tnt treasury 2

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The Tunnels & Trolls Treasury from the Cathurian RHQ Here be a collection of material developed during a long running campaign of Tunnels & Trolls, the delightful RPG by Ken St. Andre, published by Flying Buffalo. Nearly all of this material was created for the Fifth Edition rules, but should plug in with little adaptation to most of the other published editions. Where material has been adapted or borrowed from other sources, I have made every effort to provide credit for such; if I have been amiss anywhere, please let me know. This is intended as an assortment of house rules and addenda to the “official” rules; it is not a monolithic alteration of the work, but a collection of interchangeable parts that may be applied or rejected according to your own preferences. Use any or all of it as you will in your games – may your dice be hot and your characters cool. Tunnels & Trolls is a trademark of Flying Buffalo, Inc. These rules addenda are copyright ©1999 by Bruce V. Edwards and published under the Creative Commons Attribution-Share Alike 3.0 License (http://creativecommons.org/licenses/by-sa/3.0). The contents of the Tunnels and Trolls Treasury have been mostly just copied in from the old html files from the now defunct Treasury website. My apologies for any roughness in the formating. Tunnels & Trolls Treasury - 1

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Page 1: TnT Treasury 2

The Tunnels & TrollsTreasury

from the Cathurian RHQHere be a collection of material developed during a long running campaign of Tunnels & Trolls,

the delightful RPG by Ken St. Andre, published by Flying Buffalo. Nearly all of this material was created for the Fifth Edition rules, but should plug in with little adaptation to most of the other published editions. Where material has been adapted or borrowed from other sources, I have made every effort to provide credit for such; if I have been amiss anywhere, please let me know.

This is intended as an assortment of house rules and addenda to the “official” rules; it is not a monolithic alteration of the work, but a collection of interchangeable parts that may be applied or rejected according to your own preferences. Use any or all of it as you will in your games – may your dice be hot and your characters cool.

Tunnels & Trolls is a trademark of Flying Buffalo, Inc.These rules addenda are copyright ©1999 by Bruce V. Edwards and published under the Creative Commons Attribution-Share Alike 3.0 License (http://creativecommons.org/licenses/by-sa/3.0).

The contents of the Tunnels and Trolls Treasury have been mostly just copied in from the old html files from the now defunct Treasury website. My apologies for any roughness in the formating.

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T&T House Rules.............................................................................................5

Armor Rules......................................................................................................9

          Armor.....................................................................................................................10

          Helms.....................................................................................................................11

          Shields....................................................................................................................11

Kindreds.........................................................................................................13

          Bogeys....................................................................................................................13

          Brownies.................................................................................................................13

          Gnomes...................................................................................................................14

          Primitives...............................................................................................................15

          Sylvan Elves...........................................................................................................16

          Height & Weight Charts for theMajor Kindreds................................................................................................................18

          Level Advancement Bonusesby Kindred........................................................................................................................19

Classes.............................................................................................................28

          Kung Fu Fighter.....................................................................................................28

          Shamans and Shamanic Magic..............................................................................29

          Thief.......................................................................................................................30

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Colleges of the Wizard's Guild........................................................................34

          The College of Enchantments.................................................................................36

          College of Mystical Clowning................................................................................38

          College of Material Magicks...................................................................................41

          College of Medical Magicks...................................................................................44

          College of Hydromancy..........................................................................................46

          College of Meteorology...........................................................................................48

          College of Mental Mysticism.................................................................................50

          College of Golems...................................................................................................52

          College of Geomancy..............................................................................................57

          College of Light & Night........................................................................................59

          College of Hypothermal..........................................................................................62

          College of Pyromancy.............................................................................................64

          College of Necromancy & Sorcery.........................................................................66

          College of Temporal Manipulations.......................................................................70

Magickal Class Systems...................................................................................72

          Crystomantic Wizardry.........................................................................................72

          Herbalist Wizards..................................................................................................81

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          Tarot Cartomancers................................................................................................97

Critter Guide.................................................................................................109

          Dragons & Dragonkind.......................................................................................134

Treasure Tables..............................................................................................138

T&T Character Sheet....................................................................................143

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T&T House RulesAs most Gm's do, I have made a few alterations to the basic rules that suited me and my gamers.

Many of the sections withing the Treasury were created with these House Rules in mind. These rule changes are not, however, necessary to the Treasury addenda; you may use them or not as you prefer.

Experience (Adventure) Points

XP for magicWizards & Rogues should be awarded XP for every spell cast "under stress." That is, for any spell

not cast just for the sake of practice. The XP awarded is equal to the Mana cost times the level of the spell.

An extra bonus is awarded for any spell that takes more Mana than the caster has and is successfully cast. In this case, award five times the normal XP for that spell.

XP for Saving RollsThe rules state that the character should get as many XP as the total of the SR die roll times the SR

level. As this is too much "nickel & diming" for my taste, I use a slightly altered system that gives pretty much the same results.

As the average result of a 2d6 roll where doubles add and roll over is 8.4 (roughly), one can simply multiply this by the number of levels of SRs attempted and get nearly the same number as if one added & multiplied all those separate die rolls. Therefore, the player simply records the levels of SRs attempted during the evening's play. The SR need not be successful, and as a bonus, I allow players credit for the level of SR actually made if it exceeds the required level. (e.g., a player attempts and fails a L1 IQ SR, then she attempts and makes a L2 DX SR, and then she attempts a L1 LK SR but actually scores a L3 SR; so she now has a total of SIX levels worth of SRs recorded.) At the end of the play session, multiply the number of SR levels by 8.4 to determine the total XP awarded for Saving Rolls

XP per LevelThe original level advancement schedule is a little uneven. The following revision maintains the

same basic profile but smooths out the mathematical curve:

LEVEL XPs

2 10003 30004 70005 15,0006 27,0007 45,0008 69,0009 100,000

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10 140,00011 190,00012 260,00013 360,00014 500,00015 700,00016 1,000,00017+ (doubled every level)

Level Advancement BonusesI prefer that my characters retain their kindred advantages & penalties throughout their lives.

Therefore, the following rule is amended to 2.14:

Each kindred's attribute modifiers apply also to the level advancement bonuses. First, figure the bonus as stated -- either the level number or half that -- but do not drop any fractions yet. Then, modify that number by any kindred modifier and drop all fractions. As you can imagine, this can produce a high-level hobbit with a phenomenal CON, but he'll still be a weakling.

For a list of the modifiers and tables of pre-calculated bonuses, see the Level Advancement page.

ManaI decided to add the attribute Mana to the game for the best of "Approved T&T" reasons:

simplicity. Using strength as the spell-casting fuel simply brought up too many questions ("Is this ST only good for spell-casting? Does it reduce my combat adds when I cast a spell? Why doesn't that shriveled up old wizard with a ST of 47 just smash down the door, beat the villain to a pulp and then cast a spell?" etc.).

Mana is a seventh attribute possessed only by traditional wizards and rogues. Warriors and other non-magical classes do not have this attribute at all. Mana replaces Strength in all spell-casting applications.

In addition to spell casting, Mana may also be used to boost the caster's own combat adds. One point of Mana is good for one extra add for one combat round. A character may not more than double his or her combat adds through mana-boosting. However, even just one add from Mana makes all that character's attacks that round "magical" in nature.

Excess ManaIf Mana is reduced to zero or below, the character is not dead but does fall unconcious for (d6 +

excess mana) game turns. If an attempt is made to cast a spell that requires more Mana than is available, the spell-caster must make a LK SR at the level of the spell. If the roll is failed, Mana is reduced to zero and the spell is not cast. If, however, the roll succeeds, the spell is cast but the excess Mana is supplied by permanent loss of points from other attributes (roll randomly for which attribute each separate point is taken from).

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The following table lists the Mana attribute modifer for the major kindreds:

Human × 3/2

Elf × 1

Dwarf × 3/4

Hobbit × 2/3

Leprechaun × 3/2

Fairy × 1

Orc × 2/3

Gremlin × 1

For a larger list of Mana modifiers, see the Level Advancement tables.

Equipping Faerie FolkFairies, Brownies and kindreds of similar size have special considerations for miniature armor and

weapons.

Melee WeaponsAll classes except wizards may choose any weapon from the lists, ignoring ST requirements. Cost

and weight is one tenth normal. All one-handed weapons get two dice; all two-handed weapons get 2d + 3.

Missile WeaponsCost, weight, and range are one tenth normal. The ST requirement is reduced to one fourth

normal. The weapon's dice are reduced to one third normal (round up).

ArmorThe choice of armor is very limited -- the amount of protection that can be wrapped around a doll-

sized body is minuscule. The below armor sets are complete and include, if you wish, a helmet (whether or not you wear it is immaterial). The number in the Fly ST column indicates the minimum ST if a fairy character wishes to fly while wearing this armor (regardless of weight carried); this is cumulative if a shield is also taken.

armor fly ST gp wu

micro-Leather 1 2 4 30

micro-Mail 2 3 15 40

micro-Plate 3 4 40 70

Shield 1 1 3 30

If Mithril armor is used, add one to the protection, subtract one from the Fly ST, cut the weight in

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half, and multiply the cost by ten thousand.

In general, decrease the weights and costs of faerie equipment by one tenth. Keep in mind that a fairy lantern will cast very little light, and a brownie rope and piton set will be of very little use to a 200 pound dwarf.

Notes on availability

If the character belongs to a guild (Fighters', Wizards', etc.), the appropriate items are usually available there. Otherwise, they may have to journey to a native settlement.

The Endless Combat ProblemAll T&T veterans know that the combat rules have one little glitch -- if two opposing forces have

high dice weapons and heavy armor, it can be very difficult for either side to score hits on the other. For example, if two dwarves rolling 5d + 20 and wearing 40 points of armor try to fight to the death, they will more likely starve than actually be stabbed. There are two reasons for this difficulty: first, the high armor values available to warriors and, by extension, to the party as a group; and second, the steep bell curve produced by three or more dice.

Without regard to the mathematics of bell curves, the simplest & easiest solution to this problem is one of the many "critical hit" variants in use among T&T gamers. I use the following version:Regardless of the combat totals or other outcome of the combat round, all natural SIXes rolled by a combatant count as one hit directly to the CON of the opponent. This neatly bypasses the armor issue and does not involve math or recordkeeping. I don't generally use this method in all cases, but when a combat seems to be going on too long, I will invoke the rule at that point.

With this method (or any of its variants) the fighter with the greater number of dice is given a slight edge. The down-side to this method is that if dice are relatively equal, the fighter (or group) with less CON is almost certainly doomed. And it can still take a great deal of time resolve the issue, particularly with high level combatants.

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Armor RulesThe armor system given below replaces both the "simple" and "complicated" systems in the fifth

edition rulebook. It is, however, completely compatible with both and may be used alongside them and in all the solo adventure books. Personally, I found the simple system too simplistic and the complicated system too -- well, complicated. Thus, I crafted from the actual armor statistics a middle ground that my friends have found very playable.

First principle: There are three distinct bits of armor that any person may wear:

1. Helmet

2. Shield

3. Armor, meaning body armor

Only one of each type may be used. The ST requirement given is cumulative and the total must not exceed the wearer's Strength. Body armor is of two general types:

• Cuirass -- covers the torso, shoulder and hip (typified by the Roman Lorica).

• Full -- an extended cuirass including attached gauntlets and greaves.

• * -- any armor marked with an asterix is too cumbersome for constant use; a character may wear such armor for as many (10 minute) turns as their CON; after which they lose one point of ST every turn they are not resting. Lost ST is not recovered until the armor is removed.

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Armorarmor ST req gp wu

Cloth Cuirass 1 1 15 50

Full Quilted 2 1 30 70

Leather Cuirass 3 1 30 150

Ring Cuirass 4 2 70 240

Scale Cuirass 4 3 35 500

Full Leather 5 1 40 170

Lamellar Cuirass 5 2 200 570

*Full Ringmail 6 3 90 270

Mail Cuirass 6 6 150 800

*Full Scale 7 6 70 720

*Full Lamellar 8 4 385 860

Bronze Cuirass 8 5 100 900

*Full Mail 9 11 285 1160

*Full Composite Plate 11 10 480 950

*Full Plate Suit 14 12 600 1200

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Helms armor ST req gp wu

Leather Cap 1 1 10 25

Greek Helm 2 1 15 35

Full Helm 3 1 20 50

Shields armor ST req gp wu

Buckler 3 1 10 75

Target Shield 4 5 35 300

Aspis (medium) 5 5 65 450

Tower Shield 6 6 100 550

Adjustments for Character's Size:

• If the PC is 7 feet or taller: Increase cost and weight by 50%. • If the PC is 3 to 5 feet: Decrease weight by half, cost by one fourth. • If the PC is under 3 feet: Decrease weight by three fourths, cost by half, and decrease the protection value by half (round up).

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Mithril ArmorMithril armor's chief practical value is its light weight. What really makes it so desirable is the suitability of mithril for magicks -- mithril armor is ready to accept enchantments of any level and can hold them for any duration (they may also get a save versus dispellment).

armor ST req gp wu

Mithril Ring Cuirass 4 1 630,000 100

Mithril Full Ringmail 6 1 800,000 120

Mithril Mail Cuirass 6 2 1,350,000 300

Mithril Plate Cuirass 8 3 900,000 400

Mithril Full Mail 9 5 2,500,000 450

*Mithril Full Plate 15 6 6,000,000 600

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KindredsHere are a few additional playable races that have “evolved” into my game over the years.

Following these are comprehensive height, weight, and level advancement charts for all the kindreds.

BogeysThe Bogeys -- also known as boogey-men and woogie-woogies -- are frightening little creatures

whose main province is retribution and vengeance, and often serve the gods in these matters. Their primary power is the ability to scare the living bajeezus out of just about anybody.

Bogeys take no class; they are just boogey-men. Also, Bogeys will always move in total silence, even when walking on dry leaves and such. For my idea of what a Bogey looks like, check out Brian Froud's illustration of a "bogle" in his book Faeries. Short & spooky looking.

Natural MagicksAll bogeys have two natural spell abilities. Note the special cost requirements:

Coyses / [D] / 2 LK / range 50'This will cause the required level of all the victim's Saving Throws to be tripled for 24 hours. The cost is two point of Luck per 24 hours duration of the curse. Luck is recovered at two points each midnight.

Bogey-Bogey! / [E] / 1 ST --This causes the Bogey to swell in size (but not ST). The cost is one ST per additional two feet in height. It lasts one turn or until dismissed. The strength is recovered normally at one per turn.

AttributesKindred attribute modifiers are as follows:

ST ×1/3 IQ ×1.5 LK -- DX --CHA ×3(negative)CON ×1/2Mana ×1/2

BrowniesThe best way to describe Brownies is as 6 inch tall, mischievous, party-loving picts. Better yet, just

watch the movie Willow. Their one real advantage in life is a remarkable durability -- they are hard to kill.

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Brownies do not have free choice of class -- they are all warriors. However, all brownies also have the gift of being able to create magical potions and powders (but not scrolls or enchanted items -- see the College of Material Magicks for details). They must learn their "spells" (recipes) in the same way as rogues, but can only learn spells of at least two levels below their experience level (in addition to meeting the IQ and DX requirements). Thus, a brownie must be at least third level before creating "vorpal blade oil" or "knock-knock dust."

Brownies only get 1d - 3 in unarmed combat (they get 1d if fighting brownie-sized creatures).

Brownies live in numerous out-of-the-way settlements, mostly in deep woods or high mountains, scattered throughout the Great Land.

Rhea is the patron deity of the Brownies.

AttributesKindred attribute modifiers are as follows:

ST ×1/4 IQ ×3/4 LK -- DX --CHA --CON ×3Mana na

GnomesThe gnomes are a wise folk and live close to nature without much concern over gain or loss. All

gnomes must be classed as rogues.

There are no major gnome villages -- most gnome families live in isolated homes, frequently built beneath a great tree (or even inside one).

Demeter is the patron deity of the Gnomes.

Natural MagicksAll gnomes have the gift of the Down Under spell. This "reverses" the gnome (not another person)

so that they walk on the underside of the surface of the ground -- they are thus upside down, but may walk as easily as if through air and can see for about 100 feet through ordinary soil (rock is opaque). While underground, the gnome walks as normal and can pass through natural stone formations, but not crafted stone (such as the foundation of a building); although this may be climbed "over" as one might attempt climbing over a wall. The spell costs 2 Mana points for 10 minute duration and may be extended (for another 2 points per 10 minutes) as long as the gnome has Mana left.

AttributesKindred attribute modifiers are as follows:

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ST ×1/2 IQ ×1.5 LK ×1.5 DX --CHA --CON ×1/2Mana --

PrimitivesThe Primitives, sometimes called "cavemen", continue to live a simple stone-age life on the fringes

of the more advanced cultures. Their lifestyle & culture is similar to the Native Americans prior to the introduction of horses, and genetically, they are Neanderthals.

Primitives may be Warriors, Rogues, or Shamans (never wizards, or other specialist classes). Note also that as rogues, they will be shaman-rogues. Refer to the Shaman rules.

The rare appearance of a primitive as an adventurer may be due to their having been exiled from the tribe, or perhaps curiosity about the civilized world got the better of a more intelligent specimen. Most often, however, it is the result of a decision to pursue a Glory Quest. After gaining fame & fortune (and a few levels), the primitive will return to his or her tribe to assume a position of leadership.

Special: any primitive that starts with an IQ of 12 or better knows the language of their tribe's totem animal.

TribesThere are six distinct tribes of Primitives; each is a separate cultural group and are strangers to all

the other tribes. There are no "relations" between the tribes, and another primitive is no more welcomed by a foreign tribe than any non-primitive.

Roll one die to determine which tribe your character is from. Some tribes have special restrictions or advantages which you should note.

1.Wavemakers totem = the Viper. They live in scattered settlements along the islands & coast of the northwest from Deaf Island northwards. They have frequent battles with the Stick-in-the-eye and Broken Fang orc clans. Restriction: tribe members may never accumulate wealth -- they may have no more possessions than they can carry and no valuables in excess of 1000 gp. All excess must be given away.

2.EarthTouchers totem = the Cougar These are nomads roaming from Rum Lake to the Desert of Desolation. All Warriors & Rogues get an African Throwing Knife, which they are trained to use regardless of DX requirements. Shamans are forbidden to use any weapon, but have a Mana modifier of ×1.5.

3.TundraWalkers totem = the CaribouThese nomads roam along the furthest northeast plains. Restrictions: no tribe member may ever use swords or shields. However, Warriors & Rogues may use two 3-die clubs without penalty if their ST is 11 or better. All tribe members including Shamans can use any spear.

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4.CaveWarriors totem = the Cave Bear They live in the hills along the north coast of Whiskey Lake. Restrictions: tribe members may never use any sort of missile weapon.

5.OceanCliff totem = the Kingfisher This tribe lives along the south coast of the Gulf of Perdition, often trading their fish for weapons from the dwarves of Klubble. This tribe is Matriarchal. Restriction: tribe members may never use any edged or pointed weapons.

6.CliffRunners totem = the Eagle They are strung out along the heights of the Demarcation Mountains, in the area roughly east of Nex Vomica Lake. Restrictions: Warriors may use NO armor other than a shield. Rogues & Shamans may us no armor at all, but both get a Mana modifier of ×1.5.

AttributesKindred attribute modifiers are as follows:

ST ×1.5 IQ ×3/4 LK -- DX ×3/4CHA --CON ×2Mana -- (except for certain tribes)

Sylvan ElvesSylvan Elves, Forest Elves, or Woods-haunters are a very distant relative to the High Elves.

Although they share the pointed ears and comeliness of their taller cousins, there is very little else they have in common. Sylvan elves normally grow to 3 or 4 feet in height and have a deep coppery skin color. Their culture is deceptively primitive -- they are nomadic hunters and gather few possessions and have no native written form for their language. The ancient Elven heritage is revealed, however, in the depth of their traditions and artistry.

The Sylvan elves are deeply spiritual and their ancient, animistic ceremonies revolve around their attachment to the wilderness. Most elves are not literate, but they all have a prodigious capacity for memorizing long speeches or stories. Wood-elf messengers are highly valued by many kings & governments because of this.

Sylvan elf ethics & culture have some profound differences with human & dwarven cultures, but on the whole they are not incompatible. Elves can mix with men & most other kindreds without much difficulty.

Artemis is the patron deity of the Sylvan elves.

Special: each sylvan elf is born with the gift of one language of a woodland creature

CommunitiesSylvan Elves gather into tightly knit tribes, which form an extended family. There are six tribes

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within the Great Land -- each roams (& dominates) one great forest. The first three listed are known for their ferocity and aggressiveness; the latter three are more widely noted for their arts.

1.Two Red Feathers in Darkwood, northwest of Whiskey Lake, in the nation of Distress.

2.Seashells in Deadfall Forest, in the kingdom of Ruin.

3.Leather Drums in the Forest of Venial Sins, west of the Sea of Animal Appetite, in the Territory of Indulgence.

4.Ivory Carvers in Aspenwoods, in the Territory of Indulgence.

5.Otter Claws in Seafoam Forest, in the State of Plenty.

6.Wildrose in Gentle Meadows, in the State of Knowledge.

AttributesKindred attribute modifiers are as follows:

ST ×2/3 IQ -- LK -- DX ×2CHA --CON ×2/3Mana --

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Height & Weight Charts for theMajor Kindreds

Because rolling separately for height & weight sometimes resulted in, um, odd characters that my players had a hard time justifying, I have adapted a height & weight chart from one of my more "serious" role-playing systems.

Roll 3d on the row for your kindred to find your height (in feet ' inches) and your starting weight (in pounds). Then roll again on the table below to find out how the base weight is modified to get the character's actual weight.

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

HumanOrc

5' 1120

5' 2120

5' 3125

5' 4130

5' 5135

5' 6140

5' 7145

5' 8150

5' 9155

5' 10160

5' 11165

6'170

6' 1180

6' 2190

6' 3200

6' 4210

Dwarf 3' 2105

3' 3105

3' 4110

3' 5110

3' 6115

3' 7120

3' 8125

3' 9130

3' 10135

3' 11140

4'145

4' 1150

4' 2155

4' 3160

4' 4165

4' 5170

High Elf 5' 5120

5' 6125

5' 7125

5' 8130

5' 9135

5' 10140

5' 11145

6'150

6' 1155

6' 2160

6' 3165

6' 4170

6' 5175

6' 6180

6' 7185

6' 8190

Sylvan Elf 3' 260

3' 360

3' 465

3' 565

3' 670

3' 770

3' 875

3' 975

3' 1080

3' 1180

4'85

4' 185

4' 290

4' 390

4' 495

4' 595

Hobbit 2' 760

2' 865

2' 970

2' 1075

2' 1180

3'85

3' 190

3' 295

LeprechaunGnomeBogey

1' 824

1' 926

1' 1028

1' 1130

2'32

2' 134

2' 236

2' 338

FairyBrownie

6"0.8

7"0.9

8"1

9"1.1

10"1.2

11"1.3

12"1.4

1' 11.5

1' 21.6

Gremlin 2' 740

2' 844

2' 948

2' 1050

2' 1152

3'54

3' 156

3' 258

3' 360

3' 462

Ogre 7' 2220

7' 4240

7' 6250

7' 8260

7' 10275

8'290

8' 2305

8' 4320

8' 6335

8' 8350

8' 10365

9'380

9' 2395

9' 4410

9' 6425

9' 8440

Minotaur 6' 1190

6' 2200

6' 3210

6' 4220

6' 5230

6' 6240

6' 7250

6' 8260

6' 9270

6' 10280

6' 11290

7'300

7' 1315

7' 2330

7' 3345

7' 4360

Gorilla 5' 1190

5' 2200

5' 3210

5' 4220

5' 5230

5' 6240

5' 7250

5' 8260

5' 9270

5' 10280

5' 11290

6'300

6' 1315

6' 2330

6' 4345

6' 5360

Centaur 7' 1500

7' 2510

7' 3520

7' 4530

7' 5540

7' 6550

7' 7560

7' 8570

7' 9580

7' 10590

7' 11600

8'620

8' 1640

8' 2660

8' 3680

8' 4700

Rock Person

5' 1600

5' 2610

5' 3625

5' 4650

5' 5675

5' 6700

5' 7725

5' 8750

5' 9775

5' 10800

5' 11825

6'850

6' 1875

6' 2900

6' 3925

6' 4950

now roll 3d again and multiply the base weight by:

3-4 × 0.8

5-6 × 0.9

7-8 × 0.95

9-12 no change

13-14 × 1.05

15-16 × 1.1

17-18 × 1.2

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Level Advancement Bonusesby Kindred

If you decide to use the Kindred-specific level advances as explained in the House Rules, these charts provide the pre-calculated bonuses for the first five levels for the major kindreds (at least the major ones in my campaign world).

HumansST IQ LK DX CHA CON Mana

-- -- -- -- -- -- 3/2

level ST IQ LK DX CHA CON ST/CON Mana

2 2 1 4 1 1 2 1/1 3

3 3 1 6 1 1 3 1/1 4

4 4 2 8 2 2 4 2/2 6

5 5 2 10 2 2 5 2/2 7

6 6 3 12 3 3 6 3/3 9

DwarvesST IQ LK DX CHA CON Mana

2 -- -- -- 2/3 2 3/4

level ST IQ LK DX CHA CON ST/CON Mana

2 4 1 4 1 0 4 2/2 1

3 6 1 6 1 1 6 3/3 2

4 8 2 8 2 1 8 4/4 3

5 10 2 10 2 1 10 5/5 3

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6 12 3 12 3 2 12 6/6 4

High ElvesST IQ LK DX CHA CON Mana

-- 1.5 -- 1.5 2 2/3 --

level ST IQ LK DX CHA CON ST/CON Mana

2 2 1 4 1 2 1 0/0 2

3 3 2 6 2 3 2 1/1 3

4 4 3 8 3 4 2 2/1 4

5 5 3 10 3 5 3 2/1 5

6 6 4 12 4 6 4 3/2 6

Sylvan ElvesST IQ LK DX CHA CON Mana

2/3 -- -- 2 -- 2/3 --

level ST IQ LK DX CHA CON ST/CON Mana

2 1 1 4 2 1 1 0/0 2

3 2 1 6 3 1 2 1/1 3

4 2 2 8 4 2 2 1/1 4

5 3 2 10 5 2 3 1/1 5

6 4 3 12 6 3 4 2/2 6

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HobbitsST IQ LK DX CHA CON Mana

1/2 -- -- 1.5 -- 2 2/3

level ST IQ LK DX CHA CON ST/CON Mana

2 1 1 4 1 1 4 0/1 1

3 1 1 6 2 1 6 0/2 2

4 2 2 8 3 2 8 1/4 2

5 2 2 10 3 2 10 1/5 3

6 3 3 12 4 3 12 1/6 4

LeprechaunsST IQ LK DX CHA CON Mana

1/2 1.5 1.5 1.5 -- -- 1.5

level ST IQ LK DX CHA CON ST/CON Mana

2 1 1 6 1 1 2 0/1 3

3 1 2 9 2 1 3 0/1 4

4 2 3 12 3 2 4 1/2 6

5 2 3 15 3 2 5 1/2 7

6 3 4 18 4 3 6 1/3 9

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FairiesST IQ LK DX CHA CON Mana

1/4 -- 1.5 1.5 2 1/4 --

level ST IQ LK DX CHA CON ST/CON Mana

2 0 1 6 1 2 0 0 2

3 0 1 9 2 3 0 0 3

4 1 2 12 3 4 1 0 4

5 1 2 15 3 5 1 0 5

6 1 3 18 4 6 1 0 6

GnomesST IQ LK DX CHA CON Mana

1/2 1.5 1.5 -- -- 1/2 --

level ST IQ LK DX CHA CON ST/CON Mana

2 1 1 6 1 1 1 0/0 2

3 1 2 9 1 1 1 0/0 3

4 2 3 12 2 2 2 1/1 4

5 2 3 15 2 2 2 1/1 5

6 3 4 18 3 3 3 1/1 6

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BrowniesST IQ LK DX CHA CON Mana

1/4 3/4 -- -- -- 3 nil

level ST IQ LK DX CHA CON ST/CON Mana

2 0 0 4 1 1 6 0/0

3 0 1 6 1 1 9 0/0

4 1 1 8 2 2 12 0/0

5 1 1 10 2 2 15 0/0

6 1 2 12 3 3 18 0/0

PrimitivesST IQ LK DX CHA CON Mana

1.5 3/4 -- 3/4 -- 2 --

level ST IQ LK DX CHA CON ST/CON Mana

2 3 0 4 0 1 4 1/2 2

3 4 1 6 1 1 6 2/3 3

4 6 1 8 1 2 8 3/4 4

5 7 1 10 1 2 10 3/5 5

6 9 2 12 2 3 12 4/6 6

Certain tribes may have alterations to the Mana attributes.

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OrcsST IQ LK DX CHA CON Mana

-- 3/4 -- -- negative 1.5 2/3

level ST IQ LK DX CHA CON ST/CON Mana

2 2 0 4 1 -1 3 1/1 1

3 3 1 6 1 -1 4 1/2 2

4 4 1 8 2 -2 6 2/3 2

5 5 1 10 2 -2 7 2/3 3

6 6 2 12 3 -3 9 3/4 4

GremlinsST IQ LK DX CHA CON Mana

1/2 -- 2 --1/2

negative1/2 --

level ST IQ LK DX CHA CON ST/CON Mana

2 1 1 8 1 0 1 0/0 2

3 1 1 12 1 0 1 0/0 3

4 2 2 16 2 -1 2 1/1 4

5 2 2 20 2 -1 2 1/1 5

6 3 3 24 3 -1 3 1/1 6

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OgresST IQ LK DX CHA CON Mana

2 2/3 -- --1.5

negative2 nil

level ST IQ LK DX CHA CON ST/CON Mana

2 4 0 4 1 -1 4 2/2

3 6 1 6 1 -2 6 3/3

4 8 1 8 2 -3 8 4/4

5 10 1 10 2 -3 10 5/5

6 12 2 12 3 -4 12 6/6

MinotaursST IQ LK DX CHA CON Mana

2.5 3/4 -- 3/42

negative2.5 nil

level ST IQ LK DX CHA CON ST/CON Mana

2 5 0 4 0 -2 5 2/2

3 7 1 6 1 -3 7 3/3

4 10 1 8 1 -4 10 4/4

5 12 1 10 1 -5 12 5/5

6 15 2 12 2 -6 15 7/7

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GorillasST IQ LK DX CHA CON Mana

3 1/4 -- 3/4 negative 3 nil

level ST IQ LK DX CHA CON ST/CON Mana

2 6 0 4 0 -1 6 3/3

3 9 0 6 1 -1 9 4/4

4 12 0 8 1 -2 12 6/6

5 15 0 10 1 -2 15 7/7

6 18 0 12 2 -3 18 9/9

CentaursST IQ LK DX CHA CON Mana

2 -- -- -- negative 3 --

level ST IQ LK DX CHA CON ST/CON Mana

2 4 1 4 1 -1 6 2/3 2

3 6 1 6 1 -1 9 3/4 3

4 8 2 8 2 -2 12 3/6 4

5 10 2 10 2 -2 15 5/7 5

6 12 3 12 3 -3 18 6/9 6

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Rock PersonsST IQ LK DX CHA CON Mana

2 -- -- 3/4 negative 2 3/4

level ST IQ LK DX CHA CON ST/CON Mana

2 4 1 4 0 -1 4 2/2 1

3 6 1 6 1 -1 6 3/3 2

4 8 2 8 1 -2 8 4/4 3

5 10 2 10 1 -2 10 5/5 3

6 12 3 12 2 -3 12 6/6 4

BogeysST IQ LK DX CHA CON Mana

1/3 1.5 -- --3

negative1/2 1/2

level ST IQ LK DX CHA CON ST/CON Mana

2 0 1 4 1 -3 1 0/0 1

3 1 2 6 1 -4 1 0/0 1

4 1 3 8 2 -6 2 0/1 2

5 1 3 10 2 -7 2 0/1 2

6 2 4 12 3 -9 3 1/1 3

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ClassesThese are some optional choices for character classes that crept into my campaign. They should be

entirely compatible with the “official” classes, but not all of them have been thoroughly playtested.

Kung Fu FighterKung Fu Fighters will have mastered only one general type of weapons (sword, hafted, bows, etc.);

any other type of weapon may only be used if the fighter's ST & DX are double the ordinary requirements.

Fighters may wear any armor, so long as the total ST requirement is not more than half the fighter's strength.

In unarmed hand-to-hand combat, a Kung Fu Fighter gets dice equal to his or her level, plus the personal missile adds are used, not the normal melee adds.

Dexterity ArmorIf a Kung Fu Fighter wears no armor at all, he may use his DX as armor -- each point over 12

counts as one point of armor in a melee situation. DX armor is halved if the fighter is attacked from the rear, and is completely ignored if the fighter is unaware of the attack.

Special AbilitiesKung Fu Fighters choose one special ability for each level they gain (including first level). Some

of these are simply skills, others are akin to magic spells and have a ST cost to "cast". This ST cost is not assessed until after the current combat is concluded. All costs are incurred immediately after the battle, and lost CON may not be recovered until all ST is recovered (at the usual rate of one per turn).

These abilities may be chosen for any  level:GrappleMake your regular combat roll -- but if you win the round, you do not score hits. If the "hits" exceed your opponent's DX, you have him pinned; he can break the hold only with a ST SR at your level. (Obviously, this may only be used in one-on-one situations.)

ThrowThis works just like Grapple, except success means you have thrown your opponent to the ground; he is stunned for one round unless he can make a L2 CON SR.

SpeedyStrike ST cost = 5You get two rounds to your opponent's one for the next five combat rounds (essentially doubles your combat total).

Great Leap ST cost = 2You may make one standing leap of a distance/height up to your level x 5 feet (or your ST in feet, if greater).

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The following abilities are for Level  3 or better:Resist Wounds ST cost = 2+You may heal yourself at the cost of 2 ST per CON point, even in the midst of combat.

Grab-A-WeaponYou may pick up any ordinary object (bench, soup bowl, bucket, chair, etc.) and use it as a weapon. Each round choose one option: adds two dice to your unarmed combat roll; or use it as a 10 point shield. Each such "weapon" will survive only d3 combat rounds before it is destroyed or knocked from your hands.

The following abilities are for Level  5 or better:Heroic Weapon ST cost = 10This works just like Grab-A-Weapon (and you must first have that skill as a prerequisite), but the object you pick up is huge (ship's anchor, log, boulder, etc.) but cannot exceed ST x 5 pounds weight. This will serve either to add five dice to your combat roll, or as a 20 point shield. These weapons will last d6+1 combat rounds.

Resist DeathWith this ability, you will not die during combat until you receive enough hits to drive your CON to a negative number equal to your CON. If you finish combat with negative CON, you will die immediately unless magical healing brings your CON back to positive numbers within one combat round.

Iron Fist ST cost = 20If you do nothing else that combat round (even defend yourself), you may strike an object or person with your fist, doing damage equal to the total of all your attributes. Your fist will not be hurt, regardless of what you punch.

Secret Technique ST cost = 15Your opponent gets a L7 IQ SR to see this coming, and thus negate any effect. Otherwise, your opponent gets no combat roll this round -- his total is zero. (if you use this in a mass melee, simply double your combat roll; both rolls if you are also speedy-striking).

Shamans and Shamanic MagicA Shaman is an intuitive Wizard; the primitive world's version of a sorcerer. Magic-users from

uncivilized tribes such as Orcs & Cavemen (see Primitives) will be shamans rather than true Wizards. Shamans function in much the same way as orthodox wizards (and have the Mana attribute). Each shaman has a staff (or rattle, drum, etc.) which functions just like a Staff Ordinaire (if it is ever lost, the shaman must construct a new one herself). They can never use a Deluxe Staff or its equivalent.

The primary difference with Shamans is that they can only gain spells from the spirit world -- they can never be taught spells or learn them from scrolls or books. Shamans also ignore the IQ and DX requirements for spells. Level, however is an absolute limit: a shaman cannot cast a spell at a higher level than his own. IQ puts a limit on the number of spells: a shaman may have a number of spells not more than half her IQ at each level.

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Gaining SpellsFirst level shamans start out with d6 level one spells chosen from the standard list or any of the

specialist colleges. In order to acquire new spells, the shaman must retire to an isolated spot and pursue a Vision Quest. A quest lasts three to five days and the shaman may do nothing else during this time. Once it is over, the shaman will be exhausted and require at least a day to recover. At the conclusion of the quest, the shaman makes a CHA SR. If the roll is successful at the level of the spell desired, the shaman gets his or her choice of spell. If at least a L1 SR is made, the spell is of the desired level but of the GM's choice. If the roll is failed entirely, the shaman still gets a spell, but at a random level and a random spell (unless the shaman has her full quota of spells at that level). If the roll is fumbled, then no spell is acquired. Again, the spell may come from any of the Wizard Guild lists.

Shamanic RoguesCharacters from certain cultures (specifically Primitives and Orcs) may be Shamanic Rogues.

These are handled in the same way as orthodox rogues, but they have the same spell limitations as shamans and can only learn spells from shamans of their own culture (a different tribe is okay, but a Primitive shaman could not instruct an Orc rogue).

Unlike shamans, shamanic rogues must have the required IQ and DX to handle spells. The shaman may then "teach" the rogue one spell of his choice. The process requires a sweat-lodge or similar place of purification. The rogue must fast and go on a one to three day mini-quest, and then will receive the designated spell.

ThiefThieves have limited weapon skills; they may use daggers plus their choice of one other general

type of weapon. If they wish to use a weapon from any other category, they must first get training and meet double the normal ST and DX requirements.

Armor protects thieves at face value -- plus they can only wear armor that has a total ST requirement that is not more than half their strength.

Thieves automatically get reduced levels on their Saving Rolls for moving silently and climbing walls (unless they forget to remind the GM). Also, they may attempt Saving Rolls for the following actions: Pick Pockets, Pick Locks, Remain Unseen in Shadow, Pass Small Portals (up to half the normal size required), and Disguise (all these are normally DX SRs).

Thieves' GuildLike most enterprises in the Great Land, criminal activity is monopolized by a powerful guild

house. The Thieves' Guild is a shadowy organization, but not an entirely secret one. Most traders and merchants will know how to contact the guild as easily as any street thug. Any thief entering a new territory must check in with the local guild and clear any major operation with the guild hierarchy (you may be refused permission if your target has already purchased "protection").

Any criminal gains less than 100 gp per week are free and clear. Any thefts greater than that value

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must fork over at least ten percent to the local guild; failure to do so will result in unpleasant retributions.

PoisonsThe Thieves' Guild also controls the production of poisons and blade venoms, and it is to them that

even respectable gentry come to get their Curare or Spider Venom. To higher level thieves with proven ability (sufficient DX and IQ), the Guild will provide alchemical training in poison brewing -- for a fee.

Rogue ThievesA Thief may also be a Rogue class; these have the same armor and weapons restrictions as normal

thieves, but may not attempt any of the special skills. Instead, they use spells to do their dirty work.

Thief Rogues must learn their spells from the cranky old wizards of the Thieves' Guild, who charge very high prices. Most proper wizards will refuse to teach spells to thieves, but even if one is conned into doing so, it may be to no avail anyway. The embittered old wizards who sell their services to the Thieves' Guild have tended to develop magicks along subtly different lines than the Wizards' Guild, and this difference may be too much for a thief rogue to overcome. If a thief does learn a spell from an orthodox wizard, he must make an IQ SR at the level of the spell on the following day, or he will completely forget it.

The spell list available from the Guild wizards is a little different from the standard list. The spells listed below with no description are exactly the same as the standard spells.

Special Notations: "D" -- spell may be cast at higher levels for increased duration "E" -- spell may be cast at higher levels for increased effect "#" -- base spell cost in ST (or Mana)

Spells of the Thieves Guild

Level One  1000 gp IQ = 10, DX = 8

Detect Magic 1

Lock Tight 1

Will-o-Wisp 1

Knock-Knock 2

Oh-There-It-Is 4

No-Feel-ums / 3Renders all others incapable of feeling the thief's activities on their person, such as pocket picking or even poison injecting. Lasts one round only.

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Level Two  2000 gp IQ = 12, DX = 9Hidey Hole 10

Cat Eyes 6

Glue You 8

Little Feets 8

No-Hear-ums / [D] / 5Completely silences any activity done directly by the thief (caster). You can drag a table silently, but if a lamp falls off it, there will be a noise. Lasts one turn.

Sleep Tight / 9 / 30' rangeCast on a sleeping person, it will keep him asleep for one hour. Only a Dis-spell can awaken him.

Level Three  3000 gp IQ = 14, DX = 10Slush-Yuck 15

Rock-a-Bye 11

Fly Me 7

No-See-ums / [D] / 12Renders the caster invisible for one turn.

Crossed Tracks / 8Hopelessly confuses any trail left by the caster & her party. Can only be followed by using a Second Sight spell.

Assay / 6Accurately determines the value of precious metals & stones; also spots fakes and worthless items.

Level Four  4000 gp IQ = 16, DX = 11Wink Wing 14

Dum-Dum 8

Double Double 18

Upsidaisy 9

Snooze Alarm / 12This is a simple ward; placed on a container or across a threshold, will instantly awaken and alert the caster when it is triggered. Lasts for 12 hours or until triggered.

Instant Banking / [E] / 20When cast upon a collection of loot (not exceeding the caster's IQ in pounds), the goods will sink without a trace into the ground beneath. It will stay there, safe from water, worms, & other natural hazards (but not from discovery by others). The caster may recall it to the surface at any time, but after one year and a day, the spell dissolves and the treasure reappears.

Level Five  5000 gp IQ = 18, DX = 12Mind Pox 39

Zingum 36

Second Sight 30

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Trust Me / 30If cast upon a victim whose IQ+LK+CHA ( or MR) is less than the caster's, will cause the victim to believe completely whatever the caster says. Lasts d6 hours. However, if the intended victim proves to have too high attributes, the victim then conceives a great loathing for the caster and seek to denounce him to the authorities or just pound his face in.

Silvernose / [D] / 12Allows the caster to smell the scent of silver for one turn.

Level Six  6000 gp IQ = 20, DX = 13Mystic Vision 15

Wall of Thorns 14

Wall of Wood / 16This conforms to all the standards for Wall spells; this one is made of foot-thick oak beams.

Goldnose / [D] /15Allows the caster to smell the scent of gold for one turn.

Level Seven  7000 gp IQ = 22, DX = 14Invisible Wall 27

Jemnose / [D] / 20Allows the caster to smell the scent of precious gems for one turn.

Exchange / 30This spell transmutes precious metals (including coins) into gems and vice versa. The total value in the exchange cannot exceed the caster's (IQ x 1000) in gp; no value is lost in the exchange. The gems thus created will be uncut and unexceptional, of random types, weighing a hundredth of what the metal weighed (roughly). The reverse process will create the equivalent value in (roll 1d6):1 = gold dust2-3 = gold nuggets4-5 = silver nuggets6 = gold coins

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Colleges of the Wizard's Guild

Copyright © 1998 by Bruce V. Edwards

Ages ago, great sages of the Guild would join together to promote the study of their favored types of magicks. These evolved into formal organizations, each developing specialized spells and assembling courses of study to teach other mages how to handle these spells. The magicks of each college began to develop along subtly different lines, and special training was required before the unique spells could be learned by other mages.

These colleges are now available to all members of the Guild. Student mages must complete the special course of study to master the peculiar visualizations and psychic techniques of each college. Applicant's must be of the requisite Level required by the college and pay the tuition fee. After spending the required time in training and study, the student must make an IQ SR in order to successfully complete the course (if he fails, he does not get his money back, but may try again later -- after paying the fee again). When successful, the graduate receives one spell as a gift. Thereafter, the graduate is qualified to purchase the college's spells as well as the standard Guild spells.

These unique spells cannot be learned by a mage until they have completed the college's course of study. Note that the availability of these spells depends upon the presence of another graduate of that college. Any graduate can teach a spell to another graduate, but only graduates of at least 12th level are qualified to instruct others in the secrets of the college.

collegeminimum

leveltuitionin gp

durationof seminar

Level of SRrequired

Enchantments 2 1500 1 week L1

Clowning 2 2000 1 week L1

Material Magicks 3 3000 12 weeks L1

Medical Magicks 3 2000 1 week L1

Hydromancy 4 3500 1 week L2

Meteorology 4 4000 1 week L2

Mental Magicks 5 4500 2 weeks L2

Golems 5 6000 4 weeks L2

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Geomancy 6 7000 2 weeks L2

Light & Night 6 7500 2 weeks L2

Hypothermal 7 12,000 2 weeks L3

Pyromancy 7 14,000 2 weeks L3

Necromancy 9 35000 1 month L4

Temporal Manipulation

9 21,000 1 month L5

A note on the spell descriptions: A '[D]' in the first line indicates that the spell may be cast at higher levels for doubled duration; a '[E]' indicates it may be cast at higher levels for doubled effect. Then follows the ST (or Mana) cost and the range, if applicable( a '--' means a range of 'touch').

Credits

With the exception of the colleges of Golems, Material Magick, and Mystical Clowning, many of the spells in these colleges were inspired by & adapted from the elemental spells found in Dave Nalle's Ysgarth Rules System (1980 edition). Mr Nalle & I corresponded briefly regarding various magic systems -- wherever you are, Dave, good gaming to you.

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The College of EnchantmentsAt this college you will practice the theory of perceptual reality alterations. The College of

Enchantments is not so much a specialist school as an advanced course-- it has been, after all, the major source for the standard guild spells. You will receive the training necessary to sharpen your discipline in perceptual alterations, which will allow you to wield the college's specialized spells.

A wizard must be at least Second Level to attend this college. The tuition is 1500 gp; the seminar requires one full week of intense study and an L1 IQ SR is required to pass. Upon successful completion of the course, you will receive the Alarums spell. The remainder will be available for you to purchase at the Guild.

Level One -- IQ = 10, DX = 8

Alarums / [D] / 4 / --This is placed across an opening, on an object, or on an area of 10 foot radius. If the area is disturbed or crossed, the caster will be alerted. Lasts 100 hours.

Level Two -- 750gp IQ = 12, DX = 9

Chameleon / [D] / 5 / --The person will blend into any background and be harder to hit & easier to hide (by half). In melee, this will halve the attacker's adds. Lasts 1 turn.

Level Three -- 1250gp IQ = 14, DX = 10

Pretty Ugly / 6 / --Will double or halve CHA (caster's choice) for 1 hour.

Level Four -- 1750gp IQ = 16, DX = 11

Slamshut / [E] / 10 / range 30'Will close an opening of window (half-door) size; the surrounding material closes in and has its ordinary resistance to breakage, etc. Lasts one hour if not smashed. Increased levels increase the size of the opening allowed.

Ward Warn / 18+ / --Placed across an opening, on an object, or an area of 10 foot radius with one other spell (which adds its mana cost to this); that encapsulated spell will go off on the first being to cross/disturb the warded area. Lasts until triggered or canceled.

Level Five -- 2250gp IQ = 18, DX = 12

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Peekaboo / 15 / --Renders any material (less than a foot thick) transparent for one turn. The area of transparency can be up to (level) inches in diameter.

Level Six --2750gp IQ = 20, DX = 13

Animation / [D] / 20 / range 50'Animates any inanimate object in a cartoony fashion; it sprouts legs & arms as necessary, and can manipulate objects and obey simple commands. Its effective ST & DX depend on its original composition & form. Lasts one turn.

Level Seven -- 3250gp IQ = 22, DX = 14

You Will Talk / 25 / --Endows an inanimate object with a mouth & the power of speech for 3 turns. The apparent intelligence of the object will be very rudimentary, but depending upon GM's determination, effective IQ will actually increase with fine workmanship and greater age of the object (e.g., a cheap, new leather belt will be a useless dimwit, but a finely wrought antique chair may be very erudite).

Open Sesame / 15 / --Creates an opening in a physical barrier about five feet across. The depth/length of the passage may be up to the caster's level in feet. If the barrier is thicker than that, the spell fails completely. Will last for one hour unless dispelled.

Level Eight -- 3750gp IQ = 24, DX = 15

Statuesque / [D] / 20 / --Allows the caster to petrify himself. He retains vision & hearing and may cancel the spell at any time. Lasts one hour.

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College of Mystical ClowningThis is the college that some have named the High Magick of Low Humor. Many of these spells

are very ancient, and despite their whimsical origins can be quite useful in practical situations. They have fallen out of general use, however, not so much for their undignified nature as for their limitations and Saving Roll allowances. Nonetheless, they continue to be popular for their original intents, and this college exists to preserve these specialized examples of the mystic arts.

A wizard must be at least Second Level to attend this college. The tuition is 2000 gp; the seminar requires one full week of intense study and an L1 IQ SR is required to pass. Upon successful completion of this course, you will receive the Hotfoot spell. The remainder of the college's spells will be available for you to purchase at the guild.

Note that due to the mischievous nature of the wizards who developed these spells, they have all been carefully designed to suppress any revealing side-effects. These spells are accompanied by no lights or sounds that may give away the prankster.

Level One -- 250 gp IQ = 10, DX = 8

Hotfoot / [E] / 7 / range 30'This causes one target to experience the momentary sensation of having a lit match stuck between the toes. This can affect any number of targets, so long as the combined CHA (or MR) does not exceed the caster's IQ. Higher levels double this limit.

StickyFoot / 3 / range 30'This will glue one target's foot to the ground for a second only (thus if they are not moving, they may never notice). The target's CHA cannot exceed the caster's IQ.

Wedgie / 5 / range 30'This forcibly yanks one person's pants or underpants up into their personal regions. This will halve their adds for at least one round.

Whisper / [E] / 5 / range 10'Originally a message spell of limited utility (note the short range), it was eventually used merely for starting brawls. It allows the caster to "project" his voice so that it seems to be coming from a point right next to the target's ear. The spoken message cannot be longer than (caster's IQ) words. Higher levels double the range.

Level Two -- 500 gp IQ = 12, DX = 9

Antsy / 7 / range 30'This gives any one person the sensation of ants in the pants; it requires a L2 IQ SR to ignore.

Ass-o-Light / 8 / range 30'This causes one target's posterior to burst into flames. The fire is purely visual effect and can do no actual damage; the pain, however, is real. The whole event is but momentary, but will cause complete preoccupation for at least one round. The target can completely deflect

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this spell with a L2 IQ SR.

Giggles / [D] / 10 / range 30'This affects only one target, inflicting a giggle fit that lasts one round. This reduces all personal adds to zero and increases all SRs by two levels. If the target is under stress at the moment, they are allowed a L2 IQ SR to deflect the spell.

Pepperload / [E] / 5 / range 30'This will affect one target whose IQ+LK+CHA cannot exceed the caster's (higher levels increase this limit). Their next mouthful of food or drink (if taken within the next round) will be a pure mixture of curry, tabasco, and jalapeño.

Portal Picture / 4 / --This creates a perfect three dimensional illusion of a passage through a wall or similar barrier. Lasts one (10 minute) turn or until someone bumps into it.

Snuff / [E] / 10 / range 30'This can affect any number of targets, so long as the total CHA (or MR) does not exceed the caster's IQ (higher levels double this limit). They are inflicted with a sneezing fit that prevents any action for one round.

Level Three -- 1000 gp IQ = 14, DX = 10

Drop! / [E] / 10 / range 50'This can affect any number of targets, so long as the total CHA (or MR) does not exceed the caster's IQ (higher levels double this limit). They experience a sudden loss of pantaloon security. This will cause pants or skirts to drop about the ankles; any sort of clothing that fastens about the waist will do -- this won't work on robes, togas, etc.

Dummy Talk / 8 / range 30'The caster can supply up to (caster's level) words that the target will then speak out loud. The target first gets a L1 IQ SR to resist the impulse; even if the target speaks the words, it will have no effect on the attitude or frame of mind, and he can immediately countermand it. Some things, however, once said, are difficult to take back.

Miasmal Fart / [E] / 6 / range 30'This creates a ten foot diameter cloud of the foulest smelling abdominal gases. It is not contained and will dissipate normally. Higher levels double the diameter of the cloud.

Tinkle / [E] / 11 / range 30'This causes one target, whose CHA cannot exceed the caster's IQ, to immediately lose bladder control. The effect may depend on the target's character, and on how full the bladder was (they get a L3 LK SR to avoid any real distraction). If in combat, they will lose all personal adds for one round.

Twinkle, Twinkle Foolish Gold / 12 / range 50'This illusion cause all round stones within fifteen feet of the target point to assume the appearance of gold nuggets and coins. Once a person starts picking them up, they get a L3 IQ SR to discover the illusion. Lasts one turn.

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Level Four -- 1500 gp IQ = 16, DX = 11

Eeek! / [D] / 18 / range 30'This causes one target, whose CHA cannot exceed the caster's IQ, to be suddenly convinced they are completely naked. Lasts one turn.

Whoopie Curses / [D] / 12 / range 30'This curse causes one target to emit loud farts whenever they sit down -- they are allowed an IQ SR at the caster's level to deflect it completely. The effect lasts until the next sunrise. Higher levels double the number of days.

Level Five -- 2000 gp IQ = 18, DX = 12

Perfect Portal Picture / 22 / range 30'This creates the illusion of a passage as in the second level Portal Picture, except that the caster and party may actually pass through it. It disappears when anyone else tries to use it, or after one turn.

Credits: This college owes its existence & most of its less savory spells to Jack Radosevich and family.

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College of Material Magicks

adapted from an article by Roy CramAt this college you will learn the arcane arts of preparing magical items. There is not much new in

the way of spells to learn, but many alchemical skills and artistic crafts must be mastered. There are three specific categories of material magicks: Scrolls, Potions, and Charged Items. A wizard must be at least Third Level to attend this college. The tuition is 3000 gp; the seminar requires twelve full week of intense study and an L1 IQ SR is required to pass.

Scrolls

Scrolls are very expensive and not always reliable (unless demon skin is used). They are, however, the safest way to store spells. They are only usable by the mage who prepared them, unless specific allowances are made during the scroll's ensorcellment. Even then, only wizards and rogues can activate them.

Material requirements: All scrolls must be written on specially prepared skins with special inks. The type of skin used affects the scroll's chances of success. When a wizard or rogue attempts to use a scroll, they roll 2d6; if they roll beneath the success number given below, the scroll has failed and is wasted.

skin typeSuccess for

Wizard Success for Roguecost of skin &

preparation

lamb 6+ 8+ 5 gp

human 5+ 7+ 200 gp

High Elf or Troll 4+ 6+ 300 gp

Dragon 3+ 5+ 600 gp

Demon 2+ 4+ 1200 gp

These skins must be removed and ensorcelled within three days of the "donor's" death.

Pens used to inscribe the scroll must be plucked from a harpy, roc, griffin or similar flying creature with a mystical nature. The ink is usually prepared from mummy bones and demon or fairy (best) or dragon (acceptable) blood. A pulverized gem of at least 10 gp value per level of spell must be included in the mixture.

Preparing a Scroll: enscrolling a spell requires the use of the another special spell. This spell is given to graduates of the college as their departing gift.

Scrollspell (cost special)The strength cost of this spell is equal to the cost of the spell being inscribed plus one point per level of that spell.

It takes one hour per spell level to inscribe a scroll, and at the end of that time, the wizard must make an IQ SR at the level of the spell. If the roll is failed, the scroll and all materials used in its preparation are ruined. A completed scroll is actually a poem of sorts, which should evoke the imagery of the spell effect.

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Casting a Scroll: Reading a scroll is not a quick process; the caster cannot be doing anything else or moving about in any manner. It takes about ten seconds per spell level to read off the entire scroll. Once the scroll is read, it either works or it doesn't, and then the magic is gone and the materials are useless.

Potions & Powders

These can be used by anyone and are consistent in their effects. However, all potions and powders, etc., will have some side-effects, usually due to the noxious chemicals used. The side-effects vary, but will remain the same for each potion type prepared by the same wizard. Also, for each batch prepared, roll 2d6; on a snake-eyes, the magical effect is crocked (reversed or otherwise perverted).

For each type of potion (which may actually take the form of a powder, unguent, tincture, salve, suppository, whatever), suitable materials must be used to absorb the appropriate magical energies. The first step is to create an ordinary item -- a tea, a graphite powder, a lard balm, etc. To this mundane base must be added a small amount of sulfur and garlic, and finally the special ingredient. This special ingredient may be anything -- indeed it may be different from one batch to the next -- but the GM must agree that it is somehow germaine to the spell's effect. Once the preparation is complete, the Wizard need only cast the desired spell into the potion. Finally, player and GM must agree on suitable side-effects. If the special ingredient is very rare or valuable, the side-effects will be less disruptive.

Below are some examples of successful preparations and their side-effects.

Cateyes Drops 75 gp/doseThe special ingredient is the eyes of an owl or cat. While using this preparation, the person cannot endure bright light, and may suffer temporary blindness afterwards (L1 CON SR to avoid). If the eyes of a black panther are used, blindess will never result.

Healing Feeling Elixir 400 gp/doseThe special ingredient is mummy dust. The disease will be cured but the patient will undergo violent convulsions and will have to held down to prevent injury; he will lose about half his hit points in the process anyway (these will be recovered normally). If the dust is freshly scraped off of a "living" mummy, the convulsions will be gentle and will only incapacitate the patient for 15 minutes.

Too-Bad Toxin Potion 280 gp/doseThe special ingredient is stems from the Destroying Angel mushroom. The toxins are driven out of the system through excretion, and the patient will become quite poisonous himself for the next d6 hours. If instead of a mushroom, venom sacs from a winged viper are used, the patient will not become poisonous, but will feel quite ill for about an hour.

Double-Double Drops 700 gp/doseThe special ingredient is blowfish scales. It will double a wizard's IQ, a warrior's ST, or a Rogue's LK for 5 turns, then halve it for another 5 turns. After all this is over, most imbibers will suffer random fits of nausea for the next 24 hours. If giant's blood is used as the special ingredient, there is no nausea, but the halved attribute lasts for ten minutes.

Mixing and overdosing: When two potions are mixed together the results are entirely unpredictable -- the practice is not recommended. Using more than one dose of even the same potion at a time can also be quite dangerous. The effects may cancel or even multiply each other, and the

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side-effects are bound to be memorable.

Charged Items

Charged items include rods, wands, rings, talismans, teacups or whatever pleases the creator's imagination. They are reliable and not usually dangerous. They can only be used by their creator unless specific allowances are made during the object's creation. If such is the case, they may be used by anyone who knows or can discover the key (gesture, word, thought, trigger button, etc.), but tend to be rather volatile and prone to accidental triggering.

Creating such an item requires a suitable receptacle, as for potions. Almost any item can be used, but it must be of high quality and fine workmanship. Once prepared, this object will then absorb a single spell type only, but may hold up to (2d6 minus the spell level) charges, but always at least one. Once used, the item cannot be recharged, so all spells that it can hold must be cast into it at its creation, within one 24 hour period. Casting a spell for absorption by the item will actually cost 50% more mana points than normal. Some example of successful items are:

Gem of Brightness a 120 gp value imperial topaz that holds 10 Will-o-Wisp spells

Knock-Knockera finely wrought cudgel covered in silver filigree, about 85 gp value. It holds 5 Knock-Knock spells, but will explode if used against a barrier sealed by a Lock-tight spell.

Rock-a-Bye RodA silver and copper rod of 700 gp value. It holds 3 Rock-a-Bye spells.

Other ideas include Dum-Dum blackjacks, Wind Whistle bottles, Zombie-Zonk bracelets, Breaker-Breaker shields and Smog bellows.

As mentioned before, any item that has been keyed to be usable by people other than the creator tend to be volatile. If any such item is dropped or roughly handled there is always a 1 in 6 chance that it will spontaneously discharge.

True Enchantments: A regular charged item may be turned into a semi-permanent enchanted object whose spell will repeatedly or continually function. Such an item must be made of truly special materials (they must somehow correspond to the spell effect and be valued at 500 gp per spell level), then charged as normal, then have the spell Some Enchanted Item cast upon it (this is a level 5 spell, available for purchase from the college at a cost of 2500 gp). The mana cost of this spell equals three times the cost of the spell being enchanted. The exact parameters of the item are up to the GM; and despite all the preparations, it is still a "regular" magical construct and is subject to dispelling and un-magicking in all the regular ways.

Really fabulous enchanted items such as Flaming Holy Swords, and Amulets of Invincibility verus Whatsits, etc., are made by demigods, not mortal wizards.

This college is a simplified version of the original system by Roy Cram which appeared in Sorcerer's Apprentice # 15.

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College of Medical MagicksAt this college you will train in the disciplines necessary to apply very specific alterations &

modifications to the living body. All these spells will work equally well on any mammal; you may attempt them on other creatures, but success will depend on certain Saving Rolls. This school will also give you the knowledge to apply Poor Baby, Healing Feeling, and Too-Bad Toxin to any mammal as well.

A wizard must be at least Third Level to attend this college. The tuition is 2000 gp; the seminar requires one full week of intense study and an L1 IQ SR is required to pass. Upon successful completion of this course, you will receive the Owie Begone spell. The remainder of the college's spells will be available for you to purchase at the Guild.

Level One -- 500 gp IQ = 10, DX = 8

Owie Begone / [D] / 4 / --Anesthetizes a person, blocking all pain signals without affecting motor control (this could be hazardous). Lasts three turns.

Clot! / 1 / range 10'Stops external bleeding. (This includes blood drain by a monster, requiring the monster to attack again to restart the drain.)

Level Three -- 1500 gp IQ = 14, DX = 10

Scalpel, Please / 2 per CON / --The caster's finger cuts a clean incision, doing 1 (or more) points of damage. Can be used as a weapon, or to do crude surgery (arrow removal, etc.) without excessive blood loss or risk of further infection.

Splint & Knit / 7 / --Sets and heals one broken bone instantly.

Level Four -- 2000 gp IQ = 16, DX = 11

Ker-Rack! / 10 / range 30'If the caster's IQ is at least half the victim's CON or MR, he will cause one selected limb bone to shatter (this rarely kills, damage is usually 1-3d plus loss of use of limb).

Level Five -- 2500 gp IQ = 18, DX = 12

Rag Doll / 20 / --Cause paralysis. Denies victim all motor control below the neck. The effect is permanent but can be dispelled.

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Level Six -- 3000 gp IQ = 20, DX = 13

Stand Up & Walk / 25 / --Cures paralysis from any cause except a severed spinal cord (a Clone Grown spell will have to be combined with this to cure that condition).

Level Seven -- 3500 gp IQ = 22, DX = 14

Brain Strain / 24 / --Causes permanent insanity. The nature of the insanity -- subtle disorientation to raging lunacy -- is up to the GM, but the experience difference between caster & victim should be taken into account. A 15th level Wizard should be able to induce any desired type of insanity in a 1st level Warrior.

Bread & Water / [D] / 15 / --Suppresses a person's need for food & water for up to three days, after which the lack will have to be made up.

Level Eight -- 4000 gp IQ = 24, DX = 15

Head Shrink / 30 / --Will cure all insanity, except that from a divine cause.

Rippin' Stitchin' / 20 / range 60'Will cause all wounds received (& previously healed) in the past 24 hours to instantly re-open.

Level Eleven -- 5500 gp IQ = 30, DX = 18

Clone Grown / 40 / --Limb regeneration. The stump must not have been cauterized, and the spell must be cast within three days of the severing. The limb will require 10 days to fully regrow.

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College of HydromancyAt this college you will study disciplines involving the element of water. A wizard must be at least

Fourth Level to attend this college. The tuition is 3500 gp; the seminar requires one full week of intense study and an L2 IQ SR is required to pass. Upon successful completion of studies, you will receive the Waterclean spell. The remainder of the college's spells will be available for you to purchase at the Guild.

Level Three -- 1500 gp IQ = 14, DX = 10

Waterclean / 10 / --Completely purifies a quantity of water of all contaminants (including poisons); up to (the caster's level squared) quarts.

Sploosh! / [E] / 10 / range 50'Summons 20 gallons of water from the nearest source (if within a mile or so) and dumps it atop the target.

Level Four -- 2000 gp IQ = 16, DX = 11

Water Puppet / [D] / 15 / --Animates a body of water or vapor (up to one quart per Level of caster); it has movement ability within its natural capacity and will act under the conscious direction of the caster. The range of control is not limited, but it will not act independently or upon instructions. Lasts one turn.

Gill Frill / [D] / 16 / --Allows a person to breath underwater for one hour.

Level Five -- 2500 gp IQ = 18, DX = 12

Float Feet / [D] / 15 / --Allows a person to walk on water for one turn.

Level Six -- 3500 gp IQ = 20, DX = 13

Wall of Water / 12 / --This conforms to the standard rules for Wall spells. It is just a wall of ordinary water. (Drinking it will do no good, any water removed from the wall area disappears. It does, however, make a heck of a swimming pool.)

Level Seven -- 4000 gp IQ = 22, DX = 14

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Mist / 20 / --The caster turns into steam -- it lasts three (ten minute) turns or until dispelled, or dismissed by the caster. Use with caution; you have no voluntary movement in this form, you are at the mercy of the winds (and temperature).

Level Eight -- 4500 gp IQ = 24, DX = 15

Water Spout / [D] / 35 / range 300'Creates a water twister that moves at the caster's direction (up to 40' per round); lasts for two rounds. It will destroy small boats and swamp larger ones, and pick up & hurl about any object weighing less than (IQ × 100) pounds. This spell works only at sea or within 300 feet of a large lake or sea.

Level Nine -- 5000 gp IQ = 26, DX = 16

Water Way / [D] / 20 / --Allows the caster to merge with a body of water and move along within it at a rapid (up to 40 mph) speed. Lasts one hour or until the caster exits the water.

Level Ten -- 5500 gp IQ = 28, DX = 17

Dry Up! / [E] / 30 / range 100'Completely dehydrates one victim (man-sized or smaller); Strength immediately drops to one, and the victim must receive at least one quart of water for each of the next four hours or will perish. Higher levels double either the size or number of victims allowed.

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College of MeteorologyIn this college you will master the particular mental disciplines that harmonize with the element of

air. Most of the college's spells are of low level, but do involve some peculiar visualizations.

A wizard must be at least Fourth Level to attend this college. The tuition is 4000 gp; the seminar requires one full week of intense study and an L2 IQ SR is required to pass. Upon successful completion of studies, you will receive the Skyhole spell. The remainder will be available for you to purchase at the Guild.

Level One

Skyhole / [D] / 3 This will pierce overcast or clouds, creating a hole directly between your position and the sun (or moon, or directly overhead if only starlight is available). Lasts one (ten minute) turn.

Level Two -- 1000 gp IQ = 12, DX = 9

Fresh Breath / [D] / 8 / --Creates enough air for one person to breathe for one hour. It will not create excessive air pressure, and the air will not be contained, but is free to bubble or blow away.

Weathercast / [E] / 7 / --Will give the caster accurate knowledge of the general weather conditions in this region over the next 24 hours.

Level Three -- 1500 gp IQ = 14, DX = 10

Zap! / [E] / 6 / range 150'A lightning bolt leaps from the caster's finger to the target. Damage is 3 dice, no adds.

Level Four -- 2000 gp IQ = 16, DX = 11

Vapor Maker / [spcl] / 10Creates high level clouds; they form within five minutes and last three turns. [If cast at Fifth level (cost = 20), the clouds will be at ground level -- fog.]

Level Six -- 3000 gp IQ = 20, DX = 13

Wall of Wind / 18 / --This conforms to the standard rules for Wall spells. Within the wall's volume, the air is hurtling around at hurricane velocity. Anyone entering it must make a STR SR at the

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caster's level or be hurled back (damage = ½ the caster's level in dice).

Level Eight -- 4000 gp IQ = 24, DX = 15

Twister / 35 / range 100'Creates a small cyclone under the direction of the caster; anything weighing less than (100 × caster's IQ) will be picked up & thrown around. Lasts two rounds and can move at up to 40 feet per round.

Level Nine -- 4500 gp IQ = 26, DX = 16

Weather Master / 30 / --The caster may do one of two things: (a) Control what extant weather there is (rain, wind, lightning, etc.) in a limited way for two turns; or (b) command what the weather will be like on the following day (must not be too unseasonal).

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College of Mental MysticismAt this college you will study the disciplines involving the mind & its modifications. The college

teaches relatively few spells, but many of them have grave moral and social implications -- use them with care.

A wizard must be at least Fifth Level to attend this college. The tuition is 4500 gp; the seminar requires two full weeks of intense study and an L2 IQ SR is required to pass. Upon successful completion of studies, you will receive the True-Tongue spell. The remainder of the college's spells will be available for you to purchase at the Guild.

Level Three

True-Tongue / [D] / 8 / --Forces one person to speak the truth, the whole truth, and nothing but the truth for one turn (10 minutes).

Level Four -- 2000 gp IQ = 16, DX = 11

Sixth Sense / [D] / 10 / --Renders a person quite incapable of being surprised by anything for one hour.

Level Five -- 2500 gp IQ = 18, DX = 12

Flower Power / [D] / 28 / range 50'Causes all within fifty feet (including the caster) to desire nothing but peace & sweetness & harmony for one turn.

Think Throw / [D] [E] / 20 / range 500'Allows the caster to telepathically converse with one person. Target must be known to the caster or within line of sight; Lasts one round. (Higher levels increase range or duration.)

Level Six -- 3500 gp IQ = 20, DX = 13

Mystic Ears / 16 / --The caster can hear what is going on in another known location [clairaudience]. Lasts one (ten minute) turn.

Level Seven -- 4500 gp IQ = 24, DX = 15

Nobody Home / 25 / --To any mystic or psychic probes, the caster's mind will appear as "not there;" a complete blank. His mind cannot be read or even detected. Lasts one hour or until dispelled, or

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dismissed by the caster.

Level Twelve -- 7000 gp IQ = 32, DX = 19

Head Gauge / 40 / range 100'Reveals to the caster the deepest thoughts and inmost motivations of one target. It will reveal demonic possession, psychic control, mental illness, etc.

Level Thirteen -- 7500 gp IQ = 34, DX = 20

Brain Repair / 45 / --Heals points of IQ lost due to illness, injury, magic, poison, or monsters. Will restore all lost IQ, but not to a higher total than the caster's IQ.

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College of GolemsAt this college you will study the demanding disciplines of Golem construction and activation. The

college has but one spell, which is given to you upon successful completion of studies. A wizard must be at least Fifth Level to attend this college. The tuition is 6000 gp; the seminar requires four full weeks of intense study and an L2 IQ SR is required to pass.

ConstructionThe construction of a golem merely requires the appropriate craft skills (sculpture for clay,

carpentry for wood, etc.), and this need not be performed by the wizard but may commissioned to more competent hands -- under proper supervision, of course. The materials are simple and often inexpensive, with the exception of the nervous system. A duplicate of a living being's energy meridian must be built into the golem's body by implanting five special focus crystals at the primary meridian points (hip, navel, heart, neck, & head). These crystals are gems whose value depends on the type of golem.

AnimationOnce properly constructed, the golem is animated with the Fifth Level spell, It's Alive, Igor! (ST

(or mana) cost of this spell is determined by golem type). A golem will follow the instructions of only one master and that person must be specified when the spell is cast. The designated person must be present during the spell-casting or the golem will go berserk.

The Nature of GolemsGolems can perform only one task at a time and will fulfill it literally, regardless of obstacles. The

tasks must be relatively simple ones, but if given a continuous task, a golem will persist until ordered to stop. If given a task that is triggered by some event (e.g., "kill anything that walks through that door"), it can wait indefinitely, ever vigilant (note, however, that in the previous example, it will ignore anything that flies through the door).

Every month, or each time a violent task is performed, roll two dice; if the result is snake-eyes, the golem becomes berserk and proceeds to smash everything in sight and kill anything that moves. Once berserk, control cannot be regained.

Because of their physical nature, all except flesh golems are immune to arrows and similar stabbing projectiles (although they may be affected by secondary effects, such as fire). All (including flesh) golems are unaffected by any disease or poison. Finally, since only the flesh golem has a living brain, all others are unaffected by TTYF, Mind Pox, and other charm & psychic type spells.

To determine the personal stats for a golem, roll 2d6 (not three) for all attributes except IQ, which is always 2. Each golem type then has certain modifiers to apply to the results.

Golem TypesThe table below gives the cost of the creation spell, the time & manner of construction, and the

average cost of the materials and life-gems for each golem type. More detailed description of each type is given below, with attribute modifiers and average combat rolls. A golem's combat roll is a number of dice equal to its Strength multiplier, with adds determined normally.

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Golem TypeSpell Mana Time to construct

cost of materials

cost of gems

Wax 15 1 week, sculpted 20 gp 120 gp

Cloth 17 3 weeks, woven from scraps 15 200

Tar 20 2 days, usually molded 25 150

Paper 222 weeks, folded from large

sheets30 400

Wood 26 3 weeks, carved 20 1500

Clay 30 2 weeks, sculpted 40 2500

Dust 25 1 week, stuffed into a mold 0 1500

Glass 36 1 week, poured into a mold 75 10,000

Ice 321 week, sculpted (not a frozen

mold)0 12,500

Stone 42 4 weeks, sculpted 500 100,000

Iron 50 6 weeks, wrought & cast 1000 200,000

Flesh 154-24 weeks, surgered from the

best bits? na

Wax Golem

Modifiers: 2 × ST

The basic cheap work-horse golem. Temperatures over 90°F do one point to CON per hour. Persistent temperatures below 40°F will immobilize it. Cold attacks slow it by half, but do no damage. Fire attacks do only normal damage.

Combat roll & CON=average: 2d-2, 7 hpmaximum: 2d+12, 12 hp

Cloth Golem

modifiers: 2 × ST, 3 × CON

When in combat, if it rolls doubles on its combat dice, it will enwrap one opponent, pinning them with cloth strips & doing 1 pt/round of strangulation/crushing. An enwrapped victim may break free with a L2 ST SR. If a golem has only one enwrapped victim, it may still attack others normally. Attacks on a golem with enwrapped victims are hazardous -- one third of the hits delivered to the golem are instead taken by the enwrapped victims. Fire attacks have a 2 in 6 chance of setting it ablaze, doing 2 pts/round.

Combat roll & CON=average: 2d-2, 20 hpmaximum: 2d+12, 35 hp

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Tar Golem

modifiers: 2 × ST, 2 × DX, 2 × CON

A favorite inexpensive combat golem. Any weapon used against a tar golem has a 2 in 6 chance of getting stuck, requiring a L2 ST SR to pull free. [If a combatant is left hanging on to a stuck weapon (i.e., attempted the SR & failed), he is at the mercy of the golem and must take a double share of hits.] Roll for "sticking" each round, regardless of whether any hits were scored.

Cold attacks will slow or immobilize it (depending on how many hit points are scored), but do no damage. Any fire attack has a 3 in 6 chance of setting the golem ablaze, doing 1 pt/round but adding one die to its attack roll. If the golem is not on fire, it will regenerate two CON points per round.

Combat roll & CON=average: 2d+2. 14 hpmaximum: 2d+24, 24 hp

Paper Golem

modifiers: 3 × DX, 3 × LK

These golems are just stupendously useful. They can refold themselves into almost any shape -- chairs, animals, parasols, books -- the possibilities are endless. Wounds inflicted by a paper golem are usually…er, paper cuts; those injured who fail a L1 IQ SR have their next combat total halved because of the pain. Any fire attack has a 5 in 6 chance of setting the golem on fire, doing one point per round.

Combat roll & CON=average: 1d+16, 7 hpmaximum: 1d+48, 12 hp

Wood Golem

modifiers: 2 × ST, 3 × CON

Because of their organic nature, wood golems can be given slightly more complex instructions than the average golem; and will not go berserk while actually performing a task (or acting on instructions, even if simply "wait until…"). Blunt weapons are ineffective against wood golems; attackers using such weapons must halve their combat total. Fire attacks have only a 1 in 6 chance of setting it afire, doing one point per round.

Combat roll & CON=average: 2d-2, 20 hpmaximum: 2d+12, 35 hp

Clay Golem

modifiers: 4 × ST, 3 × CON, 2 × CHA(negative)

The classic golem and a sentimental favorite. No one is sure why, but clay golems seem to have a predilection for blood-letting. If given a violent task, even if they don't go berserk, they usually overdo it. Fire attacks have no effect. A bucket of water will do one point, and a heavy rain will do 1 pt/round.

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Combat roll & CON=average: 4d+12, 20 hpmaximum: 4d+36, 35 hp

Dust Golem

modifiers: 2 × ST, 2 × DX

Dust golems can "sift" through small cracks & holes and reform on the other side. Anyone who takes hits from a dust golem must make a L1 LK SR or be blinded by the dust for one round.

Being mostly insubstantial, no weapon can inflict more than one point per round on a dust golem. Fire attacks do full normal damage. A good dose of water will reduce it to a helpless pile of sludge, but when it dries out, it will reform again.

Combat roll & CON=average: 2d+2, 7 hpmaximum: 2d+24, 12 hp

Glass Golem

modifiers: 3 × ST, 3 × CON, 2 × DX

Because they are transparent and reflective, they can be rather difficult to see, particularly in low light conditions. Any opponent who fails a L2 IQ SR must halve their combat total (or if firing missiles, must double the level of the to-hit SR). When hit, a glass golem tends to scatter shards of glass; for every hit point scored on the golem, a like amount must be taken among the melee opponents.

Combat roll & CON=average: 3d+9, 20 hpmaximum: 3d+36, 35 hp

Ice Golem

modifiers: 3 × ST, 4 × CON

Ice golems never go berserk so long as the temperature is below freezing. They may also be magically charged by casting a Freeze Pleeze spell at it immediately upon its awakening. Thereafter, it will be able to cast that spell once per day, with power equal to the original spell as it was cast.

Temperatures above 40°F will do 1 point per hour; above 70°F will do 1 pt per turn. Fire attacks will do normal damage; cold attacks will heal hit points.

Combat roll & CON=average: 3d+5, 30 hpmaximum: 3d+24, 45 hp

Stone Golem

modifiers: 5 × ST, 2 × DX, 5 × CON

Stone golems may use any weapon their ST and DX allow, and often carry tower shields. They

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may be magically charged by casting a Medusa spell at it immediately upon its awakening. Thereafter, the golem will be able to cast that spell once per day and will be immune to Slush Yuck spells.

Each round that a bladed weapon is used against a stone golem, there is a 1 in 6 chance the weapon will lose one add due to chipping.

Combat roll & CON=average: 5d+23, 35 hpmaximum: 5d+60, 60 hp

Iron Golem

modifiers: 6 × ST, 3 × DX, 8 × CON

Iron golems may use any weapon their ST and DX allow. They may also be magically charged by casting a Wall of Iron spell at it immediately upon its awakening. Thereafter, it will be able to cast that spell once per day, either in the normal fashion, or to instantly regenerate all its lost CON.

Blunt weapons and arrows are totally ineffective against an iron golem. Each round that a non-magical bladed weapon is used against it, there is a 1 in 6 chance the blade will completely shatter.

Combat roll & CON=average: 6d+37, 55 hpmaximum: 6d+84, 95 hp

Flesh Golem

modifiers: 3 × ST, 2 × CON, IQ = 1d6

Since flesh golems have an inherent nervous system, meridian crystals are unnecessary. Their bodies are, however, not really alive, and they need no food or water, and are unaffected by climatic extremes, etc.

Roll 1d6 for the flesh golem's IQ. If you roll a 3 or better, it is semi-intelligent and can speak the first language of the original brain. Also, you must now roll for control loss during every task. If control is lost, it will not necessarily go berserk. Instead, it becomes an independent, free-willed being.

Combat roll & CON=average: 3d+5, 14 hpmaximum: 3d+24, 24 hp

Credits

Most of the Golem types in this college were inspired by (or ripped off from) various contributions to the three (out-of-print) volumes of All the World's Monsters edited by Jeff Pimper & Steve Perrin.

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College of GeomancyAt this college you will study the disciplines affecting the element of earth. Many of these

specialist spells will seem mundane, but with practice you can use them to cause quite spectacular secondary effects.

A wizard must be at least Sixth Level to attend this college. The tuition is 7000 gp; the seminar requires two full weeks of intense study and an L2 IQ SR is required to pass. Upon successful completion of studies, you will receive the Cloud o' Dust spell. The remainder of the college's spells will be available for you to purchase at the Guild.

Level One

Cloud o' Dust / [D] / 4 / range 30'Raises a ten foot wide cloud of dust which reduces visibility by half and chokes the breathing of all within (L3 CON SR or lose half STR while in the cloud). Lasts one (ten minute) turn.

Level Five -- 2500 gp IQ = 18, DX = 12

Stone You! / 20 /range 70'All throwing-sized rocks within fifty feet will leap off the ground and hurl themselves at the target. Damage depends on the surrounding terrain, but is at least 2d6 and at most 10d6.

Level Six -- 3500 gp IQ = 20, DX = 13

Dig Dig Dug / [D] [E] / 16 / --The caster can move aside or remove earth (not solid rock) at the rate of 50 cubic ft/Level/round for one turn(five rounds). (A tunnel a man can move through at a crouch is 100 cubic feet per four foot length.)

Level Seven -- 4000 gp IQ = 22, DX = 14

Rubble Crumble / [D] / 25 / range 100'Causes stone to slowly crumble into dust at the rate of 100 cubic feet per round for one turn (total volume = 8 foot cube). Will not work on magical stone (golems, medusa victims, Walls of, etc.).

Level Nine -- 5000 gp IQ = 26, DX = 16

Earth Merge / [D] / 25 / --The caster merges with the ground and may move through it at walking pace; even through solid rock. Lasts for one turn or until the caster "surfaces."

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Level Ten -- 5500 gp IQ = 28, DX = 17

Stone Mold / 30 / --The caster may shape stone as if it were soft clay (does not work on magickal stone). Lasts for one hour.

Ground Grip / 35 / --The caster becomes "rooted" to the earth and cannot be moved; lasts for one hour or until dismissed by the caster. However, the caster also becomes of the same consistency as the ground he is standing on; use with caution.

Level Twelve -- 7000 gp IQ = 32, DX = 19

Instant Burial / [E] / 28 / range 50'The ground will open up beneath one target (of up to ogre size), swallow him and slam shut. Damage done depends on the ground consistency, but usually runs 20 to 120, not to mention suffocation. Higher levels double the number or size of targets.

Level Thirteen -- 7500 gp IQ = 34, DX = 20

Summon Kobolds / 45 / --Kobolds are minor earth elementals and usually have MR's well below 10. The number appearing (popping out of the ground) will have a total MR not more than the caster's CHA. They will obey the caster's commands for one turn, after which they will return to the ground or seek revenge for being commanded to do something really stupid.

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College of Light & NightAt this college you will learn to master the disciplines involving the manipulation of light and the

absence thereof. A wizard must be at least Sixth Level to attend this college. The tuition is 7500 gp; the seminar requires two full weeks of intense study and an L2 IQ SR is required to pass. Upon successful completion of the course, you will receive the Sparkler spell. The remainder of the college's spells will be available for you to purchase at the Guild.

Level One

Sparkler / [D] / 3 / range 30'Creates a yard-wide sphere of glowing motes, which moves about at the caster's direction. It will weakly illuminate a five foot radius. Lasts one turn or until dismissed.

Level Two -- 1000 gp IQ = 12, DX = 9

Moonbeams in a Jar / [D] [E] / 7 / range 50'Creates light -- moonlight intensity -- over a ten foot radius area; lasts one turn. Higher levels may increase the duration or radius.

Night Blight / [D] / 7 / range 50'Creates darkness over a ten foot radius -- not total darkness, but as an overcast night; lasts one turn. Higher levels may either double the duration or the radius.

Level Three -- 1500 gp IQ = 14, DX = 10

Say Cheese / 6 / --Produces a flash of intense light from the caster's palm -- anyone looking that direction (or anywhere in the vicinity if at night) must make an L3 LK SR or be dazzled (halve their combat roll, double their SR's, etc.). If at night, anyone looking directly at the flash will be night-blinded for one turn if they fail a L6 LK SR.

Level Four -- 2000 gp IQ = 16, DX = 11

Sunlight in a Bottle / [D] [E] / 12 / range 50'Creates full daylight in a ten foot radius area; lasts one turn. Higher levels may double the duration or the radius.

Level Five -- 2500 gp IQ = 18, DX = 12

Moon Banish / [E] / 20 / --A lunar eclipse affecting the area within one mile of the caster; lasts for one hour or until dismissed. Higher levels double the radius.

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Glow / [D] / 10 / --The caster glows with torchlight intensity. Those touching him will take 1d heat damage. Those grappling or being grappled take 3d. Lasts one combat round.

Level Six -- 3500 gp IQ = 20, DX = 13

Wall of Gloom / 12 / --This conforms to the standards for all Wall spells. Within the wall area there is total darkness; those entering must make an L6 IQ SR or panic and flee.

Wall of Light / [E] / 22 / --This conforms to the standards for all Wall spells. The Wall glows very brightly, illuminating the area within fifty feet. Anyone entering must take heat damage equal to the caster's IQ and make an L3 LK SR or be blinded for d6 turns.

Level Seven -- 4000 gp IQ = 22, DX = 14

Darkmeld / [D] / 15 / --The caster becomes a part of the night or deep shadow. They are nearly invisible when motionless and only silver or magicked weapons can strike them (however, a successful Medusa spell on a person in this state will kill them). The effect is dispelled by any strong light. Lasts one turn.

Level Eight -- 4500 gp IQ = 24, DX = 15

Sun Screen / [E] / 35 / --A solar eclipse affecting the area within one mile of the caster; lasts one hour. Higher levels double the radius.

Level Nine -- 5000 gp IQ = 26, DX = 16

Fall of Light / [E] / 30 / range 100'This spell works only under direct, unobscured sunlight. It causes a shaft of greatly magnified sunlight to fall upon a five foot radius area. All flammables will catch fire and the heat damage to all in the area equals the caster's IQ × 10.

Level Eleven -- 6500 gp IQ = 30, DX = 18

Stars Out / [E] / 40 / --Eclipses all starlight and moonlight within one mile of the caster; lasts one hour. Higher levels double the radius.

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Level Thirteen -- 7500 gp IQ = 34, DX = 20

Aurora / [D] / 40 / --The caster gains a prismatic aura, all seeing it must make an L3 LK SR or be dazzled (halve their combat rolls, double their SR levels, etc.). The caster is immune to spells cast be dazzled opponents and does touch damage equal to CHA × 1d6. Lasts one round.

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College of HypothermalAt this college you will study disciplines dealing with the derived element of ice and the removal of

heat. A wizard must be at least Seventh Level to attend this college. The tuition is 12,000 gp; the seminar requires two full weeks of intense study and an L3 IQ SR is required to pass. Upon successful completion of studies, you will receive the Jack Frost spell. The remainder of the college's spells will be available for you to purchase at the Guild.

Level Two

Jack Frost / 6 /--Causes a layer of light frost to cover everything within 100 feet of the caster.

Level Three -- 2000 gp IQ = 14, DX = 10

Snowball / [E] / 4 / range 30'Hurls an ordinary snowball; caster must make the appropriate DX SR to hit the target. (The snow sublimates almost immediately after hitting the target.) Higher levels double the number of snowballs -- they may be "thrown" separately or all at once.

Level Four -- 2500 gp IQ = 16, DX = 11

Chill / [D] [E] / 10 / range 20'Cools the temperature of a small object (up to hobbit size) by 20°F for one turn.

Mystic Woollies / [D] / 15 / --Cause the caster or one other person to be impervious to cold & immune to cold damage for one hour.

Level Five -- 3000 gp IQ = 18, DX = 12

Cool It / [D] [E] / 10 / range 50'Drops the temperature within a 25 foot radius by 10°F for one turn.

Level Six -- 4000 gp IQ = 20, DX = 13

Ice Storm / [E] / 16 / range 100'Causes an instant hail storm over a 20 foot radius; it lasts one round and does little real damage (except to crops, etc.). Higher level increase the radius.

Bridge of Ice / [E] / 30 / --Creates a bridge spanning at most 50 feet and capable of supporting (IQ × Level) × 100 pounds. (This is a variant Wall spell and otherwise conforms to those standards.)

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Level Seven -- 4500 gp IQ = 22, DX = 14

Icicle / [E] / 20 / range 100'Hurls a spear-like icicle into one target. Damage only equals the caster's IQ, but anyone taking hits must make a LK SR at the caster's level or lose half their DX (due to chills) for one turn. Higher levels increase the number of icicles -- which may be thrown separately, at different targets, or all at once.

Level Nine -- 5500 gp IQ = 26, DX = 16

Cube You / 25 / range 50'Entraps one man-sized victim in a cube of solid ice. The cube takes (caster's IQ × level) points of damage to smash. Meanwhile, the victim is subject to the normal effects of freezing and suffocation.

Ice Merge / [D] / 22 / --The caster can become one with a body of ice and move through it at walking speed. Lasts three (ten minute) turns, or until the caster leaves the ice.

Level Twelve -- 7500 gp IQ = 32, DX = 19

White Out / [D] [E] / 40 / --A blinding blizzard springs up, covering the area within 100 feet of the caster. All within (except the caster) must make an L3 CON SR or lose three DX per round to the freezing cold; Lasts one full turn. Higher levels double the radius or the duration.

Level Fifteen -- 9000 gp IQ = 38, DX = 22

Summon Ice Demon / 70 / --Summons one Ice Demon that will serve for 1d6 hours. (Refer to Demonology School.) Roll a die for which type you get:

1-3 Class I4-5 Class II6 Class III

{NOTE: until (if ever) I get the demonology school posted on this site, use an ordinary demon made of ice with an MR of 2d6 × 20}

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College of PyromancyAt this college you will learn to master the arts & disciplines of the element of Fire. Use these

spells with caution -- many can cause an alarming amount of collateral damage to combustible materials; and a wizard who is too free with his flames will not be trusted by the community.

A wizard must be at least Seventh Level to attend this college. The tuition is 14,000 gp; the seminar requires two full weeks of intense study and an L3 IQ SR is required to pass. Upon successful completion of studies, you will be given the Flame Flick spell. The remainder of the college's spells will be available for you to purchase at the Guild

Level Two

Flame Flick / 5 / --A small spurt of flame from the finger, which may be "flicked" up to 15 feet away. It may ignite dry combustibles, or do 1-2 points of damage.

Level Three -- 2000 gp IQ = 14, DX = 10

Fireball / [E] / 6 / range 100'A glowing red 6 inch sphere hurtles to the target & explodes. The caster must make the appropriate DX SR to hit, or specify a terminal range for explosion. Damage is 2d, no adds. Higher levels either double the damage or the range.

Level Four -- 2500 gp IQ = 16, DX = 11

Flame Out / [E] / 10 / range 50'Extinguishes a campfire sized fire (or up to four torches). Higher levels put out larger fires (e.g., a bonfire = L6, a house fire = L8).

Invincible Flame / [D] / 14 / range 20'Cast on an existing fire (up to bonfire size), this will cause it to continue burning as long as the fuel remains, regardless of presence of oxygen, high winds, even underwater, etc. Lasts one hour.

Sta-Cool / [D] / 15 / --This renders the caster or one other person impervious to heat & immune to all fire damage (except magical flames created by a caster (or dragon) with greater IQ than this spell's caster) for one hour.

Hot Stuff / [D] [E] / 10 / range 20'Raises the temperature of an object (up to hobbit size) by 20°F for one turn.

Level Five -- 3000 gp IQ = 18, DX = 12

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Hot Time / [D] [E] / 10 / range 50'Raises the temperature in a 25 foot radius by 10°F for one turn.

Hell Gloves / [D] / 20 / --Envelopes the caster's hands in flames. The caster will then do 1d damage by touch (each hand) as well as ignite flammables. This will also grow to envelop any hand-held weapons and add one die to their combat damage as well as render the attack magickal. Lasts one round.

Fire Vision / 26 / --The caster may look into one fire and "see out of" any other fire within five miles. Lasts one turn.

Level Eight -- 5500 gp IQ = 24, DX = 15

Armor of Flame / [D] / 35 / --Swaths the caster's entire body in flames. This has all the same effects as the Hell Gloves spell. It also does 6d damage if grappling or being grappled. It also heats up any melee weapon used against the caster by 20°F per round. Lasts one turn.

Level Nine -- 6000 gp IQ = 26, DX = 16

Fire Portal / 25 / --Allows the caster to step into one fire and out of another up to five miles away.

Level Eleven -- 8000 gp IQ = 30, DX = 18

Spontaneous Combustion / 40 / range 80'Cause one victim to burst into flames and be instantly reduced to ashes. The target is allowed a SR on IQ at (the caster's level minus their level); if they succeed, they still take damage equal to the caster's IQ and their clothing is on fire.

Level Thirteen -- 9000 gp IQ = 34, DX = 20

Fire Storm / [E] / 55 / --A circular wave of raging flames spreads outward from the caster to a radius of 50 feet, doing (IQ × caster's Level) damage and igniting everything that might conceivably burn. Higher levels double the damage or the radius.

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College of Necromancy & SorceryAt this college you will study the mysteries and disciplines of the Dark Arts. As with all spells, the

following are amoral, but many of them have grave ethical and religious implications. Open use of them can gain one an unsavory reputation or even the unwanted attention of the gods.

A wizard must be at least Ninth Level to attend this college. The tuition is 35,000 gp; the seminar requires one full month of intense study and an L4 IQ SR is required to pass. Upon successful completion of studies you will receive the Panick spell. The remainder of the college's spell will be available for you to purchase at the Guild.

Level Six

Panick! / 32 / range 50'All living beings within 50 feet of the caster must make an IQ SR at the caster's level or flee in terror.

Level Seven -- 7000 gp IQ = 22, DX = 14

Older / [E] / 25 / range 25'Adds five years to the age of one person or object (living beings are allowed an L3 LK SR; objects get no SR).

Level Eight -- 8000 gp IQ = 24, DX = 15

Alas, Poor Stiff / [D] / 24 / --Allows the caster to speak with a dead person; the corpse or at least a skull must be present. This does not actually recall the spirit, but merely reactivates the memory & consciousness lying dormant in the remains. Lasts for one round (2 minutes).

Early Grave / 30 / range 30'For all practical purposes, the victim of this spell will appear to nature (& non-intelligent creatures) to be dead. Scavengers may attempt to eat him as he sleeps, and worst of all he will actually begin to decompose -- losing one point of CON each day. Also, no healing of any wounds is possible except by magic. There is no save & the effect is permanent, although it may be removed like any curse.

Level Nine -- 9000 gp IQ = 26, DX = 16

Seance / 25 / --Recalls the ghost of a deceased person if the spirit resides in the Asphodel Fields (not Tarterus or Elysium) [note: in other worlds, this translates to a limitation of only being able to call spirits that are in limbo, not those who have been raised to Heaven or cast into Hell]. A particular person may be specified, or a random ghost will come. A cup of blood must be ready for the ghost to consume; it will then converse for up to one hour (the ghost

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merely refuses to come if there is no blood; these are shades only, with no substance or powers).

Diabolic Pet / 35 / --Summons up a familiar that will serve the caster for 1d years or until banished. It is almost always an Imp, with an MR no higher than the caster's IQ. In addition to their regular abilities, they can also function as a Deluxe Staff for their wizard (although they cannot remember spell requiring a higher IQ than they possess). They must feed daily upon the wizard's blood. [Caution: familiar or not, these creatures are still servants of Hell.]

Living Dead / 40 / --This functions exactly like Zombie Zonk, except that the zombies created will last indefinitely.

Level Eleven -- 11,000 gp IQ = 30, DX = 18

Shadow Valet / 40 / --This calls forth a harmless, invisible spirit that can perform all butler & cook functions for the caster for one full day.

Level Twelve -- 12,000 gp IQ = 32, DX = 19

Limbo Trip / 40 / range 50'Casts one victim into a dimension (plane) of absolute sensory deprivation. Roll 2d; on a snake-eyes, he is consumed by the unknown monsters there. Otherwise, he will return to the same spot three turns (30 minutes) later. If he fails an L1 IQ SR, he will have been driven stark staring looney by the experience. Even the sturdiest of persons usually return screaming and take several minutes to recover.

Circle of Binding / [E] / 35 / --Create a circle on the ground which will contain any ghosts, demons, undead, etc. that may be lured or conjured into it. Only spirits with an MR greater than (caster's IQ × Level) may break free. Lasts one hour.

Level Thirteen -- 13,000 gp IQ = 34, DX = 20

Door #13 / 75 / --Opens a portal to another plane. (There are no known limits to this spell, except that the other plane must be personally known to the caster. So to open a door to Tarterus, you must first have traveled to Tarterus and returned.)

Ghost Glue / 60 / --Temporarily binds a ghost (or the stolen spirit of a living person) into an object. The victim retains consciousness, but cannot employ or exhibit any powers. Lasts one week (but can be made (semi)permanent by the Some Enchanted Item spell).

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Level Fourteen -- 14,000 gp IQ = 36, DX = 21

Master of Corruption / [D] [E] / 50 / range 100'The caster can control all ordinary forms of undead, so long as the individual IQ does not exceed his own, and the total MR does not exceed (caster's Level × (IQ + CHA)). Lasts 12 hours.

Cast Ye Out! / [E] / 60 / --Drives a possessing demon out of its victim (it may then be free to possess another, or attack, etc.). If the demon's MR exceeds the caster's total attributes, or if its IQ is greater than the caster's, it will pass from the victim and possess the caster! (That's what higher casting levels are for, they double the above limits.)

Level Fifteen -- 15,000 gp IQ = 38, DX = 22

Demon Binding / [E] / 85 / --Permanently binds a demon into an enchanted object; it adds the demon's powers to that object, and the caster can then utilize any of the demon's mystic powers through the object. (Example: an ordinary demon is bound into a sword -- the sword gets normal dice, but the regular adds are replaced by the demon's adds, & its attacks are magickal.) The demon's proper name must be known and used in the spell. The victim demon's IQ may not exceed the caster's, nor may its MR exceed the caster's (Level × IQ).

Level Sixteen -- 16,000 gp IQ = 40, DX = 23

Greater Elements / 68 / --Conjures up a greater Elemental -- it will serve for one turn or one task. It will have an MR of (caster's IQ × Level) and have mystic powers to control its element as appropriate.

Level Seventeen -- 17,000 gp IQ = 42, DX = 24

Demon Calling / 120 / --As per the Summoning spell, but if the caster makes an IQ SR, he may specify the type of demon summoned. The level of the SR is based on the desired demon's class or level number if it has one, or equals the average MR/20.

Level Eighteen -- 18,000 gp IQ = 44, DX = 25

Demon Dumping / [E] / 165 / --A more powerful form of Banishing. It will dismiss any demon whose IQ is not greater than the caster's, or whose MR is not greater than the caster's (IQ × Level). Bound demons must first be freed in order to be dismissed.

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Level Nineteen -- 19,000 gp IQ = 46, DX = 26

Soul Snatch / 150 / --Steals the spirit of one victim (must be within line of sight; or may be up to one mile away if the caster possesses a lock of hair or such). Unless imprisoned or bound, the spirit is immediately free to seek out its body again. If the soul is gone for 21 days, the body will die.

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College of Temporal ManipulationsAt this college you will study the arts of manipulating the flow of time. As has been thoroughly

discussed in Guild treatises, it is quite impossible to project oneself or an object into the "past" or "future." However, since the passage of time is an illusion caused by our conscious perception, there are disciplines which can manipulate this illusory flow. In fact, many standard spells accomplish their effects by doing just that. Glue You and Little Feets are actually limited temporal manipulations. Here, you will learn some highly specialized disciplines which play real havoc with the perception of time.

A wizard must be at least Ninth Level to attend this college. The tuition is 21,000 gp; the seminar requires one full month of intense study and an L5 IQ SR is required to pass. Upon successful completion of these studies, you will receive the Superglue spell. The remainder of the college's spells will be available for you to purchase at select Guild halls.

Level Six

Superglue / [D] / 26 / range 30'This is an amplified & concentrated Glue You. The victim cannot move at all for one turn; but is subject to normal time events (he can be moved, hurt, etc.).

Level Seven -- 7000 gp IQ = 22, DX = 14

Speedy Me / [D] / 25 / --Elevates the caster's (or another's) time factor by six. The person operates six times faster, thus "disappearing" to normal time perception (beings in normal time will be unable to see them, although they might sense their smell or psychic presence). They react to gravity, mass, etc., in a way that is "normal" to their perception (thus they would fall six times faster but still take normal damage for the distance fallen). Small objects held in their hand would share their time factor, but living being would not. This spell, therefore, is worthless for combat, as a speeded warrior is unable to do real damage to normal time people (although he might steal their swords).

Speedy Them / [D] / 25 / --Reduces the caster's (or another's) time factor by six. They "disappear" to normal time perception and experience 10 minutes of time while the world goes through one hour. They may see stationary objects and people, but someone moving at walking speed would be invisible to the slowed person. Use with caution, as collisions with unseen horses, etc., can be very dangerous.

Level Nine -- 9000 gp IQ = 26, DX = 16

Watch Stop / [D] / 40 / range 50'This prevents the target from experiencing any time (and therefore, change) at all. They can be moved like a statue, but their posture, etc., will not change, and they are totally invulnerable as the state of their bodies cannot be altered (as by stabbing or crushing). Lasts

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one turn.

Level Eleven -- 11,000 gp IQ = 30, DX = 18

Blink / 30 / --The caster disappears and reappears in the same spot six seconds later. (If another person is now standing there, he will be pushed aside with great force.) You are actually hurling yourself into the future, but maintaining the same "coordinates." This spell can theoretically be cast at higher levels, but it can be suicide to do so. The longer you "hurl," the wider you frame of reference for your coordinates will become. Thus instead of being positioned relative to the ground at your feet, you may be positioned relative to the mass of the world (regardless of how it has rotated or moved in the meantime), or even relative to the ether (which may long since have swept past the world).

Level Twelve -- 12,000 gp IQ = 32, DX = 19

World Stop / 45 / --Increases the caster's (or another's) time factor by 72. See Speedy Me for the basic effects. The speeded person will live through 12 hours of time in only 10 minutes; to their perception the entire world has stopped dead still. However, at this level the isolation of the altered time factor is a bit blurry & imperfect. Rapid movement can actually cause windburn; hitting something hard can demolish your hand (because it was moving at several hundred mph); and it can take quite a "long" time to open a large door (the fraction of a second it takes to overcome the door's inertia).

World Goes By / 45 / --Reduces the caster's (or another's) time factor by 72. See Speedy Them for the basic effects. The person will experience only 10 minutes of subjective time while the world goes through 12 hours. A person under this spell must be moved very carefully; if, for example, you straightened out their arm, their muscles might not be able to keep up with such "rapid" motion and the tendons could snap.

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Magickal Class SystemsHere are three new optional magic “systems” that amount to new character classes for PC's or

NPC's. They are built along the same lines as the mainstream T&T magic and should all work well together within the same milieu.

Crystomantic Wizardry

The Fraternity of Lapidary and Crystology is a small college under the auspices of the Wizard's Guild. They are a clique of highly specialized wizards who continue to practice "earth magic" as opposed to internal (psionic) magic. These mages call forth the natural magicks found in gems and crystals. They are often looked down upon by the orthodox wizards, but defenders will point out that crystologists are not limited by Mana (or Strength) requirements and enjoy a better public image.

The Crystomantic Wizard CharacterThe most important attributes for a crystologist are IQ and CHA. Personality is very important in

accessing earth powers. Crystologists do not have the Mana attribute.

Each known crystal has one or more magical applications. Crystologist wizards learn the secrets of these applications in the same manner as wizards learn new spells. First level crystologists start out with knowledge of six first level crystals; three chosen by themselves and three more chosen by their instructor. Further applications (spells) must be bought from the guild as usual -- the costs and IQ & CHA requirements are listed below.

Crystomantic DetailsAny crystal of suitable purity may be tapped for its magickal power. When a stone is first found,

roll 2d6 to determine its suitability -- raw gems are usable on a roll of 6+; already selected and cut stones are suitable on a roll of 4+; better yet, roll on the expanded Treasure Table. A lower roll indicates this stone will never be capable of generating magicks. To Activate the dormant earth power, the crystologist must hold the stone and meditate for a number of turns equal to the application's level -- the gem is then ready to use. Unless specifically noted, a single stone can only contain one magick. Even if two different applications are known, the crystologist must choose which magick to draw from the stone.

Normally the stone must be in contact with the crystologist's flesh and in line of sight of its target to be fully effective. Certain stones may be primed by the wizard, which allows it to be used by any other person who knows its purpose. Any application not noted as primable can only be used by a Crystologist. Many of the simple primable stones can be good money-makers for a crystologist (see Clear Carnelian).

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Stones with one shot effects are either destroyed when used, or lose all their lustre and value. Stones with a continuing or repeated effect are only effective for one year and a day.

When running a game with a crystomancer PC, it is helpful to use the expanded Treasure Table.

Crystal Powers

Level One -- 500 gp IQ = 10, CHA = 12

Red AgateWill repel spiders & scorpions, of a total MR not more than 20 per charge. The stone will hold 2 charges per carat.

Yellow Amber When burnt in a room with a woman in labor, will protect the mother and child from death during birth. Requires a complete lump of at least six ounces.

AmethystWhen inscribed with the names of the sun and the moon and worn as an amulet, will protect the wearer from becoming drunk. (Primable)

Clear CarnelianClears the complexion when worn. (Primable)

ChalcedonyWhen three ounces are ground and administered with spring water, will add 2d6 to a person's saving roll versus disease (the effect is immediate).

EmeraldWhen worn on the right side of the chest, will cause snakes viewing it to die of fright -- the total MR may not be more than carats × 5.

GarnetWhen worn, will add +d6 to any SR's versus hags, witches, & other female spirit-types. (Primable)

Iron PyriteWill repel any crocodile or alligator with an MR not more than 40.

MelititeWhen carried by children, their parents will be aware of what befalls them. Must be formed into a ball and washed in the parent's blood; lasts one week per ounce. (Primable)

Pearl IOne fair sized pearl will allow you to function underwater without the need to breathe. It will naturally recharge in one year.

Salt

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If quarried in crystal form and never exposed to sunlight, will harm undead -- doing 1d6 per ounce of crystal that hits them when thrown; no SR or armor allowed. (Primable)

SerpentineWhen formed into a goblet, will reveal poisons poured into it (this works 1d6 times).

Turquoise IWhen fashioned into a necklace of at least 12 stones, it will act as 10 points of armor versus attacks from any cold-blooded animal. (Primable)

Level Two -- 1000 gp IQ = 11, CHA = 12

Black AgateWhen worn, will add 3d6 to any SR's versus catching a disease. (Primable)

Red AmberWhen formed into a ball and held firmly in the sword hand, it will protect against natural heat and flames. Requires at least four ounces and lasts for 2d6 total turns. (Primable)

Smooth AntipathesIt must be at least seven carats and thoroughly polished -- it will protect against the effects of any wizardly spell of seventh level or less; works only once.

CarbuncleThis will add one point per carat to SRs versus charm-type spells (Dum-Dum, Rock-a-Bye, Oh-Go-Away, Mind Pox, etc.). It will add as many points as it can, up to its limit or the total necessary to pass the SR -- each point used destroys one carat. (Primable)

Blood CarnelianWhen worn, will stop one point of Blood-Drain attacks per round per ounce; it is not used up but rather remains effective. (Primable)

FeldsparWhen worn around the neck, it will protect from sunstroke; plus it absorbs one point per carat of Blasting Power spell attacks (but each carat used is destroyed). (Primable)

Hematite IWill add one point per carat to CHA when dealing with persons of the same kindred and opposite sex. (Primable)

Yellow JadeIf held in the hand and stroked with the thumb, will prevent you from being duped when conducting business deals. (Primable)

Magnetite IWhen worn, it tends to draw lightning, but it also adds 1d6 to ST (the add is steady, roll once for each stone to determine its potency). (Primable)

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OlivineWhen worn in a ring, it reduces one's anger and contentiousness, also prevents berserker rages. (Primable)

Ruby IWhen worn in a ring, it protects against all effects of hunger & starvation for (d6 × carats) days. (Determine the length of effect only when the stone is first used; it will then function for that total time span -- need not be all at once.) (Primable)

Blue SapphireAllows the crystologist to cast a Wind Whistle spell -- ten mph for one turn. For each carat over 2, the crystologist may increment either the velocity or duration. This choice is set upon activation of the stone & the parameters are then permanent. Usable once per day for a year and a day.

SunstoneWhen crushed and consumed with wine, it acts as a Cat Eyes spell potion, duration is one hour per carat. (Primable)

Level Three -- 1500 gp IQ = 12, CHA = 16

Grey AgateWhen square cut and worn on a necklace, will ward off (1d6) decapitating blows (Primable)

BitumenWhen taken from the skulls of (unburned) mummies and rolled into an armring, will protect that arm from broken bones and add 2 points of overall armor. (Primable)

Yellow-Green BerylProtects from scurvy and other vitamin deficiencies for one month per carat.

Sard Carnelian Will add 3d6 to any chosen SR versus magic, for a female only; works but once. (Primable)

Red CoralWill cure natural sterility; must consume 30 ounces. (Primable)

Green DiamondAdds +1 per carat to reaction rolls & SRs versus woodland animals. (Primable)

Green JadeDispels astral forms, forcing them back to their bodies; works once per ounce.

Green JasperQuells aggression of woodland beasts (as the Nice Doggy spell), of a total MR up to five per ounce.

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Black OpalWhen worn will add one per carat to LUCK (only one stone at a time will function).

Pearl IIWhen placed within an open wound, it will prevent infection, and one turn later the patient immediately recovers d6+1 CON.

Ruby IIThis stone will reflect disease spells of CON-draining magic back upon the caster. The stone is not used up, but will be destroyed on a roll of 6. (Primable)

SchistAllows the casting of one Blasting Power spell; dice = carats, adds = 2 × caster's level.

Level Four -- 2000 gp IQ = 13, CHA = 18

Brown AgateWhen triangle cut, will give +1 per carat on SRs versus paralysis by spell (Glue You) or poison. Also gives +1 per 5 carats versus gaze attacks of any sort. Each use expends one charge; one charge per carat. (Primable)

AsbestosThe rock crystal form may be cut into a ring which will deflect one point per die of fire magic (including dragon's breath) cast at the wearer. Will last for (d6/carat) total points of absorption. (Primable)

Green BerylWhen ground into a powder and used as an eye wash, will cure shortsightedness.

Cater's EyeWhen made into a ring, will function as a Staff Ordinaire for a wizard. (Primable)

Catochitis(This stuff clings to the flesh like tar; takes 1d6 rounds to remove.) When held in the sword hand, it protects against all charm-type spells (Dum-Dum, Oh-Go-Away, Rock-a-Bye, Mind Pox, etc.). (Primable)

Green CoralWill cure unnatural wounds that refuse to heal. It cures d6 points per pound, and is destroyed in the process.

Blue DiamondWhen dipped into a goblet of spring water, it will produce one dose per three carats of a potion which cures any disease. The stone may be reused after one month.

Red JadeIf a piece of at least two pounds is made into an axe, it will slay any demon on its first hit. Works only once. (Primable)

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MoonstoneWhen cut into a teardrop of at least three carats, will control one animal that hunts by night. Usable only once; control lasts until sunrise.

Clear OpalThis increases the damage done by direct attack spells. For a Crystologist, it adds one per carat; for a wizard or rogue, it adds one per caster's level. (Primable)

Yellow SapphireThe crystologist can use this to cast a Will-O-Wisp spell (the stone is the source of light; brightness is up to 1 candlepower per caster's level; lasts up to 24 hours). Will naturally recharge in seven days.

SardonysProtects the wearer from all special damage from touch attacks (paralysis, poison, spells, etc.). (Primable)

TopazProtects the wearer from any manipulation of the emotions (except through direct magical attack). It lasts for 1d6 years. (Primable)

Level Five -- 2500 gp IQ = 14, CHA = 20

Green AgateUsing a stone of at least ten carats, will cure blindness from all causes except divine curses.

AlumThis must be mixed with salt that has never been exposed to sunlight (at least ten ounces of each). Then a wizard must summon an Invisible Fiend, which becomes bound to the mixture, which is then rolled in a cloth and sewn up. The fiend will then take all unnatural damage (from spells, gaze attacks, etc.) that the wearer would otherwise take, until the fiend is killed. (Primable)

Green AmberThis will stop external bleeding; it is usable on one wound per day.

Yellow BerylWhen cut into a teardrop and worn between the eyes, will deflect all mind contact magicks (TTYF, Dum-Dum, Mind Pox, etc.).

Cat's EyesWhen worn, this will protect once from death by magic (then the eye disappears). (Primable)

Cross StonesWhen thrown at vampires, they explode if they hit, doing 1d6 per 5 carats. (Primable)

Black CoralThis must be formed into some sort of weapon (dagger, arrowhead); then it can be used to

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dispel any sort of curse or mystic control if used to kill the causer thereof. (Primable)

Yellow DiamondWhen a stone of at least two carats is worn as a ring or brow circlet, this will protect against all natural snake venoms, plus add +1 per carat to all other poison SRs. (Primable)

White JadeWhen worn, this acts as (d6 per half ounce) points of armor versus lightning (natural or magic). (Primable)

Malachite This must be fashioned into an arrowhead and the name of a demon must be written on the shaft. When such a missile hits, it explodes doing damage equal to what the demon would inflict (by MR). This incidentally does one point per die (of the damage roll) in damage directly to the demon and thus tends to draw its attention. (Primable)

PeridoteWhen worn as a ring, it adds one per carat to Charisma for purpose of leadership SRs only. (Primable)

Ruby, starred (III)When cut into a cube at least a half inch square, allows its holder to fly (up to running speed), but only during hours of darkness.

Green SapphireThis can be used to summon a water elemental, with an MR up to (carats × caster's level); it will serve for (caster's level) hours.

Turquoise IIWhen at least two stones are diamond cut and attached to a weapon, they will add one die to the weapon's damage roll; this effect will last for 1d6 rounds per stone. (Primable)

Level Six -- 3000 gp IQ = 15, CHA = 22

Moss AgateWhen worn uncut in an armring, allows control of plant life (but only within their natural capacities). May be used once each day.

AlatuirWhen burnt, the smoke will drive off demons. It is effective versus an MR total not exceeding (d6 per ounce) × crystologist's level.

Living Amber (with bugs in it)Five of these can be used to create a Golem (of clay, wood, or tar); they replace the requisite spells and chakra stones.

Blue-White Crystal (quartz)This can be used to summon one large storm with a heavy rainfall. It takes d6 hours and consumes the crystal.

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Red DiamondThis will protect you from the direct attacks of demons and demonic magic; it is effective versus demons whose MR does not exceed (20 × carats).

Hematite IIWhen worn, this will prevent or stop all internal bleeding. (Primable)

Blue JadeProtects the wearer from thirst; each carat will supplant one quart of water needs per day. The gem loses value as each carat is used. (Primable)

Red JasperProtects a pregnant woman and her unborn child from disease, injury, and deformity for the entire course of pregnancy. (Primable)

Lapis LazuliWhen cut into a sphere (at least 1½ inch diameter), it will deflect all spells cast by clerics; up to a total of 4d6 levels. When cut into a cylinder (at least 3 by 1 inch), it will allow a cleric to increase the level of certain spells for free, up to a cumulative total of 2d6 levels. (Both applications are Primable)

OnyxWhen worn, this will reduce Charisma by 5 points, but will reflect any one spell (of choice) back upon the caster. (Primable)

Sky Turquoise (translucent)Allows you to summon an Air Elemental -- MR up to (carats × your level); it will serve for (your level) hours. Or if given as a gift to any mystic spirit or creature of the air, will entitle you to one favor or wish.

Level Seven -- 3500 gp IQ = 16, CHA = 24

Blue AmberCan be used to summon an Amber Phoenix. The ritual costs half your wealth, one year of your life, and one complete, undamaged lump of amber. The Phoenix will serve you for 2d6 months; its MR will equal (ounces + your level) × 10. It will be able to cast all wizard spells (from the standard lists only) of up to your level, at twice that level of proficiency.

B'dissai (Clear Amber)If at least three ounces are ground into a powder, that powder may be cast into the air as a wizardly spell is cast and it will double the power of the spell. When suitably primed, this is usable by rogues or wizards (and, where applicable, crystologists). (Primable)

Clear Crystal (quartz)If formed into an unblemished crystal ball, it will allow you one Dear God or Mystic Visions spell per day.

White Diamond IEach full carat is a "talisman" containing one use of one spell (determine the spell

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randomly from any of the wizard lists; the level equals 2d6, or d6+10 for superior specimens). These are cast at the spell's level or the crystologist's level, whichever is higher.

Green & Red JasperWhen set into a gold amulet, this will allow 4d6 Mutatum Mutandis spells.

JetWhen at least five ounces are fashioned into a disk and worn, it will deflect all forms of attack that would drain the wearer's prime attribute (ST for warriors, IQ for wizards, LK for rogues, etc.). (Primable)

Magnetite IIIf cut into a five pointed star, washed in the blood of a slain virgin, and set into a dagger, it will imbue the blade with a terrible poison. Anyone taking a hit from it must make a L7 LK SR or die. This will work only five times. The bearer of this weapon cannot benefit from "good" cleric's miracles nor enter any sanctified place. (Primable)

Milky OpalThis allows the crystologist to make a medusa gaze attack. Upon each use, there is a 1 in 6 chance that the stone will be consumed.

Black PearlThis will allow the caster to summon forth anyone or anything. It can only be used once, and it will only work during the dark of the moon. The summoned thing is not at all under anyone's control.

Black SapphireThis will absorb and contain any one spell cast at the wearer. That same spell may then be recast by the crystologist at any time.

Level Nine -- 4500 gp IQ = 17, CHA = 28

White Diamond IIWhen this is activated with another stone (one having a continuous or repeatable application), it will leech away the other's magic and assume those powers as its own; and will retain that power for 100 years, a year, and a day. When activated along with a "one-shot" crystal, it will absorb that power and be able to duplicate it once, but will not be destroyed -- it may then be "recharged" with another stone. A single diamond may absorb as many crystal's powers as it has full carats. The second stone that provides the power is consumed as if normally used.

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Herbalist Wizards

Herbal wizards are a rare lot. They usually come about when an otherwise ordinary herbalist-mediker (pharmacologist) "discovers" wondrous magical properties in certain herbs, most of which powers are actually coming from himself. The smart ones then seek out the aid of the local Wizards' Guild. They are inducted into the order both to protect themselves and the secrets of magic. In return, they are schooled in their newfound powers and learn to create ever more wondrous mystical effects through their affinity with herbs.

Herbal Wizards do not use staffs, nor do they use strength or mana to "cast" spells. The tools of an herbalist are a wooden bowl and a small silver knife (of at least 30 gp value). The knife is used in harvesting and preparing the herbs; the bowl is where they are enchanted. Before herbs becomes magical, the herbalist must place them in the bowl and turn their latent powers to his purpose. Normally, hymns to the deity to whom the plant is sacred are chanted while the herbs are pared to shape or mashed to the proper consistency. This takes from ten minutes to an hour for each batch. Once prepared, herbs may stored for up to a year without losing potency. Unlike crystal magic, herbal preparations, if used properly, may be used by anyone for full effect.

Herbalist CharactersBeginning first level Herbalist characters start with three Level One magicks of their choice, plus

three more chosen by the GM. Further magicks must be learned from senior Herbalists at the guild -- the cost per magick and the attribute requirements are given in the lists below.

Herbal wizards progress much as regular wizards do, and the costs and IQ & DX requirements for each level are quite generous. However, take note that all herbal spells higher than fifth level require the herb to be personally harvested by the herbalist. No "second hand" herb may be enchanted to a purpose of sixth level or greater.

The herbal wizard does gain experience for "spells cast." Five times the spell level in XP are earned for each preparation used which aids the wizard or the party or which helps someone. Herbal magic is inherently "good" and no mean-spirited pharmacist has ever discovered magical properties.

Herbalists may wear any sort of armor, getting the standard protection only. In addition to daggers, an herbalist may be proficient in one other class of weapon (hafted-slicing heads, or self-bows, etc.) Any kindred that is allowed to be a wizard may also be an herbalist. A kindred which is allowed only to be a rogue may also be an herbalist, but may never learn preparations beyond the seventh level.

An important element still missing from these rules is availability data. I would like each plant to be listed with a habitat (mountain, desert, etc.) and its growing season. However, I have yet to find a simple botanical reference with that information. If anyone out there can help me with this, it will be

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greatly appreciated. You won't get any money, but you will get credit. In the meanwhile, gamemasters must be prudent and use their own judgment. If the time & place seems reasonable, allow the party to find a good plant with appropriate blossoms (or whatever) on a roll of 8+ on 2d. Allow only one roll per area per week.

Even if an Herbalist is not a PC in your game, it can be fun to include a low-level Herbalist in the staff of your local Wizards Guild. The players can go on small missions to gather special weeds, and many of the preparations the Herbalist creates are useful low-power magicks that the players can purchase.

Herbal PreparationsThere are a few unique forms of preparation, which are described with the herb later, but most take

one of three forms:

{I} Infusion (potion); which is to be drunk by the person to whom the effect is to be applied. Unless otherwise stated, the effect begins immediately.

{O} Ointment; which is to be smeared upon the target person or object.

{S} Smudge, or smoke; the preparation must be burned and the smoke wafted about the area or inhaled to produce the effect.

{C} Charm; normally a small cloth cachet, which is to be worn, or hurled at the target. Charms which have a short or instantaneous duration can be kept dormant in a box or bag. They are activated when placed next to the owner's skin.

Unless otherwise specified, it should be assumed that each "dose" or charm is good for only one use, after which it is valueless and cannot be re-enchanted.

The "Spell" Descriptions

Each herb has one or more "spells" or applications. The description gives the type of preparation (I, O, S, or C) and the deity to whom the plant is sacred.

Level One -- 100 gp IQ = 9, DX = 7

Adder's Tongue {I} ApolloA wounded person will recover twice as many CON points as normal on the next d6 recovery periods (turns, usually). Only one dose may be administered at a time.

Almond {C} HermesThis charm aids Saving Rolls made involving business dealing only, it is good for a period of 3d6 days. Any appropriate SRs may add & roll again on the first roll even if it is not doubles.

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Aloe {O} ApolloInstantly cures up to four points of injury caused by burns. Only one application per day is effective.

Apple I {O} Hera Ensures domestic love & tranquillity (and fidelity) when worn by the wife only. This is a popular commercial preparation; it is effective for 3d6 weeks.

Aster {C} AphroditeYou will meet a potential love partner (not necessarily to your liking) within ten days. What you do beyond that is up to you.

Avocado AphroditeA properly carved piece of the fruit (in the shape of the appropriate genitals) is to be eaten (this must be fresh, of course). It will guarantee sexual vitality (no guarantees about expertise or satisfaction) for the next d6 nights.

Bamboo 1 {C} HestiaWill preserve a home from environmental or accidental damage for 3d6 × 10 days.

Chicory {C} Zeus When inserted into a lock like a key, it will open it (one use only, as usual).

Cloth-of-Gold {S} ArtemisThese herbs must be gathered while barefoot; it gives the inhaler the ability to understand (but not speak) animal languages for d6 hours.

Clover, 2-leaf {C} HermesYou will meet a love partner for this evening; but this will work on the best possibilities available -- if there are only pigs around, you get a pig.

Eyebright {I} ApolloThis will clear up muddled or blocked memory, or allow recall of greater detail & accuracy.

Ginseng 1 {I} HephaestusThis may incite love in the drinker, although it will more likely be lust.

Hemlock {O} HecateWhen rubbed onto an edged weapon, any "one's" rolled by it (in combat) during the next hour are converted into "sixes."

Myrrh {S} ApolloThis incense will double the effectiveness of healing magicks (including potions & items) used in its area. A person may benefit from only one such doubling, but any number of folk & magicks present may receive the benefit. The incense lasts for one turn (10 minutes) and can fill a 10 × 10 foot area.

Periwinkle 1 {I} AphroditeThis will restore memory lost or stolen through magic, injury or disease.

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Walnut {C} ApolloWill prevent sunstroke and similar heat injuries for 3d6 days.

Level Two -- 250 gp IQ = 10, DX = 8

Alfalfa {C} AphroditeThis "charm" is eaten when necessary. It provides a starving person with just enough nutrition to keep going for another 24 hours.

Allspice {C} AresThis doubles your LUCK attribute only for calculating the next d6 Saving Rolls applied to LK.

Althea {S} PoseidonThe smoke reveals the exact nature and level of a spell, enchantment, magic item, etc.

Amaranth {I} ArtemisWhen a crown of Amaranth is placed upon a person's head, they will receive d6 + 1 turns worth of healing in only one turn (this includes ST and Mana recovery). If a '6' is rolled (for seven turns worth), then the effect will be repeated on the following turn (roll again for the next turn, if you get another six, continue into the third turn, etc.).

Angelica 1 {C} AphroditeFor all Saving Rolls involving gambling, you may add d6 to your final total. This is effective for d6 hours.

Aspen {C} HermesThis will protect one person or room from thievery for 24 hours.

Avens (clove root) {I} ZeusThis potion will halve the effect of any animal or blade venoms currently at work or encountered within the next d6 hours.

Basil 1 {O} Ares A person who rubs this on their torso gains the power of levitation, at will, for a period of d6 (ten minute) turns. They do not "fly," this is merely zero-gee.

Birch {C} ArtemisThis will protect an infant from serious disease, sudden death, changelings, etc., for 3d6 × 10 days, but only while it lies in its crib.

Carnation {C} Zeus This will double the effectiveness of a single Poor Baby spell cast by a wizard.

Chrysanthemum {I} HephaestusThis tea instantly dispels drunkenness and returns a person to sobriety (however, "blowing chunks" is a common side-effect).

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Cinquefoil {C} Zeus This will lower by one level any one Saving Roll required for persuasion, or resisting same. (If only a 1st level SR is required, success is automatic.)

Citron {C} ApolloMay be used by a Wizard in either of two ways: 1) to double the power/effect of any one charm-type spell (Yassa-Massa, Dum-Dum, etc.); or 2) to increase by two levels a Too-Bad Toxin spell.

Club Moss (foxtail) {C} ArtemisThis will guarantee the success of the very next Saving Roll of 2nd level or higher that you are required to make.

Garlic 1 {C} HecateThis works for Warriors only; when the "charm" is eaten, it will dispel all fears -- even those magically induced -- for d6 combat rounds.

Goldenrod {S} AphroditeThe smoke trail will reveal the location of a specific desired object (must be known to the user, not merely conjectured) if it is within 200 yards.

Hawthorn 1 {S} HephaestusThis ensures the fertility of any union made in the room treated during that night.

Knotweed {C} CronusWhen the charm is placed in the mouth, it will give wondrous sight (telescopic, infrared, or whatever is appropriate) for one (ten minute) turn.

Masterwort {O} AresWhen rubbed into the arms, this will boost Strength by (d6) points for the next d6 hours. Note that the "boost" points are re-rolled for each combat round and Saving Roll involved.

Moonwort 1 {C} ArtemisWhen tied around a metal chain, it causes instant corrosion of one link.

Parsley 1 {C} PersephoneWhen placed upon a plate or platter, this will purify all food served upon it during one meal. (It eliminates corruption and poison, but not any magical properties.)

Passion Flower {S} AphroditeThis incense dispels strife and anger -- attitudes & opinions remain unaffected, but people will not lose control of themselves. It is very popular with diplomats.

Pennyroyal {C} DemeterThis prevents fatigue on a long march, and allows a person to heal and recover points normally even if engaged in a strenuous activity. Effective for one full day.

Pimpernel 1 {O} HermesWhen rubbed onto any weapon, it will double the number of combat dice it gets for d6 combat rounds, during the very next combat this day (excess rounds will not carry over

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into another combat, and it loses its power after one day).

Poppy 1 {C} DemeterThis cachet may be used repeatedly for up to one year to insure sound, restful sleep; or, if burst in the face of an opponent, causes them to fall asleep for d6 (ten minute) turns if they fail a L2 IQ SR.

Raspberry {C} ArtemisThis relieves the pain of childbirth.

Tansy {C} AphroditeWhen scattered about the ground, it will repel ants (regular & giant).

Violet {O} ApolloOvernight, this will cure d6 points of serious, slow-healing injury (burns, broken bones, etc.).

Level Three -- 500 gp IQ = 11, DX = 9

Acacia 1 {C} ArtemisWhen a large branch is placed across a threshold, window, path, etc., it will attack the first person or animal to cross it (combat roll = 1d6 + (herbalist's DX), CON = (herbalist's LK). It will guard for one day or night.

Death Cap Mushroom {I} DionysusThis brew will cause a horrendous but non-fatal illness lasting d6 days; but after which the fertility of a barren or impotent person will be restored.

Alyssum {C} Hera It will absorb & neutralize any one charm-type magick (Yassa-Massa, Dum-Dum, Oh-Go-Away, etc.) used against the wearer. (Activation is automatic upon the very next such spell.)

Ash 1 {C} Zeus Entwining the twigs about a person's neck will cure all damage caused by snakebite.

Banana {S} AphroditeThis treatment will restore fertility to an impotent male for d6 days.

Bracken {S} HermesBurning this will bring rain within 24 hours. How much and how long depends upon local conditions.

China Berry {C} HermesOn any one Saving Roll of the bearer's choice, the value of the lower die will be raised to equal the value of the higher die, thus guaranteeing doubles on the first roll. (If the first roll is a natural double, the effect will carry over into the second roll, etc.)

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Clover, 3-leaf {C} HermesThis charm doubles the bearer's LUCK adds when opposing monsters only (note that this will only make a negative add even worse). It will work for d6 days.

Damiana {I} Ares This brew will fill a person with lust & unending sexual vitality for one day or night (it may also render them a good deal less picky about their partners).

Edelweiss 1 {C} HermesThis powerful charm will eliminate all adds the next d6 arrows, bolts, stones or other projectiles that strike you would otherwise get.

Heliotrope {C} ApolloThis allows one to move silently and blend into the background (double your effective attributes for the purposes of Saving Rolls involving concealment, disguise, & stealth). It works for d6 hours.

Horsetail CronusThe herbalist must craft the stem into a whistle, which may then be used once to charm ordinary snakes, in pied piper fashion.

Larkspur {C} AphroditeThis charm causes fear in normal venomous animals (it is effective for one year).

Mallow {O} ArtemisThis ointment is rubbed over the heart. The very next spell of 5th level or less cast against you (without your assent) will be deflected to a randomly determined nearby target.

Mugwort 1 {O} ArtemisWhen rubbed onto the legs, allows one to run for d6 ten minute turns without tiring.

Mustard {C} ApolloAllows a person to make one flight of any duration -- once you touch the ground again, it is over. Maximum speed equals your running speed; carrying is limited to normal encumbrance limits.

Periwinkle 2 {I} AphroditeFor the next 24 hours, you will attract more offers & opportunities for monetary gain than usual; and any deals or transactions made will be more profitable than usual. (GM's discretion.)

Pimpernel 2 {C} HermesWhen held in the hand, this will pulse with heat when another person tells you a lie. Good for d6 lies.

Pomegranate {I} PersephoneUsing a properly prepared branch, it will lead you to the nearest concealed wealth within 200 yards (works on refined metals or worked stones only).

Poppy 2 {I} Demeter

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After drinking, ask a yes-or-no question; it will be answered in a dream this night.

Rue {C} ArtemisThis causes fear in werewolves; and if one does attack the bearer, its LK adds (or MR adds) will be halved. Good for one month.

Thistle {I} AthenaThe imbiber will recover d6+1 CON and d6+1 Mana points in the following turn (ten minutes). If a "six" is rolled, that particular bonus will continue for another turn.

Level Four -- 750 gp IQ = 12, DX = 10

Cocklebur 1 {C} Zeus When this charm is thrown to the ground, it grants you protection from evil spirits, including demigods, for one turn (5 combat rounds). If such a spirit causes you to make an SR or uses magic on you, effectively double the attribute(s) used in defense; if attacked physically or by combat magicks, you have 20 points of armor in addition to normal; any weapons you are using will be capable of wounding the spirit.

Almond 2 {I} HermesThis drink doubles your IQ instantly; it will return to normal at the rate of one point per (10 minute) turn.

Amaranth 2 {I} ArtemisThis renders the drinker (and clothing & personal equipment) invisible for one hour.

Lemon Balsam {C} ArtemisWhen tied about a weapon, this instantly cures all wounds caused by that weapon in the previous hour.

Basil 2 {C} Ares This allows the bearer to issue a single command to one scorpion (regular or giant) which it must obey (no SR).

Bluebell {I} AthenaFor ten minutes after drinking this tea, the drinker must truthfully answer any questions.

Crocus {S} AphroditeRevealed within the smoke will be the face of the person who robbed you.

Ground Ivy {I} HecateThis bitter, fermented drink will give you a vision of the person who is using magic against you.

Holly {C} HephaestusWhen thrown at any ordinary animal, this will immediately dispel their aggression & fear.

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Gravelroot (Joe-Pye Weed) {O} AphroditeFor one day after applying this ointment, all people will look upon you with respect and favor (so long as you act in an appropriate manner).

Lily of the Valley {C} ApolloBoosts your IQ for purposes of Saving Rolls only, effectively doubling it for one day.

Mugwort 2 {I} ArtemisThe drinker will be immune to all poisons for 24 hours.

Pistachio 1 {O} HermesThis immediately dispels the effect of any love or lust magic.

Stillengia (Queen's Root) {S} HermesThe smoke will lead you to a specified item, which you have previously lost (or has been stolen from you), if it is within one mile.

Thyme {O} AphroditeThis will double a female's Charisma for 24 hours.

Vervain 1 {O} Hera This liniment cures any & all disease save only those inflicted by the gods.

Yarrow {C} AphroditeWhen crushed and inhaled, it renders a person incapable of feeling any sort of fear for d6 hours.

Level Five -- 1000 gp IQ = 13, DX = 11

Anemone {I} ApolloThis will cure all diseases and render a person immune to disease for d6 × 10 days.

Angelica 2 {S} AphroditeThe smoke will put one person into a trance lasting d6 (ten minute) turns; each turn they may ask one yes-or-no question of the gods (the GM), which will be answered truthfully. However, questions about future events will not be answered -- no prophesying allowed.

Bay {I} ApolloThe drinker immediately falls into a trance lasting two minutes; another person may ask them one question about the future, and they will deliver a sometimes ambiguous prophecy.

Cactus HecateA specially prepared spine can be used by a wizard to write one spell into the wax of a candle. The spell will be "cast" when the candle is lit ("writing" the spell takes the usual Mana cost, lighting the candle may be done by anyone at no cost). If the spell affects a particular target, it will be the person lighting the candle; if it has an area, it will be centered upon the candle; if the spell has a duration, it will last for as long as the candle

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burns. The spell in the candle can have no range (range must be touch), and if the candle is snuffed prematurely, the spell ceases and the magic is gone. (The average candle burns a half hour per inch.)

Celandine {C} HephaestusWhen this is worn and a prayer to Hephaestus is recited, it will guarantee escape from bonds & imprisonment.

Clover, 4-leaf {C} HermesWhen held against the head, this will neutralize all charm-type magicks, reveal the presence of spirits, undead, and demigods, and reveal hidden treasure. The effect lasts for as long as it is held to the head, but not more than one hour.

Flax, Blue {C} HermesThis charm will absorb and neutralize any one magic used against you, at your discretion.

Garlic 2 {C} HecateWhen hurled at a monster, it will reduce by half the monster's dice & adds.

Ginseng 2 {I} HephaestusThis drink doubles your Charisma for 24 hours.

Iris {S} Hera This incense will double one priest's PIETY attribute; once used to call a miracle, these extra points are gone.

Moonwort 2 {O} ArtemisWhen rubbed upon a metallic object and left to dry in the moonlight, by morning it will become a genuine silver coating. The silver is quite thin and not very valuable, but it is pretty and weapons thus coated function as fully silver weapons.

Periwinkle 3 {S} AphroditeNo person may use this treatment more than once in their lifetime (upon pain of things too hideous to mention). It will restore lost attribute points, limbs, and personal abilities; it will restore you to your true form, relieve you of curses, disease, blindness, etc., etc. You will be graced with complete restoration.

Primrose {I} Hera This dispels any insanity or the effects of charm-type magicks.

Saffron {I} ArtemisWhile breathing this incense, one person may specify a particular place and time (within ten miles and ten hours, past or future), and will receive a brief vision detailing the events occurring.

Slippery Elm {O} CronusWhen this oil is rubbed into your hair, all current gossip & slander regarding you will cease.

Wolfsbane {I} Hecate

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When a prepared seed is wrapped in lizard-skin, it grants the power of invisibility, at will, for 24 hours. (This is transferable, anyone holding the wrapped seed within that 24 hours will also hold that power.)

Woodruff {C} AresFor Saving Rolls made for athletic contests only, this will convert all 2's to 4's and all 3' to 6's. Lasts for one full day.

Level Six -- 1500 gp IQ = 15, DX = 12

Anise 1 {I} Zeus This tea removes all curses afflicting the drinker.

Bean {C} DemeterWhen placed upon the head of a person who has been dead for less than a day, will allow you to converse with them for ten minutes (about things which happened before their death, they will reveal nothing of the Underworld).

Catnip {S} AphroditeThis functions upon one person and one domestic cat, forging a permanent psychic bond. They will share their feelings and be able to see through each others eyes -- wounds and pain will be transmitted as well.

Cocklebur 2 {C} Zeus This will reflect any one spell, at your discretion, back upon the caster.

Edelweiss 2 {C} HermesWhen a wreath of this is donned, it will render the wearer not only invisible in all ranges of light, but inaudible as well. The effect will last until the wreath is removed or a maximum of 24 hours.

Garlic 3 {O} HecateThis ointment draws out all diseases, toxins, and even curses.

Lotus 1 {C} ArtemisWhen a piece of the root is placed under your tongue, you may command any one door to open.

Marjoram {C} AphroditeThis will act as armor, absorbing a maximum 10d6 points of cold-based attacks only (roll the dice once to determine the charm's capacity; it will absorb that much damage, there is no time limit, only a total damage limit).

Parsley 2 {I} PersephoneThis powerful and bitter brew will transport the drinker to the Asphodel Fields (or whatever the Underworld is in your universe). This is a ONE-WAY trip!

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Pearl Moss (Irish Moss) {I} ArtemisOver the next week, you will receive a small but steady flow of money (totaling no more than 2d6 × 50 gp).

Purslane {O} ArtemisThis oil will double the effectiveness of any one piece of armor for the next 24 hours.

Vervain 2 {C} HeraThis charm will double (in whatever appropriate fashion) the effect of any one spell or magic-casting, of any type.

Yucca {C} AresA person wearing this wreath may transform into any creature desired (the total MR will equal the person's attribute total; if a magical creature is chosen (e.g., unicorn, dragon), only the form will be duplicated, not any magical or special abilities). The transformation may last up to d6 hours.

Level Seven -- 2000 gp IQ = 17, DX = 13

Acacia 2 {S} ArtemisThe smoke allows one person to see and hear clearly what is happening in another place, anywhere in the Land where that person has been or can now see. Lasts d6 minutes.

Apple 2 HeraThe herbalist carves an applewood staff which is then enchanted by the Wizards' Guild into a staff ordinaire. A wizard using this staff doubles his attribute total for purposes of Oh-Go-Away, Yassa-Massa, and Rock-a-Bye spells. (Retail value about 8000 gp).

Ash 2 {C} ZeusThe leaves are woven into a belt, and this will neutralize the next d6 spells or magickal effects used against you.

Caraway {C} HermesThis charm will drive away one incubus or succubus.

Clover, 4-leaf {C} HermesWithin 10 days you will find or acquire (the equivalent of) d6 × 1000 gp.

Cypress ApolloThe herbalist crafts a cypresswood staff which is then enchanted by the Wizards' Guild into a staff ordinaire. A wizard using this staff automatically boosts by one level all healing spells at no extra Mana (ST) cost (for Poor Baby spells, this simply gives an extra point of healing). (Retail value about 200 gp.)

Hawthorn 2 {C} HephaestusThis charm renders the bearer immune from all attacks by evil spirits of Level 5 or less. It is useful on your next such encounter only (even if you are not attacked).

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Juniper {C} ApolloThis will prevent any thieves from entering one room for d6 × 10 days (thief is here defined as any being intent upon removing something from the room against your will).

Lobelia {S} CronusThis will dispel an oncoming storm, or lessen a current one.

Nettle, Stinging {S} AresThis will remove one curse and send it back upon the caster.

Pistachio 2 {C} HermesWhen this powder is scattered upon the ground, it will destroy the next d6 zombies that cross it.

Sesame {I} HermesAllows the drinker to see hidden traps, treasures, and secret doors for ten minutes. During that time, the person can also open any locked door with only a L1 LK SR (one try only).

Willow HecateThe herbalist crafts a magical wand of willow, which a Wizard may then enchant into a makeshift "staff" (the enchantment in this case will be automatically successful). Any spells cast through the wand in moonlight will be boosted one level (or doubled in some appropriate fashion). (Retail value about 200 gp).

Wolfsbane 2 {C} HecateThe bearer will be immune from any sort of attack from vampires or werewolves. It is good on your next such encounter only (even if you are not attacked).

Level Eight -- 2500 gp IQ = 19, DX = 14

Anise 2 {O} ZeusA person may use this powerful liniment no more than once every ten years. It will remove 2d6 years of aging (without affecting skills or memory). This will have no effect on actual life-span, merely on how fit & vigorous the person is.

Ebony HecateThe herbalist must carve an ebonywood staff, which the Wizards' Guild then enchants into a staff ordinaire (or a make-shift staff, success guaranteed). A wizard using this always adds his or her level to the damage total of TTYF spells. (Retail value about 4000 gp).

Larch {C} ArtemisWhen tossed into the air, this charm will quench all fire (even magical) within 100 feet.

Vanilla {I} AphroditeThis tea immediately restores all spent ST points for a warrior or all spent Mana points for a wizard. Rogues may choose either effect.

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Wood Rose {I} DionysusAfter drinking this stout brew, on your very next Level increase, your Luck will increase by one point -- this is in addition to the normal level bonus. The increase is real and permanent, but only one such boost may be received per level increase.

Level Nine -- 3000 gp IQ = 21, DX = 15

Apple 3 {S} HeraThis smoke will transport one person's spirit to the Asphodel Fields; it will return automatically one hour later.

Belladonna {I} HecateThis potion allows your spirit to travel outside of your body for an indefinite period (but if you are gone for 21 days, your body will die). You may not travel to Olympus (heavenly planes) or the Underworld; otherwise there are few limitations.

Dandelion {I} HecateThis tea gives you the power to call forth and commune with spirits and ghosts for one hour. (Note that it does not grant you any control over them.)

Goat Weed (St John's Wort) 1 {C} ApolloThis charm is effective for Warriors only. It will absorb the next 3d6 damage points suffered by the bearer from any cause.

Lotus 2 {S} ArtemisThis heady incense is an antidote for all love & lust magicks, but its main power is to grant you an audience with a specified demigod or demigoddess, who is bound to receive you favorably (until you open your mouth, at any rate...).

Persimmon {O} AphroditeWhen this ointment is applied over the entire body, the person will gradually (over the next 10 to 20 days) change gender. This is permanent and leaves no residue of curse or magic to be dispelled (however, if the oil is washed off within the first 24 hours, no change will occur).

Level Ten -- 3500 gp IQ = 23, DX = 16

Arbutus {S} AresThis smoke will negate Undead that enter into it, up to a total MR of d6 × 50.

Castor {S} DemeterThis pungent smoke absorbs & dispels all evil intentions in the area and even banishes evil spirits.

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Frankincense {S} ApolloThis mighty incense consecrates the area (up to 50' × 50'), banishing all evil spirits and removing all curses. It will prevent any evil spirit or mortal servant of evil from entering the area for a year and a day.

Mandrake 1 {C} HecateWhen this charm is placed beside a mound of coins, the number of coins will double by morning.

Level Eleven -- 4000 gp IQ = 25, DX = 17

Bamboo 2 HestiaWhen the herbalist crafts this into a flute, it may be used (by someone who knows how to play a flute) to summon one good spirit or demigod.

Heather {S} AphroditeThis dangerous incense will conjure up one ghost which is bound to your service for one day.

Kelp {C} PoseidonWhen this is cast into a natural body of water, it will call forth a Water Elemental (MR equals d6 × 50); it will be bound to your service for d6 (ten minute) turns.

Mandrake 2 {O} HecateThis is a lethal poison to all demons. Weapons coated with this count as magical for attacking any demonic creature, and any hits scored by pointed/edged weapons will continue to cause an equal amount of damage again on every subsequent combat round. (If the demon can flee home before he "dies," he will survive & certainly bear a grudge.)

Pomegranate 2 {C} PersephoneThis will raise one person from the dead if their corpse is present and their spirit is in the Asphodel Fields (that is, the spirit has not passed on to more remote spiritual realms or been imprisoned somehow).

Poppy 3 {I} DemeterThis potion gives one person the power of invisibility at will, and they may make any object invisible merely by touching it. The power and invisibility fade after d6 days.

Wolfsbane 3 {I} HecateThis brew cures lycanthropy, but only if the person is willing and not currently in the animal form.

Level Twelve -- 4500 gp IQ = 27, DX = 18

Cinnamon {S} Aphrodite

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This smoke will allow you to summon one specific type of demon (the type must be known and specified, the MR will be no more than d6 × 100). It will be bound to your service for one hour.

Sage {I} ZeusWhen drunk from a pure mithril goblet, the drinker of this powerful brew will never suffer from the normal effects of aging, although the lifespan as determined by the Fates is unchanged.

Willow 2 {S} HecateThis smudge may only be used during the waning moon -- it gives you the power to conjure demons of any type and MR. You may conjure any number of demons, so long as their total does not exceed your Charisma; they will be bound to your service for one day.

Level Thirteen -- 5000 gp IQ = 29, DX = 19

Bamboo 3 {S} HestiaThis gives one the power of a single wish, gods willing.

Goat Weed (St John's Wort) 2 {S} ApolloThis smoke banishes any and all demons.

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Tarot Cartomancers

Warning: The following magick system is not for every T&T group. It requires a playful and adventurous band, with a GM who is precise and patient, and a player (the cartomancer) who is quick-witted and willing to take lots of notes. It takes extra effort to make this work, but it can work -- and be a lot of fun, as well.

Among the magic wielders of the Great Land, there is a rare and hazardous breed called cartomancers. Their magicks are immensely powerful but woefully unpredictable. It has been said, with some justification, that only the most foolhardy of gamblers become cartomancers. It is more likely that it is the most foolhardy of gamblers that are punished with the gift of cartomancy.

The power and the danger that is cartomantic magic is frighteningly simple: the magician draws a card from the top of the deck, the card symbolizes one specific spell, and it is that spell that the cartomancer may cast -- it is up to his imagination to make it work in the circumstances. Thus, a cartomancer begins with the full complement of all spells. It is the skill at applying them in diverse situations that increases with experience.

Cartomancers are normally accidental wizards, most never sought the powers they wield. Hecate is the patroness and giver of the gift of cartomancy -- its use is therefore neutral (or better to say "amoral"). Cartomancers are thus also provisional members of the Wizards Guild. Any kindred that may be Wizard or Rogue may be a cartomancer.

Cartomancy is a gift, and the power of the spells is in the cards, not the cartomancer. However, the gift is granted to the person and not to the deck, therefore the deck is useless to anyone but the cartomancer, and the cartomancer must use only that one deck. If a cartomancer should ever deliberately give up or destroy that deck, the gift is lost forever. However, if through some mishap the deck is stolen or destroyed, the cartomancer can receive another by praying at a temple of Hecate and making sacrifices worth 10% of his total wealth.

Mechanics of Playing a CartomancerThe player or GM must supply a common Tarot deck. The deck may be of any kind so long as it

uses the standard Rider-Waite images. The deck should be thoroughly shuffled -- this includes reversing half the deck with each split, ensuring that the cards are randomly reversed (that is, some are right-side-up, some not). The deck is placed face down in front of the cartomancer. When the player wishes to cast a spell, she flips over the card at the top of the deck and places it in a discard pile next to the deck. The card symbolizes one of two spells, depending on whether it sits upright or reversed. The cartomancer must immediately decide whether or not to cast that spell and if so, at what targets. The real difficulty here is that the player does not get to see the complete spell list!

When starting a first level cartomancer, the GM should write down for her a list of 6 spells and their corresponding cards. For example, the player might get a description of the spells for 8 of Wands, reversed 6 of Pentacles, reversed Empress, etc. During the course of her adventuring, she is free to keep written notes as to the effects of the spells. It is incumbent upon the GM to have the spell list handy -- the cartomancer player may decide to cast the spell even if she does not know what it is!

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For an astute player, this may not be as bad as it sounds. There is some logic to the choices of spells and the effects that spells within in a particular suit can have. A good player can learn to make some good guesses about what an unknown card might do. The GM must describe exactly and fairly what happens -- if the spell requires a target (such as a person) the GM will ask for one, but need not tell the cartomancer whether the effect will be good or bad. Unless otherwise stated, the cartomancer may always choose herself as the target (although that's not always wise).

Every time the cartomancer character gains a level, she may ask the GM for the complete description of any card's spell (just one spell, she must specify upright or reversed); she may ask for as many spell definitions as her new level number. Even when the spell is known to the cartomancer, its precise effects are largely beyond her control, as it is the card itself which casts the spell (the GM decides on the precise effects, and should be fair & consistent in applying them).

Whether or not the spell is cast, that card is "used up" and must remain in the discard pile. The casting of spells costs the cartomancer nothing, but reshuffling spent cards back into the deck uses personal energy. The cartomancer may reshuffle the deck at any time, but it requires a small ceremony that takes one (ten minute) game turn, and the character cannot be moving (even if in a cart) and cannot be within the direct rays of the sun. It also costs one STR point per card put back into the deck. If the cartomancer does not have enough Strength for all the discards, she may choose how many and which ones to shuffle back in, leaving the remainder in the discard pile. Strength points spent in shuffling are recovered normally, one per game turn.

When not in combat, a cartomancer may only flip one card per 10 minute game turn. She does not have to be in any special circumstances, but cannot be involved in anything more strenuous than a brisk walk (horseback is okay, if not at a gallop). During a combat, the cartomancer may flip as many as one card per combat round, but must not be under attack or running for her life, etc.

Designer's Note: A player who is familiar with the Tarot may or may not have an advantage. Although I used A. E. Waite's interpretation of the card's as a guide to the spell list, practical considerations forced me to take quite a few liberties. Don't expect the spells to exactly match your idea of what the card means.

The following list is for GM's eyes only; Cartomancers must build their own spell list based on experience. As a less stringent alternative, GMs may wish to allow the player to read through the list once to get a good feel for it.

A great many of these spells are abstract or open-ended, and it is left to the GM to administer them appropriately (see Page of Wands for a good example). The GM is, in a sense, playing the role of the deck itself -- the player requests a spell and the GM must create the magickal effect. The GM must be fair & consistent in this (the "deck" actually does want to help its master) -- a cartomancer player will get in plenty enough trouble without the GM trying to crock things.

In the following descriptions, (L) is a number equal to the cartomancer's level. Unless specified otherwise, any spell that is not permanent or instantaneous has a duration of one game turn (five combat rounds).

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The Tarot CartomancySpell List

Suit of Wands reversed:

King of WandsCompel to tell the truth, works only if the caster's IQ + CHA exceeds the target's.

Bend the target's will to feel tolerance & sympathy for you (or your request/cause, etc.).

Queen of WandsGives you favor in the eyes of one female target.

Discovers any infidelity/betrayal on the part of the target.

Knight of WandsCauses (L) targets to flee in panic or otherwise depart the area

Causes the target group to fight amongst themselves. If not cast during combat, the fighting may just be arguing, etc.

Page of WandsCalls a young man to your aid (capabilities & loyalty depend upon cartomancer's level)

A curse; the target will soon receive bad news (how bad depends on cartomancer's level)

tenTarget(s) lose (L) Luck points (loss is spread among the chosen targets); these are recovered at one per day.

Someone of something will oppose the target's plan or purpose.

nineTarget is not subject to fear and his or her armor value is doubled; lasts (L) combat rounds.

Affects up to (L) targets; the level of all their SR's is doubled for the rest of the day

eight

One target (a group, a horse-cart, an arrow) will cover twice as much distance as normal in one day (or one shot, throw, flight).

Brings jealousy & quarrelsomeness to a couple or group ( (L) days )

seven

Allows the target to roll one extra die in combat (for (L) rounds); or an extra die for SRs involving debate/conflict (for (L) game turns)

Inflicts up to (L) targets with indecision & anxiety; if in combat, personal adds are halved.

six

Gives a target more recognition & increased rewards for a current victory of accomplishment (who from depends on what they "accomplished")

Incites treachery within the target group

five

Creates a "mirror" illusion, a perfect duplicate of anything in the cartomancer's range of vision -- it mimics the movements of the original exactly; last (L) game turns

Makes (L) targets more convincing in their lies, disguises, deceptions (add one to level of SRs attempting to see through the falsehood; or minus one level if using the target's SR)

four A blessing upon one household, or grants the target +1 to CHA,

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even a shack or cave; it insures safety & tranquility within; (L) days

permanent, on their next regular level increase (in addition to normal level increase); or will double the CHA of a pregnant woman's unborn child

threeWill ensure the fidelity of a collaboration or alliance; or detect falsehood within it

Immediately halts the current conflict, allowing, if desired, negotiation

twoInflicts (L) targets with ennui and total apathy

Stirs (L) targets to action -- awakens, dispels magical sleep & hypnosis

Ace of Wands

Create a beginning (e.g., pregnancy in a barren woman, entrance to a forbidden place, passage through blocked portals, etc.)

Begin an Ending; instill decay, disease, despair (the size of this task is governed by cartomancer's level)

Suit of Cups reversed:

King of Cups

Persuades men of high station to aid your quest; also reveals deceit on the part of those claiming to help you

A curse; the target will be the victim of an injustice or loss

Queen of CupsPersuades women of high station to favorably hear your pleas; or grants you a vision regarding your question

Reveals to the cartomancer the target's vices, dishonors, hidden depravities

Knight of CupsGrants the cartomancer clairvoyance for 1 turn; max range (L x 10) miles

Grants the target the ability to discern all trickery & fraud working against him

Page of Cups

Calls forth a minor spirit or Water Elemental (MR = cartomancer's IQ + CHA); will perform one small service

renders up to (L) targets blindly gullible to deception & suggestion

tenCures diseases both physical & mental; calms mind & spirit (effective up to (L) level disease)

Inflicts disquiet & inability to concentrate -- Rogues may not cast spells, Wizard's spell costs increase (L) points; affects (L) targets, or one target for (L) game turns

nine

Whatever little food & water is present will fully nourish the entire group; also purifies the food & water

Levitation, for the cartomancer or one target; (L) game turns

eight

Causes a target to quit a current quest, course of action, mission, desire (removes geases& compulsions)

Turns a sorrow or difficulty into a great joy (a good card but unpredictable, it is up to the GM how a badness turns into a niceness)

seven Creates any visual illusion desired Draw a second card immediately, its

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by the cartomancer (no sound, substance or movement); lasts (L) days

effect will be doubled in your favor

sixReveals the past -- perfectly restores lost memory or grants a vision of the history of a place or object

Gives the cartomancer a brief vision of the immediate future

fiveDispels spirits or spells, up to (L) level (or MR = (L) x (IQ + CHA))

Brings news or communication from one blood relative (or spouse) of the cartomancer or target, (even a recently deceased relative); which relative is the target's choice

four

Neutralizes a target's sense of taste & smell, dulls all other senses (halve personal adds); affects (L) targets or one target for (L) days

draw four more cards, the cartomancer chooses which one to cast

threeAt the conclusion (of a fight, quest, journey), this brings safe rest, comfort, improved healing

An (activity, sensation, sight) of the cartomancer's choice causes the target intense pleasure; (L) game turns

twoPromotes favor, concord, sympathy, perhaps even affection, among (L) targets

Inflicts passion (lust) in one target whose (IQ + CHA) is lower than the cartomancer's (target of this lust will either be the cartomancer (if target feels it appropriate) or the target's best choice among those present)

Ace of CupsCreates a zone of complete & utter safety in this place; lasts (L) hours

Completely reverses one target's attitude on a chosen issue/person; lasts (L) hours (the cartomancer can make this permanent with a LK SR at the target's level plus one)

Suit of Swords reversed:

King of Swords

Cartomancer seizes control of the target's mind (if target's IQ is not greater), target will obey blindly for one game turn

Summons a demon (MR = d6 x 10, or a "basic" demon of d6 level); if cartomancer's total attributes exceed the MR (or demon's attributes), it will serve for d6 rounds or one discreet task; otherwise it is uncontrolled

Queen of Swords Releases (L) Furies, they swoop about the chosen target(s), hounding them for all their sorrows & guilts, all personal adds are lost & they flee in terror if they fail a

Inflicts a Jekyll/Hyde transformation on 1 target; reversing CHA and loyalties; lasts (L) hours

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L1 IQ SR; lasts (L) rounds

Knight of SwordsBarrage of (L) fireballs, each doing damage = cartomancer's CHA

Reduces the IQ of (L) targets to (d6) for one turn

Page of Swords

Renders target invisible, inaudible, intangible; not truly ethereal, but may move as though ethereal; up to (L) hours

Reveals to the cartomancer the target's most sensitive secret

ten

Renders up to (L) targets hypervulnerable to swords for (L) rounds -- armor will not protect vs swords, and swords used against them get an extra die

One target receives 10 "Re-Rolls" -- they may use these to re-try any failed SR or poor combat roll; they may use multiple re-rolls on a single event; no time limit, they last until used up

nineInflicts (L) targets with absolute hopelessness; they immediately give up their current endeavor

Reverses the personal adds of up to (L) targets using swords (positive adds become negative, vice versa); lasts 1 turn (5 rounds)

eight

Eight whip-like bands of steel enwrap one target, immobilized for (cartomancer's IQ - target's ST) rounds (at least one)

Renders (L) swords (or steel objects) brittle as treacle, lasts one round

seven

Materializes swords in the hands of (L) targets (longswords, or the type the person is accustomed to) -- magic, unbreakable and can do damage even to steel objects & demigods, plus each gets an extra die in combat; lasts (L) rounds

The cartomancer will speak: the single best piece of advice the GM could give to the party in this circumstance

six

Creates a common vehicle (or other means) for passing an obstacle; is big enough or lasts long enough only to transport (L squared) persons

Literally or figuratively denudes one target; if in combat, loses all armor & weapons; if in debate, impales his own position. Whatever the situation, the target will be momentarily defenseless

fiveThe next (L squared) dice that the target throws will be "one's" (but won't count for doubles)

Inflicts 1 target with piercing agony, subtract (L squared) from his combat total; lasts (L) rounds

four

Seals (L) targets in an iron box for (L) turns; they get one ST SR to break out at ((L x 2) - number imprisoned) level

All members of the target group are drawn to their best tactical positions (in combat, everyone gets doubled adds for 1 round; in the woods, someone spots whoever is sneaking up on them; in town, you find a good bargain, etc.)

three Teleports one target up to (L squared) yards

Inflicts confusion on (L) targets for (L) rounds -- they must make a L1

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IQ SR to do anything

twoEnsures the courage & loyalty of the target group & its allies; (L) rounds, or (L) days if not in combat

Lower ranking members & allies of the target group must make an (L) level IQ SR or turn disloyal & cowardly

Ace of Swords

The target sword becomes invincible -- it cannot be broken, dropped or snatched, it gets triple the normal number of dice & adds, and it can damage anything; lasts (L) rounds

The target sword fights against its wielder (use weapon dice & adds only, not personal adds); the victim must fight himself for (L) rounds

Suit of Pentacles (Discs) reversed:

King of PentaclesAdds (L squared) to the target's IQ, LK, or CHA (cartomancer's choice); lasts (L) game turns

Subtracts (L squared) from the target's IQ, LK, or CHA (cartomancer's choice); lasts (L) game turns

Queen of Pentacles

One object of cartomancer's choice will appear -- it must be a mundane & generic inanimate object (a weapon, clothing, furniture, boat, etc.) but will be of rich material & opulently decorated; lasts (L squared) turns

Infuses the target object with the ability to infuse disease on contact (an (L) level disease); infectiousness lasts (L) turns, but the diseases run their course

Knight of Pentacles

Restores one broken item to good-as-new (max item weight = (L cubed) lbs); or cures (L squared) hit points

Will slow one target's physical and mental speed by a factor of (L) (a "slow-motion" spell, at Level 2, it's similar to Glue You)

Page of PentaclesCartomancer may ask three Dear God questions

Pleasantly intoxicates (L) targets for (L) turns -- fun at a party, but in combat will eliminate all personal adds

ten

Summons a beneficent guardian spirit (MR = cartomancer's total attributes); it will guard a home, family, business for (L squared) days

The target must attempt a L1 LK SR; if he fails, he will lose a total of (L squared) x 10 gp value; if he succeeds, he will realize a similar gain

nine

Allows the target to see through the deceptions of one individual or group and discern their true intentions

The target may craft a lie or disguise that is exceptionally effective (add (L) to the level of SR required to see through it)

eight Triples the target's DX for for (L) rounds; or gives the target master's skill in one chosen craft (like

Reduces the target's DX by two thirds for (L) rounds; or robs the target of one craft skill for (L) hours

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carpentry) for (L) hours

seven

Causes one object to become lighter or heavier (cartomancer's choice) by a factor of (L) for (L) turns

Dispels all illusions & magicks not exceeding (L) level

sixUndo one immediate action (within the last round or turn); it is as if it did not happen

The target's immediate, foremost fear proves to be true

five

Shields one target; the next (L squared) weapon dice, spell levels, and even SR levels that attack or thwart him will be absorbed

Cartomancer may take any group action or effect (combat totals, damage received, spell effects, etc.) and redistribute them among that group as desired; affects up to (L) targets and may be used for (L) rounds

four

Blessings upon (L) targets for (L) turns -- they will not break or lose any possessions, nor can the fumble any SR

Curses upon (L) targets for (L) turns -- they drop whatever is in hand (just once), and they fumble SR's on a non-double 6 or less

threeEnsures & exaggerates glory received by one target (also increases rewards)

Sours the glory due to one target, or causes one act deserving of reward to be ignored

twoBrings an answer (or leads one to the answer) of a perplexity or obstacle

Causes the target to prance about like a drooling idiot for (L) rounds (victims are allowed a L2 CHA SR to resist only if their level is higher than the cartomancer's)

Ace of PentaclesGrants one Wish; just how big a wish the GM will allow depends upon the cartomancer's level

Summons a Demon Servant, MR = ((L squared) x 10) [alternately, if the cartomancer makes an IQ SR, she may choose the exact demonic type, up to the level of the SR made; if the demon has a CHA greater than the cartomancer, it is allowed a (L) level CHA SR to become free-willed]. It will serve for one combat, one set task not longer than (L) days, or serve in a general way for (L) turns

The Major Arcana reversed:

I - Magician Cartomancer may cast any standard Wizardly spell (up to (L) level) that she can name and provide proper

Attacks one magic-using target, draining all Mana (spell power); or disenchant (L) magic objects. If

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parameters for

Mana is drained, it may be "donated" to another (to replace spent Mana, it will not exceed the normal limit)

II - High Priestess

Cartomancer will receive an ambiguous vision from the Priestess. If interpreted correctly, it will reveal secrets/answers to the trouble at hand

The Ultimate Lie -- the cartomancer's next spoken sentence will be totally believed by everyone who hears it and cannot make an (L) Level IQ SR.

III - Empress

Fecundity & Comfort; depending upon (L), this brings healing, satisfaction (feed (L) people, heal (L) x 10 hits, etc.)

Obfuscation -- the cartomancer & group will now utterly confound up to (L) targets; their words & movements will leave their opponents in abject uncertainty

IV - Emperor

If not currently in battle, cartomancer may bless one target (not himself) with +1 IQ or Mana, permanent; or cartomancer may attempt a L2 LK SR; if successful, he may pull the card of his choice from the deck and cast that

Disguise -- gives (L) targets the complete illusion of being someone or something else; lasts (L) hours

V - HierophantPrayer -- cartomancer may direct a plea directly to a chosen god.

Pomposity -- if target's CHA does not exceed (cartomancer's CHA x (L)), target will not be believed and his followers feel great disillusionment; lasts (L) turns

VI - Lovers

Guarantees a favorable introduction between two targets of opposite gender (or compatible gender preference); or restores lost spiritual innocence (as for a traumatized child); or if target's IQ+LK+CHA does not exceed cartomancer's, target will be smitten with good will -- violence & anger fades

Pick one thing to go wrong (it must be an ordinary thing, nothing miraculous); that misfortune befalls (L) targets

VII - ChariotThe right course of action, best choice, correct answer will be revealed

Afflicts (cartomancer's CHA x (L)) targets with discord & clamor -- can cause riots, even rebellions -- the feelings last until sunrise or a leader with CHA greater than the cartomancer's begins to rally them

VIII - Strength One target will recover from & be completely immune to all attacks on the will & psyche (includes gazes, possession, hypnotism, TTYF, Dum Dum, etc.); lasts (L)

One target is stripped of all resistance to disease & mental assaults (no SR's allowed versus such attacks); cartomancer may also choose to inflict (L) dice directly to

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turns CON; lasts (L) turns

IX - Hermit

Revealer of Mysteries - cartomancer correctly pieces together any clues (gets BIG hint from the GM), and knows of any gods or spirits acting upon her or her cause; or divine the origin & true purpose of one target

Grand Illusion - creates an illusion of unlimited scale & depth (including a complete environment), affects up to (L) targets -- it cannot be disbelieved but can be dispelled by a Level (L) Dis-Spell; lasts up to (L) days

X - Wheel of Fortune

Add +1 to LK for everyone in cartomancer's party (1 turn); or reverse a choice -- undo one very recent action ("I wish I hadn't opened that door.")

The cartomancer chooses one immediate & present thing (object, concept, process) -- the GM then determines how it is doubled

XI - Justice

Brings the weight of true justice to bear upon the immediate situation [unbiased justice as defined by Athena will be done, not necessarily the will of the cartomancer.]

Breaking the inevitable -- a thing which is about to happen will be avoided; the thing must be currently happening (falling, standing in the path of a flood, under sentence of death), it will not work on eventual things (dying of old age).

XII - Hanged Man

One target is sealed in complete stasis -- it is in perfect suspension and cannot be harmed; duration is pre-set by cartomancer, up to (L cubed) days

Resurrects one dead target; warning: the exact nature of the resurrection is subject to cosmic laws & the whims of fate (i.e., if the death is very recent, it should work as expected, but the GM is free to play with the effects of this one)

XIII - DeathOne target ages by (L squared) years (target may be a being or object of any size)

Places (L) targets in a trance, they will be in a sleep-walking state & obey the cartomancer's suggestions for (L) turns

XIV - Temperance

Heals the effects of up to (L squared) years of aging; or completely heals one target of all physical, mental, & mystic ills & injuries (except for curses cast at a level higher than the Cartomancer's)

Conjures an Elemental (cartomancer's choice), MR = (10 x (L squared)); serves for (L) turns

XV - Devil

Up to (L) targets will be controlled by their animal nature for (L) turns (in combat, it usually means berserker rage; in other circumstances, unreasoning lust or greed is the result)

Dismisses all demons up to MR = (10 x (L squared)); or exorcises one possessing demon; or calms rage or emotional obsession in one target

XVI - Tower A catastrophic downfall; either literal (collapsing walls) or figurative (collapsing doctrine or

Casts one target into mystical imprisonment In a strange, far away land for (L squared) years; a Level

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authority); any one man-made construct or concept may be the target, nature of the downfall is governed by (L) and the GM

(L) SR on LK or CHA is allowed

XVII - Star

Restores to complete health one target, provided it is alive or dead not more than 24 hours; or permanently increases the target's IQ by an amount equal to the target's level

Permanently reduces target's IQ by (L); a Level (L) LK SR is allowed

XVIII - Moon

Destroys undead of up to (L) levels or targets; or cures one target of lycanthropy; or blesses one target with (L cubed) experience points

Draws forth in the mind one's worst, hidden terrors, targets either flee or are reduced to whimpering wretches; affects (L) targets whose IQ is not greater than the cartomancer's

XIX - Sun

Inflicts (10 x (L squared)) hits directly to the CON of one Vampire or unholy spirit; or brings forth healthy fertility in a field of crops, a herd, or a woman

Dispels minor domestic problems, calms quarrels, even causing small debts to be repaid; or if cartomancer is ready & situation appropriate (GM's whim), opens a door to direct communication with a demigod of choice

XX - Judgement

One target (of a level not exceeding (L)), will draw the pointed attention of the god or goddess they have wronged or offended the most; however, if the target is very pious & has not offended the gods, then the attention of the god who is most pleased will be drawn

The cartomancer may transform into a being of light, immune to damage except by mystic or demonic attack, able to travel freely wherever light can, and do touch damage = personal adds (no armor); lasts (L) turns

XXI - World

Arranges for ordinary transport to any location in the known world; or gives passage for cartomancer & (L) others to any mystical "heaven"-type realm, within the reach of cartomancer's level & piety (GM's whim)

Causes one target to obsessively fixate upon whatever mundane task is immediately before him to the exclusion of all else, this is an (L) level curse & lasts until dispelled; or gives passage for cartomancer & (L) others to any mystical "hell"-type realm, within the reach of cartomancer's level & impiety (GM's whim)

0 - Fool

Allows (L) targets to do something utterly foolish and get away with it! (walking through fire, crossing a bridge that isn't there, etc.)

Inflicts upon one target a curse of foolery (pratfalls, fumbled speech, impulsive choices, all SRs must be attempted with one die) for (L) days

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Critter GuideA Field Guide to the T & T Monsters as found in the Great Land

The following guide presents a closer look at the monsters and enemies that roam the Great Land. Although there is some world-specific information, most of this guide can be used in any T&T campaign.

Some of the monsters are original, some are straight out of "official" Tunnels & Trolls material (including supplementals), some from medieval bestiaries, some stolen from other games, and many are adapted from the now out-of-print trilogy All the World's Monsters edited by Jeff Pimper & Steve Perrin. Where I have name credit for a creature, the contributors are noted.

Airsquid / MR: 2d6 × 15Airsquids are great, helium-filled squids which lair in mountain peaks. They can grow to over 60 feet long. Anyone taking hits from an Airsquid must make a L2 DX SR or be enwrapped in the tentacles (L4 ST SR to get free). If it has enwrapped any victim and is still fighting others, there is a 50% chance that it will simply fly off with its meal.

Ant, Giant / MR: * swarms: 3d6 × 10These ants are roughly mouse-sized driver ants.

Bandits / MR: 4d6These can take the form of any sort of human or mixed rabble. They are generally poorly organized, poorly led, and poorly equipped (exceptions to this should be special developments by the GM). They may have no treasure at all; but on a roll of 9+ on 2d6, they have two rolls on the treasure generator and two on the special items table (which might be used in combat).

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Bandit Troops

Common Grunts

CON = 3d6Armor = d6-2Atk = 2d + (d6 adds)

Veterans

CON = 3d6+3Armor = 2 × d6Atk = 3d + (2d6 adds)Missile adds = 2d6; DX = 3d6

Sergeants

CON = 3d6+8Armor = 2 × 2d6Atk = 4d + (3d6 adds)Missile adds = 3d6; DX = 5 + (3d6)

Plus roll one die for specials:1: no specials2: curare poison3: rogue; has one 12 point TTYF4: bruiser; +5 CON, +5 adds, 6d weapon5: archer; +5 missile adds, +5 DX6: add a 5 pt shield, and roll again

Banshee / MR: 3d6 × 5 undeadThe Banshee is a strange and terrible spirit, who haunts wicked places and wicked people. They may only be struck with magic or silver. When the banshee wails, all in her presence must make a L2 IQ SR or flee in panic; all who take hits must make a L1 CON SR or be frozen by paralysis.

Basilisk / MR: 2d6 × 10The Basilisk is sometimes considered the king of the serpents. It resembles a fat cobra with a permanent hood and an oversized head graced with a crown of horns; it has four claws upon which it moves. The basilisk is an exceedingly dangerous creature even if you never get close enough to fight it. It exudes a poisonous odor -- all in the vicinity must make a L1 CON SR every turn or lose 1d6 to ST. Its gaze carries a curious magical attack -- any one meeting the eyes of a basilisk must make a L2 IQ SR or momentarily burst into flames suffering (MR/5) damage.

Bat, Giant / MR: 2d6These are normally only a threat to the wee folk.

Bat, Vampire / MR: * swarm: 3d6 × 5

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These normally swarm only in defense; they generally attack singly, picking sleeping targets. Their victims can awaken on a L3 LK SR; otherwise they lose d6 ST points (recoverable).

Bear / MR: (d6 + 3) × 10

Bear, Cave / MR: (d6 + 7) × 10 armor: 10Cave bears are exceptionally ferocious, and because of their bellicose nature, retain full fighting effectiveness until at least half of their MR is gone.

Bee, Giant / MR: (d6 × 10) + 30The sting of a giant bee will do (MR/10) directly to CON unless a CON SR is made on L(MR/10).

Bee, Killer / MR: * swarms: *A swarm of killer bees can be driven off by smoke or magic. Each person attacked makes a DX roll based on their armor, and if they miss, will take hits equal to how much they missed by:

no armor = L4cuirass = L2full = L1

Beetle, Giant / MR: d6 × 10All giant beetle have armor equal to one fourth their MR. They may also have various special attacks:

d6special attack

1 no specials

2massive pincers; one opponent must take any hits scored and they are pinned -- they will take d6 points of crush each round they fail to make ST SR (Level = MR/10) to free themselves.

3caustic chemicals; all opponents must make a L1 ST SR or lose all personal adds -- in any case, leather armor will be permanently reduced by one point.

4stinger; poison causes immediate vomiting unless a L1 CON SR is made.

5 completely magic resistant.

6vengeance; upon death its bodily juices form a terrible acid, capable of dissolving flesh and metal; plus roll one more time on this table.

Blutschink / MR: (d6 + 4) × 10The Blutschink looks almost exactly like a bear, but is only a distant relation. It actually feeds by draining blood through its fangs. It will seek to pounce upon (or find sleeping) one

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victim -- if they fail a L3 ST or DX SR, they have been pinned and will be drained of d6 ST per round.by Ken Pick, from German folklore

Centaurs / MR: 2d6 × 5Centaurs are a noble, if somewhat arrogant, kindred. They are classed as "monsters" for their aloofness and an unfortunate penchant for highway robbery and the occasional armed excursions (these are often merely actions of self-defense, but it is not how the human authorities will describe them). Wise folk know them to be intelligent, honorable, and to have a knack for healing and prophecy. They are justly feared, however, for their martial prowess -- on the few occasions when scattered bands of centaurs have formed into a military unit, they have been nearly unstoppable. Being something like cavalry, they can charge into battle, which doubles their adds on the first round. For their personal stats, see the Kindreds section.

Centaur Troops

Common Grunts

CON = 3 × 3d6Armor = d6+2Atk = 3d + (2d6 adds)

Veterans

CON = 25 + 2d6Armor = 2 × 2d6Atk = 5d + (3d6 adds)Missile adds = 3d6; DX = 3d61 in 6 will be a rogue (half armor, one 12-pt TTYF).

Sergeants

CON = 30 + 2d6Armor = 2 × 3d6Atk = 5d + (4d6 adds)Missile adds = 4d6; DX = 10 + (3d6)

Plus roll one die for specials:1: no special2: marksman; +10 missile adds, DX = 20 + (3d6)3: rogue; two 12-point TTYF's4: rogue; half armor, Mana = 4d6, all spells through second level5: bruiser; +5 CON, +5 armor, +5 adds, 6d weapon6: roll twice (if you get rogue twice, add one level and 2d6 Mana)

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Centipedes / MR: *Centipedes will not sting unless provoked. The poison is painful -- unless a L2 CON SR is made, it will subtract d6 from IQ.

Chimera / MR: 2d6 × 10 (doubles add & roll over)This is the classic Greek Chimera -- Lion's head, Goat's body, Serpent's tail. It can breath fire once per turn (Range = MR in feet; damage = dice + adds as if 1/3 MR).

Personalized Chimera Stats

ST × 4IQ --LK × 1/4DX = 3CHA × 5 (negative)CON × 3Mana × 3/4

Crow, Killer / MR: * swarm: 4d6 × 5These birds are large, fairly intelligent, and determined to provide their own carrion.

Cyclops / MR: 2d6 × 10Cyclops are generally smaller and smarter than the regular giants. They sometimes gather in small communities, and a few have constructed armor (40 points) and swords (8d+8) for themselves. they never use magic, but can hurl rocks up to 7d in size.

Personalized Cyclops Stats

ST × 4IQ × 3/4LK --DX --CHA × 4 (negative)CON × 4Mana na

Dog, Death Hound / CON:3d6, armor:2, atk:2d + (18+2d6 adds)These mastiff-like creatures have wiry metallic hair, but are otherwise ordinary canines with a particular talent for violence.by C. Bigglestone & D. Hargrave

Dogs, Wild / MR: 10These run in packs of 2d6 animals.

Dragons

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See the Dragon appendix below.

Dwarves / MR: 3d6 × 2Dwarven brigands are rare, but not unheard of. More likely, dwarves from some small settlement will cause trouble by marching on their neighbors to settle some legal dispute. For their personal stats, see the Kindred section.

Dwarven Troops

Common Grunts

CON = 2 × 3d6Armor = 2 × 2d6Atk = 3d + (2d6 adds)

Veterans

CON = 2 × 4d6Armor = 2 × 3d6Atk = 4d + (3d6 adds)Missile adds = 3d6; DX = 3d61 in 6 will have a 6d weapon.

Sergeants

CON = 2 × 4d6Armor = 2 × 4d6Atk = 5d + (4d6 adds)Missile adds = 3d6; DX = 4d6

Plus roll one die for specials:1: no special2: curare poison3: an extra 2d6 adds4: full 40 points of armor5: berserk; never fails morale, and is immune to charm-type magicks6: roll twice

Elves, Dark / MR: 4d6Dark Elves are not merely nasty High Elves -- Dark Elves have been corrupted to a point that resembles demonic possession. They are totally committed to the cause of evil. Their personal stats are the same as for High Elves.

Dark elf Troops

Common Grunts

CON = 2d6

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Armor = d6Atk = 3d + (3d6 adds)

Veterans

CON = 3d6Armor = 2 × d6Atk = 4d + (3d6 adds)Missile adds = regular adds + 2d6; DX = 15 + 2d61 in 6 is a rogue -- one 16-point TTYF

Sergeants

CON = 3d6+5Armor = 2 × 2d6Atk = 4d + (4d6 adds)Missile adds = regular adds + 3d6; DX = 20 + (3d6)

Plus roll one die for specials:1: no special2: Spider Venom poison3: marksman; +5 DX, +d6 missile adds4: rogue; half armor, Mana = 4d6, all spells to second level5: bruiser; +5 CON, +10 armor, 6d weapon6: roll twice

Fish, Vampire / MR: 2d6Vampire fish are a cross between pirañha and flying fish. Below the surface, they attack in swarms which will hit all targets with 2d6 damage (doubles add & roll over) each round. They will attempt to provide their own prey be leaping in great numbers out of the water to "buzz" small boats, seeking to knock an occupant into the water.Each Vampire Fish has four large pearlescent incisor teeth which can be worth 2-10 gp each from a jeweler.

Ghost / CON: 2d6 × 5 undeadGhosts attack either with standard magic spells or attribute drain (roll randomly for each ghost to determine which attribute), but some are relatively harmless. All persons facing a ghost must make a L2 IQ SR or panic, which halves their IQ & DX for the duration of the encounter. Ghosts can only be struck by magic or silver.Some ghosts have only a Mental Attack; they will assault one victim with a Mental-MR equal to (2d6 × 2d6). The victim must fight back using Mental Combat ability [Warriors throw 3 dice, Warrior-Wizards & Kung Fu Fighters roll 4 dice, Wizards get one die per level, everyone else uses 2 dice; adds are calculated like combat adds but based only on IQ & LK (over 12); and Charisma functions as CON.] If the victim's Charisma is reduced to 5

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or below, the ghost instills a terrible phobia; if CHA is reduced to zero, the ghost will either assume residency in the body or leave them a soulless zombie.

Ghoul / MR: 3d6 + 15 undeadThese repellent, shambling humanoids are covered with decaying fur and scabby skin; they have babboonish faces and piercing, glowing eyes (these are Lovecraftian ghouls; c.f. Pickman's Model). They feast upon decaying corpses buried in unhallowed ground. They can only be struck by magic or silver weapons. Ghouls use no tools or weapons.

Personalized Ghoul Stats

ST × 3IQ × 1/4LK × 1/2DX --CHA × 4 (negative)CON × 3Mana --

Ghoul Troops

Common Grunts

CON = 3 × 3d6Armor = 0Atk = 3d + (4d6 adds)

Veterans

CON = 3 × 4d6Armor = 0Atk = 3d + (6d6 adds)1 in 6 will have disease.Roll 2d6; on a 12, it knows all 1st level spells and has a Mana of 3d6.

Sergeants

CON = 3 × 6d6Armor = 0Atk = 4d + (6d6 adds)Roll 2d6 - 8; that is its level of magic mastery, Mana = (2d6 × level)

Giant / MR: 2d6 × 20Giants are dull-witted and dangerous -- this breed is always monstrously large ("lesser" giants are actually large ogres or trolls). They generally use a large rock or tree as a weapon. there are a very few smart giants; and these are particularly worrisome, for they often manufacture armor and weapons for themselves. The attribute modifiers below are for a basic first level giant personality; if rolling for a random giant's personal attributes, first

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roll 2d6 to determine the ST and CON multiplier.

Personalized Giant Stats

ST × 5IQ × 1/2LK --DX --CHA × 5 (negative)CON × 5Mana na

Goblins / MR: 3d6Unlike their cousins, the orcs and gremlins, goblins are truly dedicated to evil; they have sold out to the dark side and find joy only in harming others. As swarming monsters, they will be merciless and have a high morale. Treasure will usually take the form of poisons and unusual weapons.

Personalized Goblin Stats

ST × 3/4IQ --LK --DX × 1.5CHA × 1/2 (negative)CON × 3/4Mana --

Goblins have one natural magic:

Darkest Hour / (ST cost = 2+) / range: 100'This will drain the light from any natural source except the sun; cost is 2 ST points per turn the light is quenched. When the spell is ended, the caster will actually glow with the stolen light for one turn.

Goblin Troops

Common Grunts

CON = 2d6Armor = d6-2Atk = 2d + (d6 adds)

Veterans

CON = 2d6+3Armor = 2 × d6Atk = 3d + (2d6 adds)

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Missile adds = melee adds + d6; DX = 10 + (3d6)1 in 6 will have curare.

Sergeants

CON = 2d6+8Armor = 2 × 2d6Atk = 4d + (3d6 adds)Missile adds = melee adds + 2d6; DX = 15 + (3d6)

Plus roll one die for specials:1: nothing2: curare poison3: rogue, he has one 12-point TTYF4: a special poison…(GM's delight)5: two-handed smasher: -5 pts armor, +5 adds, use a 6d weapon6: roll twice

Shamans

Goblin Shamans follow all the regular shamanic magic rules.

Gremlins / MR: 2d6Gremlins are the smallest of the goblinoid kindreds. Rarely aggressive, they can still be a great threat when in defense of their squalid homes. They occasionally ride large lizard mounts as a sort of miniature cavalry. For their personal stats, see the Kindred section.Treasure found amongst them is generally very poor.

Gremlin Troops

Common Grunts

CON = d6+3Armor = d6-2Atk = 2d + (d6-1 adds)

Veterans

CON = 2d6Armor = 2 × d6Atk = 3d + (d6 adds)Missile adds = d6; DX = 3d61 in 6 will have curare.

Sergeants

CON = 2d6+3Armor = 2 × 2d6

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Atk = 3d + (2d6 adds)Missile adds = 2d6; DX = 5 + (3d6)1 in 6 will have curare1 in 6 will have a 4d weapon1 in 6 will have 4d6 adds

Griffin / MR: 2d6 × 10 (doubles add & roll over)Griffins are particularly attracted to horse-meat, but are dangerous in any case due to their highly aggressive character. Griffins appear in a great variety of types, the most precious of which is the golden gryphon. The body parts are prized by material magicians, particularly the beak, claws, and feathers (the feathers of a golden gryphon make perfect scroll-writing implements).

Grokon / MR: 2d6 × 10The Grokon is a wild boar the size of an ox. They a quite aggressive but the meat is usually very good.by Scott McCartney

Hag / MR: ?Hags are a general class of unkind female mystics, some living, others more like liches, some are former witches or wizards, others are merely uncharitable wretches who have fallen into the wiles of some twisted demigod. They are more or less mortal and can be harmed by ordinary weapons, although many of them will have magical protections of various kinds. Most hags will have the ability to control mystically a kind of weather or element or animal. Nearly all have some sort of attribute drain attack.Many hags make a sort of Mental Attack; their Mental-MR equals 2d6 (doubles add & roll again) times five. The victim must fight back using Mental Combat ability [Warriors throw 3 dice, Warrior-Wizards & Kung Fu Fighters roll 4 dice, Wizards get one die per level, everyone else uses 2 dice; adds are calculated like combat adds but based only on IQ & LK (over 12); and Charisma functions as CON]. If they defeat a victim (reduce CHA to zreo), they will either transfer permanently 2d6 points of their chosen attribute, or enslave the victim as a mindless zombie.A few hags may be created as ordinary magic-users with full access to the standard wizardly spells. Most hags should have special magical abilities individually rolled for them.

Harpy / MR: 2d6 × 5Harpies are ferocious and vengeful -- they will steal food and occasionally babies as well. They do, however, seem to serve some mysterious divine purpose, and it is well not to go hunting harpies, as this may draw the disapproval of Hera. Harpies have the magical ability to call forth a wind of (MR) or (IQ × 5) mph.

Personalized Harpy stats

ST × 1.5

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IQ × 2/3LK --DX = 3CHA × 2 (negative)CON × 1.5Mana na

Harvestman / MR: 2d6 × 25Harvestmen are often presumed to be the result of some mad wizard's experiment. Actually, they are the spawn of an unholy union between an ancient spider demon and his high priestess. They appear roughly like monstrous human hands the size of an ox-cart, with fingers for legs and a fanged human skull for a face. Harvestmen frequently hunt in packs of d6; in the lair there will always be a Harvest Queen (MR = 2d6 × 50). In combat, the harvestmen fight normally with MR, but if they ever score hits that exceed their opponent's DX, ST, and LK (compared separately, not combined), they do no damage but pin their victim in a crushing grip. The victim cannot fight back, but may break free with a L5 ST SR. On each round, the victim will take 2d6 crush damage and must make a L2 LK or DX SR to avoid being bitten. The venom of a harvestman causes quick putrefaction -- it does 2d6 to CON and instantly reduces Mana to zero; and any victim that survives the venom must make a L1 CON SR for each of ST, DX, & CON or lose one point permanently.by Paul Jaquays

Hawk, Giant / MR: 4d6 × 2Giant hawks are quite rare and are usually found among the highest mountains. They have a wingspan of 8 to 14 feet and prey upon goats, antelope, and the occasional humanoid.

Hell Maiden / MR: 3d6 × 4The Hell Maidens are a product of some unsavory demigod. They have voluptuous bodies clothed only in chainmail but their heads are bare skulls. They normally wield 4d longswords and get 14 points of armor from their chainmail. They commonly ride undead horses and sometimes even Carrion, but Hell Maidens are not undead, nor are they demonic. They are immune to all mental magicks (including TTYF). Hell Maidens eat their victims.by Dave Hargrave

Personalized Hell Maiden Stats

ST × 2IQ --LK --DX × 1.5CHA × 2 (negative)CON × 1.5Mana na

Hobbit, Black / MR: 3d6

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Black Hobbits are halflings who have turned sour -- they are not so much evil as hateful, spiteful, vengeful, greedy, nasty, and downright ugly. They are far too quarrelsome to gather into communities and are usually found in very small gangs. They are infamous for the use of poisoned and diseased weapons. MR rated Black Hobbit swarms will attack without warning or reason, but have poor morale. The personalized stats of a black Hobbit are the same as for regular, nice hobbits.Although greedy, they have terrible taste; treasure may sometimes be significant, but is often merely bizarre collections of garbage.

Black Hobbit Troops

Common Grunts

CON = 2 × 3d6Armor = d6-2Atk = 2d + (d6 adds)

Veterans

CON = 2 × 4d6Armor = 2 × d6Atk = 3d + (2d6 adds)Missile adds = (regular adds) + d6; DX = 10 + 3d61 in 6 will have curare.1 in 6 will have pepper blade venom (halves personal adds).

Sergeants

CON = 2 × 4d6Armor = 2 × 2d6Atk = 3d + (2d6 adds)Missile adds = (regular adds) + 2d6; DX = 15 + (3d6)

Plus roll one die for specials:1: no special2: curare poison3: pepper poison4: diseased; anyone wounded must make a L2 CON SR5: marskman; missile adds = 15+2d6, DX = 25+3d66: roll twice

Hydra / MR: 2d6 × 20The hydra is not, as some believe, a relative of dragons. It is a unique magical species with some unknown relations to the gods. Hydras normally have 7 heads, and although two do not grow to replace one, the hydra does have a phenomenal regenerative capacity. The hydra is immune to all forms of poison and can regenerate (d6 × 5) points per round. Each head can act independently or in concert (divide the MR by 7 to determine the combat roll for an individual head).

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Killwing / MR: d3 × 10This is a furry bat-like creature with big teeth and a three-foot wingspan. It seeks to stun its prey with a sonic blast and then carry them off. They are a particular danger to fairies. Their sonic blast does nonlethal damage depending upon range: make a CON SR at the level indicated by the range and take hits equal to how much the roll was missed by:

0 - 10': L311 - 20': L220 - 30': L1

by C. Bigglestone

Kittyhawk / MR: 4d6These have the body of a bobcat and the wings & tail of a hawk; they are sometimes found in flocks of d6. Their normal attack is a dive, which doubles their adds.by Sean Cleary

Lamia / MR: 2d6 × 10The Lamiae are either the creations or children of the goddess/creature Lamia. Either way, they are sacred to her. The goddess Lamia is a treacherous deity with few followers, her rituals involve infant sacrifices and bloody orgies. The "common" Lamiae that adventurers are likely to run up against are a race of truly evil creatures, all female, with the lower body of a huge serpent. They are venomous; their poison attacks DX and ST simultaneously, doing 2d6 to each. Lamia characters may take any class.

Personalized Lamia Stats

ST × 2.5IQ --LK × 1/2DX --CHA × 2 (negative)CON × 2Mana × 1.5

Lemure / CON: 2d6 × 5 undeadThe lemure is a loathsome abomination that is sometimes mistaken for a decayed corpse lying in some refuse heap. It has mouldering green skin that appears leprous, and solid red eyes which glow like coals. Anyone seeing a lemure must make a L1 IQ SR, or halve their IQ & LK due to fear. It does not attack to damage a victim, but simply to touch them. A

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touched victim must make a L2 LK SR or be frozen helpless. Once the lemure is alone with a victim, it will initiate a Mental Attack; its Mental-MR equals 8d6. The victim must fight back using Mental Combat ability [Warriors throw 3 dice, Warrior-Wizards & Kung Fu Fighters roll 4 dice, Wizards get one die per level, everyone else uses 2 dice; adds are calculated like combat adds but based only on IQ & LK (over 12); and Charisma functions as CON]. If it succeeds, the lemure fades away and the victim takes its place.Lemures can only by struck by silver or magic weapons.by Steve Davies

Lich / MR: ? undeadA Lich is an undead sorcerer; a wizard who so hated or feared death that he or she used ancient, forbidden secrets to preserve the body beyond death and seal the soul within. They should be individually crafted as wizards of at least 16th level; however, some of their magical abilities may not survive in their new form -- they may lose spell levels, points of IQ or DX, or knowledge of certain spells.Liches are undead spirits and can only be harmed by magical or silver weapons. Despite retaining their intelligence and personality, they no longer "interface" through their mortal brains in quite the same way, and are thus immune to mental magicks (including TTYF).Liches have no maximum Mana limit, they may store as many points as they wish. However, liches cannot recover Mana naturally. In order to gain Mana points, a lich must eat the brains of a humanoid, drink the blood of a fairy or unicorn or mystical creature, or eat the flesh of a demon (all these must be within three hours of death). Each such "meal" provides 1d6 Mana points per victim's level or MR/10. Also, a lich may gain 2d6 Mana points be removing his own heart and bathing it in still waters that are reflecting the moon (only one such bath per night is allowed).

Lion, Fire / MR: 2d6 × 10Fire Lions are just like regular lions, but they have deep crimson hides with brilliant scarlet manes (an undamaged pelt is worth up to 12,000 gp in the south, 4-6,000 in the north). In addition to their fangs and claws, Fire Lions can also breath fire once per turn, (use dice & adds equal to one fourth its full MR). They dislike water and will be irritated and confused by rain.by Pavel Curtis and Chris Rolls

Manticore / MR: 2d6 × 20The Manticore's of T&T have the head of a man with three rows of teeth, the body of a lion, and a tail like a scorpion. It is very fast, can leap great distances, and has a strong desire for humanoid flesh. 1 in 6 are magic-users, with all first level spells and a Mana of 4d6. Its poison is quite painful and deadly; it will do x points to CON for y rounds (x = MR/20, y = MR/10).

Minotaur / MR: 2d6 × 5Minotaurs are mostly solitary, and although aggressive and violence-prone, they are not considered evil or dangerous. When a minotaur berserker attacks an unsuspecting party, half the time he is only looking for a good fight and won't actually kill anybody. Do not, however, mistake this for low morale; an enraged minotaur is every bit as stubborn and deadly as a bull. For their personalized stats, see the Kindred section.

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Minotaur Troops

Common Grunts

CON = 10 + 3d6Armor = d6-2Atk = 3d + (3d6 adds)

Veterans

CON = 12 + 4d6Armor = 2 × d6Atk = 4d + (4d6 adds)Missile adds = 2d6; DX = 3d62 in 6 will have a two-handed 6d weapon.1 in 6 will have an extra d6 adds.

Sergeants

CON = 15 + 4d6Armor = 2 × 2d6Atk = 5d + (5d6 adds)Missile adds = 2d6; DX = 4d6

Plus roll 1d6 for specials:1: no special2: double the armor3: bruiser; +10 CON, +5 Adds, 6d weapon4: berserk; never fails morale, immune to charm-type magicks5: an extra 2d6 adds6: roll twice

Morghoul / MR: 2d6 × 5 undeadThe Morghoul is the rare result of some very wicked attempts to preserve life or cheat death. It appears like a thick green-yellow fog in humanoid shape. It can only be struck by silver or magical weapons. If the Morghoul succeeds in moving over someone (L1 DX SR to avoid), that person is inflicted with a rotting disease which prevents any CON recovery except through magic. When attacked by weapons that can harm it, the Morghoul fights normally; and anyone taking hits from the morghoul will be inflicted with the rotting disease. The disease can be shaken off naturally if the victim makes a L5 CON SR the following sunrise; otherwise, it will take a L6 Healing Feeling.by Dave Hargrave

Mummy / MR: d6 × 10 undeadThe average mummy is only a fair fighter; they are too slow and clumsy to be a threat to anyone capable of running away. They may be struck by normal weapons and are also highly flammable. They are, however, immune to all mental magicks, take no damage from any missile weapon, and maintain their full fighting MR until all their (CON) MR is gone.

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Mutant, Slime / MR: 2d6 × 2d6Slime Mutants appear in the environs of Rum Lake and its outlet during the months of February & March. They wash down from the Stinking Swamp every spring, bringing random destruction until the warmth and salty waters destroy them. They are usually mindless, and take only one hit point from any missile weapon hit. They may at random have disease or magical effects.

Ogre / MR: 4d6 × 2Ogres may be brutish and ugly, but are generally not quite as stupid as some would believe. They frequently use armor and weapons, and can band together in crude military formations. For their personalized stats, see the Kindred section. Ogres get four points of armor from their tough hide.

Orcs / MR: 4d6Orcs are brutal, violent, and immature, but not necessarily evil. What causes them to be such a threat is their love of a good "scrap" and the fact that something unbroken & uncorrupted seriously offends their sense of aesthetics. For their personal stats, see the Kindred section.

Orc Troops

Common Grunts

CON = 3d6Armor = 2 × (d6-2)Atk = 3d + (d6 adds)

Veterans

CON = 3d6+3Armor = 2 × d6Atk = 4d + (2d6 adds)Missile adds = 2d6; DX = 3d61 in 6 will have curare.

Sergeants

CON = 3d6+8Armor = 2 × 2d6Atk = 4d + (4d6 adds)Missile adds = 3d6; DX = 5 + (3d6)

Plus roll one die for specials:1: no special2: curare poison3: Spider Venom poison4: bruiser; +5 CON, +10 armor, 6d weapon

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5: rogue; one 10-pt TTYF6: roll twice

Owl, Giant Golden / MR: 3d6 × 5Giant Golden Owls are quite intelligent, although still fairly normal animals. Their favorite food is gremlin or goblin; they will occasionally take a hobbit, but they seem to have a genuine dislike for the evil types and prey on them in preference to anything else.They are immune to mental and emotional persuasion magicks (not including TTYF). They also have the curious ability to channel an electric shock through their talons -- they may do so (d6) times per day, and doing so will quadruple any hits scored that round (electrical hits are non-lethal).by Dave Hargrave

Rats / MR: 5 swarms: d6 × 10There is a 1 in 6 chance that the rats bear a disease.

Rats, Giant / MR: 3d6Giant Rats normally come in gangs of one or two d6.

Roc / MR: 3d6 × 25Rocs are exceedingly rare -- because of their monstrous size, they can prey only upon mammoth, grokon, whales, and the like. They lair in the high mountains, but their great wings can take them to virtually anywhere.

Sabrecats / MR: 2d6 × 5, or 3d6 × 10Sabre-Toothed tigers come in several varieties. Many are small, about the size of leopard, and prey upon small game. The classic giant sabrecats are larger than tigers and weigh several hundred pounds -- they prey upon mammoth, grokon, and humanoids. The hide of the larger variety is worth up to 800 gp in good condition.

Salamander / MR: *The Salamander is a small reptile of fearsome reputation. It is completely immune to flame and heat, and even will extinguish a campfire if it strolls through one. The skin retains its qualities when removed -- it cannot even be heated by flame, let alone harmed. Many other parts of the Salamander are valued by wizards and alchemists. However, of all creatures, the Salamander has the deadliest venom -- a single bite will cause 3d6 CON hits per round for d6 combat rounds (a L3 CON SR will reduce the damage to 1d6 per round).

Scorpion / MR: *To avoid a standard scorpion's sting requires a L1 DX SR. The poison is painful, and attacks DX, subtracting d6 points for d6 (10 minute) turns. A L1 CON SR must be made each of those turns to avoid the damage.

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Shadowjack / MR: 4d6Shadowjacks are semi-magical humanoids. They can disappear into any shadow and reappear from any connected shadow. Plus, while in the shadow, all hits will be healed. If the shadowjack's own shadow touches another person, no magic cast by that person can affect the shadowjack. All shadowjacks are treated as if they were rogues, and are automatically capable of handling all magicks below their own level. Shadowjacks are villainous in character, but have a stern code of honor and will keep their word, not harm the defenseless, etc. However, they are second only to dwarves in cherishing grudges.

Shadowjack Personal Stats

ST --IQ × 1.5LK × 1/2DX --CHA × 1.5 (negative)CON --Mana --

Skeleton / MR: 2d6 × 5 undeadSkeleton warriors are the favorites of necromancers and undead lords. They can be struck by ordinary weapons, but are not good targets for missile weapons. All missile to-hit SRs are doubled in level when firing at a skeleton, and if you score a hit, you will not get personal adds (there is a practical limit to how much damage one missile can do to a skeleton).

Skeleton Troops

Common Grunts

CON = 20 rmor = 5 point shieldAtk = 3d + 4

Veterans

CON = 40Armor = 5 point shieldAtk = 4d + 101 in 6 will have chainmail cuirass, +6 armor

Sergeants

CON = 50Armor = 8 point cuirassAtk = 6d + 16Missile adds = 10; DX = 20

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Snakes, common / MR: 2d6To avoid a snake's strike requires a L3 DX SR, reduce by one level if you have a shield, reduce by another level it you have full armor. Most snake venoms attack ST, doing d6 points for d3 turns (a L1 CON SR on each turn will prevent damage, but you'll still be sick). One in six is a death viper whose poison does 2d6 for d6 turns.

Snake, Metal Cobra / MR: 64 armor: 16This curious construct is immune to all poison, heat & cold attacks, and mental magicks (including TTYF), and ordinary arrows. Its poison is a searing acid that causes convulsions unless a L4 CON SR is made; in any case, all personal adds are lost. It will drag its victims to a lair, where there may be much treasure.

Snake, Syren / MR: 4d6The Syren is a winged serpent of the desert. It moves swiftly and can fly faster than a running horse. Its venom causes 1d6 to ST, but if a L1 CON SR is not made, the victim will fall immediately unconcious.

Snake, Winged Viper / MR: 2d6 × 5This viper will swoop down and attempt to enwrap one victim -- if they fail a L2 DX SR, they are completely pinned. They then must make a L2 LK SR to avoid the bite -- the poison causes immediate weakness (STR = 2, lasts one hour) unless a L2 CON SR is made; plus the CON damage from the venom is one point per turn for 3d6 turns.

Sphinx / MR: 3d6 × 5Sphinx's are very intelligent, but do not use magic. They are badly addicted to riddles and similar puzzles -- if they lose such a contest, they must do the bidding (one time only) of the victor. However, if they win, the loser is at her mercy (this usually involves being throttled and eaten). Sphinx's are not aggressive, but can be quite vengeful if wronged.

Personalized Sphinx Stats

ST × 1.5IQ × 2LK --DX = 3CHA × 2 (negative)CON --Mana na

Spider, Giant / MR: 3d6 × 5Giant Spiders come in nearly as many varieties as the smaller sort. They trap or hunt in the same manner as the smaller versions. Except for special breeds, spider venom attacks the ST, causing 2d6 hits (half that if the victim makes a L2 CON SR). Giant Spiders are also immune to any venom.

Squonk / MR: 10 IQ: d3+2

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A Squonk looks like a severely diseased chinchilla; it is twisted and covered with boils and sores. Because of its profound ugliness, the poor thing has a persecution complex. It collects shiny objects ("pretty stuff") in its lonely den and will only burst into tears when intruders disturb it. It will whine about peoples stealing its pretties and beating up on it because it is ugly -- it is truly very sad. It is also very defenseless, but any being who treats a Squonk poorly will permanently lose one point of LK.

Tiger, Flying / MR: 3d6 × 5Flying Tigers normally attack while on the wing; they can produce (3d6) fireballs each day, and can spit one per round (L3 DX SR to avoid getting hit) -- the fireballs do 2d6 damage and are vaguely napalm-like; they will not burn for a long period but their great heat will ignite any flammables.by R. P. Smith

Treeman / MR: 4d6 × 2d6Treemen are a very strange and patient race; only the mysterious druids seem to know anything about them. They are very rare and usually solitary. They can be difficult to distinguish from real trees and there is no guarantee that they will behave any differently. They serve their own purposes and rarely communicate with other races, although they have been known to speak most languages. They may, in fact, be immortal, and elder treemen have been rumored to grow over a hundred feet in height.Treemen are flammable, of course, but take no extra damage from flame attacks. Their bark is worth eight points of armor, and like dragons, treemen are immune to magicks cast by anyone with an IQ lower than their own.

Personalized Treeman Stats

ST × 4IQ × 2LK --DX × 1/2CHA × 2 (negative)CON × 6Mana --

Trivern / MR: 2d6 × 3d6Triverns appear much like a wyvern, except for the three heads and three stingered tails. The three tails will attempt to strike in addition to the trivern's regular combat roll. Each targeted victim must make a L3 LK or DX SR to avoid being hit (make it a L5 SR if the target is actively fighting the trivern). The stinger automatically penetrates all but full plate armor and does 3d6 directly to CON, no SR. For each third of its MR it loses, the trivern loses the use of one head and one tail.by Dave Hargrave

Troll / MR: 3d6 × 5Trolls are impressive rock spirits in humanoid form. They can and do use weapons and

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tools, although rarely armor. They get a LK SR at the level of the spell versus any magic used against them. If they are struck by direct sunlight, they will be turned to stone, although if not smashed they will be restored at nightfall.

Personalized Troll Stats

ST × 3IQ --LK --DX --CHA × 4 (negative)CON × 3Mana × 1/2

Troll, Fire / MR: 4d6 × 5These follow all the rules for regular trolls, but Fire Trolls glow a dull red and have a body temperature like red hot iron. They are of course immune to flame and heat, and immersion in fire or lava will heal them (a Blasting Power spell will heal rather than harm). They fear cold, but take only normal damage from cold attacks. Because of their great heat, they can double their dice (not adds) versus any opponent who is not immune to heat damage.by Dan Pierson

Vampires / MR: 4d6 × 3 undeadVampires are exactly as represented in the Hammer films, they can usually be classed as rogues. The have a regenerative ability -- they recover CON hits equal to their LK every round.Most vampires also have a Mental Attack; their Mental Combat roll is calculated as for regular characters, but they roll 6 dice. [Warriors throw 3 dice, Warrior-Wizards & Kung Fu Fighters roll 4 dice, Wizards get one die per level, everyone else uses 2 dice; adds are calculated like combat adds but based only on IQ & LK (over 12); and Charisma functions as CON]. Anyone whose CHA is reduce to 3 or less by a vampire is completely under their control.

Personalized Vampire Stats

ST × 2.5IQ × 1.5LK × 1.5DX --CHA -- (negative)CON --Mana --

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Vorpal Bunny / CON = 5The vorpal bunny is a peaceable, little white fluffy creature except when its territory is invaded. It will then attack by swift leaps and slash the throats of its victims with great fangs. Each round, it will select one target and make an attack. The target must make a DX SR, regardless of armor, how high a level they make determines the outcome of the attack:

L4: savedL3: 3d6 damage (armor protects)L2:1d6 damage (no armor)L1: 2d6 damage (no armor)failed: 3d6 damage (no armor)fumbled: instant decapitation

In order to score any hits on a vorpal bunny, a fighter must first make a L6 DX SR; if they fail to make even a L1, they must instead make their full combat roll and apply it against whoever was this turn's target of the bunny. Vorpal bunnies are also curiously immune to all mental magicks (including TTYF), and any magicks cast by a person whose IQ is not a multiple of three.

Wargs / MR: 3d6 × 5 armor: 4Wargs are the descendants of the ancient Dire Wolves, the lord of canines. Not only are they stronger and meaner than a regular wolf, they are much smarter. If they score any hits on a person, the victim must make a L3 DX or ST SR or be pounced upon and driven to the ground.

White Fang / MR: 2d6 × 5White Fangs are reptilian canines, roughly like great danes with light, scaly skin and two pearl white fangs. If they score any hits, they can inject a milky venom (L2 CON SR or fall asleep for d6 hours).by Pavel Curtis

Wight / MR: ? undeadA mound wight is one of the most fearsome undead monsters known. Only humans and Dark Elves who have moved on the wrong paths and worshipped the wrong things ever become wights. Each one is an individual with unique magic items and spells. All wights appear as pale spirits dressed in pale, moonstone-like plate armor (20 points of protection versus all attacks). They can only be struck by magic or mithril weapons (not ordinary silver). Each has wizardly powers up to level = (d6, if you roll a six, add & roll over).They also may use Mental Attack -- figure Mental Combat ability and adds according to stats, and they roll (2d6) dice. A mental attack is made against one victim, who must fight back with Mental Combat [Warriors throw 3 dice, Warrior-Wizards & Kung Fu Fighters roll 4 dice, Wizards get one die per level, everyone else uses 2 dice; adds are calculated like combat adds but based only on IQ & LK (over 12); and Charisma functions as CON]. A victim whose CHA is reduced to zero by a wight is quite simply dead.

The stats below are static; wights do not increase in level.

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Mound Wight Stats

ST × 2IQ × 1.5LK × 2DX × 1.5 (× 3 if elf)CHA × 5 (negative)CON × 3Mana × (d6)

adapted from Dan Pierson

Wizard / MR: ?Most of the wizards encountered in an adventure should be deliberate NPCs, created as per the normal procedures. However, what follows is an emergency random wizard generator. All die rolls are 2d6, doubles add & roll over.

Level:

2d6: 2-3 4-5 6 7 8 9-10 11-12 13-15 16-18 19-22 23-26 27-30 31+

level= 1 2 3 4 5 6 7 8 9 10 11 12 13

IQ = 8 + (2d6); plus 1d6 per 10 levels or more

Mana = (2d6)+(2d6); plus 1d6 per 10 levels or more

Wolf / MR: 2d6 × 4Wolves run in packs of (1d6) dice; and are very rarely led by a Warg.

Wolf, Flying / MR: 2d6 × 4Flying wolves are very similar to regular wolves, except for their ecological niche. They are rare, and a full set of feathers from a mature specimen can be worth up to 2,000 gp.

Wolf, Ice / MR: 3d6 × 5Ice Wolves may actually be a form of elemental. They appear only in cold weather, and are more frequent during and after bitter storms. They appear to be made of tightly packed snow, with icy eyes and fangs. Cold and cold attacks heal rather than harm them. They take only normal damage from heat attacks, but cannot exist if the temperature is above 40°F. Anyone taking hits from an ice wolf must make a L1 CON SR or lose d6 points of DX to the cold.by Wayne Shaw

Wraith / MR: psychic undeadWraiths may appear in many forms, from dust-devils to lifelike figures. They are all immune to all mental magicks (including TTYF) and can only be struck by silver or magic weapons. All wraiths attack only through mental combat. Their Mental-MR equals (2d6, doubles add & roll again) times 5. A mental attack is made against a single victim, who

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fights back with Mental Combat [Warriors throw 3 dice, Warrior-Wizards & Kung Fu Fighters roll 4 dice, Wizards get one die per level, everyone else uses 2 dice; adds are calculated like combat adds but based only on IQ & LK (over 12); and Charisma functions as CON]. If a wraith reduces a victim to zero CHA, they will absorb all experience and memories permanently.

Wyvern / MR: 2d6 × 2d6Wyverns are distant and lesser cousins of the classic dragons. They have bat like wings and no forelimbs. They do not breath fire or use magic, but they can still be quite intelligent.

Personalized Wyvern Stats

ST × 3IQ × 3LK × 1/2DX = 3CHA × 4 (negative)CON × 5Mana na

Zombie / MR: d6 × 5 undeadZombies are unfortunate, mindless slaves. They can be struck by ordinary weapons, but severed parts will continue to be active.

Zombie Troops

Common Grunts

CON = 3 × 3d6Armor = d6 - 2Atk = 2d + (d6 adds)

Veterans

CON = 3 × 4d6Armor = d6Atk = 3d + (d6 adds)1 in 6 will have chainmail cuirass, +6 armor

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Dragons & DragonkindGM's Note: I have a great respect for the mythical image of dragons, and I dislike using them as

"random" monsters -- that is, just another head for the party to bash. I believe each dragon encounter should be special, and especially prepared -- each dragon being a unique individual. Therefore, the information below is not exacting in detail. It is left up to the GM to fill in the

blanks for each dragon.

There are a great number of different types of dragons throughout the Great Land, although all but the "classical" dragons form a small minority. This dissertation will outline the known qualities of these dragons.

The Mundane DragonsThese magnificent, floating, fan-winged beasts who once splashed the sky with awesome mating

dances are quite extinct. Being only normal animals, without the intelligence and magicks of their nobler cousins, they long ago fell beneath the lances of self-righteous knights and crusading demigods.

The Classical DragonsAlso called Native dragons, these are the true definition of dragons and constitute 90% of the

population of dragonkind. Their form is classical -- hexapedal (four legs, two wings), with great wings and powerfully armored heads bristling with horns or frills. Their scales are green with occasional gold, silver, or russet highlights. They are highly intelligent, graceful, and powerful.

Their sapience is proved by the fact that they are among the few "monsters" that can learn from experience and grow in level advancement. Many, although not all, are true wizards and acquire spells from senior dragons in a manner similar to humanoid wizards.

In combat, the average adult dragon will roll 25 dice + 200 or better. However, the fiery breath counts for 15 of those dice, so the dragon will fight with only ten dice if the breath weapon is neutralized (through flame immunity, etc.). The flaming breath can be used as a missile weapon with a range around 100 feet, doing damage equal to a fifth of the combat roll (e.g., 5 + 40).

A few classical dragons have an acid breath weapon, and some in the far north are known to breath a freezing mist. All classical dragons have a magical nature and are quite immune to any spell cast by a wizard with an IQ lower than theirs.

The MR of a classical dragon ranges from 200 for a small juvenile to well over 1000 for the older ones.

Personalized stats:

ST × 25IQ × 2LK × 1/2DX × 3CHA × 5(negative)CON × 50

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Mana × 10

The Imported DragonsHermes and Hecate once got into a great argument; each claimed that they had created dragons.

Since neither one of them actually did, the dispute was unresolved. So Hermes nipped off to another universe and pilfered some dragons he could call his own. Not to be outdone, Hecate brought some different dragons from yet another world. This went on for quite some time before Zeus put a stop to the contest. As a result, the Great Land now has a small but highly varied population of foreign dragons.

These dragons have been identified as belonging in six distinct groups, as given below. They all share certain common traits: They are magickal in nature, but have no magic immunities; many can cast spells but none are wizards -- they use pure earth magicks and are limited in how often they may cast a spell (these spells are innate, not learned); and each has one or more powerful breath weapons of amazing diversity. (When attacking with only their breath weapon, they use one fifth their MR as the combat roll, as for classical dragons).

The six categories of foreign dragons are listed in order of their commonalty, the most numerous groups first.

Chromatic DragonsThese are highly decorous beasts with great frills and crests. They are all of a solid, brilliant hue,

where from the class is named. Their most outstanding trait, aside from the color, is that these are lizards with a purpose. Chromatic dragons have a decidedly malevolent character, and delight in fulfilling the traditional roles of looting villages and toasting virgins.

There are five distinct subspecies:

adult MR breath

Black 300-800 acid

Blue 400-1000 Lightning

Green 300-900 poison gas

Red 400-1100 fire

White 200-700 cold

Metallic DragonsThese are similar to Chromatic dragons in appearance, except that their scales have a stunning

metallic sheen. Their character is quite different, however. The metallic dragons all seem to be kind, benevolent, and downright goodly. Communities which have one of these dragons nearby soon learn to be proud and even protective of it. Not surprisingly, these dragons are bitter enemies of the Chromatic dragons.

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There are five subspecies; the golden one is wingless and appears to run upon the wind:

adult MR breath

Brass 300-400 sleep, or fear gas

Bronze 400-1000 lightning, or Oh-Go-Away gas

Copper 300-900 acid, or Glue You gas

Gold 500-1200 fire, or poison gas

Silver 400-1100 cold, or paralysis gas

Insubstantial DragonsThere are three dragon species with the nature of existing in two forms.

Cloud DragonThis is a pretty, poly-hued wingless giant; when not in dragon form it appears as an ordinary cloud. It's spells are always weather-oriented. Adult MR is 600-1400; its breath weapon is a ferocious blast of wind at better than hurricane force.

Mist DragonProbably a relative of the cloud dragon, this is a coastal creature which spends much of its time in the form of a mist or fog. Adult MR is 400-1100; its breath weapon is a thick mist which drowns its victims.

Shadow DragonThis is a malevolent beast which looks like a solid shadow -- no features can be seen in the blackness. It has the ability to meld into shadows and doing so will heal it. Its spells are always illusion magicks. Adult MR is 200-600; its breath weapon is a cloud of total darkness which can panic the best of warriors.

Gem DragonsThese are gorgeous creatures whose translucent scales shimmer like crystals. They are quite even

tempered and tend toward acts of neither violence nor virtue. Three of them are unusual in that their breath weapon is actually a voice weapon, the shrill screech causing mystic effects upon all within range.

There are five subspecies:

adult MR breath

Crystal 200-600 blinding cloud

Topaz 200-700 dehydrating cloud

Emerald 300-800 wail that deafens or KO's

Amethyst 400-1000 wail that causes fear or paralysis

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Sapphire 300-900 wail that disintegrates!

Element DragonsThese are fabulously magical creatures. Apparently, their bodies are entirely made up of the

substance for which they are named. It is believed they are magical constructs of some alien demigod.

There are three "species":

ChromeThis polished metal dragon reflects sunlight so strongly, it dazzles its opponents. Adult MR is 500-1200, not mentioning its natural armor (50-120 points!); its breath weapon is a powerful version of the Smog spell.

CrystallineThis one is almost transparent, and immune to all spells that affect the mind (TTYF, Dum-Dum, Mind Pox, Image, etc.), raising the possibility that it may be a type of golem. Adult MR is 300-900; its breath weapon is a flaming liquid which continues to burn.

RockThis one sports wings but it cannot fly. Adult MR is 400-1200; its breath weapon is lava.

Herbal DragonsThese rare creatures are extraordinarily beautiful and their coats are highly prized. Among their

scales, the herbal dragons sport manes, crests, or stripes of thick, long fur whose bright, rich color gives the dragons their names.

There are eight subspecies:

adult MR breath

Cinnamon 400-1200 polymorphing gas

Mahogany 500-1800 lightning, or sleep or blindness gas

Russet 500-1200 "Medusa" gas

Umber 600-1300Death gas (SR allowed at a level =

MR/100)

Amber 300-900 acid

Chestnut 300-800 webbing sputum

Hazel 400-1000 paralysis gas

Tan 200-700 fire

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Treasure TablesThese are general use booty tables, featuring only coins & gems. Any treasure involving magic or

weapons should be determined before the encounter, as appropriate for the encounter.

There are six categories of treasure -- decide which one best suits the previous owner of the loot and make the rolls. At your discretion, these results are per individual, not for a whole party.

treasurecategory

copperpieces

Silverpieces

Goldpieces

GemsJeweled

Items

Crappy 3d6 2d6 2d6 - 5 d6 - 5

Poor d6 × 5 3d6 2d6 d6 - 4

Slim d6 × 5 d6 × d6 2d6 d6 - 4 d6 - 5

Good d6 × 5 d6 × 5 3d6 d6 - 2 d6 - 5

Rich d6 × 5 d6 × 10 d6 × 5 d6 - 1 d6 - 3

Fabulous d6 × 10 d6 × 10 d6 × d6 × 102d6

(doubles add & roll again)

d6 - 3

Jeweled Items

These can include any number of things; in addition to the possibilities below, feel free to use this for any special items that you want to throw at the protagonists (treasure maps, letters of introduction, keys, etc.).

Type of Item (1d6):

1 Necklace with (d6 × d6) gems

2 Ring with (d6 - 2) gems

3 Bracelet with (2d6 - 5) gems

4 Earrings with (d6 - 4) gems

5 Brooch with (2d6 - 3) gems

6Crown; roll again1-4 = (d6 - 2) gems of size 3 or better5-6 = (6d6) random gems

Setting of Item (2d6):value listed is base cost of the setting only

2 Bronze d6 × 5 cp

3 Copper d6 sp

4-6 White Metal 2d6 sp

7-8 Silver d6 gp

9-10 Gold d6 × 5 gp

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11 Platinum 2d6 × 10 gp

12 Mithril alloy 2d6 × 100 gp

The Gemstone TableThis is a detailed table especially for crystologists. It gives the base value in gp per ounce or carat,

and the spell level the gem is used at (that's the number following the # sign, it is here as a reference aid, so you can easily find what magick the stone may be good for). Percentage dice (two d10's) is required for this table -- some results require a second roll of 1d6 to determine the sub-type of gem

1-5 Agate .1/oz

1 = Red #12 = Black #23 = Grey #34 = Brown #45 = Green #56 = Moss #6

6-7 Alum .1/oz #5

8-9 Alatuir .2/oz #6

10-12 Amber .5/oz

1-2 = Yellow #13 = Red #24 = Green #55 = Living #66 = Blue #7

13-14 Amethyst 6/ct #1

15-16 Antipathes 1/ct1-4 = smooth #25-6 = rough --

17-18 Asbestos, crystal .1/ct #4

19-20 Beryl 5/ct1-2 = Yellow-green #33-4 = Green #45-6 = Yellow #5

21-22 B'dissai (clr amber) 1/oz #7

23-24 Carbuncle 1/ct #2

25-26 Carnelian 8/oz 1-3 = Clear #14-5 = Blood #26 = Sard #3

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27-28 Cater's Eye 2/ct #4

29-30 Cat's Eye 2/ct #5

31-32 Catochitis 3/oz #4

33-34 Chalcedony 2/oz #1

35 Coral 3/oz1-4 = Red #35 = Green #46 = Black #5

36 Cross Stones 3/ct #5

37-38 Crystal (quartz) 1/ct1-2 = Blue #63-6 = Clear #7

39 Diamond 18/ct1-2 = Green #33 = Blue #44 = Yellow #55 = Red #66 = White #7,9

40-41 Emerald 18/ct #1

42-45 Feldspar .5/ct #2

46-47 Garnet 4/ct #1

48-50 Hematite .5/ct #6

51-54 Iron Pyrite -- #1

55-56 Jade 12/oz1-2 = Yellow #23 = Green #34 = Red #45 = White #56 = Blue #6

57-59 Jasper .2/ct

1-3 = Green #34-5 = Red #66 = Green+red #7

60-61 Jet .3/oz #7

62-63 Lapis Lazuli 2/ct #6

64-65 Magnetite 2/ct #2,7

66-67 Malachite .5/ct #5

68-69 Melitite .3/oz #1

70-71 Milkstone .2/ct --

72-73 Moonstone .3/ct #4

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74-75 Onyx 1/ct #6

76 Olivine 1/ct #2

77-78 Opal 10/ct1-3 = Black #34-5 = Clear #46 = Milky #7

79-80 Pearl 20/ct #1,3(Black if roll snake-eyes) #7

81-82 Peridote 1/ct #5

83-84 Ruby 15/ct #2,3(starred if you roll a 6) #5

85-86 Sapphire 16/ct1-2 = Blue #23-4 = Yellow #45 = Green #56 = Black #7

87-88 Sardonys 1/ct #4

89-90 Schist 1/ct #3

91-92 Selenite 1/ct --

93-94 Serpentine 13/oz #1

95-96 Sunstone 1/ct #2

97-98 Topaz 3/ct #4

99-00 Turquoise 5/ct #1,5(Sky if you roll snake-eyes) #6

Size & QualityUnless specifically stated, use the following as a guide to the general size & relative value of the

stones. Roll 1d6 to find out what to roll for the size -- this size will be in the units given in the table above, either ounces or carats. Roll 2d6 on either the Raw column for uncut, natural stones, or the Cut column for previously selected and cut jewelry stones. The table indicates if the stone is capable of being magicked by a Crystologist, and the multiplier for the base value.

Size (1d6):

1 1d6

2 2d6

3 d6 × 5

4 2d6 × 5

5 2d6 × 10

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6 2d6 × 3d6

Quality (2d6):

raw stones cut stones quality multiplier

2-3 2 Flawed × 1/4

4-5 3 Fair × 1/2

6-9 4-6 Good (magicable) none

10-11 7-10 Superior (magicable) × 2

12 11-12 Flawless (magicable) × 5

To get the final value of any stone, take the base value per carat or ounce and multiply by the size, then multiply that result by the quality multiplier. Stones of flawed or fair quality cannot be used to contain or create magicks.

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T&T Character SheetName Kindred Class

Saving Rolls:

Throw 2 dice & add attribute, must equal or exceed level of SR

*doubles add & roll again*4 or less on dice Fumbles

Level 1 = 20Level 2 = 25Level 3 = 30Level 4 = 35Level 5 = 40Level 6 = 45

Level 7 = 50, etc.

Level Ht & Wt

Strengthmelee adds_______

(ST, LK, DX over 12, under 9)

Armor :

Helm :

Shield :

Total Armor:

IQ

Luckmissile adds

_______(ST, LK, DX [x2] over 12,

under 9)Dexterity

CharismaHits taken:

Constitution

spent:

Weaponwpn

dice + addspersonal

addstotal

combat roll

Gold Silver Copper valuables

___+___ +___ ___+___

___+___ +___ ___+___ Languages:

___+___ +___ ___+___

AP: need for next level:

Notes:

Tunnels & Trolls is a trademark of Flying Buffalo, Inc. Character Sheets designed by Bruce V. Edwards

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