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Chivalry & Sorcery: World of the Troll- Head The Troll-Head Rules Compendium Edward. E. Simbalist Wilf Backhaus Contr: J.M. Pinaud G.F. Richard

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Page 1: Chivalry & Sorcery: World of the Troll-  · PDF fileChivalry & Sorcery: World of the Troll- ... Various Items _____ 58 Men’s Clothing ... Spells of Transmutation

Chivalry & Sorcery: World of the Troll-Head

The Troll-Head Rules Compendium

Edward. E. Simbalist Wilf Backhaus

Contr: J.M. Pinaud G.F. Richard

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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.

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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

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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

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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

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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

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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

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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

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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

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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.

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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.

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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

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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.

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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).

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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

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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

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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

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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%

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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

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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.

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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.

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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

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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

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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:

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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

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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

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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.

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.

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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.

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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.

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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%

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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%

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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%

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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%

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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%

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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%

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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%

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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

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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

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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

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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.

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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

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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

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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

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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

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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

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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

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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

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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.

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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

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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

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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

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Chivalry & Sorcery 53 Basic rules

Hv Warhorse Platemail LF C 7 85 250 dr 360 dc Armourer: 60

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.

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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

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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

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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

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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.

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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

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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

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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

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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

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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.

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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

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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

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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.

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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

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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

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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%

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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)

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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)

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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)

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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)

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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)

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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.

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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.

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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

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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

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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.

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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.

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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%)

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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

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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

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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

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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

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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.

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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

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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

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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

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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

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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.

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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.

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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%

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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.

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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.

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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

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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

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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

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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

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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.

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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.

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Chivalry & Sorcery 111 Basic rules

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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

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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

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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

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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).

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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.

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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.

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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'

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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.

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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

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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.

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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.

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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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Chivalry & Sorcery 132 Basic rules

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

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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.

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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.

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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 %

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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.

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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.,.

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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

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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.

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.

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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.

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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:

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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*

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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

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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

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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

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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

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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

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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

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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

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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

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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.

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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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Chivalry & Sorcery 174 Basic rules

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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Chivalry & Sorcery 175 Basic rules

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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Chivalry & Sorcery 176 Basic rules

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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Chivalry & Sorcery 177 Basic rules

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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Chivalry & Sorcery 178 Basic rules

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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Chivalry & Sorcery 181 Basic rules

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.

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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

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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

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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

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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

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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

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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

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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.

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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

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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.

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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.

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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.

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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.

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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.

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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%.

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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).

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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.

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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

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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.

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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.

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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.

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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.

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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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Chivalry & Sorcery 217 Basic rules

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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Chivalry & Sorcery 218 Basic rules

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.

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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.

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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

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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.

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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

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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.

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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.

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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.