Index: 89. The College of Lesser Summonings 1. 90. The College of Rune Magics 8. 91. The College of Shaping Magics 19. 92. Magical Research and Spell Construction 30. 93. Guide to Magical Rocks, Stones and Gems 37. 94. Guide to Herbal Lore 44. 95. Magical Items 50. 96. Master List of Magical Talents, 57. Spells, and Rituals 97. Magic System Designer's Notes 65. DragonQuest Product Listing 68.

Credits:

Cover Artwork - Tom Kidd Interior Artwork - Timothy Truman and Paul Jacquays Original Material - Gerry Klug, Edward J. Woods and David J. Ritchie Editing and Section 96- Craig Brain Advice - Gerry Klug Errata - John Corey

Special Thanks to:

Rodger Thorm and the members of the DragonQuest Players Association and the members of the WebRPG Townhall community for all of their enthusiasm help and support. The DragonQuest Product Listing is the result of work of many people and is constantly being revised and updated when required.

Note: This edition of Arcane Wisdom was compiled by Craig Brain using material freely available from the Internet. Original contributors have been credited where possible. Any omissions are accidental and can be easily rectified. This book is not for sale or profit and meets the distribution requirements stipulated by TSR Hobbies Inc. The Trademarks DragonQuest and Arcane Wisdom are owned by TSR Hobbies Inc. TSR Hobbies is owned by , which, in turn is owned by Hasbro. This edition released on the 19th of April 2002. Please send all errata to [email protected]

ARCANE WISDOM, PAGE 1

them into the presence of the Adept. The match those appearing in the 89. THE COLLEGE OF LESSER entity to be conjured need not be native DragonQuest rules, with the following SUMMONINGS to the area to Adept occupies. All exceptions: conjuration rituals must be performed Creatures of Light are entities The College of Lesser from within a Circle of Protection and that the GM may have designated as Summonings is concerned with the Pentacle. having an affinity with the Power of summoning, conjuring, and binding of An Adept preparing to perform Light, which are normally associated entities of the same plane as the Adept a conjuration draws a Pentacle within a with what we would term "good." Any and with establishing communications Circle of Protection, as shown in this member of a character race may be with such entities. All summoning and illustration: known as a Servant of Light, which bindings of this College are a form of means he will value the doing of good spell magic. Conjurations are a form of and the prevention of evil above all other ritual magic, and establishing things. This allegiance may be declared communications can be accomplished via in any manner the GM desires within either spell or talent magic. his world. Certain creatures have a Summoning is the act of calling history of affinity with the aims of Light, entities who inhabit the same general and those creatures in the following list area as the Adept. The controlled input are denoted with an L. of mana along with the utterance of the Creatures of Darkness are name of the entity to be summoned entities that the GM may have allows the call to travel to the spot designated as being aligned with the where the entity may be found. The Powers of Darkness, which are normally summoned entity hears the call and associated with what we would term appears in the location from which the 'evil.' These creatures will be in addition Adept issued his summons (even if the to the Creatures of Night and Shadow adept has since moved to another (DragonQuest, section 72), which are location). The mana flow also creates a All Adepts of the College are known to be aligned with Darkness. Any magical path over or through which the presumed to acquire, as part of their member of a character race may be entity travels, thus allowing it to basic equipment during their studies, an known to be aligned with Darkness, in traverse the distance in much less time 8-ounce box of multi-colored chalks for which case he will be inherently evil. than normal. The entity to be summoned the purpose of drawing these figures As with Light, certain creatures must be native to the area the Adept (value for replacement purposes is 50 in addition to those listed in Section 72 occupies and be within range of the call. S.P.). The Adept stands within the have a history of affinity with Darkness, Thus, an Adept in the middle of an Circle of Protection. Within the Circle, and those creatures are denoted in the expansive grassy plain, and not within the Adept and his companions are safe following list with a D. range of an area of caverns, would be from any attack by the conjured entity. Any sentient being may choose unable to summon a Dragon (which are Conjured entities always materialize to be aligned with Light, Darkness, or native to caverns, not plains). The GM outside the Circle, unless the neither (being considered neutral for all always controls summoned entities. As conjuration ritual backfires, in which game purposes). Beings that refuse to with Adepts of other Colleges, Adepts of case the entity materializes within the take a stand will be in the vast majority Lesser Summonings may learn True Circle, breaking it and negating the in any DragonQuest world. The GM is Names from Namers, but may never protection it affords. Neither the Circle the final arbiter as to which creatures in attain Rank with them. Summonings nor the Pentacle is necessary, nor do his world are aligned with what (the may take the form of general calls (e.g., they provide any benefit in summoning. indications on the following list are but a summoning all Wraiths within range) of The GM always controls guide). See the Magic Colleges of specific call (e.g., summoning the Wraith conjured entities. A conjured entity will Celestial Magics, Necromantic Catio, if he is within range). remain with the Adept for a number of Conjurations, and Black Magics for more Unintelligent summoned entities who hours equal to the Adept's Rank with information on this subject. are not bound will, at the GM's the conjuration ritual. At the end of that Classifications include the following: discretion, remain in the area until they time, it will immediately return whence choose to leave (due to natural it came. Binding is the act of forcing an Apes and Prehumans: Baboons, wanderlust) or are driven away. entity (whether summoned, conjured, or Gorillas, Neanderthals, Orang-Outangs, Intelligent summoned entities appearing naturally) to obey the Sasquatch who are not bound will stay or leave as commands of the Adept in all things. Felines: Cheetahs, House Cats, they choose. In either case, the GM The GM controls bound entities, Leopards, Lions, Sabretooth Tigers, should perform a reaction roll to aid him although he refers to the Adept who Tigers, Wild Cats in choosing. Once bound, an intelligent controls the entity to ascertain his Great Land Mammals: Bears, Boars, entity will remain until no longer bound orders for the entity. An entity need not Camels, Elephants, Oxen, Stags, Woolly and then immediately attempt to leave. have been summoned or conjuror to be Mammoths Conjuring is the act of detecting entities bound, nor need it have been summoned Small Land Mammals: Dingoes, Hyenas, occupying the same Plane as the Adept or conjured to be communicated with via Jackals, Mongooses, Rats, Weasels, (but not necessarily the same area) and spell or talent. The spells, talents, and Wolves physically and instantly transporting rituals of this College affect particular Common Avians: Buzzards, Eagles (L), classes of entities. These classifications Goshawks, Owls ARCANE WISDOM, PAGE 2

Fantastical Avians: Gargoyles (D), Sufficient space must be available in within 25 feet (+20/Rank) of the Adept. Gryphons, Harpies, Hippogriffs, Pegasi, which an entity could materialize before Communication takes the form of Phoenixes, Rocs that entity may be conjured. An entity telepathically communicating thoughts Fish: Barracuda, Manta Rays, Pike, may be conjured into an environment in (including orders) to the subject and of Piranha, Sharks which it could not survive, but arrives in reading the subject's mind. Base Chance Aquatic Mammals: Dolphins (L), Great that environment dead or dying. A fish is 40% (+3/Rank). The Experience White Whales, Killer Whales, Merfolk conjured from the ocean onto dry land, Multiple for this talent is 150 and it may Other Aquatics: Eels, Kraken, Octopi, for instance would arrive near death. An not be resisted. Squids Adept may successfully communicate Lizards and Kindred: Basilisks, commands to a bound entity only if the 2. Detect Aura (T-2) Crocodiles, Giant Land Turtles, Hydras, Adept has also cast a spell of Whenever confronted by an Land Iguanas, Salamanders, Suarime, communication over the entity, or the object or being whose nature is unknown Wyverns entity is affected by the operations of T-1 to him, the Adept's player may tell the Snakes: Asps, King Cobras, Mambas, of this college. GM that he is attempting to detect the Pythons, Spitting Najas When an Adept attempts a Aura of the being or object. The GM rolls Insects and Spiders: Black Widow summoning spell, there is a chance D100. If the resulting number is less Spiders, Fire Ants, Killer Bees, (determined by the entity's class) that than or equal to the modified Perception Scorpions, Tarantulas the summoned entity will attack of the Adept, the Aura is detected. The Giant Humanoids: Cloud Giants, Fire someone, something, and/or the Adept Adept's Perception is subject to Giants, Hill Giants, Frost Giants, Stone and his party. This reaction chance may modification in the same manner as any Giants, Storm Giants, Ogres, Titans, be modified if the GM feels the Base Chance. This talent may be Trolls characters have taken actions that Actively (but not Passively) resisted. Fairy Folk: Brownies (L), Dryads, , would either antagonize or appease the In addition to any other Fossergrims, Leprechauns, Nixies, entity. modifications, the Adept's Perception is Nymphs, Pixies, Satyrs, Sylphs modified as follows: Earth Dwellers: Dwarves, Gnolls, [89.2] The Base Chance of Gnomes, Goblins (D), Halflings, performing any spell or ritual of the For every 10 feet (after the Hobgoblins, Kobolds, Orcs College of Lesser Summonings is first 10) separating the Adept Fantastical Monsters: Centaurs, affected by a variety of factors. from the being or object whose Chimerae, Giant Amoebae, Gorgons, Aura he wants to read. -1 Manticores, Minotaurs, Nagas (L), The following numbers are Sphinxes, Unicorns (L) added to the Base Chance of performing For each Rank the Adept has Creatures of Light (L) any spell of the College of Lesser with the Detect Aura Talent +5 Creatures of Darkness: (including Summonings: Creatures of Night and Shadows: Bats, The results of detection are the same as Dire Wolves, Doppelganger, Weres) (D) Adept is attempting to those given for this talent in 39.3. The Summonables: Djinni, Efreeti, Air summon a Very Rare Monster -15 Experience Multiple for this talent is 50. Elementals, Earth Elementals, Fire Adept is attempting to summon Elementals, Water Elementals, a Rare Monster -10 [89.4] General Knowledge Spells Hellhounds (D) Adept is attempting to summon Lesser Undead: Ghosts, Ghouls, an Uncommon Monster - 5 1. Spell of Summoning Small Revenants, Skeletons, Zombies Adept is attempting to summon Land Mammals (G-1) Greater Undead: Night-gaunts, a Common Monster + 5 Experience Multiple: 100 Vampires (D), Wights, Wraiths Adept knows the entity's Generic Base Chance: 60% Dragons: Black Dragons, Blue Dragons, True Name + 5 Range: 40 miles + 5 additional/Rank Golden Dragons (L), Green Dragons (D), Adept knows the entity's Duration: Immediate Red Dragons, Yellow Dragons Individual True Name +25 Resist: May not be resisted Riding Animals: Donkeys, Draft Horses, The Adept may summon on Mules, Mustangs, Palfreys, Ponies, [89.3] Talents monster (+2/Rank) from the Small Quarterhorses, Warhorses Mammals group. Only one type from 1. Communicate with Lesser this class may be summoned per cast. [89.1] Adepts of the College of Beasts (T-1) The monster summoned must be native Lesser Summonings are restricted in The Adept can always to the area. The summoned monster will the practice of their arts in several communicate with monsters belonging appear in 5 minutes (-30 seconds/Rank) ways. to the following groups. Apes and after the spell is cast. The monster Prehumans, Felines, Great Land appears in an uncontrolled state, and An entity may not be Mammals, Small Land Mammals, there is a 20% chance that it will attack summoned or bound by an Adept if Common Avians, Fish, Aquatic someone or something upon appearance. another Adept has already bound it. In Mammals (except Merfolk), Other addition, an entity may never be Aquatics, Lizards and Kindred, Snakes, 2. Spell of Summoning Fish and summoned to leave its natural habitat Insects and Spiders, Creatures of Night Other Aquatics (G-2) and enter some other habitat that it and Shadow, and Riding Animals. A Experience Multiple: 125 does not normally frequent. monster of these groups with which the Base Chance: 35% Adept wishes to communicate must be Range: 40 miles +5 additional/Rank ARCANE WISDOM, PAGE 3

Duration: Immediate 5. Spell of Summoning Riding Resist: May be actively and passively Resist: May not be resisted Beasts (G-5) resisted. The Adept may summon one Experience Multiple: 125 The Adept may bind to his will aquatic non-mammal (+1/Rank), or 10 Base Chance: 55% any one (+1/Rank) monster that is pike or piranha (+10/Rank). The Range: 40 miles +5 additional/Rank within range and is a member of one of summoned monster(s) must be native to Duration: Immediate the following groups: Apes and the area, and only one type may be Resist: May not be resisted. Prehumans, Felines, Small Land chosen per cast. The summoned The Adept may summon one Mammals, Common Avian, Fish, Other monster(s) will appear in 10 minutes (- Beast (+1/Rank) from among Riding Aquatics, Lizards and Kindred, Snakes, 30 seconds/Rank) after the spell is cast. Animals. Only one type of from this class Insects and Spiders, Lesser Undead, and The monster(s) appears in an may be summoned per cast. The beast Riding Animals. Upon casting this spell, uncontrolled state, and there is a 90% summoned must be native to the area. the Adept must announce what type of chance that it will attack someone or The summoned beast will appear in 10 monster he wishes to affect with this something upon appearance. There is a minutes (-30 seconds/Rank) after the spell. Only one type of monster from 100% chance that piranha will attack spell is cast. The Beast appears in an among all of these classes will be upon appearance. uncontrolled state, and there is a 35% affected by each cast, though any chance it will attack someone or number of binding spells may be effect 3. Spell of Summoning Lizards something upon appearance. at the same time. A monster bound by and Kindreds, Snakes, Insects this spell immediately ceases all action and Spiders (G-3) 6. Spell of Summoning Apes and at the moment the spell takes effect. It Experience Multiple: 100 Prehumans (G-6) becomes stationary and remains so until Base Chance: 35% Experience Multiple: 125 given orders by the Adept who is Range: 40 miles +5 additional/Rank Base Chance: 50% exorcising the binding. If the Adept Duration: Immediate Range: 40 miles +5 additional/Rank cannot communicate with a bound Resist: May not be resisted. Duration: Immediate monster, the monster remains The Adept may summon one Resist: May not be resisted. stationary until the binding is broken. monster (+1/Rank) from among the The Adept may summon one Once communication is established (via three classes, Lizards and Kindred, monster (+1/Rank) from among the Apes T-1 or G-10), the Adept may order the Snakes, or Insects and Spiders. Note and Prehumans. Only one type from this monster to do his bidding, and it will that Killer Bees and Fire ants appear in class may be summoned per cast. The obey his orders without hesitation. groups of 30, each group counting as one monster summoned must be native to However, a bound monster will obey monster for purposes of this spell. Only the area. The summoned monster will orders literally. If told to attack another one type of monster from among those appear 20 minutes (-1/Rank) after the monster, for instance, it will attack subsumed under these three classes may spell is cast. The monster will appear in immediately and continuously until told be summoned per cast. The monster an uncontrolled state, and there is a 65% to stop. If the object of the attack is summoned must be native to the area. It chance that it will attack someone or killed, the bound monster will continue will appear in 30 minutes (-1/Rank) after something upon appearance. to attack the corpse. Similarly, if told to the spell is cast. The monster appears in march west, the monster will march in an uncontrolled state, and there is an 7. Spell of Summoning Felines the direction ordered, even over a 85% chance (100% for Killer Bees and (G-7) precipice, without complaint, unless told Fire Ants) that the monster will attack Experience Multiple: 150 to stop upon reaching such a precipice. someone or something upon appearance. Base Chance: 45% Bound entities need not remain within Range: 40 miles +5 additional/Rank range of the Adept for the binding to 4. Spell of Summoning Common Duration: Immediate remain in effect. Avians (G-4) Resist: May not be resisted. Note: This spell requires a good Experience Multiple: 125 The Adept may summon one deal of interaction between the GM and Base Chance: 55% monster (+1/Rank) from among the the Adept's player. It is recommended Range: 40 miles +5 additional/Rank felines. Only one type of monster from that the GM require the Adept's player Duration: Immediate this class may be summoned per cast. to state aloud the exact wording of any Resist: May not be resisted. The monster summoned must be native order, even if it is communicated The Adept may summon one to the area. The summoned monster will telepathically. The GM then determines monster (+1/two Ranks or fraction) from appear in 15 minutes (-1/Rank) after the case by case what interpretation is to be the Common Avian group. Only one type spell is cast. The monster appears in an placed upon the order by the bound from this class may be summoned per uncontrolled state, and there is a 75% subject. There is no rule that all bound cast. The monster summoned must be chance that it will attack someone or subjects must react in the same manner native to the area. The summoned something upon appearance. to the same order, so much is left to the monster will appear in 5 minutes (-1/ creativity of the GM. Rank) after the spell is cast. The 8. Spell of Binding Lesser Beasts A Binding of this type is broken monster appears in an uncontrolled (G-8) whenever a General Knowledge state, and there is a 40% chance that it Experience Multiple: 200 Counterspell of this College is will attack someone or something upon Base Chance: 40% successfully cast over the bound subject appearance. Range: 20 feet + 10 additional/Rank or the space they occupy is part of a Duration: D10 hours x Rank (x1, if Ritual of Dissipation (Q-1 of the College unranked) of Naming Incantations) or whenever a ARCANE WISDOM, PAGE 4 counterspell is cast over the bound The Adept may communicate or woods + 5 subject or the area they occupy by the telepathically with any Lesser Undead If the terrain type is marsh or Adept controlling it. This type of binding within range for the duration of the ocean +15 does not require that the Adept spell. Communication must be active in If the spell is cast during the maintain concentration upon the subject nature; that is the Adept's thoughts will night +20 to maintain the spell. Once bound, the be known to the Undead only when he If the spell is cast within 3 hours subject cannot break the binding alone. "beams" them directly to the monster, (before or after) dawn +30 Unless the binding is dissipated as and only those thoughts which the described herein, the subject will remain Undead wish to impart to the Adept will 13. Empath Spell (G-13) bound for the duration of the spell. be known to him. Experience Multiple: 200 An Adept may have bound at Base Chance: 25% any one time a number of subjects equal 11. Wall of Thorns Spell (G-11) Range: Adept must touch subject. to his Rank (+1) with this spell. He may Experience Multiple: 200 Duration: Immediate have bound at the same time subjects of Base Chance: 30% Resist: May not be resisted. any number of classes, so long as he does Range: 15 feet +15 additional/Rank The Adept may feel the not have bound more subjects than he is Duration: 15 min +15/Rank emotions and physical sensations capable of controlling. Whenever an Resist: May only be passively resisted. currently experienced by the spell's Adept attempts to bind one or more The Adept may cause a wall of target. In addition, the Adept may subjects that would cause him to exceed thorns to grow out of any soil (but not absorb wounds from Endurance and his Rank + 1, the spell automatically out of solid rock). The wall will be 1 foot Fatigue at the rate of 2 points cured for fails (no backfire), and any previously thick, 10 feet high, and 20 feet long. The every 1 that the Adept agrees to subtract bound subjects are released as though Adept may instead choose to have the from his own Fatigue (never the Adept had performed a counterspell wall take the form of a circle 1 foot thick, Endurance). Thus, an Adept could over them. 10 feet high, and with a radius of 5 feet. remove 6 Damage Points from a In all cases, every 10 Pike or The Adept may increase the height and character by inflicting 3 Damage Points Piranha, and every 30 Killer Bees or thickness by 3 inches per Rank. An on himself. Fire Ants, count as one monster for entity touching the wall will either purposes of this spell. Whenever a successfully resist or suffer D-3 damage 14. Summon Energy Spell (G-14) binding is broken, there is a 70% chance (not absorbed by armor) due to wounds Experience Multiple: 400 that the bound monsters will attack inflicted by the enchanted thorns. Base Chance: 20% someone or something, usually the Chopping it down can destroy the wall Range: Adept with less than Rank 10 closest entity. (or a hole can be cut through which the must touch subject. From Rank 10 and party may pass). However, only magical above: 10 feet (+1/Rank above 10). 9. Spell of Summoning Lesser or silvered weapons will cut through the Duration: Immediate Undead (G-9) entangled branches and thorns. 100 Resist: May be actively and passively Experience Multiple: 300 points of damage are required to chop resisted. Base Chance: 15% down the wall entirely; to successfully The Adept must touch the Range: 40 miles +5 additional/Rank chop a hole through the wall requires 10 target of this spell while casting. The Duration: Immediate points (+1/Rank of the creating Adept). touch is automatic, but the spell must be Resist: May not be resisted. prepared normally. Upon successfully The Adept may summon one 12. Spell of Summoning Fog (G-12) doing so, the Adept may gather from the (+1/two Ranks or fraction) monster from Experience Multiple: 100 target 1 point of Fatigue (Endurance the Lesser Undead class. Only one type Base Chance: 30% when Fatigue is exhausted) +1 of Lesser Undead may be summoned per Range: 40 miles +5 additional/Rank point/three Ranks or fraction. These cast. The Lesser Undead must be native Duration: Immediate points are added to the Adept's Fatigue to the area. They will appear in 5 Resist: May not be resisted. (never Endurance). The Adept's Fatigue minutes (-20 seconds/Rank) after the The Adept may summon a bank may never be raised above its normal spell is cast. The monsters appear in an of fog equal to 100 cubic feet in volume maximum level (Fatigue Value) via this uncontrolled state, and there is a 70% (+50/Rank). The fog will arrive in 10 spell, although previously lost Fatigue chance that any Lesser Undead except minutes (-30 seconds/Rank) and will may be regained up to that maximum Ghosts will attack someone or something reduce visibility to 20 feet (-2/Rank). It and additional Fatigue and Endurance upon appearance. Ghosts never attack. will last until burned away naturally by may always be drawn from a victim and NOTE: This spell may be cast the sun. The fog is not created by the dissipated into the ether once the only at night or in a place which is not Adept, but summoned. Therefore, the Adept's maximum has been reached. exposed to the direct rays of the sun. Adept could not summon fog in an area The Base Chance of the spell being or at a time when it would not normally successful is modified by subtracting the 10. Spell of Communication with be found (mid-afternoon on a sunny day target's Willpower from the Adept's Lesser Undead (G-10) in the desert, for example). The Base Willpower and adding the result to the Experience Multiple: 250 Chance for this spell is modified by the Base Chance, unless the target is Base Chance: 45% addition of the following numbers: unconscious or stunned, in which case Range: 45 feet +5 additional/Rank only the Adept's Willpower is added. Duration: 1 hour (+1/Rank) If the terrain is plain or waste -10 Resist: May not be resisted. For each knot of wind in the area - 1 If the terrain type is field, rough, ARCANE WISDOM, PAGE 5

[89.5] General Knowledge Rituals The Adept may communicate chance that it will attack someone or telepathically with any Fantastical something upon appearance. 1. Ritual of Conjuring Lesser Avians or Fantastical Monsters within Beasts (Q-1) range for the duration of the spell. 5. Spell of Summoning The Adept may conjure one Communication must be be active in Humanoids (S-5) (+1/Rank) monster from the following nature; that is, the Adept's thoughts will Experience Multiple: 300 classes: Apes and Prehumans (+20), be known to an entity only when he Base Chance: 20% Felines (+15), Small Land Mammals "beams" them directly to that entity, and Range: 40 miles +5 additional/Rank (+10), Common Avians (+5), Fish (+3), only those thoughts which the entity Duration: Immediate Other Aquatics (+2) Lizards and wishes known will be imparted to the Resist: May be passively resisted. Kindred (+5), Snakes (+7), Insects and Adept. The Adept may summon one Spiders (+10), and Riding Animals (+10). (+1/Rank) entities of the Giant The Base Chance for this ritual is 35% 2. Spell of Communication with Humanoid and Earth Dweller classes, or (+3/Rank). In addition, the number Greater Sentients (S-2) one (+1/Rank) Humans and Shape- following each class listed is added to Experience Multiple: 150 changers. The maximum number the Base Chance whenever an entity Base Chance: 65% summoned may not, however, exceed the from that class is the subject of the Range: 100 feet +20 additional/Rank maximum number usually found conjuration. Only one type (e.g., House Duration: 1 hour +1/Rank together. Only one type from among all Cats or Leopards, not both) may be Resist: May not be resisted. those subsumed by these classes may be conjured per ritual. The ritual lasts for The Adept may communicate summoned, and that type of entity must one full hour. At the end of that time, if telepathically with all Humans, Shape- be native to the area. The summoned the ritual is successful, the desired changers, Giant Humanoids, Fairy Folk, entity appears within 15 minutes (-30 number and type of entity appears Earth Dwellers, Merfolk, Summonables, seconds/Rank) after the spell is cast. The within 50 feet of the Adept in a bound and Greater Undead within range and entity appears in an uncontrolled state, state. If the ritual is unsuccessful, may understand the speech of Dragons and there is a 75% chance that it will nothing occurs. If the ritual backfires within range. As in the case of S-1, attack someone or something upon (the dice roll is 30 higher than the Cast communication must be active in nature. appearance. Chance), the desired number and type of entities appear in an unbound state 3. Spell of Summoning Great 6. Spell of Summoning Fairy Folk within the Circle of Protection and Land Mammals (S-3) (S-6) automatically attack the Adept and/or Experience Multiple: 150 Experience Multiple: 400 his companions. The Experience Base Chance: 45% Base Chance: 10% Multiple for this ritual is 250. Range: 40 miles +5 additional/Rank Range: 40 miles +5 additional/Rank Duration: Immediate Duration: Immediate 2. Ritual of Conjuring Lesser Resist: May not be resisted. Resist: May be passively resisted. Undead (Q-2) The Adept may summon one The Adept may summon one The Adept may conjure one (+1/Rank) monster of the Great Land (+1/Rank) entity of the Fairy Folk. The (+1/Rank) Lesser Undead of the one Mammal class. Only one type from this maximum number summoned may not, desired type. The Base Chance for this class may be summoned per cast. The however, exceed the maximum number ritual is 20% (+3%/Rank). The ritual monster must be native to the area. The usually found together. Only one type of takes one hour to perform. If the ritual summoned monster appears in 15 Fairy Folk may be summoned per cast, is performed successfully, the desired minutes (-1/Rank) after the spell is cast and that type must be native to the area. type and number of Lesser undead in an uncontrolled state. There is a 15% The summoned entity appears within 15 appear within 100 feet of the Adept in a chance that the monster will attack minutes (-1/Rank) after the spell is cast. bound state. If the Adept rolls 25 or someone or something upon appearance. The entity appears in an uncontrolled more higher than the success chance for state, and there is a 15% chance that it the ritual, the ritual backfires, and the 4. Spell of Summoning Aquatic will attack someone or something upon desired number and type of undead Mammals (S-4) appearance. appear within the Circle of Protection, Experience Multiple: 175 which is broken, and the conjured Base Chance: 60% 7. Spell of Binding Greater Undead immediately attack the Adept Range: 40 miles +5 additional/Rank Beasts (S-7) and/or his companions. The Experience Duration: Immediate Experience Multiple: 300 Multiple for this ritual is 400. Resist: May not be resisted. Base Chance: 35% The Adept may summon one Range: 20 feet +10 additional/Rank [89.6] Special Knowledge Spells (+1/Rank) entities of the Aquatic Duration: D10 hours x Rank (x1, if Mammals class (except Merfolk). The unranked) 1. Spell of Communication with maximum number summoned cannot, Resist: May be actively and passively Fantastical Beasts (S-1) however, exceed the maximum number resisted. Experience Multiple: 300 usually found together. Only one type This spell works in the same Base Chance: 40% must be native to the area. The manner as G-8 of this College to bind Range: 200 feet +30 additional/Rank) summoned entity appears within 10 Great Land Mammals, Fantastical Duration: 1 hour +1/Rank minutes (-30 seconds/Rank) after the Avians, Aquatic Mammals, Fantastical Resist: May not be resisted. spell is cast. The entity appears in an Monsters, Creatures of Night and uncontrolled state, and there is a 10% Shadow, Trolls, Ogres, Fairy Folk (other ARCANE WISDOM, PAGE 6 than Elves), Earth Dwellers (other than external eyes, ears, etc., as the beast Creatures of Darkness may be Halflings, Orcs, Dwarves) and Greater may be sent away to spy or do any other summoned only at night. A summoned Undead (other than Vampires). This task with the Adept as its guide, so long entity appears within 10 minutes (-30 spell does not affect Humans, Giants, as the beast remains within range of the seconds/Rank) after the spell is cast. It Elves, Shapechangers, Dwarves,Orcs, Communication Talent (T-1). always appears in an uncontrolled state, Titans, Halflings, and any other races and there is an 80% chance it will attack the GM may allow players to generate 10. Spell of Summoning Entities of someone or something upon appearance. characters from. Light (S-10) The Base Chance and Resistance Experience Multiple: 125 possibilities of the spell vary according 8. Spell of Controlling Person Base Chance: Variable (see below) to the relationship between the Adept (S-8) Range: Works at any range. and the entities being summoned. If the Experience Multiple: 550 Duration: Immediate Adept is known to be aligned with Base Chance: 35% Resist: See below. Darkness, the Base Chance is 70%, and Range: 40 feet +10 additional/Rank The Adept may summon one the spell may not be resisted. If the Duration: D10 minutes x Rank (x1, if (+1/Rank) entities from the Creatures of Adept is neutral, the Base Chance is unranked) Light classes. Any combination of entity 40% and the spell may be passively Resist: May be actively and passively types may be summoned so long as the resisted. If the Adept is a known Servant resisted. maximum number summonable is not of Light, the Base Chance is 10%, and The Adept gains control of the exceeded. The entities summoned must the entities may actively resist at a every action of one member of a player be native to the area. Creatures of Light bonus of +20 to their Magic Resistance character race within range. He may may be summoned only during the day (no modifier due to the Adept's Rank). control the physical activities of that or on a night when the moon is between Note: Bats appear in groups person, but may not cause him to cast three-quarters and full and is not and each group equals one entity for spells. The subject always has his TMR occluded by clouds, fog, and so on. A purposes of this spell. reduced by 50% for the duration of this summoned entity will appear within 10 spell. The spell continues in effect until minutes (-30 seconds/Rank) after the 12. Spell of Summoning the Adept's concentration is broken or he spell is cast. The Base Chance and Fantastical Avians (S-12) releases the victim. As in the cases of S- Resistance possibilities of the spell vary Experience Multiple: 275 7 and G-8 of this College, the Adept according to the relationship between Base Chance: 35% gains complete compliance with his the Adept and the entities being Range: Works at any range. wishes, but its controlled entity obeys summoned. If the Adept is a known Duration: Immediate literally. Should the Adept order the Servant of Light, the Base Chance is Resist: May not be resisted. controlled entity to perform an action 60%, and the spell cannot be resisted. If The Adept may summon one which the entity finds highly repugnant the Adept is neutral, the Base Chance is (+1/five Ranks or fraction) of any of the (killing a friend) or suicidal (jumping off 40%, and the spell may be passively Fantastical Avians class. The maximum a cliff), the GM rolls D100. If the result resisted. If the Adept is known to be number summoned may not, however, is less than or equal to four times the allied with Darkness, the Base Chance exceed the maximum number usually entity's Willpower, the entity does not is 20%, and the entity may passively found together. Only one type of entity perform the act, and the spell is resist at a bonus of +20 to their Magic may be summoned per cast, and that dispelled. Otherwise, the act is Resistance (-1/Rank of the Adept casting type must be native to the area. A performed. With this exception, this the spell). The Creatures of Light are summoned entity will appear in 10 spell operates in all ways the same as S- normally intelligent entities (since minutes (-30 seconds/Rank) after the 7 and G-8 of this College. serving them will involve a choice on spell is cast. It will appear in an their part), and the option to attack uncontrolled state, and there is a 55% 9. Spell of Using Animal Senses upon appearing is up to the GM. chance that it will attack someone or (S-9) something upon appearance. Experience Multiple: 200 11. Spell of Summoning Entities of Base Chance: 25% Darkness (S-11) 13. Spell of Summoning Range: Touch Experience Multiple: 125 Fantastical Monsters (S-13) Duration: Concentration; maximum of 5 Base Chance: Variable (see below) Experience Multiple: 275 min +5/Rank Range: Works at any Range. Base Chance: 25% Resist: May be passively resisted. Duration: Immediate Range: Works at any Range. The Adept may use this spell to Resist: Variable (see below). Duration: Immediate allow himself to see, hear, smell and The Adept may summon one Resist: May not be resisted. taste the same things as the target of (+1/Rank) entities from the Creatures of The Adept may summon one this spell senses for the duration of the Night and Shadow or Creatures of (+1/five Ranks or fraction) Fantastical spell. Any entity subsumed under the Darkness classes. Any combination of Monster. The maximum number title Lesser Beasts (see T-1 of this entity types may be summoned, so long summoned may not, however, exceed the College) may be used for this spell. The as the maximum number summonable is maximum number usually found target must first have been Bound not exceeded. The entities summoned together. Only one type of entity may be before the spell is attempted, and the must be native to the area. Creatures of summoned from this class per cast, and Adept must communicate with the Night and Shadow may be summoned the entity must be native to the area. A target for the duration of the spell. Thus, only at night or in an enclosed area summoned entity will appear in 20 the Adept may use the target as his where sun does not directly penetrate. minutes (-1/Rank) after the spell is cast. ARCANE WISDOM, PAGE 7

It will appear in an ego it tied to his body, he may return to body may not move, cast spells, or uncontrolled state, and there is a 90% it in a number of seconds equal to [(20 perform any other action. The Adept will chance that it will attack someone or seconds-1/Rank) x number of hundred- not know the state or location of his body something upon appearance. foot increments separating the body (if it is attacked or moved) until he occupied by the Adept and the Adept's returns to it. If the body is killed 14. Spell of Summoning Greater own body]. There is no stretching limit (Endurance reduced to zero), the Adept Undead (S-14) to the cord, which may pass through any will die upon returning to his dead body. Experience Multiple: 400 material. If the Adept's ego is ever If the Adept's body is possessed when he Base Chance: 15% separated from his body by cutting the returns to it, the Adept re-enters the Range: Works at any range. cord that binds the two, the Adept may body normally, but is not in control Duration: Immediate. never return to that body, and his is unless the ego in control of the body Resist: May not be resisted. instantly cast out of the body he attempts to cause the body to commit a The Adept may summon one occupies. The Adept then becomes a suicidal act, and any subsequent (+1/three Ranks or fraction) Greater Spectre and is played by the GM. The successful Willpower Check or Ritual of Undead. The maximum number Adept may never be resurrected or Dissipation will lead to the casting out of summoned may not, however, exceed the otherwise reenter the game should this the alien ego. If a backfire occurs, the number usually found together. Only happen. His body remains intact, but he backfire table is not consulted. Rather, one type may be summoned per cast and is dead. An Adept may direct the actions the Adept's ego will leave his body but the type summoned must be native to of any entity whose body he occupies as will not enter the target's body. Instead, the area. A summoned entity will appear if it were his own body. However, should the ego will find itself D10 miles away within 10 minutes (-30 seconds/Rank) the Adept attempt to impel the from the body in a random direction, after the spell is cast. It will appear in possessed entity to anything suicidal, floating in mid-air. It may then return an uncontrolled state, and there is an the GM roll D100. If the result is less normally (but may take a great deal of 85% chance that it will attack someone than or equal to the Willpower of the time getting back). While in possession or something upon appearance. possessed entity, the Adept is cast out of another entity's body, the Adept uses and returns to his own body. He may not his own Willpower and Magical 15. Spell of Summoning attempt to reoccupy an entity from Aptitude, but all other characteristics of Summonables (S-15) which he is cast until he casts the spell the alien body are used in place of the Experience Multiple: 450 anew. When checking to see of the Adept Adept's own characteristics. This Base Chance: 20% is cast out, subtract the Adept's Rank includes all Ranks, actual magical Range: 40 miles +5 additional/Rank with this spell from the Willpower of the knowledge, skills, attributes, and so on. Duration: Immediate possessed entity. The Adept always knows Resist: May not be resisted. Note: No Willpower check is everything the possessed entity knows, The Adept may summon one made if the possessed entity attempts in addition to what the Adept's own (+1/five Ranks or fraction) entity of the (under the Adept's direction) to do mind (attached to the ego) knew. Summonables class. Note that only one something repugnant to the possessed However, since the possessed body is not Djinn, Efreet, or Elemental of any type entity; only suicidal actions elicit a trained to perform the same skills and may be summoned at one time, and only Willpower Check. An Adept may be cast magic as the Adept, the Adept may not one type of entity may ever be out of a body of another entity only by a use his own skills and magic while in summoned per cast. A summoned entity Willpower Check or by a Ritual of control of another body. If the host body appears 10 minutes (-30 seconds/Rank) Dissipation (see 39.5, Q-1) or by having is killed, the Adept may return to his after the spell is cast, in an uncontrolled the cord that binds his ego and body cut. own body immediately or stay with the state. There is a 75% chance that the A cord may be cut only by someone who host. The Adept will die if he is still in entity will attack someone or something detects its aura and strikes it with a the host body D10 + Rank hours after upon appearance. silvered or magical weapon. Unless one the host body's death, however, a host of these events occurs, the Adept body that is dead and still occupied by 16. Spell of Bodily Possession remains in control or returns to his own an alien ego may not be resurrected. (S-16) body automatically at the end of the Experience Multiple: 550 spell. The spell is always broken 17. Spell of Summoning Dragon Base Chance: 10% whenever the Adept exits the possessed (S-17) Range: 5 feet +5 additional/Rank body for any reason. The Adept may Experience Multiple: 650 Duration: 1 hour +1/Rank reenter an entity's body only by casting Base Chance: 17% Resist: May be actively and passively a new spell. Range: 40 miles +5 additional/Rank resisted. While the Adept is out of his Duration: Immediate The Adept may occupy the body own body, it remains stationary in a Resist: May be passively resisted. of any one entity within range, if that supine position. If the Adept exits his The Adept may summon one entity fails to resist. While the spell is in body while standing, the body will fall, Dragon (GM's choice of what type, if effect, the Adept's own body is and there is usually some chance of any, appears). The Dragon Appears unoccupied. He has left it and now resulting damage. The body may be within 20 minutes (-1/Rank) after the occupies another body; but his ego is tied carried along by the Adept (while he spell is cast. The Dragon appears in an to his own body by a blue cord of energy posses another body) or by his uncontrolled state, and will immediately which appears as an aura that may be companions, or it may be left where it attack, despoil, and devour the observed in the same way that an aura lies. However, the body is inanimate so summoner and his companions, may be detected. So long as the Adept's long as the Adept is not in it, and the ARCANE WISDOM, PAGE 8 regardless of what he may do to anyone In addition to the power of the as a normal weapon, having the exact else present. themselves, part of the power of same characteristics as a Quarterstaff this College derives from the use of (although it may be lighter in [89.7] Special Knowledge Rituals special materials to construct the construction). A Sceptre may also be Runewands and Runesticks into which used as a weapon, having the 1. Ritual of Conjuring Greater the Runes are usually inscribed. The characteristics and appearance of a Beasts (R-1) Runewand Table (90.8) and Runestick ceremonial Mace. A Rod may never be This ritual works in exactly the Chart (90.9) describe the special used as a weapon, since it is usually same manner as Q-1, except that it may properties of various types of nothing more than a switch or hollow be used only to conjure Great Land Runewands and Runesticks. tube, looking much like a traditional Mammals (+10), Fantastical Avians (-5), magic wand. Aquatic Mammals (-5), Giant [90.1] Adepts of the College of Rune When a character is initiated Humanoids (- 10), Fairy folk (-7), Earth Magics may use their non-talent into the College of Rune Magics, the Dwellers (-5), Fantastical Monsters (- powers only with the aid of either a character's player rolls D100, consulting 15), Creatures of Night and Shadow Runewand or one or more Runesticks, the Runewand Table to determine the (+3), and Greater Undead (- 20). The in most cases. type of Runewand the Adept receives Base Chance for this ritual is 25% from his teachers. An Adept may later (+4/Rank). It lasts for one hour. The Adepts may use their talent equip himself with a different type of Experience Multiple for this ritual is magic without restriction and may use Runewand, or create (or purchase) 400. It may backfire on a roll of 25 or some spells by merely inscribing the another Runewand of the same type to more, higher than the Base Chance and appropriate Rune on an item to be replace a previously possessed the results are those listed in Q-1. enchanted. In most cases, spells and Runewand that has been damaged, rituals of this College require the Adept destroyed or stolen. 2. Ritual of Animation of the Dead to employ Runesticks or his personal An Adept may own any number (R-2) Runewand in casting the spell or of Runewands, but may use only one at a The Adept may animate D10 + performing the ritual. As part of his time. Runewands are created by Rank corpses of any type that are within initiation into the mysteries of this performing the Ritual of Fashioning 20 feet (+5/Rank). The ritual must be College, the Adept will be required to Runewands (Q-2). Runewands are, for performed within a Pentacle and Circle prepare a Runewand for himself. all purposes and definitions, considered of Protection. The ritual, which takes Usually, one or more teachers will magic weapons. In order to use a one hour to perform, has a Base Chance participate in this endeavor as well. If Runewand manufactured by someone of 30% (+3/Rank) and an Experience the runewand being manufactured is of else, the Adept must successfully read Multiple of 350. If the animated corpses exceptionally costly materials, the Adept the Runes inscribed on the Runewand, are recently dead, they will be Zombies. will be required to go into debt to pay for using Talent T-3. If he fails to do so, he Otherwise they will be Skeletons. Dead those materials, but in most cases the may not use that Runewand. Even if he who are animated in this manner material will be of some cheap, common successfully reads the Runes inscribed remain permanently animated until wood, and the Adept's labor during his on a Runewand which he did not destroyed. They arise in an uncontrolled apprenticeship will be sufficient to cover manufacture, the Adept stills suffers a state, but outside the Circle of the cost. penalty when using the Runewand. This Protection. The ritual backfires on a roll penalty takes the form of a decrease of 30 or more, higher than the Base 20 in the Base Chance for any spell or Chance. If it backfires, the Circle is ritual performed with the aid of that broken, and the undead may freely enter Runewand. the Circle and attack the Adept and his Runesticks are small sticks companions. carved of various woods or soft materials (which do not interfere with the flow of 90. THE COLLEGE OF RUNE mana) and incised with Runes MAGICS appropriate to the purpose of the Runesticks. Runesticks may be The College of Rune Magics is manufactured out of any material listed concerned with the use of special on the Runestick Chart. Only symbols of power to shape mana into Runesticks incised with Runes desired forms. A Rune is a graphic appropriate to a particular spell or ritual symbol representing some actual, may be used for performance of that elemental, or mystical force. In rare spell or ritual. Unlike Runewands, cases, additional Runes may be Runesticks are not multipurpose tools developed or discovered which employ which can be used for a variety of spells part of existing Runes. However, much or rituals. At the time they are of the power of the Runes derives from manufactured, the Adept creating them their constant usage over many Runewands are of three basic must state the spell or ritual for which centuries, and most useful Runes will be types: Rods, Staffs, and Sceptres. All they can be used. Usually, a Runestick known to all Adepts of this College (or at three operate in basically the same may only be prepared for use in any one least be readily available to them with a manner. However, in addition to its spell or ritual. Exception: The Warding slight amount of research). magical properties, a Staff may be used Rune is used in a variety of spells and ARCANE WISDOM, PAGE 9 rituals, and Runesticks containing this An Ivory Rod + 12 [90.3] Talents rune may be used in any of them. An Ash Staff + 10 Runesticks are fashioned and prepared A Cedar Rod + 10 1. Read Ancient Languages (T-1) using the Ritual of Fashioning A Blackthorne Staff + 8 All Adepts of the College of Runesticks (Q-1). A Bronze Sceptre + 8 Rune Magics have a 10% chance An Adept may use Runesticks An Oak Staff + 5 (+3/Rank) of knowing any ancient fashioned by someone else, but he must A Willow Rod + 2 ("dead") language or dialect encountered first successfully read the Runes incised Manufactured by someone at a Rank equal to their Rank with this on them, and the Base Chance of an other than the Adept - 20 talent. There is 40% chance (+3/Rank) Adept attempting to perform a ritual or that the Adept will be able to puzzle out cast a spell with Runesticks The talent, spell, or ritual the type of language if he does not know manufactured by someone else is requires the drawing of a Rune on an it. If the Adept puzzles out the language reduced by 10. object to be enchanted and the substance (from clues such as root words that are In some cases, the Adept may used to draw the Rune is: similar to words in known languages), have to draw or carve a Rune into an he will have Rank with that language object to be enchanted instead of using Fresh Blood from a Dragon + 50 equal to half his Rank with this talent Runesticks or a Runewand to perform Fresh blood from member of (round up) after spending 20 hours (-30 the task. The Adept may use any a character race + 20 minutes/Rank with this talent) substance that will adhere, dye or Ink impregnated with attempting to master the nuances of the otherwise mark the surface to be particles of platinum * + 15 language. enchanted in order to write the Rune. Ink impregnated with An Adept may increase Rank Some substances, however, will be more particles of gold ** + 10 with an ancient language that he has efficacious than others in effecting the Ink impregnated with puzzled out by spending one week per desired enchantment (see 90.2). Any tool particles of silver *** + 5 Rank practicing the language until he may be used to carve a Rune into a Fresh blood from knows it at the same Rank as his Rank substance, so long as the tool is hard mammalian being + 5 with this talent. If he wishes to gain enough to do the job and is not composed Rank with an ancient language which is of Cold Iron. Exception: The Adept may Average cost of 90 Silver greater than his Rank with this talent, use a tool containing Cold Iron if the Pennies for enough ink to draw one he must follow the normal procedure to Cold Iron is neutralized as per 29.1 of Rune (i.e., to cast one spell). ** Average gain Rank with a language as described the DragonQuest rules. cost of 60 Silver Pennies for enough ink in 49 and 87 of the DragonQuest game to draw one Rune. *** Average cost of 5 rules. Rank with this talent is exactly [90.2] The Base Chance of Silver Pennies for enough ink to draw analogous to Rank with spoken or performing a talent, spell, or ritual of one Rune. In all cases, the weight of one written languages as described in 49. the College of Rune Magics is modified vial with sufficient ink to draw one Thus, a character of Rank 5 with this by the addition of the following Rune is 5 ounces. Two per vial is talent would be able to read and write numbers: subtracted from the Fatigue of any an ancient language he knew with the entity from which blood is drawn for proficiency of someone who knew that The talent, spell, or ritual this purpose. The blood used must language at Rank 5 (300 to 5000 word requires the use of Runesticks, and the always be fresh (less than 8 hours old). vocabulary, concepts peculiar to the Runesticks used by the Adept are: It normally takes one minute to draw a language or alien to the character Rune. Note that, in most cases, these understood). This talent's Experience Made of Gilded Metal + 20 modifiers are not cumulative. As an Multiple is 250. Made of Silvered Metal + 15 exception, modifiers for the type of Made of Mistletoe + 10 Runewand or Runestick used are added 2. Decipher Codes and Ciphers Made of Ashwood + 8 to the modifiers pertaining to materials (T-2) Made of Oak + 8 of a particular type. Any Adept of this College has a Made of Cedarwood + 5 In addition, the Cast Chance is 25% chance (+3/Rank) of being able to Made of Aspenwood + 3 affected by all modifiers listed in 27.7 of break any code or cipher if he studies it Made of Chestnut + 3 the DragonQuest game rules, except that for 12 hours (-1/Rank, +1/Rank of the Made of Pinewood - 5 the number of hours spent preparing a Adept who created the code or cipher Made of Yarrow - 5 spell has no effect on the Cast Chance of with T-4). The Adept's chances of Manufactured by someone the spell, as in the case of other breaking a cipher or code are decreased other than the Adept - 10 Colleges. Rune Magicians may not by 3 for every Rank the Adept who engage in Ritual Spell Preparation as created the code or cipher had with T-4 The talent, spell, or ritual outlined in 32.1. (Create Codes and Ciphers) of the requires the use of a Runewand, and the The Rank of an Adept in the College. Runewand used by the Adept is: Ritual of Fashioning Runewand and the The Adept must concentrate on Ritual of Fashioning Runestick does not breaking the code or cipher for an A Truesilver Sceptre + 25 effect the efficacy of a spell cast using unbroken period of time equal to that A Gilded Sceptre + 22 the Runesticks or Runewand created via necessary to break the code or cipher A Silvered Sceptre + 18 those rituals. It affects only the actual before a D100 can be made (by the GM) A Copper Rod + 15 performance of the rituals of fashioning. to determine his success. This talent's An Ebony Rod + 14 Experience Multiple is 250. ARCANE WISDOM, PAGE 10

3. Read Runesticks (T-3) [90.4] General Knowledge Spells by the touch of the Adept's Runewand. Any Adept of this College has a Thereafter, the flames are fueled by the 30% chance (+3/Rank, -3/Rank of the 1. Detect Aura Spell (G-1) object or entity. They may be creator with Q-1) to successfully read Experience Multiple: 100 extinguished normally. Note: This spell the Runesticks of another Adept of the Base Chance: 45% is meant to be used to light matches and College of Rune Magics without Range: Unlimited within sight. cause insects and small furry animals to assistance. If assisted by whoever Duration: Immediate. burst into flames. It is not meant for use created the Runesticks, there is a 70% Resist: May only be actively resisted. against human-sized figures. chance (+3/Rank, -3/Rank of the creator The Adept must point his with Q-1) of detecting misinformation Runewand at the object of the spell and 5. Curse Spell (G-5) given in the guise of assistance. Only pronounce the name of the Detect Aura Experience Multiple: 500 Runesticks which have been successfully Rune. The spell then operates in the Base Chance: 20% read may be employed to cast a spell or same manner as the Detect Aura talent Range: Touch with Runewand perform a ritual of this College. (T-1) of the College of Naming Duration: Until dispelled. Runesticks which have been Incantations (see DragonQuest game Resist: May be actively and passively "successfully" read, but incorrectly book, page 43). This spell may be resisted. assessed due to false assistance, may be attempted only once per encounter. The Adept may curse one used, but they will automatically target, which he must touch with his backfire. 2. Spell of Darkness (G-2) Runewand, with any of the possible The GM always rolls to Experience Multiple: 75 minor curses listed determine success or failure at the Base Chance: 45% (following) that he has the necessary moment this talent is applied. An Adept Range: 15 feet (+15/Rank) Rank to employ Rank Possible curse). automatically reads the Runes (though Duration: 15 minutes/Rank The touch is automatic, but the spell not necessarily correctly) when assisted Resist: May not be resisted. must be prepared normally. by the creator of the Runes. The The Adept creates a volume of composition of the Runesticks being read darkness (1000 cubic feet) of any shape 1-5: The Adept may afflict the target has no effect on the chance of reading he desires. At Ranks 1 through 5, the with hallucinations that will reduce the those Runesticks. This talent's spell creates darkness equal to a cloudy target's Perception by 5 in addition to Experience multiple is 100. night. At 6 through 10, it creates any specific effects. The GM and the darkness equal to a sealed room. At Adept must work out the exact nature of 4. Create Codes and Ciphers (T-4) Rank 11 or higher, it creates absolute the hallucination at the time that the An Adept of the College of Rune blackness that no non-magical light curse is made. Magics can create a code or cipher which source (including torches) can penetrate. Hallucinations should however, a normal character or NPC would have The volume of darkness created may be be of a minor, generalized nature. For only a 1% chance of breaking, but which increased by 500 cubic feet/Rank. In all example: seeing colored lights in the another Adept of this College would cases, the darkness will emanate from distance, hearing sounds like the have a greater chance of breaking. The the tip of the Adept's Runewand, but clanking of weaponry, smelling meat Rank of the code or cipher's creator will last for only so long as the cooking from time to time, and so forth. modifies all attempts to break the code Runewand remains unbroken and in the The severity of the hallucination (and or cipher by -3/Rank. The Experience Adept's possession. the decrease in Perception) will be more Multiple for this talent is 150. It takes pronounced if the spell takes double or one hour to create a code or cipher. 3. Spell of Light (G-3) triple effect. Experience Multiple: 75 5. Summon Wand (T-5) Base Chance: 50% 6-10: The Adept may afflict the target An Adept can summon to him Range: 15 feet (+15/Rank) with increasing physical debilitation any Runewand he has created that is Duration: 15 minute/Rank that will decrease Physical Strength by within 10 feet (+10/Rank) of him. The Resist: May not be resisted. 1 immediately, and will subtract 1 from Adept simply wills the wand to come to One 10-foot cube (1000 cubic Endurance at the end of each day until him (requires a Pass Action in combat) feet) area may be brightly lit. This the curse is finally dispelled. and the Runewand will leap into his lighted area may be of any shape (even hand. The composition of the Runewand pencil-thin), but must emanate from the 11-15: The Adept may afflict the target has no effect on the Adept's chance of tip of the Adept's Runewand and will with total loss of any one sense (sight, summoning it. The Base Chance to last only so long as the Runewand smell, touch, hearing, taste) for a successfully use this talent is 40% remains unbroken in the Adept's number weeks equal to the Adept's Rank (+3/Rank). The talent's Experience possesion. with this spell. The loss of a sense takes Multiple is 250. Note: This talent can place immediately. operate only if the path between the 4. Spell of Pyrogenesis (G-4) Adept and his Runewand is not blocked Experience Multiple: 75 16-20: The Adept may afflict the target by anything which the Runewand could Base Chance: 40% with extreme paranoia and nightmares. not normally pass through (such as a Range: Touch of Runewand. The target will recover only 1 Fatigue wall or person). Only the Runewand is Duration: Immediate Point per hour for taking a nap, and only summoned; nothing surrounding it or Resist: May only be passively resisted. 2 per hour from sleeping. In addition, attached to it travels with it to the One small flammable object or the target will feel hag-ridden and Adept. entity may be caused to burst into flame imagine himself pursued by phantasms. ARCANE WISDOM, PAGE 11

He will, unless the curse is first (50% Base Chance, plus 5 per character spell: if the Rank of the spell is 1 dispelled, eventually become more and helping to subdue the object of the spell. through 5, the Difficulty is 2.0; if Rank 6 more estranged from reality, distrustful Decrease by 1 for each point by which through 10, the Difficulty Factor is 1.5; of his friends and companions, and the Physical Strength of the spell's if Rank 11 through 20, the Difficulty obsessed with the idea of destroying his object exceeds the strength of the Factor is 1.0. In order to place a enemies (who he will think are "all strongest character attempting to Runelock on a portal, the Adept must around"). If the curse is not dispelled subdue it. Increase the chance by 1 for draw or paint the Runelock Rune on the within D10 x a number of days equal to each point by which the Physical portal. Only then may he cast the spell. the Willpower of the target (minus 2 x Strength of the object is less than that of Note: Portals which could not normally the Adept's Rank with this spell), the the strongest character trying to subdue be opened with ease by brute strength target will completely lose touch with it.) In other methods, the Adept may be (e.g., a 16-ton bronze gate with frozen reality. He will then plot to destroy his able to induce the entity to put the sticks hinges) would still fail to open easily to friends in the belief that they are "out to on itself voluntarily (via trickery, for brute strength if Runelocked. The get him" and will exhibit other bizarre example). Once the sticks are in place, a difficulty of opening the portal must be behavior. He will be cured of the Cast Check is immediately made to checked separately from the difficulty of advanced stage of this affliction only by determine whether or not the sticks breaking the Runelock. having the curse dispelled and then function. The spell need not be prepared, spending a number of days equal to the and no Fatigue is expended to cause it to [90.4] General Knowledge Rituals Adept's Rank x D10 in rest and take effect. recuperation. Note: This is an exception to 1. Ritual of Fashioning the normal casting of a spell which is Runesticks (Q-1) 6. Spell of Illusion (G-6) mandated by the unusual nature of the The Adept must use this ritual Experience Multiple: 250 Runesticks. Once cast, this spell remains to actually carve the appropriate Base Chance: 30% in effect until the Runesticks are no Rune(s) in a stick fashioned of any Range: Unlimited within sight. longer bound to the target (who may not material listed in 90.9 (The Runestick Duration: Until dispelled. remove them himself). Until that time, Chart). At the time the Adept fashions Resist: Must be disbelieved instead of the target will freely do the bidding of the Runestick, the Adept's player must resisted. the Adept, acting in all ways as his loyal announce what Runes are being cut into The Adept places a single servants (even to the extent of fighting the stick (i.e., what spell or ritual the Runestick carved with the Rune for the with anyone trying to remove the Runestick can be used to perform). spell and a Rune representing an object Runesticks from him). Careful records must be kept of the or entity of his choice on the ground, number and type of Runesticks carried afloat in the water, etc. The stick will 8. Spell of Purification (G-8) by a character. Whenever an Adept then appear to all, except the Adept, to Experience Multiple: 200 wishes to cast a spell or perform a ritual be the same object or entity as the Rune Base Chance: 30% using the Runesticks in his possesion, he incised on the Runestick. The image will Range: Contact with Runestick. prepares the spell or performs the ritual be inanimate and will remain even when Duration: Immediate normally, using the Runestick(s) to cast touched. However, the illusion can be Resist: May not be resisted. a spell only once it is prepared. Until a disbelieved and can be assigned a The Adept may turn any spell is cast, the Runestick is unaffected difficulty factor, as outlined in 38 aqueous substance into potable water by by the preparation. However, once a (DragonQuest game rules, page 42), touching the substance with a Runestick Cast Check is made, whether successful based on the Adept's Rank with this that has the Purification Rune incised or not, the Runesticks used in that spell spell. into it. The Adept may purify 1 quart or ritual are used up. They retain the Note: The illusion will appear (+1/Rank) by volume with this spell. power necessary to keep the spell or to be full-sized even though the small Note: This spell may be used to ritual in effect for its normal duration, stick represents the object or entity, and neutralize poison in solution. but are otherwise of no magical value. will have tactile, auditory, olfactory, and They can never be "recharged" or reused. visual elements (all though it will lack 9. Runelock Spell (G-9) The materials of which they the mobility of the object it represents). Experience Multiple: 200 are composed lose all magical properties Base Chance: 30% after having been used in Runesticks. 7. Control Entity Spell (G-7) Range: Painted on target. Thus, gold used in Runesticks could not Experience Multiple: 550 Duration: Until dispelled/broken be melted down and used in new Base Chance: 10% Resist: May not be resisted. Runesticks (or used to neutralize Cold Range: Touch. This spell may be cast over any Iron in a weapon). Once they have been Duration: So long as worn. portal (door or window) that can fashioned as part of this ritual, Resist: May be actively and passively normally be opened or closed. It Runesticks are permanently imbued resisted. effectively locks the portal with an with the power of the spell or ritual The Adept must successfully unpickable lock. The portal may still be represented by the Rune(s) cut into bind three Runesticks containing the forced open by brute strength. In this them. Only one spell or ritual may be Binding Rune onto the entity being case, the Physical Strength of all the imbued in each stick. It takes a length of controlled. This may mean that the figures attempting to force the portal are time equal to that listed in the "Time" Adept or one or more of his companions totalled and multiplied by the Difficulty column of the Runestick Chart (-1 will have to enter Close Combat with the Factor of the task. The Difficulty Factor minute/Rank, but with a minimum of 1 entity in order to bind the sticks to it. is always a function of the Rank of the minute). Only one stick may be produced ARCANE WISDOM, PAGE 12 per ritual. It costs 10 Fatigue (-1/three Cast Check. A character may add D10 damage to the Adept's Endurance Ranks or fraction) to perform the ritual, Fatigue to a Runewand any number of as well. the Base Chance of successfully times, so long as the Runewand has the Note: The same Runesticks performing it is 55% (+3/Rank), and capacity remaining to store the Fatigue which are used for this ritual may be there is no backfire. This ritual's each time the wand is "recharged." This used in the Ritual of Healing (Q-4) and Experience Multiple is 100. ritual's Experience Multiple is 300. A may also be used in conjunction with the backfire results in the destruction of the Runestick(s) necessarily to the casting of 2. Ritual of Fashioning Runewand materials used in the Runewand. some other spell of this College to create (Q-2) a Ward as described in 32.4. The The Adept may employ this 3. Ritual of Warding with Experience Point Multiple for this ritual ritual to create a Runewand out of any of Runesticks (Q-3) is 200. the materials listed on the Runewand The Adept sets up a pattern of Table (90.8). The implement is fashioned Runesticks inscribed with the Ward 4. Ritual of Healing (Q-4) by inscribing Runes into the material's Rune (as fashioned by Q-1). This pattern The Adept creates a warded surface, which describe its use, name, may consist of 3, 5, or 7 sticks composed area by setting up a Runeward as and history. Once the Runewand has of any material listed in 90.4. If 3 described in Q-3. However, only the 7- been fashioned and consecrated in this Runesticks are used, the Base Chance is Runestick Runeward may be used. The ritual, it remains fully effective unless 20%. If 5 Runesticks are used, the Base Runeward is set up around the entity to and until it is broken or otherwise Chance is 30%. If 7 sticks are used, the be healed. The Runeward used for destroyed. It takes 1 to 4 week to Base Chance is 40%. All Base Chances healing in this manner also confers on perform this ritual, depending on the are increased by 4 per Rank. This ritual those within the warded area the same type of material used to fashion the takes 2 hours (-5 minutes/Rank) to protection as does Q-3, but the Runewand. The total time necessary to complete. During the ritual, the Adept Runeward is broken if anyone inside fashion a Runewand is decreased by 1 must place the Runesticks containing exits it during the ritual, and the ritual day for each Rank the Adept has with the Runeward symbol in a roughly must be abandoned or started over from this ritual (minimum of 1 day to perform circular configuration around the area to scratch. The Runesticks used are this ritual), and the ritual costs 10 be warded (presumably remaining inside consumed as though the ritual had been Endurance (- 1/two Ranks with this that area). At the end of the ritual, if it performed to its conclusion. The Base ritual). The Endurance loss will heal is successful, a Runeward exists that Chance for this ritual is 50% (+4/Rank). normally. The Adept may interrupt the will help to protect those inside it from It lasts 7 hours at the end of which any ritual to eat and attend to housekeeping magic. No magic item (amulet, talisman, one living entity within the Runeward (maximum of 2 hours per day) and to weapon, etc.) can be brought into the (Adept's choice as to who) is cured of all sleep (maximum 8 hours per day), but warded area, though items already Fatigue and Endurance losses, plus any any break longer than 10 hours results inside the warded area can be taken out. non-magical diseases, fevers, or in the ritual failing and the materials The area to be warded is a sphere with a infections which the entity may suffer. used being ruined. Any Endurance diameter, in feet, of (10x) the number of The ritual does not reconnect severed expended on this ritual is expended on sticks used. limbs or resurrect the dead. It is possible the completion of the ritual, not during Any magical creature or magic- for the ritual to backfire. If it does so, its course. Once the ritual is completed, user attempting to enter the warded the entity being healed dies immediately the Adept determines whether or not it area must make a Resistance Check, or (in addition to whatever other backfire has been successful. The Base Chance it will be unable to enter the area. The results are rolled). The Adept must for this ritual is 30% (+3/Rank). All entity's Magic Resistance is decreased expend 10 Fatigue to employ this ritual. materials used in an unsuccessful ritual by a number equal to the Rank of the It has an Experience Multiple of 300. are destroyed or ruined. Adept with this ritual for a 3- Runestick Note: Only types of material If the ritual is successful, the ward, twice the Rank for a 5-Runestick listed in the Runestick Chart may be Adept may use the Runewand thereafter ward, and three times the Adept's Rank used to make Runesticks used in this to cast spells and perform rituals that for a 7-Runestick ward. ritual except for Elder and Yew. In require the use of a Runewand. In In addition, if the Runesticks addition, if the Runesticks used in this addition, he may store a maximum of 1 used are all of Rown, no entity which is ritual are made of Walnut or Elm, the Fatigue Point in the Runewand at Rank wholly or partially form another plane number of hours the ritual requires is 0, and 1 additional Fatigue Point for (such as demons, devils, imps, hell- reduced to 5. every 2 or fraction Ranks he has with hounds) will ever be able to cross the the Ritual of Fashioning Runewand at Runeward to enter the warded area. The 5. Runes of Sight (Q-5) the time the Runewand is fashioned. Runeward is automatically and The Adept may gain insight Fatigue is stored in a Runewand simply permanently broken if any magical into the future by casting the Runes of by touching the Runewand and willing entity or magic-user succeeds in passing Sight (Runesticks which have Runes cut one or more Fatigue Points to enter the it. However, so long as it is in effect, all into them representing the cosmic Runewand. Fatigue Points stored in the spells cast into the warded area from balance). It takes one hour to cast these Runewand are subtracted from the outside will have their Base Chance Runes and the Adept may perform no Fatigue of the Adept. Once stored in the reduced by 20 if it is a 3-Runestick ward, other action during that time. The Runewand, Fatigue Points remain there by 30 if it is a 5-Runestick ward, and by performance of this ritual allows the indefinitely and can be used by the 40 if it is a 7-Runestick ward. Backfire Adept to exercise any of the following Adept to cast spells at any time that he from this ritual results not only in the functions during its course: is holding the Runewand while making a destruction of the Runesticks, but in ARCANE WISDOM, PAGE 13

A. Limited Precognition: This Only one of these two functions entity of his choice who is also sleeping action is executed as a talent, but with may be performed for each casting of the during that time. The entity may resist the same results as for the Spell of Runes of Sight. The Experience Multiple the communication through successful Limited Precognition (G-2) of the College for this ritual is 250. It requires 3 Passive Resistance. Otherwise, the of Sorceries of the Mind. It has a Base Runesticks incised with the appropriate entity will answer all questions in a Chance of 30% (+2/Rank). Runes to perform this ritual. yes/no fashion. The Base Chance for this ritual is 30% (+4/Rank) and it has a B. Divining Enchantment: This 6. Ritual of Sending (Q-6) range of 40 miles + 20 additional miles action is executed as a ritual in the same The Adept must paint his per Rank. The Experience Multiple for manner as the Ritual of Divination (R-1) forehead with a Sending Rune before this ritual is 350. of the College of Naming Incantations. It retiring to sleep at night. He then will Note: This ritual does not allow has a Base Chance of 55% (+4/Rank). spend an entire 8-hour period (or until communication with entities at other awakened) in communication with any planes of existence.

[90.6] Special Knowledge Spells

1. Runewall Spell (S-1) Experience Multiple: 300 Base Chance: 30% Range: 15 feet (+15/Rank) Duration: Until dispelled. Resist: May only be passively resisted. The Adept places a single Runestick incised with the Warding Rune on the Ground and performs the Spell. The stick will, if the spell is successful, metamorphose into a translucent wall of force 1 inch thick, 10 feet high and 20 feet long that may be manually shaped by the Adept (and by no one else) into any shape of his devising (e.g., pillar, circle, dome). The Adept may alter the height or length of the wall by 1 foot per Rank. Anyone coming in contact with the wall will rebound from it unless they successfully resist. Even if they do successfully resist, they will be unable to penetrate the wall. In addition, if the Runestick used to create the wall was made of Elder, anyone who fails to resist will be thrown to the ground and suffer D-2 (+1/Rank with this spell) damage.

2. Spell of Summoning Totem Spirits (S-2) Experience Multiple: 100 Base Chance: See following text. Range: Adept touches Runestick. Duration: Immediate. Resist: May not be resisted. There are three great Totem Spirits; Athotarho, Tseghi, and Argotac. Each is represented by a Rune that corresponds to his name. In order to summon one of these three spirits, the Adept must hold in his hand a Runestick incised with the Rune corresponding to the spirit he desires to summon. Only one such evil spirit can be summoned per spell. As part of the spell cast, the Adept must cast the Runestick to the ground at his feet. The Runestick will then explode harmlessly and, in its ARCANE WISDOM, PAGE 14 place, the desired spirit will appear. The Totem Spirits have the following characteristics:

ATHOTARHO is a small (four feet tall) masked hunter with a spear. He has no talents or magic to speak of, but he is a Rank 10 Ranger specializing in Woods, a Rank 8 Beast Master specializing in Common Land Mammals, a Rank 4 Thief, a Rank 5 Assassin, and a Rank 3 Military Scientist. He habitually dresses in animal skins and his buttons, fastenings, weapons, etc., will be finely- carved bone. He will refrain from using metal weapons if possible, though he suffers no special damage from Cold Iron per se. Athotarho has a running speed of 250 yards per minute.

PS: 18 MD: 20 AG: 19 MA: 10 WP: 21 EN: 18 FT: 20 PC: 23 PB: 7 TMR: 6 NA: Skin absorbs 6 DP.

Weapons: Athotarho has no special weapons, but will carry a bone shortsword, spear, dagger, and short bow (with 20 arrows in a quiver) upon appearing. He will have maximum Rank with all these Weapons.

Comments: Athotarho will gladly accompany anyone who promises good hunting and fighting, but will demand many petty honors and first pick of all food (especially freshly-killed animals) and prisoners (if any). He will enslave any prisoners and shabbily use them of forcing any character who looks into any day that Argotac has not been until he parts company with the Adept. his eyes (except the Adept) to roll on the provided with a prisoner to kill, there is Then he will kill his slaves rather than Fright Table (see 44.8 on page 57 of a 70% chance that he will depart and not allow them to be freed or used by others. Book II). Argotac is a Rank 3 Ranger return unless summoned by a new spell. If denied first pick of either food or specializing in Waste, a Rank 8 Beast The Base Chance of Argotac departing is captives, Athotarho will become restive Master, specializing in humans, a Rank decreased by 1 per Rank of the Adept and unhappy, and will seek to betray 5 assassin and a Rank 7 Spy. He has a and is increased by 10 for each day that whoever he considers primarily to blame running speed of 300 yards per minute. Argotac has accompanied the Adept for denying him his due. At the end of since he was last given a life by that each day there is a 20% chance that PS: 16 MD: 15 AG: 15 Adept. There is a 10% chance that Athotarho will depart to answer the call WP: 30 EN: 16 FT: 20 PC: 22 Argotac will attempt to kill the Adept or of some other Adept. PB: 7 TMR: 5 NA: Skin absorbs 3 DP. one of his companions prior to departing This Base Chance is decreased the group. by 1 per Rank the Adept currently Weapons: Argotac is not a warrior in accompanied by Athotarho has with this the normal sense, but he will use his TSEGHI is a great grey hawk with a 7- spell. Athotarho will immediately dagger in combat (Rank 3) and he has foot wingspan. He possesses no special disappear upon answering another Rank 7 in Unarmed Combat. He will use skills, talents, or magic. Tseghi has a summons and will not reappear unless non-metal weapons if required and will flying speed of 1200 yards per minute. summoned again. pick up and use metal weapons in a dire emergency, but he normally avoids Cold PS: 22 MD: 24 AG: 24 MA: 12 ARGOTAC appears as an aged priest in Iron which makes him uncomfortable WP: 15 EN: 24 FT: 30 PC: 24 rough brown robes. He always carries an (though it does no special damage). PB: 8 TMR: 24 NA: Feathers absorb 4 obsidian dagger with which he will kill DP. any prisoners given to his care. His eyes Comments: Argotac will accompany and are dark and frightening, and his skin is assist the Adept in exchange for a Weapons: Tseghi can attack in Melee or pale and clay-like. Argotac possesses no promise of a life each day. At the end of Close Combat with either beak (Base magic per se. However, he has the talent ARCANE WISDOM, PAGE 15

Chance of 55% doing D+1 Damage) or 2 becomes physically manifested in the previous summoning, attacked as a talons (Base Chance of 70% doing D+4 Runestick used to summon him. The result of backfire. Damage) without penalty in the same implication here is that there may be a Pulse. His beak is Rank 5 and his talons large number of Totem Spirits which are 3. Spell of Creating Rune Portal are Rank 6. but small parts of the total Argotac (S-3) consciousnesses. However, no portion of Experience Multiple: 300 Comments: Tseghi will gladly any of the three consciousnesses will Base Chance: 50% accompany the Adept and assist him ever meet another portion of the same Range: Touch Runestick under the same terms as Athotarho consciousness. If there is ever a danger Duration: Immediate (except that he will see any captives as of this happening, all portions of the Resist: May not be resisted. merely another form of food). There is a same consciousness coming into physical The Adept must place a Base Chance of 10% that Tseghi will proximity (sight, sound, or smell) of each Runestick with the Portal Rune on it in depart at the end of each day. Once other automatically rejoin the the ground and touch it while casting departed, he will not return unless again superconsciousness. The Base Chance of the spell. Once the spell is successfully successfully summoned by the Adept. performing this spell successfully cast, the Runestick is immovable. It The Base Chance that Tseghi will depart depends on the being that is summoned: becomes the terminus for a future is decreased by 1 per Rank of the Adept attempt at teleportation. Once the whom Tseghi is accompanying. Tseghi If the Adept is attempting terminus has been established, the will never voluntarily go underground or to summon Tseghi 35 Adept may, at any future time, use indoors. If the Adept is attempting another Runestick which was carved at to summon Athotarho 30 the same time and is a mate of the All three Totem Spirits are If the Adept is attempting Runestick which was used as a terminus manifestations of the greater spirit they to summon Argotac 20 to travel back to the original terminus. represent. Thus, for example, the There can be only one "mate" for the Argotac Totem Spirit is only a Should this spell backfire, the terminus, and it too must contain the manifestation of the greater spirit that Backfire Table is not consulted. Instead, Portal Rune and must be of the material is Argotac, an ancient evil that has the summoned Totem Spirit will attack as the terminus Runestick. In order to always existed on this plane. and attempt to destroy the summoner. teleport to the terminus, the Adept Accordingly, when "Argotac" is In addition, the Base Chance for this simply places the mate in or on the summoned, a small part of the spell is reduced by 5 when attempting to ground and casts this spell. If consciousness that is the greater Argotac summon a Totem Spirit which, upon its unsuccessful, both Runesticks are ARCANE WISDOM, PAGE 16 destroyed. If successful, the mate of the which, if detected by a Detect Aura Range: Touch with Runewand. terminus is activated and becomes a talent or spell, gives the compass Duration: Immediate. terminus too. Thereafter, anyone who direction at which the Adept would be Resist: May only be possibly resisted. touches one terminus will be teleported located, but not the distance. The Adept must, at the moment to the other terminus and will appear he the spell, touch the target he intends standing within five feet of that 5. Spell of Truth (S-5) to smite with the Runewand. The target terminus (travel time is one Pulse). A Experience Multiple: 300 may passively resist if the spell is terminus may be used any number of Base Chance: 30% successful. If the target fails to times until destroyed (by being broken, Range: 15 feet (+15/Rank) successfully resist, he suffers D-3 dissolved, melted or burned), but may Duration: 1 hour (+1/Rank) (+3/Rank) damage. The touch is never be moved. Casting a Special Resist: May only be passively resisted. automatic, but the spell must be Knowledge Counterspell of the College Prior to casting this spell the prepared normally. of Rune Magics over it destroys a Adept must first draw a Truth Rune on terminus. Once a terminus is destroyed, the forehead (or over the brainpan) of 8. Spell of Creating Runeweapon the mate of the Runestick used to form the spell's target. The spell may only be (S-8) that terminus will no longer function cast over one target entity of the Adept's Experience Multiple: 400 (though this will not necessarily be choosing and the Adept must touch the Base Chance: 20% known until someone tries to use the target to cast it. If unsuccessful, a new Range: Adept must touch Runestick mate). If a terminus is destroyed during Truth Rune must be drawn on the target Duration: 1 hour (+1/Rank) used, and it the Pulse while a being is in transit before the spell can be attempted again. must remain in sight. between the two, he is destroyed and his A successful spell that is not successfully Resist: May not be resisted. molecules are dispersed over known resisted causes the target to be unable to The Adept must use a space. Note: The Base Chance for this speak falsehood for the duration of the Runestick incised with a Deathrune and spell is decreased by 1 for every 5 miles spell and will answer any question put with a Rune representing the type of separating the two Runesticks and is to him. In addition, the target will see Runeweapon he wishes to create. The increased by 15 if the Runesticks are through any illusion, magical trap or Adept holds the Runestick while casting shaped from Willow. other object, entity or apparition which the spell. Upon successfully completing is magical in nature and which is within the cast, the Runestick will have become 4. Spell of Visitation (S-4) range. The target automatically transformed into a magical weapon of Experience Multiple: 250 disbelieves any illusions within range whatever type the Rune incised on the Base Chance: 30% and sees true nature of all things, it does Runestick indicated (short sword, Range: 2 miles (+2/Rank) not gain knowledge of True Names or dagger, glaive, etc.). Since the substance Duration: 5 min (+5/Rank) see through solid walls, but merely of the weapon is magical, the Adept will Resist: May not be resisted. penetrates altered appearances. be able to wield the weapon without The Adept must cast the Runes suffering the penalties associated with of Far-seeing (three matched Rune- 6. Spell of Banishment (S-6) Cold Iron. Further, the weapon will be sticks) on the ground before him while Experience Multiple: 300 useable against those entities normally performing the spell. If successful, the Base Chance: 30% affected only by magical weapons, but Adept will be able to send a ghost-like Range: Touch with Runewand. will otherwise have the same properties image of himself instantly to any Duration: Immediate. as a normal weapon of the same type. location within range that the Adept has Resist: May be actively and passively An entity using a Runeweapon will physically occupied at least once in the resisted. never drop the weapon and there is past. He will be present at that location The Adept may banish any one never any chance of the weapon in all ways except bodily (i.e., he may entity from another dimension to its own breaking. Additionally, the entity cannot communicate and use all his senses palne of existence. In order to do so, the be disarmed. The Base Chance of casting while his image is there, but may not be Adept must touch the target entity with this spell is increased by 10 if the harmed by any attack). The image his Runewand at the moment he Runestick is Elder or Yew and is "mimics" the actual actions of the Adept, completes the spell. If successful, the decreased by 20 if the Runestick is and may move no more than 10 feet spell results in the entity immediately Walnut or Elm. In addition, if (+10/Rank) from the spot where he returning to its own dimension unless Runesticks of Yew are used, and at least materialized, which may be anywhere at the entity successfully resists. one point of effective damage is inflicted the location the Adept wishes. Thus, if Otherwise, the entity remains on this on a target, the wound will be poisoned, the Adept desired his image to talk, he plane. If the entity's reaction is to attack causing D-6 (+1/Rank) damage per Pulse must actually speak the words wherever the Adept, the Base Chance of the for D10 Pulses due to poison. Any entity he is physically located. The image entity's attack being successful is may use a Runeweapon once it is cannot use magic spells, talents, or increased by 20, and 2 is added to any created. rituals. Also, if the Adept is in a location Damage Check resulting from the attack that would prevent him from moving, (in addition to any other modifiers to 9. Binding Spell (S-9) the image may not move either. Then that check). The touch is automatic, but Experience Multiple: 600 the visitation time has expired (or the spell must be prepared normally. Base Chance: 20% anytime prior that the Adept wishes), Range: Touch element with stick. the image will quickly fade and 7. Smite Spell (S-7) Duration: 30 min (+5/Rank) immediately travel back to the Adept. Experience Multiple: 300 Resist: May not be resisted. The image will leave an "aura" trail Base Chance: 15% ARCANE WISDOM, PAGE 17

The Adept may gain control of 2. Ritual of Creeping Doom (R-2) conscious victim once with his any element by using this spell. He must The Adept creates 13 Runewand. If the ritual is succeeds, the possess a Runestick containing the Runesticks by carving the appropriate victim dies immediately and the Adept Binding Rune and the Rune maledictions into human bones. He then advances two Ranks in one spell (not representing the element to be bound, performs a ritual over them (duration 1 ritual) of his choice. The victim does not and he must touch the element with the hour) and buries the sticks beneath the die, and the Adept suffers D+4 damage Runestick at the moment he casts the dwelling of someone he wishes to curse. and does not advance if the ritual fails. spell. An Adept may bind 500 pounds of It is best if the victim's name is carved If may be actively, but not passively earth (+500/Rank), 500 gallons of water on the bones as well, otherwise others in resisted by the victim. The Base Chance (+500/Rank), 1000 Cubic feet of air the house may become ill instead. For for this ritual is 50% (+3/Rank), and the (+500/Rank), or all fire within a 10-foot each month that the bones remain in or Experience Multiple is 700. If the ritual radius (+15/Rank). He may do anything under the victim's dwelling, he must backfires, the Adept's Runewand is with the element except form an make a Resistance Check, the Base immediately shattered and the Adept elemental. This spell may not be cast Chance for which is composed of the suffers D+8 damage to Endurance in the over an area occupied by an elemental victim's Endurance multiplied by the explosion. No one else is harmed. and cannot be used in any way to control Difficulty Rating of the resistance. At an elemental. Rank 0 through 5, the Difficulty Rating 3. Ritual of Dimension Portal is 4; Rank 6 through 10, the Difficulty (R-4) [90.7] Special Knowledge Rituals Rating is 3; Rank 11 through 15, the The Adept must have learned Difficulty Rating is 2.5; Rank 16 through the True Name of another dimension 1. Ritual of Casting the Runes 18, the Difficulty Rating is 2; Rank 19 from a Namer in order to perform this (R-1) through 20, the Difficulty Rating is 1.5. ritual. He prepares a Runestick The Adept must prepare a piece If the victim fails to resist, he containing the Portal Rune and the of paper or vellum on which are written suffers a wasting disease and loses D-3 Rune representing the True Name of the Runes of Doom. The entire ritual of Endurance for purposes of future that other dimension. He then takes one preparation takes an hour. At the end of resistance (only). If he fails to resist for hour to prepare the portal, laying the the hour, the Adept chooses which of the three straight months, he dies. The Runestick on the ground where he wants demons from the College of Greater Experience Multiple for this ritual is the portal to appear. At the end of an Summonings will be the executor of the 300. The Base Chance of the ritual hour, a check is made to determine if the doom and writes this name on the paper working is 20% (+4/Rank). ritual has been successful. The Base as well. The Adept's player must Note: Generally, the victim of Chance of Success is 20% (+3/Rank). If actually write this information down these maledictions will not know exactly the ritual succeeds, a portal immediately since it will only come into play in the what is wrong with him. Should he appears leading into the dimension future. Once the ritual is prepared, the discover the bones, he may remove the represented on the Runestick. Anyone Adept then passes the sheet of paper on curse by removing the bones from the entering that portal will be in the other to the victim whom he has chosen. The house. Other means of destroying the dimension (after a travel time of one victim must voluntarily accept the paper curse will not normally suffice, although minute). The portal will be a two-way (though he need not know what is on it the sufferer would show immediate terminus, and those in the other and it may be foisted on him by improvement upon leaving the house dimension will be able to cross into this trickery). Once he accepts it, the demon and sleeping elsewhere for a few weeks. dimension through the portal. The named on the paper will hunt him down There is no chance of this ritual portal remains for a number of hours and kill him. Even if the demon is backfiring. equal to 3 plus the Rank of the Adept destroyed, it will return as soon as it is with this ritual, plus the results of a D10 able and continue the hunt (see the 2. Ritual of Rune Sacrifice (R-3) die roll (made by the GM). It is College of Greater Summonings for how The Adept performs this ritual destroyed permanently at the end of demons recover from injury and "death" within a warded area as described in Q- that time or whenever a Special in their own dimension). Only by 3. Once the area has been warded and Knowledge Counterspell of the College passing the paper on to another entity all participants are positioned within the of Rune Magics is cast over the area it who voluntarily accepts it can the doom wards, the Adept takes on hour to occupies. The Experience Multiple for be transferred. The Experience Multiple perform this ritual. During this time, this ritual is 600. If the ritual backfires, for this ritual is 500. The Base Chance of the Adept must prepare a sentient being an entity native to that dimension (GM's its success is 15% (+5/Rank). If the ritual (preferably human or humanoid) for choice) enters the Adept's dimension and backfires, the Adept loses D10+2 sacrifice by painting the victim's body will immediately attack the Adept and Endurance. with Death Runes. The Adept then, at his companions. the end of the ritual, strikes the ARCANE WISDOM, PAGE 18 [90.8] Runewand Table 91. THE COLLEGE OF SHAPING Dice Runestaff Weight Value Cost Time MAGICS (Pounds) (SP’s) (SP’s) (Weeks)

01-15 Oak Staff 5 500 55 2 The College of Shaping Magics is 16-30 Blackthorne Staff 4 600 60 2 concerned with the fashioning and animation 31-45 Ash Staff 5 800 60 3 of non-living matter, with the conjuration of 46-55 Willow Rod 1 400 55 1 enchantments of an enduring nature and, 56-65 Cedar Rod 1 700 75 2 most importantly, with the creation of potent 66-73 Ivory Rod 1 900 80 2 magical items. 74-81 Ebony Rod 1 1200 90 3

82-89 Copper Rod 1 1500 55 3 [91.1] The arts of the College of Shaping 90-97 Bronze Sceptre 7 1000 90 3 Magics may require special knowledge, 98* Silvered Sceptre 6 1800 200 4 special equipment, the expenditure of 99* Gilded Sceptre 6 2400 500 4 money, time, and endurance, and the 100* Truesilver Sceptre 6 3000 900 4 presence of companions.

Runewand: The type of Runewand. Weight: The average weight in pounds Most of the ritual magic of this of a Runewand made from this material. Value: The value in Silver Pennies College may only be practiced within a of the Runewand in the open market as a magic item or object d'art. If sold Shaper's Workshop, a composite of the shops as merely a piece of wood or lump of metal, one third the value given in the of artisans of many different types. Tools used Cost column of this table should be used instead. Cost: The cost in Silver in metallurgy, alchemy, blacksmithing, Pennies of the materials (including incense, oils, etc.) which will go into the weaving, carpentry, the fashioning of gems, preparation of the Runewand if manufactured by the Adept instead of and dozens of other trades will all be found in purchased by him. Time: The amount of time in weeks required to create a the shop of a powerful Shaper. A Shaper will Runewand of this type, given the necessary materials and tools. have some knowledge of each of these trades, *This type of Runewand must be paid for by the Adept out of the proceeds of but will often hire others to perform menial his first 6 months adventuring or the money lenders from whom he gained tasks, or those beyond his expertise. The cost the wherewithal to have the item made will send one or more assassins to of hiring artisans is accounted for in the costs "collect." of the materials need to perform each ritual. The cost to establish a Shaper's shop [90.9] Runestick Chart is equal to 5,000 Silver Pennies+(8,000 x the Shaper's highest Rank with any Ritual Material Weight Value Cost Time requiring a workshop). A shaper may pay up (Ounces) (SP’s) (SP’s) (minutes) to 20% less than the standard cost, in which Ashwood 1.0 5 1 15 case his shop is "poorly-stocked" and he Aspenwood 1.0 3 2 15 suffers the penalty noted in 91.2. Conversely, Cedarwood 1.0 6 2 10 a shop is "well-stocked" if a Shaper pays at Chestnut 1.0 3 1 10 least 1.5 times the standard amount. Elder Wood 1.0 7 2 10 10% of a shop's cost must be Elmwood 1.0 6 2 10 expended yearly to pay for maintenance. If Gilded Metal 2.0 150 80 240 this amount is not paid, the value of the shop Oak 2.0 10 2 20 is degraded by 20% (possibly altering its Mistletoe 0.5 3 1 10 status as well- or poorly-stocked). A Shaper's Pinewood 0.5 2 1 5 shop is ranked. The Rank of the shop must Rowan 1.0 8 4 15 equal or exceed the highest Rank of any of his Silvered 2.0 20 10 240 rituals requiring a shop. A Shaper may Metal upgrade his shop at any time that it is not Walnut 1.0 4 1 15 "poorly- stocked" by expending 10,000 Silver Willow Wood 0.5 2 1 15 Pennies for each Rank he wishes to raise the Yew 1.0 3 2 10 shop. Yarrow 1.0 2 1 10 EXAMPLE: A Shaper's highest Rank with Material: The type of material of which the stick is composed. any ritual is 7. He expends [5000+(8000x7)] Weight: The weight in ounces of one Runestick made of this x1.5=91,500 Silver Pennies to buy a well material. Value: The value in Silver Pennies of one Runestick stocked shop. Each year he must pay 9,100 made of this material. Cost: The cost of the materials Silver Pennies, or the shop's value will necessary to make one Runestick in Silver Pennies, not degrade to 73,200 Silver Pennies (and the counting the cost of tools. Time: The amount of time in Shaper will lose the benefits associated with a minutes (not hours) necessary to manufacture one Runestick well-stocked shop). A poorly stocked shop, of this type. Some spells and rituals require the use of which suffers a degradation of 20% in value, Runesticks made of certain materials only. In other cases, may not be used to aid in the performance of any type of Runestick on this chart will do, but the modifiers Shaping magics. in 90.2 apply. ARCANE WISDOM, PAGE 19

The materials required for Several rituals will require the [91.4] General Knowledge Spells many of the rituals of this College will presence of other Adepts or of persons often be quite expensive or rare. with knowledge of particular skills or 1. Spell of Mending (G-1) Nevertheless, any materials needed for a languages. Such persons must be Experience Multiple: 200 ritual must be available or the ritual coerced, bribed, or otherwise convinced Base Chance: 50% may not be performed. Most of the to help by the Shaper. The usual rate of Range: Touch rituals of the College of Shaping Magics payment for participation in a Shaper's Duration: Permanent require a far greater investment of time project is 400 Silver Pennies multiplied Resist: May not be resisted. than the rituals of other Colleges. Some by the number of weeks the ritual takes. Any single broken item rituals will require only a few hours, but Naturally, the longer the ritual, the weighing up to 10 pounds (+10/Rank) most will require weeks and even years. more difficult it will be for a Shaper to may be mended. Note that a fractured It should be noted that rituals find a person who will be interested in item can be made whole if all pieces are extending for periods of 24 hours or the first place. Assisting people must be present when the spell is enacted (if any more do not require the intensive present for at least half of each week of are missing, the repaired object will concentration of the rituals of other the ritual. have a hole where the missing piece Colleges. The Adept is working and would be). A mended object becomes supervising the work of others, but is not [91.2] The following numbers are exactly as it was before it was broken, so involved in constant concentration. He added to the Base Chance of if it was deformed in some way (i.e., a may eat, sleep (8 hours a day), and performing any ritual of the College of sword was bent) it would retain that perform other activities requiring less Shaping Magics: deformity. than 2 hours a day while he in the ritual itself), however. Note that these Ritual is performed in 2. Spell of Enchanting Weapons restrictions will often mean that a high-mana area + 25 (G-2) Shaper will lose practice in his skills or Experience Multiple: 200 weapons while performing an extended Adept spends at least Base Chance: 35% ritual. 50% extra on materials Range: 10 feet (+3/Rank) In order to perform certain (if any) + 5 Duration: 30 sec x(D-2)x Rank (x1 if powerful rituals, a Shaper must Adept performs ritual unranked) permanently reduce his Endurance. in well-stocked workshop + 5 Resist: May not be resisted. Whenever Endurance is reduced in this Adept performs ritual Increases the Base Chance to way, Fatigue is reduced as well in poorly-stocked hit with the weapon over which it is cast (according to the scale given in 5.3). In workshop - 15 by 1 (+1/Rank), and increases the rare situations, a Shaper will be Ritual is attempted damage done by the weapon by 1 for required to permanently sacrifice his outside workshop every 3 or fraction of 3 Ranks. bodily form and become a spectre in (possible only for Q-1, order to perform a difficult ritual. The Q-2, Q-3, Q-4, R-1) - 20 4. Spell of Enchanting Armor Shaper may not "heal" his Endurance Ritual is performed in (G-3) loss. low-mana area - 40 Experience Multiple: 200 Base Chance: 30% [91.3] Talents Range: 10 feet (+10/Rank) Duration: 30 min (+30/Rank) 1. Detect Enchantment (T-1) Resist: May not be resisted. Adepts of this College have the 2/Rank is subtracted from the ability to determine whether an item, Strike Chance of any character using a person, or area within 50 feet physical weapon to attempt to hit a (+10/Rank) is currently under an target wearing armor enchanted by this enchantment. This enchantment may be spell. Enchanted armor also absorbs 1 an operating spell, a ward, an invested additional point of damage for every 4 or spell, or any other magical charm. fraction of 4 Ranks attained. Note that Magical beings (conjured or summoned) the spell must be cast on armor (never may also be detected by this Talent. It on an unarmored individual). does not tell what type of enchantment, only whether or not there is an 4. Congeal Air Spell (G-4) enchantment. The Talent operates Experience Multiple: 300 automatically with a Base Chance of 3 x Base Chance: 30% Magic Aptitude (+3/Rank), but the Base Range: 20 feet (+10/Rank) Chance rises to 4 x MA (+3/Rank) if an Duration: 20 sec (+10/Rank) Adept physically examines (touches) a Resist: May be actively resisted. particular item or place for This spell thickens the air enchantment. The Experience Multiple around any one entity, reducing for this talent is 100. movement and inhibiting its combat abilities. An affected entity loses one

ARCANE WISDOM, PAGE 20

third of its TMR and its Base Chance in form. Their skin will have the color and knows it, and this ability does not count any form of attack is reduced by 10. texture of the rags from which they are against the total that may be imbued in The spell also diverts all blows formed. the golem. directed at the affected entity, however, so 2 is subtracted from any damage Talents, Skills, and Magic: When a rag Movement (Running): 100. inflicted against it. Congealed air may and string golem is created, its Shaper be breathed without harm. and any other characters present may PS: 7 MD: 18 AG: 19 MA: 18 imbue the golem with a number of EN: 3 FT: 3 WP: 16 PC: 15 5. Congeal Water Spell (G-5) abilities. Up to 5 times the Shaper's PB: 10-18 * TMR: 8 NA: None Experience Multiple: 400 Rank with this ritual of Ranks of any * Depends on rags used. Base Chance: 30% spells, talents, skills, weapon ability, or Range: 25 feet (+15/Rank) linguistical knowledge may be imbued in Weapons: Rag and string golems may Duration: 1 min (+30 sec/Rank) the golem. Two, however, is subtracted use any weapons allowed by their Resist: May be actively resisted. from this maximum for each individual strength. Rag and string golems may This spell gives a volume of 50 ability bestowed. For example, a golem never use armor or shields, however, (+10/Rank) cubic feet of water a is formed by Shaper with Rank 6 (in Q- and the spell-casting ability is affected gelatine-like consistency, keeping any 1). Up to 30 (6x5) Ranks each of abilities by the presence of cold iron exactly as entities within that volume from could be put into the golem (-2 for each the ability of a normal Adept. sinking, and making swimming and separate ability). Thus the golem could combat impossible. The spell cannot be be a Rank 6 healer, Rank 0 spy, have Comments: Rag and string golems are cast at living beings. Water-breathing Rank 4 with dagger, have Rank 2 in a by far the most intelligent of golems. creatures may breathe congealed water. language, have Rank 3 in the Spell of They may receive and carry out very Mending, and have Rank 3 with the complicated instructions without flaw. [91.5] General Knowledge Rituals sling, totalling 18 ranks. The maximum They can also converse with their possible since the golem has 6 different masters and any other being with whom 1. Ritual of Shaping Rag and abilities or (6x2) = 12. No ability may be they share a language. These golems can String Golem (Q-1) imbued in a golem unless the Adept or a act freely and modify the letter of their This ritual allows a Shaper to some other character participating in orders to follow the intent behind them. form a small golem out of bits of rag and the ritual has Rank in the ability at Commands can also be given in general string (which must be available to least equal to the Rank imbued. A rag terms, and the golems will improvise as perform the ritual). Rag and string and string golem may never learn they go along. Rag and string golems golems have the following rituals, nor may it ever know spells or will always serve their creator faithfully. characteristics: talents from more than one College. A They will never serve anyone other than rag and string golem does automatically their creator except during extremely Description: Rag and string golems are know the Shaper's Language at limited periods (less than a day) and at 1 to 2 feet tall and are humanoid in whatever Rank the Shaper himself the creator's request. The ritual by ARCANE WISDOM, PAGE 21 which rag and string golems are formed the top of that hill"), but can do nothing construction: how long it will take to may be enacted outside a Shaper's complex. They will follow only the prepare the item; how much its workshop, although it has a lower Base commands of their Shaper. production will cost; whether the Shaper Chance when performed outside a shop. A minimum of one hour must be must lose any Endurance to produce the The ritual requires a minimum of two spent shaping a clay golem. This ritual item. hours, regardless of where it is can be performed anywhere, although its An item's Shaping Index is performed, however, the Spell of Base Chance suffers an unfavorable determined by adding one value for each Animating Golems (S-5) must be cast modification if it is performed outside of ability with which an item is to be over the rag and string immediately a Shaper's workshop. Once shaped, a bestowed. The value for each type of following the ritual by which it is clay golem must be animated via S-5 ability is determined differently, as created, or the golem will fall apart. before its clay dries out or it will be described in the following: Once animated, a rag and string golem unable to be animated, a clay golem lasts until it is killed (loses all its remains active for 5 + Rank (with Q-2) Spell and Talents with Experience Endurance), or until the Special hours.Clay golems may never be re- Multiples: The ability's Experience Knowledge Counterspell of Shaping animated. The clay of which they are Multiple. Magics is cast over it. composed may be reshaped, however. The Base Chance for this ritual The Base Chance for this ritual Talents without Experience Multiples: is 40% (+2/Rank), and the Experience is 25% (+3/Rank), and the Experience 50 Multiple is 250. There is no backfire. Multiple is 300. There is no backfire. Skills: Add 100 to (the amount of 2. Ritual of Shaping Clay Golem 3. Ritual of Magic Divination (Q-3) experience needed to rise to the Rank in (Q-2) This ritual is identical to the the skill which is going to be bestowed A Shaper may use this spell to ritual of the same name of the College of on the item divided by 10). For example, shape clay into the form of a golem. Clay Naming Incantations. Rank 7 in the Healer Skill would add must be available for the ritual to be 1570 to an item's Shaping Index: 100 + performed. Clay golems have the 4. Ritual of Investment (Q-4) (14700/10). Note that 14700 (the amount following characteristics: This ritual is identical to the needed to rise from Rank 6 to 7) was Investment Ritual described in used as opposed to the cumulative Description: Clay golem is a humanoid, DragonQuest (32.3), except that its Base amount that would be required to rise to and is between 4 and 8 feet in height. Chance is 2xMA (instead of 1xMA), and Rank 7 from scratch. The golem is the type of the clay from its Experience Multiple is 250, not 300. which it is formed. Languages: Divide the experience THE PREPARATION RITUALS needed to rise to the level of ability in Talents, Skills, and Magic: Clay golems question by 10; e.g., the ability to speak have no talents, skills or magical Rituals Q-5, Q-6, Q-7, Q-8, Q-9, a language at Rank 8 would add 225 to abilities. Q-10 and Q-11 are all Preparation an item's Shaping Index (2250/10). Note Rituals. These rituals can be used to again that the experience cost to rise Movement (Running): 100 prepare specific types of objects with from Rank 7 to 8 is used in the enchantments of various sorts. Once a calculation. PS: 5-15 plus (2xRank) preparation ritual has been successfully MD: 6-10 AG: 4-8 MA: 0 completed, the Shaper must then Weapon Ability: Total the amount of EN: 14-20 plus Rank perform the appropriate Binding Rituals experience needed to attain the Rank FT: 25-30 plus Rank (R-9 to R-22) to complete item's with the weapon, and divide by 5. Thus, WP: 19 PC: 10 PB: 8 enchantment. if an item were to be imbued with Rank MR: 2 NA: none When an item is prepared by 10 rapier, its Shaping Index would be one of the following rituals, it is imbued increased by 3000. [(200+200+200+200+ The larger the golem, the with specific spells, talents, skills, 200+500+500+2,000+4,000+4,000+ greater the Physical Strength, weapon abilities, or language knowledge. 3,000)/5]. Note that this procedure Endurance, and Fatigue, but the lower Any number and combination of these differs from those proceeding in that the the Manual Dexterity and Agility, may be imbued by one ritual. For total experience needed to rise to a Rank within the ranges provided. example, a ring might be imbued with is used, as opposed to the experience the spells "Armor of needed to rise only one Rank. Weapons: Clay golems may use any Earth,""Navigation," and "Shadow weapon they are physically capable of Form," plus the talent "Detect Aura," Characteristics: Total the amount of using (see PS and MD requirements on Rank 4 in the Mechanician Skill, Rank 3 experience needed to attain the amount Weapons Chart), although they may with the broad-sword, and Rank 7 in of point gain, assigning every first point never take Rank with a weapon. They spoken Elvish. Ritual knowledge may raised as indicated and every second may attack with their hands in Close or never be bestowed on an item, however. follows appropriately, and divide by 10. Melee Combat with a Base Chance of Once a Shaper has decided what If an item were to be imbued with a 40% and doing +7 damage. abilities will be implanted on a given Perception increase of 3 and an item, that item's Shaping Index can be Endurance increase of 2, its Shaping Comments: Clay golems are mindless. found, and the Shaper can determine index would be 1000, or [(1000+750+750) They can follow simple commands (e.g., from that Index several important + (5000+2500)]/10. The time required to "Attack him", "Carry these boulders to parameters relating to the item's prepare an item is found as follows; ARCANE WISDOM, PAGE 22

The row on the Magic Item Creation character participating in the ritual item. All spell and talents imbued in an Chart (91.8) corresponding to the item's would have to have at least Rank 4 in item function at the Rank of the Adept Shaping Index is found. This row is that skill. An item may be imbued with who provided the spell during the cross-referenced with the "Time" column a number of attributes equal to or less preparation ritual; e.g., if an Adept with of the Chart to find the time needed for than the Rank with the applicable ritual Rank 6 Witchsight provided that spell the preparation rites. of the Shaper creating the item. A during an item's enchantment, the The cost (in Silver Pennies) to prepare character need not be an Adept to Witchsight provided by that item to its an item is found by multiplying the contribute non-magical abilities to an wielder would have a range of 105 feet -- item's normal cost (its price if it were not item. Each character contributing to an 15+(15x6) -- per that spell at Rank 6. enchanted) by the number in the "Cost" item must be present for at least 50% of Preparation rituals all have a Base column of the Magic Item Shaping the item's preparation ritual, regardless Chance of 90 (+1/Rank). Index. The “Cost Factor” listed in the of the number of abilities he contributes This Base Chance may be preparation ritual used to find the total to the item. modified per 91.2 but modified Base cost of that ritual then multiplies this The effect of having an item Chances in excess of 100 are treated as number. bestowed with a particular ability is to 99. Cast Checks for preparation rituals The row of the Magic Item allow the item's wielder to use any are not made at the end of the ritual, Creation Chart corresponding to the ability as a talent, without the necessity however, but at the end of each week item's Shaping Index is also used to of any extraordinary effort or during the course of an item's determine if the Shaper must lose any expenditure of fatigue. An item preparation. If the Cast Chance is Endurance loss indicated on the Chart enchanted with any spell or talent missed at any point, the ritual does not must be permanently expended to allows the wielder of the item to use that necessarily fail entirely. Instead, the GM perform the preparation ritual. The item as if it was permanently invested rolls on the Shaping Accidents Table Endurance loss is divided evenly (see 32.2) with the spell(s) or talent(s). (91.9) to find the results of the failed through the length of time spent on the Enchanted weapon Rank given an item's Cast Check. ritual. Thus, if an item takes one year to wielder the ability to use a weapon at a produce, and 7 points of Endurance Rank equivalent to that to which the 5. Ritual of Amulet Preparation must be lost in its production, one point item was enchanted, plus any Rank he (Q-5) would be lost on the 52nd, 104th, 156th, might have himself. Thus, a character This ritual allows the Shaper to 208th, 260th, 312th, and 364th days. who himself has Rank 5 with the rapier use amulets as receptacles to various Any Endurance expended is would be considered to have Rank 13 if abilities. The wearer of the amulet is permanently lost, regardless of whether he was wearing a ring bestowed with considered the wielder of the item. the ritual is eventually successful. Note Rank 8 with the rapier. The ability in a Amulets are primarily used for defensive that, in rituals extending to five years or skill or language of the wielder of an oriented spells, and may not be imbued more, a Shaper must expend a minimum item is not cumulative with any ability with abilities that are offensive. The of 20 Endurance Points, and becomes a bestowed on that item. Rather, the Experience Multiple for this ritual is Spectre at the conclusion of the ritual. higher of the two Ranks in an ability is 100, and the Cost Factor is 25. The character becomes a Spectre available to the wielder. For example, if regardless of the success of the binding a character has Rank 7 in the Spy Skill, 6. Ritual of Preparing Arms and rituals completing the item's and he wears a ring with Rank 9 in that Armor (Q-6) enchantment. Only the Shaper who skill, the character would be treated as if This Ritual allows the Shaper to prepares an item may perform a binding he had Rank 9, not Rank 16. Only those prepare arms and armor as magical over that item. spells designed to affect only the wielder receptacles. The person carrying or An Adept capable of casting or some facet of his own person may be wearing the item receives the benefits of each of the spells and possessing each of imbued into an object by preparation its enchantment. Weapons enchanted in the talents to go into an item must be and binding rituals. Investment rituals this method break only when the wielder present for at least half the of time spent may be performed on already enchanted rolls above 5xMD, and drop only when on the item's preparation ritual. Thus, at items. This is designed to prevent "kill" the wielder rolls above 4xMD. The least three Adepts would have to spells, such as the Bolt of Fire from the Experience Multiple for this ritual is participate in the preparation ritual of College of Fire Magics, from freely being 200, and the Cost Factor is 30. an item endowed with spells from the placed into items. New enchantments College of Fire Magics and Naming may be added to already enchanted Magics, a Fire Mage, a Namer, and the items. A new preparation ritual is Shaper himself. In the same way, any undergone (with already bound abilities skill, weapon knowledge, or language not being factored into the Shaping ability must be known by one character Index). However, one roll on the Shaping participating in an item's preparation Accidents Table must be made for each ritual for the abilities to be bestowed on new enchantment added to an already that object. Any number of characters enchanted item, in addition to the can contribute knowledge to the specific normal checks for shaping accidents (see item. An ability can never be bestowed following). Note, however, that invested on an item with a higher Rank than that spells are considered a different form of of the contributing character (e.g., if an enchantment altogether, and do not item were to be bestowed with Rank 4 require a roll for shaping accidents even ability in the Healer Skill, some when added to an already enchanted ARCANE WISDOM, PAGE 23

7. Ritual of Preparing Enchanted An area 20 (+10/Rank) feet This spell will animate golems Clothing (Q-7) square becomes slick with a 1/4-inch film that have been prepared via Q-1, R-2, R- The Shaper may use this ritual of mud. Every entity within the affected 3 or R-4 but are not already animated. to prepare clothing with enchantments. area must roll less than or equal to twice Once a golem has been activated, the The wearer of the clothing is considered its Agility on D100, or it will fall. If an caster must immediately roll less than its wielder. The Experience Multiple for entity does fall, a roll of less than its 2x(Willpower + Rank) to gain control of this ritual is 175, and the Cost Factor is Agility must be made before it can rise. the golem. If the roll is not made, the 20. golem is uncontrolled, and its actions 2. Spell of Shaping Elementals must be determined by the GM (it will 8. Ritual of Preparing Enchanted (S-2) probably attack everything around it). If Furniture (Q-8) Experience Multiple: 400 this spell backfires, there is a 40% This ritual may magically Base Chance: 10% chance that the golem being activated is endow any type of furniture. The GM Range: 30 feet (+10/Rank) destroyed, in addition to any other will have to decide who is considered the Duration: 5 min (+1Rank) backfire results. wielder of enchanted furniture. A Resist: May not be resisted. magical chair, for example, would endow A volume equal to two cubic feet [91.7] Special Knowledge Rituals its benefits to one who sits in it, but the x Rank containing one of the four wielder of a bookcase of desk is more elements may be shaped by the Adept 1. Ritual of Turning Stone to difficult to determine. The Experience into any form desired, and will retain Flesh (R-1) Multiple for this ritual is 100, and the that form for the duration of the spell. This ritual allows the Adept to cost factor is 10. Thus, a sail of air could be created that turn one entity that has been turned to could propel a boat, or a spear of fire stone by enchanted creatures or magical 9. Ritual of Preparing Talismans which could actually be thrown means back into flesh. This ritual affects and Minor Artifacts (Q-9) (although it would burn the hand of the only entities that are naturally living This ritual works on small thrower). Note that the spell cannot be but have been turned to stone. Any items, such as statuettes, lockets, pens, cast over any living entity or over an clothing or other items that were turned and paperweights. The GM will have to Elemental. to stone with a figure are restored to decide exactly how these items are used. their normal state with that figure. The The Experience Multiple for this ritual 3. Spell of Neutralizing Golems Base Chance of this ritual is 55% is 200 and the Cost Factor is 30. (S-3) (+3/Rank), and the Experience Multiple Experience Multiple: 350 is 200. 10. Ritual of Preparing Staves and Base Chance: 20% Wands (Q-10) Range: 10 feet (+5/Rank) 2. Ritual of Shaping Stone Wizard's staves and magic Duration: Immediate Golems (R-2) wands (other than Runewands) may be Resist: May be actively and passively A shaper may use this ritual to enchanted by this ritual. A person must resisted. craft a golem of stone. The crafting actually hold a staff or wand to receive If this spell is successful, any requires a minimum of three months, the benefits of its enchantment. The one magically animated golem will be and the use of a shop worth at least Experience Multiple for this ritual is deactivated (i.e., will become a lifeless 40,000 Silver Pennies. The materials 150, and the Cost Factor is 50. statue). Deactivated golems can, in most needed for this ritual cost 15,000 Silver cases, be reanimated via the Spell of Pennies. The golem is carved from a 11. Ritual of Preparing Greater Activating Golems. solid block of stone. Stone golems have Artifacts (Q-11) the following characteristics: Large objects (such as towers, 4. Spell of Binding Golems (S-4) rooms, or arches) may be enchanted by Experience Multiple: 400 Description: Stone golems are humanoid this ritual. Enchantments bestowed Base Chance: 15% figures about 12 feet tall. Their bodies upon such artifacts will usually affect Range: 15 feet (+5/Rank) will be the color and texture of the stone large areas (for example, the interior of a Duration: 10 min (+5/Rank) from which they were carved. room), bestowing their effects on all in Resist: May be actively and passively the area. Thus, only abilities that could resisted. Talents, Skills, and Magic: A Stone affect an area and more than one entity The casting Adept may control golem has no talents, skills, or magical can be enchanted into a greater artifact. any uncontrolled golem if the spell is abilities. The Experience Multiple for the ritual is successful. See the descriptions of 100, and the Cost Factor is 50. golems to determine the nature of the Movement Rate (running): 100 commands that may be given golems. [91.6] Special Knowledge Spells PS: 20 plus Rank 5. Spell of Activating Golems MD: 5-13 AG: 3-9 WP: 30 1. Spell of Creating Mudslick (S-5) EN: 20 plus Rank (S-1) Experience Multiple: 450 FT: 27 plus 1.5xRank, rounded up Experience Multiple: 300 Base Chance: 15% PC: 7-12 PB: 6-10 TMR: 2 Base Chance: 30% Range: 10 feet NA: 5-7, depending on hardness of stone Range: 30 feet (+15/Rank) Duration: Depends on type of golem. used. Duration: 30 sec (+10/Rank) Resist: May not be resisted. Resist: May not be resisted ARCANE WISDOM, PAGE 24

The larger the golem, the lower Talents, Skills, and Magic: Iron golems before the ritual can begin. A workshop the Manual Dexterity and Agility within have Rank 5 with any weapon built into costing at least 80,000 Silver Pennies the spans given. Only magic weapons them. Only magical weapons and spells must be available in order to fashion can harm stone golems, and any weapon affecting iron can harm iron golems, and this creature. In addition to pieces of that strikes a stone golem must be check any weapons that strike them must be corpses, materials costing 20,000 Silver for breakage per the normal breakage checked for breakage. Pennies are needed for this ritual. An chance. Only magic that affects stone alchemist of at least Rank 8 must also be can have any effect on stone golems. Movement Rate: 150 present throughout the ritual, the cost of whose hiring has not been included in Weapons: Stone golems may use any PS: 40 plus 2xRank the cost of materials. Flesh golems have weapons, but they never have any Rank. MD: 7-12 AG: 5-10 MA: 0 the following characteristics: They may attack with their hands in EN: 35 plus 2xRank Melee Combat with a Base Chance equal FT: 40 plus 2xRank Description: A flesh golem may be put to their (Shaper's Rank x4)%, or in Close WP: 40 PC: 7-12 PB: 8 together from different creatures within Combat with a Base Chance of TMR: 8 NA: 8 a species, or from any number of (50+Rank)%, doing (D-3)+Rank damage different species. For example, a troll either way. The larger the golem, the lower could be fashioned with the brain of a the Manual Dexterity and Agility human and the wings of a gargoyle; or Comments: Stone golems are basically (within the ranges given). an ogre could be made with the strength mindless automatons, and can perform of one ogre (presumably a powerful one), only simple tasks. Stone golems remain Weapons: An iron golem may carry any the endurance of another hardy one, and unanimated after their formation until weapon, although it only gains the bonus the brains of a bright ogre. Seams will the Spell of Animating Golems (S-5) is of Rank 5 with weapons with which it is show wherever parts are sewn together, cast over them. They may remain cast. Such weapons can break, though and all flesh golems will exude a horrible unanimated following their creation for they may never be dropped. Iron golems rotting odour. any length of time without harmful can carry shields, but may never wear effect. Once animated, a stone golem armor. Iron golems may attack with Talents, Skills, and Magic: Flesh golems remains active for 3 hours their hands in Melee Combat with a never retain any of the skills or spell- (+30minutes/Rank in R-2). At the end of Base Chance of (40+Shaper's Rank)% of casting ability of the creatures from this time, the golem becomes a stone doing (D+ Shaper's Rank) damage. In which they are made, but do retain any statue. It may be re-animated by S-5 any Close Combat, their Base Chance rises talents appropriate to the parts of a number of times, until it is destroyed to (55+Shaper's Rank)%, although creature used. Thus, a golem made with (i.e., until the Special Knowledge damage remains the same as in Melee. the eyes of a basilisk would be able to Counterspell of Shaping Magics is cast turn creatures to stone in the same over it, or until its Endurance is Comments: Iron golems are mindless, manner as a normal basilisk. exhausted). killing automatons. They can perform This ritual is automatic, but only very simple commands, but become Movement Rates: Variable, according to each week during the golem's deadly fighters once in combat. Iron the golem's size and method(s) of construction there is a 1% chance of a golems can never be stunned. locomotion. shaping accident. If such an accident Once shaped, an iron golem is does occur, the GM should roll on the inanimate until the Spell of Animating PS: Average the Physical Strength of the Shaping Accidents Table (91.9) to Golems (S-5) is cast over it. There is no creatures from which the golem's muscle determine the effect. detrimental effect to leaving an iron tissues were taken. golem unanimated for a period of time 3. Ritual of Shaping Iron Golems before the spell is cast. Once animated, MD: Average the Manual Dexterity of (R-3) an iron golem remains active for one the creatures from which the golem's A Shaper may use this ritual to hour (+15 minutes/Rank with R-3). After muscles and brain were taken. cast a golem from iron. The casting the time, it reverts to an iron statue, but requires a period of at least four months may be re-animated by S-5. This ritual AG: Average the Agility of the creatures and the use of a Shaper's workshop is automatic, but there is a 1% chance of from which the golem's muscles and costing at least 50,000 Silver Pennies. a shaping accident each week during an brain were taken. The materials and laborers needed in iron golem's casting. If there is an the construction of a golem of this type accident, check the Shaping Accidents MA: None. cost 20,000 Silver Pennies. Iron golems Table (91.9) to determine the exact have the following characteristics: result. EN: Average the endurance of the creatures from which the golem's Description: Iron golems are humanoid 4. Ritual of Shaping Flesh muscles and internal organs were taken. figures of iron, standing between 6 and Golems (R-4) 10 feet tall. are often used for This ritual may be used to FT: As for Endurance, but the creature the eyes. Weapons will often be built fashion a golem from parts of different from which the golem's lungs were taken into the arms of these golems as living corpses. The crafting requires at least counts twice within the average. parts of their bodies. six months, and all the pieces that are are to go into the golem must be found ARCANE WISDOM, PAGE 25

WP: Add 10 to the Willpower of the creature Shield Cost Months Minimum from which the golem's brain was taken. Rank Versus Dukes 3,000 3 0 PC: Variable, depending on the quality of the Versus Princes 3,000 3 3 eyes, ears, and mental abilities of the Versus Presidents 4,000 4 5 creatures that were used. Versus Earls 5,000 4 7 PB: Variable, but never more than 6. Versus Marquis 7,000 5 9 Versus Kings 15,000 6 12 TMR: Variable (depends on Agility, per 5.6, and on the GM's discretion). A Shaper must be assisted for one week out of each month by the NA: Depends on the creatures from which the Adept of the College of Greater Summonings who knows the ritual of golem's skin was taken. summoning demons of the type the shield being manufactured wards against. Any Adept may construct as many as Rank/3 (round up) shields of any one Weapons: A flesh golem may use any natural type simultaneously, so long as the material for each are paid for at the rates weapons (such as claws or fangs) built into it, described above. as well as any weapons that it can carry. The Experience Multiple for this ritual is 400. The ritual is automatic, Flesh golems will have Rank in weapons but there is a 1% chance an accident will occur each week during the shield's equal to the Rank in weapon of the creature creation. An accident results in a random demon (GM's discretion) being whose primary arm was used to construct the summoned to the Shaper's shop, the results of which are to be determined by golem. If the flesh golem has no primary arm, the GM. it may have no Rank in weapons. 6. Ritual of Binding Investments (R-6) Comments: The GM will have to use his This ritual allows a Shaper to greatly increase the potency of the discretion in allowing combinations of investment ritual, allowing an invested spell to be used an unlimited number creatures. It would be absurd to allow a golem of times. Thus, if the Spell of Malignant Flames was invested in an object by to be built with a dragon's head on the body of the normal investment ritual and R-6 was successfully cast over the object, the a wolf, or even on the body of a human -- due Spell Malignant Flames could be cast from the item an unlimited number of to discrepancies in size, for instance. Any sort times. Anyone using the item would still have to check to see if the spell goes of weapon or magic can harm flesh golems. off successfully each time the item is used. Flesh golems need not be animated The Base Chance for this ritual is 5% (+3/Rank), and the Experience immediately following the creation, but each Multiple is 500. A Backfire results in the spell affecting the Shaper and any day that goes by before they are animated other Adepts who may be present. lowers the Base Chance of the Spell of Animating Golems (S-5) by 3%. Once 7. Contain Monster (R-7) animated, a flesh golem will remain active This ritual allows an Adept to contain within a receptacle, any being until it is killed or dispelled (by the Special except those listed in the College Greater Summoning. The receptacle must Knowledge Counterspell of Shaping Magics first be prepared via Q-5, Q-6, Q-7, Q-8, Q-9, Q-10, or Q-11. Shaping Index for a cast as a ritual). A flesh golem will almost containment is 1200. Containment may be performed in conjunction with the always (99%) obey its creator, but the GM bestowal of other abilities in an item without penalty. After an item has been must determine the complexity of commands prepared, the ritual is performed over it. The being to be contained must be it is capable of executing based on the present throughout the ritual, which it may both actively and passively resist. intelligence of the brain used to fashion the If the ritual is successful, the entity is contained within the item. If the ritual golem. is unsuccessful, there is a 20% chance the prepared receptacle has been ruined The Experience Multiple for this and may not be used for the containment, otherwise, the ritual may be ritual is 500. The ritual is automatic, but repeated. Essentially, the contained entity disappears from this plane. It may there is a 1% chance that an accident will be released upon the command of the wielder of the containing object, and will occur each week during a flesh golem's reappear within 5 feet of the object, and serve the object's wielder without creation. Roll on the Shaping Accidents Table question or regard for its own safety. The item’s wielder may return a creature (91.9) to determine the effects of an accident. to the item by touching the item to the creature. An Adept of the College of Lesser Summoning must be present for 50% of the time of the preparation of 5. Ritual of Warding Demons the containing object. (R-5) The Base Chance for this ritual is 35% (+3/Rank), and the A Shaper may use this ritual to Experience Multiple is 350. produce the shields described in Section 47 (the College of Greater Summoning) of 8. Contain Greater Summoning DragonQuest. The Shaper's cost in Silver (R-8) Pennies for materials, the amount of time This is a much more subtle version of R-7. It is performed in the same needed, and the Rank needed with this ritual way, and has exactly the same effects, save that it operates on the creatures before a particular type of shield can be listed in the College of Greater Summoning (section 47) of DragonQuest. A produced are as follows: member of the College of Greater Summoning must be present throughout half of the ritual of preparing the containing item. The

ARCANE WISDOM, PAGE 26 shaping Index for this form of 50% (+2/Rank) and an Experience 24. Ritual of Warding Artifacts by containment is 1,800. A demon must be Multiple of 250. Magical Aptitude (R-24) bound before it can be contained within This works as Ward R-23, an item, and even then it may both R-9 Ritual of Binding Shaping except that Magic Aptitude is imbued actively and passively resist. Other Magics into the item to prevent unwanted use. creatures (such as devils and incubi) R-10 Ritual of Binding An Adept must be present with a need not be bound, but they also have a Ensorcelments and Magical Aptitude at least equal to or chance to resist. Even once contained in Enchantments greater than the Magical Aptitude an item, Greater Creatures will often R-11 Ritual of Binding Illusionary desired. This may be the Shaper himself. influence the item's wielder, making the Magics As the ritual is performed, a Ward is item seem to have a will of its own. The R-12 Ritual of Binding Naming imbued such that any entity attempting item will sometimes resist movement or Magics to activate the item whose Magical become heavy, or make the wielder R-13 Ritual of Binding Air Magics Aptitude is less than that imbued will attack his friends, or cause the item to R-14 Ritual of Binding Water Magics not be able to use the item, and will in cast a wrong spell as if it has some R-15 Ritual of Binding Fire Magics fact take [(D-4)+Shaper's Rank] points of enchantment in addition to the R-16 Ritual of Binding Earth Magics damage directly to Endurance if the containment. In cases where the being R-17 Ritual of Binding Celestial entity tries. contained in an item continues to resist Magics The ritual takes three hours to in this manner, the resistance will only R-18 Ritual of Binding Black Magics perform, and a rubellite tourmaline be effective if the Willpower of the R-19 Ritual of Binding Necromantic worth 500 Silver Pennies must be individual wielding the item is less than Conjurings crushed during the ritual. The Base or equal to the Willpower of the entity R-20 Ritual of Binding Spells of Chance is 2x Shaper's MA (+3/Rank), contained in the item. Lesser Summoning and the Experience Multiple is 150. The Base Chance for this ritual R-21 Ritual of Binding Rune Magics is 35% (+2/Rank), and the Experience R-22 Ritual of Binding Non-Magical 25. Ritual of Ancient Divination Multiple is 500. Abilities. (R-25) Through this ritual, an Adept THE ENCHANTMENT BINDING 23. Ritual of Naming Artifacts may discover what magic has been RITUALS (R-23) placed on an object which, because of the This allows a Shaper, working amount of time since enchantment, is Following the completion of one with a Namer (who must be present beyond the capabilities of Q-3. The ritual of the Preparation Rituals (Q-5, Q-6, Q- during the entire ritual), to imbue an requires a stocked workshop worth at 7, Q-8, Q-9, Q-10, or Q-11), an item will enchanted with an Individual True least 30,000 Silver Pennies and a have been prepared with certain Name. This works as a Ward preventing Crystal of Vision from the College of abilities. Each ability with which an usage of the item unless the wielder Ensorcelments and Enchantments worth item was imbued must be bound to the utters the True Name before each and 4,000 Silver Pennies (this crystal is item before that ability can be used. every activation. Activation is defined as reusable). The Base Chance to Only the Adept who performed the the use of the item in such a manner determine the exact nature of each Preparation Ritual for an item may that its magical properties are called separate enchantment is the Adept's perform a Binding Ritual upon that into play. Unlike a Ward, even a Namer Magic Aptitude plus (+5/Rank). Five is item. An ability need not be bound to an cannot dispell this magic. subtracted for each decade since the item immediately following a The only way in which the item was enchanted. Each enchantment Preparation Ritual, but the item cannot Name may be taken away or changed is is revealed individually, and therefore be used until the abilities contained for the individual Shaper and Namer to an item which had six different within are bound. perform this ritual successfully again enchantments placed on it would need at Spells and magical talents may over the item (and at the same phase of least six distinct rituals, which may only be bound by the Binding Ritual the moon as the original ritual) and they have different Cast Chances (due to the pertaining to their College, while any may rename or unname the item as they possibly differing ages of each other abilities may be bound by R-22. wish. This Individual True Name enchantment). The ritual takes six Each ability of any sort must be bound becomes known to the Naming Demons, hours, and if the ritual backfires, the individually, however, even if more than as do all Individual True Names. The Crystal of Vision is destroyed, and the one ability bestowed on an item is from Shaper or Namer cannot be forced to Shaper suffers Endurance damage equal the same College. If a particular Binding reveal the Name by any means. to the Endurance cost required to shape Ritual does not succeed, there is a 20% The ritual takes one hour to the item. The Experience Multiple is chance that the ability to be bound is not perform, and a worth 5,000 450. lost, the Shaper may repeat the ritual Silver Pennies must be crushed during and attempt to bind it again the ritual. The Base Chance is 50% immediately after or at a later one. (+5/Rank), and the Experience Multiple A Shaper may thus repeat the of the ritual is 100. various Binding Rituals until all abilities capable of bound within a prepared item have either been bound into it or lost. Each of the following

Binding Rituals has a Base Chance of ARCANE WISDOM, PAGE 27

[91.8] Magic Item Creation Chart = 300).The Shaping Index of the Strength of Stone Spell is 200, and the Shaping Index of Shaping Index Time Cost Endurance the Spell of Vapor Breathing is 150, per those Lost spells' Experience Multiples. The Talents, 01-50 2 months 2 0 Speak to Shadow Creatures and Detect Aura, 51-125 2 months 3 0 have Shaping Indexes of 50 and 75, 126-200 2 months 4 0 respectively. The total Shaping Index of the 201-300 2 months 5 0 Ring is thus 1200 + 665+ 300+ 50+ 300+ 200+ 301-400 2 months 6 1 150+ 50+ 75 = 2,990. 401-500 3 months 7 1 Looking on the Magic Item Creation 501-600 4 months 8 1 Chart (91.8), the Gamesmaster determines 601-750 5 months 10 2 that the item will require 2 years to Prepare. 751-900 6 months 20 2 Assuming that an ordinary ring costs 3 Gold 901-1100 7 months 30 3 Shillings, this sum is multiplied by the 200 as 1101-1400 8 months 40 4 indicated by 91.8, and again by 30, the Cost 1401-1700 9 months 50 5 Factor of Q-9, to find that 18,000 Gold 1701-2000 11 months 75 6 Shillings must be spent to enchant the Ring. 2001-2500 1 year 100 7 In exchange for this expenditure, the Ring 2501-3000 2 years 200 8 may be composed of just about any material, 3001-4000 3 years 400 10 may be encrusted with gems, and may be 4000+ 5 years 500 20* intricately carved, at the Shaper's option. * A minimum of 20 Endurance Points must be lost and, Alternatively, it may be fashioned as a in addition, the shaper becomes a Spectre at the completely unadorned band. The cost to completion (successful or not) of the binding rituals. construct the Ring is constant, regardless of its adornment and ornamentation or lack Example of Shaping Magic thereof. In addition to those magic items presented, a wide variety of The Ring's Preparation must be enchanted items can be made available through the arts of the College of performed in a Shaper's workshop of at least Shaping Magics. What follows is an example of the creation of a powerful Poorly Stocked condition. The condition of the magic item. shop will affect the Cast Chance of both the Preparation Ritual and the Binding and An Adept of the College of Shaping Magics has Rank 10 with the Containment Rituals (see 91.2). One point of Ritual of Preparing Talismans and Minor Artifacts (Q-9). Using this Ritual, he Endurance must be expended by the Shaper may imbue any talisman or minor artifact with up to 10 abilities. The Shaper every 91st day during the 2 years the ring is is contemplating a quest in which great speed, stealth, and combat ability will fashioned, so by the end of the 2 years a total all be at a premium, and so he designs a ring (considered to be a minor artifact) of 5 points (per 91.8) will have been expended. to be endowed with the following attributes: Several persons would have to assist the Shaper in the manufacture of the Ring: an • A Pegasus to be Contained within. Adept of the College of Ensorcelments and • Rank 6 Ranger Skill, specializing in Woods Enchantments who knows the Spell of • Spell of Quickness (S-12 of the College of Ensorcelments and Quickness; Adepts of the College of Earth Enchantments). Magics who know the Spell of Blending, the • Spell of Blending (G-4 of the College of Earth Magics). Strength of Stone Spell, and have the Detect • Rank 5 ability with the Mattock. Aura Talent (automatic); an Adept of the • Strength of Stone Spell (S-3 of the College of Earth Magics). College of Necromantic Conjurations who • Spell of Vapor Breathing (G-10 of the College of Necromantic knows the Spell of Vapor Breathing; and an Conjurations). Adept of the College of Celestial Magics who • Speak to Shadow Creatures (T-1 of the College of Celestial Magics). would contribute the Talent, Speak to Shadow • Detect Aura (T-1 of the College of Earth Magics). Creatures. In addition, an Adept of the College of Lesser Summoning must be present One additional ability could be added without going over the limit of to watch over the Containment of the 10, but in order to minimize the cost of the ring and the time to produce it, the Pegasus. If neither the Shaper nor any of the Shaper decided not to include a tenth attribute. The Shaping Index of the ring others has Rank 6 in the Ranger Skill is calculated as follows. (specializing in Woods) or Rank 5 (or higher) Containing the Pegasus has a Shaping Index of 1200 (see R-7 of the with the Mattock, additional individuals must College of Shaping Magics). To progress from Rank 5 to Rank 6 in the Ranger be available to contribute the missing Skill, 5,650 Experience Points must be expended; the Shaping Index for the abilities. Each individual participating in the Ranger Skill at Rank 6 is therefore 665: (5650/10)+100. The Experience Shaper's shop for at least 12 months during Multiple for the Spell of Quickness is 300 and so the Shaping Index is 300 as the Ritual. A pegasus would have to be well. Similarly, the Shaping Index for the Spell of Blending is 50. present throughout the entire Ritual. Rank 5 ability with the Mattock (presumably a weapon the Shaper uses frequently) has a Shaping Index of 300: (50+ 50+ 100+ 200+ 400+ 700) / 5 ARCANE WISDOM, PAGE 28

The Rank at which each of the 4 [91.9] Shaping Accidents Table Spells and 2 Talents imbued in the Ring would operate, will be equal to the Rank Roll Effect of the mage supplying the Spell of 01-20 Imperfection has no positive or negative effects. Talent with that particular ability. The 21-30 Imperfection does not damage the functioning of the item, but does mar Shaping Index is never affected by the it in a way that reduces its beauty (and thus resale value). Rank of a Spell of Talent. At the end of 31-35 Item is rendered useless. each week during the Ring's 36-40 Helpers other than Assisting mage (if any) injured during construction. construction (during the Preparation Roll 2D10 for damage which is applied directly to Endurance. Rituals), the Gamesmaster secretly rolls Gamesmaster should determine if the Adept's helpers (whether injured D100. Each time that a 100 is rolled, he or not) which to continue with the ritual and, if so, under what terms must make a second roll (also secret) on (usually better pay) they will do so. the Shaper's Accident Table (91.9). If, for 41-47 Shaper injured during construction. Roll 2D10 for damage, applied as example, on the 34th roll, the above. Gamesmaster were to roll a 100 and 48-50 Assisting mage (if any) is injured and takes D10 damage as above. then roll an 87 on the Shaping Accidents Gamesmaster should determine if the injured mage wishes to continue Table, the item will become more with the ritual. effective by D5 times. If a 2 were then 51-55 Gamesmaster rolls D100. Item will function at that percentage of its rolled, the Gamesmaster would double intended original efficiency. For example, if an item was intended to do the item's effectiveness, multiplying the damage and the Gamesmaster rolls a 50, the item will do half the Ranks of its abilities by 2, or adding damage it would have done had the accident not occurred. If this result completely new (and equally formidable) occurs more than once during the construction of a particular item, the abilities (which the Shaper would item is completely useless. probably have to discover by accident). 56-60 Item works as intended except each time the item is used, the user The Shaper would then have a 65% must expend D10 Fatigues Points, the exact umber to be expended to be chance -- 25+(4x10) -- of detecting determined anew with each use. something unexpected that happened, 61-85 Item will do something different from what was intended. What the and then a 50% chance (5x10) of item does is up to the Gamesmaster's discretion (although it should be detecting the exact nature of the related to the item's initial purpose). In any event, there is a 70% occurrence once the fact some error has chance the item will be less useful than intended, and a 30% chance occurred has been detected. that it will be more useful. Assuming there are no more 86-91 Increase the efficiency of the item by D5 times. Any on aspect of what accidents, at the end of two years the the item was intended to do may be increased of the overall item will have been fully Prepared. It is effectiveness may be increased, at the Gamesmaster's discretion. still unusable until the Binding Rituals 92-93 The name of an entity from another plane was accidentally uttered have been put over it, however. The during the rites of construction, and the being comes to the Shaper's Pegasus must also be contained via R-7. workshop to wreak vengeance. There is a 70% chance that the entity Assuming the Shaper has Rank 5 in this will be a demon, devil, or imp, and a 30% chance that it will be Ritual, he has a Base Chance of 50. If he something else of the Gamesmaster's option. rolls a 51 or higher (missing the Ritual), 94-95 95 Item does the reverse of what it was intended to do. The he must check to see if it is still possible Gamesmaster will have to decide whether this means the item will to Contain the Pegasus. On a roll of 01- affect a different party than intended, or whether the reversal has a 20 on D100, the Pegasus may not be different effect. Contained (due to the ruining of the 96-100 Item has been taken over by an entity from another plane (demon, receptacle), and much of the Shaper's devil, imp, hellhound, spectre, etc.). The item may force any wielder to effort over the preceding two years will attack his friends, or demand blood sacrifices, etc., at the have been wasted. On a higher Roll, he Gamesmaster's option. If the item was not intended to contain a spirit may try again to Contain the Pegasus. in the first place, the spirit has a 10% chance of breaking loose, (leaving Eventually, the Pegasus will either be the item otherwise undamaged) each time the item is used. Contained or the Containment will be rendered impossible. Every time the NOTE: Each time the Gamesmaster rolls on the Shaping Accidents Table, there is a Containment Ritual is performed, the 20+(4xRank) chance the Shaper will notice something has something has gone Pegusus will get a chance to resist. If it wrong with the ritual. If an imperfection is noted, the Shaper has a chance equal to resists successfully, the Shaper is (5xRank)% of determining the exact nature of each individual imperfection (e.g., considered to have missed his Cast "The item has been taken over by a demon."). If the result of this die roll is 30 or Chance, with the indicated 20% chance higher than the Shaper's chance of detecting an imperfection, the Shaper will think of losing the Containment entirely. Note he has detected an imperfection (of the GM's choice) which, in actual fact, is not that, at the end of the two-year period, there. If an imperfection is noted and the Shaper decides to start again from the Shaper would have lost 8 Ranks in scratch, there is a 40% chance the original materials can be re-used. each and every one of his Skills, as per 48.6, due to lack of practice.

ARCANE WISDOM, PAGE 29

Each of these types of the Base Chance for the spell. In some 92. MAGICAL RESEARCH AND information is termed a Special cases, it will simply be impossible to SPELL CONSTRUCTION Characteristics. The first five make a particular combination of characteristics are listed on the Spell elements into a spell using this process Magical Research and Spell Construction Chart. Beneath each spell because a negative Base Chance will be Construction is concerned with the characteristic of that chart there is one derived. The GM should, in such cases, means whereby Adepts may augment or more descriptive phrases. When disallow the spell or require that it be their existing magical knowledge or writing out the spell, the player should performed only as a ritual of a duration ability. Only Adepts may construct and choose for each characteristic, the one equal to at least one hour for every 1% develop new spells. There are two main phrase which most closely represents (or fraction) the Base Chance is below 1. methods of doing so: the nature of the spell ignoring those characteristics which do not apply. Example: Sinjab the Kurd, an Earth 1. Research: This method is used Detailed discussions of each phrase are Magician, desires to employ a spell to rediscover lost wisdom. provided under the section dealing with designed to (1) Transmute (2) Single the characteristic described by that Target (3) which is a Cold Iron Object (4) 2. Experimentation: This method phrase. Special Attributes are discussed using a spell which May not be resisted. is used to explore new paths of hitherto in 92.6. A spell may have any number of The Spell Construction Chart lists the undiscovered knowledge. special attributes. following numbers for each phrase:

The one method which may not Step 2: The GM refers to the Spell be used is to simply have an Adept of Construction Chart to determine the another College of Magic teach the spells Base Chance, Experience Multiple, of his College to an Adept desiring to Difficulty Factor and Cost of the spell. expand his knowledge. Effectively, Each item is represented by a column on members of different Colleges are that chart, and each column contains a speaking different languages because list of numbers representing the value of their magical knowledge is couched in the spell's component characteristics for arcane metaphysical terms commonly purposes of determining these four understood by practitioners of the same elements of the spell. College, but not capable of fitting into the same body of thought and experience In order to determine any of which makes up any other College. these elements, the GM selects one Therefore, while it is possible for the number from the span provided opposite same exact spell to be cast by Adepts of each spells characteristics and adds all two different Colleges, the means by of the numbers selected together. Where which the spell is cast and the state of a span of numbers is provided, the GM mind of the Adepts will be completely should use the highest number in the different. Some from of research will span if the player creating the spell always be required to discover a means desires that it work as a talent instead of casting a spell which is not part of an of a spell, or if the particular Adept's College, even when the spell is combination of spell characteristics perfectly comprehensible to Adepts of selected seems overly effective to the some other College. GM. The lowest number in the span Whenever the GM or the should be used if the spell is designed to players desire to add a new spell to work as a ritual instead of a spell, or if DragonQuest, the following procedure is the GM finds the combination selected to followed: be particularly weak or ineffective. Otherwise, a number from the middle of Step 1: The individual desiring the the span which the GM feels provides a addition of the spell to the game writes proper balance between the overall out the following information: effectiveness of the spell and its cost The Type of Spell (see 92.1). should be chosen. The Target Nature of the spell (see 92.2). When a number has been The Number of Targets affected by the chosen for each characteristic that spell (see 92.3). applies to the spell type entry each The Damage Type (if any) of the spell under Type of Spell, Target Nature, (see 92.4). Number of Targets, Damage Type, and The possible Resistance of the spell (see Resistance of Spell, the entries are 92.5). added together to form a single number The Special Attributes (if any) of the which, in the cases of Experience spell (see 92.6). Multiple, Difficulty Factor, and Cost equals the element represented by that column. The sum derived for Base Chance is subtracted from 100 to find ARCANE WISDOM, PAGE 30

Characteristics Experience Difficulty Factor Cost (SPs) Base Chance Multiplier Transmutation 25-35% 80-120 30-40 500 Single Target 0-10% 5-40 5-15 50 Cold Iron Object 45-55% 100-140 45-55 300 No Resistance 20-30% 30-170 30-40 350

Total 90-130% 215-470 110-150 1,200

Subtracting the totals under the Base Chance column from 100 yields a number between 10% and -30%. The Experience Multiple for the spell would range from 215 to 470. The Difficulty Factor would be 110-150, and the cost to develop the spell would be 1,200 Silver Pennies.

Step 3: The GM selects a Range and written out by the GM in DragonQuest by a player character whenever that Duration for the spell using existing format and the spell should be assigned character's player requests that a spell spell as guidelines. The spell's inventor a number and code. All spells researched be designed. This cost represents the may request extra range or duration by a player are considered Special time expended in determining the from the GM at this point, but the GM Knowledge Spells (Special Knowledge feasibility of the spell and is should increase the Experience Multiple, Rituals, if the player wishes them to automatically assessed whether or not Difficulty Factor, and Cost and decrease function as rituals rather than spells). the character proceeds to develop the the Base Chance of the spell by a However, all such spells have an ordinal spell immediately. percentage directly proportional to the number for purposes of learning or Whenever a player character increase in range and duration. When advancing in Rank one greater than the decides to develop a spell, that character calculating percentage increases, round highest ordinal number given for any must state to the GM whether he will up to the nearest whole percentage Special Knowledge Spell (or ritual, research the spell or experiment in an point. where appropriate) for this College. The effort to discover it. If a character is GM should present the player with this researching the spell, he will require Example (continued): Sinjab's written spell description along with a access to a library (his own or one Transmute Cold Iron Spell might have a separate statement of the spell's relative borrowed or rented for the occasion). If range of 10 feet and an immediate Difficulty Factor and Cost. he is experimenting, the character will duration. If Sinjab wished to increase require no such facilities, but the the range by 5 feet (50%), the result Example (continued): Sinjab's spell Difficulty Factor of a spell is would be a decrease of 50% in Base would be written up by the GM as automatically increased by 25 if the Chance (a BC of 10 would become a BC follows: development of the spell is to be by a of 5) and an increase of 50% in process of experimentation only, instead Experience Multiple, Difficulty Factor, S-29. Spell of Transmuting Cold Iron of research. In both cases, the Adept and Cost. Thus, an Experience Multiple Experience Multiple: 215 developing the spell will require of 215 would become 323, and a Base Chance: 10% materials whose cost is equal to the Cost Difficulty Factor of 110 would become Range: 10 feet (+5/Rank) of Spell in Silver Pennies. 165. The spell's cost would be increased Duration: Immediate A good magical research library to 1,800 Silver Pennies. Note: The GM Resist: May not be resisted. will cost about 30,000 Gold Shillings to may wish to round increases up to the The caster may transmute 1 develop (less the value of any magical nearest increment of 5. All increases are (+1/Rank) object made of Cold Iron scrolls that the Adept may add to the cumulative. Therefore, an increase of within range into some other substance library as a result of his adventures) and 20% in range and 15% in duration would of his choice. The transmutation is should take between five and ten years cause a 35% increase in Experience permanent until dispelled by magic. to develop. An Adept may use a partially Multiple, Difficulty Factor, and Cost, Note to Sinjab: The total cost of developed research library, but the and a 35% decrease in Base Chance. developing this spell will be 1,200 Silver Difficulty Factor of the spell being Pennies, and it will have a Difficulty researched will be increased by a Step 4: Once all of the spell's basic Factor of 110. percentage equal to the percentage characteristics have been determined, Once a spell has been designed, difference in efficiency of the partially the GM should adjudicate the effect of the GM may add it to the game for use completed research library and a fully Rank on the spell. Generally, Rank by one or more NPC's or, if the spell is functional library. For example, a should increase range and duration being designed for a player character, research library which was 70% (where appropriate), number of targets, the player character will have to expend completed would cause an increase of Base Chance, and damage, all by a time and resources to develop the spell. 30% (the difference between 70% constant increment for each Upon being handed the spell design, a efficiency and 100% efficiency) in the characteristic. The effects of Rank player character may decide not to Difficulty Factor for any spell researched should be determined using existing develop the spell at that time, in which using that library. It normally costs spells as guidelines. case, the spell is returned to the GM who about 1000 Silver Pennies per week in marks on it which character requested bribes to gain regular entry to a Royal Step 5: All of the spell's characteristics the design and files it away for future Library, Guild Library, of similar facility and a description of its effects should be reference. One week of time is expended which would serve as a research library. ARCANE WISDOM, PAGE 31

Penalties for use of such libraries are advantageous to the spell's designer (in stringent, however. There are no readily 2. Spell of Enchantment. All terms of Base Chance, Experience available research libraries open to the spells that raise undead, control, charm, Multiple, Difficulty Factor, and Cost). If public. enchant, allow communication with, the spell's designer writes up the spell Members of the College of Rune bind, effect luck of, increase resistance under one type of classification, that Magics who develop a spell by research of, create blight, blessing or rotting, never prevents the GM from using a decrease the Cost and Difficulty Factor cause disease or curse, animate, or different type classification which he of the spell by 20% (after all other enhance an existing enchantment on an feels is more appropriate. modifiers are applied to the spell). object, entity, or substance. Many spells Adepts of the College of Ensorcelments under this heading could also be [92.2] Every spell that is capable of and Enchantments who develop a spell considered Spells of Transmutation. being developed will affect one of 11 by experimentation decrease the possible targets. Difficulty Factor (only) by 40% (after all 3. Spells of Creation (Fire). All other modifiers are applied to the spell). spells involving the conjuration or 1. Flora. All spells affecting only Members of the College of Naming creation of physical objects or of energy plants. Incantations who develop a spell by and involve the element of fire. research decrease the Cost and 2. Lesser Entities. All spells Difficulty Factor by 25%. 4. Spells of Creation (Air). All affecting small animals, fish, birds, Upon embarking on the spells involving the conjuration or insects, and such. development of a spell (through either creation of physical objects or of energy research or experimentation), a and involve the element of air. 3. Greater Entities. All spells character's player must announce to the designed to affect non-fantastical, non- GM how many weeks the character will 5. Spells of Creation (Earth). All sentient large animals, fish, and birds. spend developing the spell. He may take spells involving the conjuration or no other action during that period. If the creation of physical objects or of energy 4. Sentient Entities. All spells development of the spell during this and involve the element of earth. designed to affect sentient entities period is interrupted, the process of (including player characters and NPC's), development must be performed again 6. Spells of Creation (Water). All but which excludes fantastical entities. from scratch and time spent in spells involving the conjuration or unsuccessful development is lost. At the creation of physical objects or of energy 5. Lesser Enchanted Entities. All end of the development period, a and involve the element of water. spells designed to affect fantastical Development Check is made by the GM monsters of small size, lesser undead of to determine if the spell is successfully 7. Spells of Perception. All spells any non-sentient type, and elementals. developed as written. The GM rolls involving illusions, obscurements, the D100. If the resulting number is greater creation of mental responses to magic 6. Greater Enchanted Entities. All than the Difficulty Factor, the spell is (via Spell of Agony or similar device), the spells designed to affect large fantastical successfully developed and may be used creation of darkness or light, the monsters, greater undead, dragons, as written by the Adept (who may teach detection of auras or other hidden summonables (other than elementals), it to others). If the resulting number is things, enhancement or dulling of large aquatics (whales, kraken, and the less than or equal to the Difficulty senses, or prediction of the future. like), and large avians. Factor, the development is unsuccessful to one degree or another and the GM 8. Spells of Summoning. All 7. Small Inanimate Object. Any rolls on the Spell, Talent, and Ritual spells involving the calling or object of roughly the size of: small box, Development Table (92.9) to determine summoning of beings of this dimension pouch, flask, and so on. the effects of the failure. For each week or any other dimension. spent in developing a spell the Difficulty 8. Medium Inanimate Object. Any Factor for that spell is decreased by 5. 9. Spells of Restoration. All object the size of a chair, small table, or Exception: A spell may never have a healing, regeneration, raising from the crib. Difficulty Factor less than 5. No dead, and other types of damage repair. Development Check may be made for a 9. Large Inanimate Object. Any spell which has a modified Difficulty 10. Spells of Locomotion. All spells object the size of a bed, dinner table, or Factor greater than 95. involving the propelling or levitating of other large piece of furniture. individuals, objects, or substances by the [92.1] Every spell capable of being Adept. 10. Cold Iron Object. All spells developed will be of one of 10 basic designed specifically to affect objects types. These 10 types are general made of cold iron (other than those divisions and any given spell may spells that are used to enchant 1. Spells of Transmutation. All arguably be of more than one type. In weapons). spells which alter the molecular general, the GM will readily perceive structure of substances, change them that the thrust of a spell places it within 11. Any Unrestricted Target. Any from one shape into another, alter their one of the 10 classifications more than spell designated to affect any target or density, and so forth, can be considered any other. Where such is not the case, designed to affect a number of different Spell of Transmutation, unless the GM should always place the spell target classes. The only exceptions are subsumed under another type. within the type of classification least those spells which include as targets ARCANE WISDOM, PAGE 32

Greater Enchanted Entities or Cold Iron are classified according to the damage 5. The spell involves some means Objects. In such cases, the highest the could do to or remove from any one of dissipating or countering other magic possible numbers are used for Base target within that area (not according to already in effect. Chance, Experience Multiple, Difficulty the damage it could do cumulatively). Factor, and Cost. When constructing a spell, no allowance In the cases of paragraphs 1, 3, [92.3] Every spell capable of being is made for how much of the damage 4, and 5 preceding, the maximum developed will affect only a limited inflicted by the spell might be absorbed number should be used for each spell number of targets. by armor or other forms of protection. characteristic to reflect the presence of one of these factors. If more than one of 1. Single Target. Spells that affect [92.5] There are four classes of these factors is present, half the only a single target other than the resistance possible versus spells. difference between the higher and lowest caster. number in each span should be added to 1. Active Resistance Only. Spells the highest number in the span for each 2. Multiple Target. Spells that that may be resisted only actively, not of the special characteristics which affect a finite number of targets in passively. apply. In the case of 2. above, the excess of one. minimum number in the span should be 2. Passive Resistance Only. used. If 2 is used in conjunction with 3, 3. Area Spell. Spells that affect all Spells that may be resisted only 4, or 5, half the difference between the targets within a given area or range, or passively, not actively. highest and lowest number in each span affect all such targets the except the is added to the lowest number in the caster. 3. Active and Passive Resistance. span for each of the special Spells that may be resisted both actively characteristics that apply. The GM may 4. Caster Only. spells that affect and passively. wish to add other special characteristics only the caster of the spell. in addition to the 5 mentioned. Any such 4. No Resistance. Spells that added characteristics should be treated [92.4] Some spells capable of being cannot be resisted (including illusion- the same as special characteristics 1 developed are distinguished by the type spells that must be disbelieved through 5 insofar as they affect the type of damage that they either inflict instead). numbers on the Spell, Talent, and or heal. Ritual Construction Chart. Exception: Spells that affect There are four types of damage only the caster and that can not be [92.7] The GM must roll on the Spell, a spell developed during the course of resisted are considered to have no Talent, and Ritual Development Table one game can inflict or heal: Resistance Characteristic, and no whenever a spell is improperly numbers are added to Base Chance, developed. 1. Light Damage. Spells that Experience Multiple, Difficulty Factor, inflict or heal less than 6 points of or Cost for such spells. A spell is improperly developed damage on the average (with 5 being whenever the GM rolls a number less considered the average roll on D10). [92.6] Some spells will have special than or equal to the Difficulty Factor for attributes not covered in the Spell, that spell on D100 as part of a 2. Heavy Damage. Spells that Ritual, and Talent Construction Chart. Development Check (see the inflict or heal 7 to 12 points of damage introduction to this Section for the on the average (with 5 being considered These special attributes include procedure employed). An improperly the average roll on D10, and 10 being the following: developed spell may still be used in most considered the average roll on 2D10). cases, but improper development can 1. The spell is designed to work as result in a variety of (more or less) 3. Killing Damage. Spells that a talent rather than a spell. adverse consequences relating to the inflict or heal greater than 13 points of spell's implementation. These may damage on the average, or that are 2. The spell is designed to work as include increases or decreases in the specifically described as usually a ritual rather than a spell. spell's characteristics, increased inflicting or curing terminal results on development cost, an alteration in the the victim. 3. The spell is designed to affect spell's primary effect, the creation of side the climate or weather in an area, or to effects attendant upon the casting of the Not all spells cause or heal create earthquakes, tremors, volcanic spell, or automatic backfire whenever damage. Those spells that are not eruptions, openings to the center of the the spell is cast. specifically designed to kill, heal, or earth, or the like, or to summon celestial The GM should never tell the damage a victim directly have no bodies, or make major alterations in the developer of the spell anything about the Damage Characteristic. When earth or stars. spell except whether the spell has been constructing such a spell, the designer developed or not, until such time as the and the GM ignore that characteristic. 4. The spell involves a major curse developer attempts to cast the spell, All damage referred to relates to damage or other doom of a significant (and increase his Rank with it, teach it to done or healed by the spell unranked probably deadly) nature. others, or otherwise employ it in such a against the undefined target. Spells that way that any alteration from its written inflict damage on all targets within an form would become clear to the area or heal all targets within the area developer. The GM should, however, ARCANE WISDOM, PAGE 33 note any changes in the way the numbers on the Spell Development developed spell actually works (as Table indicates that despite improper opposed to the way it was supposed to development, the developer is able to work). The developer may, if the GM successfully formulate the spell as desires, be told there is a chance the written. spell has been improperly developed, or the GM may choose to notify the developer that the development has failed totally (and no usable spell has been developed), or that it has succeeded to an unspecified extent. GM's who desire to keep as much information about the spell secret for as long as possible may wish to routinely roll D100 (ignoring the result) after each Development Check, whether or not it is necessary to roll on the Spell, Talent, and Ritual Construction Chart. This procedure should keep the developer guessing as to just what is happening to his spell. In some cases, a roll on the Development Table will result in several aspects of the spell's functioning being altered or in the GM having a choice as to what aspects of the spell's functioning will be altered. In such cases, the GM is the sole determiner of how the altered spell will work. In other cases, it may be impossible for a spell of a particular type to be affected by the results of a roll on the Development Table. In such cases, the spell is considered to have been successfully developed as written. There is no effect on the spell due to improper development. The actual procedure used to determine the effects of an improper development on a spell are as follows: The GM rolls D100 and consults the Development Table. The passage indicated describes the effect on the spell resulting from improper development. This dice roll result is modified by subtracting from it a number equal to the number of weeks spent on developing the spell.

Example (continued): If Sinjab the Kurd's Spell of Transmuting Cold Iron has a Difficulty Factor of 110, and Sinjab spends 10 weeks developing the spell, the modified Difficulty Factor will be 60. The GM makes a Development Check at this point by rolling D100. The result is 23. Sinjab has improperly developed his spell, and the GM must now roll on the Spell Development Table. The Result of this D100 roll is 12. The number of weeks spent in development of the spell (10) is subtracted from this number resulting in a modified roll of 02. A result of 02 falls within the span of 01- 05. The description opposite this span of ARCANE WISDOM, PAGE 34

[92.8] Spell, Talent and Ritual Construction Chart

Characteristics Base Chance Experience Difficulty Factor Cost of Spell Multiplier Type of Spell Transmutation 25 - 35% 80 - 120 30 - 40 500 Enchantment 15 - 30% 80 - 120 20 - 30 300 Creation (Fire) 3 - 13% 30 - 70 5 - 15 300 Creation (Air) 5 - 15% 30 - 70 7 - 17 300 Creation (Earth) 10 - 20% 30 - 70 13 - 23 200 Creation (Water) 5 - 15% 30 - 70 7 - 17 200 Perception 15 - 30% 30 - 70 20 - 30 100 Summoning 15 - 30% 80 - 120 20 - 30 300 Restoration 15 - 25% 50 - 90 20 - 39 200 Locomotion 20 - 30% 120 - 160 25 - 35 200 Target Nature Flora 10 - 20% 10 - 40 10 - 15 50 Lesser Entities 15 - 25% 10 - 50 15 - 25 50 Greater Entities 25 - 35% 30 - 70 25 - 35 50 Sentient Entities 35 - 45% 80 - 120 40 - 50 100 Lesser Enchanted Entities 30 - 40% 60 - 100 40 - 50 100 Greater Enchanted Entities 50 - 60% 130 - 170 60 - 70 150 Small Inanimate Object 25 - 35% 30 - 70 15 - 25 100 Medium Inanimate Object 30 - 40% 40 - 80 25 - 30 100 Large Inanimate Object 30 - 40% 50 - 90 30 - 40 100 Cold Iron Object 45 - 55% 100 - 140 45 - 55 300 Area Unrestricted Target 50 - 60% 180 - 220 45 - 55 200 Number of Targets Single Target 0 - 10% 5 - 40 5 - 15 50 Multiple Target 5 - 20% 10 - 50 10 - 15 100 Area Spell 10 - 20% 20 - 60 10 - 15 100 Caster Only 15 - 35%* 40 - 85* 35 - 40* 100* Damage Type Damage: Light 1 - 5% 40 - 60 5 - 15 150 Damage: Heavy 5 - 15% 50 - 90 5 - 20 200 Killing Damage 25 - 35% 160 - 200 30 - 40 500 Resistance to Spell Active Resistance Only 15 - 25% 20 - 60 40 - 50 500 Passive Resistance Only 10 - 20% 15 - 55 15 - 45 350 Active and Passive 3 - 15% 15 - 50 20 - 30 150 Resistance No Resistance 20 - 30% 30 - 100 30 - 40 350

* This number is subtracted from the total for the spell.

Range and Duration are determined by the GM. He may use existing spells as guidelines for establishing proper Range and Duration and should charge more to BC, EM, and Cost if a player desires exceptional Duration or Range for his spell.

ARCANE WISDOM, PAGE 35 [92.9] Spell, Talent, and Ritual Development Table

Roll Effect 01-05 Despite remarkably poor development, your labors bear the intended fruit. The spell may be cast in future as written. 06 The shades of your fathers smile upon your efforts! The Range, Duration, and Base Chance for your spell are each increased by 30%. 07 The Range, Duration, and Base Chance for your spell are each increased by 10%. 08 Any two of the three characteristics mentioned in 06-07 are increased by 30%. 09 Any two of the three characteristics mentioned in 06-07 are increase by 10%. 10 Luck is again your chattel! The Experience Multiple for this spell is decreased by 20%. 11 The Experience Multiple for this spell is decreased by 10%. 12 A fortuitous accident results in the doubling of your spell's effectiveness. The GM should double the average damage/regeneration done by the spell if possible. If the spell results in no damage or regeneration, the GM should double the Range or (where applicable) Duration of the spell. If the spell has no Duration (i.e., is effective immediately and, more or less, permanently) or definable Range, then this result should be ignored and the spell should be cast as written. 13-15 The spell is properly developed and may, in the future, be cast as written. However, an accident during the development process has led to D10 x 1000 silver Pennies damage to the research library being used to develop the spell. If the library being used belongs to the spell's developer or another player, the library loses 5% effectiveness until the damage is repaired. If the library is a royal, monastic, or other type of library being used by bribery, the developer will have to pay D10 times the amount of damage in Silver Pennies to repair the damage and bribe craftsmen and attendants to keep quiet about the accident. If the spell is being developed by experimentation instead of by research, this effect is ignored and treat the spell as castable as written. 16-17 The spell is properly developed and may, in future, be cast as written. However, an accident during the development process has led to the developer suffering D + 5 Damage Points which are immediately subtracted from the developer's Endurance. This result is ignored if the spell is being developed via research instead of experimentation. 18-19 The arcane terminology used in this spell tends to cause intense perturbations in the mana flow having unpredictable effects on the strength of the spell. The GM rolls D100 prior to each attempt to cast the spell. On a roll of 35 or less, the spell will have double its normal effect. If it is a spell which inflicts or cures Damage Points, then the GM will double the number of Damage Points actually cured or inflicted by the spell. Otherwise, the Base Chance for the spell should be doubled. On a roll of 35 or greater, the spell will have half the normal effect. If the spell normally inflicts or cures Damage Points, the number of points inflicted or cured will be halved (before any are absorbed by armor). Otherwise, the Base Chance for the spell should be halved (round down). 20 The spell is successfully developed, but the terminology and incantations necessary to use it are so involved that the spell can be remembered only with great difficulty. Prior to making a Cast Check for this spell, the GM rolls D100. If the resulting number is less than or equal to 3 x the caster's Magical Aptitude, the Adept proceeds to make a Cast Check. Otherwise, the Adept is unable to remember the spell and may not attempt to cast it for the next 5 hours. 21-22 Any one of the three characteristics mentioned in 06-07 (Range, Duration, or Base Chance) is increased by 20%. 23-24 Any one of the three characteristics mentioned in 06-07 (Range, Duration, or Base Chance) is increased by 10%. 25 The Range and Duration of the spell (if any) are halved and the Base Chance is increased by 30%. Round fractions down. 26 The Range and Duration of the spell (if any) are halved and the Base Chance is decreased by 50%. Round fractions down. 27 The Range, Duration, and Base Chance (where applicable) are halved, but so is the Experience Multiple. Round fractions down.. 28 The Range, Duration, and Base Chance (where applicable) are increased by 10%, but the Experience Multiple is increased by 10% also 29 The Range, Duration, and Base Chance (where applicable) are increased by 20%, but the Experience Multiple is increased by 50%. 30 The Range, Duration, and Base Chance (where applicable) are increased by 10%, but the Experience Multiple is increased by 40% 31-35 The Range, Duration, and Base Chance (where applicable) are decreased by 10%. Round fractions down. 36-40 The Range, Duration, and Base Chance (where applicable) are decreased by 20%. Round fractions down. 41-45 The Range, Duration, and Base Chance (where applicable) are decreased by 30%. Round fractions down. 46-50 Any one of the three characteristics mentioned in 06-07 (Range, Duration, or Base Chance) is decreased by 50%. Round fractions down. 51-55 Any two of the three characteristics mentioned in 06-07 (Range, Duration, or Base Chance) are decreased ARCANE WISDOM, PAGE 36

by 50%. Round fractions down. 56-60 Range, Duration, and Base Chance (where applicable) are decreased by 50%. Round fractions down. 61-65 The Experience Multiple for the spell is increased by 75%. 66-70 The Experience Multiple for the spell is increased by 100% 71-75 The Experience Multiple for the spell is increased by 100% and Range, Duration, and Base Chance (where applicable) are all decreased by 50%. Round fractions down. 76-80 The spell is extremely potent (triple the Range, Duration, Damage Points inflicted or cured, and Base Chance, if appropriate), but drains the Adept whether it is successful or not. Reduce the Adept's Fatigue to zero whenever the spell is cast. 81-85 The spell automatically backfires whenever cast. 86-90 The spell may be cast as written, but it automatically backfires whenever the caster fails to successfully cast it. 91-98 The spell may be cast for half effect (GM should halve as many aspects of the spell as possible). In addition, you suffer a minor curse whenever you successfully cast the spell. The GM should choose any on such curse from those listed on the Backfire Table under entries 61 through 100. The same minor curse should always be inflicted whenever the spell is successfully cast. 99-100 Woe to the caster of this spell! Whenever the spell is successfully cast, the GM inflicts on the caster a Major Curse of Rank equal to D10 + caster's MA. The GM may choose any curse from among those listed in 84.4.

If any of these results contradict the workings of the intended spell, talent, or ritual (e.g., indicating a backfire for a talent) the GM should feel free to alter the result or re-roll. The word "spell" in this table refers to spells, talents, and rituals.

Generally, the value of an item will be unrelated to its 93. GUIDE TO MAGICAL ROCKS, STONES, AND GEMS weight, and most of the stones on this list would have to have their weight measured in grams. Accordingly, it is suggested This section lists those rocks, stones, and gems which that the GM assign a 1 ounce weight to a small bag of gems (a are commonly considered to have special magical or chemical dozen or so stones) and increase the weight by about an ounce properties which make them useful in the performance of for each dozen additional stones. For non-gemstones, weight magic, manufacture of spells, or performance of alchemical should be measured in ounces per stone. rites. These items may, for the most part, only be used by Adepts of the College of Black Magics to create those amulets AETITES listed in T-3 (see 46.3, DragonQuest Book Two, page 60), by Adepts of the College of Shaping Magics as vessels for their MARKET VALUE: None. magic, by astrologers to aid their arts, or by alchemists in MAGIC VALUE: 100-200. preparing potions, elixirs and the like. If a player character acquires any of these items and is not himself an alchemist, DESCRIPTION: A small yellowish stone found in the head, astrologer, or Adept of either of these Colleges, he may wish to neck, or stomach of an eagle. seek out such individuals and sell the item to them. On the USE: Aetites are used to make the Amulet of Aquilaeus average, a player character will be able to sell to Adepts such described in T-3 of the College of Black Magics, a powerful items as have value to non-magic oriented consumers amulet which brings good fortune and courage to the bearer. (gemstones and related items) at top value while the price AGATE such items will fetch in the marketplace will be more uncertain. Usually, player characters will be able to dispose of MARKET VALUE: 1 - 100. most gemstones only to buyers interested in their magic MAGIC VALUE: 100-150. properties.

Each of the following items is listed in alphabetical DESCRIPTION: A variety of Calcedony characterized by order by its common name. The characteristics of the item are colored bands cutting through the body of the stone. Usually then given as follows: cabochon-cut. Comes in six varieties characterized by color:

Market Value: A span of numbers indicating the value of the Red (or Blood Agate), Brown (Tawny Agate), Green (Sea Agate), Black, Moss (Living Agate), and Grey (Dawn Agate). item in Silver Pennies if sold in the open market. USE: Agates are used to manufacture the Amulet of

Magic Value: A span of numbers indicating the value of the Calcedony, described in T-3 of the College of Black Magics. Three stones are required for this purpose, and they must be item in Silver Pennies if sold to magic-oriented buyers. set in the shape of a triangle. In addition to the normal effects

Description: A short description of the item in terms of color, of this amulet, the wearer will be blessed, if the type of Calcedony used is Agate, with the special eloquence and a cut (if a ), and other physical characteristics. general feeling of well-being. If a serpent is engraved on the

Use: A description of the magical properties and uses of the Agate, the Base Chance of any poisonous insect or snake striking the bearer is reduced by 20. If the amulet is placed on item. the breast of a sleeping woman, she will talk in her sleep,

truthfully answering all questions put to her.

ARCANE WISDOM, PAGE 37 ALECTORIUS DESCRIPTION: A white, metallic element usually found in powdered form or in small pebbles. MARKET VALUE: None. MAGIC VALUE: 300 - 500. USE: Antimony may be fashioned into an amulet by an Adept of the College of Shaping Magics. The amulet increases the DESCRIPTION: Alectorius is a greenish stone found in black resistance of the wearer versus magic of the College of Black cocks. The stone inside the cock will only be found, however, if Magics, the College of Necromantic Conjurations, and the the cock is killed and cured on an anthill for three days. College of Ensorcelments and Enchantments by 5. It increases USE: The stone is used to manufacture the Amulet of the resistance of the wearer versus any spell cast by a demon Alectorius described in the College of Black Magics. In by 10 (15 if the demon is member of the College of addition to the wealth-increasing properties of this amulet, it Necromantic Conjurations, the College of Black Magics, or the will prevent thirst if held in the mouth and tends to promote College of Ensorcelments and Enchantments). amicable feelings toward the wearer, especially as regards to the opposite gender. BERYL

AMBER MARKET VALUE: 3 - 2500. MAGIC VALUE: 400 - 2500. MARKET VALUE: 1 - 4. MAGIC VALUE: 1 - 4. DESCRIPTION: There are 7 distinct types of Beryl, ranging in DESCRIPTION: A translucent or cloudy yellow, green, or color from a pale, almost colorless green, yellow, or pink brownish fossil resin. Acquires a negative electrical charge through a vibrant dark green or blue. Beryls are almost when rubbed. always faceted (though the Goshenite Beryl may be cabochon- USE: Both Yellow Amber and Red Amber (the brownish cut). The types of Beryl, their color and relative value follow: variety) may be fashioned into amulets by an Adept of the College of Shaping Magics. Red Amber makes the wearer Type Color Value immune to the Evil Eye Spell (S-9 of the College of Black Aquamarine Blue-Green 20-400 Magics) and decreases the Base Chance of the wearer Black Star Deep Brown 50-2,500 contracting a disease or infection (natural, or via magic or Emerald Pale Green / 10-1,500 minor curse) by 5. Yellow Amber decreases the Base Chance of Vibrant Green the wearer contracting a disease or infection by 10. Green Golden Beryl Yellow 5-1,000 Amber may be held against any Type A (puncture) wound to Goshenite Opaque 3-100 stop the bleeding. The bleeding will begin immediately if the Green Beryl Pale Green / 5-500 Green Amber is removed from Yellow the wound. A special variety of Amber (called Living Amber) Morganite Pink / Pink 30-1,300 contains fossilized insects or animals. This type of Amber may be used as the heart of any type of golem except the flesh Only those gems which have a market value golem. Golems with hearts of Living Amber remain active for of at least 400 may be used in magic, the twice as long as similar golems without such hearts (multiply others being too inferior in weight or quality the total period of activation by two). to be of value.

AMETHYST USE: Beryls may be used by Adepts of the College of Black Magics to create an Amulet of Beryl as described in 46.3. The MARKET VALUE: 30 - 500. amulet has the side effect of making the wearer both impotent MAGIC VALUE: 300 - 600. and totally uninterested in sexual activity. Beryl may be used by alchemists to create more powerful antidotes to poison, DESCRIPTION: A purple gem-quartz. Usually faceted, but salves, and antipyretics (increase the potency of such creations sometimes cabochon-cut. by increasing their Base Chance of working by 10). USE: May be used by an Adept of the College of Black Magics to make an Amulet of Amethyst as described in 46.3. BEZOAR Amethyst may also be ground and used in antidotes to poisons. Used in this manner by an alchemist, Amethyst MARKET VALUE: None. doubles the efficiency of the potion versus magically created MAGIC VALUE: 300 - 500. poisons. An Adept of the College of Shaping Magics may use Amethyst to fashion an Amulet of Sobriety which makes it DESCRIPTION: This stone originates in the stomach of a stag. impossible for the wearer to become drunk. The Amethyst USE: May be powdered and mixed in a poison antidote. An must be incised with the symbols for the sun and moon and antidote created with Bezoar functions as if it was created by fastened about the neck with a necklace of peacock feathers. an Alchemist of two Ranks higher (see 50.7).

ANTIMONY BLOODSTONE

MARKET VALUE: None. MARKET VALUE: 5 - 100. MAGIC VALUE: 100 - 700. MAGIC VALUE: 50 - 125.

ARCANE WISDOM, PAGE 38 DESCRIPTION: A dark green Calcedony with red spherule. DESCRIPTION: A red or black stone taken from the craw of a Also called Heliotrope. The Jasper spherules in the stone swallow. resemble drops of blood, and it is from these that the gem takes its name. USE: The prime ingredient in all potions designed to cure USE: Bloodstones may be used by an Adept of the College of madness or improve a failing memory. May be powdered and Black Magics to create an Amulet of Bloodstone as described mixed by an alchemist into an antidote for senility. in 46.3. Five such stones set at the points of a pentagon are necessary to manufacture the amulet successfully. CHRYSOLITE

CALCEDONY MARKET VALUE: None. MAGIC VALUE: 100 - 200. MARKET VALUE: 1 - 100. MAGIC VALUE: 50 - 100. DESCRIPTION: Greenish-yellow transparent type of magnesium iron silicate. DESCRIPTION: A type of milky Quartz, generally white. Cabochon-cut or carved. USE: Powdered and taken in large quantities, it is said to be a restorative and curative. An alchemist can make a dose out of USE: May be employed by an Adept of the College of Black three stones sufficient to temporarily check the progress of Magics to form an Amulet of Calcedony. A minimum of three most diseases in a patient, but the manufacture of the stones are necessary to form the amulet. An Alchemist may medicine is wearisome and time consuming. An Adept of the grind the stone up and dissolve it in water blessed by a College of Shaping Magics can use a piece of the stone to servant of the Powers of Light. The decoctation will break all manufacture an Amulet of Chrysolite which will increase the fevers within one hour of drinking. One ounce is required per wearer's resistance versus magic of the College of Sorceries of dose. the Mind by 5.

CARBUNKLE CHRYSOPRASE

MARKET VALUE: 1 - 60. MARKET VALUE: 1 - 100. MAGIC VALUE: 30 - 70. MAGIC VALUE: 30 - 100.

DESCRIPTION: A deep red gemstone, often classed as a type of DESCRIPTION: A bright green or greenish-yellow Quartz Garnet. Cabochon-cut. Often smoky. which is usually cabochon-cut. USE: An Adept of the College of Shaping Magics may fashion USE: May be used by an Adept of the College of Black Magics this stone into an amulet which will increase the wearer's to create an Amulet of Carbunkle as described in 46.3. Often range of vision in the dark by 50%. believed to hinder lust, sadness, and dreams. Half a dozen stones should be set in the amulet to form a hexagon. If all of CORAL the stone used are of the highest possible quality, the amulet will take on the additional attribute of monitoring the wearer's MARKET VALUE: 1 - 250. life force, growing brighter as the wearer grows in strength MAGIC VALUE: 25 - 250. and energy and dulling as he tires. It is often used by healers as monitor on seriously ill patients for this reason. DESCRIPTION: A pink or red stone manufactured by the secretion of certain marine animals. Usually cabochon-cut or CARNELIAN cut into polished sections. USE: May be fashioned by a member of the College of Shaping MARKET VALUE: 10 - 300. Magics into an amulet which will increase the wearer's MAGIC VALUE: 100 - 350. resistance versus the Evil Eye Spell (S-9) of the College of Black Magics by 10. This amulet may also be used in the same DESCRIPTION: A deep red quartz often banded in white. manner as an Amulet of Carbuncle to monitor patients under Usually cabochon-cut, but sometimes carved. the care of healers. The coral loses its color as the patient wanes and becomes more vibrant as he heals. If this amulet is USE: An Adept of the College of Shaping Magics may use this dipped into a substance containing poison, it will permanently stone to manufacture an Amulet of Carnelian, which decreases lose color, the coral becoming bone white. An Alchemist may the wearer's chances of contracting a disease or infection by grind Red Coral into a powder useful in curing impotence. One 5%. Any craftsman may fashion Carnelian into a necklace ounce is required per dose, and the powder must be consumed which halves the rate at which the wearer loses fatigue or in solution. endurance as a result of having his blood drained by a vampire. DIAMOND

CHELIDONIUS MARKET VALUE: 20 - 20,000. MAGIC VALUE: 100 - 20,000. MARKET VALUE: None. MAGIC VALUE: 300 - 500. DESCRIPTION: A brilliant, super-hard gem, usually clear with touches of color ranging from pink or green-yellow through ARCANE WISDOM, PAGE 39 blue. Always faceted, if faceting has been discovered in the DESCRIPTION: A hard black stone used in conjunction with culture in which adventure occurs. There are actually 5 steel to strike fires. distinct type of , all of which may be used in magic. USE: Flint is a powerful ward against Incubi and Succubi. However, such stones are extremely expensive and generally a There is a 50% chance that no Incubus or Succubus will maximum of one or two cheap or flawed diamonds will be used willingly approach within 5 feet of a piece of flint unless it is in an amulet or talisman. Following is a list of diamonds by covered (e.g., secured in a bag or draped with cloth). type which also gives color and value for each stone. GALACTITE Type Color Value Clear Transparent 20 - 12,000 MARKET VALUE: None. Diamond MAGIC VALUE: 50. Pink Pink 40 - 14,000 Clear DESCRIPTION: A stone composed of nitrate of lime and Green Bright greenish- 40 - 14,000 appearing chalky in composition. yellow USE: A prime ingredient in Love Philtres as described in 46.3. Yellow Bright yellow 40 - 14,000 Should be powdered and dissolved in water along with other Blue- Light blue/White 50 - 20,000 ingredients. White GARNET USE: An Adept of the College of Black Magics can fashion one or more diamonds into an Amulet of Diamonds as described in MARKET VALUE: 10 - 1300. 46.3. In addition, Alchemists sometimes use water in which MAGIC VALUE: 500 - 1300. Diamonds have been washed as the solution in which other ingredients are dissolved when manufacturing medicines DESCRIPTION: Small stone, usually milky. Faceted (though (increase the medicine's effectiveness by 20). Clear Diamonds Almandite, Grossular, and Pyrope are often cabochon-cut). worn in a ring may be used by the wearer to increase his Base There are 6 distinct types of Garnet. They are listed along Chance of casting any spell by 2. The Diamond focuses mana with their color and value. Only Andarite has magical and such rings may be made by any artisan. properties.

EMERALD Type Color Value Almandite Purple/Brown/Red 1 - 250 MARKET VALUE: 10 - 1500. Andradite Yellow-green 10 - 1,300 MAGIC VALUE: 10 - 1500. Grossular Brown/Orange 1 - 100 Pyrope Dark red 1 - 125 DESCRIPTION: A small Beryl ranging in color from pale green Rhodolite Purple/Red 1 - 700 to vibrant green and always faceted. Spessartine Red/Orange 1 - 500 USE: This gemstone may be used to manufacture an Amulet of Beryl (see Beryl). It also repels insects when worn around the USE: Powdered Garnet is used to cure skin diseases and an neck (10% chance that any insect landing on the wearer will alchemist may use it to make medicines for this purpose. Such fly away without attacking). Devils and Imps are also repelled medicines will, in addition, arrest (but not cure) leprosy (which by Emeralds, and there is a 5% chance that any Devil or Imp is a Major Curse). Any figure wearing a piece of Andradite on who approaches within 10 feet of anyone wearing an Emerald his person will be immune to the effects of nightmares. or bearing an object containing Emeralds (such as a jewel- studded sword hilt) will immediately retreat as far as possible GOLD NUGGETS from that individual and will have to roll on the Fright Table. Snakes are affected in the same way as Devils and Imps, but MARKET VALUE: 5 - 60. have a 20% chance of being repelled. MAGIC VALUE: 10 - 1000.

FELDSPAR DESCRIPTION: Gold nuggets are usually small (less than an ounce) rough stones of a greenish-black color with golden MARKET VALUE: 1 - 10. metallic flecks. MAGIC VALUE: 1 - 10. USE: Gold nuggets are greatly prized by magicians far above their numismatic worth. The same nugget which might fetch DESCRIPTION: A milky-white green stone, highly brittle and 10 Silver Pennies on the money market would fetch three or characterized by a smooth texture. four times that from almost any Adept. The larger the nugget, USE: When worn as an necklace, adds 10 to the wearer's the greater the discrepancy between numismatic and magical resistance to all spells involving dazzling lights or blindness. value. It is said that a gold nugget worn about the neck will reduce the rapidity of aging, but such nuggets are primarily FLINT used by Adepts of the College of Shaping Magics to manufacture Amulets of the Sun (Gold is governed by the MARKET VALUE: 1 - 2. Sun). Such an amulet increases the luck of the bearer as MAGIC VALUE: 1 - 5. follows: in all D100 dice rolls directly affecting the wearer, the dice roll number is adjusted by 3 in the wearer's favor. If the wearer is sun-aspected, the die roll number is adjusted by 8. ARCANE WISDOM, PAGE 40

lycanthropy passes immediately when the Jasper is removed IRON from the person of the wearer.

MARKET VALUE: 1 - 5. MAGIC VALUE: 1 - 5. JET

DESCRIPTION: Iron ore is found in large rocks (several MARKET VALUE: 1 - 10,000. pounds or more) of a reddish hue. MAGIC VALUE: 1 - 10,000.

USE: Iron ore is primarily used to form objects of Cold Iron. DESCRIPTION: Jet usually refers to a type of Agate, a deep The price of Iron Ore is governed by its quality (the actual iron black stone superficially resembles coal (but much harder). contents in the ore) and the prices given are for a small wagon Can be polished to a sheen like marble. Cabochon-cut. load. Iron may be fashioned, while in ore form, into an Amulet USE: Breathing the vapors of Jet which has been powdered of Iron by an Adept of the College of Black Magics as described and burned in a censor increases the ability of an individual to in 46.3. It may also be smelted and used by an Adept of the disbelieve any illusion by 10 for eight hours thereafter. In College of Shaping Magics to make magical vessels (weapons addition, any Demon that breathes such vapors must make an and the like). immediate roll on the Fright Table. An Adept of the College of Black Magics can fashion the stone into an Amulet of Jet as JACINTH described in 46.3. This Amulet will contain an inverted cross on one side and a heart on the other and will be disk-shaped. MARKET VALUE: 200 - 400. MAGIC VALUE: 300 - 400. LAPIS LAZULI

DESCRIPTION: A red-orange Zircos, ruled by the sun. Jacinth MARKET VALUE: 20 - 150. will change color to reflect the weather, becoming paler and MAGIC VALUE: 20 - 30. more orange when storms approach and becoming a more vibrant red in bright sunlight. Always faceted. DESCRIPTION: A deep blue stone veined with white or gold. USE: Jacinth may be fashioned by an Adept of the College of May be cabochon-cut, but will usually be found as a form of Shaping Magics into an Amulet of Jacinth which will protect inlay. the wearer from fascination (+20 to resistance against magic of USE: Lapis Lazuli may be ground into a fine powder and the College of Sorceries of the Mind and against all spells of burned in a censor. When breathed by an individual, the binding, controlling, or summoning). fumes will have a 20% chance of curing melancholia and a 3% chance of at least partially curing madness. JADE LEAD MARKET VALUE: 40 - 750. MAGIC VALUE: 40 - 100. MARKET VALUE: 1 - 5. MAGIC VALUE: 1 - 5. DESCRIPTION: Green or black mineral, frequently mottled with white. Cabochon-cut or carved. DESCRIPTION: A dark dense, soft slate-colored stone found in USE: Jade may be powdered and used in medicines to cure small veins or rocks. May be made into a soft alloy. diseases or illnesses of the digestion, to help ward infection USE: Lead may be used to form a shield against Demonic (decrease the Infection Chance by 10), and to increase Presidents. It may also be powdered and used as an ingredient stamina. It may also be fashioned by an Adept of the College of in slow-acting, long-term poisons (see the Alchemist skill). Black Magics into an Amulet of Jade as described in 46.3. Note However, Lead is quite common and has very little real value that only small Jade stones (usually the less valuable to either magicians or merchants. The values listed are for Nephrite rather than Jadette) will be purchased for magical small wagon loads of the substance. purposes and only in relatively small amounts. Jade is also a popular material for use in the manufacture of ceremonial LODESTONE weapons. When Black Jade is used for this purpose, it forms a weapon which affects demons, imps, incubi, and succubi in the MARKET VALUE: 5 - 20. same manner as a magical weapon. MAGIC VALUE: 5 - 10.

JASPER DESCRIPTION: A natural Magnitite which attracts iron.

MARKET VALUE: 1 - 1000. USE: Lodestone is used by Rangers and Navigators as an aid MAGIC VALUE: 1 - 1000. to plotting a course across the water or through low visibility areas (wilderness and the like). It may also be used by any DESCRIPTION: An opaque Qartz tinted green. Cabochon-cut. character (not necessarily an Adept) to indicate the direction USE: Jasper may be fashioned by an Adept of the College of of some desired goal or item. The individual should hold the Shaping Magics into an Amulet of Jasper which increases the Lodestone in his mouth for a moment and then suspend it wearer's ability to disbelieve illusions by 10. Rare stones from a string so that it can move freely. If asked the direction flecked with red have the side-effect of inflicting the wearer of a place or object, there is a 20% chance that the Lodestone with lycanthropy if worn when the moon is full. The will seem to turn and point in the direction of that place or ARCANE WISDOM, PAGE 41 object, or 10% chance that it will seem to do so but will, in fact, The image will appear with various amounts of clarity be pointing in the wrong direction, and a 70% chance that depending upon the quality of the Opal used. There is a 2% nothing will happen. Chance that anyone using an Opal for this purpose will be cursed with Ill Luck as a result. See 86.4 for the operation of OBSIDIAN this curse.

MARKET VALUE: 5 - 1000. PEARL MAGIC VALUE: 500 - 1000. MARKET VALUE: 100 - 5000. DESCRIPTION: A black, shiny volcanic glass. May have gold or MAGIC VALUE: 100 - 5000. white snowflake markings or a gold sheen. Sometimes used in jewelry in which case it is cabochon-cut, but it will be used to DESCRIPTION: Small round or oval stones found inside shells. make stabbing or cutting tools or weapons. Characteristically, white or yellowish-white, with a minority of USE: Obsidian is a favorite material for the manufacture of Black Pearls being highly prized. Never cut or formed by man. ceremonial and sacrificial knives. When Obsidian is used for USE: Pearls may set in an Amulet of Luck manufactured by this purpose, it is classed as a magical weapon, doing the same an Adept of the College of Shaping Magics and will work just damage as a dagger, but having the capacity to wound or kill like the Amulet of the same name of the College of Black those entities normally harmed only by magical weapons. Magics, except that Magical Resistance is increased by 5 When used as a weapon outside of a ceremony, it is not classed instead of 3. a magical weapon. Only a designated sacrificial being which has been prepared for sacrifice may be harmed by the knife QUARTZ during a ritual of sacrifice. If an entity which can only be harmed by magical (or silvered) weapons and which has not MARKET VALUE: 1 - 2000. been prepared for sacrifice during a ritual were to interrupt MAGIC VALUE: 50 - 2000. that ritual, for example, the Obsidian knife would not inflict any damage on that individual. DESCRIPTION: Usually translucent stone, geometrically shaped. There are a score of types of this material, of which OLIVINE only those discussed elsewhere are discussed herein. The following list does not include enchantments on stones MARKET VALUE: 10 - 25. mentioned elsewhere (including stones aged or heated to give MAGIC VALUE: 10 - 25. a different texture or hue). Each stone is followed by a DESCRIPTION: A yellow-green, opaque stone, usually description by color and an estimate of Market Value. Almost cabochon-cut. invariably, Quartzes are cabochon-cut, though some types may USE: Olivine may be powdered and dissolved in liquid by an be faceted. Stones which have been cabochon-cut or faceted Alchemist as a (10% effective) cure for impotence. have no magical value unless they are large enough to be carved. OPAL Type Color Value MARKET VALUE: 5 - 10,000. Aquamarine Blue-green/Yellow 1 - 20 MAGIC VALUE: 300 - 12,000. Catseye Quartz Green/ 5 - 60 Yellow/Red/Grey DESCRIPTION: Small, fairly dense stone which comes in four Cacoxemite Clear/Violet/Yellow 5 - 60 types, each distinguished by a different color and internal Citrine Red/Yellow 1 - 2,500 "fire." Always cabochon-cut and highly polished. The four Rock Quartz Clear 1 - 500 types include: Rutilated Quartz Clear/Gold crisscrossed 10 - 150 Smokey Quartz Grey 1 - 300 Type Color Value Star Quartz Clear 5 - 100 White White background /Fire 10-500 Tigereye Yellow-brown 1 - 100 Opal Tourmalinated Clear/Smokey/Black 10 - 50 Fire Opal Yellow or red 10-400 Quartz needles background /Fire Carnelian Red/White bands 10 - 300 Catseye Yellow or green 5-100 Moss Agate Translucent/Green 1 - 1,000 background/ Internal filaments fire Black Opal Grey or black 100-10,000 USE: Quartz may be formed by an artisan into a clear polished background/ Large seeing crystal for use in fortune telling by either Adepts or Internal Fire Astrologers. Only non-smokey Quartzes may be used for this purpose. In addition, Quartz may be shaped into ceremonial or USE: All type of Opals, except Catseye, may be set and sacrificial daggers which operate in the same manner as polished into seeing rings or crystals by a competent jeweler or Obsidian daggers. Only large Quartzes may be used for this artisan. They may then be used by an Astrologer of Rank 5 or purpose, and those interested in such things will pay three or higher to foretell the future with 5 - 25% greater accuracy. The four times normal Market Value for an appropriate-sized piece Astrologer looks into the "fire" present within the Opal and of otherwise relatively valueless Quartz. sees there an image in answer to the question asked by him. ARCANE WISDOM, PAGE 42

RUBY Indicolites, and Tourmalines proper). There are five types of Tourmalines which are listed together with their color and MARKET VALUE: 50 - 6000. Market Value. MAGIC VALUE: 50 - 6000. Type Color Value DESCRIPTION: A vivid crimson stone, faceted. Achroite Clear 3 - 20 USE: May be fashioned by an Adept of the College of Shaping Dravite Brown 1 - 50 Magics into an Amulet of Protection, which will always glow Indicolite Blue/Blue-green 5 - 100 more brightly as danger draws near. Rubellite Violet/Red/Purple 5 - 500 Tourmaline Bi-colored/Multi-colored 1 - 70 SAPPHIRE Proper

MARKET VALUE: 10 - 15,000. MAGIC VALUE: 500 - 5000. USE: Tourmalines always shine with a brightness in direct proportion to pertubations in the flow of mana. The greater DESCRIPTION: A (generally) bluish type of Corundum which the concentration of mana in an area, the greater the flow of may be cabochon-cut are faceted. There are 7 varieties listed: magical energy around the surface of the Tourmaline and the brighter it will shine. In Low Mana areas, the Tourmaline Type Color Value becomes dull and lifeless. When in the presence of potent Black Star Black 100 - 15,000 spells (and always during the casting of a spell by the wearer), Blue Blue/Violet 10 - 2,000 the Tourmaline also shines exceedingly bright. For this Sapphire reason, it is a great and valuable indicator of magic, but is not Green Green/Yellow-green 1 - 250 altogether reliable in that it does not distinguish between the Sapphire presence of powerful magical spells, magical (fantastical) Orange Red/Orange 10 - 500 beings, and concentrations of unused mana. The higher the Sapphire quality of the Tourmaline (and the more expensive it is), the Purple Red/Purple 20 - 300 greater the likelihood (from 5% to 40%) that an individual will Sapphire notice (or be able to differentiate and read) changes in the Star Red/Blue/Purple/Green 100 - 10,000 Tourmaline when not specifically searching for such changes Sapphire Yellow/Orange/Black by scrutinizing the stone. Yellow Yellow/Gold/Orange 10 - 300 Sapphire TURQUOISE

USE: Sapphires permanently fade to dead black when MARKET VALUE: 10 - 600. immersed in most poisons. Star Sapphires glow in the MAGIC VALUE: 10 - 600. presence of treachery. Their brightness increases as such treachery approaches and dims as it recedes. DESCRIPTION: A light, medium-blue stone spider-webbed with fine black lines. Cabochon-cut in all cases. TOPAZ USE: Turquoise may be fashioned into an Amulet of Turquiose by an Adept of the College of Shaping Magics. This Amulet MARKET VALUE: 1 - 1000. will make the wearer immune to the Evil Eye Spell (S-9) of the MAGIC VALUE: 1 - 20. College of Black Magics.

DESCRIPTION: A gemstone composed of silicate of aluminum. Notes: Amulets prepared by a member of the College of Always faceted. May be purple, red, orange, bright yellow, Shaping Magics may be of any material, and the "vessel" blue, pale yellow, brown, or clear (in descending order of prepared for use could conceivably be prepared to receive Market Value). Brown Topaz always fades with time, almost any spell. All such amulets have a Shaping Index of 50. becoming almost eventually. All Topazes have the same Magic However, whenever a precious stone, rock, or gem from this Value, which is more or less minuscule in comparison with list is used in an amulet for which it is specially suited, the Market Value. Cost Factor for the ritual used to fashion the amulet is USE: Topaz may be used in potions designed to stifle lust, reduced by 30% (round up). This same percentage decrease is make one generous, or cure insanity (5% chance). When used used whenever one of the items on this list is prepared for use in potions, the Topaz is ground into powder and dissolved in as a vessel for a type of spell that is particularly appropriate to liquid by the Alchemist. Topazes will increase the chance of a it, even when the stone's use in the manufacture of such an potion being created successfully by 10. item is not explicitly mentioned on this list. Amulets manufactured by Adepts of the College of Black Magics (and TOURMALINE produced with infernal aid) are not subject to this benefit, but neither are they governed by the variations in cost which are MARKET VALUE: 1 - 500. built into the arts of Shaping Magics. MAGIC VALUE: 1 - 500. Items on this list which need not be made into amulets or potions, medicine, or other compositions in order to DESCRIPTION: Tourmalines may be one of half a dozen colors have a particular effect may be employed by anyone (including or may be bi-colored or multi-colored. They are usually faceted, non-Adepts) to achieve that effect. but may be cabochon-cut on occasion (especially Rubellites, ARCANE WISDOM, PAGE 43

merchants who specialize in dealing in In a campaign setting, herbs 94. GUIDE TO HERBAL LORE spices and the like, or which grow only will be encountered in three forms: in some one special place and are Distillations, Powders, and Fresh. Magical plants, trees, herbs, classified Very Rare. Such substances Distillations are liquid extracts of the roots, leaves, nuts, fruits, and other will range in price from 500 Silver herbs produced only by an Alchemist in magical plant products play an Pennies per sprig, handful, or other his laboratory. Powders are small important role in DragonQuest magic appropriate small measure to 10,000 granular mixtures of the herb produced just as they do in all mythologies and Silver Pennies for something which is only by an Alchemist in his lab using a magical systems. In the following list are Very Rare and blessed with nigh unto mortar and pestle. Fresh herbs are the most common such items. Each miraculous powers. However, characters found naturally in the wild and picked entry is given according to the plant's may have some difficulty disposing of or uprooted. The form in which an herb most common name, followed by any such substances since they will usually is found affects the way in which it is nicknames or synonyms in parentheses. first have to educate potential buyers as applied and who may use it. The item's most important to the wonderful and mystical properties Herbs are applied in three characteristics are then given as follows: of their merchandise. Also, the more general ways. An Infusion is made by powerful such an item is and the rarer it placing a powdered or fresh herb into AVAILABILITY. There are four classes of is, the more likely it will be that wine or hot water (commonly known as Availability. These affect the relative characters will have to travel to a major "tea"). A Poultice is made by mixing a value of the item as follows: urban center in order to find a powdered herb with a small amount of sophisticated (and wealthy enough) water, or finely chopping fresh herbs COMMON. Those herbs and plants market for the substance. The larger the and then placing either on a wound or a which are common in most areas where urban marketplace, the more likely that patch of skin (commonly called a humans and humanoids choose to dwell characters will experience a certain "salve"). The wound or patch of skin and classified as Common. They have a amount of interference in their affairs would then be bandaged. A Tincture is value from 1 to 5 Silver Pennies for a from the city fathers, the watch, or the made by placing a powdered or fresh large basket or bag full of the substance local guilds who will often want a piece herb into a solvent (such as alcohol) and and, in some cases where the magical of the action or a right of first refusal on then coating a wound or patch of skin value of the substance is particularly purchase of the item. 10% chance to be (known as an "ointment"). low, value will have to be measured in found by a Ranger while in season. Alchemists prepare herbs for copper farthings. 100% chance to be use. They are the only individuals who found by a Ranger while in season. HABITAT. The Habitats listed for plants can either distill or powder an herb. are the same as those listed for Their powders can be used as described UNCOMMON. Those herbs and plants monsters. Plants will almost universally in the preceding, but their distillations which are not common to areas where be found only in the Habitat(s) listed in are used for the preparations of "potions" humans and related species dwell, but this entry. which do not need an Adept for which are still available at known sites completion. Distillations and powdering within half a day's walk of such POTENCY LOSS. The relative loss of may be accomplished by Alchemists of habitations are classified as Uncommon. potency (and, thus the Market Value) Rank 1 or higher. Uncommon plants and herbs will within hours, days, weeks, or months Distilling an herb prevents it generally have a value of between 10 after the item has been picked (or from losing any further potency. It takes and 30 Silver Pennies for a small uprooted for transplanting). The Market an Alchemist (11-Rank) hours to distill basketful of the substance. 50% chance Value at any point in time will be a one vial (or dose). It takes one full to be found by a Ranger while in season. percentage of the value at the time the handful of the fresh herb to produce one item was picked equal to the percentage dose of distillation. The cost to the RARE. Those herbs and plants which of potency remaining. Any effects Alchemist is 5 times the cost of the are not widely known or which are described to the herb are determined by handful, which he may commonly sell for seldom readily available except by dint reducing the effects of the percentage of twice that price on the open market. In of many days walking and searching are potency since the herb was picked. its distilled form, the herb's powers may classified as Rare. Rare plants and herbs be utilized by anyone. The distillation will always fetch at least 50 Silver DESCRIPTION. A short physical must be swallowed to take effect. Often Pennies per sprig or handful from a local description of the item, where the distillation is poured into wine or healer or alchemist if nobody else. Often appropriate, followed by a detailed water, and this is commonly called a such substances will fetch 10 time that outline of its uses and powers. Use of solution. Assassins often use amount if they must be brought from far most items to manufacture amulets, distillations in solution to poison their away. 30% chance to be found by a potions, and medicines is generally victims. Distilled herbs will keep so long Range while restricted to Adepts of Colleges which as they are stored in a moisture-proof in season. specifically include the knowledge to container. manufacture such things or to Rangers are the only VERY RARE. Those herbs and plants individuals trained in the Skills individuals who may use an herb which are seldom recognizable to appropriate to such manufacturing. immediately when picked fresh. They individuals other than Rangers These Skills are Alchemist, Healer, and will often make an infusion, poultice, or specializing in their Habitat or Ranger. tincture and use the the herb in that fashion. ARCANE WISDOM, PAGE 44

Many herbs can be used in only Anemone, Angelica, Asatoetide, Agrimonia. Agrimony will be an effective one manner, but a few have numerous Euporbia, Garlic, Jasmine, Jimson uses. As a guide to players, the following Weed, Laurel, Lotus, Marigold, index divides the herbs into four main Mistletoe, Moonwart, Myrrh, Saffron, groups. When a player wishes to find an Sandlewood, Sunflower, Sweetflag herb used for healing, for example, he would investigate any of those listed POISONOUS HERBS under the Healing Herbs category. All Poisons may only be distilled or herb descriptions should be examined, powdered by an Alchemist. Some poisons as there are herbs which fit into no work in their raw state; these and any particular category, and a use may be distilled or powdered may be used by found for any. Also detailed in the any skilled individual. Anyone but an heading for each category are Assassin will find them hard to buy and instructions for using the specified type even harder to successfully introduce of herb. into anyone's food. All the poisons must be ingested to cause harm. Listed with ALCHEMICAL HERBS each poison is a "kill %." This is the Base The following may all be Chance the poison will kill anyone who distilled into potions which will have ingests it, whether in distilled, certain quasi-magical effects. Only an powdered, or solution form. If in Alchemist may distill these and, once solution, and that solution is drunk by distilled, they may be used by anyone. more than one person, divide the All listed effects are for the quaffing of percentage by the number of people one dose (one vial). ingesting (round down) and the result is the "kill %" applied to each Angelica, Bloodroot, Cowslip, Cyclamin, drinker. If a person survives a poisoning Fern, Ginseng, Henbane, Hemlock, attempt, reduce his Fatigue to zero until Laurel, Marigold, Saint John's Wort, he gets a good night's sleep. Sunflower, Vetch cure (100% BC) for poisoning as a result Aconite, Belladonna, Euphoria, Hellbore, of snake bite when the leaves are freshly HEALING HERBS Hemlock, Henbane, Holly, Mandrake, picked. An Alchemist can distill the anti- The following all work to heal Mistletoe venom per 50.7. damage, cure disease, infection, fever, and salve skin. Alchemists will produce ACONITE (Wolf's Bane, Leopard's AMARANTH distillations or powders from those. A Bane, Monk's Hood) AVAILABILITY: Uncommon. Healer may make use of any powder AVAILABILITY: Uncommon. HABITAT: Fields, Woods. produced by Alchemists to aid their own HABITAT: Field, Marsh, Woods. POTENCY LOSS: Loses 40% of potency inherent powers. They expend 2 Fatigue POTENCY LOSS: Dried and powdered, within one hour of being picked and 10% Points when using a powder, in order to Aconite retains potency almost of remaining potency per week activate the powers of the herbs indefinitely. Decrease potency by 10% thereafter until reduced to 10% of themselves. Rangers use these herbs within 24 hours of its being picked, but original potency. freshly picked, to make infusions, otherwise there should be no effect. DESCRIPTION: An herb with small red poultices, or tinctures and heal and DESCRIPTION: A poisonous plant or white flowers often confused with a salve in that manner. The Healer will easily recognizable by its pale, hood- (seemingly) legendary plant of the same also make infusions and so forth, but shaped flower. Aconite is often believed name. The legendary Amaranth is said will be using his powders to do so. to have been the first commonly used never to fade and to be the prime poison, and it is extremely lethal. ingredient in an amulet which causes Agrimony, Amaranth, Anemone, Alchemists may powder it and it may be the wearer never to age. The plant Angelica, Basil, Betony, Black sprinkled in food with a 95% chance that described herein has no such magical Hoarhound, Catgut, Catnip, Bryony, the eater will die. It takes about two powers. Instead, the petals of the red Chervil, Daffodil, Hellbore, Marjoram, hours for the poison to take effect and variety may, when fresh, be made into a Mistletoe, Mugwort, Sage, Saffron, several more hours for a fatality to poultice, causing the blood to clot and Snakeroot, Satyr Orchid, Valerian occur. the bleeding to stop within D+2 Pulses.

MAGICAL HERBS AGRIMONY It will heal 1 Endurance Point per day for D10 days. These herbs, when dried and AVAILABILITY: Common. then burned as incense or fashioned and HABITAT: Fields, Woods, Rough. ANEMONE( Wind Flower) worn as Amulets, produce a variety of POTENCY LOSS: Loses 20% of its AVAILABILITY: Uncommon. magical effects. Their use differs greatly potency within one day of being picked HABITAT: Woods. from herb to herb. Any Adept may use and 10% per day thereafter down to a POTENCY LOSS: Loses 30% of potency the incense, and anyone may use the level of 20% potency which it will retain in the first 24 hours after picking and a Amulets. for 4-5 months after picking. continued loss of 10% of potency per DESCRIPTION: A variety of bright week. yellow-flowered plant of the genus ARCANE WISDOM, PAGE 45

DESCRIPTION: A tall, leafy stalk with herb will cure 1 Endurance Point per to distill a potion which will act like a large rich purple flowers having black day for D10 days. control spell on whoever ingests it, centers. Anemone can grow literally causing him to obey the first sentient overnight. Steam from the boiling petals BELLADONNA Deadly Nightshade being he meets as if that being were the may provide anyone who breathes it AVAILABILITY: Rare. caster of the spell. with a +10 on any Base Chance HABITAT: Woods, Marsh. involving spells which predict the future. POTENCY LOSS: Loses 10% potency BRYONY (Snake Grape) A poultice made of the petals has an 80% within 24 hours of picking. Loses 1% of AVAILABILITY: Uncommon. chance of curing any blindness except potency each week thereafter for all HABITAT: Fields, Woods. that due to a major curse or to loss of purposes except the manufacture of POTENCY LOSS: Never loses any eyes. poison. potency. DESCRIPTION: An herb characterized DESCRIPTION: A flowering vine with ANGELICA by black berries and dark crimson grape-like fruit and tendrils which can AVAILABILITY: Uncommon. leaves. An Alchemist may use be distilled by an Alchemist into a potion HABITAT: Fields. Belladonna to distill flying potions which will heal broken bones if drunk POTENCY LOSS: Loses 5% of potency (lasting D10 minutes). Both Alchemists three times a day for seven days. within 24 hours of picking and and Adepts of the College of Black 1% per week thereafter. Magics may distill a powerful poison CAPER DESCRIPTION: A leafy green herb from Belladonna (100% kill chance). AVAILABILITY: Uncommon. which may be worn about the body Anyone may feed the berries to a victim HABITAT: Fields, Rough. when fresh as a protection against the they desire to poison, though their bitter POTENCY LOSS: Loses 1% potency per evil eye. When worn in taste will probably make the victim day. this fashion, resistance to the Evil Eye unwilling to eat enough to do serious DESCRIPTION: Capers are the fruit of Spell (S-9) of the harm. Death is by heart and respiratory a small shrub which in bud form may be College of Black Magics is increased by failure within several hours of ingestion. picked and used by an Alchemist to 5. An Alchemist may manufacture a potion which will serve distill potions designed to cure colds, BETONY Wood Betony as an antidote to impotence (whether infections, and add 10 to AVAILABILITY: Uncommon. naturally or magically occurring). the user's Magic Resistance for D5 HABITAT: Fields, Woods. Capers are also a prime ingredient in hours. Tincures of this herb POTENCY LOSS: Loses 1% of potency Love Philtres and Potions of Fertility brushed on a wound will decrease the per week. (see 46.3). chance of infection by 20. DESCRIPTION: An herb of the mint family. Betony may be used by the CATGUT (Turkey Pea, Goat's Rue, ASATOETIDA College of Shaping Magics in any type of Devil's Shoestring) AVAILABILITY: Uncommon. amulet involving an increase in the AVAILABILITY: Uncommon. HABITAT: Woods. Physical Strength, Endurance, or HABITAT: Woods, Rough. POTENCY LOSS: Never loses any Fatigue of the wearer. Anyone may brew POTENCY LOSS: Loses 10% of potency potency. it into a tea when freshly picked which an hour after picking and 1% DESCRIPTION: A gum resin-bearing will allow the drinker to recover Fatigue per hour thereafter. plant found in deep woods and as if he had just eaten a hot meal. DESCRIPTION: An herb whose tough sometimes cultivated as a house plant. roots may be ground and brewed into a The unpleasant odor of the resin (which BLACK HOARHOUND tea which functions in the same manner may be smeared on the body) is only AVAILABILITY: Uncommon. as Betony as an aid to the recovery of annoying to most occupants of this HABITAT: Marsh. Fatigue. plane, but Demons heartily dislike it and POTENCY LOSS: Never loses any Incubi, Succubi, Devils, and Imps will potency. CATNIP not normally approach within 5 feet of DESCRIPTION: An herb which can be AVAILABILITY: Common. an individual carrying the smell of the brewed into a tea which works in the HABITAT: Fields. resin. However, Hellhounds are same manner as Betony to aid in the POTENCY LOSS: Loses 1% potency per maddened by the smell and will recovery of Fatigue. It can also be week. immediately attack the wearer of this fashioned by an Adept of the College of DESCRIPTION: An herb of the mint resin. Shaping Magics into an Amulet of family, often domestically grown. Catnip Calmness which decreases all of the can be distilled by an Alchemist into a BASIL wearer's rolls on the Fright Table (44.8) potion which will promote healing. AVAILABILITY: Common. by 10. Distilled by an Alchemist, it will heal 3 HABITAT: Fields. Endurance Points. POTENCY LOSS: Loses 30% of potency BLOODROOT within an hour, 50% within 24 hours, AVAILABILITY: Uncommon. CHERVIL and 100% of potency within a week. HABITAT: Fields, Woods. AVAILABILITY: Common. DESCRIPTION: A common herb POTENCY LOSS: Loses 1% potency per HABITAT: Fields. characterized by green waxy brittle week. POTENCY LOSS: Loses 20% of potency leaves. Basil can be used to make a DESCRIPTION: A weed characterized within one hour and 1% thereafter until poultice which will cure any type of by fibrous, liquid-bearing roots, the juice distilled. insect, bee, or wasp bit or sting. The from which can be used by an Alchemist ARCANE WISDOM, PAGE 46

DESCRIPTION: An herb of the parsley Philtre (see 46.3), but the Philtre will Undead other than Vampires, and no family which can be made into an last only a couple of months. one wearing Garlic can ever be affected infusion and used to bathe wounds by the Evil Eye spell (S-9) of the College decreasing the chance of infection by 10 EUPHORBIA of Black Magics. Further, the resistance and increasing the chance of the body AVAILABILITY: Rare. of the wearer versus all spells of the healing itself if it does become infected HABITAT: Woods. College of Black Magics is increased by by 10. An Alchemist can use it to distill a POTENCY LOSS: Never loses any 5. healing potion, working in the same potency. fashion. DESCRIPTION: A poisonous plant (35% GINSENG kill chance) often used by Alchemists in AVAILABILITY: Uncommon. COWSLIP distilling synthetic poisons and by HABITAT: Woods. AVAILABILITY: Common. Adepts of most Colleges for use along POTENCY LOSS: Never loses any HABITAT: Fields, Woods. with various forms of incense and potency. POTENCY LOSS: Loses 5% potency per precious oils to burn in censers while DESCRIPTION: A variety of plant, the week. performing ritual magic. root of which can be ground and used by DESCRIPTION: A yellow wildflower an Alchemist in the manufacture of Love which often grows in pastures. Cowslip FENNEL Potions (lasting D10 days). May also be is sometimes used by Alchemists to AVAILABILITY: Common. brewed into a tea which has minor distill Sleeping Potions and has from HABITAT: Fields. aphrodisiac qualities. time to time been substituted for more POTENCY LOSS: Loses 10% of potency potent ingredients in Sleep Dust by per month. HELLEBORE Adepts of the College of Ensorcelments DESCRIPTION: A feathery green AVAILABILITY: Rare. and Enchantments (with a 90% loss in flowering herb whose seeds may be used HABITAT: Woods, Marsh. the effectiveness of the dust). See 34.5 by an Adept of the College of Shaping POTENCY LOSS: Loses 2% potency per (Q-3). The pollen of the flowers is the Magics to manufacture an amulet week once picked. active ingredient. designed to repel Spectres. Used in this DESCRIPTION: A generally poisonous manner it will repel all Spectres who fail plant which comes in two varieties; CYCLAMEN to resist its effect (by rolling twice Green and Black. The green variety is AVAILABILITY: Uncommon. Willpower or less on D100) and will have used by Alchemists to distill potions HABITAT: Woods, Marsh. a Shaping Index of 40. designed to cure madness (60% chance). POTENCY LOSS: Loses 40% of potency The Black variety is used by Alchemists an hour after picking and 1% per hour FERN to distill a number of different types of thereafter until distilled. AVAILABILITY: Uncommon. poison (60% kill chance). DESCRIPTION: A flowering herb which HABITAT: Woods, Marsh, Caverns. may be distilled by an Alchemist into a POTENCY LOSS: Loses 5% of potency HEMLOCK Sleeping Potion or a Love Potion (both per day once picked. AVAILABILITY: Rare. lasting D10 hours) or by an Adept of the DESCRIPTION: A delicate, feathery HABITAT: Woods, Marsh. College of Black Magics into a Love plant usually found in dimly lighted POTENCY LOSS: Loses 2% potency per Philtre (see 46.3). areas (wooded glens, cave entrances, week. etc.). The male plant can be dried and DESCRIPTION: A variety of evergreen DAFFODIL powdered and used by adepts of the whose bark is useable by Alchemists to AVAILABILITY: Common. College of Black Magics to make Love create Flying Potions (lasting D10 HABITAT: Fields, Woods, Rough. Philtres as per 46.3. The female plant minutes) or a powerful poison (100% kill POTENCY LOSS: Loses 20% of potency may be distilled by an Alchemist into a chance) which causes slow paralysis after one hour and 5% of potency per Potion of Invisibility (for D10 hours). eventually causing cardiovascular hour thereafter until distilled. failure. DESCRIPTION: A yellow flower which GARLIC may be made into a poultice and applied AVAILABILITY: Common. HENBANE to wounds to heal 1 Endurance Point per HABITAT: Fields. AVAILABILITY: Rare. day for D10 days. Daffodils may also be POTENCY LOSS: Never loses any HABITAT: Fields. mashed and their juices distilled into a potency for most purposes. POTENCY LOSS: Loses 5% potency per Love Philtre by an Adept of the College DESCRIPTION: A purple-flowered week for most purposes. of Black Magics (46.3). member of the lily family. The flowers DESCRIPTION: A poisonous herb often may be used as a protection against used by Alchemists in distilling poisons DAMIANA Vampires, but they are not nearly as (50% kill chance) and Love Potions AVAILABILITY: Uncommon. effective as the plant's root which forms (lasting D5 days). Ingestion of the HABITAT: Woods, Rough. bud- like rhizomes that may be eaten or untreated herb raw or cooked in food POTENCY LOSS: Loses 10% potency strung into garlands that offer the best usually results in extreme per month. protection against the attentions of such hallucinations followed within hours by DESCRIPTION: A leafy herb often used beings. See 74.2 for details. Sailors death. in teas designed to have a slight consider the eating or wearing of Garlic euphoric effect. An Adept of the College of use in preventing shipwrecks; but this HOLLY of Black Magics may use it in a Love is only a mere myth. The substance does AVAILABILITY: Uncommon. have a slight repellant effect on Greater HABITAT: Fields, Woods, Marsh. ARCANE WISDOM, PAGE 47

POTENCY LOSS: Loses 5% potency per disbelieve illusions (+25 to success rituals. They may also be used by an day. Immediately loses all remaining percentage). Alchemist to distill Potions designed to potency if touched by Cold Iron. cause the drinker to speak only the truth DESCRIPTION: A flowering, fruit- LOTUS and answer all questions asked. bearing plant held sacred by Druids. The AVAILABILITY: GM's discretion. berries are a bright red, very attractive, HABITAT: Woods, Marsh. MARIJUANA but bitter. They are also extremely POTENCY LOSS: Never loses any AVAILABILITY: Uncommon. poisonous, killing within hours (70% kill potency. HABITAT: Fields. chance). The leaves may be made into an DESCRIPTION: A type of five-petalled POTENCY LOSS: Loses 3% of potency Amulet of Luck by an Adept of the flower which appears in several distinct per month. College of Shaping Magics similar to the varieties. The White Lotus may be used DESCRIPTION: A flowering plant Amulet of the same name of the College in the production of Love Philtres by readily identifiable by the distinctive of Black Magics. Adepts of the College of Black Magics. shape and arrangement of its leaves. The Yellow Lotus is sometimes dried May be used by anyone as a mild pain- JASMINE and used by Adepts of the College of killer (with euphoric side effects) and is AVAILABILITY: Uncommon. Shaping Magics in the manufacture of often ingested (via smoking) for this HABITAT: Fields. Amulets of Luck similar to the Amulet of purpose. An Alchemist can distill the POTENCY LOSS: Loses 20% potency an the same name of the College of Black raw plant into a compact mash which is hour after being picked and 10% per Magics. The Pink Lotus is the most sometimes used in religious ceremonies. week thereafter. common type, but has no magical In this form, the drug is extremely DESCRIPTION: A flowering shrub said properties. The Purple Lotus is Rare and powerful and causes hallucinations, to make a powerful ingredient for use in is often used in potions which increase disorientation, and a reduction in manufacturing Love Philtres. In the resistance of the drinker versus resistance to all magic (-5), and actuality, it has no value at all except to magic of the College of Sorceries of the especially to magic of the College of make such liquids sweet smelling. Mind (+5 to Magic Resistance). The Sorceries of the Mind (-10 to Magic However, Jasmine incense has some Black Lotus is Very Rare and is the most Resistance). magical value in the performance of powerful of the five. The pollen from this certain magical rituals, especially those flower is the active ingredient in both MARJORAM having to do with summoning and Sleep Dust and (in larger quantities) AVAILABILITY: Uncommon. purifications (+2 to Base Chance). Poison Dust, the manufacture of both HABITAT: Fields, Woods. substances being part of the General POTENCY LOSS: Loses 10% of potency JIMSON WEED Knowledge of the College of per hour. AVAILABILITY: Uncommon. Ensorcelments and Enchantments (and DESCRIPTION: An herb often used to HABITAT: Rough, Waste. such a closely-guarded secret that none brew teas having calmative and POTENCY LOSS: Loses 5% of potency except an Adept of this College has ever restorative powers. Drinking a cup of per month. been able to duplicate either). The Black this tea will decrease subsequent die DESCRIPTION: A narcotic plant whose Lotus is also a powerful ingredient in rolls on the Fright Table (44.8) by 5 and seeds and roots are often ingested as Alchemists' Aphrodisiacs, Love Potions, will allow the drinker to recover Fatigue part of mystical ceremonies. An and Potions used to cause hallucinations exactly as if he had just eaten a hot Alchemist may use Jimson Weed to or gain control over the drinker. meal. distill potions that create hallucinations or make the drinker susceptible to MANDRAKE MISTLETOE control or mental manipulation. It may AVAILABILITY: Rare. AVAILABILITY: Uncommon. also be fashioned by an Adept of the HABITAT: Rough, Waste. HABITAT: Woods, Forests. College of Shaping Magics into an POTENCY LOSS: Never loses any POTENCY LOSS: Loses 5% of potency Amulet of protection against spells of the potency. per hour. College of Black Magics and the College DESCRIPTION: A narcotic herb whose DESCRIPTION: A parasitic shrublike of Ensorcelments and Enchantments (+5 root forms the shape of a human figure. plant whose white berries are often used to Magic Resistance). The berries can be used as either an by Adepts of the College of Black Magics aphrodisiac, a narcotic, or a poison (30% in the creation of Love Philtres. LAUREL kill chance), depending on the dosage. Untreated, the berries are slightly AVAILABILITY: Uncommon. the same applies to the root. In addition, poisonous (5% kill chance). The entire HABITAT: Woods, Rough, Marsh. the root is often used by Adepts of the plant except the berries may be made POTENCY LOSS: Loses 10% potency an College of Black Magics in Love Philtres into an infusion which is used to wash hour after picking and 5% per week (lasting D10 days) and Fertility Potions. fresh wounds, causing the subject to thereafter. regain 2 points the Fatigue and DESCRIPTION: A small evergreen MARIGOLD increasing the chances of the body whose leaves may be burned as a AVAILABILITY: Common. recovering from any non-magical protection against Incubi and Succubi HABITAT: Fields. infection by 15. As a side-effect of this (they will not willingly enter a room in POTENCY LOSS: Loses 5% of potency healing phenomenon, the subject will for which the substance is being burned). per month. the next several weeks undergo an The leaves may also be distilled by an DESCRIPTION: A yellow-flowered plant increase of several hundred percent in Alchemist to create a potion which whose seeds are often powdered and fertility or potency. A sprig of mistletoe increases the drinker's ability to made into incense for use in magic used to make a set of lock picks will ARCANE WISDOM, PAGE 48 increase by 10 the chance of anyone quantities. Frequent use leads to POTENCY LOSS: Never loses any picking a lock with those picks. addiction and progressive mental and potency. physical deterioration. Ingestion of the DESCRIPTION: A tree whose bark is MOONWORT herb produces mild and reoccurring valuable as an ingredient in most AVAILABILITY: Rare. hallucinations which develop into incense used in magic rituals. HABITAT: Woods. horrible fantasies in habitual users. POTENCY LOSS: Loses 5% of potency SATYR ORCHID per day. RUE AVAILABILITY: Very Rare. DESCRIPTION: A fern known for its AVAILABILITY: Uncommon. HABITAT: Woods, Forests. crescent-shaped leaves. It is often used HABITAT: Fields, Woods. POTENCY LOSS: Loses 50% of potency by Adepts of the College of Black Magics POTENCY LOSS: Loses 5% of potency after an hour and 10% per hour as an ingredient in Love Philtres. Its per hour. thereafter. greatest value, however, is as a material DESCRIPTION: A yellow-flowered herb DESCRIPTION: A green-flowered for use in fashioning lock picks. The which may be brewed into a tea which Orchid which may be eaten as an chances of anyone picking a lock are allows the drinker to recover Fatigue aphrodisiac or stimulant. One flower will increased by 15 if the picks they are exactly as if he had just eaten a hot allow the eater to recover 4 Fatigue using are made of dried Moonwort meal. Has the side effect of making the immediately. Any number of flowers stems. Moonwort should, however, be drinker impotent for the ensuing 24 may be eaten, but there is a 10% chance kept out of close proximity with Cold hours. (+20% for each flower above one) that iron on which it exercises an extremely eating the flower(s) will cause the eater rapid oxidizing effect (loses 1% of the SAFFRON to gradually (in D10 weeks + one day per metal's strength for each hour that it is AVAILABILITY: Uncommon. Endurance Point currently possessed by in contact with Moonwort). HABITAT: Fields, Woods. the victim) turn into a Satyr. Treat this POTENCY LOSS: Loses 1% of potency latter effect as a major curse. MULLEIN per week. AVAILABILITY: Rare. DESCRIPTION: A variety of Crocus SNAKEROOT HABITAT: Fields, Woods. whose stamens may be powdered and AVAILABILITY: Uncommon. POTENCY LOSS: Never loses any used by Alchemists to distill Potions HABITAT: Woods, Rough. potency. designed to cure blindness (75% chance) POTENCY LOSS: Loses 50% of potency DESCRIPTION: A course-leafed weed. or disease (70% chance). Saffron one hour after picking and 10% The leaves may be used and fashioned stamens may also be used in the potency per day thereafter. by an Adept of the College of Shaping manufacture of incense for use in magic DESCRIPTION: An herb whose root can Magics into an Amulet designed to rituals. be chewed and spat into a snakebite protect the wearer from enchanted neutralizing the poison of the snake monsters, who will not approach the SAGE within D-5 minutes. Alchemists distill it wearer closer than 20 feet. AVAILABILITY: Uncommon. into a variety of Antidotes and Potions HABITAT: Fields. for healing diseases. MYRRH POTENCY LOSS: Loses 2% of potency AVAILABILITY: Rare. per week. SUNFLOWER (Heliotrope) HABITAT: Fields. DESCRIPTION: A leafy herb whose AVAILABILITY: Common. POTENCY LOSS: Never loses any juices are sometimes used by Alchemists HABITAT: Fields. potency. in the manufacture of Potions designed POTENCY LOSS: Never loses any DESCRIPTION: A resinous plant often to cure disease. The plant may also be potency. tapped for the sweet-smelling gum brewed into a calmative tea which will DESCRIPTION: A tall, bright-yellow which is one of the most important reduce die rolls on the Fright Table flower (often growing to above man ingredients in perfumes and in the (44.8) that day be 3. height). Incubi, Succubi, Devils, Imps, incense used in magical rituals and Hellhounds will not enter a stand of (especially those having to do with SAINT JOHN'S WORT (Hypericum) Sunflowers, though individual flowers summoning beings from other AVAILABILITY: Uncommon. HABITAT: have no effect on them. The seeds may dimensions +2 to Base Chance). Woods, Marsh. be eaten for food, but in large quantities POTENCY LOSS: Never loses any they produce hallucinations and visions OPIUM POPPY potency. of the future, some of which (about 5%) AVAILABILITY: Uncommon. DESCRIPTION: An orange-flowered will be accurate and valuable to the seer HABITAT: Fields. plant which may be distilled in an providing he can decipher them. The POTENCY LOSS: Loses 2% of potency Alchemists Potion designed to increase juice from the seeds is sometimes used per month. the resistance of the drinker to magic of by Alchemists to distill Potions which DESCRIPTION: A type of poppy the College of Black Magics and the have as their object the controlling of the characterized by bright red flowers. The College of Necromantic Conjurations drinker, as Bloodroot. buds yield a gum used by Alchemists in (+10 for D10 hours). the manufacture of opium, a powerful SWEET FLAG narcotic ingested by smoking or by SANDALWOOD AVAILABILITY: Uncommon. drinking while in suspension of tea. AVAILABILITY: Rare. HABITAT: Fields. Healers use the drug to kill pain. It can, HABITAT: Woods, Forests. POTENCY LOSS: Loses 30% of potency however, kill if ingested in large per day. ARCANE WISDOM, PAGE 49

DESCRIPTION: A tall, bright flower 95. MAGIC ITEMS which is unpleasant to Wights, Wraiths, AMULETS and Night-Gaunts. Each of these types This section lists a number of Amulets may have almost any of Undead must roll their Willpower or magical items which have been designed spell designed to protect the wearer less in order to approach a character for use with DragonQuest. All are based incorporated into them and may draped in Sweet Flag or cross a on mythological or literary magical sometimes contain other magic as well. threshold draped in Sweet Flag. items or on historical objects supposed to Such items should be small (capable of have had supernatural powers in being worn on the body) and will usually TEASEL (Venus's Basin) addition to their more prosaic take the form of a medallion or necklace AVAILABILITY: Uncommon. characteristics. Each entry on the list is of some sort. Examples include: HABITAT: Fields. followed by four descriptive phrases, POTENCY LOSS: Loses 5% of potency sentences, or paragraphs giving its The Scarab per week. characteristics as follows: DESCRIPTION: These are small carved DESCRIPTION: Actually the plant, stones (usually gemstones) representing itself is of no value. However, water DESCRIPTION. A description of the the dung beetle and containing an which collect at the base of this tall, physical appearance and/or inscription carved on their bottom. burred, red plant is an ingredient in characteristics of the item. ABILITIES: Scarabs were generally Toad Sweat Potions designed to remove used to hold defensive charms carved blemishes (see 46.3). Alchemists also ABILITIES. A discussion of the powers of onto the bottom of them, and Scarabs sometimes use the water in beauty the item and its manner of use. worn as Amulets would all be of this potions. type. Scarabs with curses or non- LIMITS. A discussion of the practical defensive spells carved into them would THYME limitations of the item's power or the be classed as Minor Artifacts instead of AVAILABILITY: Uncommon. drawbacks on its use where appropriate. Amulets. Usually, Scarabs are designed HABITAT: Fields. to ward bad luck. POTENCY LOSS: Loses 5% of potency NOTES. A discussion of the body of LIMITATIONS: Each Scarab is per week. thought or mythology from which the considered to have both a good and a bad DESCRIPTION: An herb of the mint item is drawn and of any special nature, so it is possible for the owner to family which may be brewed into a tea attributes the item might possess or any be brought good luck or protected from that will decrease the drinker's significant implications surrounding its bad luck on the one hand and for him to subsequent rolls of the Fright table use. be led into bad luck by the workings of within the next 6 hours by 3. The items representing herein the same Scarab on the other. are suggested as guidelines for NOTES: Scarabs are considered in VALERIAN structuring the role of magical treasure Egyptian mythology to be incarnations AVAILABILITY: Uncommon. in DragonQuest campaigns. In general, of Ra. HABITAT: Woods. the actual manufacture of magical items The Thet of Ptah POTENCY LOSS: Loses 20% of potency is left up to the players using the rules after one hour and 10% potency per day for the College of Shaping Magics DESCRIPTION: A golden medallion. thereafter. herein. However, the items on this list ABILITIES: The Amulet allows the DESCRIPTION: A flowering herb used have been developed and balanced using wearer to enter another dimension once by Alchemists to distill Sleeping Potions the DragonQuest rules and may be per week in addition to increasing his (lasting D5 hours). May be brewed into a injected directly into a campaign without resistance to spells of the College of tea which will allow the drinker to modification if the players to desire. The Ensorcelments and Enchantments by 20. recover 2 Fatigue exactly as if he had entries are divided are divided into a LIMITATIONS: Each time the Amulet is just eaten a hot meal. An Alchemist's number of general types describing a used to enter another dimension, the distillation will heal 4 Endurance Points particular class of item as outlined in bearer expends 10 Fatigue. immediately and also cure diseases. The the Investment Rituals of the College of NOTES: Ptah is the Egyptian god of the tea has the side effect of making the Shaping Magics (Q-5 through Q-11). unnamed Void and this Amulet is drinker extremely attractive to members These classes include: traditionally supposed to have been of the opposite effect for a period of two given by Ptah as a reward for services hours after drinking. Amulets rendered. Arms and Armor VETCH ARMS AND ARMOR Enchanted Clothing Magical arms and armor are of AVAILABILITY: Uncommon. Enchanted Furniture several distinct types, as follows. HABITAT: Fields, Rough. Talismans and Minor Artifacts

POTENCY LOSS: Loses 10% of potency Staves and Wands Magic Armor. Generally, magic armor per month. Greater Artifacts will absorb an increased number of DESCRIPTION: A purple-flowered Damage Points (from 1-3 more DP's) clover often found in hilly or even Each class is described in than non-magical armor of the same mountainous regions. Used by general terms prior to the listing of the type. In addition to this primary Alchemists to distill Potions designed to items belonging to that class. increase the Physical Strength or characteristic, magic armor will often be Endurance of the drinker by 1 per Rank lighter (1-3 fewer points subtracted from for D10 minutes. Agility) and will almost always be ARCANE WISDOM, PAGE 50 silvered, gilded, or otherwise have the person who cast it into the air providing ABILITIES: The wearer may look into Cold Iron content of the armor he is within the radius affected by the another dimension once per day. In neutralized. Examples include: spell. Otherwise, it will simply fall to addition, the wearer increases his earth. chance of disbelieving any illusion by 40. Warshirt LIMITATIONS: It costs 3 Fatigue to Does not increase armor protection. DESCRIPTION: A breastplate formed of cast the shield into the air, and the LIMITATIONS: The Crown is laced animal bones. shield can only be used once every 33 consecrated to the Powers of Light and ABILITIES: Treat as leather armor (but hours. may not be worn by Adepts of any at zero modification to Agility). In NOTES: The Raven Shield was used in College of Magic. If an Adept attempts to addition, the wearer will never be struck the first battle of Moy-Tura by the wear it, he will receive no benefit from by non-magical missile weapons. Tuatha de Dannan. it. LIMITATIONS: The warshirt has no effect upon non-missile weapons or on Magic Crowns, Helms, and Helmets. Joukahainen's Helm magical missile weapons. These items are quite versatile, acting DESCRIPTION: A gilded war helm NOTES: Some American Indian tribes as part of normal armor usually while inscribed with arcane symbols. equipped their bravest and most casting ABILITIES: The helm warns the wearer powerful warriors with this shirt with one or another sort of enchantment on whenever a spell is directed at him or the stipulation that the wearer must the wearer. Accordingly, a number of the area he occupies by beating a always be the last warrior to leave a examples are provided. martial tune on his brow. The faster and battle. stronger the beat, the more powerful the Battlehelm of the Tuatha de Dannan spell. Magic Shields. Usually magic shields DESCRIPTION: An iron war helm with LIMITATIONS: Does not increase armor increase their Defense/Rank by 1-2%. inlaid bronze and festooned with red protection since it is easily cloven. They rarely have special powers, but horsehair plumes and ivory horns. NOTES: The helm was worn by the some may be charmed to increase the ABILITIES: The wearer is treated as a Finnish hero, Joukahainen. chance of breaking a weapon used Military Scientist 5 Ranks higher than against them and a small number may his usual Rank (Rank 4 if unranked). Athena's Helm have truly extraordinary powers, as The wearer is also immune to Grievous DESCRIPTION: A bronze war helm outline in the following: Injury about the face and neck, and any embossed with images of Athena in such injury specified when it occurs heroic poses. Shield of Perseus (treat as no effect and do not roll again ABILITIES: Increases the number of DESCRIPTION: A small round shield of on the Grievous Injury Table until a new Damage Points absorbed by the wearer's very reflective material which can be grievous injury occurs). armor by 1. Also increases the wearer's polished to a glossy sheen. NOTES: Traditionally, this helm was resistance versus spells of the College of ABILITIES: The shield is never broken always worn by the Warleader of the Ensorcelments and Enchantments and or damaged even when the user suffers a Tuatha de Dannan. the College of Illusion by 30. Grievous Injury (and the user may not NOTES: Worn by the Greek goddess, employ the option of having the shield The Coronet of Isis Athena. cloven in lieu of suffering armor DESCRIPTION: A thin circlet of beaten protection loss). In addition, any spell gold inscribed with charms and Manannan's Helm which is hurled at the user may be decorated with Lapis Lazuli cabochons. DESCRIPTION: A bronze helm diverted by the shield (increase the ABILITIES: The wearer may summon encrusted with gems. user's chance of Resistance by 10) and non-demonic beings from other ABILITIES: The wearer is invisible. In turned back on the caster (Base Chance dimensions to his aid once per day. addition, the number of Damage Points of 20%) if directed by the user to do so. LIMITATIONS: The Coronet of Isis may absorbed by the wearer's armor is NOTES: The shield was given to never be worn by Adepts of any College increased by 1. Once per day, the wearer Perseus by Athena to aid him in slaying of Magic. It is connected to the Powers of may place his fingers on the gems inset the Gorgon (Medusa). Light and may not be used to summon in the helmet and thereby heal D+5 those beings from other dimensions Fatigue and/or Endurance. The Celtic Raven Shield which may be summoned via the College NOTES: Worn by the Celtic hero DESCRIPTION: A small round shield of Greater Summoning. It may be used Manannan Mac Lyr. circular in shape reinforced by a rim of to summon Undead from the world of iron and painted with a black raven with shades. The user must have a Physical Magic Missiles. Included in this wings spread. Beauty of at least 18 or the Coronet will category are magic arrows, bolts, ABILITIES: Increases the user's not work. Does not increase armor quarrels, darts, and shot which will Defense by 10 (not including protection. normally work by (1) increasing Defense/Rank) and increases the chance NOTES: Isis is the Egyptian goddess of accuracy, (2) increasing Damage, or (3) of any weapon used against it breaking Love and Beauty. placing an enchantment on the target by 5. In addition, if the shield is hurled once he is struck. Missile weapons which into the air it will black out the sun The Crown of Osiris are wholly or partially magical usually (making it as dark as midnight during DESCRIPTION: A finely wrought gold operate by increasing accuracy whether the new moon) within a radius of 21 crown decorated with the life symbol, they are firing magical or non-magical miles. The enchantment lasts 11 hours, Ankh. missiles. Other types of missile weapons after which the shield returns to the (spears and hammers) usually work by ARCANE WISDOM, PAGE 51 increasing accuracy or returning to their LIMITS: The 20 arrows may be ABILITIES: The Gungnir has an owner. Generally, missile weapons will recovered and reinvested with a new unlimited Range within sight. The spear not be endowed with personalities or spell of the College of Sorceries of the has a Base Chance of 90% when thrown, special enchantments (other than as Mind once used. When all 20 arrows does 4D10 damage, and automatically specified in 3 above). Examples of such have been lost, however, it will be causes a Grievous Injury. Gungnir has a weapons include: impossible to obtain new ones. Base Chance of 70% in Melee Combat NOTES: The bow was used by the Indo- and does 3D10 damage with no Hayk's Arrows European god, Agni, to cast his curses automatic Grievous Injury. DESCRIPTION: Look like normal high onto his enemies. LIMITS: Gungnir is only useable by quality hunting arrows. They are drawn individuals with a Physical Strength of from a self-replenishing leather case. Crann Buidhe 29 or greater and a Manual Dexterity of ABILITIES: The Base Chance of DESCRIPTION: A yellow-hafted spear 25 or greater. striking a target is increased by 30 when with a bronze head. NOTES: Gungnir was made for the these arrows are used. ABILITIES: The user's Base Chance of Norse god by the Dwarves. LIMITS: The quiver holds only 16 striking a target is increased by 10 arrows. When they are exhausted, the whenever he uses this spear to strike. Gai Bolg user must wait 24 hours before they will The spear may never be broken by a DESCRIPTION: A large, heavy spear be replenished. Each arrow is non-magical weapon. carved from the beak of a Kraken. replenished individually 24 hours after LIMITS: The user of this spear must ABILITIES: The spear does D+6 it was shot, so arrows may appear at subtract 20 (net subtraction of 10) from damage. In addition, the spear will begin varying times. his Base Chance if he opposes a to throb and hum whenever danger NOTES: Hayk employed these arrows character using the spear Gai Dearg. draws near, warning of ambushes and during the Indo-European Battle of the NOTES: The Celtic warrior, Diarmaid, the like. Plain of Shinar, killing his rival, Bel, was slain by a boar because he carried NOTES: Traditionally, the Gai Bolg was from the opposite end of the field with a Crann Buidhe instead of Gai Dearg. used by Cuchulain, the Celtic god of war. single arrow. Gai Dearg Magic Swords. The most important Lightning Bow DESCRIPTION: A red-hafted spear magic weapon in almost every culture is DESCRIPTION: A hardwood longbow with a bronze head. the magic sword. Usually, magic swords with accompanying quiver of 20 ABILITIES: The user's Base Chance of do from 1 to 4 extra points of damage lightning bolt shaped arrows. striking a target is increased by 15 above and beyond the damage done by ABILITIES: The special arrows may be whenever he uses this spear to strike. non-magical specimens of the same fired into the sky to bring rain (takes When facing an enemy armed with class. In addition, swords will have a D+10 minutes for clouds to gather and Crann Buidhe, the users chance of variety of enchantments cast upon them rain to start). The special arrows may inflicting a Grievous Injury on his which may cause them to sing, talk, also be fired at an enemy in battle. If opponent is doubled. warn of danger, dominate their user, they strike the target, it will be NOTES: Diarmaid possessed both the inflict special damage, lead their owner consumed by whitefire within D+10 Crann Buidhe and the Gai Dearg, but to constant battle, danger, treasure, Pulses. favored the former, bringing about his luck, act as an amulet against almost LIMITS: Only the special arrows fired death. anything...and so on. Many magical by the lightning bow will cause its swords will have a personality as strong special powers to be invoked. Use of the Spear of Arshag as or stronger than a character. They arrows in another bow will not do so, DESCRIPTION: A large, heavy iron- may be aligned with either Light or and use of normal arrows in the tipped spear. Darkness (usually one or the other). lightning bow will have no special ABILITIES: The spear can cut through Accordingly, the GM should carefully magical effect. Further, the use of the armor like flesh. In addition, it inflicts detail the "personality" of each magical bow costs 3 Fatigue, and any miss the wounds which bleed profusely, bleeding sword in the game and should play it bow is treated as if the spell has missed can not be stopped except by magical himself as a non-player character. A (with the possibility of Backfire). means. The wounds inflicted by this number of ideas for the powers of spear always become infected. magical swords are offered in the Agni's Sarnge LIMITS: Any character with a Physical selection of weapons described in the DESCRIPTION: A carved wood Strength of 18 or less will be unable to following, but some of the best ideas will shortbow accompanied by a quiver of Hurl this spear (though he will be able arise out of the characteristics of the red-tipped arrows. to use it in Melee). GM's own world. ABILITIES: Each of the special arrows NOTES: This spear was given to the contains a spell of the College of the Indo-European King Arshag by his Sword of Naisi Sorceries of the Mind (selected by the father and was used by the great warrior DESCRIPTION: A bronze hand and a GM). They may be fired into the same or to slay a huge serpent. half sword with a bejeweled pommel. another dimension where the spells will ABILITIES: The wounds inflicted by the take effect on the target if the arrow Gungnir sword leave no mark on the victim, successfully strikes him. Only Angi's DESCRIPTION: A 20 foot long spear making them difficult to treat. bow may be used to fire these arrows for with a shaft and a head of forged iron. NOTES: Given by the God Manannan to their specified effect. The spear weighs 50 pounds. the Celtic hero Naisi.

ARCANE WISDOM, PAGE 52

Sword of Nuada ABILITIES: The sword has a Base LIMITATIONS: The sword is cursed, DESCRIPTION: A ruby-like hilted Chance of 70% and does D+8 damage. It and anyone who uses it will come under claymore of unknown metal. will never be broken, except by another a Curse of Lycanthropy, changing into a ABILITIES: The sword's blade can be magical weapon. In addition, the wolf at irregular times for random made by the wielder to flame upon chances of a Grievous Injury being periods. command (treat as a sword with a inflicted on one's target are doubled NOTES: The name of the sword means Weapon of Flame Spell of Rank 15 cast when using 's sword. "evening wolf." It's Teutonic in origin. upon it). Once it flames, all except the LIMITATIONS: Freyr's sword may be user must immediately roll their used only by a character possessed of a Magic Hammers. Another class of Willpower or less in order to take any Physical Strength of 23 or greater and a weapon popular in some cultures as a Action during the remainder of the Manual Dexterity of 20 or better. candidate for magical endowment is the Pulse. NOTES: Freyr lost his sword while Warhammer. Warhammers, Picks, and LIMITATIONS: It costs 5 Fatigue to attempting to kill Gerd, and Surt used similar weapons are usually ignite the sword. the blade to kill him at Ragnorok. characterized by greater than normal NOTES: Traditionally, this sword was Range, Damage, Base Chance, and used by the King of the Tuatha de Durendel Weight. They also will almost invariably Dannan, Nuada, at the First Battle of DESCRIPTION: A simple cross-hilted return to their user if thrown. One Moy Tura, when he slew the Collector of hand and a half sword. example of this class should suffice. Souls. ABILITIES: Durendel is consecrated to the Powers of Light and may never be Mjollnir The Sword of Horus used by an Adept of any College of Magic DESCRIPTION: An iron Warhammer DESCRIPTION: A bronze shortsword (it will burn the hand of such and about four feet long, weighing 40 with a worked hilt inscribed with individual and make it impossible for pounds. The haft is shorter than normal charms and hieroglyphs. him to hold the sword). If the sword is and gives a small appearance. ABILITIES: The Sword of Horus does ever used for an evil purpose, the user ABILITIES: The hammer has unlimited quadruple damage against all lesser will be cursed with ill luck (see 84.4) Range and will automatically return to undead and double damage against all until he rights the wrong he has done. the user's hand if thrown. The hammer greater undead. Its Base Chance is 75% NOTES: Durendel was used by Roland has a Base Chance of 100%, does D+7 and it does +8 damage. The chance of a until his death fighting the Paynim at damage, and has a chance of inflicting a Grievous Injury is doubled when Roncevalles. Grievous Injury three times that of a employing this weapon against the normal Warhammer. undead. Dainslef LIMITATIONS: Mjollnir may only be LIMITATIONS: It requires a minimum DESCRIPTION: A finely crafted iron used to full effect by a character with a Physical Strength of 20 to effectively use broadsword. Physical Strength of 26 or greater and a this sword. ABILITIES: The user's Base Chance is Manual Dexterity of 21 or greater who is NOTES: Horus is the son of Osiris in increased by 10 whenever he is using wearing 's Iron Gloves. Egyptian mythology and is sometimes Dainslef to strike. The chances of NOTES: Mjollnir is famed as the main called the Avenger. The GM may wish to infection are increased by 50% if any weapon used by Thor in the wars endow this weapon with a personality wound is inflicted by Dainslef (even if against the Frost Giants. and make it eager to avenge wrongs the wound is to Fatigue only). done the user, increasing its LIMITATIONS: The sword is charmed ENCHANTED CLOTHING effectiveness when involved in combat so once drawn it will always claim a life, Enchanted clothing includes against sworn enemies. no matter what the wishes of the owner. any non-armor, non-jewelry items that If an enemy is not present, the sword may be worn. Cloaks, Girdles, and Mandaka will claim the life of an ally or a friend of Sandals are the most popular candidates DESCRIPTION: A silver embossed and the user. If no one else is present, the in mythology for endowment with jeweled bronze shortsword. sword will attack the user himself, magical properties as indicated below. ABILITIES: Mandaka can be used only magically leaping into the air and against enemies from other dimensions. striking at the user until he is dead or Thor's Iron Gloves If the user attempts to use it against an the sword is broken. DESCRIPTION: A pair of cast-iron entity from his own dimension, the NOTES: Dwarves made the sword for gauntlets weighing 20 pounds apiece. sword will fall from his hand. the Teutonic hero Hogez. ABILITIES: The wearer's Physical LIMITATIONS: The use must have a Strength is increased by 10 and he is Physical Strength of 23 or greater and a Kvedulf able to wield the Warhammer Mjollnir. Manual Dexterity of 21 or greater to use DESCRIPTION: A great sword (treat as He may never drop or break a weapon this sword. two-handed) with a Rune carved blade. while wearing the gloves. The gloves NOTES: Mandaka is the sword of the ABILITIES: The user's Base Chance is may be used to strike for D+5 damage Hindu god of Fire, Agni. increased by 5 during the day and 15 at and have a Base Chance of 40%. Freyr's Sword night when striking with this sword. In LIMITS: The gloves may not be worn DESCRIPTION: A five-foot long hand addition, the sword automatically slays while using a missile weapon. and a half sword of faintly luminescent an opponent if a Grievous Injury is NOTES: Thor wore the gloves to handle steel. The hilt is of ivory, and the entire scored using the sword at night. The Mjollnir properly. is inscribed with powerful deathrunes. user's stealth is increased by 10. Girdle ARCANE WISDOM, PAGE 53

DESCRIPTION: A man-sized belt of LIMITATIONS: Each time the cloak is to cause him harm will fall asleep for 1 woven gold chains with a jewelled buckle used to fly, there is a 1% chance that it day (plus 6 additional hours per user's worth 1000 gold shillings. will slip off and plunge the former Rank with the Troubadour Skill) instead ABILITIES: Adds 20 to the wearer's wearer to the ground. of heeding his call. Physical Strength. NOTES: used the cloak in his LIMITATIONS: Only a character who LIMITATIONS: If the buckle is ever search for Mjollnir when that weapon has acquired the Troubadour's Skill and broken, the girdle becomes permanently was stolen by Thrym. who has learned to play the harp may useless. use Vainamoinen's Harp to cast an NOTES: The Dwarves gave a belt of this Helkappe enchantment of this type. description to William of Scherfenburg DESCRIPTION: A hooded Dwarf-sized NOTES: Traditionally, this object was to pay for his silence about their cape which seems to expand up to used by the Finnish God of the Wind. intrigues. Human-sized to fit the dimensions of the wearer. Daghdha's Harp Girdle of Strength ABILITIES: Treat the wearer as if he DESCRIPTION: A gilded harp of fine DESCRIPTION: A belt woven of iron had a Rank 10 invisibility spell cast over craftsmanship. bands. It covers the lower half of the him. He reappears only when the cloak ABILITIES: The harp speaks the body when worn. is Common Tongue and can be played ABILITIES: The wearer's Physical removed. normally as a musical instrument or Strength is increased by 15. The girdle LIMITATIONS: The wearer must obey once per day may be used to control the absorbs 2 Damage Points and be the (non-self-destructive) desires of the weather in the same manner as R-1 of removed only by the wearer, so long as cloak's rightful owner. the College of Air Magics at Rank 15. he is alive. Anyone can remove the girdle NOTES: Such cloaks were often used by LIMITATIONS: The user must possess if the wearer is dead. Dwarves in Teutonic myths. the Troubadour Skill and be able to play LIMITATIONS: The Agility of the the harp to control the weather in this wearer is reduced by 2. Ulflamnr manner. NOTES: Traditionally, this girdle was DESCRIPTION: A wolf-skin cloak with NOTES: The harp was the possession of worn by Thor during the wars with the a bone-clasp. the "King" of the Celtic gods, Daghdha. Frost Giants. ABILITIES: The wearer of the cloak has the power to change into a Dire Wolf at TALISMANS AND MINOR ARTIFACTS The Persean Sandals any time between sunset and sunrise. There are a wide variety of such DESCRIPTION: A pair of golden The change will last until the light of items usually enchanted with a single sandals with tiny wings growing from day and cannot be reversed by the spell which will have some bizarre effect the heels. wearer until that time. While in Dire when triggered. All forms of jewelry not ABILITIES: The wearer runs at the rate Wolf form, treat as a Shapechanger in used as Amulets can be included in this of 400 yards per minute and may fly (at animal form. classification, as can statues, most small the same rate) for up to 20 minutes at a LIMITATIONS: In order to effect each containers, magical utensils, and tools of stretch. transformation, the wearer must take a every variety. A few samples will have to LIMITATIONS: Each time the sandals human or humanoid life. suffice since the field is so large. are used to run or fly, the wearer NOTES: A rare bit of Teutonic expends 5 Fatigue per 10-minute mythology. Magic Fetter increment (or fraction) of time employed. DESCRIPTION: A fine white rope said NOTES: Perseus used the sandals to ENCHANTED FURNITURE to be composed of a cat's meow, a transport himself to the land of the Enchanted furniture most often woman's beard, mountain roots, bear's Gorgons to kill the Medusa. takes the form of enchanted musical sinews, fish's breath, and the saliva of a instruments or thrones. Usually, the bird. Shadow Cloak music produced by the instrument or the ABILITIES: The magic fetter may be DESCRIPTION: A mantle appearing to act of sitting on the throne will trigger used to bind any unconscious, asleep, or be made of cobwebs. some sort of geas or enchantment, often subdued character or monster, and the ABILITIES: The wearer is treated as if affecting the player, listeners, or the victim will remain bound until the he had a Rank 10 invisibility spell cast individual sitting on the throne by owner of the fetter (or someone else over him. He reappears only when the altering their perceptions. The examples other than the victim) removes it. mantle is removed or its effects are which follow present exceptions to this NOTES: The Aesir used the fetter to temporarily dispelled. Each dispellation rule: bind the Fenris Wolf. The binding lasted lasts for 1 minute. until the magic release of Fenris at the NOTES: The cloak was worn in the Vainamoinen's Harp foretold moment so that he could Land of Promise and was given to DESCRIPTION: A wood and bone harp. participate in the Battle of Ragnarok. Cachulainn by Manannan. ABILITIES: When played, the Harp casts a calling spell over the Idols of the Baboons of Thout 's Magic Cloak surrounding area within a radius of 300 DESCRIPTION: A group carving DESCRIPTION: A cloak of Eagle yards (plus an additional 300 yards per depicting ferocious baboons. feathers. Rank of the user with the Troubadour ABILITIES: May be placed to guard a ABILITIES: A character wearing the Skill). All entities the user desires to call temple and will then be activated cloak possesses the flying abilities of an within that Range may be summoned by whenever the priests of the temple pray Eagle. him. However, any entities which desire for their release to destroy evil invaders. ARCANE WISDOM, PAGE 54

Once activated, the baboons pursue their LIMITATIONS: There is a 5% chance ABILITIES: Any desired liquid will flow victims (even through other planes) until that after destroying the designated into the drinker's mouth unendingly so they catch them and rend them with target, the Bone Breaker will then turn long as he holds the upended horn to his their fangs, ending their existence on all on its master instead of returning to its mouth. planes thereby. the baboons then return own plane. Once in its own plane, the NOTES: The cup was the property of the to the temple and resume their stone statue will be useless and the Bone Celtic God Silvanus. form. Breaker will never again be summonable LIMITATIONS: The baboons may only by activating the statue. STAVES AND WANDS be used to defend the temple and attack NOTES: The Bone Breaker is a member Generally, staves and wands those who would desecrate it. They will of the judgement council of Anurian- will be as described in the section not be activated for any other purpose. Egyptian mythology. dealing with the College of Rune Magics, NOTES: The Baboons as described though it is possible for a Shaper to guarded the Temple of Thout in ancient Wind Bags make a Staff or Wand for an adept of Egypt. DESCRIPTION: Small hide bags etched another College. A non-Adept will never with pictures of great destructive winds. be able to employ any magical staff or Idol of Shadow ABILITIES: The bag containing the wand for any magical purpose. No DESCRIPTION: A small ceramic statue wind may be opened on a hilltop examples are given herein since such of a Monkey with a Jackal's head. (preferably a barren hilltop) and will items are discussed in some detail in ABILITIES: Whenever an adept of any then blow out of the neck of the bag, both the College of Rune Magics and the College enters the presence of this idol, turning around in a clockwise direction College of Shaping Magics. there is a chance equal to 10% (plus 5 blowing enemies out of its way, along per Rank of the highest Ranked spell the with friends, trees, and anything else it GREATER ARTIFACTS Adept knows) that this idol will be happens to touch until it returns to the Usually, greater artifacts will activated and assume life-size shape. mouth of the bag. be some form of transportation or The extra-dimensional being thus LIMITATIONS: The longer the bag warding device such as a chariot, ship, activated will be a Spectre that will remains open, the stronger the winds iron room, or the like. The uses and pursue and haunt the Adept who will become until it will become construction of such items will be highly activated it until it is able to destroy impossible after several minutes to close variable, but transportation devices will him. Generally, the Spectre will have the neck of the bag and a great storm usually be 25-50% faster than similar maximum characteristics for his class will begin to rage over the surrounding devices of the same type which are non- and will be the same shape as the area lasting D-1 days and destroying the magical. Two representative examples of statue. He kills by eating the head of the power of the bag. transportation devices are listed below. victim while strangling him with his NOTES: Magic items of this type were tail. common among American Indians. Agni's Red Chariot LIMITATIONS: The companions of the DESCRIPTION: A large chariot of Adept will be pursued as well, and there 's Ring gilded bronze pulled by two red is a 5% chance that anyone in the room DESCRIPTION: A small white gold Warhorses. (including the owner of the statue) will ring inscribed with Runes. ABILITIES: The chariot travels 450 be mistaken for a companion of the ABILITIES: The ring will produce four yards per minute on the ground and flies Adept and be haunted as well. gold rings worth 1000 Gold Shillings through the air at the rate of 500 yards NOTES: Statues of this type were placed each every twelfth night while in the per minute. At the driver's command, a in the tombs of dead considered unfit for possession of any owner. circle of fire will appear around it which the afterlife. They are associated with LIMITATIONS: Whoever claims the will do D+10 damage to anyone touching Anubis, the Egyptian God of the ring or wears it (even to keep for it while trying to approach the chariot. Underground. another) will suffer a doom that he will The chariot and horses may move while die violently in battle. Treat as a major surrounded by this circle. Idol of the Bone Breaker curse. LIMITATIONS: The horses can only be DESCRIPTION: A small ceramic NOTES: The Norse god Loki forced the telepathically controlled by the Hindu statuette of a Demon with enormous Dwarf Andvari to create the ring on god Agni or by an Adept of a magical arms and legs, the head of a jackal and which the Dwarf placed the curse College who casts some type of control body of a reptile. secretly. Loki later died at Ragunrok. spell over them. ABILITIES: The statue may be activated by the owner's command. It Draupnir Skidbiadnir will then hunt down a victim of the DESCRIPTION: A yellow-gold ring DESCRIPTION: A small leather pouch owner's choice before returning to its inscribed with Runes. which folds out into a 50-foot galley with own plane of existence. During its period ABILITIES: Draupnir will produce eight sail that will hold up to 20 people. of activation, the demon will act as a gold rings worth 200 Gold Shillings each ABILITIES: When folded, the vessel Spectre with maximum characteristics every ninth night. weighs only 10 pounds. When afloat, it for that type of entity but will have a NOTES: Draupnir was created by the will travel at 35 yards per minute human sized form similar to the statue's. Dwarves for the use of the Aesir gods. toward any destination without the need It will kill its victim by breaking his for navigation. It can never be sunk bones and sucking out the marrow, Silvanus' Drinking Cup except by magical means. saving the skull (and brains) for last. DESCRIPTION: A horn cup studded with brass. ARCANE WISDOM, PAGE 55

LIMITATIONS: The ship must be an index which yields time and cost immersed in at least five feet of water to figures that match his gut reaction to move. the value of an item in his world. The NOTES: The ship was fashioned by the figures which come closest will Dwarves for the god, Freyr. determine the index of the item.

Notes on Shaping the Magic Items

As an astute reader will notice, many of the items listed in this section cannot be easily created by the shaping system as presented. Some of the abilities imbued in those items cannot be represented with a precisely determined shaping index, and many of the other abilities have no hard and fast equivalent in a DragonQuest world. Players and GM's may wish to use these abilities in items of their own design, and the GM should not be intimidated by the limitations of the system. The shaping system as stated can be used as a guide for the shaping and creation of these items or items like them. The easiest (for the GM) and most direct alternative would be to discern exactly what kind of ability or characteristic the player wishes to put into the item, weigh that ability versus spells or overall impact on an adventure or campaign, and extrapolate the shaping index from these parameters. If, for example, a character wished to recreate Daghda's Harp (see page 49) in his world, the GM will have to extrapolate the shaping index, because the abilities are not easily quantified. First, the Harp can speak Common (fluently, one could presume) and once per day can function as a ritual of Controlling Weather. So, if calculated normally, this item would have a shaping index of 675 (225 for language at Rank 8, 450 for the experience multiple of the ritual). But, since it speaks Common (and harps, as a rule, cannot talk at all, let alone enunciate Common), the GM could multiply that index by 5, yielding 1125. Since the magic ability of Air Magics is equal to a ritual (which cannot be imbued in an item), but may only be used once per day, doubling the experience multiple would be enough (900). Thus, a valid shaping index for Daghda's Harp would be (1125+900)=2025. It would take one full year to shape and cost seven Endurance Points to be lost, which seems a fair price to pay for the Harp belonging to the King of the Celtic Gods. In this manner, almost any item can be shaped within the GM's world. Whenever in doubt, he should carefully check the Magic Item Creation Chart for ARCANE WISDOM, PAGE 56

DragonQuest. This list is divided by Following the primary entry for 96. MASTER LIST OF MAGICAL Colleges. Each entry contains the Code each spell, talent, or ritual is a listing in TALENTS, SPELLS, AND and Name of the talent, spell, or ritual italics for each additional College that RITUALS to which it refers and the page on which provides the same spell, talent or ritual. that item can be found. Note that page The following section contains a numbers followed by an "A" refer to * Denotes similar spell, with comprehensive listing of all magical Arcane Wisdom, while page numbers differing characteristics or effects. talents, spells, and rituals used in that are not so suffixed refer to DragonQuest, 2nd Edition itself.

Code Name Page Additional College of Ensorcelments and Enchantments G-1 Spell of Charming 38 NI (S-1, p.44) G-2 Spell of Telekinesis 38 SM (S-9, p.41) G-3 Spell of Enchanted Sleep 38 G-4 Spell of Walking Unseen 39 EM (G-5, p.53) G-5 Spell of Speaking to Enchanted 39 Creatures G-6 Spell of Location 39 G-7 Spell of Mass Charming 39 NI (S-1, p.44) G-8 Spell of Invisibility 39 G-9 Evil Eye Spell 39 BM (S-9, p.62) Q-1 Ritual of Enchantment 39 Q-2 Ritual of Creating Crystal of Vision 39 WM (S-8, p.49) Q-3 Ritual of Creating Sleep Dust 39 Q-4 Ritual of Manufacturing Poison Dust 39 S-1 Ventriloquism Spell 39 S-2 Bolt of Energy Spell 39 S-3 Spell of Opening 39 S-4 Spell of Enchanting Weapons 39 S-5 Web of Entanglement 39 S-6 Mage Lock Spell 40 S-7 Spell of Enhancing Enchantment 40 S-8 Spell of Levitation 40 S-9 Spell of Enchanting Armour 40 S-10 Wizard's Eye Spell 40 S-11 Spell of Slowness 40 S-12 Spell of Quickness 40 College of Sorceries of the Mind T-1 Resist Temperature 40 T-2 Resist Pain 40 T-3 Sensitivity to Danger 40 G-1 Spell of Extrasensory Perception 40 G-2 Spell of Limited Precognition 40 G-3 Mind Cloak Spell 40 BM (G13, p.61) G-4 Spell of Empathy 40 G-5 Spell of Hypnotism 41 BM (G-12, p.61) G-6 Spell of Controlling Animals 41 G-7 Spell of Controlling Person 41 Q-1 Ritual of Binding Will 41 S-1 Spell of mental Attack 41 S-2 Spell of Telepathy 41 S-3 Phantasm Spell 41 NC (S-14, p.59) S-4 Spell of Molecular Disruption 41 S-5 Spell of Molecular Rearrangement 41 S-6 Force Shield Spell 41 S-7 Spell of Healing 41 S-8 Spell of Invisibility 41 S-9 Spell of Telekinesis 42 S-10 Spell of Telekinetic Rage 42 R-1 Ritual of Binding Elements 42 College of Illusions T-1 Witchsight 42 ARCANE WISDOM, PAGE 57

T-2 Projected Image 42 G-1 Flash of light Spell 42 G-2 Visual Illusion Spell 42 G-3 Audio Illusion Spell 42 G-4 Olfactory Illusion Spell 42 G-5 Tactile Illusion Spell 43 Q-1 Ritual of Illusory Fog 43 College of Naming Incantations T-1 Detect Aura 43 CM (T-3, p.55) RM (T-2, p11A) Q-1 Ritual of Dissipation 44 S-1 Spell of Charming 44 S-2 Spell of Compelling Obedience 44 R-1 Ritual of Magic Divination 44 College of Air Magics T-1 Predict Weather 44 G-1 Spell of Resistance to Cold 45 G-2 Spell of Ice Creation 45 G-3 Spell of Mage Wind 45 G-4 Spell of Communication with Avians 45 G-5 Wind Whistle Spell 45 BM (G-6, p.61) G-6 Spell of Conjuring Mist 45 G-7 Spell of Summoning Avians 45 G-8 Spell of Detecting Fumes 45 Q-1 Ritual of Windspeak 45 Q-2 Ritual of Binding Air 45 S-1 Windstorm Spell 45 S-2 Spell of Storm Calling 45 BM (G-5, p.61) S-3 Spell of Ice Construction 45 S-4 Spell of Controlling Avians 46 S-5 Spell of Freezing Wind 46 S-6 Spell of Ice Projectiles 46 S-7 Lightning Spell 46 S-8 Spell of Hibernation 46 S-9 Weapon of Cold Spell 46 S-10 Barrier of Wind Spell 46 S-11 Snow Simulacrum Spell 46 S-12 Wall of Ice Spell 46 S-13 Ray of Cold Spell 46 S-14 Spell of Sleep Gas 47 S-15 Spell of Windwalking 47 S-16 Whirlwind Vortex Spell 47 S-17 Spell of Frozen Doom 47 R-1 Ritual of Controlling Weather 47 BM (R-1, p.63) R-2 Ritual of Summoning and Controlling 47 Air Elemental College of Water Magics T-1 Predict Weather 47 AM (T-1, p.44)* G-1 Spell of Calming Waters 47 G-2 Spell of Wave Making 47 G-3 Spell of Speaking to Seabirds 47 G-4 Spell of Flotation 47 G-5 Spell of Navigation 47 G-6 Water Purification Spell 47 G-7 Spell of Speaking with Aquatic 48 Mammals G-8 Spell of Summoning Aquatic 48 Mammals G-9 Mage Wind Spell 48 AM (G-3, p.45) G-10 Spell of Water Creation 48 G-11 Spell of Watersight 48 G-12 Spell of Water Breathing 48 G-13 Spell of Ship Binding 48 G-14 Spell of Sea Blessing 48 Q-1 Ritual of Binding Water 48 ARCANE WISDOM, PAGE 58

S-1 Spell of Liquid Purification 48 S-2 Spell of Liquid Transmutation 48 S-3 Waters of Healing Spell 48 S-4 Waters of Strength Spell 48 S-5 Spell of Summoning Fish 48 S-6 Spell of Controlling Fish 48 S-7 Spell of Controlling Sea Mammals 49 WM (S-6, p.48)* S-8 Waters of Vision Spell 49 EE (Q-2, p.39) S-9 Windsail Spell 49 S-10 Spell of Rain Calling 49 S-11 Maelstrom Spell 49 S-12 Waterspout Spell 49 R-1 Ritual of Summoning and Binding 49 Water Elemental College of Fire Magics T-1 Infravision 49 G-1 Spell of Pyrogenesis 49 RM (G-4, p12A) G-2 Spell of Heat Production 49 G-3 Spell of Fire Resistance 49 G-4 Spell of Light 49 CM (G-2, p.55) G-5 Spell of Temperature Alteration 50 G-6 Wall of Smoke Spell 50 G-7 Spell of Fireproofing 50 G-8 Spell of Protection Against Magical 50 Fire Q-1 Ritual of Binding Fire 50 S-1 Wall of Fire Spell 50 S-2 Bolt of Fire Spell 50 S-3 Ball of Fire Spell 50 S-4 Web of Fire Spell 50 CM (S-6, p.56)* CM (S-6, p.56)* CM (S-7, p.56)* S-5 Spell of Self-immolation 50 S-6 Imploding Fireball Spell 50 S-7 Weapon of Flames Spell 51 S-8 Demonic Firebolt Spell 51 S-9 Spell of Hellfire 51 S-10 Spell of Dragon Flames 51 S-11 Web of Dragon Flames Spell 51 S-12 Storm of Fire Spell 51 S-13 Malignant Flames Spell 51 S-14 Spell of Incineration 51 S-15 Spell of Summoning Salamander 51 S-16 Spell of Summoning Efreet 51 R-1 Ritual of Summoning and Controlling 51 Fire Elemental College of Earth Magics T-1 Detect Aura 52 NI (T-1, p.43) RM (T-2, p11A) G-1 Spell of Converse With Animals 52 BM (G-1, p.52) G-2 Spell of Converse With Plants 52 G-3 Spell of Controlling Animals 52 G-4 Spell of Blending 52 CM (G-1, p.55) BM (S-3, p.62) G-5 Spell of Walking Unseen 53 CM (G-9, p.55)* G-6 Spell of Healing 53 G-7 Spell of Detecting Traps and Snares 53 G-8 Spell of Detecting Poisons 53 G-9 Spell of Lesser Enchantment 53 G-10 Spell of Herbal Lore 53 G-11 Spell of Tracking 53 Q-1 Ritual of Summoning Animals 53 BM (R-2, p.63) S-1 Earth Hammer Spell 53 S-2 Hands of Earth Spell 53 S-3 Strength of Stone Spell 53 S-4 Armor of Earth Spell 53 S-5 Diamond Weapon Spell 53 S-6 Spell of Gem Creation 53 ARCANE WISDOM, PAGE 59

S-7 Spell of Spell of Animal Growth 53 S-8 Spell of Enchanting Plants 53 S-9 Spell of Binding Animals 54 S-10 Spell of Conjuring and Controlling 54 Earth Elemental S-11 Spell of Sinking Doom 54 S-12 Wall of Stone Spell 54 S-13 Wall of Iron Spell 54 EM (S-12, p.54)* S-14 Spell of Tunnelling 54 S-15 Trollskin Spell 54 S-16 Spell of Smoking Magma 54 S-17 Spell of Diamond Javelins 54 S-18 Spell of Earth Transformations 54 R-1 Ritual of Binding earth 54 College of Celestial Magics T-1 Speak to Shadow Creatures 55 T-2 Night Vision 55 T-3 Detect Aura 55 NI (T-1, p.43) G-1 Spell of Blending 55 EM (G-4, p.52) G-2 Spell of Light 55 FM (G-4, p.49) G-3 Spell of Darkness 55 BM (G-3, p.55) G-4 Spell of Shadow Form 55 G-5 Wall of Starlight Spell 55 G-6 Wall of Darkness Spell 55 G-7 Witchsight Spell 55 G-8 Strength of Darkness Spell 55 G-9 Spell of Walking Unseen 55 EM (G-5, p.53)* BM (G-3, p.61) Q-1 Ritual of Reading the Stars 55 Q-2 Ritual of Summoning and Binding 55 Shadow Creatures S-1 Spell of Healing 56 S-2 Spell of Creating Shadow -Starsword 56 S-3 Starfire Spell 56 S-4 Meteor Spell 56 S-5 Shadow Wings Spell 56 BM (S-20, p.63) S-6 Web of Starlight Spell 56 FM (S-4, p.50)* CM (S-7, p.56)* S-7 Web of Blackness Spell 56 FM (S-4, p.50)* CM (S-6, p.56)* S-8 Meteor Swarm Spell 56 S-9 Dwarf Star Spell 56 S-10 Black Fire Spell 56 S-11 Spell of Shadow Walking 56 S-12 Spell of Whitefire 56 S-13 Spell of Fear 56 NC (S-4, p.58)* NC (S-5, p.58)* BM (G-1, p.61) R-1 Ritual of Conjuring and Controlling 56 Dark Sphere College of Necromantic Conjurations T-1 Ask the Dead 57 G-1 Spell of Conjuring Darkness 57 G-2 Spell of Putrescence 57 BM (G-9, p.61) G-3 Spell of Obscurement 57 G-4 Fire and Brimstone Spell 57 BM (S-17, p.63) G-5 Spell of Heating Metal 57 G-6 Spell of Harming Entity 57 BM (G-10, p.61) G-7 Spell of Noxious Vapors 58 G-8 Spell of Warping Wood 58 G-9 Ram of Force Spell 58 G-10 Spell of Vapor Breathing 58 Q-1 Ritual of Summoning and Binding 58 Lesser Undead Q-2 Ritual of Converse With The Dead 58 S-1 Spell of Causing Wounds 58 S-2 Wall of Force Spell 58 S-3 Wall of Bones Spell 58 BM (S-14, p.63) ARCANE WISDOM, PAGE 60

S-4 Spell of Fear 58 CM (S-13, p.56)* S-5 Mass Fear Spell 58 CM (S-13, p.56)* BM (S-15, p.63) S-6 Spell of Scarring Terrain 58 S-7 Spell of Animation of the Dead 59 BM (S-18, p.63) S-8 Wraithcloak Spell 59 S-9 Shadowed Weapon Spell 59 S-10 Hand of Death Spell 59 S-11 Hellfire Spell 59 BM (S-19, p.63) S-12 Spell of Life Draining 59 S-13 Spell of Agony 59 BM (S-16, p.63) S-14 Phantasm Spell 59 SM (S-3, p.41) R-1 Ritual of Summoning and Binding 59 Greater Undead R-2 Ritual of Life Prolonging 59 R-3 Ritual of Becoming Undead 59 College of Black Magics T-1 Witchsight 60 T-2 Projected Image 60 T-3 Special Alchemy 60 G-1 Spell of Fear 61 CM (S-13, p.56) G-2 Spell of Darkness 61 CM (G-3, p.55) G-3 Spell of Walking Unseen 61 CM (G-9, p.55) G-4 The Damnum Minatum 61 G-5 Spell of Storm Calling 61 AM (S-2, p.45) G-6 Wind Whistle Spell 61 AM (G-5, p.45) G-7 Spell of Protection Against Were- 61 Creatures G-8 Spell of Summoning Enchanted 61 Creature G-9 Spell of Putrescence 61 NC (G-2, p.57) G-10 Spell of Harming Entity 61 NC (G-6, p.57) G-11 Spell of Igniting Flammables 61 G-12 Spell of Hypnotism 61 SM (G-5, p.41) G-13 Mind Cloak Spell 61 SM (G-3, p.40) G-14 Call Master Spell 62 Q-1 The Tarot 62 NC (T-1, p.57) /SM (G-2, p.40) /NI (R-1, p.44) S-1 Spell of Converse With Animals 62 EM (G-1, p.52) S-2 Spell of Nightvision 62 S-3 Spell of Blending 62 S-4 Spell of Blight on Crops 62 S-5 Spell of Blessing on Crops 62 S-6 Spell of Pestilence on Livestock 62 S-7 Spell of Blessing on Livestock 62 S-8 Spell of Controlling Animals 62 EM (G-3, p.52) S-9 Evil Eye Spell 62 EE (G-9, p.39) S-10 Spell of Causing Disease 62 S-11 Spell of Blessing or Curse on Unborn 62 Child S-12 Spell of Virility 63 S-13 Spell of Creating Restorative 63 S-14 Wall of Bones Spell 63 NC (S-3, p.58) S-15 Mass Fear Spell 63 NC (S-5, p.58) S-16 Spell of Agony 63 NC (S-13, p.59) S-17 Fire and Brimstone Spell 63 NC (G-4, p.57) S-18 Spell of Animation of the Dead 63 NC (S-7, p.59) S-19 Hellfire Spell 63 NC (S-11, p.59) S-20 Shadow Wings Spell 63 CM (S-5, p.56) S-21 Skin Change Spell 63 S-22 Earth Tremor Spell 63 R-1 Ritual of Controlling Weather 63 AM (R-1, p.47) R-2 Ritual of Summoning Animals 63 EM (Q-1, p.53) R-3 Ritual of Casting the Runes 63 RM (R-1, p.19A) R-4 Ritual of Creeping Doom 63 RM (R-2, p.19A) R-5 The Hand of Glory 64 ARCANE WISDOM, PAGE 61

R-6 The Dead Man's Candle 64 College of Greater Summonings Q-1 Ritual of Cleansing 66 Q-2 Ritual of Summoning Succubi 66 Q-3 Ritual of Summoning Incubi 66 Q-4 Ritual of Summoning Heroes 66 Q-5 Ritual of True Speaking 66 Q-6 Ritual of Binding 66 R-1 Ritual of Summoning Demonic Dukes 68 R-2 Ritual of Summoning Demonic 73 Princes R-3 Ritual of Summoning Demonic 75 Presidents R-4 Ritual of Summoning Demonic Earls 77 R-5 Ritual of Summoning Demonic 78 Marquis R-6 Ritual of Summoning Demonic Kings 81 College of Lesser Summonings T-1 Communicate with Lesser Beasts 2A T-2 Detect Aura 2A EM (T-1, p.52) CM (T-3, p.55) RM (G-1, p.12A) G-1 Spell of Summoning Small Land 2A Animals G-2 Spell of Summoning Fish and Other 2A Aquatics G-3 Spell of Summoning Lizards and 3A Kindreds, Snakes, Insects and Spiders G-4 Spell of Summoning Common Avians 3A G-5 Spell of Summoning Riding Beasts 3A G-6 Spell of Summoning Apes and 3A Prehumans G-7 Spell of Summoning Felines 3A G-8 Spell of Binding Lesser Beasts 3A G-9 Spell of Summoning Lesser Undead 3A G-10 Spell of Communication with Lesser 3A Undead G-11 Wall of Thorns Spell 4A G-12 Spell of Summoning Fog 4A G-13 Empath Spell 4A G-14 Summon Energy Spell 4A Q-1 Ritual of Conjuring Lesser Beasts 5A Q-2 Ritual of Conjuring Lesser Undead 5A S-1 Spell of Communication with 5A Fantastical Beasts S-2 Spell of Communication with Greater 5A Sentients S-3 Spell of Summoning Great Land 5A Mammals S-4 Spell of Summoning Aquatic 5A Mammals S-5 Spell of Summoning Humanoids 5A S-6 Spell of Summoning Fairy Folk 5A S-7 Spell of Binding Greater Beasts 5A S-8 Spell of Controlling Person 5A S-9 Spell of Using Animal senses 5A S-10 Spell of Summoning Entities of Light 6A S-11 Spell of Summoning Entities of 6A Darkness S-12 Spell of Summoning Fantastical 6A Avians S-13 Spell of Summoning Fantastical 6A Monsters S-14 Spell of Summoning Greater Undead 7A S-15 Spell of Summoning Summonables 7A ARCANE WISDOM, PAGE 62

S-16 Spell of Bodily Possession 7A S-17 Spell of Summoning Dragon 7A R-1 Ritual of Conjuring Greater Beasts 8A R-2 Ritual of Animation of the Dead 8A College of Rune Magics T-1 Read Ancient Languages 9A T-2 Decipher Codes and Ciphers 9A T-3 Read Runesticks 10A T-4 Create Codes and Ciphers 10A T-5 Summon Wand 10A G-1 Detect Aura Spell 10A EM (T-1, p.52) CM (T-3, p.55) G-2 Spell of Darkness 10A G-3 Spell of Light 10A G-4 Spell of Pyrogenesis 10A FM (G-1, p.49) G-5 Curse Spell 10A G-6 Spell of Illusion 11A G-7 Control Entity Spell 11A G-8 Spell of Purification 11A G-9 Runelock Spell 11A Q-1 Ritual of Fashioning Runesticks 11A Q-2 Ritual of Fashioning Runewand 12A Q-3 Ritual of Warding with Runesticks 12A Q-4 Ritual of Healing 12A Q-5 Runes of Sight 12A Q-6 Ritual of Sending 13A S-1 Runewall Spell 13A S-2 Spell of Summoning Totem Spirits 13A S-3 Spell of Creating Rune Portal 15A S-4 Spell of Visitation 16A S-5 Spell of Truth 16A S-6 Spell of Banishment 16A S-7 Spell of Creating Runeweapon 16A S-8 Binding Spell 16A R-1 Ritual of Casting the Runes 17A R-2 Ritual of Creeping Doom 17A R-3 Ritual of Rune Sacrifice 17A R-4 Ritual of Dimensional Portal 17A College of Shaping Magics T-1 Detect Enchantment 19A G-1 Spell of Mending 19A G-2 Spell of Enchanting Weapons 19A G-3 Spell of Enchanting Armor 19A G-4 Congeal Air Spell 19A G-5 Congeal Water Spell 20A Q-1 Ritual of Shaping Rag and String 20A Golem Q-2 Ritual of Shaping Clay Golem 21A Q-3 Ritual of Magic Divination 21A Q-4 Ritual of Investment 21A Q-5 Ritual of Amulet Preparation 22A Q-6 Ritual of Preparing Arms and Armor 22A Q-7 Ritual of Preparing Enchanted 23A Clothing Q-8 Ritual of Preparing Enchanted 23A Furniture Q-9 Ritual of Preparing Talismans and 23A Minor Artifacts Q-10 Ritual of Preparing Staves and 23A Wands Q-11 Ritual of Preparing Greater Artifacts 23A S-1 Spell of Creating Mudslick 23A S-2 Spell of Shaping Elementals 23A S-3 Spell of Neutralizing Golems 23A S-4 Spell of Binding Golems 23A ARCANE WISDOM, PAGE 63

S-5 Spell of Activating Golems 23A R-1 Ritual of Turning Stone to Flesh 23A R-2 Ritual of Shaping Stone 23A R-3 Ritual of Shaping Iron Golems 24A R-4 Ritual of Shaping Flesh Golems 24A R-5 Ritual of Warding demons 25A R-6 Ritual of Binding Investments 25A R-7 Contain Monster 25A R-8 Contain Greater Summoning 25A R-9 Ritual of Binding Shaping Magics 26A R-10 Ritual of Binding Ensorcelments and 26A Enchantments R-11 Ritual of Binding Illusionary Magics 26A R-12 Ritual of Binding Naming Magics 26A R-13 Ritual of Binding Air Magics 26A R-14 Ritual of Binding Water Magics 26A R-15 Ritual of Binding Fire Magics 26A R-16 Ritual of Binding Earth Magics 26A R-17 Ritual of Binding Celestial Magics 26A R-18 Ritual of Binding Black Magics 26A R-19 Ritual of Binding Necromantic 26A Conjurings R-20 Ritual of Binding Spells of Lesser 26A Summoning R-21 Ritual of Binding Rune Magics 26A R-22 Ritual of Binding Non-Magical 26A Abilities. R-23 Ritual of Naming Artifacts 26A R-24 Ritual of Warding Artifacts by 26A Magical Aptitude R-25 Ritual of Ancient Divination 26A ARCANE WISDOM, PAGE 64

when the Adept was actually in the every sinew to ascertain all the 97. MAGIC SYSTEM DESIGNER'S presence of the person ensorceled. GM's information about it he could, so he may NOTES could experiment in this area to increase be able to find the proper method of the specialness of this College. disarming it. The establishment of this When the Magic Book of College would in all likelihood be tied DragonQuest was planned, each College Sorceries of the Mind very closely to the "creation time" in any was to be introduced in a short essay, This College deals with the world, due to this nature of being a providing a brief background for the imposition of will by one individual over guardian of sorts. While appearing College and general instructions as to another. The power of the mind is the disarmingly simple, this College may be the individual behavior of Adepts of the primary interest of these Adepts, and the most powerful College in the game if College. These introductory essays have they strive through discipline to achieve played properly. Mana level would affect been included for the new Colleges in their goals. The source for this College these Adepts normally. The inspiration Arcane Wisdom, but due to space was the Deryni series of books by for this College is the Earthsea Trilogy, limitations, the majority were left out of Katherine Kurtz. Players familiar with by Ursula K. LeGuinn. the original books (only Naming those books will find many parallels, and Incantations, Earth Magics, Black using them as guides for interpretation Air Magics, Water Magics, and Fire Magics, and Greater Summoning retain would not lead them astray. The amount Magics some of this information). Those original of mana in an area would not affect These adepts use mana to notes are summarized below for the Adepts of the mind as much as the other penetrate their respective elemental entertainment of all DragonQuest Colleges; the effect of mana level should planes releasing power stored there and players and GM's. be lessened. Their minds act as foci for altering their element on this plane. the mana, and they therefore require Mana level would affect them all Ensorcelments and Enchantments less to perform their spells. normally. To them, the elements are E&E deals with the stuff of An important point to living entities to be respected and used. fairy tales, legend and lore, and the kind remember is that their Talents are In their normal states, elements are of magic we all thought of when we were always on, and never need to be things of wild natural beauty. What is children. It mainly deals with the use of activated. This is a College which unnatural is an Adept controlling that magic to change people's viewpoints. To attempts to quantify psionics into a element, shaping it in a way nature did ensorcel someone is to place him under a magic system, and should not be filled not intend (the thunderstorm is a long term charm, to gradually alter his with those props and trappings natural thing; the Air magician attitude or beliefs. To a member of this traditionally associated with magicians, summoning it to a new location is College, the amount of magic in an area such as wands and staffs. These Adept unnatural). Therefore, elemental would be more critical than for other would find such finery distracting. magicians have more than just a healthy Colleges. GM's may give Adepts of this respect for their own element and would College greater advantages in a high- Illusions not use it in a frivolous fashion under mana area and greater disadvantages in This is closely allied in spirit any circumstances. This is not to say a low-mana area (adding or subtracting and philosophy with Sorceries of the they all would behave in this manner; from his Base Chance is recommended, Mind, except it needs much more mana simply that this could be the philosophy in addition to the Fatigue cost to make the spells work. Amounts of of the majority. adjustments). Places of Power are mana should affect these Adepts in the All elemental manifestations on important to this College, as these same manner it does Enchanters. this plane (a campfire, a windstorm, a locations would contain much pent-up Discipline is again important, as the lake) contain elemental creatures with magical energy. Enchanters would essence of their work is the imposition of which these Adepts would be familiar. always be searching for bits of arcane their will over the will of the viewer, Knowledge of these creatures allows the lore to aid them in their endeavors. They making them believe in what is not. No Adept to bind that element into shapes are knowledgeable in the use of True specific work was the inspiration for this and purposes that are of the Adept's own Names as Namers are, and could be able College. In answer to the ever present desire. The same creatures inhabit any to use then to aid their power, but not to theoretical question, the illusions do stable manifestation, and an Adept the degree that Namers can. These actually exist; they are not simply inside would come to know these creatures on Names would be learned through the viewer's mind. an individual basis. Thus, when research or from a Namer. summoning a water elemental while This type of magic would be Naming Incantations standing on the shores of the Southern reminiscent of the King Arthur stories, The essay in the original Sea (for example), the Water Adept with their special places (the Lady of the mentions just about all, except for a few knows (or certainly should know) the Lake, for example). These Adepts would things. GM's and Namers must establish identity of the elemental he is know a great deal about these legendary a very close relationship in any summoning, for the Southern Sea would places and would be great sources of campaign for this College may be the certainly have no more than one or two information. focal point of magical knowledge around such large elementals, and their Generic A suggestion for an additional which the other Colleges revolve. Their and Individual True Names may even be ritual would be a rather unusual one. power resides in their knowledge. That known to the Adept. The GM is The ritual would be designed to ensorcel is their single most valuable weapon, encouraged to treat these powerful someone, and would be performed over a and they will guard it fiercely. If a elemental manifestations as NPC's, and long period of time, being activated only character developed a new spell within a establish interchange in a meaningful campaign, the local Namer would strain way between the creatures and ARCANE WISDOM, PAGE 65 elemental Adepts. On the other hand, a When not specifically stated, seem to defy standard classifications. As bucket of water (again for example) GM's may interpret Star Mages as being such items are conceived and brought to would certainly have no more than a few on the side of Light, Dark Mages as term by the Adept, we recommend they "water sprites" inhabiting it, and while being on the side of Darkness, and cost additional Endurance from the these elemental creatures could be Shadow Mages as being on neither side. Adept and any assistants, in any bound, their powers would be limited. This would not be an incorrect amount decided by the GM. An Adept Generic and Individual True Names of assumption, but it is entirely up to each who thoroughly investigates the all powerful elemental creatures within GM in his world to implement this feasability of the Shaping should have a an Adept's element would be of great aid division in a way that suites his tastes. general idea of the cost. to these Adepts, and GM's should One recommended method is to carefully Any object enchanted for a encourage these avenues of thought. divide which spells may be used by each specific short- or long-term purpose (e.g. These Colleges were inspired by division, and this allotment may align driving the snakes out of Ireland, classic myth. these mages by itself. slaying the dragon , etc.) should have its own Individual True Name. The Earth Magics Necromancy enchantment of an item to be the bane of All of the preceding on the These Adepts gain their power a particular entity must involve that elemental Colleges equally concerns this by the study of death, which also entity's Individual True Name when it is College, with the following additions. instructs them about the living. Sauron created. Other limits can be set for Pacifistic Earth mages are patterned in the Lord of the Rings would have to purposes of campaign balance: after Rhadagast the Brown from be considered the ultimate Necromancer, restricting the possible shaping to Tolkien's work, and receive their power and these mages -- while not necessarily certain celestial conjunctions; requiring as described above. Druidic Earth mages aligned with the Powers of Darkness -- the participation of fantastical or extra- augment their elemental power by the are usually on the side of it for no other dimensional entities inimicable to the sacrifice of human life, for they have reason than that "evil" usually kills target entity; requiring a token of some discovered the secret of the spilling of more people than "good." Mana levels sort from the target entity (e.g. a scale human blood. The constant spilling of affect these Adepts normally. from the dragon a sword is forged to human blood over a long period of time Necromancers feel very calm defeat); etc. in an area increases the level of Mana in about death and do not fear it. Rather, that area. Druids use this fact to they feel it is an ally, for the fear of Rune Magics (Third Edition) increase their power. GM's should death augments their power and allows Remember that the efficacy of carefully judge the role-play of them to work with greater freedom. the Rune depends on centuries of use; characters joining this branch, for the Long- lived sentients such as Elves thus, few new Runes will be found; this thought patterns necessary for the Druid annoy them, for they feel such creatures is an important limit of this College. may be difficult to integrate into a are cheating the inevitable. It may be If the GM wishes, Runes can be campaign without causing unrest (to say incongruous, depending on a GM's differentiated by culture. If so, the the least). world, to have an choose to be of this Runes of each culture should be College. To rationalize that anomaly considered a different College, and Rune Celestial Magics may take some doing. The greatest wish magicians of one cannot learn the Runes While only one College, these of a Necromancer is to become undead of another without paying the standard three divisions should be treated as and thereby to live on. In this manner he penalties for changing Colleges. entirely separate entities by the GM, will have both eternal life and eternal Additional totem spirits for different since members of different branches death. Necromancers will establish cultures can be added by the GM. might not be overly fond of one another, communications with the planes where Although the original inspiration for this since each would feel the members of the the dead reside through their talents college is Norse and Celtic, the same other branches were perverting the and their rituals. They will gain much basic structure can be adapted to source of their power, the elements of information concerning the living African, Amerid, Oceanic, and other Night and the Stars. Mana is used by all through this interchange, which will aid cultures as well. these Adepts to control and bind this in augmenting their earthly power. power into forms which they may use. Levels of mana would affect these mages Black Magics and Greater Summoning Magic System Reminders normally. Props and costumes would be These Colleges both have The following explanations and especially important to these Adepts, lengthy essays to convey their essential definitions are meant to provide quick and they take great pride in their magic intent, except to say that Black access to cogent in the DragonQuest items, ceremonial robes, and so forth. magicians are normally affected by magic system that may be susceptible to The Star Mages are patterned after the mana level, while Greater Summoners misunderstanding. Elven magic appearing in the Lord of the would be affected by mana supply in the Rings. Dark Mages use those elements same way as Enchanters are. Talent Magic in Night which all being naturally fear, Whenever the workings of a using this natural fear to augment their Shaping Magics (Third Addition) talent require a percentile dice roll to own power. Shadow Mages, patterned The guidlines provided for the determine the results of the talent's use, after Shadow Jack created by Roger Shapers assume fairly conventional only one attempt will usually be allowed Zelazny, walk the thin line between the magics will be most common. The GM per situation. For example, if an Adept powers of light and dark, using the must carefully adjudicate the more who attempts to Detect the Aura of an advantages of both. unusual items, particularly those that entity fails, he may not attempt to ARCANE WISDOM, PAGE 66 continue to detect the entity's aura again entity is not a target, his active during that encounter. GM's will have to resistance has no effect whatsoever. judge for themselves parameters Passive Resistance whereby the Adept may try again. Some Any conscious entity in suggestions include Time (waiting until possession of all its faculties may choose 24 hours have passed), Rank (waiting not to passively resist the workings of a until the Adept has raised his Rank in spell. the talent), and Lunar Phase. Carefuly examination of each specific talent will Ritual Spell Preparation yield inspiration as to how to limit its This cannot be used to prepare use. The stricture of attempts must be rituals, only spells. implemented because a talent takes effectively no time to activate and, thus, Investment Ritual a player could continually roll dice until For an invested object to be he receives a favorable result and, with activated, it must normally be held in full justification, state that as the one hand. It takes only one Pulse for the previous activity had taken no time to spell stored in the object to be activated accomplish. Whenever a talent such as and released. When being used, a Cast those of Sorceries of the Mind (which Check is again made, and a backfire may require no dice roll to activate) are used, result, affecting the entity using the the GM should assume that they are item. "on" at the time and the player need not "activate" them in order to use them. Rank Gain A character must have Spell Magic attempted a talent, spell, or ritual The modifiers found in 27.7 during the immediately preceding apply only to spells. They do not apply to adventure to use Experience Points to talents or rituals. advance in Rank with the specific talent, spell, or ritual. Any GM who ignores this Ritual Magic rule takes game balance into his own If a ritual backfires (a roll hands, and the designer disavows any normally 40 or more over the Base knowledge of his actions. Chance), the Backfire Table is not consulted unless it is specified by the First Addition Owners individual ritual. In most circumstances, As you may know, DragonQuest rituals will state any particular has been printed in a Second Edition, backfires associated with them; if not, and Arcane Wisdom has been issued in the GM is free to invent an appropriate total concordance with that edition. backfire result. Thus, all page references, case references, and so forth are keyed to the General Knowledge Second Edition. In that edition, the An Adept entering any College combat rules were modified and a except Naming Incantations must have Tactical Movement Rate (TMR) replaced a Magic Aptitude equal to the number of Action Points. If you are using the General Knowledge Spells and Rituals Action Point system, you will have to plus the two counterspells of his College convert TMR to APA. Whenever used in (e.g., to join Water Magics, a character an equation, a straight (one for one) must have an MA of 17, 14 for the spells, conversion will suffice; otherwise, APA = 1 for the ritual, and 2 for the TMR + 5. counterspells). Ritual Cleansing and Ritual Spell Preparation do not count toward this total. Any additional spells or rituals added must comply with rule 34.6.

Active Resistance If the entity which is actively resisting the workings of a spell is one of the targets of the spell (or the only one), the entities Magic Resistance is subtracted from the Cast Chance of the Adept casting the spell. If a number of entities are the targets, only the highest MR in the group is subtracted. If the ARCANE WISDOM, PAGE 67

changed and spells that have words like Interesting features include: a very short DragonQuest Product Listing evil and hell in them are renamed. discussion about how to handle gods, Game Support Material two new monsters, rules for Adepts Rules using more than one College of Magic, Arena of Death (SPI) and mentions of the contents of Arcane DragonQuest, 1st Edition, (SPI) 1980 Insert game in Ares #4. Although not Wisdom (shaping magics, lesser SPI #2820 officially a DragonQuest product, Arena summonings, and rune magics). A good of Death is essentially just the combat source of NPC's as well. Three softcover 8-1/2 x 11" stapled system from DragonQuest (1st Edition), books, tactical display map, counters, with a highly abbreviated character Adventures etc. A bagged set and a boxed set were generation system and a few minimal both produced. rules about "popularity points" and "the Adventures which were published in response of the crowd". (It's about magazines are listed here as well as DragonQuest, 2nd Edition, (SPI) 1981 gladiatorial combat in an arena, as you under the magazine article in which the SPI #3900"White cover." One hardcover have already guessed.) The issue came adventure appeared. 8-1/2 x 11" book. A new combat system with the same map (or, I should say, with TMR replacing APA. Some "tactical display") and counters as were The Palace of Ontoncle (SPI) weapons are removed from the weapons in the 1st Edition DragonQuest. DragonQuest Adventure One; SPI table and others are changed. Contains #316P11 the adventure "The Camp of Alla-" Frontiers of Alusia: Adventure Map By Peter Herzig 1980. by Gerry Klug. Also was available in a (SPI) 1981 SPI #337P11 A party of adventurers are hired to enter boxed set with "Blade of Allectus" Campaign setting with a large color the ruins of Ontoncle's palace and face included as the sample adventure. poster-map and a brief gazetteer the menace within. Hundreds of rooms covering the main section of Alusia. It making for an old-fashioned dungeon DragonQuest, 2nd Edition, (SPI/Bantam was supposed to be the first in a series of crawl. books)"White cover." One softcover 8-1/2 several such map sets. x 11" book. This revised edition was The Blade of Allectus (SPI) DragonQuest published in conjunction with Bantam GM's Screen (SPI) 1980 SPI #331P11 Adventure Two; SPI #317P11 Books. There are only a couple of minor (1st Ed.) By Nick Karp 1980. variations from the hardcover edition 4 panel 8-1/2" x 11" folded screen. It is A mysterious island where dwell a great (e.g. a character's starting PC is four panels printed front and back (only mage and his lovely daughter. increased from 5 to 8). Contains the 6 sides have game material on them). Somewhere on the island is also the adventure: "The Camp of Alla-Akbar" rightful master of a far-off duchy, held GM's Screen (SPI) 1980 SPI #3310 (2nd by the mage against his will. The Arcane Wisdom, (SPI) - Never Ed.) characters' mission is to rescue the duke Published. "The Fourth Book of 4 panel 8-1/2" x 11" folded screen. It is and capture the mage and his daughter. DragonQuest" was never actually four panels printed front and back (only commercially published, although 6 sides have game material on them). Enchanted Wood (SPI) DragonQuest photocopies of play-testers' versions are Has the words "2nd Edition Compatible" Adventure Three; SPI #3551 known to exist. Contains 3 new colleges written on it. This is the only difference By Paul Jaquays 1981. of magic, magic system designer's notes, between it and the 1st Edition GM An excellent adventure with many and sections on magical herbs, magical Screen. challenges to face a group of players. stones and gems, and magical objects. Contains six different starting points, 21 Heroes and Villains (Judges Guild #900) maps and illustrations and very detailed DragonQuest, 3rd Edition, (TSR, Inc.) 1982 NPC descriptions. TSR #01432-3"Purple cover." One by Edward R.G. Mortimer. softcover 8-1/2 x 11" book. Contains the A 46 page booklet similar in format to The House of Kurin (SPI) adventure: "The Camp of Alla-Akbar". the other material published by JG. A By David J. Ritchie 1981 This edition removed the Colleges of book of characters keyed to the Frontiers ARES #7, March 1981, pp 5-12 Greater Summoning and Black Magics, of Alusia map. Includes a Great Eagle The players aid in the rescue of hostages and added Colleges of Summoning Shape Changer, an inn called the Fiddle from a bandit chief who has taken over (without the "Greater" and very unlike it in the Hand Inn, and some interesting an inn. Plenty of fighting and lots of as well) and Shaping (?). The College of magic items. Written in the typical JG excellent character descriptions. Summoning seems to correspond to the style. legendary College of Lesser Camp of Alla-Akabar (SPI) Summonings, and the College of Thieves' World (Chaosium #2007-X) By Gerry Klug 1981 Shaping was changed to remove any 1981 ARES #10, September 1981, pp 17-23 reference to the College of Greater Boxed set incl. 3 booklets and maps. Also included in copies of 2nd Edition Summoning. Other than these heresies, Based on Robert L. Asprin's city of and 3rd Edition rules. Very good there are only cosmetic changes in the Sanctuary and the Thieves' World series introductory adventure, especially with body of rules (addition of parts of the of books. The Personalities of Sanctuary its emphasis on a different style of herb lore guide from AW94, may be booklet has a set of guidelines for using adventure. noteworthy). The note for Saps is Thieves' World characters with DragonQuest written by Eric Goldberg. The Treasure of Socantri ARCANE WISDOM, PAGE 68

By Gerry Klug 1981 interesting characters. An interesting (pp 15-26 + enclosure) An early version ARES #13, pp 45-52 adventure requiring thoughtful players, of DQ Combat, essentially similar to 1st A brilliant capsule adventure. This not just swords. The cover had a brown Edition DragonQuest combat system. adventure details a raid on a pirate background with a ring inscibed with "The weapons from the Arena of Death" - stronghold. All is not well within the the signs of the zodiac. Two snakes are (pp 27-30) This is just general info on stronghold and the players must defeat entwined around the top of the ring low-tech hand weaponry. This provides the menace that they discover. Available whilst at the bottom is a bat, a centipede pictures, descriptions and basic stats for for download here. and a skull with a spider crawling on it. the weapons used in Areana of Death. Quite macabre, though appropriate to This article provides background DQ1: The Shattered Statue (TSR, Inc.) the time of the month. A diagonal information only, and adds nothing to TSR #9221 banner across the bottom left hand the game itself. By Paul Jaquays 1988. corner of the page blurbs "A A dual DQ/AD&D module by Paul DragonQuest game special edition." # 5 (November 1980) Jaquays which has as its major claim to An ad for the GM screen. Also, an appeal fame unedited versions of The College of Sethotep (Imagine Magazine #16) July for DQ players to send in ideas for new Rune Magics and The College of Shaping 1984 monsters. Magics taken from the original (and By Graeme Davis near mythical) Arcane Wisdom An adventure set in Egypt which may be # 6 (January 1981) supplement. Based in the Forgotten used with several RPGs, including "Quick Combat II" - Justin Leites Realms of AD&D. DragonQuest. The cover shows an (p 33) A first edition rules variant for ancient Egyptian carving, with a crack calculating combat quickly. Magebird Quest (Judges Guild) #890 through which the sun shines. The DragonNotes - David Ritchie By Dave Sering 1982. clouds in the sky around the carving are (p 34) Does not contain any gaming Beginner's level adventures in Alusia. dark brown and gold. A diagonal banner information, but does cover some of the The adventure details inns and taverns, across the bottom left hand corner material that was going to be published towns, ships and encounters. It is a (obviously a favourite design feature of by SPI before it folded. useful product, even if used only as the editor!) states that it is "The background. magazine for players of the Dungeons # 7 ((March 1981) and Dragons game." Other blurb on the House of Kurin - David James Ritchie Starsilver Trek (Judges Guild) #930 cover states that the magazine is now 56 DragonNotes (p 30) By Diane Mortimer & Bill Pixley 1982. pages long and is an Egyptian special, An adventure aimed at a party of examining the "magic, mythos and # 8 (May 1981) dwarves recovering a quantity of metal mystery in the Ancient Kingdom." DragonNotes from a meteorite. This adventure details (pp 14-15) Errata and notes on the 1st a new profession, new monsters and has Articles Edition. a number of interesting encounters and NPCs. Articles are listed by the magazine they # 9 (July 1981) appeared. DragonNotes Jack of All Trades (Imagine Magazine (p 34) PS chart #6) September 1983 Ares Magazine (SPI, later TSR). By Roger Hall # 10 (September 1981) Another British adventure. Features a There were only 17 issues (+ 2special DragonNotes - Gerry Klug ruthless opportunist exploiting a village, issues) of ARES magazine published. (pp 24, 29) Horsemanship & Overland as well as the local bandits and the Earlier issues (#5 and earlier) contained Movement.Contains more rumors of players. The cover shows an acrobat little DragonQuest stuff as the game had DragonQuest products (which never saw performing a handstand atop a red not been released. Later issues (#13+) the light of day) and a first version of the dragon, with a crowd stood watching. In were put out by TSR and have very little Horsemanship adventure skill the foreground, a thief is dipping into an to do with DragonQuest. eventually published in 2nd ed. onlookers pouch. In the background are DragonQuest. two castles, with the skies full of # 2 (May 1980) Camp of Alla-Akabar - Gerry Klug dragons bearing passengers. The blurb A full-page ad, "this June, SPI will on the cover states that this issue has release..." (referring to the game by its # 11 (November 1981) articles on the Thief Acrobat, a scenario original working title, "Dragonslayer"). DragonNotes - called Jack of All Trades, and a short (pp 29-30) NPC Generation, NPC Card story by Ian Watson called Dome of # 3 (July 1980) "Designers' Notes" - Whispers. A diagonal banner across the The same ad as in #2, but with the (p 34) Updates on DQ Projects bottom left hand corner warns to "Watch "DragonQuest" title. Out! There's a Thief about." # 12 (January 1982) # 4 (September 1980) "Adventures in Albion" - Beauty is Only Skin Deep (Imagine "Eye of the Goblin" - (pp. 9-13) Roleplaying stats and Magazine #7) October 1983 (pp 12-14) Arena of Death Story "Arena information for use with the "Land of By Michael Brunton of Death" - David Ritchie & Redmond Albion" game from ARES #11. Has some A little known British mini-adventure Simonsen interesting creatures, magic items, featuring a ghost, an inn and a host of spells, and weapons. ARCANE WISDOM, PAGE 69

Designer's Notes "Enhancing the enchanter" - Craig "Adventure Gaming" Magazine (pg. 19) Barrett. Questing (pp 20-26) What to do with that "The College of White Magicke" (sic) - (pp. 36, 38) Half-elves, Lizardman character from the College of Perry Cooper. characters Ensorcelments & Enchantments, if you A "new" College of magic made simply don't have Arcane Wisdom; a neat by taking spells from other Colleges. # 13 (March 1982) addition. This college contains almost nothing Questing - Gerry Klug original. (pp 38-39) Corrections on Greater # 86 (June 1984) Summonings Circle of Protection and "The Warrior Alternative" - Craig Arcane Magazine July 96 Issue 8 Summoning; modified Ritual of Barrett. Summoning Succubi. Important article (pp 24-25) Non-magical characters for Retro - DragonQuest - Heidi Kaye - A discussing the College of Greater DQ, for those of us who wanted to play very positive review of DragonQuest Summonings and rules variants for that an adventurer who did not use magic. offering a small explanation of the College. People playing 3rd. ed. need not games best points and the reason for it's worry about this article, since you don't # 89 (September 1984) demise have this College anyhow. "Learn Magic by the Month" - Craig The Treasure of Socantri - Gerry Klug Barrett. 'zines and Other Articles (pp 42-43) An alternative method for # 14 (May 1982) characters to learn magic, namely, in DragonQuester's Notebook "The College of Rune Magics" - monthly installments. Rules for studying Articles by Dean Martelle of Rider's (pp. 53-62) Edition of the College that spells, based on some of the revelations Hobby in Ann Arbor, Michigan. These was faithful to the Arcane Wisdom out of the Thieves' World game were included in a store newsletter. version. mechanics for DQ. "Invested and Magic Items" "Magic Items, Part 2" Magazine (Chaosium) # 92 (December 1984) "Detect Aura" "Going up and Getting Wet: How "The Care and Feeding of Demons..." # 11 DragonQuest Natives Climb and Swim" - "Constable/Detective Skill" "DragonQuest" - Paul Montgomery Crabaugh. (pp 28-30) Review of the game system. (p 62) Basic rules for Climb and Swim List updated 19th April 2002. Also includes a response from Eric Skills; Climb is good, Swim isn't. Goldberg # 96 (April 1985) # 18 "Getting In Over Your Head" - Craig "The Enchanted Wood" - Barrett. (pp 42-43) Review of the adventure (pp 56-60) Rules for swimming and module underwater combat in DragonQuest; half-decent. # 28 "The Angels" - Paul Cranbaugh. # 97 (May 1985) (p 12) New character race. "For a fuller background: Heritage in the DragonQuest game" - Paul Montgomery Dragon Magazine (TSR) Crabaugh. (p 28) Modified Social Class Tables and # 49 (May 1981) the like that cover races, and have some "Travel and Threads for DQ" - Paul new stuff like "Barbarian," "Woods Montgomery Crabaugh. Dweller," and "Peasant" in it. (p 68) Modification of 1st Edition travel rules, and some "cute" clothing, i.e.., Fantasy Gamer Magazine Harness, loincloth, bodystocking, etc. # 2 (Oct/Nov 1983) # 57 (January 1982) "DragonQuest Damage Spells" - David "The Versatile Magician" - Jon Mattson. McCorkhill (p 24) Magician Skill for DQ; in basic, a (pp 2-7) Descriptions, variants, and general jack-of-all-trades for the field of "flavour" for damage spells in DQ. magic Excellent article modifying DQ damage spells to play better. Also includes a fun # 78 (October 1983) supplemental backfire table where you "Thrill of the Hunt: DragonQuest Rules can get the hosts of hell showing up on for Finding 'Fresh' Food" - Paul your doorstep if you screw-up a spell bad Montgomery Crabaugh. enough. (pp 84, 86) Hunting Skill for DQ

# 82 (February 1984)