepared can be dispelled, if the SL is equal or higher than the spell to destroy.

Dispelling Ritual (SKINGRINGSRITUAL): …

TBD

Transfer (TRANSFER): …

TBD

Direction (VARSEBLIVNING), medium range, duration 1 combat round, cast

The spellcaster describes what they look for (e.g. a hidden door, gold, another mind), and the spell points in the direction of the closest thing of that kind. Each extra SL gives the direction to the closest thing of another kind.


ANIMISM (ANIMISM)

Fog (DIMMA): …

TBD

Find Water (FINNA VATTEN): …

TBD

Transform (FÖRÄNDRA), near range, duration 2 dungeon turns, cast or save

Transforms one human-sized item or creature into another of the same type (i.e. animal, plant, or mineral). Attributes remain the same, as does size, and the spell does not give access to any supernatural abilities of the new form. Unwilling targets get to save vs magic. Each extra SL can transform a single larger target or multiple regular-sized targets.

Heal (HELA), melee range, duration instant, cast

Heals 1d6 HP per SL of damage from cuts, bruises, fire, cold, Energy Beam (ENERGISTRÅLE), Lightning (BLIXT), or acid. It does not heal damage from poison or disease.

Stop Petrification (HÄVA FÖRSTENING): …

TBD

Control Creature (KONTROLLERA VARELSE): …

TBD

Decrease (MINSKA), melee range, duration 1 dungeon turn, save

Decrease the target's STR, DEX, or CON by 1 per SL. Attributes cannot be decreased below 1.

Start Rain (REGNSTART): …

TBD

Stop Rain (REGNSTOPP): …

TBD

Cleanse (RENA): …

TBD

Growth spurt (SNABBVÄX): …

TBD

Traceless (SPÅRLÖS): …

TBD

Speak with Creature (TALA MED VARELSE): …

TBD

Call Creature (TILLKALLA VARELSE): …

TBD

Wind Control (VINDKONTROLL): …

TBD

Weather Prediction (VÄDERFÖRUTSÄGELSE): …

TBD

Weather Control (VÄDERKONTROLL): …

TBD

Increase (ÖKA), melee range, duration 1 dungeon turn, cast

Increase the target's STR, DEX, or CON by 1 per SL.


ELEMENTAL MAGIC (ELEMENTARMAGI)

Lightning (BLIXT), medium range, duration instant, quick, save

Shoots a lightning bolt from the spellcaster to the closest target in front of the spellcaster. If two targets are equal, it is drawn to the target with most metal. Target gets save vs magic for half damage. This spell is quick, which means it takes effect the same combat round as it is prepared, not the next round.

Fire (ELD), long range, duration instant, save

Heats a sphere with a 1 meter diameter and makes 1d6 damage. Extra SL either gives an extra 1 meter sphere or +1d6 damage in any combination. Stopped by Armor (SKYDD), but not by Anti Magic (ANTIMAGI). See entry on FIRE for damage and save.

Fire Walk (ELDVÄG): …

TBD

Energy Beam (ENERGISTRÅLE), long range, duration instant, attack, cast

A beam of magic energy that does 1d6 damage per SL if it hits the target.

Summon/Banish Elemental (FRAMMANA/SKICKA BORT ELEMENTAR), near range, duration 10 combat rounds, cast

Summons a human-sized air, fire, earth, or water elemental of 1 HD per SL from an existing instance of that element within range. When summoned in combat, the elemental gets the same initiative as the spellcaster. The spellcaster concentrates to move the elemental, otherwise the elemental stands still.

To banish an elemental, the spellcaster casts an equal or higher SL as the elemental's HD. The elemental rolls save vs magic with 10+HD. Each extra SL of Banish Elemental (SKICKA BORT ELEMENTAR) above HD gives -1 to the save.

Elementals are affected by magic and their attacks count as magic attacks. Elementals are allowed one free attack per combat round.

The four elementals are different spells and must be learned separately.

S/B Elemental Air-Sylph (F/SB ELEMENTAR LUFT-SYLF)

The air sylph is a vaguely human-looking entity made of whirling wind.

It can:
1. Use two move actions per round unencumbered, two move actions with CON roll carrying a note on paper, and one move action carrying items up to 20 slots.
2. Blow someone to the ground, same as Trick (Push).
3. Steer an arrow or thrown weapon for +1 AV and damage per HD.
4. Not be harmed by physical weapons.
5. Destroy a fire salamander if the air sylph has an equal or higher HD. The fire salamander gets a save at 10+HD to survive.

S/B Elemental Fire-Salamander (F/SB ELEMENTAR ELD-SALAMANDER)

The fire salamander is a lizard made of fire.

It can:
1. Use one move action per round.
2. Attack a target with fire making 1d6 damage per HD. See entry on FIRE.
3. Ignite flammable objects.
4. Illuminate 1 meter per HD in each direction.
5. Be harmed by physical weapons.
6. Heal itself from a fire. Make an attack roll and heal as many HP.
7. Destroy an air sylph if the fire salamander has an equal or higher SL. The air sylph gets a save at 10+HD to survive.
8. Heat a metal weapon to increase damage by 1d6 for a number of combat turns equal to the fire salamander's HD. After the fight, roll save or weapon breaks.

S/B Elemental Earth-Gnome (F/SB ELEMENTAR JORD-GNOM)

The earth gnome is a humanoid entity made of clay.

It can:
1. Use one move action per round.
2. Attack with AV 10+HD and damage 1d6 per HD.
3. Be harmed by physical weapons, but attacker must roll save or weapon breaks.
4. Give the direction to closet deposit of a type of metal specified by the spellcaster.
5. Destroy an water undine if the earth gnome has an equal or higher SL. The water undine gets a save at 10+HD to survive.
6. Destroy a fire elemental by lowering both elementals' HP until one is destroyed.

S/B Elemental Water-Undine (F/SB ELEMENTAR VATTEN-UNDIN)

The water undine is either a pillar of water or a female entity.

It can:
1. Use one move action per round on land and two move actions per round in water, and can carry 20 slots per SL in water.
2. Drown a target for 1d6 damage per combat round.
3. Take half damage rounded up from physical weapons.
4. Destroy an earth gnome if the water undine has an equal or higher SL. The earth gnome gets a save at 10+HD to survive.
5. Destroy a fire elemental by lowering both elementals' HP until one is destroyed.
6. Make weapons work underwater as if on land.

S/B Elemental Darkness-Umbra (F/SB ELEMENTAR MÖRKER-UMBRAN)

TBD

S/B Elemental Light-Luminal (F/SB ELEMENTAR LJUS-LUMINALEN)

TBD

S/B Elemental Frost-Glacial (F/SB ELEMENTAR KÖLD-GLACIAL)

TBD

Frost (FROST)

See Fire (ELD), but cold. There's no corresponding effect to catching on fire.

Frost Walk (KÖLDVÄG): …

TBD

Curse Weapon (FÖRBANNA VAPEN), medium range, duration 1 dungeon turn, cast

Gives a weapon -1 AV and damage per SL. Each extra SL gives an extra -1, which may be divided between multiple weapons.

Enchant Weapon (FÖRTROLLA VAPEN), long range, duration 1 dungeon turn, cast

Gives a weapon +1 AV and damage per SL. Each extra SL gives an extra +1 to both, which may be divided between multiple weapons. Enchanted weapons damage monsters that only take damage from magic weapons.

Seal (FÖRSEGLA), melee range, duration 2 dungeon turns, cast

Binds together two objects that don't move and fit together, for example a door to the frame or a sword to the scabbard. The objects are impossible to separate for the spell's duration, and any attempts to bash them open (i.e. chests or doors) take an extra dungeon turn. Each extra SL either adds two extra dungeon turns of duration or an extra dungeon turn of durability against bashing.

Gas Cloud (GASMOLN): …

TBD

Identify (IDENTIFIKATION): …

TBD

Earth Walk (JORDVÄG): …

TBD

Break (KNÄCKA): …

TBD

Light (LJUS), long range, duration 1 dungeon turn, cast

Makes part of an object (approximately 4x4x4 cm) glow and illuminate 3 meters, half near range, in each direction. Each extra SL either adds 3 extra meters in each direction or increases duration by 1 dungeon turn. To overcome the spell Darkness (MÖRKER) an equal SL or more of Light (LJUS) is needed.

Light Walk (LJUSVÄG): …

TBD

Air Walk (LUFTVÄG): …

TBD

Magnesium Flame (MAGNESIUMFLAMMA): …

TBD

Darkness (MÖRKER), long range, duration 1 dungeon turn, cast

Makes part of an object (approximately 4x4x4 cm) consume all light in 3 meters in each direction. Each extra SL either adds 3 extra meters in each direction or increases duration by 1 dungeon turn. To overcome the spell Light (LJUS) an equal SL or more of Darkness (MÖRKER) is needed.

Dark Walk (MÖRKERVÄG): …

TBD

Stone Wall (STENVÄGG), near range, duration 1 dungeon turn, cast

Pulls up a wall from the dirt or a stone floor that is 1 meter thick, 3 meters wide, and 3 meters high. Each extra SL adds 1 meter in one direction.

Water Walk (VATTENVÄG): …

TBD

Find (ÅTERFINNA): …

TBD

Open (ÖPPNA), melee range, duration instant, cast

Opens locked doors and chests, and makes swords fall out of their scabbards. To overcome the spell Seal (FÖRSEGLA) an equal SL or more of Open (ÖPPNA) is needed.


ILLUSIONISM (ILLUSIONISM)

Mirror Image (AVBILD), medium range, duration 2 dungeon turns, cast

Creates one human-sized illusion per SL. Extra SLs create multiple illusions or one larger illusion. The illusion is only visual, and has no sound, taste, or substance. The illusion can be made to move as long as the spellcaster concentrates.


MENTALISM (MENTALISM)

Balance (BALANS): …

TBD

Far Sight (FJÄRRSYN): …

TBD

Flight (FLYGA): …

TBD

Blank Mind (HJÄRNBLANK): …

TBD

Hear (HÖRSEL): …

TBD

Control Person (KONTROLLERA PERSON), long range, duration 10 combat rounds, save

Controls one intelligent creature (i.e. not animals) per SL. The target gets to save vs magic. If the first save is successful, target avoids the full effect, otherwise the target gets to save each combat turn to act independently that turn. The spellcaster must concentrate on the targets, otherwise the targets fall down. Targets cannot not perform independent actions and cannot be made to commit suicide. If the spellcaster's concentration is broken, current targets fall into a deep sleep. Sleeping targets gets to CON save each combat round to wake up.

Lung Filter (LUNGFILTER): …

TBD

Lift (LYFT), long range, duration 2 dungeon turns, cast

Lifts one human-sized object per SL, and can fly it through the air at normal movement speed. Can be divided between multiple objects to make them all lighter or break a fall. When breaking a fall, each SL missing from lifting the full objects gives 1d6 damage.

Slow (LÅNGSAMHET): …

TBD

Magic Sight (MAGISK SYN): …

TBD

Memory (MINNE): …

TBD

Resistance (MOTSTÅNDSKRAFT), melee range, duration 2 dungeon turns, cast

Protects from damage from the spells Fire (ELD) and Frost (FROST), as well as normal damage from heat or cold. Decreases 1 HP of damage per SL from those sources. If the user takes damage from multiple sources at the same time, the damage is decreased for each of them.

Infravision (MÖRKERSYN): …

TBD

Orientation (ORIENTERING): …

TBD

Fearless (ORÄDD): …

TBD

Invisibility (OSYNLIGHET), melee range, duration 2 dungeon turns, cast

Turns one human-sized target invisible. An invisible person can only walk (i.e. use one normal or two careful movement actions) and talk and remain invisible. If they fight, run, use magic, or gets hurt, the spell is broken.

True Hearing (SANNHÖRSEL): …

TBD

True Sight (SANNSYN): …

TBD

Armor (SKYDD), long range, duration 1 dungeon turn, cast

Adds +1 AC per SL. If cast in conjunction with Anti Magic (ANTIMAGI), the chance of success for Armor (SKYDD) is decreased by 1 per SL Anti Magic (ANTIMAGI).

Haste (SNABBHET): …

TBD

Leap (SPRÅNG): …

TBD

Sight (SYN), long range, duration 10 combat turns, cast

The spellcaster can see and hear what happens in an area they are familiar with and is within the full range. If the spellcaster is not familiar with the area, the range is limited to 30 meters, one range increment. Each extra SL allows the spellcaster to observe 24 hours back in time. If the spellcaster touches an item they get a vision of a previous owner or one use of the item. Each SL gives a 10% chance of finding the activation phrase of a magic item. The spellcaster can only try this once per item, until the spellcaster increase their level.

Telepathy (TANKEÖVERFÖRING), long range, duration 10 combat rounds, cast

Makes it possible for two-way communication without sounds with one target creature per SL. The target can be intelligent or not. Only surface thoughts and feelings can be communicated.

Teleportation (TELEPORTERA), melee range, duration instant, cast or save

Teleports a human-sized item or creature to a place the spellcaster knows well at most 100 meters away. Each extra SL adds another 100 m. Unwilling targets gets to save vs magic.

Breathe Water (VATTENANDNING): …

TBD

Water Sight (VATTENSYN): …

TBD

Return (ÅTERVÄNDO): …

TBD

Return with Bounce (ÅTERVÄNDO MED STUDS): …

TBD

Visual Estimate (ÖGONMÅTT): …

TBD


NECROMANCY (NEKROMANTI)

Animate the Dead (ANIMERA DÖD): …

TBD

Corrupt (BESUDLA): …

TBD

Blindness (BLINDHET), medium range, 10 combat rounds, save

Blind one target per SL.

Death’s Hand (DÖDSHAND): …

TBD

Control Spirit (KONTROLLERA ANDAR): …

TBD

Control Lesser Undead (KONTROLLERA LÄGRE ODÖD), medium range, concentration, save

Control one lesser undead per SL, that is skeletons, zombies, or ghouls (likätare in Swedish). Can take control of a lesser undead actively controlled by another spellcaster, but the original spellcaster gets a save in addition to the save from the undead. Can banish lesser undead by first succeeding with the spell to take control, then cast the spell again to deactivate the lesser undead for all eternity.

Control Higher Undead (KONTROLLERA HÖGRE ODÖD), medium range, concentration, save

Same as Control Lesser Undead, but works on vampires and mummies.

Life Drain (LIVSUTTÖMNING): …

TBD

Panic (PANIK): …

TBD

Paralyze (PARALYSERING), medium range, 1 dungeon turn, save

Paralyze one target per SL.

Fear (RÄDSLA): …

TBD

Pain (SMÄRTA): …

TBD

Speak with the Dead (TALA MED DÖD): …

TBD

Terror (TERROR): …

TBD

Voodoo Ritual (VOODOORITUAL): …

TBD


SYMBOLISM (SYMBOLISM)


SURPRISE

When surprised in the first round of combat, roll 1d6: 1=one round of no action, 2=two rounds. Surprise is included in assigning combat advantage.

TORCH

A torch burns for 6 dungeon turns. Lanterns burn for 24 dungeon turns. Both illuminate 10 meters, near range, in all directions unless the lantern is shielded.

TRAP

To find a hidden trap, roll trained WIS AC 5. The speed is 5x5 meters, near range, per dungeon turn. Searching a door or item for traps take one dungeon turn. The referee must decide on the activation mechanism before the roll is made and the player must describe where the PC searches. Most traps admit a save to either avoid activating the trap or avoid the effect of the trap.

USE MAGIC ITEM

To use a magic item it must first be attuned.

Magic items have different activation methods. The most common activation methods are minor actions: an uttered phrase, putting item on (e.g. a ring or necklace), touch item with a specific substance, and so on. Unstated activation methods are assumed a phrase.

If the correct activation method is used a magic item always works. Unless it has been created with the spell Charge (LADDNING) or Nexus (NEXUS) it draws energy from user's MP. A magic item always uses the maximum spell level, so a Heal (HELA) SL 4 item a
lways costs 4 MP. If the user has less MP than required, it is not possible to activate the item.

Magic armor and weapons can be destroyed if an attack is a critical failure. For other magic items, roll 1d20 and 1d6 when they are activated: Result 20 and 1 means that the owner must make a successful save or the item is destroyed. Master crafted magic items get another save to avoid being destroyed.


WEAPON

WEAPON

DMG

SLOT

RNG

RATE

Axe / Sword small

1d6

1

Axe / Sword

1d8

1

Axe / Sword great

1d10

2

Club

1d4

1

Crossbow
(bolts)

1d8

1
(1/20)

Long

1/2

Dagger

1d4

1

Darts

1d2

1/5

Med

3

Flail

1d6

2

Javelin

1d6

1

Med

1

Longbow
(arrows)

1d8

2
(1/20)

Long

1

Mace / Warhammer

1d6

1

Morning Star

1d6

2

Polearm

1d8

2

Quarterstaff

1d6

1

Scimitar

1d6

1

Shield

1d4

1

Shortbow
(arrows)

1d6

1
(1/20)

Med

1

Sling
(stones)

1d4

1
(1/20)

Long

1

Spear

1d6

1

Throwing Knife

1d4

1/5

Near

1

Unarmed

1d2

-

WEAPON

WEAPON

SPECIAL

COST (sp)

Axe / Sword small

80

Axe / Sword

100

Axe / Sword great

2H

150

Club

Improvised

-

Crossbow
(bolts)

2H

300
(3)

Dagger

x2 dmg grapple

30

Darts

10

Flail

No shield AC

80

Javelin

1d4 melee dmg

20

Longbow
(arrows)

2H

400

Mace / Warhammer

+1 AV vs metal

50

Morning Star

As mace / x3 crit

80

Polearm

2H, Reach

100

Quarterstaff

2H, Reach

10

Scimitar

+1 AV if riding

80

Shield

Pin, splinter

150

Shortbow
(arrows)

2H, use riding

250
(1)

Sling
(stones)


(improvised)

20
(-)

Spear

Reach

20

Throwing Knife

-1 AV melee

20

Unarmed

Grapple

-


WEATHER

2d6

Weather

2

Cold rain or snow

3

Cold clouds and windy

4

Cold and clear

5-9

Normal for season

10

Warm and clear

11

Warm clouds and windy

12

Warm rain or thunder


Weather changes at most one step in either direction per day so any higher roll is only moved one step.

To stay fresh, different equipment is needed for different weather and seasons. The table below shows the maximum rolled weather that can be handled by the equipment. A tent can be a cave or an improvised shelter if time is spent on finding or preparing it.

SEASON

MONTHS

Spring

March, April, May

Summer

June, July, August

Autumn

September, October, November

Winter

December, January, February

SEASON

CLOTHES

BEDROLL

TENT

BR+TENT

Spring

10

5

3

2

Summer

5

3

2

2

Autumn

10

5

3

2

Winter

-

-

10

5


Each night with inadequate equipment raises all AC by 1 (task, attack, save) until full night dry and warm.

XP

It takes a number of sessions for a PC to level up. No XP is awarded for treasure, monsters killed, or adventures completed.

LEVEL

SESSIONS

1

-

2

1

3

3

4

11

5

21

6

33

7

47

8

63

9

81

10

101

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