













                                   The Frank Role Playing Game


                                     by Edward Forrest Frank
                                       and Robert M. Frank













                                         Copyright 1995





TABLE OF CONTENTS                                           2

GENERAL INFORMATION                                          8

The Frank Game                                               9     
Frank Universe                                              10
Designing Adventures                                        11
Dice                                                        14
Experience Points                                           15
Advancement                                                 17
Character Design                                            18
Character Backgrounds                                       19

Strength                                                    20
Fighter Strength Skill                                      21
Intelligence                                                22
Will                                                        23
Dexterity                                                   24
Constitution                                                25
Charisma                                                    26
Perception                                                  27
Magic Attribute                                             28
Alignment                                                   29

Locating Secret Doors                                       30
Guilds                                                      31
Wages                                                       32
Treasure                                                    33
Life and Death                                              33
Speed                                                       34
Time                                                        35
Healing                                                     35
Light                                                       35
Ironwood                                                    35
Vision                                                      36
Money                                                       36
Gems and Jewelry                                            37
Equipment Costs                                             38


COMBAT                                                     42

Combat                                                      42
Undead Affecting                                            46
Monster Attack Matrix                                       48
Unskilled Attack Matrix                                     49
Semi-Skilled Attacl matrix                                  50
Skilled Attack Matrix                                       51
Saving Throws                                               52
Random Hit Location Table                                   53

Axes                                                        54
Bludgeons                                                   55
Bows and Crossbows                                          56
Bows, Special                                               57
Knives                                                      58
Miscellaneous Weapons                                       59
Pole Arms                                                   61
Rope Weapons                                                63
Siege Weapons                                               65
Spears                                                      66
Swords                                                      66
Melee Weapons Damage and Range                              68

Suits of Armor                                              71
Armor, Piecemeal                                            73
Repair Kits                                                 80


RACES                                                      81

Designing New Races                                         82
Random Race Tables                                          83

Antyans                                                     85
Balorians                                                   86
Bat-People                                                  87
Caniimen                                                    88
Centaurs                                                    90
Dwarves                                                     91
Elves                                                       92
Feliomen                                                    95
Gaavelles                                                   99
Gnomes                                                      100
Halfbreeds                                                  101
Halflings                                                   104
Humans                                                      105
Mermen                                                      106
Ogres                                                       107
Orcs                                                        108
Psions                                                      109
Tach                                                        111
Tree Bears                                                  112
Trolls                                                      113
Unicorns                                                    117
Zygarians                                                   118


CLASSES                                                    119

Designing New Classes                                       120
Random Class Tables                                         121
Skills                                                      122
Background Skills                                           125
Alchemical Skills                                           126
Arts and Performing Skills                                  129
Combat Skills                                               132
Magic Skills                                                135
Science Skills                                              138
Sea Skills                                                  140
Theiving Skills                                             141
Woodcraft Skills                                            144
Followers                                                   146
Random Followers Table                                      148
Followers Listings                                          150

Alchemist Class                                             154
Bard Class                                                  155
Beastmasters                                                157
Gypsy Class                                                 161
Mage Hunter Class                                           163
Monk Class                                                  165
Performer Class                                             167
Sage Class                                                  168
Sailor Class                                                169

Fighters- General Class Description                         170
       Bowman Subcalss                                      171
       Dragon Riders                                        177
       Fighter Subclass                                     179
       Hunter Subclass                                      180
       Knight Subclass                                      181
       Martial Artist Subclass                              182
       Paladin Subclass                                     183

Thieves- General Class Description                          184
       Assassin Subclass                                    187
       Ninja Class                                          188
       Pickpocket Subclass                                  189
       Pirate Subclass                                      190
       Spy Subclass                                         191
       Theif Subclass                                       192

Psionic Class                                               193
Magicians- General Class Descriptions                      207
               Spell Research                               211
               Wild Magic Tokens                            213
               Magic Specialization                         214
               Magic User Tokens                            215
       Elemental Mage Subclass                              216
       Enchanter Subclass                                   217
       Healer Subclass                                      218
       Illusionist Subclass                                 219
       Joker Subclass                                       220
       Mystic Subclass                                      222
       Necromancer Subclass                                 223
       Shaman Subclass                                      225
       Sorcerer Subclass                                    226
       Witch Subclass                                       227
       Wizard Subclass                                      228


MAGIC SPELLS

Black Magic Spells                                          229
Elemental Magic Spells                                      240
Enchantment Spells                                          251
Healing Magic Spells                                        261
High Magic Spells                                           272
Illusion Spells                                             279
Low Magic Spells                                            288
Mysticism Spells                                            300
Nature Magic Spells                                         309
Sorcery Spells                                              320
Tricks                                                      332


MAGICAL ITEMS                                              335

Random Magic Items                                          336
Magic Rings                                                 337
Magic Scrolls                                               339
Potions                                                     340
       Magic Potions                                        341
       Alchemical Potions                                   341
       Random Potions                                       342
       Magical and Alchemical Components                    343
Rods, Staves and Wands                                      346
Runes and Symbols                                           348
Minor Magic Items                                           350
Major Magic Items                                           352
Magic Armor and Weapons                                     354
Special Magic Items                                         357
Homoculi, Machina, Robots
       Golems, and Statues                                  359


MONSTERS                                                    361





General Information
THE FRANK GAME

       The Frank Game is an adventure role playing game.  It is set in its own unique universe in
which magic works and higher technology like gunpowder doesn't.  It is a primitive universe populated
by strange races and monsters, locked in a perpetual struggle between good and evil.  Players in the
game visit this universe and take part in the struggle through characters they create and use their
imagination to direct.

       Unlike most games, the Frank Game players neither win nor lose.  Players instead create
characters with their own unique abilities and personalities that are taken through one adventure
to another.  The goal of the game is to have the characters survive the perils they face as they
advance in experience and abilities.  As they advance the characters become tougher, grizzled
veterans.  Fighters gain more fighting skills, magicians gain more spells, and thieves become better
at their trade as well.  The characters advance in experience level by accumulating experience points
which are gained by solving problems on adventures, by outwitting or defeating monsters, and by
finding and earning treasure.

       The game is designed to be played by two or more people.  One person must always have the job
of gamemaster.  He serves as a referee and guide to the other player or players.  He plays the role
of monsters or other people encountered on the adventure.  The goal of the gamemaster is to be fair
and to try to insure an interesting and challenging adventure for the other players.  The other
players assume the identity of one or more characters they have created.  In this role they act as
if the characters were real people, with real abilities, problems, and personalities.  They play the
characters as they would act on a real adventure.  It is a variation of children's pretend games with
the addition of structure and information to make it appropriate for mature players.  The game will
challenge your imagination.
FRANK UNIVERSE

       The Frank Universe extends infinitely far in one plane and is one hundred
miles thick in the perpendicular direction.  Imagine the Great Plains of the
United States extending forever in all directions, while 90 miles above the bottom
of the piece of ground that person is standing upon.  Dig ten miles down through
the ground and that person would be on the other side of the sky 90 miles across
from his starting point, as if in a giant loop.
       The thickness of the land varies with topography. it is thicker where there
are mountains and thinner where there are valleys or seas.  The gravity is greater
where it is thicker and less where the land is thinner.  Generally the land
surfaces on the top and bottom are similar, but not identical.  For example a tall
mountain on one side might be balanced by a large wide hill on the other.  This
is a result of the principle of isostasy used in Earth plate tectonics.
       Gravity pulls objects toward the center, toward the top and bottom surfaces. 
A person could literally walk around the edge of the world.  Gravity varies with
the thickness of the land.  Basically for every 10 miles of thickness gravity
increases by 1 g. Some corrections must be made for distance above the surface,
distance under ground, and the tops of very high mountains.  Their are two planes
of zero gravity in the universe: One plane exists in the sky half way between the
land surfaces, The second exists halfway through the land mass.  At these points
gravity pulling in each direction balances out to zero.
       The atmosphere is similar to Earth's: 78% nitrogen, 18% oxygen, 2% helium
and 2% other gases- The minimum air pressure at zero gravity areas is 1/2 Earth
normal.  Air pressure is generally above that equal to gravity.  Such as in a 5
g area the air pressure is 5 atmospheres.  In places there are great oceans with
no bottoms, both surfaces held in place by their own gravity.  Unusual ring oceans
may form in low gravity areas from gravity and surface tension.
       The universe is not dark.  Fog and clouds glow with white light.  Areas with
many clouds are bright, while areas with few clouds are dark.  A thunderstorm is
a very bright event.  Similarly there are plants and minerals that glow, others
that suck up light.  Some also give off heat while others absorb heat.  Therefore
some areas may be cold while others may be hot due to these properties.
       The Frank Universe is a steady state universe matter and energy are being
destroyed in some areas while they are being created in equal amounts in others. 
From creation-areas matter and energy bubbles forth pushing the land and islands
ahead of it.  Mountains and volcanoes are created where land masses collide. 
Great rifts and valleys are created where the land masses pull apart.
       Bands of power exist in the universe.  These carry power from areas of
continual destruction to areas of continual creation.  Energy from these bands is
tapped to power other forces in the universe.  There are bands of light and dark,
bands of heat and cold, bands of magic, and bands of life and death, and bands of
psionic abilities.  Many of these bands can be tapped by player character races. 
Other races or other monsters may tap bands of power which are presently
unreachable by player characters.  These bands may be the source of their magical,
regenerative, or other similar special powers in the universe.
DESIGNING ADVENTURES

       An adventure must have some premise, or reason why the characterS are going
on this particular adventure.  A common adventure takes the form of a quest.  Some
reasons to initiate a quest might include; monsters living nearby preying on
townspeople, a group of bandits attacking travelers, someone has been kidnapped,
or even a treasure map wa found by one of the party.  With a little imagination
many other reasons for adventures can be created.  Once a good premise has been
determined the players assemble their characters together and undertake the
adventure.  In a well written adventure a method or reason for the characters to
assemble is given.  If it is necessary the gamemaster has the option of including
a character of his own in the party at this time, or he may choose to add a
character later in the adventure.  He may even have a character that mysteriously
appears and helps the party if their situation becomes desperate, only to have him
disappear again later, as did the Lone Ranger in the old television show.  This
character will be run by the gamemaster.  He will gain no experience points on the
adventure and usually will take none of the treasure.  This character should not
dominate the adventure, but only help out when necessary.  The player's characters
should be the main focus of the adventure.
       The adventure must begin somewhere, be it a wilderness, a large city, or a
small village.  A common starting point is a small village or town.  There the
characters may undertake some adventure on their own, or be hired to undertake an
adventure by someone.  It is in good form to haggle for the pay if hired to do a
task.  While there information is gathered, equipment and supplies bought, and
then the characters set forth on their adventure.
       Each character is played as an individual.  Various party members may not
get along with each other, they may fight or harm each other, they may show a
grudging cooperation, or even become friends.  They do not act as one person. 
Each character will look out for his own interests and values.  This rule is
especially important if one player is operating more than one character.  The
gamemaster should punish characters that are over-cooperative with each other by
having something unpleasant happen to them.
       Once on the road the party must watch for both set and random encounters. 
Set encounters are designed by the game master.  In set encounters after a given
period of time or at a predetermined point the party of characters will encounter
something.  This may be a monster, an armed party, an ambush, a friendly creature,
or anything else the gamemaster might have placed there.  A random encounter is
something slightly different as they occur randomly.  Every so often in game time
the gamemaster will roll a die.  If a certain number appears on the die an
encounter will take place.  Usually another table has been prepared listing
possible types of random encounters.  This might include things such as wandering
monsters, armed bands, traps, or some peculiar event or object.  After the
gamemaster has determined that a random encounter will take place, he might roll
again using this second table to determine what encounter will take place, or he
may select an appropriate encounter from the list.  It is important, especially
for beginning gamemasters to have the possible encounters worked out before hand,
and not to make them up as play continues.
       How the characters may react to an encounter depends on the type of
encounter and the characters themselves.  For example if an armed party was
encountered the characters could try to talk, attack, retreat, or if the
characters see the other party first they might hide.  Good characters will not
attack first unless they know that the people they are attacking are evil or
outlaws.  If the party is ambushed obviously they will fight back or retreat.  Any
monster that attacks or is of evil alignment is fair game for the party.  Other
monsters may or may not be attacked depending on the circumstances and the
alignment of the party.  Good characters will not generally attack good monsters
or creatures.  Combat is described in a separate section.
       Whatever is owned by a defeated band may be claimed by the winners as spoils
of combat.  Many large monsters, particularly intelligent monsters, have collected
a trove of treasure.  If a monster is killed, driven away, or otherwise defeated
any of its treasure found also belongs to the victors.  In most cases if everyone
contributed to fighting the monster the treasure will be divided up fairly evenly,
although dishonest individuals may try to secrete an unfair portion for
themselves.  Occasionally magic items will be found.  This likewise should be
divided among the party with the goal of making the party stronger in the face of
an attack or better suited to achieve their goal.  Alchemists and magician may
collect components of potions and magic items from slain opponents.
       Rest is important in the course of the adventure.  The characters cannot
travel forever without sleep.  A nights sleep of 6-8 hours will heal 1d4 points
of damage or wounds, will restore a magicians ability to cast all of his spells,
and a psionic will regain all of his lost psi points.  This restoration will only
be effective once per day.  Similarly the characters must have food and drink to
survive and time must be devoted to these activities.
       Eventually the party will reach their destination.  The destination may
occasionally be some location in the wilderness or a town, but more often it is
a set of old ruins, a cave or mine, a castle, or even some magical structure.  Any
of these structures might be inhabited by tribes or armies of humanoids or be
abandoned and inhabited by wandering monsters which have taken up residence.  The
party is advised to scout the area and to look for signs of inhabitation.  Then
they must find some way to enter the area.  If for example it is an old ruin,
entry might be made through an open window or breach in the wall.  Once inside the
party should carefully watch for monsters, patrols, and traps.  As rooms are
explored they should be searched for treasure and secret doorways and panels. 
Somewhere inside may be the object of your quest.  Or somewhere inside might be
a clue as to your next destination on your quest.  Combat situations and
encounters are handled as described elsewhere, The gamemaster plays the role of
the inhabitants of the destination.  He should play the inhabitants as they would
react in real life using realist strategies.  He should not let the inhabitants
be patsies for the adventurers.
     When designing a setting for an encounter the gamemaster must try to make
the place as realistic as possible.  Most inhabited buildings will have sleeping
quarters, a kitchen, storage rooms, and common rooms.  Some might have toilets. 
Hallways should lead somewhere and the rooms should be organized in a usable
pattern.  Hidden passages and doorways are quite common in old buildings and
should not be left out.   ObJects in the rooms should be appropriate.  Kitchen
items should be in the kitchen, beds should be in the sleeping chambers, and so
forth.  Magicians should have laboratories.  If abandoned these items may be
missing or ruined, but the rooms should be designed as if they have a purpose. 
Monsters should be picked that are appropriate for the setting.  Swamp monsters
generally should not be found in an abandoned keep in the middle of the desert
without some very good reason.  Caves are one of the easiest settings to design. 
They have rooms, walkways, crawlways, streams, pools, domepits, and a myriad of
interesting features.  Do not mix volcanic lava caves and limestone solution caves
together.  Limestone caves do not have pools of molten lava inside.  Such errors
detract from the realism of the setting.
       Adventures for lower level characters should have fewer and less powerful
monsters in them.  For example a single dragon could singlehandedly wipe out a
typical party of lower level characters.  As the level of the characters gets higher
they should encounter more and tougher monsters.  The problems posed by the
adventure should be tougher as well.  A single adventure should contain enough
experience points in monsters, problems, and treasure to raise each of the party
members 1/2 to 1 experience level.  The adventure should be designed so that the
encounters are difficult for the characters, but at the same time does not kill
everyone off.  Either extreme is bad for the game.  If the party is getting beat
up badly in the adventure, the gamemaster can always have them find a few
potions of healing or potions of resurrection to help the party survive.  The key
is to make the settings for the adventure as realistic and interesting as possible. 
Most players find it is as interesting designing adventures and playing the
gamemaster as it is playing the game as a character.
DICE

       As with Most role playing games, the Frank Universe Game relies upon rolls
of dice to determined things as Physical Attributes, the success of attacks, the
amount of damage, saves, and various random determinations.  The dice most
commonly used are those with 4, 6, 8, 10, and 20 sides. occasionally 12 and 30
sided dice are used as well.  In the shorthand of the game a 6-sided die is
referred to as a d6, and two six-sided dice are listed as 2d6.
       Many people have misconceptions about dice that may cause problems in the
game.  The average rolls are also different than what many expect.  The average
roll of a d6 is 3.5 not 3.  The average roll of a d8 is 4.5. Since monsters use eight
sided dice to determine hit points, average 10 hit die monster would have 10 x 4.5
or 4.5 hit points.
       Several dice added together do not give the same results as does  a single
die.  This may be seen by comparing the odds for a particular number between
2d6 and a d12.  A 1 cannot be rolled with 2d6, a three or twelve is three times
less likely to be rolled with 2d6 than with a d12.  While a 7 is twice as likely to
be rolled with 2d6 than with a d12.  The sum of multiple dice is more likely to be
closer to the average roll times the dice than it is to be either near the high or
low extreme.  With rolling a single die there is an equal chace for any number to
be rolled.
        At higher numbers of dice the results more and more favors the middle
numbers.  Comparisons of 3d6 and a d20, both with about the same range, brings
this result out clearly.  The odds of rolling  any number on a d20 is 5%.  A 1 or
2 can not be rolled with 3d6. The odds of rolling a 3 or an 18 is 0.46% or over ten
times less with 3d6 than with a d20.  The odds of rolling a 10 or 11 with 3d6 is
12.5% or 2.5 times more then a d20.
       Percentile rolls are made by rolling 2d10 or 1d10 rolled twice.  The number
on the first die is the first digit of the percentage.  The number on the second
die is the second digit of the percentage.  A roll of zero on both
dice is counted as 100%.
The numbers generated on a roll may be changed by the addition or subtraction
of a fixed amount.  For example a d6+l would generate numbers from 2 to 7, with
1 being added to the die roll.  A d6-1 would generate numbers from 0 to 5 with
1 being subtracted from the die roll.  The notation
 1-2/d6 would mean that a roll of 1 or 2 on a d6 would be a successful roll.  A
notation of 1-5/d6 would mean a 1, 2, 3, 4, or 5 would be successful.
EXPERIENCE POINTS

     The goal of the game is to gain experience points so that the players
characters may advance in experience level.  Experience points may be gained
through defeating monsters, finding treasure, being paid for services, finding
magic items, being dead, and for special situations.
     Characters earn one experience point for each gold piece of treasure they
gain during and adventure and one experience point for each gold piece of
payment they receive for their services.
     Magic items acquired during and adventure are calculated differently. 
Experience points earned for a magic item is usually 1/5 to 1/10th of the magic
items gold piece value.  The maximum experience points for any magic item is
10,000 points.  Cursed items give no experience points.  The magic items tables
should be consulted to help determine the experience point value of any given
item.
     A character that has been killed and is brought back to life through being
raised, resurrected, or reincarnated, or a character that has become an undead
gains 1000 experience points for the experience of being dead.
     The gamemaster may award additional experience points to characters that
have played exceptionally well or who has solved a difficult problem as part of the
adventure.  He may also penalize characters for bad play or for committing acts
inappropriate for their alignment.  The gamemaster will usually not award extra
bonuses or penalties.
     Characters gain experience points for slaying, outwitting, turning, or
otherwise getting the best of beings and monsters they encounter.  The following
table is used to determine the number of hit points earned for a
particular                monster.


MONSTER EXPERIENCE POINT TABLE

Hit Die               XP/HP       Ave. HP      Ave. XP       Special        MaJor
                                                             Ability      Ability

   <1                     1             3            3             1           30
   1-1+                   2             5           10             3           30
   2-2+                   4             9           36            10           30
   3-3+                   6            14           84            25           40
   4-4+                   9            18          162            50           80
   5-5+                  12            23          276            80          130

   6-6+                  16            27          432           130          220
   7-7+                  20            32          640           190          320
   8-8+                  25            36          900           270          450
   9-9+                  30            41         1230           370          620
10-10+                   36            45         1620           490          810

11-12+                   42            50         2100           630         1050
13-14+                   49            60         2940           880         1500
15-16+                   56            69         3864         11(00         1900
17-18+                   64            79         5056          1520         2500
19-20                    72            88         6336          1900         3100
   >20                   81                                     2500         4000

Special  Abilities:  Weapon  Use,   Touch   Attacks,   Poison,
Sound  Attacks,  Normal  to   High   Intelligence

Major Abilities:  Breath Weapons, Gaze Attacks, Spell Use,
Energy   Drain

       Experience points for monsters are calculated by multiplying the
monster's hit points by the experience points per hit points listed in column 2.
The more hit die the monster has the more experience points per hit point are
earned.  Columns 3 and 4 list average hit points per each hit die and average
experience points earned for defeating a monster of each respective hit die. 
Monsters use eight sided die for hit points.  In addition a bonus from the
special abilities column, the major abilities column, or both is added to the total
hit points if the monster has some of these abilities.  Again this bonus is
variable dependant on the hit die of the monster.
     The following table lists average experience points earned by defeating
skilled opponents:


SKILLED OPPONENT EXPERIENCE POINT TABLE

Exp-    Magic User      Thief      Fighter       Fighter
Level           d4         d6           d8           d1O

<1              32          3            4             4
1               38         10           13            14
2               60         38           46            54
3              110         88          109           124
4              220        145          212           248
5              360        290          356           410

6              590        466          562           658
7              860        680          830           960
8             1220        970         1176          1370
9             1665       1315         1600          1855
10            2200       1750         2110          2470

11            2835       2247         2709          3171
12            2940       2394         2898          3402
13            3973       3110         3747          4383

ADVANCEMENT

       All player characters use the same experience point table.  A character
May advance in up to two classes at once.  Experience Points may be divided
between each class in varying amounts at the discretion of the player and the
gamemaster.  For example a character might be a 9th level fighter with 600,000
experience points, and a 3rd level thief with 15,000 experience points out of a
total of 615,000 experience points.  All characters start as 0 level characters
with 0 experience Points.  After initial training as an apprentice prior to
adventuring a character will start as a 1st level character in one class with
2000 experience points.  After adventuring and gaining sufficient experience
points, a character has the option unless otherwise noted of spending 2000
experience points plus money and training time to gain first level abilities in
another class.

       Level   Experience Points

       0                    0-                   2,000
       1                 2001-                   4,000
       2                 4001-                   8,000
       3                 8,001-                 18,000
       4                18.001-                 35,000
       5                35,001-                 70,000
       6                70,001-                125,000
       7                125,001-               250,000
       8                250,001-               500,000
       9                500,001-               750,000
       10               750,001-             1,000,000
       11             1,000,001-             1,350,000
       12             1,350,001-             1,700,000
       13             1,700,001+


Characters may not advance beyond 13th level.  Those reaching 1,700,001
experience points will if they continue to adventure, will continue to receive
their share of experience points, but will not gain any additional hit points,
any additional spells castable per day, or any improved attack rolls.

CHARACTER DESIGN

       Several factors must be considered when designing a character: Physical
Attributes, Race, Class, and Alignment:

       A)  The physical attributes of strength, intelligence, will, dexterity,
       constitution, charisma, and perception are rolled randomly.  The value for
       each attribute is determined by taking the total of the best three of five
       six-sided dice rolled for that attribute.  These values may not be
       changed by trading points in one attribute for points in another as with
       some game systems.  The total of these base scores will range from 3-18. 
       Scores of 3-5 are low, 6-8 are below average, 9-12 are average, 13-15 are
       above average, and 16-18 are high.  Racial bonuses or penalties may
       change the rolled numbers.  Bonuses or Penalties for high or low
       attributes may be given and are listed in the description for that
       attribute.

       B)  The race of the character must be determined.  There are a wide
       variety of races with their own unique abilities.  The race of the
       character may be chosen by the player.  Some races have variations
       between male and female members and the sex of the character may be
       chosen as well.  Any racial bonuses are added and any racial penalties
       are subtracted from the randomly rolled physical attributes base score. if
       the resulting score is higher than the racial maximum, these extra points
       are lost and the score is dropped to the racial maximum.  If the base
       score is lower than t-he racial minimum, the player character can not be
       of that race.

       C)  The professional class of the character must be determined.  The
       player may choose the class of the character subject only to racial or
       alignment restrictions.  For example caniimen have no magical abilities and
       therefore can not become any of the magic classes.  Other professions
       have minimum attributes or restrictions that must be met by the
       character for him to take up that class.  Generally a player chooses a
       class for his character that makes the best use of the characters
       physical attributes and racial abilities.

       D)  An alignment must be chosen for the character.  Alignment is how the
       character stands with respect to the struggle between good and evil in
       the universe.  Three alignments are possible: Good, Evil, or Neutral. 
       Neutral characters may have good or evil tendencies.

       A character when created optionally can be considered to be a first level
character in a single class with 2001 experience points in that class.  He will
have all of the abilities and skills of a first level character of that class.  At a
later time, unless his chosen profession is restricted to characters of single
class only, the character can take up a second class.  To take up a second
class the character must begin at 0 experience points in that class and expend
experience points, take time for training, and pay for training expenses from
treasure he has earned.  A first level character upon being created will get 10
times 4d6 (ten times the total of four six-sided dice) of gold pieces to cloth and
equip himself.
CHARACTER BACKGROUNDS

       When designing a character the player must try to bring the character to
life as Possible.  Begin by creating a background for the character.  Where did
the character come from?  Did he live in a city, town, village, or farm? What
did he do before becoming an adventurer?  Why did he become an adventurer? 
Does he have family and friends?  Does he have hobbies and special interests? 
What kind of childhood did he have?
       All of these questions need not be written out, but work out a rough
idea of his background when he is created and keep these ideas in your head. 
As the character is played slowly fill in the details of his background.  Have
him develop a personality, have likes and dislikes, be talkative or quiet, and
have little personality traits and quirks.  This will add color to the game and
make the play more enjoyable for everyone.  It will also help you keep your
characters distinct when playing more than one on a single adventure. 
Whether the character is a rightful prince in exile or a wild-man raised by
werewolves, a good player character needs to have a background.

STRENGTH

     Strength is a measure of the physical power of the player character.  It
relates to how well a character hefts a weapon and with what force, how much
a character can lift, or any other factor related to brute strength.  Combat
actions are determined by rolling a 20-sided die.  Each +1 bonus or -1 penalty
is added to the die roll as a correction and represents a +5% or -5% chance for
a successful hi-,. bonuses or penalties to the damage are added or subtracted
from the damage rolled on a successful hi-t.  Less than 0 points damage is not
possible.  Weight carried represents how much weight in pounds the character
can easily lift over his head.


          Level  To Hit   To        Weight     Armor  Notes
                 Melee    Damage    Carried    Class

               1                                                    Bedridden
               2      -3         -3                 5         -1 Weak
               3      -3         -2                 20        -1
               4      -2         -2                 30         0
               5      -2         -2                 40         0
               6      -1         -1                 55         0 Below Average
               7      -1         -1                 65         0
               8      -1          0                 75         0

               9      0          0                  90          0 Average
               10     0          0                  100         0
               11     0          0                  110         0
               12     0          0                  120         0

               13     0          +1                 140         0 Above Average
               14     0          +1                 160         0
               15     0          +1                 180         0

               16     +1         +2                 200         0 Strong
               17     +1         +2                 220         0
               18     +2         +2                 240        +1 Herculean

               19     +2         +3                 270        +1  Hill Giant
               20     +2         +3                 300        +1  Stone Giant

               21     +3         +4                 350        +2  Frost Giant 
               22     +3         +5                 400        +2  Fire Giant
               23     +3         +6                 500        +2  Cloud Giant
               24     +4         +7                 650        +3  Storm Giant FIGHTER STRENGTH SKILL

Fighter Strength Skill: This skill is restricted to fighters only with a strength
of 16 or greater.  The skill is a combination of muscle  building, balance
training, and concentration training that enables a fighter to improve his
combat abilities.  Initially a percentile roll is made to determine which of four
levels of mastery the character falls.  Thereafter if the fighter maintains his
training regime he has a 10% cumulative chance per level of advancing to the
next level of mastery.  When he advances the character starts the cumulative
series over again with a 10% cumulative chance per level of advancement to
achieve the next level of mastery.  Constitution Bonuses are added to hit points
gained when the player advances from one level to the next.  When the
character is magically, naturally, or by potion healed the constitution bonus is
added to hit points regained.


       Initial   Level of    To Hit     To Damage    Constitution  Armor
       Percent   Mastery     Melee      Melee        Bonuses      Class
       Roll                                          (HP/HD)      Bonus

       01-50          A              +0             +1              0             0
       51-80          B              +0             +2             +1             0
       81-99          C              +0             +3             +2             0
       100            D              +1             +4             +3             -1

INTELLIGENCE

     Intelligence is a measure of how smart a character is, not how well
educated he is.  A character of low intelligence will always act that way no
matter what his education.  An intelligent player will always act intelligently
whether he is a barbarian or a scholar.  Characters of normal or higher
intelligence can learn additional languages beyond their cradle languages. 
Those learned as a child usually racial, common, and perhaps one or two others. 
Trade languages do not count age-Inst these totals either.  Thereafter one or
two languages may be learned per experience level, i-f the player has the skill
of linguistics up to the maximum per intelligence. similarly a character must
have a minimum intelligence to cast spells.  The higher level of spells, the
higher level of intelligence required to cast them.


       Level  Additional  Spell              Notes
              Languages   Level

       2              0                      Moron
       3              0                      Illiterate
       4              0              
       5              0              

       6                                     Slow
       7
       8

       9              2       0-3            Normal
       10             3       4-5
       11             4        6
       12             5        7

       13             6        8             Bright
       14             7        9
       15             8       10

       16             9       11             Brilliant
       17             10      12     
       18             11      12             Genius

       19             12      12
       20             13      12
WILL

       Will is the measure of the mental discipline of the character.  A character
with a high will gains bonuses to fight off magical, alchemical, and psionic
attempts to affect his mind, such as charm, sleep, fear, etc.  These are
reflected by bonuses and penalties added to his saving throws.  Will is also a
reflection of the determination of the character to see a task through.  The
higher the will the more relentless the character can be.  It is also a measure
of bravery.  Characters with low wills are cowardly, while those with high wills
are brave.


       Level      Save versus        Notes
                  Mind Affects
               
       2              -3             Sniveler
       3              -2             Cowardly
       4              -2
       5              -2
       
       6              -1             Nervous
       7               0
       8               0

       9              0              Normal
       10             0
       11             0
       12             0

       13             +1             Stalwart
       14             +1
       15             +1

       16             +2             Brave
       17             +2
       18             +3             Heroic

       19             +3
       20             +3
DEXTERITY

       Dexterity is a measure of a characters nimbleness, quickness, and ability
to use their hands for delicate work.  It is a main requisite for thieves and
acrobats.  Characters with a high dexterity gain bonuses for using missile
weapons, lower armor classes, and bonuses for dexterity skills.  Dexterity skills
include pocket picking, trap removal, climbing, stealth, and evade pursuit. 
Characters with low dexterity are clumsy and suffer penalties in these
categories.


       Level  To Hit   Armor         Dexterity      To Hit
              Missile   Class        Skills         Melee

       02             -4      +2     -25%           -1
       03             -3      +2     -20%           -1
       04             -2      +2     -15%           -1
       05             -1      +2     -10%            0

       06             0       +1     -5%             0
       07             0       0       0%             0
       08             0       0       0%             0

       09             0       0       0%             0
       10             0       0       0%             0
       11             0       0      +1%             0
       12             0       0      +2%             0

       13             0       0      +3%             0
       14             0       0      +4%             0
       15             0       -1     +5%             0

       16             +1      -2     +10%            0
       17             +2      -3     +15%            0
       18             +3      -4     +20%           +1

       19             +4      -5     +25%           +1
       20             +4      -5     +25%           +1
CONSTITUTION

       Constitution is a measure of the health and vitality of the player
character.  Characters with high constitutions gain a bonus of extra hit points
for each hit die as they advance in level, Characters with high constitutions
have bonuses to Saves versus Death/Petrification and Saves versus
Poison/Potion.  Characters with high constitutions are more resistant to
diseases and infections than those with low constitutions.  Characters with high
constitutions heal faster and gain pluses per die of natural or magical healing
when wounded.

Level    Save vs.         Resist       Hit Point       Healing     Notes
         Death/           Illness      Correction  Point
         Petrify/                   Advancement Bonus
         Poison/
         Potion

  2            -3             -15%           -2             -2     Sickly
  3            -2             -10%           -2             -2
  4            -2             -10%           -2             -1
  5            -1             -05%           -1             -1

  6            -1             -05%           -1             -1     Poorly
  7            -1             -05%           -1              0
  8             0               0%            0              0

9-13            0               0%            0              0     Average

 14            +1              +5%           +1              0     Healthy
 15            +1              +5%           +1             +1
 16            +1              +5%           +1             +1

 17            +2             +10%           +2             +1     Robust
 18            +2             +10%           +2             +2

 19            +3             +15%           +3             +2
 20            +3             +15%           +3             +3
                CHARISMA

       Charisma is a measurement Of how well a character interacts with those
he meets.  It is mostly personality although some aspects of physical
appearance also plays a role.  A character with high charisma is likable, while
characters with low charisma are dislikable.

Level          Reaction              Notes
               Adjustment

  2            -4     -20%           Disgusting
  3            -3     -15%           Revolting
  4            -3     -15%           

  5            -2     -10%           Repulsive
  6            -2     -10%           

  7            -1     -05%           Dislikable
  8            -1     -05%

9-12            0       0%           Normal

 13            +1     +05%           Likeable
 14            +1     +05%           

 15            +2     +10%           Charming
 16            +2     +10%

 17            +3     +15%           Magnetic
 18            +3     +15%           Inspiring

 19            +4     +20%           Awesome
 20            +4     +20%    
PERCEPTION

       Perception is a measurement of a character's awareness of his
surroundings.  It is his ability to find hidden objects, hear noises, find traps,
tracking, detect ambushes, and tailing.  For most attempts to perform a
perception skill the game master assigns a percentage chance to be successful. 
Then racial bonuses/penalties and perception bonuses/penalties are added and
percentile dice are rolled to determine if the attempt was successful.  Invisible
objects or cause a slight shimmering in the air around them that may be
detectable to someone looking for it, This is the basis for the percentile chance
to detect invisibility, which is higher with higher perception scores.

Level          Perception            Detect                 Notes
               Skills                Invisibility

  2            -25%                   1%
  3            -20%                   1%
  4            -15%                   1%
  5            -15%                   1%
  6            -12%                   1%
  7            -10%                   1%
  8            -05%                   1%

  9              0%                   2%
 10              0%                   3%
 11              0%                   4%
 12              0%                   5%

 13            +05%                   7%
 14            +10%                  10%
 15            +12%                  15%

 16            +15%                  20%
 17            +15%                  25%
 18            +20                   25%

 19            +22%                  25%
 20            +25%                  25%

MAGIC ATTRIBUTE

       Magic ability is fairly common among the group of people who become
adventurers.  It is dependant on heredity with potential being linked to a
recessive gene.  Therefore some races have additional bonuses and penalties to
be added to the initial attribute roll.  Read the appropriate section on the race
or its racial magic to determine these corrections.  In addition a character will
receive a +1 to the attribute roll for each parent who also had magic ability. 
Wild magic talents may also be present as are described in the section on
magic.  Wild talents also give a +3 to the initial magic attribute roll. 
Intelligence also plays a role in learning the skill of magic but does not affect
the magic potential.  Limited intelligence will limit the level of advancement in a
magic field.  The bonuses to saves vs magic spells and magic sensitivity will
not be affected by low intelligence.  Non-magic users with a magical ability of
15 or higher will be able to detect magic on touch and perform up to 3 zero
level tricks.  Spells cast by magic users of high power will have effects as if
they were cast by a magic user of higher level as per the table.

Level          Magical Power         Specialized                   Saves versus
               Spell Level           Magic Skills                  Spells and Some
                                                                   Magic Items
                                                            
 0-09          None                  None                          0
10-11          Tricks                                              0
12-15          1st-2nd 
  16           3rd-6th                                             +1
  17           +1 Power Level        Minor Magic Items             +2
               6th-12th              
  18           +2 Power Levels       Major Magic Items,            +3
               Up to 12th            Golems, Machina,
                                     Robots and Statues
  19           +2 Power Levels                                     +3
  20           +3 Power Levels                                     +3
  21           +3 Power Levels                                     +4

Magical Sensitivity (Magic Users only)

10-15          Detect magic by touch
  16           Detect magic 6 inch radius
  17           Detect magic 1 foot radius
  18           Detect magic 1 foot radius per level

Identify Magic

  15           Identify 1 characteristic/item/day
16-17          Identify 2 characteristics/item/day
18-20          Identify 3 characteristics/item/day
  21           Identify 4 characteristics/item/day
ALIGNMENT

       Alignment is how the character stands with respect to the struggle
between good and evil in the universe.  Good and evil are part of the fabric of
the Frank Universe and a complete victory for one side or the other is
impossible.  If one is wiped out in a particular area, either good or evil will
spontaneously reemerge.  The struggle therefore is to limit as much as possible
the extent of control held by one side or the other.

       Good is in its most basic form a respect for life and beauty in the
universe.  It is built on concepts of trust, friendship, and love.  Self sacrifice
in order to help others is often an attribute of goodness.  A good person need
not be perfect or saintly, just generally good in his outlook on life.

       Evil is the antithesis of good.  Evil beings hold life itself to be worthless
and meaningless.  The only goal of an evil being is enhance his own position at
whatever cost to anyone else.  They delight in the pain and misery of others. 
Personal wealth and power is all important.  To achieve these ends good must
be fought.

       Neutral is a third possible alignment.  Characters who are neutral view
good and evil as opposite ends of one unified philosophy, the yin and yang of
oriental thought.  Others simply to caught up in their own ideas and ideals to
be bothered with concepts of good and evil.  A character who is neutral may
have good or evil tendencies within the overall alignment of neutral.

       Neutral good characters, while generally acting in their own self interest,
will usually do what is right in times of crisis.  They find it impossible to
commit any acts of major evil, but neither will they commit any acts of great
self sacrifice unless under exceptional circumstances.

       Neutral evil characters generally act in their own self interest and
delight in doing petty tricks and minor annoying harms and ills to others. 
While they often practice minor evils, they will be very uncomfortable about
committing any acts of great evil and will do so only under exceptional
circumstances.  They will never commit acts of major self sacrifice to help
others without getting something in return.

       A character must remain true to his alignment or he may suffer loss of
experience points, loss of treasure, or some other calamity may befall him at the
discretion of the game master.  Some magicians may loose the ability to cast
some types of spells if their alignment changes.  A slow change over time might
be allowable, or completion of some task set by the gamemaster may allow the
character to change alignments.
LOCATING SECRET DOORS

       One of the most used skills is attempting to locate secret doors or
hidden compartments during the course of an adventure.  The typical chance
to find a secret door or compartment is a roll of 19-20/d20. This is equivalent
after various bonuses and penalties to a roll of 1d6 used in other systems. 
Equivalents between systems are shown in brackets.  The chance of locating a
secret door is based on chance, experience, perception, and in the case of
some thieves specialized training.

       Natural 20:  Will always find a secret door or hidden 
                      compartment even if magically hidden.

               Roll Equivalent

               19-20  (1d6)
               17-20  (2d6)
               15-20  (3d6)
               13-20  (4d6)
               11-20  (5d6)

       Perception bonuses or penalties are added to the initial attempt roll with
each 5% bonus equal to a +1.  Characters of level 3-6 gain an additional +1, 7-
9 gain a +2, 10-12 gain a +3, and level 13 characters gain a +4 to the initial
roll.  Thieves may learn a skill limited to thieves and thieve sub-classes called
Secret Doors.  This skill gives them an additional +4 to find secret doors or
hidden compartments.  The game master may also add or subtract bonuses or
penalties at their discretion based upon the situation.  The percentage of
finding a secret door is based upon searching for ten minutes.  Searching for
longer periods increases the chance of finding a hidden door.  This table
serves only as a guideline.
GUILDS

       Most skilled trades and professions in the Frank Universe game are
organized into trade guilds.  These guilds are independent of the government
of the local area.  The purpose of the guilds is to make sure that their
members are treated fairly and are paid for the work they perform.  Another
goal of the guild is to provide for quality services.  Members of the guilds
must pass through various levels of training to assure the quality of their
work.  Novices are 0 level tradesmen.  At levels 1 through 4 they are
considered to be apprentices.  At levels 5 through 7 they are Journeymen.  As
journeymen they travel around the country practicing their trade in the real
world between returning to the guild house for training.  At eighth level they
may become a Master Craftsmen or Master Professional.  This is dependant
upon the completion of a masterpiece or a master task.  This need not be
brilliant in execution, but must be well made or done and thereby showing a
master knowledge of the trade or profession.
       Upon becoming a master the member may optional open a new guild hall
in a new location not serviced by the guild.  He would then be referred to as
Hall Master.  There are various levels of mastery above eighth level.  The
Guildmaster is the highest member of the guild in a given area.  He must be
of thirteenth level.  Craftmasters are autonomous with no one higher in the
craft than they.  Guildmasters from adjacent areas are of equal rank
irrespective of the size of the guild in their areas.
       A service generally provided by the guild halls is to provide lodging
and simple food to traveling members of their guild when passing through. 
Some guilds also provide support for the widows and children of deceased
guild members.    The guild also acts on behalf of any guild member that has
be unjustly treated or cheated by a                 purchaser of his skills.
       There are independent craftsmen and professionals that do not belong to
guilds.  Some guilds ignore these individuals, while others persecute these
non guild members in an attempt to drive them out of business or out of the
area.  The assassins guild for example often takes a permanent solution to non
guild members plying their trade in the guild hall's territory.


WAGES

     There is a wide disparity of monthly wages in the Frank Universe
dependant on the caste of the person.  The average wage is very low often 1-
2 Gold Pieces a month to a laborer trying to support a family.  Below are some
examples of typical                     wages for a month.

      Occupation/                            Wage/Month in
      Profession                               Gold pieces

GENERAL WORKERS:

Carpenter                                                2
Laborer                                                  2
Leather    Worker                                        2
Mason                                                    3
Personal Servant                                         1
Tailor                                                   2
Teamster                                                 5

SKILLED WORKERS:

Architect                                               80
Armorer                                                100
Blacksmith                                              30
Castellan                                              150
Jeweler                                                100
Mine    Engineer                                        70
Weaponer                                               120

SOLDIERS:

Archer  (O level)                                        3
Artillerist                                              5
Bowman  (1st)                                            8
Foot Soldier  (O level)                                  1
Horseman  (O level)                                      4

Sergeant (l-2nd)                                        10
Lieutenant (3-4th)                                      20
Captain (5-6th)                                         40
TREASURE

     Of prime importance to the adventurers is treasure.  Treasure may be in
many forms including common items, coin, gems and jewelry, and Magic items. 
Care should be taken in placing treasure in an adventure so that there is not
too much too easily gained, or too little that is too difficult to gather.  Most
intelligent individuals will have some items of value.  However the Frank
Universe is a stratified society.  Most people are very poor and have very
little, while a very few have most of the money.  Common soldiers may have a
few copper pieces or a silver piece but will have little more.  Veteran higher
level soldiers may have some treasure and weapons or armor gained in battle. 
Clearly the leaders of the city will have most of the treasure and magic items. 
This should be kept in mind when distributing treasure in an adventure.
       Non-intelligent monsters usually will not collect treasure.  Some may
collect shinny objects which include treasure but will not recognize ii as such. 
Another source of treasure found with non-intelligent creatures might be on
the bodies of victims killed by the monster.  These might be found in bone
piles near the monsters lair.
       Intelligent monsters often collect treasure.  Dragons and Sphinxes are
known for large treasure troves, and will typically include money, gems and
jewelry, and magic items.  Intelligent monsters are also the toughest to defeat. 
A general rule is that the older, bigger, and tougher the intelligent monster,
the more treasure he has likely accumulated.


LIFE AND DEATH

       Life and death are a normal part of existence in the Frank Universe,
however death is not necessarily the end for characters.  Characters might be
brought back to life or might be raised as an undead creature.  Characters
that have been dead for only a short time may be raised by a Raise Dead
spell or potion.  Those that have been dead for much longer may be brought
back to life using a Resurrection spell or potion.  Or alternatively a dead
character may be brought back to life and reincarnated in a different body
using a reincarnation spell.  Any character that has died and is brought back
to life gains 1000 experience points for having been dead.
       The other possibility is to come back as an undead.  Necromancers and
other practitioners of black magic can not be brought back to life using
potions or spells, but will automatically return as some form of undead
creature dependant on experience level.  Black magicians and healers can
similarly animate other dead and turn them into undead creatures.  If a
character suffers enough energy drains to drop him below zero level he dies
and returns as the same type of creature as killed him.  Being bleed to death
by a vampire will cause the character to become a vampire and return to
existence an that type of undead.
       The spirit or ghost of a character may be called upon to inhabit some
house or other area and guard it through eternity.  Even dead characters can
be talked to using a Speak With Dead spell.  So don't worry, if your character
dies it isn't necessarily the end.

SPEED

     Speed is a measurement of how fast a person or creature can travel. 
The numbers listed for speed is in miles per hour.  For example a man can
run at a speed of 12 miles per hour for a long distance.  Whereas his normal
walking speed is four times less at three miles per hour.  His speed would be
listed as W-3, R-12.  Speeds will be listed for some creatures for flying,
swimming, or burrowing.  The following table lists common speeds in miles per
hour and converts them to feet per minute for easy reference.

       mph  ft/min            abbreviations
       1       88
       2      176              walking     w
       3      264              running     r
       4      352              swimming    s
       5      440              flying      f
                                burrowing   b
       8      704
       10     880
       12    1056
       15    1320
       18    1584
       20    1760

       25    2200
       30    2640
       40    3540
       50    4400

       60    5280
       70    6160
       80    7040
       90    7920
       100   8800

For comparison an average human walks at about 3 mph.  A fast runner can
do a 4 minute mile or about 15 miles per hour.  A top marathon runner can
average a mile in about 4.5 to 5 minutes, or between 12 and 13.5 mph.  A
horse runs at about twenty miles an hour for short distances, with spurts of
speed up to 30 mph.TIME

       In the Frank Universe there is no sun to cause daily light and dark
cycles.  However since time must be measured in some manner, time in the
Frank Universe is measured in seconds, minutes, hours, days, weeks, months,
and years using normal Earth measurements.  Almost all creatures, especially
the humanoids have a waking sleeping cycle of approximately 24 hours.  Towns
and villages often will set an arbitrary day and night periods that are
followed by most of the local residents and merchants. other places may h-e
no regard for standardization at all and establishments will be open 24 hours
a day or at the whim of its owner.

HEALING

       In the Frank Universe there are many types of healing: natural, magical,
and by potion.  By resting a night for 6-8 hours a wounded character can
regain 1d4 hit points of damage he had received from wounds and injuries. 
However he may still be stiff and sore even if he has regained all of his hit
points.  Broken bones take weeks to heal naturally and will still be broken
even if he returns to full hit points before that time.  Wounds may also
become infected and not heal properly and cause illness.  Magical healing in
the form of cure minor wounds, cure major wounds, and cure critical wounds
similarly will not heal broken bones or cure infections.  Magically healed
injuries however will not be sore the next day.  Other spells may be cast that
will mend bones, cure diseases, or remove parasites.  The longer a wound
remains untended the more likely it is to become infected.  If dirt or filth get
into the wound infection also is likely.  Magically healed wounds, if healed
within a few hours will heal without scars.  Potions may also be used for
healing, but again they are specific as to the type of healing they will do.


LIGHT

     Even without a sun, the Frank Universe is not dark.  Light comes from
water vapor in the form of clouds, fog, steam, and mist as a result of
condensation and interactions of tiny droplets and water vapor within the
cloud.  Water vapor as a gas does not glow, water does not glow, and wet
areas do not glow, It should be noted that in cool, damp caves and dungeons
a players breath often forms a mist that gives off a white light as does water
evaporating from wet clothing.


IRONWOOD

     Ironwood is a type of small tree growing to a maximum of 30 feet high. 
Through time the tree leaches iron out of soil and rocks that are too poor to
be used for iron ore.  Very old trees are rare and its would may contain up
to 50% iron by weight.  Wood from them is only slightly softer than iron and
is approximately the same weight as iron.  Young to medium aged ironwood has
from 5-10% iron, and is only slightly softer than old ironwood.  Ironwood is
used in place of where iron was normally used in Earth history, in items such
as swords and knives.  Ironwood doesn't burn in normal fires.


VISION

     Many different types of vision are found in races and creatures in the
Frank Universe.  Most see in the normal red-violet light spectrum but may see
in other spectrums as well.  The following table lists types of vision:

Heat Vision- Also called infravision, heat emissions and small temperature
variations are visible.
Infrared- Color vision in near infrared spectrum Just longer than red light. 
Healthy plants are bright red in infrared.
Magical Vision- see magic spells and devices.
Night Vision- Black  and  white  vision  in  very  dim
light.  Some light must be present.
Normal, Black and White- vision in red to violet light spectrum.
Psionic Vision- see psionics.
Sonar- This is the equivalent of vision using sound waves.  A sound is
emitted by the creature and the echoes created are used by the creature to
create a sound picture.  This may be used by creatures in the air,
underground, or in water.  Examples are bats, earth dragons and whales.
Ultra Violet- Also called ultravision is color vision in the ultraviolet spectrum
just beyond the violet.  Insects commonly have ultravision.  X-Ray Vision-
This is the ability to see through materials of low density.  The denser the
Materials the darker they look to x-ray vision.


MONEY

     In the Frank Universe metals are very scarce.  Iron is as rare as gold,
silver is more common, copper, tin, and lead are even more common.  The
prevalent exchange rates are as follows[

       10 copper pieces = 1 silver piece 
       10 silver pieces = 1 gold piece 
        5 silver pieces = 1 electrum piece 
        2 electrum pieces = 1 gold piece 
        1 gold piece    = 1 iron piece
       10 gold pieces   = 1 platinum piece

Coins in various areas may be of different sizes and ,denominations as well as
having different mintages.  However due to the influence of trade the above
are considered standard values.  Coins typically weigh 1/20th of a pound. 
Due to the rarity of metals, metal items generally cost 10-20 times the cost of
their wooden counterparts.
GEMS AND JEWELRY

     Treasure and money is often kept in the less bulky form of jewels and
jewelry.  Gems found in the Frank Universe have similar Values to those
found on Earth.  Special minerals or unusual gems may be found and values
assigned at the discretion of the game master.  These might include crystals
that are always glowing, or always cold, or always hot, or having some other
magical characteristic or property.  Below is a list of the base values of many
common gems.  The values listed are for raw or rough cut stones of medium
size.  Larger gems are worth more.  The value of cut gems may be 2 to 20
times higher than this base value.  An unsuccessful attempt to cut the gems
may reduce their values, rather than increasing them.  Common jewelry values
can be randomly determined by using the formula 4d6 x 100 gp value

Gem Value                  Table

     Roll                  Value     In GP
     00-25                    0-      10
     26-50                   10-      50
     51-70                   50-     100
     71-80                  100-     500
     81-90                  500- 1000
     91-99                 1000- 5000
      00                     5000+

Values for Common Gems in Gold Pieces

Agate                                  10-   50
Amethyst                              500- 1000
Amber                                 100-  500
Amber w/insect                       1000- 5000
Coral, Black                           50-  100
Coral, Crimson                         10-   50
Diamond                              1000- 5000
Emerald                              2000- 6000
Garnet                                100-  500
Jade, True                            500- 1000
Jade, Green                           100- 1000
Jasper                                 50-  100
Jet                                   100-  500
Lapis Lazuli                           10-   50
Obsidian                                0-   10
Onyx                                    0-   50
Opal                                 1000- 2000
Pearl                                  50-  100
Quartz, Clear                           0-   10
Quartz, Smokey                         10-   50
Quartz, Rose                           50-  100
Ruby                                 2000- 6000
Sapphire                              500- 1000
Topaz                                 500- 1000
Turquoise                              50-  500
EQUIPMENT   COSTS

Clothing- cost for simple but
                           well  made  goods.

Belt                       3 sp
Belt Pouch                 1 sp
Boots, High Hard           2 gp
Boots, Low Hard            1 gp
Boots, High Soft           15 sp
Boots, Low Soft            5 sp
Breeches, Cloth            3 sp
Breeches, Leather          6 sp
Cap, Cloth                 5 cp
Cloak                      5 sp
Cloak,  Hooded             6 sp
Coat, Short                1 gp
Coat, Long  Heavy          3 gp
Gloves,  Cloth             1 sp
Gloves,   Leather          2 sp
Hat, Leather               1 sp
Kilt, Cloth                3 sp
Kilt, Leather              6 sp
Performer Costume          4 gp
Robe                       5 sp
Tunic, Cloth               2 sp
Tunic, Leather             5 sp
Vest,  Leather             7 sp


General Equipment

Backpack, Leather          1 gp
Candle, Tallow             1 cp
Chest, Wood Small          3 sp
Chest, Wood Medium         6 sp
Chest, Wood Large          1 gp
Grappling Hook             1 gp
Ladder, 20'                1 gp
Lantern                    10 gp
Oil Flask, Pint            1 sp
Performer Make-Up Kit                1 gp
Pick                       1 gp
Pole, 10'                  5 cp
Rope, 50'                  5 sp
Sack, Cloth, Small         2 cp
Sack, Cloth, Large         5 cp
Scroll Case, Leather       5 sp
Shoulder Pouch             7 sp
Shovel                     1 gp
Spike, Ironwood            1 cp
Tent, Small (1-2 man)                5 gp
Tent, Medium (3-4 man)               10 gp
Tent, Large (10 man)       20 gp
Thieve's Tools             15 gp
Tinder Box & Tinder        1 gp
Water Skin, Gallon         15 cp
Wine Skin, Quart           1 sp


Livestock And Animals

Camel, Riding              50 gp
Cat, Common                1 cp
Cheetah, Trained           150 gp
Chicken                    5 cp
Cow                        10 gp
Dog, Common                1 cp
Dog, Hunting               10 gp
Dog, War/Guard             15 gp
Donkey                     10 gp
Eagle, Untrained           40 gp
Eagle, Trained             80 gp
Elephant                   500 gp
Elephant, War              1000 gp
Falcon, Hunting            50 gp
Goat                       2 gp
Horse, Draft               25 gp
Horse, Light Riding        20 gp
Horse, Light War           200 gp
Horse, Heavy War           250 gp
Lizard, Riding             30 gp
Mule                       20 gp
Ostrich, Riding            40 gp
Ox                         15 gp
Pig                        3 gp
Pony                       12 gp
Pony, War                  100 gp
Sheep                      2 gp
Songbird                   1 sp


Provisions And Lodging

Meal, Simple               5 cp
Meal, Good                 1 sp
Meal, Fancy                1 gp
Ale, Pint                  5 cp
Beer, Pint                 3 cp
Mead, Pint                 1 sp
Wine, Cheap, Pint          1 sp
Wine, Good, Pint           1 gp

Horse Meal/day             5 cp
Road Rations/day           1 sp

Lodging, Cheap/day         5 cp
Lodging, Medium/day        1 sp
Lodging, Good/day          1+ gp
Stabling/day               2 cp


Tack And Harness

Bit And Bridle             7 sp
Feed Bag                   5 cp
Harness                    3 sp
Saddle                     10 gp
Saddle Bag,  Small         1 gp
Saddle Bag,  Large         2 gp
Saddle Blanket/Pad         2 gp

Elephant Tower             150 gp
Howdah, 
   Camel/Elephant          30  gp
Ostrich Saddle             20  gp
Ox Yoke                     1  sp


Vehicles for Transportation

Barge                      30 gp
Boat, Small, 2 man         40 gp
Boat Large, 2-8 man        80 gp
Boat, Long                 150 gp
Buggy                      100 gp
Cart                       50 gp
Coach                      200 gp
Galley, Small              12,000 gp
Galley, Large              24,000 gp
Raft                       10 gp
Ship, 
   Sailing, Small          16,000 gp
Ship, 
   Sailing, Large          18,000 gp
Ship, War                  30,000 gp
Wagon, Light               100 gp
Wagon, Heavy               150 gp

Weapons: Cost of general weapons.  A more
detailed listing is found in the weapons
damage chart in the section on weapons
and armor.  Armor costs are listed there as
well.  Unless otherwise stated listings are
for ironwood weapons.  Iron weapons cost
approximately five to ten times as much.

Arrows, normal, 1 dozen              1 gp
Arrow, silver, one                   1 gp
Axe, Battle                          5 gp
Axe, Hand or throwing                1 gp
Bow, Long                            50 gp
Bow, Long, Recurve                   80 gp
Bow, Short                           12 gp
Crossbow, Light                      12 gp
Crossbow, Heavy                      20 gp
Dagger w/ Scabbard                   2 gp
Dagger, Silver                       15 gp
Dart, War                            2 sp
Flail                                2 gp
Fork, Military                       4 gp
Halberd                              8 gp
Hammer                               1 gp
Hammer, Two Handed                   6 gp
Javelin                              5 sp
Lance                                5 gp
Mace                                 4 gp
Morning Star                         5 gp
Net, Throwing                        5 sp
Pick, Military                       5 gp
Pike                                 3 gp
Quarrel, Normal, dozen               1 gp
Quiver, w/cap (holds 20)             8 sp
Scimitar                             15 gp
Shirken, dozen                       1 gp
Sling                                5 cp
Sling Stone, twenty                  5 cp
Spear                                1 gp
Sword, Bastard w/Scab.               20 gp
Sword, Long w/Scabbard               15 gp
Sword, Short w/Scabbard              10 gp
Sword, Two Handed
       w/Scabbard                    25 gp
Trident                              4  gp
Whip                                 5  sp






Combat

                                 COMBAT

     In a fight there is an order to the combat.  If the attack is a surprise that
side gets first attack.  Obviously missile attacks from a distance will take place
before the parties close for hand-to-hand or melee combat.  More than one monster
or player may gang up on a single opponent.  The gamemaster plays the role of
the monster or enemies attacking the party or player character.  He chooses which
enemies attack which character.  This is usually done randomly because it is
unfair for gamemaster to use special knowledge he has gained about the
characters that the enemies would not have in determining whom is attacked.  As
the battle goes on the enemies may discover that a particular character is a
fighter or magician and change tactics accordingly.  If both parties engage in
combat at the same time a roll is made to determine which goes first.  This may
be done on an individual basis or for each side as a group.  The player and the
gamemaster each roll a six-sided die.  The higher roll gets to attack first.  If the
roll is a tie there are simultaneous attacks.
     The order of combat is as follows.  If the player character gets one attack
per minute and he gets first attack, he attacks then the opponent gets to attack
back.  This sequence of attack and counterattack is called a round and takes one
minute to complete.  If one or both parties get more than one attack a round, all
of these attacks will be completed in one minute.  If he has 1-1/2 attacks per
minute, then at the end of every second round he gets a second attack.  If he
gets two attacks per round, he will attack first, the opponent will attack back,
and then the player may attack a second time in the one minute round.  Many
creatures get a claw, claw, and bite attack.  These are taken all at one time
during the creatures phase of combat.  Obviously during combat if one side is
knocked unconscious or killed he cannot fight back.  If more than one opponent
is present they will each get to attack before the first gets to fight back again. 
The progressions of multiple combat and multiple attacks are easy to calculate
using this basis.
     In simultaneous combat both sides are considered to be attacking at one time. 
The only difference is that if an opponent is unconscious, wounded, or killed by
his adversary, he will still get his counterattack in that round as all the blows
were taken simultaneously.  Thus two opponents may kill each other in a single
round.
     One spell may be cast per minute.  During that time the spell caster may not
be engaged in any type of physical combat.  If he is successfully hit during that
minute, the casters concentration is broken and he must start over again to cast
a spell.
       There are four attack matrixes:  unskilled, semi-skilled, skilled, and monster
attack matrixes.  Player characters use the table designated in their class
description.  Intelligent opponents using weapons will use the same table at the
same level as if they were player characters.  For example if the opponent were
a sixth level magic user, he would use the sixth level of the unskilled attack
matrix, if the opponent were a sixth level fighter he would use the sixth level of
the skilled attack matrix.  Opponents such as zero level men-at-arms use the zero
level skilled attack matrix.  Monsters fighting using claws, bites, and so forth use
the monster attack matrix.
     To determine if an attack or hit is successful, a twenty sided die is rolled. 
A roll of a natural 1 is always a miss and there is a chance that the attacker may
drop or break his weapon.  A roll of a natural 20 is always a hit and does double
damage.  If in melee combat a twenty sided die is rolled to determine the attackers
base number to hit.  To this number any bonuses due to superior strength or
exceptional dexterity are added to the base roll or any penalties for weakness or
clumsiness are subtracted from this base roll.  Next any other bonuses or
penalties for magic weapons are added or subtracted to the base roll.  For example
an attacker using a +2 sword would add +2 to his attack roll.  Then bonuses and
penalties are added to the attack roll.  Attacking from behind, attacking while
invisible, or attacking by surprise adds a +2 to the attack rolls.  Attacking a
fallen opponent adds a +4 to the attack roll.  Bonuses for special weapons training
are added to the roll.  A character may be proficient in only a limited number of
weapons.  If using a weapon in which he is not proficient, whether a melee or
missile weapon, he suffers a -2 penalty on his to attack rolls.  Other bonuses or
penalties may be assigned by the gamemaster- This number is the final attack roll.
     In missile attacks a twenty sided die is rolled to determine the base attack
roll.  To this number is added any penalty or bonus due to a high or low
dexterity.  Bonuses and penalties for magic weapons are then added.  A bonus of
+2 to hit is given when attacking from behind, while invisible, or from ambush. 
A bonus of +1 is given for attacks at short range.  Attacks at long range are at
a -1 penalty.  Characters with Archery may attack by bow at long range without
this penalty.  Other bonuses or penalties may be assigned by the gamemaster
dependant upon the game situation.  This number is the final attack roll.
     Once the attack roll is determined then the armor class of the opponent must
be determined.  Armor class is a measure of how hard it is to hit or damage a
person or monster.  An unsuccessful roll does not always mean a miss.  The blow
might be struck but bounce off or otherwise do no damage.  The higher the armor
class the harder to hit.  Armor Class is given in the monster description or listed
in the armor description.  If using the simpler suit of armor table, the armor class
listed for that type of armor is considered to be the armor rating for the entire
individual plus shield and other bonuses.  If using the piecemeal armor approach,
a roll must be made to determine where the blow was struck or where the missile
hit, and the armor class of that area is used to determine the success or failure
of the attack.  Magic armor and magical protective devices, such as Rings of
Protection, raises armor class by 1 for each plus they have.  Race, dexterity, and
circumstances also can raise or lower the armor class.  The highest possible armor
class for a player character is 12. Monsters may have armor classes higher than
that figure.
       Finally the correct attack matrix for the attacker is used to determine the
success of the attack.  Across the top of the table the level of the attacker, or
hit die of the monster.  Down the side of the table the listing the armor class of
the opponent is found.  To get a hit the attack roll plus bonus and penalties must
be higher than the number listed.  A lower roll means that the attack missed, was
blocked, or did no damage.
       Magical attacks are assumed to always hit a particular target within a given
area irrespective of the armor class of the  creatures  involved.  However many
of these magical attacks allow the target to make a saving throw.  If the saving
throw is successful then damage from the attack is lessened or eliminated entirely. 
Other attacks such as psionics, dragons breath, poison, petrification, paralyzation,
and death attacks similarly provide for a saving throw on the saving throw table. 
Whether a saving throw is applicable for a particular spell or psionic attack form
is listed in that description.  In using the table a monster is considered to be of
an experience level equal to its number of hit die.  Magical protective devices are
added to the saving roll, as are bonuses or penalties due to racial stock or
physical attributes.
     Damage in physical combat is by weapon, with each weapon type doing a set
amount of damage plus bonus or penalties.  The attacker rolls to determine damage
so that the players roll to determine the damage done by their characters to their
adversaries and the gamemaster rolls to determine the damage done by their
adversaries.  For example a sword will do 1-8 points base damage as determined
by rolling an eight sided die.  To this number any strength bonuses or penalties
are added to the base damage.  Then any magical bonuses or penalties are added. 
For example a +2 sword not only has a +2 to hit, but will add 2 points of damage. 
Magic arrows will add their bonuses to damage but not to the to hit roll.  A +1
bow will not add to the damage as it does not actually strike an opponent.  Its
bonus is added to the to hit roll only.  Any additional special bonuses or penalties
are added.  Any roll of a natural twenty will cause double the damage or other
damage bonus as per the damage chart.  Thieves while backstabbing will do
additional points of damage as outlined in the backstabbing description.
       Each point of damage is subtracted from the hit points left of the wounded
character or monster.  The gamemaster does not need to tell the players the type
of creature they are fighting.  He must describe the creatures for them.  He does
not need to tell the players the armor class of their opponent, or tell them how
many hit points they have left.
       The players must tell the gamemaster their armor class and keep him
appraised of the number of hit points they have left.  A monster or opponent will
die when reaching 0 hit points.  Player characters will simply be unconscious at 
0 hit points.  From -1 to -5 the character is wounded seriously.  From -6 to -9
the character is critically wounded and will die in a few minutes if he does not
receive immediate medical or first aid treatment.  At -10 hit points the character
dies.
UNDEAD AFFECTING 

       Undead creatures and beings may be turned, befriended, or destroyed by
healers or necromancers.  Non-corporeal undead may be similarly affected by
shaman.  A player character similarly needs to state that he is attempting to turn,
befriend, or destroy an undead or group of undead within 30 feet of himself.  A
roll is made using a 20-sided die and its success or failure is determined using
the table below.  An unsuccessful attempt will have no effect.  Only one attempt
may be made to affect a particular undead per encounter.  A successful roll on
an attempt to turn will cause the undead to flee from the character's presence and
to stay away for 24 hours.  If cornered a turned undead will fight at a -2
penalty.  Undead may be befriended by a character of evil alignment.  If
befriended it will follow the orders of the character for up to one month, until
released, or until destroyed.  A maximum of 3 hit die of undead per level of the
character may be under the control of the character at one time.  If a successful
attempt to destroy undead is made, the undead will fall to the ground and crumble
to dust.  A destroyed undead can not be raised as an undead again.  Intelligent
undead are turned at one level higher than their hit die.  When facing a group
of undead the character may opt to attempt to turn only a portion of the undead
at one time, rather than attempting to turn the entire group.
       An energy drain attack used by some undead creatures causes the loss of
one experience level to the character or creature struck.  This loss of level drains
the character down to the minimum number of experience Points required to
achieve the beginning of the next lower level.  This entails loss of all skills,
abilities, and hit points gained by his last advancement of level.  Experience
points lost by undead energy drain attacks will be immediately regained upon the
destruction of the undead causing the energy drain.  Lost hit points from the
energy drain may be regained, up to their former level, through healing by
natural processes or by magical healing.  They will not be regained upon
destruction of the undead causing the loss.  If the undead creature causing the
energy drain is not destroyed loss levels may be regained by acquiring sufficient
experience points to again advance or may be restored by magical means.
       A character who has been killed and is raised as an undead will become an
intelligent undead of the type listed in the table in the necromancer description. 
The character will still have all of his skills and abilities and may continue to
advance in level.  However this advancement cannot take place until the person
or creature responsible for the characters death is killed.  Undead characters may
be turned, destroyed, or befriended as per the affecting undead table.

Undead Affecting Table

Hit Die
Undead
      1     2     3     4     5     6     7     8     9     10    11    12    13 

0     8     4     0     -4    -8    -10   -12   -16   -20   -20   -20   -20   -20
1     10    8     4     0     -4    -8    -10   -12   -16   -20   -20   -20   -20
2     12    10    8     4     0     -4    -8    -10   -12   -16   -20   -20   -20
3     16    12    10    8     4     0     -4    -8    -10   -12   -16   -20   -20
4     20    16    12    10    8     4     0     -4    -8    -10   -12   -16   -20
5     **    20    16    12    10    8     4     0     -4    -8    -10   -12   -16

6           **    20    16    12    10    8     4     0     -4    -8    -10   -12
7                 **    20    16    12    10    8     4     0     -4    -8    -10
8                       **    20    16    12    10    8     4     0     -4    -8
9                             **    20    16    12    10    8     4     0     -4
10                                  **    20    16    12    10    8     4     0

11                                        **    20    16    12    10    8     4     
12                                              **    20    16    12    10    8
13                                                    **    20    16    12    10
14                                                          **    20    16    12
15                                                                **    20    16


If  roll  is   00-04 greater        =     1d6  are  turned,
               05-08 greater              =     6 +  1d6  are  turned,
               09-12 greater              =     12 + 1d6  are  turned,
               13-16 greater              =     18 + 1d6  are  turned,
                 17+ greater              =     unlimited turned.

Attempts to befriend are at a -4 penalty Attempts to destroy are at a -8
penalty.

Roll number or higher to affect undead.  A roll of a natural 20 will turn any
single high level undead.  All rolls of a natural 1 are totally ineffectual
regardless of the actual roll needed and any bonuses that might apply.
A roll of a natural 20 will turn any single undead regardless of its number of
hit die.  Magic users with a high magic ability may turn undead at higher
levels than their true experience level as per the magic attribute table.
MONSTER ATTACK MATRIX

Use for monsters fighting using claws, bites, and strikes.  If a weapon is being
used consult the appropriate skill level attack matrix.

                 Level or Hit Die
AC     00 01 02 03 04 05   06 07 08 09 10   11 12 13 14 15 16    

0.0    11 10 10 10 09 09   09 08 08 08 07   07 07 06 06 06 05
0.5    11 11 10 10 10 09   09 09 08 08 08   07 07 07 06 06 06
1.0    12 11 11 11 10 10   10 09 09 09 08   08 08 07 07 07 06
1.5    12 12 11 11 11 10   10 10 09 09 09   08 08 08 07 07 07
2.0    13 12 12 12 11 11   11 10 10 10 09   09 09 08 08 08 07

2.5    13 13 12 12 12 11   11 11 10 10 10   09 09 09 08 08 08
3.0    14 13 13 13 12 12   12 11 11 11 10   10 10 09 09 09 08
3.5    14 14 13 13 13 12   12 12 11 11 11   10 10 10 09 09 09
4.0    15 14 14 14 13 13   13 12 12 12 11   11 11 10 10 10 09

4.5    15 15 14 14 14 13   13 13 12 12 12   11 11 11 10 10 10
5.0    16 15 15 15 14 14   14 13 13 13 12   12 12 11 11 11 10
5.5    16 16 15 15 15 14   14 14 13 13 13   12 12 12 11 11 11
6.0    17 16 16 16 15 15   15 14 14 14 13   13 13 12 12 12 11

6.5    17 17 16 16 16 15   15 15 14 14 14   13 13 13 12 12 12
7.0    20 17 17 17 16 16   16 15 15 15 14   14 14 13 13 13 12
7.5    20 18 17 17 17 16   16 16 15 15 15   14 14 14 13 13 13
8.0    20 19 18 18 17 17   17 16 16 16 15   15 15 14 14 14 13

8.5    20 19 18 18 18 17   17 17 16 16 16   15 15 15 14 14 14
9.0    20 20 19 19 18 18   18 17 17 17 16   16 16 15 15 15 14
9.5    20 20 20 19 19 18   18 17 17 17 16   16 16 15 15 15 14
10.0   20 20 20 20 19 19   18 18 18 17 17   17 16 16 16 15 15

10.5   20 20 20 20 20 19   19 18 18 18 17   17 17 16 16 16 15
11.0   21 20 20 20 20 20   19 19 18 18 18   17 17 17 16 16 16
11.5   21 21 20 20 20 20   20 19 19 18 18   18 17 17 17 16 16
12.0   22 21 21 21 20 20   20 20 20 19 19   19 18 18 18 17 17

UNSKILLED ATTACK MATRIX

Alchemists, Magic Users, Navigators, Performers, Psionics, and ages
The numbers listed on the table are final totals including any bonuses
applicable.

AC           0        1 to 3      4 to 6      7 to 9     10 to 12       13

0.0            14             11             10             09             08             07
0.5            15             11             11             10             09             08
1.0            15             12             11             11             10             09
1.5            16             12             12             11             11             10
2.0            16             13             12             12             11             11
2.5            17             13             13             12             12             11
3.0            17             14             13             13             12             12
3.5            18             14             14             13             13             12
4.0            18             15             14             14             13             13
4.5            19             15             15             14             14             13
5.0            19             16             15             15             14             14
5.5            20             16             16             15             15             14
6.0            20             17             16             16             15             15
6.5            20             17             17             16             16             15
7.0            21             18             17             17             16             16
7.5            21             18             18             17             17             16
8.0            22             19             18             18             17             17
8.5            22             19             19             18             18             17
9.0            23             20             19             19             18             18
9.5            23             20             20             19             19             18
10.0           23             20             20             20             19             19

10.5           23             20             20             20             20             19
11.0           23             20             20             20             20             20
11.5           23             20             20             20             20             20
12.0           23             20             20             20             20             20
12.5           23             20             20             20             20             20
13.0           23             20             20             20             20             20
13.5           23             20             20             20             20             20
14.0           23             20             20             20             20             20
14.5           23             20             20             20             20             20
15.0           23             20             20             20             20             20

Zero level unskilled fighters include merchants, common slaves, and others with
no fighting skills or weapon proficiencies.  The number listed includes a
non-proficiency penalty of -2.SEMI-SKILLED ATTACK MATRIX

Gypsies, Monks, Thieves, Sailors, Traders, Pirates

The numbers listed on the table are final total including any bonuses
applicable.

  Level   1 to 4      5 to 8      9 to 12       13
AC
0.0            10             09             08             07
0.5            11             10             09             08
1.0            11             11             10             09
1.5            12             11             11             10
2.0            12             12             11             11
2.5            13             12             12             11
3.0            13             13             12             12
3.5            14             13             13             12
4.0            14             14             13             13
4.5            15             14             14             13
5.0            15             15             14             14
5.5            16             15             15             14
6.0            16             16             15             15
6.5            17             16             16             15
7.0            17             17             16             16
7.5            18             17             17             16
8.0            18             18             17             17
8.5            19             18             18             17
9.0            19             19             18             18
9.5            20             19             19             18
10.0           20             20             19             19

10.5           20             20             20             19
11.0           20             20             20             20
11.5           20             20             20             20
12.0           20             20             20             20
12.5           20             20             20             20
13.0           20             20             20             20
13.5           20             20             20             20
14.0           20             20             20             20
14.5           20             20             20             20
15.0           20             20             20             20
15.5           20             20             20             20
16.0           21             20             20             20
16.5           21             21             20             20
17.0           22             21             21             20
17.5           22             22             21             21
18.0           23             22             22             21
18.5           23             23             22             22
19.0           24             23             23             22
19.5           24             24             23             23
20.0           25             24             24             23
SKILLED ATTACK MATRIX
Bards, Fighters, Beastmasters, and Mage Hunters

                Level of Character
AC     00 01 02 03 04 05   06 07 08 09 10   11 12 13

0.0    12 10 10 09 09 08   08 07 07 06 06   05 05 04
0.5    12 11 10 10 09 09   08 08 07 07 06   06 05 05
1.0    13 11 11 10 10 09   09 08 08 07 07   06 06 05
1.5    13 12 11 11 10 10   09 09 08 08 07   07 06 06
2.0    14 12 12 11 11 10   10 09 09 08 08   07 07 06
2.5    14 13 12 12 11 11   10 10 09 09 08   08 07 07
3.0    15 13 13 12 12 11   11 10 10 09 09   08 08 07
3.5    15 14 13 13 12 12   11 11 10 10 09   09 08 08
4.0    16 14 14 13 13 12   12 11 11 10 10   09 09 08
4.5    16 15 14 14 13 13   12 12 11 11 10   10 09 09
5.0    17 15 15 14 14 13   13 12 12 11 11   10 10 09
5.5    17 16 15 15 14 14   13 13 12 12 11   11 10 10
6.0    18 16 16 15 15 14   14 13 13 12 12   11 11 10
6.5    18 17 16 16 15 15   14 14 13 13 12   12 11 11
7.0    19 17 17 16 16 15   15 14 14 13 13   12 12 11
7.5    19 18 17 17 16 16   15 15 14 14 13   13 12 12
8.0    20 18 18 17 17 16   16 15 15 14 14   13 13 12
8.5    20 19 18 18 17 17   16 16 15 15 14   14 13 13
9.0    20 19 19 18 18 17   17 16 16 15 15   14 14 13
9.5    20 20 19 19 18 18   17 17 16 16 15   15 14 14
10.0   20 20 20 19 19 18   18 17 17 16 16   15 15 14

10.5   20 20 20 20 19 19   18 18 17 17 16   16 15 15
11.0   20 20 20 20 20 19   19 18 18 17 17   16 16 15
11.5   20 20 20 20 20 20   19 19 18 18 17   17 16 16
12.0   20 20 20 20 20 20   20 19 19 18 18   17 17 16
12.5   21 20 20 20 20 20   20 20 19 19 18   18 17 17
13.0   21 20 20 20 20 20   20 20 20 19 19   18 18 17
13.5   21 20 20 20 20 20   20 20 20 20 19   19 18 18
14.0   22 20 20 20 20 20   20 20 20 20 20   19 19 18
14.5   22 20 20 20 20 20   20 20 20 20 20   20 19 19
15.0   22 20 20 20 20 20   20 20 20 20 20   20 20 19
15.5   23 21 20 20 20 20   20 20 20 20 20   20 20 20
16.0   23 21 21 20 20 20   20 20 20 20 20   20 20 20
16.5   23 22 21 21 20 20   20 20 20 20 20   20 20 20
17.0   24 22 22 21 21 20   20 20 20 20 20   20 20 20
17.5   24 23 22 22 21 21   20 20 20 20 20   20 20 20
18.0   25 23 23 22 22 21   21 20 20 20 20   20 20 20
18.5   25 24 23 23 22 22   21 21 20 20 20   20 20 20
19.0   26 24 24 23 23 22   22 21 21 20 20   20 20 20
19.5   26 25 24 24 23 23   22 22 21 21 20   20 20 20
20.0   27 25 25 24 24 23   23 22 22 21 21   20 20 20

Zero level skilled fighters include common soldiers and fighter apprentices with
training or partial training in at least one weapon.
SAVING THROWS

Character Experience
Level          01  02  03  04  05  06  07  08  09  10  11  12  13  

Breath         16  16  15  15  14  14  13  13  12  12  11  11  10
Weapon

Death/         13  13  12  12  11  11  10  10  09  09  08  08  07
Petrification

Poison/        14  13  13  12  12  11  11  10  10  09  09  08  08
Potion

Mind           15  14  14  13  13  12  12  11  11  10  10  09  09
Affects

Magic          14  14  13  13  12  12  11  11  10  10  09  09  08
Items/ Scrolls

Spells         15  15  14  14  13  13  12  12  11  11  10  10  09

       To be successful on the saving throw the player must roll the number
shown on the above table or higher.  Magical protective devices add their
bonuses to the roll as do racial or physical attribute bonuses and penalties.  A
save generally means there is no effect or only half affect.

       Magical devices bonuses can add a total maximum of +5 to any saving
throw.

       If a player or monster saves, even if the total damage taken is sufficient
to otherwise kill him, will not die.  The damage will simply knock him
unconscious at -1 hit point.

       Player characters become unconscious at 0 hit points, but do not die
until reaching  -10 hit points.  Monsters and NPC's become unconscious at 0 hit
points, but do not die until the number of hit points below 0 is greater than
their hit die.  In effect a 4 hit die monster will not die until reaching -5 hit
points. Random Hit  Location  Table

       When using the piecemeal armor tables in combat or in other special
circumstances it is necessary to learn the specific location where a blow was
struck.  This may then be used to determine if a hit is successful or the
damage done by a hit.  Attempts to hit a specific location are made at penalties
on the to hit roll based upon the percentage of body area making up the
location.  The penalties are as follows; Trunk at -2, leg or chest at -4, and an
arm or head at -6.  Optionally a roll of a natural 20, in addition to doing
double damage, disable a limb or Joint for the course of the battle and until
healed

Hit Location          Missile        Melee
                      Roll           Roll

Head                  01-09          01-09
Chest or
Upper Back            10-27          10-27
Lower Abdomen
or Lower Back
and Buttock           28-45          28-45
Groin                 46             46

Left Arm              47-55          47-64
  Upper               47-49          47-52
  Elbow               50             53-55
  Lower               51-52          56-60
  Wrist               53             61-62
  Hand                54-55          63-64

Righ Arm              56-64          65-82
  Upper               56-58          65-70
  Elbow               59             71-73
  Lower               60-61          74-78
  Wrist               62             79-80
  Hand                63-64          81-82

Left Leg              65-82          83-91
  Upper               65-70          83-85
  Knee                71-73          86-87
  Lower               74-78          88
  Ankle               79-80          89
  Foot                81-82          90-91

Right Leg             83-00          92-00
  Upper               83-88          92-94
  Knee                89-91          95-96
  Lower               92-96          97
  Ankle               97-98          98
  Foot                99-00          99-00
AXES

       All axes have a long broad edged head fitted on the end of a haft with
the edge aligned parallel to the haft.  They are basically used for chopping
and cutting.

Bardiche- This is a very broad and heavy axe about 5 foot long and weighing
about 12 1/2 pounds.

Axe, Battle- Battle axes include any axe with a haft 4 to 5 feet long and a head
of around 7 1/2 pounds in weight.  Included in this category are double bladed
wood axes and broad axes.

Axe, Hand- The hand axe is generally 1 1/2 feet long and weighs about 5
pounds.  These include: single headed wood axes, with respect to damage, and
hatchets.

Axe, Pole- Pole axes vary in shape.  Some have broad heads and some narrow
and some have heavy heads.  The are basically axe heads on long shafts and
usually have a spear like point for a secondary weapon topping the shaft or
mounted on the head opposite the axe blade.

Axe, Throwing- This is basically a hand axe that is balanced for throwing. 
Throwing axes include tomahawks.

Halberds- Halberds differ from pole axes only in the fact that they have
concave blades.  Halberds are about 5 feet or more in length and weigh around
18 pounds.BLUDGEONS

     Bludgeons as a group are any weapon that i used for bludgeoning.  They
do damage as a result of the concussion of the blow rather than by cutting
cutting using an edge.  They include clubs and maces as typical examples,

Aklys- The aklys is a club of about 3 1/2 pounds in weight, with a hook fitted
on the head.  A long thong is fastened to the head and is used to recover the
club after is thrown.

Boomerangs-  A boomerang is any bent, curved, or angular throwing club. 
Smaller ones can be thrown so as to return near to their starting point.

Club- Almost any thing of some weight can be used as a club: a tree branch, a
bar stool, a chair, etc.  The club is the most basic of weapons and is so simple
to use that no one needs to learn a proficiency in common clubs to be able to
use one.  Clubs typically weigh up to 10 lbs and do up to 1/2 point of damage
per pound plus strength bonuses.

Club, War- A war club is a large wooden club 3 to 5 feet in length and 10 to
25 pounds in weight.  It consists of a thin easily grasp handle thickening to a
heavy, bulbous top end.  Spikes may also be embedded to increase its damage. 
These are two handed weapons and require training to use proficiently- Damage
is up to 1/2 point per pound of the club.

Flail- Flails are hafted weapons with a section of chain ending in a head of
some weight: a ball, a spiked ball, etc.  Flails were designed so that their
heads would wrap around shields and strike the shield bearer.  Flails get a
non-magical +1 versus shields.

Hammer, War- War hammers are simply hammers with an extremely heavy head,
of 5 to 15 pounds, used in combat.

Hammer, Horseman's War- These are war hammers with hafts up to six feet in
length used typically from mount back.

Hammer, Throwing- The throwing hammer is designed to be thrown.  They have
handles of about one foot in length ending in a head of six to ten pounds in
weight.

Mace- Maces consist of a haft and a ball or a series of flanges in roughly a
spherical shape or a weighted end.  Mace heads are usually made of stone or
metal.

Maul- A maul is a type of war hammer having a haft of four to six feet in
length ending in an heavy head of fifteen to twenty five pounds.  A maul is a
two handed weapon.

Morning star- Morning stars are basically a mace with a series of spikes or
pointed studs embedded in the head.

Sap- A sap is a club made of a leather bag filled with stones, sand, or other
similar substance.  It weighs about 1 pound.  They are often used to waylay by
staking the back of the victims head or neck.  BlackJacks are a type of sap.

Scorpion-  A scorpion is a special mace consisting of a handled staff 3 to 5
feet in length ending in a group of short chains.

Staff- This weapon is simply a long pole of wood.  This description includes
quarter staves, beys, and jo staves.  The latter two are Japanese forms of
quarter staves.  Coup Sticks are staves with a curved hook at the top used by
Omaha Indians.  Shepherd's hooks are similar as well.


BOWS AND CROSSBOWS

       Bows are instruments constructed of a narrow piece of elastic wood, bone
or other material, the two ends of which are pulled into a curve by a piece of
string or cord pulled taunt.  Crossbows are weapons consisting a bow set at
right angles to a rifle shaped stock having a mechanism for drawing back and
holding the bow string and a trigger mechanism for the releasing it.

Bow, long- long bows are a type of bow that is nearly as long as a man
because of its size it may not be used from a mount.  The long bow has a
considerable range, A long bow is made by bending a straight piece of wood or
similar material with a piece of cord or string.

Bow, recurve- A recurve bow is made by bending a curved piece of wood or
similar material backward to the curve with a piece of string or cord.  A
recurve is shorter than a long bow but is still to long to be used from a mount
in addition a recurve bow has a stronger pull than a long bow and thus a
greater range.

Bow, short- a short bow is as the name implies as short version of the long
bow it is made the same manner.  A short be can be used from a mount.

Crossbow, hand held- A hand held crossbow is a small one handed weapon of
limited range and effect.  The damage done by such a weapon is so minor that
they are often poisoned.

Crossbow, heavy- A heavy crossbow is one of the most powerful of the ranged
weapons not only does inflict a deep penetrating wound but in addition the
force of the blow is often sufficient to dismount a riding man or to flatten a
standing man also it has been known to break and shatter bones.  A heavy
crossbow requires a windlass or crank to draw the string back.

Crossbow, light- light crossbow is smaller version of the heavy crossbow and it
does not require a windlass but can be drawn by hand a light crossbow has
twice the firing rate of a heavy crossbow.
BOWS, SPECIAL

Ogre bow - The ogre bow is a composite bow that can only be used by a
character  with an 18 strength, but it allows the user to add his strength
bonus to damage caused by arrows fired by this bow.  The cost of this bow is
1000 gp, range as a heavy crossbow 8/16/24, fire rate 2 per round.

Giant bows- there are 6 types of these bows one for each race of giant.  All
are made like the ogre bows but require a greater strength.

     Hill Giant- min- strength 19, +3 dam., range 11/22/33, price 2000gp

     Stone Giant- min- strength 20, +3 dam., range 12/24/36, price 3000gp

     Frost Giant- min- strength 21, +4 dam., range 14/28/42, price 4000gp

     Fire Giant- min- strength 22, +5 dam., range 16/32/48, price 5000gp

     Cloud Giant- min. strength 23, +6 dam., range 19/38/57, price 6000gp

     Storm Giant- min- strength 24, +7 dam., range 22/44/66, price 7000gp


Self loading crossbow- this small one handed bow works on a self winding
spring.  It does 1-4 points damage and has a range of 4/8/12.  The bow costs
50 gp a clip that holds ten bolts costs 20 gp.
KNIVES

     As a group knives are any bladed or pointed weapon with blades 1 foot or
less in length.

Dagger- Daggers are slim bladed weapons having a hilt and double edged blade
of six to twelve inches.  Any dagger can be thrown although some are balanced
better for throwing and have a better chance of hitting point first into a
target.  Generally when used as a throwing weapon heavier daggers are
preferred as they have a greater impact.

Dirk- A dirk consists of a heavy pointed spike set in a handle, with or without
a hand guard.  It was developed to piece armor and gains a non-magical +1
when used by surprise versus armor, but it does not cut.

Knife- A knife is a bladed weapon of six to twelve inches long having a hilt
and a single cutting edge.  Any knife can be thrown although some are
balanced better for throwing and have a better chance of hitting point first
into a target.  Generally when used as a throwing weapon heavier knives are
preferred as they have a greater impact.

Knife, Butterfly- A butterfly knife is a knife that has a hilt that is made of two
pieces that are hinged so that the blade can be folded in between these pieces. 
A butterfly knife is three to six inches long:

Knife, Jack- A Jack knife is a knife three to four inches long that has a hilt
that is hinged so that the blade can be folded into the handle.  A Jack knife is
often called a pocket knife.

Kriss Dagger- A kriss dagger is a bladed weapon that has a hilt and a double
edged blade that curves back and forth in a wave like manner.  A kriss dagger
is six to twelve inches long.

Stiletto- A stiletto is a slim bladed weapon having a hilt and a double edged
blade of three or four inches long.

MISCELLANEOUS WEAPONS

       Miscellaneous weapons are those that did not readily fit in any of the
other categories or that combine aspects of weapons from two or more
categories.  Some weapons were included in this list that are not particularly
effective because they were unusual and may provide food for thought when
including weapons in adventures.

Adarga- Is a spear like weapon about 3 feet long it is held at the center of the
spear the hand is protected by a shield about 1 foot long.  The shield has a
blade of 1 foot in length set at its center.  The weapon can be used so as to
stab the opponent with the spear point or to slash them with the blade.

Bagh Nakh (tiger claws)- The bagh nakh are a comb like device having four
tines.  This weapon is concealed in the palm and is used to cause raking
wounds.

Blow Gun- The blow gun is a hollow tube 3 to 15 feet in length often made of
bamboo.  A small dart typically poisoned or drugged is shot from the tube by
the users breath.  It is a difficult weapon to learn but those proficient in its
use and using a long blow gun can hit their target with extreme accuracy.

Bokken- The bokken is simply a practice sword made of a hard wood, like oak,. 
It is used in ancient Japanese game similar to formal dueling or fencing that is
found in Europe.  A bokken does bludgeoning damage or it may cause stabbing
wounds to unarmored opponents, this would take a lot of force since the point
would not be all that sharp.

Catch Pole- This weapon consists of two half hoops pivoted on the end of a
long shaft.  When thrust at an opponent the two half hoops close together and
encircle the opponent without injuring him.  Often the half hoops may have
back curved hooks to prevent the caught person from struggling or escaping. 
Such catch poles can be used to vigorously shake an opponent and cause him
damage.

Cestus- Cestus are Roman boxing gloves, the difference from modern boxing
gloves being that they are Weighted and often have studs set across the
knuckles.  The cestus description includes brass knuckles or knuckle dusters.

Darts War- War darts are hand thrown pointed missiles with a needle like point
at one end and feather flights at the other to guide their flight.

Discus- The discus is a heavy disc shaped throwing  weapon
of some weight.  Some variations of this weapon are ring shaped.

Garrotte- A garrotte is a strangling weapon made with a piece of strong cord
or wire and having a handle at each end.  It is looped around an opponents
neck and pulled taut causing strangulation or decapitation.

Gunsen (war fan)- A gunsen is a bladed weapon that is made from a number of
pieces assembled in a manner that allows them to be folded like a fan.  The
gunsen is used in a sweeping manner in attempts to cut the opponent.Jitte- A Jitte is a club like weapon that has a hook like guard, not unlike those
used on swords or knives, the hook points away from the handle.  A Jitte can
be used to cause bludgeoning damage or it can be used so as to parry a blow
from a weapon.  A variation of this weapon known as a sai has not only one
hook but two.  If used to parry weapons treat as a shield giving a plus one to
armor class.

Lajatang- The lajatang is a double bladed staff having a crescent shaped
blades at each end of the staff.  These blades are fastened at the back of the
crescent with the points facing outward.

Leer-Pa- The leer-pa is a weapon of Vulcan origin having a heavy round
weight at one end and a fan shaped blade at the other end it is held by two
hands and is used to either bash the opponent with the weight or to cut the
opponent with the blade.

Mongwanga- The mongwanga is a type of throwing weapon having a hilt and a
blade consisting of three pointed and edged sections.  Each section is bent in
the center so that the blades point out and back in a regular pattern with the
handle forming a fourth prong.  The mongwanga is held by the hilt and is then
thrown in the same way you might throw a knife.  The mongwanga has an over
all length of about 3 feet.

Nunchaku- A nunchaku is a tool, used to remove the hull from cereal grains,
that has had a fighting skill worked around it.  The nunchaku is a club like
weapon made of two wooden sticks of one foot each fastened together by a
heavy leather thong or a piece of chain.

Pendjepit- the pendjepit is a hand held pincer like device the mouth of the
weapon is fitted with teeth to help rip off bits of flesh.  This weapon is only
affective against exposed or lightly covered flesh.

Pick, Military- A military pick is a hafted weapon having a head with two long
spikes set perpendicular to the haft.  The military pick is similar to the pick
as a tool but has longer straighter and heavier spikes.  Picks are designed as
armor piercing weapons and gain a plus one to hit armored opponents.

Shuko- This weapon is a combination of a cestus and a tiger claw it can be
used to bludgeon or to cause raking wounds.  If a pair of shukos is worn they
can be used as an aid in climbing.

Shuriken- A shuriken is a small star shaped weapon commonly known as a
throwing star.  A shuriken may have three or more sharpened points and can
be no larger than six inches in diameter.

Sling- A sling consists of a pocket of leather with straps on each end.  A stone
is placed in the pocket and the sling is whirled about the users head.  One
side of the straps are released letting the rock fly forth.

Sling Staff- A sling staff is similar to a sling, except that one strap or set of
straps is fastened to the end of a haft of up to six feet in length.  This haft
allows for greater leverage when the sling is whirled and therefore can cast a
rock harder and farther than a simple sling. it is a two handed weapon.

Tonfa- A tonfa was originally an Okinowan rice husking rod.  Later it had a
fighting style developed around it.  It consists of a wooden rod of two feet in
length pivoted onto a handle set perpendicular to the rod about six inches from
one end.  A good swing is capable of shattering a leg or doing similar damage.


POLE ARMS

       Pole arms consist of hafted weapons 6 to 12 feet in length ending in a
head.  This head often has multiple prongs and may be used for chopping,
bludgeoning, puncturing, or hooking.

Pole Hammers

       Pole hammers have a long shaft 5-10 feet in length ending in a
hammer-like or spiked head.

Lucern hammer- This weapon has a long spike set atop a three pronged hammer
like head.  It is five or more feet long and is not very effective against armor.

Bec De Corbin- The bec de corbin has a heavy bird beak like head.  It is used
to pierce heavy armor.  This weapon is usually backed by hammer or a pronged
hammer-like head, such as a lucern hammer.  It also has a blade-like point set
atop its long shaft.

Hammer-Axe- A hafted weapon having a hammer head, like those of war
hammers, And an axe blade that is set to the back of the hammer head.  This
weapon can be used to either chop at an opponent or to bludgeon him.


Pole Cleavers

       Pole cleavers have a long shaft usually 8 to 10 feet in length topped by
a heavy blade.

Voulge- A voulge has a stout cleaver blade on a 8 ft plus long shaft.  In this
form one can not hold off an enemy very well, but if the top edge is ground to
a point or to a dagger-like tip it can be used to hold off an attacker.

Lochaber axe- The lochaber axe is a voulge with a hook fastened to either the
tip or the back of the blade.

Fauchard- The fauchard has an 8 ft or longer shaft with a sickle like blade set
to the end.

Glaive- The glaive has a knife like blade with a single cutting edge fastened to
an 8 foot plus length shaft.  Neither the glaive nor the fauchard are very
efficient in battle.

Guisarme- The guisarme was developed from a pruning hook.  It is reasonably
effective and can be used to pull an opponent off of a horse.
Pole Arms, Combined

       Combined pole arms combine aspects of several weapons atop a 6 to 12 foot
shaft.  These may include cleavers, blades, hammers, points, or hooks.

Bill hook-The bill hook is almost like a guisarme.  But its concave edge is its
sharp one.  Most had an L-shaped spike projecting forward which made it mare
effective than the guisarme.

Bill Guisarme-The bill guisarme has a spear point, a large hook, a spike and
several sharp blades.  All of these combined to form a very effective weapon
that could be used for defense, dismounting and armor piercing.

Fauchard Fork- One type of this weapon had only one spike set to face forward
from the back of a sickle like blade.  Some of the fauchard forks would have
two spikes set to the back of the blade.

Fauchard Guisarme- The Fauchard Guisarme has a sickle like blade with a hook
set to the shaft that is used to dismount riders.

Glaive Fork- The glaive fork is simply a glaive with a spiked prong set to face
forward from the blade.

Glaive Guisarme- The glaive guisarme has a much stronger and heavier blade with
a hook curving inward which is used to dismount riders.

Guisarme Voulge- The Guisarme voulge is simply a voulge  with a guisarme hook
set either to the haft behind the blade or to the back of the blade itself.

Pick-Axe- The pick-axe is a combination of the military pick and the battle
axe.  It has an axe blade set to a haft with the spike of a military pick
protruding from its back.

Pick-hammer- The pick-hammer is a hafted weapon, not unlike the pick-axe, it
has a hammer head set to a haft and having the spike of a military pick
protruding from its back.ROPE WEAPONS

     Rope weapons are those that contain a long piece of rope or a long leather
thong as a significant part of their offensive capabilities.  Many rope weapons
can entangle an opponent and/ or cause damage to an opponent.

Bola- A bola consists of a leather thong or several thongs tied together with 2
to 3 heavy balls fastened to their free ends.  These are whirled about the
users head and hurled at an opponent.  They may either entangle, do damage, or
both.  A character who is proficient in bola has a 5% chance per level after
becoming proficient of entangling a pre-stated spot on a successful hit.

Casting Pole-  A casting pole is a similar to both the whip and the grapple. 
It consists of a wooden pole 8 to 15 feet in length.  A rope 20 to 30 feet in
length ending with a small grapple with sharpened barbed points is fastened to
the end of the pole.  It used as a fishing pole is used.  The grapple hook can
entangle, cut, or embed itself into an opponent.  It cannot typically be
removed without cutting or tearing of the flesh.  The advantage of this weapon
in combat is its reach.

Catch Noose- A catch noose is simply a lasso fastened to the end of a long
pole.  It can be lowered around an opponent capturing him or around his neck
chocking him.

Cat-o-nine tails- A cat-o-nine tails is a type of whip having nine leather
thongs or pieces of knotted rope, three foot long, each ending in a small
weight or barb.  A cat-o-nine tails is a common weapon used by ship masters for
discipline.

Grapple war- This is a variation of the scaling grapple- The war grapple has
three hooks each of which has a sharp point and cutting edge.  A war grapple is
used to dismount riders or to pull defenders from walls or from the decks of
ships.

Lassos- A lasso is simply a rope or leather thong having a noose one one end
used for entangling.

Negegama- The negegama is similar to a bladed rope only instead of having a
blade set directly to the rope it has a sickle type blade fastened to a haft of
two or three feet long fastened to a rope of about six to eight feet long.

Nets, Throwing- Throwing nets are typically round in shape, three to eight feet
in diameter and edged with weights.  They are woven of strong cord, leather
thongs, or similar material.  The nets have a moderate sized weave 1 to several
inches across.  Throwing nets entangle on a successful hit doing no damage. 
Characters holding a bladed weapon such as a sword or dagger can cut themselves
free in 1d4 rounds.  Characters with an 18 strength or greater can break free
in 1d6 rounds.  Depending on the material making up the net characters with
lower strengths may be able to break free in a time determined by the
gamemaster.

Rope bladed- A bladed rope is a piece of rope ten to fifteen foot long ending
in a blade of about one to two pound.  A bladed rope may have a weight or
another blade on the other end.  It can also be used to entangle an attacker.

Whip- A whip consists of a 1 to 50 foot long leather thong or cord fastened to
a short handle.  The thong or rope is weighted at the end and often barbed. 
The character must state before the attack if he wants to attempt to strike,
entangle, or disarm his opponent.  If at the beginning of an attack the
character states that he wants to simply try to entangle the opponent.  A
successful hit will cause the opponent to be entangled.  A character who is
proficient in a whip has a 5% chance per level gained after becoming proficient
in whip to entangle a pre-stated spot, such as the legs of an enemy or his
neck.  A hit to the neck will induce suffocation, doing 1 point damage the
first round, 2 the second, 4 the third, and so on.  A character proficient in
the whip can attempt to disarm his enemy by rolling a score necessary to hit AC
3.SIEGE WEAPONS

       Siege weapons are large powerful machines of simple nature used in the
attack or siege of castles, forts, holds or attacks from ship to ship.

Ballista- A ballista is nothing more then large crossbows that hurl large bolts
6-8 feet in length.  A ballista could fire a bolt accurately up to 450 yards.

Catapult- This weapon uses a heavy wooden frame and the tension of twisted rope
to fire large rocks or burning oil or tar.  Catapults often called a mangonel
or onager, could be fitted with wheels permitting them to be wheeled from place
to place.  There are two types of catapults light and heavy.  The light
catapult could fire a missile not in excess of 200 pounds up to 300 yards away. 
Heavy catapults can fire a missile up to 350 pounds for an effective range of
350 yards.  Catapults can launch their missiles in a manner that allows them to
fire almost direct or to launch their missiles high over trees or walls.

Cauldron, Suspended- This is not truly a siege weapon but more of a weapon used
in defense of a besieged keep or castle.  This weapon is consists of a large
pot that is used to hold boiling oil or water or burning oil or tar that is
then poured down on top of attackers attempting to force their way inside.

Gallery, Covered- This is a heavy, wooden, roofed construction often on wheels
used to help protect attackers as they use their rams or try to dig under
walls.  This commonly is covered with green hides to help protect it from fire
or burning oil.  The roof was angled to shed liquids and other objects dropped
from above.

Hoist- A hoist consists of a frame and a fulcrum and leaver.  The lever is
fitted with a basket at one end.  A hoist can be used to lift 5 attackers up to
30 feet in the air.

Mantelet- A mantelet is a movable wall used as a shield to protect attackers. 
It is made of wood and has arrow slots for archers to fire through.

Ram- A ram is a large log used to batter down walls or doors.  A ram is often
suspended from a gallery by ropes and swung back and forth to batter.

Scaling Ladders- This is simply a wooden ladder made the height of the walls to
be scaled.

Siege Tower- A siege tower is a large wooden tower set on wheels.  The tower is
then pushed against the walls and then attackers hidden inside drop a
drawbridge to the top of the wall allowing them to storm over the walls.

Trebuchet- This powerful siege weapon is very simple it uses a heavy wooden
frame and a lever and fulcrum.  The long end of the lever is fitted with a
sling to hold missiles the other end is fitted with a large weight.  A
trebuchet can launch a rock of 800 pounds accurately 500 yards although it can
fire a smaller missile many times farther.

Undermine- This attack form consists of digging under a wall and then
destroying the foundation thus causing the wall to crumble in large sections.SPEARS

       As a group spears consist of a long shaft ending in a straight point,
blade, or series of points aligned in the direction of the shaft.  They are
used primarily for thrusting or throwing.

Atlatl- An atlatl is a rod with a groove and hook carved in one end.  The
atlatl is used to throw a Javelin or spear harder and farther by giving the
throw more leverage and the missile greater speed.

Harpoon- Harpoons are typically heavy shafted spears with a barbed head that is
made to detach if the weapon hits.  Usually a rope is fastened to the head to
recover it and whatever it has struck.

Javelins- A javelin is a slender pointed roughly 51 to 81 long and is used as a
throwing weapon.

Lances- Lances are spear like weapons used by mounted attackers.  They may be
used by dismounted attackers as a braced weapon.  They range in length from 10
to 14 feet and in weight from 5 to 20 pounds.

Military forks- Military forks are two pronged some times they have a short
third prong in the center.  Forks are usually 7 foot plus in length.

Pikes- Pikes are long shafted spears of 18 foot plus length with a pointed
head.

Ranseur- A ranseur is similar to a septum but the secondary blades are
backwards pointing and set far below the central blade.  A ranseur is 8 ft plus
in length and can be used to disarm or dismount an opponent.

Septum- The septum was designed to increase the efficiency of a spear.  It has
two blades pointing at 450 degrees from a short tapering point.  It is about 8
ft or more long and can be used to disarm an opponent.

Spears- Spears consist of a shaft ending in a point or a pointed blade. 
Generally spears are 5 to 13 feet long.  The short ones can be thrown.

Tridents- Tridents are three pronged spears of 4 to 18 feet in length.


SWORDS

       As a group swords are any bladed weapon with blades greater than 1 foot
in length.

Bastard Sword- The bastard sword is a bladed weapon of about 3 1/2 feet long. 
This sword has a double cutting edge and a broad blade 3 to 4 inches.  The
bastard sword ,often called a hand and a half sword do,to the length of the
hilt, is commonly used two handed but it may be used one handed if this is the
case it should be treated as a long sword.

Broad Sword- A broad sword is a bladed weapon nearly 3 feet long and 6 inches
wide and a basket hilt.  It is a one handed sword only.

Cutlass- The cutlass is a bladed weapon 2 to 3 feet long.  The blade is single
edged and curved.  This description includes such sword as the backsword, the
falchion, and the sabre.

Foil- a foil is a bladed weapon 3 feet long.  The blade is no more than a heavy
wire that is flexible and ends in a sharp point.  The foil has no true cutting
edge.  This is an expensive weapon being made of steel wire.  The foil is often
known as a gentlemen's sword and is used in a sport known as fencing.

Flamberge- This sword is 4 1/2 feet long and is basically a two hand kriss
sword having a double edged blade that waves back and forth.  A variation has a
blade that widens and narrows to form concentric forms.  It is also double
edged.

Gauntlet Sword- A gauntlet sword has a double edged blade 2 to 3 feet long
fitted to a gauntlet, a type of armored glove.  A gauntlet sword is used in the
same manner as a boxing glove with slight variation.

Kriss Sword- The kriss sword is basically the same in appearances as the dagger
by the same name, only longer, 3 feet in length.

Kitana- The name of this sword cannot be found in a works on weaponry due to
the fact that it is an orcish name and is not commonly used by the humans of
today.  The kitana has a blade 3 feet long that is curved toward the back.  The
blade face of the kitana has an edged hook at the tip, the hook is used to
disarm opponents.  The back of the blade is serrated from the tip back for 8
inches.

Longsword- The longsword is a bladed weapon averaging 3 feet long, about 2 to 3
inches wide, and double edged.

Rapier- The rapier is the slime bladed double edged cousin of the foil, it is 3
feet long.  The rapier is the gentlemen's combat weapon.

Scimitar- The scimitar has a slim curved blade that is single edged and about 3
feet in length.  The scimitar description also includes the following weapons
ninjato, daisho, katana, tashi.  These weapons are the type used by asians,
ninjas, and samurai knights.

Short Sword- This sword is any single or double edged blade of 1 to 1 1/2 feet
in length.  This includes such swords as the european bilbo, the roman gladius,
the Japanese kamashio, and the Japanese zashi.

Two Handed Sword- This sword type is any with a blade of 4 to 6 feet in length
single or double edged requiring two hands to wield.  These includes the
claymore, the no-dachi: a Japanese two handed sword, and the zwei hander: a
german two-handed sword of 6 feet in length and extreme weight.  The name means
two hander.MELEE WEAPONS  DAMAGE  AND  RANGE

weapon name         damage    cost     hands
                         gp      needed
AXES
berdache (axe)        1-10    20  gp         2
battle axe            1-8     10  gp         1
hand axe              1-4     3   gp         1
pole axe              1-10    15  gp         2
halberds              1-10    10  gp         2


BLUDGEONS
club                  varies varies          1
flail                 1d6+2   12  gp         1
mace                  1d6+1   8   gp         1
maul                  1d8     10  gp         2
morning star          1d6+2   15  gp         1
sap                   1d4     2   gp         1
scorpion              1d6     13  gp         1
staff                 1d6     2   gp         2
war club              1d8+1   5   gp         2
war hammer            1d6     10  gp         1
war hammer            1d4+1   12  gp         1
  (horseman's)


KNIVES
dagger                1d4     3   gp         1
dirk *                1d4     2   gp         1
knife                 1d4+1   4   gp         1
knife, butterfly      1-3     2   gp         1
knife, Jack           1-3     2   gp         1
kriss dagger          1d4+1   5   gp         1
stiletto              1-2     1   gp         1


MISCELLANEOUS
adarga                1d6     15  gp         1
bagh nakh             1d4     3   gp         1
bokken                1-2     4   gp         1
catch pole *          0/1-4   12  gp         1
cestuis               1d4+3   5   gp         1
garrotte              1d4+ 1pt cumulative per round
                              1   gp         2
gunsen                1d4     3   gp         1
hammer-axe     1d6/1d8        20  gp         2
jitte                 1d4     5   gp         1
kick                  1d6     na             na
lajatang              1d6     15  gp         2
leer-pa               1d6     18  gp         2
nunchaku              1d4+1   6   gp         1
pendjepit *           1-2     10  sp         1
pick, war             1d6     12  gp         2
pick-axe              1d6/1d8  20 gp         2
pick-hammer           1d6/1d6  20 gp         2
punch                 1d4     na             1
shuko *               (1d4/1d4)+3  8 gp      1
tonfa                 1d4+1    7  gp         1


POLE ARMS
bec de corbin         1d8     15  gp         2
bill guisarme *       1d8+1   10  gp         2
bill hook *           1d8+1   8   gp         2
fauchard              1d8     10  gp         2
fauchard fork         1d8/1d6+1 12 gp        2
fauchard guisarme     1d8     15  gp         2
glaive                1d6      9  gp         2
glaive fork    1d6/1d6+1  12   gp            2
glaive guisarme       1d6/1d8  10 gp         2
guisarme *            1d8     15  gp         2
guisarme voulge       1d8/2d8 20 gp          2
lochaber axe          1d10    15  gp         2
lucern hammer         1d10    15  gp         2
voulge                2d8     10  gp         2


ROPE WEAPONS
catch noose *         1d4+1 per round
                               1  gp         2
cat-o-nine tail       1d6      5  gp         1
negegam *             1d4+1   10  gp         2
rope bladed *         1d4     8   gp         2
whip *                1-3     10 cp/ft       1


SIEGE WEAPONS
ballista              see weapon description
catapult              see weapon description
cauldron              4d8     50 gp          2 men
    suspended
ram                   5-50    30  gp         12 men


SPEARS
lances *              1d6     10  gp         2
military fork         1d4+1   5   gp         2
pike *                1d6     12  gp         2
trident               1d6     7   gp         2
ranseur               1d6     10  gp         2
spear                 1d6     10  gp         1
spetum                1d6     10  gp         2


SWORDS
bastard sword *       2-8     25  gp         1-2
broad sword           1d8+1   30  gp         1
cutlass               1d8     15  gp         1
foil                  1d4     10  gp         1
flamberge             1d10    20  gp         2
gauntlet sword        1d8     30  gp         1
kriss sword           1d8     20  gp         1
kitana *              1d8+1   25  gp         1
long sword            1d8     17  gp         1
rapier                1d6     15  gp         1
scimitar              1d8     15  gp         1
short sword           1d6     10  gp         1
two-handed sword      1d10    35  gp         2


WEAPONS DAMAGE AND RANGE

NOTES

Lance, war hammer-footman's:  This weapon gains a +2 to damage when used from a
charging mount.

Dirk:  This weapon gains a +1 when used by surprise vs armor.

Catch Pole:  This weapon only does damage if the victim struggles or the captor
states he wishes to do damage.

Pendjepit:  This weapon only does damage va unarmored opponents.

Shuko:  If worn as a pair to aid climbing add 15%.

Kitana:  This weapon has a 1 in 6 chance to disarm if intent

Bill guisarme, bill hook, guisarme:  This weapon has a 25% chance to un-mount
riders.

Bastard sword:  Treat as a long sword if used one handed.

Negegam, bladed rope:  This weapon has a 25% chance to entangle or 50% chance
to entangle if the wielder is nonproficient.

Whip:  A character proficient whip may entangle or disarm an
before attack takes place, see weapon description.

Lances:  This weapon does double damage when used from a charging mount.

Pike:  This weapon does double damage when set to receive
a charge.


SUITS OF ARMOR

      In the simpler and more commonly used version of combat, a character is
assumed to have a suit of armor and his armor class is considered to be the
same wherever the blow is struck.  This eliminates the time consuming task of
rolling to determine hit location and determining the armor class for that
particular area.  As always attacks to a specific area or other special
circumstances may be considered and the armor class for a particular point may
be used in these special circumstances.  The following are some useful notes
concerning the use of suits of armor or piecemeal armor.

1.  Jousting Armor is to heavy and bulky to use for any purpose but Jousting.
2.  Magic armor is one bulk rate smaller.
3.  Elfin chain mail is non-bulky.
4.  Only non bulky armor can be worn under bulky and fairly bulky armor.
5.  When using bulky armor a character does not gain his dexterity bonuses.
6.  The maximum armor class for player characters is 12.  Armor class ratings   
    higher than that value provides no additional protection.
7.  Metal armors typically cost ten times as much as wood or ironwood armors.
 

Armor   Type                          AC   Bulk            Move           COST IN GP

Helm, small                          6.0   non               12                   10
Helm, medium                         7.0   fairly            12                   20
Helm, Great                          8.0   bulky             12                   40
Thin-medium cloth                    0.0   non               12         See clothing
Heavy cloth/leather                  0.5   non               12         See clothing
Shield, small hardwood               0.5   non               12                    5
Shield, medium hardwood              1.0   fairly            09                   10
Shield, large hardwood               1.5   bulky             06                   20
Shield, small ironwood               1.0   non               12                   25
Shield, medium ironwood              1.5   fairly            09                   35
Shield, large ironwood               2.0   bulky             06                   45
Quilt armor                          1.0   non               12                   10
Thick Leather armor                  1.0   non               12                   15
Hard leather armor                   1.5   non               12                   20
Padded armor                         1.5   fairly            09                   18
Woven cord                           1.5   non               12                   13
Heavy cloth ring                     1.5   non               12                   70
Quilt ring armor                     2.0   non               12                   80
Leather ring                         2.0   non               12                  100
Hard leather ring                    2.5   fairly            09                  150
Heavy cloth double ring              2.5   fairly            09                  200
Quilt double ring                    3.0   fairly            09                  250
Leather double ring                  3.0   fairly            09                  300
Hard leather double ring             3.5   fairly            09                  350
Basket Weave armor                   3.5   fairly            09                  300
Hard leather scale                   4.0   fairly            09                  500
Hardwood scale                       4.0   fairly            09                  210
Horn/bone scale                      4.0   fairly            09                  550
Ironwood scale                       4.5   fairly            09                 1500
Iron metal scale                     4.5   fairly            09                15000
Chain (metal)                        5.0   fairly            09                20000
Double chain                         6.0   fairly            09                40000
Augmented mail                       5.5   bulky             06                25000
Bar mail                             6.0   fairly            09                35000
Combined mail                        6.5   bulky             06                80000
Hardwood laminated                   6.5   bulky             06                 1500
Bone laminated                       6.5   bulky             06                 2000
Ironwood laminated                   7.0   bulky             06                 2500
Metal laminated                      7.0   bulky             06                95000
Hardwood brigantine                  7.0   bulky             06                 2000
Bone brigantine                      7.0   bulky             06                 2500
Ironwood brigantine                  7.5   bulky             06                 3000
Metal brigantine                     7.5   bulky             06               100000
Plate                                8.0   bulky             06                20000
Ribbed plate                         8.5   bulky             06                40000
Jousting armor                       9.0   x-bulky           03                70000ARMOR, PIECEMEAL

     Different pieces of armor protect different areas of the body.  A
percentile role is made to determine where a blow is struck.  Then the armor
class of the area is found and the to hit table is used to determine if the hit
was a success.  The armor class of an area is determined by considering the
armor covering that particular area, the use of a shield, dexterity bonuses or
penalties, magical bonuses or penalties, and any other bonuses or penalties
that might apply.  These bonuses or penalties are then added to the base armor
class.  An unarmored humans and races not otherwise specified have a base armor
class of 0. The higher the armor class the harder a character is to hit.


     HELMETS- There are three main varieties of helmets.  Great helms over the
front back and sides of the head and also have a full face guard.  Medium helms
cover the top, back, and usually the side of the head.  They may also have nose
guards.  Small helms typically cover the top of the head as does a cap.  Helms
are typically made out of ironwood.  Helms, caps, or hats made of other
material can also provide some protection from blows to the head.

ARMOR TYPE              AC    BULK      COST IN GP

Helm Great                  +8.0     bulky
Helm Medium                  7.O     fairly
Helm Small                   6.0     non

       SHIELDS- In the table the listing, no. attacks per round, refers to the
number of attacks per round that the shield can be used to defend against.  A
small shield is 1 to 2 feet in diameter, a medium shield is 2 to 3 feet in
diameter, a large shield is larger then 3 ft up to a full body or kite shield.

     SHIELD           NO.ATTACKS      AC     BULK   COST IN GP
                      PER ROUND

sm. hard wood                 1      +0.5    non            5
md.  hard  wood               2      1.0     fairly         10
lg. hard  wood                3      1.5     bulky          20
sm.  iron  wood               1      1.0     non            25
md.  iron  wood               2      1.5     fairly         35
lg.  iron  wood               3      2.0     bulky          45TUNICS- Tunics are essentially shirts of cloth or armor.  They provide
protection to the chest, back, abdomen, groin, shoulders, and upper arm.  Some
tunics may have long sleeves.  These will provide additional protection to the
elbows and lower arms.

    ARMOR TYPE                    AC   BULK                COST IN GP

thin/medium cloth               +0.0   non               see clothing
heavy cloth                      0.5   non               see clothing
soft leather                     0.5   non               see clothing
quilt                            1.0   non                          5
thick leather                    1.0   non                         10
padded                           1.5   fairly                      15
woven cord                       1.5   non                         13
heavy cloth ring                 1.5   fairly                      25
soft leather ring                1.5   fairly                      30
quilt ring                       2.0   fairly                      45
thick leather ring               2.0   fairly                      50
hard leather scale               2.5   fairly                      70
hard  wood scale                 3.0   fairly                      80
horn/bone scale                  3.5   fairly                      90
iron  wood scale                 4.0   fairly                     100
hard  wood laminated             6.5   bulky                      200
horn/bone laminated              6.5   bulky                      275
iron  wood laminated             7.0   bulky                      350
hard  wood brigantine            7.0   bulky                      365
horn/bone brigantine             7.0   bulky                      400
iron  wood brigantine            7.5   bulky                      450

     BREECHES - Breeches are of course a type of pants.
They provide protection to groin, thighs, knees, and shins.


    ARMOR TYPE                    AC   BULK                          COST IN GP

thin/medium   cloth             +0.0   non                           see  clothing
heavy cloth                      0.5   non                           see  clothing
soft leather                     0.5   non                           see  clothing
quilt                            1.0   non                           5
thick   leather                  1.0   non                           10
padded                           1.5   fairly                        15
woven  cord                      1.5   non                           13SHORT COATS - Short coats are made like robes that provide protection for
chest, back, abdomen, groin, shoulders, upper arm, thighs.  Some short coats
may have long sleeves.  These will provide additional protection to the elbows
and lower arms.

    ARMOR TYPE                        AC   BULK                COST IN GP

thin/medium cloth                   +0.0   non               see clothing
heavy cloth                          0.5   non               see clothing
soft leather                         0.5   non                          7
quilt                                1.0   non                         10
thick leather                        1.0   non                         17
padded                               1.5   fairly                      25
woven   cord                         1.5   non                         20
heavy cloth ring                     1.5   fairly                      35
soft leather ring                    1.5   fairly                      50
quilt   ring                         2.0   fairly                      55
thick leather ring                   2.0   fairly                      65
hard leather scale                   2.5   fairly                     100
hard  wood scale                     3.0   fairly                     115
horn/bone  scale                     3.5   fairly                     125
iron  wood scale                     4.0   fairly                     185
hard  wood laminated                 6.5   bulky                      300
horn/bone  laminated                 6.5   bulky                      350
iron  wood laminated                 7.0   bulky                      425
hard  wood brigantine                7.0   bulky                      450
horn/bone  brigantine                7.0   bulky                      475
iron  wood brigantine                7.5   bulky                      550
LONG COATS - Long coats are also made like robes that provide protection for
chest, back, abdomen, groin, shoulders, upper arm, elbow, lower arm, thighs,
Knees, and shin.

    ARMOR   TYPE                AC   BULK                   COST IN GP

thin/medium cloth             +0.0   non                        see clothing
heavy cloth                    0.5   non                        see clothing
soft leather                   0.5   non                        15
quilt                          1.0   non                        20
thick leather                  1.0   non                        30
padded                         1.5   fairly                     35
woven  cord                    1.5   non                        25
heavy cloth ring               1.5   fairly                     45
soft leather ring              1.5   fairly                     75
quilt  ring                    2.0   fairly                     90
thick leather ring             2.0   fairly                     125
hard leather scale             2.5   fairly                     175
hard  wood scale               3.0   fairly                     200
horn/bone scale                3.5   fairly                     225
iron  wood scale               4.0   fairly                     275
hard  wood laminated           6.5   bulky                      350
horn/bone laminated            6.5   bulky                      400
iron  wood laminated           7.0   bulky                      475
hard  wood brigantine          7.0   bulky                      500
horn/bone brigantine           7.0   bulky                      550
iron  wood brigantine          7.5   bulky                      600


      SKIRTS - Skirts or kilts provide protection to the groin, thighs, and
knees.

    ARMOR TYPE                  AC   BULK                       COST IN GP

thin/medium   cloth           +0.0   non                        see  clothing
heavy cloth                    0.5   non                        see  clothing
soft leather                   0.5   non                        see  clothing
quilt                          1.0   non                         3
thick   leather                1.0   non                         7
woven  cord                    1.5   non                        10
heavy cloth ring               1.5   fairly                     20
soft  leather  ring            1.5   fairly                     25
quilt  ring                    2.0   fairly                     30
thick leather ring             2.0   fairly                     50
hard leather scale             2.5   fairly                     60
hard wood scale                3.0   fairly                     75
horn/bone scale                3.5   fairly                     80
iron wood scale                4.0   fairly                     95PLATE ARMOR- There are three types of plate in our system : simple plate,
ribbed plate, and Jousting plate.  The prices listed are for plates made of
ironwood.


     PLATE, SIMPLE- Plate armor is made up of a set of plate guards encasing
the whole body.  Most normal activities can be preformed with relative ease. 
But strenuous activities can only be carried out for short periods of time.

ARMOR PIECE              PROTECTS             AC   BULK            COST   IN GP

breast plate             chest &            +7.5   bulky
                         abdomen             7.0   bulky                    200
back plate               back                7.5   bulky                    200
shoulder guard           shoulder            7.0   bulky                     50
arm guard                upper arm           6.5   bulky                     30
elbow guard              elbow               6.0   bulky                     25
bracer                   lower arm           6.0   bulky                     25
gauntlet                 hand & wrist        6.5   bulky                     40
groin guard              groin               7.0   bulky                     30
thigh guard              thigh               6.5   bulky                     50
knee guard               knee                7.0   bulky                     45
shin guard               shin                6.5   bulky                     40
foot guard               foot & ankle        6.0   bulky                     50


     RIBBED PLATE - Ribbed plate armor is very similar to plate armor but is
much more ornate.  Ribbed plate is decorated with large ornate fins, these fins
provide a better protection do to the way they deflect blows.

ARMOR PIECE              PROTECTS             AC   BULK              COST IN GP

breast plate             chest &            +8.5
                         abdomen             7.5   bulky                    300
back plate               back                8.5   bulky                    300
shoulder guard           shoulder            8.0   bulky                    100
arm guard                upper arm           7.5   bulky                     80
elbow guard              elbow               8.0   bulky                    100
bracer                   lower arm           6.5   bulky                     75
gauntlet                 hand & wrist        7.0   bulky                     95
groin guard              groin               7.5   bulky                     70
thigh guard              thigh               7.0   bulky                    100
knee guard               knee                7.5   bulky                    125
shin guard               shin                7.5   bulky                     75
foot guard               foot & ankle        6.0   bulky                     50JOUSTING ARMOR - Jousting was the knights Most dangerous sport and so they
would want the best and most protective armor.  Jousting armor is extremely
heavy, bulky and expensive.  Jousting armor would not be a normal part of a
campaign.  The helm is bolted to the breast and back plates and this limits
vision, and the extreme bulk limits even walking to Just short periods.

ARMOR PIECE              PROTECTS             AC   BULK              COST IN GP
helm                     head               +9.0
breast plate             chest               9.5   x-bulky
                         abdomen             8.5   x-bulky                  700
back plate               back                9.5   x-bulky                  700
shoulder guard           shoulder            9.0   x-bulky                  250
arm guard                upper arm           8.0   x-bulky                  225
elbow guard              elbow               8.5   x-bulky                  275
bracer                   lower arm           8.0   x-bulky                  200
gauntlet                 hand & wrist        7.5   x-bulky                  200
groin guard              groin               8.0   x-bulky                  175
thigh guard              thigh               7.5   x-bulky                  250
knee guard               knee                8.0   x-bulky                  275
shin guard               shin                7.5   x-bulky                  225
foot guard               foot & ankle        8.0   x-bulky                  200

       HARD LEATHER ARMOR- Hard leather armor is a simple plate armor made of
thick leather boiled in oil to make it hard and as rigid as a piece of plywood.

ARMOR PIECE           PROTECTS       AC      BULK           COST IN GP

breast plate          chest          +2.5
                      abdomen        2.0     bulky          45
back plate     back           2.5    bulky          45
shoulder guard        shoulder       2.0     bulky          25
arm guard             upper arm      2.0     bulky          30
elbow guard           elbow          2.5     bulky          35
bracer                lower arm      2.0     bulky          30
gauntlet              hand           1.5
                      & wrist        1.5     bulky          40
groin guard           groin          2.0     bulky          35
thigh guard           thigh          2.0     bulky          40
knee guard            knee           2.5     bulky          35
shin guard            shin           2.0     bulky          35
foot guard            foot           1.5
                      & ankle        1.5     bulky          30ASSORTED ARMOR- this includes armor classes for shoes, boots, and gloves.

ARMOR PIECE                PROTECTS         AC   BULK        COST IN GP

high hard boot             thigh,         +1.0
                           knee,           1.0
                           shin,           1.0
                           & foot          1.0   fairly      see   clothing
medium hard boot           knee,           0.5
                           shin,           1.0
                           & foot          1.0   fairly      see   clothing
low hard boot              shin            0.5
                           & foot          1.0   fairly      see   clothing
high soft boot             thigh,          0.5
                           knee,           0.5
                           shin,           0.5
                           & foot          0.5   non         see   clothing
medium soft boot           knee,           0.0
                           shin,           0.5
                           & foot          0.5   non         see   clothing
low soft boot              shin            0.0
                           & foot          0.5   non         see   clothing
glove leather              hand            0.5   non         see   clothing
REPAIR KITS

       It is obvious that during combat that armor and weapons will become
damaged.  In a long campaign, if a player does not have the means to do some
repairs, damaged equipment and armor could become a severe problem.  A suit of
mail with gaping holes does not provide much protection in those areas and even
hamper free movement.  Dented or splintered plates could easily irritate wounds
underneath and prevent their proper healing.  The list below includes items
that might be useful for various types of armor and equipment.

Needles and thread
Paint and brushes
Small hammer and file

Whet stones
Blade oils
Extra bowstrings
Extra handles (for hammers, maces, axes, etc.)

Pieces of wire (to repair mail)

Sanding stones
Glue
Varnish and brushes
Wood oils
Wood waxes
Wood stains
Wood dowels
Small nails or tacs
Pointed awl

Leather oils
Leather waxes and polishes
Sewing awl
Leather thongs







Races

DESIGNING NEW RACES

     In the Frank Universe Game many races have been designed to enable the
players to have distinctive characters with which to play.  Players in games
such as this enjoy using their imaginations and adding things to or changing
things within the games they play.  Players are welcome to create new races for
player characters and to incorporate them into the game.  The key to the
creation of a new race is to have it fit into the game and for it to compare to
the other races in a balanced way.  A new race cannot be super powerful or it
will upset the play of the game.  Logically if one race was much superior to
the other races, it would have conquered and exterminated all of the other
races in primitive times.  Humans are the standard by which races are to be
designed.  If a race is larger than a human it probably is stronger as well. 
Therefore with this advantage this race should have some offsetting disadvantage
such as low intelligence or being slow.  Smaller races typically have less
strength and higher dexterity.  Offsetting disadvantages need not be so
straight forward.  For example the zygarians are strong and intelligent but go
into hibernation when exposed to cold.  Use your imaginations when designing a
new race by finding unusual advantages and disadvantages that will allow the
new race to be distinctive and playable.  Work out at least in your mind a
background and habitat for the race, a history of the race, and a personality
typical of the race.  See the races all ready included for ideas of details of
what to include in description.  Races may also be converted from those
described in books and literature.

       1.      Races must be balanced with respect to existing races and not be
               super powerful.

       2.      The race must be distinctive in character and add something useful
               to the game.

       3.      Any advantages of a particular race over others must be offset by
               some complimentary disadvantage.
RANDOM RACE TABLES

Random Race Tables
       01-            Antyans
       02-            Balorians
       03-            Bat People
       04-05          Caniimen
       06-            Centaurs
       07-16          Dwarves
       17-26          Elves
       27-28          Feliomen
       29-            Gaavelles
       30-31          Gnomes
       32-34          Half Breeds
       35-44          Halflings
       45-59          Humans
       60-            Mermen
       61-70          Orcs
       71-            Ogres
       72-            Ottermen
       73-            Psions
       74-            Tach
       75-            Tree Bears
       76-85          Trolls
       86-            Unicorns
       87-            Zygarians
       88-00          Other races or roll again

Subtable 1- Caniimen
       01-25          Coyotan
       26-50          Hyenan
       51-75          Jackalan
       76-00          Wolfen


Subtable 2- Elves
       01-30          High
       31-60          Sylvan
       61-90          Trint
       91-00          Trint Halfbreeds,
                  Other, or Roll Again

Subtable 3- Feliomen
       01-16          Cheetawns 
       17-32          Leparans
       33-48          Lioman
       49-64          Lynxan
       65-80          Pantheman
       81-96          Tigerans
       97-00          Roll Again
Subtable 4- Half Breeds
       01-10          Dwarven 
       11-20          High Elf
       21-30          Sylvan Elf
       31-40          Trint Elf
       41-50          Halfling
       51-60          Human
       61-70          Ogre
       71-80          Orc
       81-90          Desert Troll
       91-00          Other Halfbreed


Subtable 5- Trolls
       01-24          Desert Troll
       25-48          River Troll
       49-72          Rock Troll
       73-96          Sylvan Troll
       97-00          Other or roll again
ANTYANS

     Antyans are a race of insect men.  They appear to be large, 4 1/2 ft to 5
ft tall, ants.  Antyans walk on the hind most set of legs and use the other two
pair of legs as arms.  Like other arthropods, antyans are cold blooded.  Their
heads are dominated by four large compound eyes, and a pair of feeler like
antenna.  Antyan vision ranges from the normal spectrum  and into the
ultraviolet range.  This ultravision allows them to see colors outside the
normal range and undetectable by most other beings.  Antyan limbs ends in a
pair of finger like members.  Just as other insects are able to climb walls
with relative ease, antyans can climb walls and even ceilings, provided claw
holds are present.  Antyans have a strength maximum of 18, and gain no bonuses
to their initial rolled scores.  In battle an antyan may choose to use a weapon
or bite with their powerful mandibles.  A mandible bite does 1d6 points of
damage plus 1d4 points of acid damage from formic acid present in their saliva. 
Save versus poison for half damage from acid.  Antyan fighters may trade in
their three combat skills and two weapons of proficiency to gain the ability to
use a double attack.  The weapons used in such an attack will be either a short
sword or a dagger.  The double attack would be a single weapon in one set of
arms and a single weapon in the other set of arms.  Antyans are unable to use
any type of bow but a crossbow- Antyans have a natural armor class of 4 and can
not wear armor of any sort.
     Little is detail is known about Antyan culture.  Generally it is known 
that they come from highly social colonies in which the individual works to
enhance the good of the colony.  The antyan player will most often be of lawful
alignment, but there may be lawful or even chaotic individuals.  The males are
all intelligent as are most of the females, however 10% of the females stay in
the larval state becoming huge egg laying machines and are not sentient.
BALORIANS

       Balorians are of avian decent.  They have slender human like bodies with
arms ending in taloned fingers.  They have powerful legs and taloned feet which
they use as weapons in aerial attacks, Their wings are positioned on their
shoulder blades, and span from 9 to 12 feet.  Balorians are about 5 feet in
height and weigh 40 to 50 pounds.  As with most birds their bones are hollow to
lighten their body weight.  Hollow bones have the disadvantage of being very
brittle.  Their eyes, like an owl, look forward to provide very sharp binocular
vision.  They have a curved beak similar to that of a hawk or an eagle which is
useful as a weapon or in the capture of food animals.  Typically Balorians are
brightly colored with each different clan having their own distinctive
coloration.  They also have a very musical speech consisting of whistles,
trills, and clicks.  This makes the Balorian tongue difficult for other races
to imitate.  Balorians are said to have a 'gift for song,' and have a love and
talent for all forms of music.  Balorians are very proud of their plumage and
spend a good amount of time preening and primping.  Other races often perceive
these actions as a sign of vanity.

       The Balorian race was once thought only to be a myth, until a group of
humans happened upon one of their villages.  After that event they began to
trade with many other races.  Even including a tribe of orcs known as the Brain
Eaters.  The Balorians had once almost destroyed this tribe in an ancient war. 
They soon found it much more to their benefit to use the orcs labor than it was
to fight with them.  With this in mind, they buy goods at a low price and make
up the difference in exchange for 'Protection '.

       Balorians have the ability to fly at a speed of 240 feet per minute, with
a high maneuverability when unencumbered.  When wearing leather, or magic chain
mail armor, or when similarly encumbered, flying speed drops to 120 feet per
minute and  maneuverability drops to moderate. Balorians are unable to fly
while wearing metal armor or when otherwise weighted down.  In the air they can
swoop down upon a victim and deliver a powerful blow with their muscular legs
and heavily taloned feet doing 1d8 damage.  If a surprise attack or from behind
add a +2 to hit.

       Balorians have the following racial penalties and bonuses in thieving
skills: -10% to hide due to their brightly colored feathers, and a +10% to
climb walls, -5% to pick locks, and -5% to pick pockets due to their taloned
hands.

       Balorians have the following racial ability limitations, penalties and
bonuses when a character is generated: strength-maximum 16, initial roll -2
penalty; dexterity-minimum 13; perception-minimum 13, initial roll +1 bonus,
constitution- maximum 17, initial roll -1 penalty; charisma- minimum 11,
initial roll +2 bonus.  Their base armor class is 0.
BAT-PEOPLE

       Bat-people are a bat-like winged race standing 1.5 feet high.  They can
fly and have a wingspan of 3 feet.  Their wings are stretched skin over
elongated bones jutting from their shoulder blades.  They have two arms, each
with hand of three  fingers and a thumb.  They may have originally descended
from a magical combination of large bats and one of the fairy races. 
Bat-people have a muscular prehensile ail 1 1/2 feet long.  This tail will
regenerate and grow back in ne to two months if cut off or damaged.  Their body
is warm blooded nd covered by brown fur.  They do not generally wear clothing,
though they often dye their fur and do wear jewelry.

       Bat-people fly at a rate of 180 feet per minute, while walking movement
is at a rate of 30 feet per minute.  They have normal vision, night vision, and
can find their way in complete darkness using echo location.  Echo location
will also allow them to detect most invisible objects, and detect hollow, or
open spaces behind walls.  Bat-people are carnivorous, feeding on insects,
lizards, and other mall animals which they ranch, or catch.

       Because of their small size and strength, they do not make good fighters
when facing norma sized opponents.  A weapon commonly used by them is a long
needle, doing 1-2 points damage.  Usually these are be poisoned or drugged.  In
spite of their limited strength, they suffer no to hit penalty for when using
these needle weapons.  They are very intelligent and may take up any class
suitable for their size.

     Bat-people may stand upright or hang upside down with equal ease.  They
sleep hanging upside down from perches, tree limbs, or racks in rocks.  They
can grip the smallest of cracks with their sharp toe and finger nails.  Their
hearing is normal with respect to loudness, but has a very wide frequency
range.  They can hear sounds at frequencies high above that of other player
races and higher than most animals.  They can also sense extremely low subsonic
frequencies.  

       During birth the female will typically bear one young 'pup' which is then
nursed for one year.  The pup lives with its parents in the colony until
reaching the age of 15, at which time it is considered an adult.  Normal life
span is approximately 70 years.

       Bat-people have a base armor class of 0.  However because of their
quickness and extremely small size attempts to hit them are at a -6 penalty for
large opponents, a -4 penalty for medium sized opponents, a -2 penalty against
small opponents.  There is no to hit penalty for creatures of the same
approximate size. 

       Bonuses and Penalties:  Strength: Range 2-4, note: there are no to hit or
damage penalties for racial needle weapons.  Dexterity: +3 to initial
dexterity, maximum of 21.  Bonuses above 18 do not apply to missile to hit
bonuses.  Perception:  +3 to initial perception roll, maximum of 21.CANIIMEN

       Both feliomen and caniimen are created races dating from times lost in
antiquity.  According to their legends they were created by an evil witch to
serve as slaves on his island kingdom.  In his experiments he created a disease
that muted all of the normal animals of the cat and dog families on the island
into intelligent beastmen.  The disease itself died out once all had been
affected.  Some legends say, that after hundreds of years of struggle, the
beastmen managed to kill the witch and escape from the island.  Other less
favorable legends say that the beastmen served as docile slaves for hundreds of
years until the witch accidentally killed himself in another of his
experiments.  In any case the beastmen escaped from the island and spread out
across the known world in small bands where the descendants of these two races
still live today.

       Signs of their origins still follow them.  Offspring of the feliomen have
been affected.  One-fourth of their litters live only a few days after being
born, one-fourth are pure animal as were their distant ancestors before the
change, and only one half of their offspring are true caniimen.  They have
however gained intelligence and a longer life span.  Caniimen have a maximum
intelligence of 12, and a minimum intelligence of 2, with a penalty of -4 to
their initial die roll.  Feliomen of low intelligence are given the task of
caring for the offspring that turn out to be only animal.  The life span of
feliomen is approximately 70 years.  They also have a slower rate of maturation
taking 15 years to reach young adulthood.

     There are four major sub races of caniimen known representing four species
of canines found on the island at the time of the disease.  The canine species:
Wolf, Jackal, Coyote, and Hyena, gave rise to the Wolfen, Jackalan, Coyotan,
and Hyenan (also known as a gnoll).  While these subraces can interbreed they
seldom do so, Caniimen speak their own language with each subrace having its
own dialect of their common language.  Caniimen can also communicate with any
type of canine.  As with their ancestors all caniimen have the ability to track
by scent.  Using normal tracking methods, they track as does a hunter of equal
level.  Tracking by smell, caniimen can follow a trail at a base chance of 50%,
plus 2% for each creature above one in the party, minus 15% for each 24 hours
which have elapsed, minus 30% for every hour of precipitation.  Their padded
feet allow them to move silently 50% of the time plus 3% per experience level. 
They have retained their claws and sharp teeth.  All are carnivorous and prefer
freshly killed, raw meat.  Caniimen due to their comparatively recent animal
origins are unable to cast any magic spells, but are able to use magic items. 
Caniimen do not have a magic attribute.  They all have keen hearing and night
vision.  Because of their heavy fur caniimen have a base armor class of 2. 
Magic attribute is 0.

CANIIMEN, COYOTAN

     Coyotan are a small sized race descended form coyotes.  They stand 4-5
feet tall and weigh from 60-80 pounds.  They are covered by yellowish fur
tipped with black and have a bushy tail 1-2 feet long.  They have pointed erect
ears with normal hearing.  Movement is 12 with a bite doing 1d4 points damage. 
They usually attack using weapons.  Special attack is an erie howl which is
used to communicate and to unnerve opponents.  Dexterity is +1 to initial roll. 
Strength is a -1 to initial roll.

CANIIMEN, HYENAN

     Hyenan, also called gnolls, are a large race descended from hyenas.  They
stand 7-8 feet tall and weigh from 200 to 250 pounds.  They are covered by
straggly yellowish, gray fur with black spots.  They are of low to average
intelligence, and suffer a penalty of -3 to initial rolls, with a maximum
intelligence of 9. They have powerful Jaws and strong teeth.  A bite does 2d6
points of damage in combat.  Movement is 18.  Hyenan have an unusual laugh that
they make prior to and during combat.  Average life span is 35 years. 
Strength: a bonus of +1 to initial roll, maximum 19; Intelligence: penalty -3
to initial roll, maximum of 9.


CANIIMEN, JACKALAN

       Jackalan are a small sized race descended from jackals.  They stand from
3-4 feet tall and weigh from 50-60 pounds.  They are covered with brown fur,
have a bushy tail 81 long, and large ears.  They have exceptional hearing. 
Movement is 121, A bite does 1d4 points of damage in combat.  Base armor class
of 8.  Strength:  -2 bonus to initial roll;   Dexterity: +2 bonus to initial
roll.  They are not well liked by many races due to a musky body odor they give
off.


CANIIMEN, WOLFEN

       Wolfen are a medium sized race descended from wolves.  They stand 6-7
feet tall for males, 5-6 feet tall for females.  They weigh from 150-200
pounds, and 100-150 pounds for males and females respectively.  They are
covered with long, thick fur ranging from white, to gray, to black in color and
prefer cool climates.  They are generally evil natured and unfriendly to anyone
outside their own pack.  Normal movement is 18' per minute and a bite does 2d4
damage during combat.  They have short upright ears and long bushy tails. 
Special attack is a howl that is used to communicate and to frighten their
opponents.  Opponents must save versus mind affects where appropriate or flee
in panic..

CENTAURS

       Centaurs were created in the ancient times through the use of the ancient
magic of creation.  Centaurs have the upper torsos of humans and the body of a
horse.  The human part has a base armor class of 0, while the horse part has a
base armor class of 3. They move at a rate of 18 inches.  In combat centaurs
can attack twice, once with a weapon and also as a horse with each of his two
front hooves.  Centaurs are large sized creatures and greatly dislike entering
enclosed spaces or buildings.  They have the life span of and mature at the
same rate as that of a human.  Centaurs speak their own language and 50% speak
common as well.
       Centaurs typically live a tribal life style led by a dominant male
stallion, or by a mare who has proven herself through a quest.  They prefer to
dwell in secluded glens with rich grass and running water.  Centaurs are
herbivores eating grasses and grain as the main part of their diet.  In wild
tribes males are usually armed with wooden clubs, bows, and the leaders are
armed with lances.  Females and young do not usually use weapons.
     Centaurs of average strength can carry up to 400 pounds in weight on their
back without movement penalty and up to 650 pounds in weight encumbrance with a
movement rate of one half normal.  Exceptionally strong or exceptionally weak
centaurs, as determined by the strength roll for their human half, can carry
100-300 pounds more or less weight than average.  They will not allow anyone to
ride upon their backs.  To ask this of a centaur is considered a grave insult. 
In obvious life and death situations they may occasionally make an exception. 
When they believed no one, was watching, centaurs have been rumored to have
been seen giving rides to small children of other humanoid races.
       There are many reasons why a centaur may leave his idyllic lifestyle and
become a player character.  Often young centaurs will leave their tribe and go
on quests to prove his manhood or to find a mate, In less primitive tribes
female centaurs may also go on a quest to prove themselves.  If they are
successful they then can become a leader of a centaur tribe themselves.
Alternatively they may have committed some grave offense and been exiled from
his tribe.  Each centaur player character will have his own tale.  This story
they will only share with their closest and most trusted friends.
       The centaur gains no bonus or penalties due to race to their initial
rolls when created since their torso is that of a normal human magically
combined with that of a horse.  Since their origin is magical however polymorph
self, polymorph other, or similar form changing spells will not work on them. 
Centaurs also gain a  +2 bonus to their magical attribute roles, because of
this magical origin.  If killed and reincarnated centaurs will always be
reincarnated as a centaur, but not  necessarily the same sex, age, or body
style as their original body.
DWARVES

       Dwarves are a common race found in almost any area or climate.  Dwarves
are 4 to 4 1/2 feet tall and are very muscular in build.  Their skin is usually
tan in color.  Their hair ranges from red to brown to black.  Both the males
and females have beards.  Dwarves regard their beards as a mark of distinction. 
The longer the beard the more distinguished the wearer.  Dwarves have a life
span of 600 to 700 years.  Unlike portrayed in other settings, dwarves are
highly magical by nature.  Their magic is that of anti-magic and they gain a +2
bonus to their initial magic attribute roll.  90% of the dwarven race exhibit
this characteristic and gain a bonus of +4 to save against magical attacks. 
These  dwarves may choose to practice dwarven racial magic as a class.  The
other 10% of the dwarves do not have this anti-magic ability.  They may not
practice dwarven racial magic, but may practice any of the other magic fields.  
Dwarves also have a high resistance to poison and gain a +4 bonus to save
against poison.
     Dwarves are great miners and can 60% of the time, if searching,detect: new
construction, grade or slope, depth under ground, unsafe tunnel construction. 
Dwarves usually live in great under ground cities.  A Dwarf city will all ways
have at least one well worked mine and one great smithy.  Dwarven smiths can
make exceptionally strong weapons, armor, and tools of the finest quality. 
Dwarven swords hold the best edges, dwarven hammers have the best heft, dwarven
axes cut wood the smoothest.  These items get a bonus of +1 to save against
crushing blows.   Dwarven weapons are highly valued.  These items will sell at
a cost 10% more than the listed price.   Dwarfish tools are popular among all
races because of their quality.  Dwarfish weapons and armor are never sold to
non-dwarves.  They may  however, be given as gifts or granted to worthy people
in honor of some great deed.  Most dwarven weapons owned by members of other
races have been taken in combat.  Their ownership is not resented by the
dwarves.
       Dwarven magic is a band taping directly the powers of the earth and
stone.  This fits well with the nature of dwarves, and may in part explain
their great ability as miners and smiths.  The great dwarfish magic weapons
were made by smith/dwarven magic users of long ago.  Most of the ancient
knowledge of dwarven magic have been lost, and must be rediscovered by spell
research or study of ancient, lost records.  
       Dwarven cities are commonly built underground, but even surface
settlements will incorporate a large mine complex and at least one smithy. 
Each dwarven town will have from 100 to 500 inhabitants, primarily of one clan. 
Dwarves live within large, family based clans.  Within each clan are smaller
families.  Each family has its own ruling organization, but all owe allegiance
to the clan.  Dwarves prefer isolated mountain ranges or rocky areas to build
their homes.  Due to their isolation, by necessity, most dwarven cities are
self sufficient.
       Dwarves have a strong hatred for orcs, goblins, and hobgoblins.   Dwarves
speak Dwarf, common, halfling, and gnome as cradle languages.  Dwarves have a
minimum strength of 8, and a maximum strength of 18 for males and 17 for
females, with a +1 to the initial roll;  Dexterity maximum of 17, with a -1
penalty to initial roll;  Constitution minimum of 12, maximum of 19, +1 to
initial roll;  Charisma maximum of 16, with a -1 penalty to the initial roll; 
Magic Attribute, +2 bonus to initial roll.
ELVES

       No one knows exactly where the elves came from but one thing is well
known.  The elves are among the oldest of the races.  There are five known
races of elves: Sylvan Elves, Dark Elves, Great Elves, High Elves, and the
Trint- a race of barbarian elves.  Of these only Sylvan, High, and Trint will
become adventurers.  Dark Elves are rarely found on the surface for the shun
all light.  The Great Elves are very solitary by nature and deplore violence of
any sort.
       Elves have some natural immunity to mind affect spells such as charms and
holds.  They will be unaffected by these spells 90% of the time and still get a
saving throw the other 10%.  Against psionic ability they gain a +2 to all
saves versus mind affects.  Because of their magical nature they gain a +3
bonus to the initial magic attribute roll.  Base armor class is 0.


ELVES, HIGH

       High Elves are slightly taller then their cousins the wood elves, 51 to
5.5 ft.  High elves have grayish skin color and their hair color is gray,
silver, or white.  The eyes of high elves are gray or blue, or sometimes green. 
High elves have an average weight of 80 to 90 pounds.  High elves have 60 ft.
infravision as well as normal vision.  High elves are generally city dwellers,
living in cities with up to 2 or 3 thousand.  High elves may be of any
alignment and practice any profession.   High elves are known also accomplished
seamen.  High elf cities will always be found near water.  Seaside cities will
have large fleets and will engage in extensive sea trading.  Individually and
culturally high elves have a great respect for tradition.  The old ways and
ancestors are revered.  Some characterize high elves as being lost in the past. 
As a racial magic ability high elves are always able to know the direction of
their starting point and the direction of their travel.
       High Elves have the following racial limitations, bonuses, and penalties
to their initial attribute rolls:
       Strength:  maximum of 17 with a -1 penalty to the initial roll; Dexterity
minimum of 13 with a bonus of +1 to initial roll; Charisma minimum of 9.


ELVES, SYLVAN

     Sylvan Elves are slender, fine featured, humanoids.  They commonly have
dark colored hair and eyes and tan colored skin.  They are about
four-and-one-half to five feet tall and weigh about 80 pounds.  Sylvan Elves
have an average life span of 1500 years.  Sylvan Elves will only have two or
three children in their life time.  Sylvan elves have 60 foot infravision. 
They have as a racial magic the ability to pass without trace through the
forest.
     Sylvan Elves are very dexterous, and gain a bonus of +1 to their initial
dexterity roll.  Sylvan Elves, unlike the other elfish races, are not good at
magic use.  Sylvan Elves may only practice magic if they have an intelligence
of 18.  Any Sylvan Elf with this intelligence may practice any of the minor
magic disciplines.  If single classed advancement to thirteenth level is
possible, if dual classed they are limited to ninth level or lower spells. 
Only 10%, however, can master any of the major magic disciplines and are even
then limited to a maximum spell level of ninth or lower level spells.  Sylvan
Elves who take up a major magic discipline may be single classed only.
     All Sylvan Elves gain a bonus of +1 to hit with long and short bows due to
the training received as children.  If a Sylvan Elf also has a dexterity of 18
or greater, this training will enable him to become even more proficient in the
use of long and short bows for a total bonus of +2 to hit in addition to the
standard dexterity bonuses.  All bonuses or penalties due to dexterity, magic,
or special training still apply to the final to hit penalty or bonus
calculations.
       Sylvan Elves have a maximum strength of 17; Dexterity minimum of 13 with
a +1 to their initial attribute roll; Intelligence maximum of 18; and Charisma
minimum of 9.
ELVES, TRINT

       The Trint are a race of barbarian elves.  They are large beings in
comparison to there more common cousins standing 5 1/2 to 6 feet high, and
weighing from 90-150 pounds.  They have 60 foot infravision as well as normal
sight.  Trint have a life span of up to 1000 years.  Often Trint men marry
women taken on raids.  A Trint man may have many wives in his lifetime if they
have a short life span.  Trint have large numbers of children.  Half-trint
children are common.  Trint travel in large nomadic bands herding domesticated
animals such as goats, sheep, cows, or other less common breeds.  Trint bands
often raid villages and caravans for loot, provisions, and wives, that could
not otherwise be gained in trade.  Trint are experts with mounts common to
their area, whether they are horses, camels, birds, lizards, or some other
variety.  Trint because of this knowledge are able to pick out the best and
train the types of mounts used by their tribe.  They have a racial magic
ability to calm animals, which is particularly useful for herding animals and
training mounts. 
       In combat the Trint's favorite tactic is to send 20 or more lancers into
the main body of the opposing group while the rest of the fighters stand back
and use bows or hurl spears into the enemy lines.  The weapons preferred by
barbarian trint are axes, short bows, daggers, lassos, morning stars, and
whips.  Trint magic users will be either single classed witches or shaman,
natural extensions of their racial magic abilities.  Other types of magic and
their users are typically mistrusted, but they are not incapable of practicing
these fields.

       Trint have a maximum strength of 19 with a +2 to their initial attribute
roll; Dexterity minimum of 16 with a +2 to their initial roll; Intelligence
maximum of 16 with a -2 penalty to their initial roll; Charisma maximum of 16
with a -2 penalty to the initial roll.
FELIOMEN

       Both feliomen and caniimen are created races dating from times lost in
antiquity.  According to their legends they were created by an evil witch to
serve as slaves on his island kingdom.  In his experiments he created a disease
that muted all of the normal animals of the cat and dog families on the island
into intelligent beastmen- The disease itself died out once all had been
affected.  Some legends say that after hundreds of years of struggle the
beastmen managed to kill the witch and escape from the island.  Other less
favorable legends say that the beastmen served as docile slaves for hundreds of
years until the witch accidentally killed himself in another of his
experiments.  In any case the beastmen escaped from the island and spread out
across the known world in small bands where the descendants of these two races
still live today.
       Signs of their origins still follow them.  Offspring of the feliomen have
been affected.  One-fourth of their litters live only a few days after being
born, one-fourth are pure animal as were their distant ancestors before the
change, and only one half of their offspring are true feliomen.  They have
however gained intelligence and a longer life span.  Feliomen have a maximum
intelligence of 12, and a minimum intelligence of 2, with a penalty of -4 to
their initial die roll.  Feliomen of low intelligence are given the task of
caring for the offspring that turn out to be only animal.  The life span of
feliomen is approximately 70 years.  They also have a slower rate of maturation
taking 15 years to reach young adulthood.
       There are six major subraces of feliomen representing the six species of
cats found on the island at the time of the disease.  These cat species: the
cheetah, leopard, lion, lynx, panther, and tiger gave rise to the
cheetawn,leoparan, lioman, lynxan, pantheman, and tigeran subraces
respectively.  While these subraces can interbreed they rarely do so.  Lioman
and tigeran will occasionally mix and their offspring are called tigeran. 
Tigeran take on some of the characteristics of both parents.  Feliomen speak
their own language with each subrace having its own dialect of their common
language.  Feliomen can also communicate with type of cat.  As with their
remote animal ancestors feliomen all have night vision- the ability to see well
in dim light, and keen hearing.  Their padded feet allow them to nave silently
50% of the time plus 3% per experience level.  Their hands and feet also have
retractable claws that can be used in fights.  They have retained their sharp
teeth as well.  All are carnivorous and prefer freshly killed raw meat. 
Feliomen have however lost their ability to track by scent.  Feliomen due to
their comparatively recent animal origin are unable to cast magic spells of any
sort, they do not have a magic attribute, but are able to use magic items. 
Because of their fur feliomen have a base armor class of 2.  Magical attribute
for all feliomen is 0,  except for panthemen who use a normal roll for magic
attribute. 

 FELIOMEN, CHEETAWNS

     Cheetawns are a thin people standing 4-1/2 to 5 feet tall and weighing
only 50-55 lbs.  They have a small head and long thin legs and arms.  Their fur
is yellowish in color and except for the throat covered in irregular black
spots.  Their claws are not completely retractable as are those of the other
feliomen.  The cheetawns primary special skill is speed.  Normal movement rate
is 121, however they can run for brief periods at speeds up to 40' in flat
terrain when not wearing armor.  When hunting for pleasure or food cheetawns
use this speed rather than their poorly developed stalking instincts to capture
their prey.  When attacking with a claw/claw/bite attack cheetawns can do
1-2/1-2/1-4 points damage.  Cheetawns have a maximum strength of 15 and a
minimum strength of 3, with a -3 penalty to their initial roll.  Maximum speed
drops by 2' for each strength point below 15; Intelligence as per general race
description,


FELIOMEN, LEOPARANS

       Leoparans are a medium sized people with males standing 5 to 6 feet tall
and weighing 100 to 160 pounds.  Females are smaller standing 4 to 5 feet tall
and weighing a maximum of 75 pounds.  Their fur is light tan in color with many
closely spaces black spots.  Leoparans climb trees well and often sleep in
trees when travelling- They jump well and are able to spring upward 15 feet or
ahead 20 feet.  The wearing of even non-bulky armor will significantly lower
their maximum leaping distances.  Their base movement rate is 12'.  Leoparans
have a claw/claw/bite attack that can do 1-4/1-4/1-6 points damage.  In
perception cheetawns have a minimum of 12, maximum of 18, with a bonus of +2 to
their inial roll.  Due to this high perception they are surprised only on a
1-2d6.  Intelligence restrictions are as per general race description.

FELIOMEN, LIOMEN

       Liomen are one of the largest of the feliomen peoples.  Males stand 6-1/2
to 7 feet tall and weigh up to 500 pounds.  Females average 6 to 6-1/2 feet
tall and weigh up to 290 pounds.  Liomen have light tan fur.  Males have a mane
of darker brown fur covering their necks and the back of their heads.  This
mane gives a bonus of -1 to the liomen's armor class in these areas.  Males
will almost never wear a helmet that covers their mane as it is a source of
great pride to them, Liomen have a long fur covered tail.  The males tails end
in a clump of darker fur the color as their mane.  Cub are spotted and have
wooly hair when young.  Liomen in battle will roar loudly in an attempt to
frighten their opponents.  Timid creatures must check for moral after the roar. 
Liomen can spring forward up to 30 feet on a single Jump.  Their base movement
rate is 121.  Liomen do not climb well.  Liomen can swim but greatly dislike
doing so and will avoid it at almost any cost.  Liomen have a claw/claw/bite
attack that does 2-5/2-5/2-7 points damage.  Liomen get a +2 to initially
rolled strength with a maximum strength of 19.  Intelligence restrictions are
as per the general race description.


FELIOMEN, LYNXAN

       Lynxan are a small race standing an average of 4 feet tall and weighing
45 pounds.  Lynxan are a cold loving people and have large feet that enable
them to run easily over snow.  They also gain a +2 to saves versus cold base
attacks.  Their fur is long and silky and light gray to grayish brown in color
with darker spots and stripes.  They have a short stubby tail and fur-tufted
ears.  In warmer climates lynxans shed their long fur and grow a shorter coat. 
Their young look like domestic kittens.  They have a claw/claw/bite attack that
does 1-2/1-2/1-3 points damage.  Their base movement rate is 121.  Lynxans
suffer a -3 penalty to initial strength rolls and have a maximum strength of
12, and a minimum Of 3. They gain a +2 to their initial dexterity rolls with a
maximum dexterity of 18.  Intelligence penalties are as per the general race
description.


FELIOMEN, PANTHEMEN

       Panthemen were affected differently from the other feliomen by the
disease.  Their physical form was not changed as much toward humanoid as the
feliomen subraces.  Panthemen are more catlike in form and walk either on their
hind legs or on all fours.  Their front paws are not fully adapted into hands
so they have difficulty in manipulating small objects with their hands.  They
are small in size standing from 3 to 4 feet high and weighing from 30 to 40
pounds.  They are strong for their size and can have a maximum strength of 12,
minimum of 3, and a penalty of -4 to their initial strength rolls.  The
panthemen's intelligence similarly has been affected differently.  Pantheman
can have up to an 18 intelligence and unlike other feliomen races have no
penalty to their intelligence rolls.  They can use magic also unlike other
feliomen subraces.  Since they were created the panthemen have evolved a
limited form of telekinesis that allows them to psionicly manipulate small
objects.  This power can lift a maximum of ten pound of weight.  They can take
up psionic as class because of this ability.  Panthemen are typically neutral
although they may be of any alignment.  They have a claw/claw/bite attack doing
1-2/1-2/2-5 points damage.  They enjoy sleeping under the warm light and
eating.
       After leaving their island of creation the panthemen moved to a different
island and set up a colony.  After several hundred years of peaceful living and
trade with nearby islands, their colony was attacked by a band of human pirates
using a magical device that tore their island with explosions, destroyed their
homes, and almost wiped out the entire race.  Since that time pantheman have
had a racial hatred toward humans.  Only a rare pantheman will ever associate
with a human.


FELIOMEN, TIGERANS

       Tigerans are a large feliomen subrace that is similar in size to liomen-
Males stand 6-i/2 to 7 feet tall and weigh from 400 to 500 pounds.  Females are
smaller averaging 6 to 6-1/2 feet tall and weighing up to 300 pounds.  They are
bright fawn colored blending to white on their chest.  Their fur is streaked
with sharply marked uneven black stripes.  As with liomen, tigerans roar to
intimidate their opponents.  Tigerans prefer to hunt in the dark and typically
shun bright light, They swim well, often swimming for distances of several
miles for pleasure.  Tigerans also climb well.  They also can leap up to 10
feet upward and from 30 to 50 feet forward.  Their base movement rate is 121. 
Tigerans have a claw/claw/bite attack that does 2-5/2-5/2-7 points damage. 
Tigerans get a +2 bonus to initially rolled strength with a maximum strength of
19.  Intelligence restrictions are as per the general race description.

GAAVELLES

       Gaavelles are a race of lizards from the Continent of Gaave.  They range
from 6 feet to 7 feet in height.  They weigh from 250 to 350 pounds.  They walk
upright on their hind legs and their tail is from 3 to 6 feet long.if cut off,
their tail regenerates within a month-They have humanoid arms and five-fingered
hands tipped with claws.  They are covered with green scales.  They have
pointed ears and generally wear gold hoops in them for decoration.  They have
an infravision range of 60 feet.  They have extremely strong neck muscles and
therefore cannot be killed by hanging or strangulation.
       The Gaavelles are warm blooded creatures with a body temperature of 25 C.
Females bury their eggs in warm sand in clutches of 2 to 3. Eggs laid in sand
at temperatures between 25 C and 30 C hatch as females.  Eggs laid in cooler
sand between 20 C and 25 C hatch as males.  They won't lay eggs in sand at
temperatures below 20 C or above temperatures of 30 C. The parents raise the
young until they reach an age of twenty years.  They live to an average of 400
years of age.  Most are omnivorous and eat three times per day.
       They are naturally intelligent beings of generally neutral alignment. 
They are particularly fond of money and excel at haggling.  They are good at
'persuading' merchants at lowering prices by haggling or other methods.  Their
customs are similar to those of humans.  They generally wear clothing and are
not restricted in the types of armor that they can wear.  Gaavelles have a base
armor class of 2 due to their scaly skin.  They also have a bonus of +1 to
their initial strength roll, and a penalty of -1 to their initial charisma
roll, with respect to other races.

GNOMES

magic attribute +2HALFBREEDS

     Halfbreeds are crosses between various human and humanoid races.  Some
mixes are very common while others are rare.  Halfbreeds may be the result of
mutually agreed mixed marriages or forced mixtures as a result of raids.  The
mixtures not listed are either physically impossible, racially repugnant, or
possible only through magic.


Table of Common Halfbreed Combinations


Races                 DW      HE     SE      TE     GN      HF     HU      OG     ORC     DT

Dwarves                       -      -       *      -       *      *       -      -       *

High Elf              -              *       *      -       *      *       -      -       -

Sylvan Elf            -       *              *      _       *      *       -      -       -

Trint Elf             *       *      *              -       *      *       *      *       *

Gnomes                -       -      -       -              -      -       -      -       -

Halfling              *       *      *       *      -              *       -      *       *

Human                 *       *      *       *      -       *              *      *       *

Ogre                  -       -      -       *      -       -      *              *       *

Orc                   -       -      -       *      -       *      *       *              *

Troll, Desert         *       -      -       *      -       *      *       *      *       

     The halfbreeds may seem to be listed twice.  This is not exactly true, for
example a Trint-Human is more elf-like while a Human-trint leans toward the
human side.  Among the trolls, only the desert troll will mix with other races. 
Other trolls are capable of mixing but do not by choice.  There are no known
halfbreeds of gnomes and other player character races due to their small size. 
There are however reported crosses between gnomes and some of the fairy races,
such as sprites, pixies, and leprechauns.

Dwarvin halfbreeds

     Halfbreeds that are dominantly dwarvin in character will have the standard
dwarvin resistance to magic and poison.  Those resistant to magic can not
practice any but dwarvin magic.  How ever 20% of the dwarvin halfbreeds have
lost their magic resistance and may practice any field of magic.

Dwarf-Trint:  str. max. 18, +1 to initial roll;  dex. max. 17, -1 ir;  con.
       min. 12, max. 19, +1 ir;  chr. max. 16, -1 ir.
Dwarf-Halfling:  str. max 17, -2 to initial roll;
       dex. max. 18, +1 ir.; chr. max. 16, -1 ir;
Dwarf-Human:  str. max. 18, +1 to initial roll;  con. max. 19, +1 ir;
       chr. max. 17, -1 ir.
Dwarf-Desert Troll:  str. max. 18, +1 ir;  con. -1 ir;  chr. -1 ir; 
       healing points +1.


Elven Halfbreeds

High Elf-Sylvan Elf:  str. max. 17, -1 to initial roll;  dex. min. 13, +1 ir.; 
       chr. min. 9.
High Elf-Trint:  str. max 18; dex. min. 13, +1 to initialroll; chr. max 18.
High Elf-Halfling:  str. max. 17, -1 ir;  dex. min. 12, max. 20, +2 ir; 
       chr. min 9;  short. 
High Elf-Human:  str. normal; dex. min. 13, +1 ir; chr. min. 8, max. 18.

Sylvan Elf-High Elf:  str. max. 17, -1 ir; dex. min 13, +1 ir; int. max. 18;
       chr. min. 9.
Sylvan Elf-Trint:  str. max. 17, -1 ir; dex. min. 17, +2 ir; int. max.18;
       chr. min. 9.
Sylvan Elf-Halfling:  str. max. 17, -1 ir; dex. min. 13, max. 20, +2 ir;
       int. max. 18;  chr. min. 9.
Sylvan Elf-Human:  str. max. 18, dex. min. 13, +1 ir; int. max. 18;
       chr. min. 9.

Trint-Dwarf:  str. max. 20, +2 ir;  dex. max. 18, +1 ir;  int. max. 17, -1 ir;
       dex. min. 13; con. min. 12, max. 19, +1 ir.
Trint-High Elf:  str. max. 19, +2 ir;  dex. min. 15, +2 ir;  int. max. 17, -1
ir;    chr. min. 9.
Trint-Sylvan Elf:  str. max. 19, +2 ir;  dex. min. 15, +2 ir;  int. max. 17,
        -1 ir;  chr. max. 18.
Trint-Halfling:  str. max. 18, +1 ir;  dex. min. 16, +2 ir;  int. max. 17, -1
ir;
       chr. max 16, -2 ir.
Trint-Human:  str. max. 19, +2 ir;  dex. min 15, +2 ir;  int. norm.;  chr.
norm.
Trint-Ogre:  str. max. 19, +2 ir;  dex. min 13, +1 ir;  int. max. 14, -2 ir;
       chr. max. 13, -2 ir.
Trint-Orc:  str. max. 19, +2 ir;  int. max. 16, -2 ir;  dex. min. 15, +2 ir;
       chr. max. 14, 2 ir.
Trint-Desert Troll:  str. max. 19, +2 ir; int. norm.; dex. min. 15, +2 ir;
       con. min. 9, max. 18, +1 ir;  chr. max. 16, -2 ir; healing points +2.


Halfling-Dwarf:  str. max. 16, -2 ir;  dex. max. 19, +1 ir;  con. min. 12,
       max. 19, +1 ir;  save vs magic +2;  save vs poison +2.
Halfling-High Elf:  str. max. 15, -3 ir;  dex. min. 13, +1 ir;  chr. min. 9.
Halfling-Sylvan Elf:  str. max. 15, -3 ir;  dex. min. 13, +1 ir;  chr. min. 9.
Halfling-Trint:  str. max. 17, -1 ir;  dex. min. 15, +2 ir;  chr. max. 17, -1
ir.
Halfling-Human:  str. max. 15, -3 ir;  dex. +2 ir.
Halfling-Orc:  str. max. 15, -3 ir;  dex. max. 18, +1 ir; con. min. 9, +1 ir;
       chr. max. 12, -2 ir.
Halfling-Desert Troll:  str. max. 15, -3 ir;  dex. min. 13, +2 ir;  con. min.
9;
       chr. max. 17, -1 ir;  healing points +1.


Human-Dwarf:  con. max. 19, min. 12, +1 ir; save vs poison +2.
Human-High Elf:  dex. min. 13, +1 ir;  chr. min. 9.
Human-Sylvan Elf:  str. max. 17, +1 ir;  dex. min. 13, +1 ir;  chr. min. 9.
Human-Trint:  str. max. 19, +2 ir;  int. max. 17, -1 ir;  chr. max. 17, -1 ir.
Human-Halfling:  str. max. 16, -2 ir;  dex. max. 20, +2 ir.
Human-Ogre:  str. max. 20, +2 ir;  con. min. 12, +1 ir;  chr. max. 16, -1 ir.
Human-Orc:  con. +1 ir;  chr. max. 16, -1 ir.
Human-Desert Troll:  dex. min. 12, +1 ir;  chr. max 16, -1 ir;  healing points
+1.


Ogre-Trint:  str. min. 17, max. 20, +3 ir;  int. max. 12, -2 ir;
       dex. max. 15, -2 ir;  con. min. 15, +3 ir;  chr. max. 13, -2 ir.                   
Ogre-Human:  str. min. 15, max. 19, +2 ir;  int. normal;  dex. max. 13, -2 ir;
       con. min. 15, +3 ir;  chr. max. 13, -2 ir.
Ogre-Orc:  str. min. 15, max. 20, +3 ir;  int. max 15, -1 ir;  
       dex. max. 13, -2 ir;  con. min. 15, +3 ir;  chr. max. 12, -2 ir.
Ogre-Desert Troll:  str. min. 15, max. 20, +3 ir;  int. max. 10, -2 ir;
       dex. max. 16, -1 ir;  con. min. 16, -2 ir;  healing points +3.

Orc-Trint:  str. max. 18, +1 ir;  dex. min. 14, +1 ir;  con. min. 9, +1 ir;
       chr. max. 14, -2 ir.
Orc-Halfling:  str. max. 17, -1 ir;  dex. min 15, +2 ir;  con. min. 9, +1 ir;
       chr. max. 12, -2 ir.
Orc-Human:  str. normal; con. min. 9, max. 18, +1 ir;  chr. max. 14, -1 ir.
Orc-Ogre:  str. max. 19, +2 ir;  int. max. 17, -1 ir;  con. min. 9,
       max. 18, +1 ir;  chr. max. 12, -2 ir.
Orc-Desert Troll:  str. max. 18, +1 ir;  dex. min. 13, +1 ir;  con. min. 9, 
       max. 18, +1 ir;  chr. max. 12, -2 ir;  healing points +1.

Desert Troll-Dwarf:  str. max. 18, +1 ir;  int. normal; con. min 14, +1 ir.
       chr. max 16, -2 ir;  healing points +3.
Desert Troll-Trint:  str. max. 18, +1 ir;  dex. min. 15, +2 ir;  con. min. 13;
       int. max. 17, -1 ir;  chr. max. 16, -2 ir;  healing points +3.
Desert Troll-Halfling:  str. max. 17, -1 ir;  dex. min. 13, +2 ir;
       con. min. 13;  chr. max. 16, -2 ir;  healing points +3.
Desert Troll-Human:  dex. min. 9, +1 ir;  con. min. 13;  chr. max. 16, -2 ir.
Desert Troll-Ogre:  str. max. 19, +2 ir;  int. max. 15, -1 ir;  
       dex. min. 13, +2 ir;  chr. max. 13, -2 ir;  healing points +3.
Desert Troll-Orc:  dex. min 13, +2 ir;  con. min. 13;  chr. max. 14, -2 ir.
HALFLINGS

Halflings are a humanoid race that most closely resemble small humans with
disproportionally large feet.  They stand from 3-4 feet high and weigh from
40-60 pounds.  Halflings are cautious to cowardly by nature, although
individuals may he brave, or may act bravely, They speak their own language as
well as common.  Halflings may take up any class or be of any alignment. 
Halflings have infravision usable to 60 feet.  Individuals with constitutions
of 12 or higher gain a +3 to saves versus poisons.
       Halflings are known among all the humanoid races as the best chefs.  They
make the best tasting meals, keep the best wine vineyards, and brew the best
beers.  Halflings have a sense of taste that is many times more sensitive than
the other races.  Often they complain the others fail to notice the subtlety of
there cooking.  Fine dinning is a cultural tradition that forms the centerpiece
of most halfling lives.  Even adventurers maintain this ingrained fondness for
good food and beverage.  Their sense of taste serves them well while
adventuring.  They will often be able to detect a poison or potion by its taste
before consuming enough to be affected.  Halflings are gregarious by nature and
run to large extended families.  Twins and triplets are common.  A halfling
often has over two dozen brothers and sisters.  First cousins may run to the
hundreds, and second cousins to the thousands.  Family reunions are major
events in the small comfortable communities favored by halflings.  Their life
span averages 100 years.  Their base armor class is 0.

       Strength:  Max 15, -3 to initial roll
       Dexterity:  Max 20, +2 to initial roll
       Magic Attribute:  +1 to initial roll
HUMANS

       Humans are the most numerous of the humanoid intelligent races found in
the Frank Universe.  They are the standard by which the other races are
described.  Therefore they have no special bonuses or penalties, nor do they
have any special abilities or handicaps.  Humans of course are warm blooded
mammals, of medium size, with normal senses.  Within the human race there are a
wide variety of different subraces or peoples.  Humans range in size from
stocky pygmies 3 feet tall to tall, thin peoples over 7 feet tall.  Average
size is from 120 to 200 pounds in weight.  Skin color ranges from white, to
yellowish, to beige through various shades of brown, to a black that is almost
blue in its darkness.  Hair color includes blond, red, brown, black, gray, and
white.  Hair may be fine or thick, straight or curly, or wavy or kinked.  As
normal human characteristics are known to everyone, additional detail is not
needed.  Humans are not restricted in character class, aside from psionics-
Humans as a race are not psionicly endowed and only an individual with wild
talents may become a psionic.  Humans reach adulthood at age 15, middle age at
35, old age at 60, and have an average life span of 75 years.   Humans have a
base armor class of 0.

MERMEN

     Mermen are an aquatic race having the upper body of a man and the lower
body of a fish.  They can breath both air using their lungs, or water using
their gills.  They have webbed hands.  Mermen are cool-blooded, meaning they
generate some body heat but do not maintain a specific body temperature.
       Mermen are average to very intelligent and speak their own language, They
are medium sized from 6-7 feet long and weighing from 180 to 230 pounds, Their
lower body consists of a muscular, scale covered trunk ending in a large
horizontal tail fin.  Swimming speed is 180 feet per minute, movement on land
is awkward at only 30 ft/min.. The tail portion has an armor class of 7, while
the upper body has an armor class of 10.
       Mermen typically use weapons adapted for work in water such as tridents,
daggers, crossbows, nets, javelins,harpoons, and grappling hooks.  They can use
other weapons if they choose.  They generally live in large underwater
communities in reefs or sea cliffs.  They have no bonuses or penalties to
initial die rolls.  Restrictions on underwater combat and spells to apply when
underwater.  They live on a diet of fish, seaweed, and other  aquatic 
organisms.  Life  span  is approximately 150 years.  They have a bonus of +2 to
their initial magic attribute roll.

OGRES

     Ogres are a large humanoid race they average 9 to 10 feet tall.  Ogres are
very strong but they are also incredibly stupid not very dexterous- Ogres are
not very attractive to most other races.  Their skin coloring ranges from
sickly browns to dull greenish yellows.  Their fingernails are usually an
orange- brown as are their teeth, Ogres do not suffer tooth decay.  They have a
tribal life style in which the leader is picked through non-lethal combat.  The
victor is the leader, usually the smartest most cunning, until he is defeated. 
Each mature male will own one to two wives.  Each wife will have one to two
young.  Ogre males are considered mature enough to own wives at the age of 16,
Ogre females are old enough to be a wife at 14.  The life span of an ogre is
from a 100 to 110 years. 14 to 20 young adult, 21 to 40 mature, 41 to 60 middle
aged, 61 to 90 old 91 to 110 venerable.
     Typically ogre player characters will be males who have left their tribes
for some reason to take up a life of adventuring.  If the ogre did some wrong
his face will be scared in a sign to others of his disfavor.  Female Ogre
player characters will always be outcasts.  Ogres will not kill members of
their own tribe.  Unless the outcast did kill a member of his tribe for some
reason or he tries to return to his tribe without proof of his worthiness. 
Female ogres will always be killed if they try to return for any reason at all. 
Ogres of other tribes will always attack an unknown outcast.  Not always to
kill them, some times in hopes of ransoming them back to their own tribe.
     Ogres have been known to hunt and eat halflings and elves.  And this could
cause problems for the ogre character.  It does not mean that all ogres hate
halflings and elves it just means the prefer them on a dinner platter.
       Because of their low intelligence and racial characteristics, ogres are
unable to practice most types of magic.  The only exception being Low Magic. 
Ogres with an intelligence of 9 or 10 may become shamans.  Non-player character
ogres may occasionally be more intelligent and practice other fields of magic
at the game master's discretion.
       Ogres have a minimum strength of 14, maximum of 20, with a bonus of +3 to
initial roll;  maximum intelligence of 10, with a -2 penalty to their initial
roll;  maximum charisma of 13, with a -2 penalty to their initial roll; 
maximum dexterity of 14, with a -2 penalty to their initial roll;  minimum
constitution of 12, with a bonus of +3 to their initial roll;  and a maximum
magic attribute of 13, with a -2 penalty to their initial roll.
ORCS

       Orcs are best Known for being cruel and stupid.  This is true for most of
them, orcs hate every one.  Their rude, disgusting, obnoxious, and have a sick
sense of humor- Orcs love to taunt or harass any one who is smaller or weaker. 
Orcs hate dwarves worst of all, and at every opportunity will try to kill a
dwarf.  The average orc has an average intelligence of 8, with a maximum
intelligence of 12.  The more intelligent orcs, ranging from 12 -18, often find
dissatisfaction with their dead end existence.  Those who become adventurers
will work with other races if it will help the orc character, with the
exception of dwarves.  The orcs who become player characters generally have the
goal of increasing their short life spans as their primary motivation.
       Orcs are humanoids with a greenish tint to their skin.  They stand 5 to 6
feet tall, with a weight of about 150 to 200 pounds.  Orcs have pointed ears,
sharp teeth, elongated jaws and large noses.  In all orcs are extremely ugly. 
The life span of an orc is about 30 years.  Many orc adventurers are searching
for a way to prolong their life spans.  Orcs do not see well in bright light
and suffer a -2 penalty to hit in bright light.  Orcs being well suited to a
life below ground have 60 foot infravision.  Orc society is typically organized
in tribal pattern.  The leaders are determined by combat.  
       Orcs have a minimum strength of 9, maximum of 18, with a +1 bonus to the
initial roll;  constitution minimum of 9, maximum of 18, with a +1 bonus to the
initial roll;  charisma maximum of 12, with a -2 penalty to the initial roll;
and a base armor class of 0.
PSIONS

       Psions are a mutated form of human.  They are identical in size and
identical in appearance with one small exception with normal humans.  The only
difference in appearance is the presence of gold colored 6 inch long tendrils
located on the upper front portion of their skull.  These tendrils may be
extended upright or may lie flat against the skull at will.  If damaged these
tendrils will grow back in 3 to 6 months.  Psionic strength is at half strength
if the are missing or severely damaged.  The tendrils act as antennae which
along with a specially adapted portion of their brain enables a normal psion to
perform psi functions-All normal psions have natural ESP and Telepathy
abilities.  Psions have a natural defensive Thought Shield, but no psionic
attacks.  The untrained psionic abilities, while present, are erratic.
       Psions may roll for wild psionic abilities as per the wild psionic
abilities table.  If successful they will squire those abilities as randomly
determined therein.  If they choose to pursue the psionic class they will gain
these wild talents in addition to those of the class and will advance as per
the description of that class.  If they do not choose to become a psionic,
their natural psionic strength is at a rate of 3 psi points per point of
intelligence.  Only by choosing to become a psionic will the psions learn to
control and fine tune his psionic abilities beyond a rudimentary level.  With
proper training, practice, and experience a psion is not limited in levels of
advancement as a psionic.  Psions have a base armor class of 0.
       During physical combat psions will flatten their tendrils against their
scalp to help protect them from damage.  But they will not, except when
unwillingly forced to do so, wear a helm, helmet, hat, or other head covering
unless it has been modified to allow their tendrils to be extended.
       Because  of  their formidable mental powers, psions have a 90% resistance
to sleep, charm, and feeblemind spells plus 1% for each level above first. 
Psions, because of their telepathic ability, are able to quickly learn new
languages directly from the mind of someone else, including secret languages or
monster languages provided that he has had sufficient contact with an
individual speaking that language.  Initially psions speak Common, and three
other languages learned in childhood.  For each level of advancement the psion
will be able to learn one new language.
       Psions have a very high racial intelligence and value intelligence above
all else.  A psion player characters' intelligence is determined by rolling a
percentiles so that 2% (01-02) have an intelligence of 16, 18% (03-20) have an
intelligence of 17, 60% (21-80) have an intelligence of 18, 18% (81-98) have an
intelligence of 19, and 2% (99-00) have an intelligence of 20.  If the
initially rolled intelligence is below 18, it may be raised by trading points
from other characteristics up to a maximum of 18.  Psions with an intelligence
of 16 are generally shunned due to their obvious mental deficiencies.
       Psions and humans have a mutual hatred for each other and only rare
individuals will associate with a member of the opposite race.  Psions view
humans as a dead-end race of anthropoids whose purpose for existence was served
by evolving into psions.  Humans view psions as repulsive freaks with delusions
of grandeur.  Otherwise psions are not racially biased.  Intelligent 
individuals  of  any  race  are acceptable company, but look down on beings of
normal intelligence.  They are antipathic toward beings of sub-normal
intelligence, and often have a strong hatred of particularly stupid
individuals.
       Psions may take up any class as a profession and may come from almost any
type of background.  Due to racial characteristics, psions are not religious,
and never become priests or subscribe to a religious order.  Psions
intelligence is determined as described above.  Psions suffer a -2 penalty to
their initial charisma roll.  They are often considered rude and arrogant by
other races.  This is partially a result of the telepathic and extrasensory
aspects of their culture, in which social amenities and graces have developed
differently.TACH

       The Tach are an amphibious race from the mist shrouded forests of Karns. 
Their height is generally 4 1/2 f! to 5 ft, weight averages 80 to 85 lbs- Their
skin color ranges from pale brown through light orange.  Tach have three
fingers and an opposable thumb on their hands and five toes on their feet.  All
Tach are carnivores.  They eat fish, insects, crustaceans, and mollusks.
       Like many other amphibians they have the ability to grow back lost limbs. 
A lost tail is regrown in one week, an arm in 2 to 3 weeks, and a leg in 3 to 4
weeks.  They use this ability to their advantage by pulling off their own limbs
to escape.  The loss of a tail will do 8 points damage, an arm 10 points, and a
leg 12 points.  The loss of a limb will never cause the tach to drop below 1
hit point nor cause unconsciousness.  A natural reflex action will cause them
to flee for 1-10 rounds after losing a limb before they regain control of
themselves.
       They have retractable gills in adult stage as well as lungs.  In the
water they can use a form of aquatic sonar.  Tach swim at a rate of 120
feet/min.  Tach must keep their skin moist or suffer extreme pain and possible
death.  All Tach are familiar with tridents and a form of crossbow modified for
under water use.  Note: this does not mean they are proficient in these
weapons.
       The Tach choose a new mate each year and their eggs, which number 1-4,
are laid in a communal hatchery.  The eggs are jelly like and only 50% of them
hatch.  Incubation period for their eggs is about 6 months.  After hatching
they are in a tadpole state for five years.  At five there is a burst of growth
during which they loose most of their tales and grow limbs.  Tach young stay in
the nursery till they are 5 years old.  After growing limbs they are in an
aquatic juvenile state until they are 15.  At 15 they develop lungs and can
surfaces for short periods of about 2 to 16 rounds.  By the age of 16 their
lungs are fully developed and they can breath either air or water.  From 16
until reaching 21 they are considered young adults.  From age 21 to 30 they are
considered mature breeding adults.  From 30 to 50 is middle aged.  From 50 to
70 is old.  From 70 to 90 is venerable.
     Because of their soft, moist nature of their skin they have a minus 2 to
saves against fire.  Because they are cold blooded their body temperature
fluctuates and their level of activity changes with outside temperatures.  At
temperatures between 40 and 20 degrees Fahrenheit movement decreases by
one-third and they suffer a -2 to hit and dexterity penalty, Between 20 and 0
degrees movement is one-third normal and they have a -4 to hit and to
dexterity.  Below 0 they can move only with great difficulty and can not think
clearly.  At -20 degrees they go into hibernation with a chance of freezing to
death.
     Tach get a - 2 penalty to strength, a +1 bonus to dexterity, and a +1
bonus to constitution on initial character rolls.  Tach are small and not very
strong. They have a maximum strength of 16 for males and 14 for females.  They
have a minimum constitution of 15.  Base armor class is 0.
TREE BEARS

       Tree Bears are small intelligent bears that live in villages high in the
tops of trees such as giant redwoods or tall oaks.  Tree Bears are about two
and a half to three feet tall and around twenty-five to thirty pounds in
weight.  They are humanoid in shape and are covered by thick coarse fur ranging
in color from blond to cinnamon to dark brown, white to gray to black, or
multicolored.  They can climb trees exceptionally well being evolved for a life
in the trees.  Starting at age two, all Tree Bears receive a necklace with a
large Lovestone pendant.  Lovestones are known only to Tree Bears.  They will
give them a +2 to their will.  Tree Bears speak their own language, the
language of dryads, and common.
       Tree Bears are able to find enough edible plants to feed one person each
day fifty percent of the time.  They can at one inch range detect snares, pit
traps, or traps involving plant life fifty percent of the time while actively
searching,and twenty percent of the time when just passing nearby.
       Not only can they track using visual signs, but they can also track using
their keen sense of smell like blood hounds.  Using normal tracking methods a
Tree Bear tracks as a hunter.  Tracking by sense of smell a Tree Bear may
follow a trail a base chance of fifty percent, plus two percent for each
creature above two in the party, minus fifteen percent for every twenty-four
hours which have elapsed, and minus thirty percent for every hour of
precipitation.
       Tree Bears, if alone or well in advance of the party and not wearing
metal armor, they are able to surprise monsters on a 1-4d6, if a portal must be
opened the chance drops to 1-2d6.  Tree Bears have the following racial bonuses
in thieving skills: +10% hide, +10% move silently, +10% climb walls, +5% pick
pockets, +5% hear noise.
       Tree Bears have the following ability limitations, penalties and bonuses:
strength-maximum 10, initial roll -4 penalty; dexterity-minimum 15, initial
roll +2 bonus; perception-minimum 8, initial roll +1 bonus; charisma minimum
12, initial roll +1 bonus.  Tree bears have a base armor class of 0.
TROLLS

       The trolls of today have descended from a common ancestor, now extinct. 
These ancient trolls were found in every climate that can now support mankind,
and some that humans have not yet adapted to.  In the coarse of time the trolls
in each of these climates changed and evolved.  Each into a distinct sub-race. 
Among these sub-races are: Common Trolls, Desert Trolls, Frost Trolls, Hill
Trolls, Mountain Trolls, River Trolls, Rock Trolls, and Sylvan Trolls.
       One special characteristic of the troll race is their ability to heal
rapidly and to regenerate.  Trolls will gain back 1-3 hit points of non-burn
damage per minute.  Burn damage heals at a normal rate of 1d4 points per nights
sleep unless healed magically or alchemically- Severed limbs will reattach
themselves to the stump if held in place, Severed limbs will continue to fight
or try and reattach themselves for 4d6 minutes before they cease struggling. 
Lost limbs will be regrown in weeks.  A severed head will not grow an entire
new body, nor will a decapitated body grow a new head.  A troll that is killed
will regenerate himself and come back to life unless his body is burned or
unless his body is cut up into small pieces that are kept separate for one
hour.
       The rate of regeneration per minute for each of the troll subraces is as
follows: Common- 2 per minute, Desert- 2 per minute, Frost- 3 per minute, Hill-
2 per minute, Mountain- 3 per minute, River- 1 per minute, Rock- 3 per minute,
and Sylvan- 1 per minute,
       Only Desert, River, Rock, and Sylvan Trolls will become adventurers.  The
other races have reasons for not becoming adventurers.  The Common Troll hates
every one and the only adventurers he wants to see are the ones he has for
dinner- Frost Trolls and Mountain Trolls are to powerful and would upset the
game.  The Hill trolls are small solitary beings who shun all contact with
outsiders.
       The troll player character will have lost or been born with out his
normal regeneration capabilities.  But they do heal faster gaining 4 additional
hit points per day in addition to the normal 1d4 hit points gained with a
nights rest by most other races.  This slow healing capacity is a result of a
double recessive gene that is usually masked by the normal dominant healing
gene.  They retain the regenerative capabilities of normal trolls.  Because of
this defect trolls with this limited healing abilities are shunned and often
outcast by their tribes.  This is often a reason for them to become player
characters.  All trolls gain a bonus of +1 to their initial magic attribute
score.  They have a base armor class of 0.

TROLLS, DESERT

     Desert Trolls prefer to live in the desert- They stand about 6 feet high
and have sand brown skin, They have webs between their toes to help keep them
from sinking into the sand.  They also have excellent night vision and travel
during dark periods.  They typically are desert nomads that live on common
desert plants and animals.  Desert Trolls can go for 5 days without water, they
can also smell water up to 100 feet away.  They are generally neutral in
alignment, As a group they are very dexterous and commonly use thrown or hurled
weapons in normal tribal life.  Desert Trolls are very intelligent and many
practice magic.
     Desert Trolls are excellent herdsman and will raise goats and camels. 
They speak their own language plus common, and may learn more, as intelligence
permits.  The average life span of a Desert Troll is 80 years. 12 to 15 years
young adult, 16 to 30 mature, 31 to 45 middle aged, 46 to 60 old, 61 to 80
venerable.  Desert Troll marriages are arranged at birth.  The wedding ceremony
is carried out when the male reaches the age of fifteen, Commonly the couple
will have been born close to the same time, but not always.  Desert Troll
tribes are led by a council of elders, those over 60 years old.  The council is
headed by a king.  The king is named or chosen by his predecessor.  The old
king often names his first born son as his successor.  A band of Desert Trolls
usually numbers from 10 to 100.  For every 10 trolls their will be an
additional magic users of levels 1-6.  Also in groups of twenty or more there
will be a king, a fighter level 8. Half of these fighters will be fighter/magic
users of levels 8/4-7.  Also there will be 3 to 6 body guards of 6th level.
     Deserts troll characters have the following adjustments to their initial
attribute rolls: Dexterity minimum 13, +2 to the initial roll; Constitution
minimum 13; and charisma maximum 16, -2 to initial rolls when dealing with
non-desert trolls.


TROLLS, RIVER

     River trolls are a small race standing 4-5 feet high and having silvery
skin.  They love the water and are excellent swimmers and divers.  They must
breath air but can hold their breath for up to 20 minutes.  River trolls are
greedy and enjoy the comforts of life.  They enjoy making money in good
business deals, fine wine, and good food.  River trolls are unusual in that
they are not affected by alcohol.  River trolls have a -3 to strength and a +2
to charisma on their initial attribute rolls.


TROLLS, ROCK

     Rock trolls are not large standing just 5-5 1/2 feet tall, but they are
very strong.  Their skin is dark gray in color and is thick and tough giving
them a base armor class of 9. They have 30 foot infravision in addition to
normal vision.  They are also excellent rock climbers and gain a +25% bonus in
attempts at climbing.
     The Rock Trolls live in great rocky regions filled with large boulders. 
Their houses are always stone and clumped together iii small villages of no
more than 100 inhabitants.  Rock Trolls eat only meats.  Their alignments are
usually neutral, but good or evil tribes have been found.  They speak common,
Mountain Troll, River Troll as well as their own tongue.  The average life span
of a Rock Troll is 50 years. 13 to 21 young adult, 22 to 30 mature, 31 to 40
middle aged, 41 to 50 old, Rock Trolls never become venerable.
     Rock troll character have the following adjustments to their initial
attribute rolls: Strength minimum 15, maximum 19, +2 to initial roll; Dexterity
maximum 17, -1 to initial roll;  Constitution minimum 13, +1 to initial roll;
Charisma maximum 13, -2 to initial roll for non-troll races.


TROLLS, SYLVAN

     Sylvan Trolls are found in most forested regions.  Their skin color is
dark to light green.  Sylvan Trolls are next to the smallest of the troll
races.  Standing only 4-5 feet high they are only larger the Hill Trolls. 
Sylvan Trolls are extremely good at various forest skills such as survival
skills, camouflage, tree climbing.
     Sylvan Trolls can easily identify trees and plants common to their native
forests.  Most Sylvan Trolls learn the basics of archery while they are young,
so they gain a bonus of +1 to hit if they chose a long or a short bow as a
weapon of proficiency.  Sylvan Trolls live in villages in the tops of huge
trees or in the hollows of large ones.  These villages range in population from
50 to 70 people.  The life span of Sylvan Trolls is the same as humans.  Sylvan
Trolls speak their own tongue plus common, Sylvan Elf and River Troll.
     Sylvan Troll characters have the following adjustments to their initial
attribute rolls: Strength maximum 17, -1 to initial roll for males, 15, -3 to
initial roll for females; Dexterity minimum 13, +1 to initial roll;  Perception
minimum 13, +1 to
initial roll.
UNICORNS

       A unicorn is a medium-sized creature with the body of a horse, the horn
and beard of a goat, and the tail of a lion.  All unicorns are taught to speak
common from the time they are colts.  The unicorn's body heat causes flames to
shoot out the back of their hooves rather than sweating.  They are extremely
stubborn animals and refuse to wear any type of armor.  They will also refuse
to take any riders except a tibbit.  A unicorn can run 40-45 mph at a full
gallop endlessly without tiring.  The unicorn, being a magically based race,
has several magically based skills, including a +3 to it's initial role for the
magic ability, telepathy with all woodland creatures, an immunity to poison,
and a 90% immunity to sleep and charm spells.  The unicorn also has several
magically based weapons.  It's horn is used as a +4 weapon giving the unicorn
three attacks(hoof/hoof/horn) causing 1-6/1-6/1-12(+4) points damage.  The
unicorn can sense it's enemies at 250 ft, at which point it can teleport
anywhere within a 500' radius.  The unicorn is a sort of nomad- That is, it
cannot trace it's ancestry back to one particular place.  In recent years
though, the unicorn has been forced mostly to one small island that is
inhabited by a creature called a tibbit. The unicorns have a strong bondage
with the tibbits.  It is highly unusual to see an adventuring unicorn without a
tibbit somewhere nearby or vise versa.
       The unicorn has a +1 intelligence to the initial role, a -1 to dexterity,
a +2 to charisma, a +1 to perception, and a +3 to magic.

ZYGARIANS

       Zygarians are a highly intelligent race of reptilian demi-humans who at
some point in time stopped or nearly stopped evolving physically, while their
minds continued to improve.  Because their minds are advanced, they are
generally above normal in intelligent and have psionic powers, such as
unlimited telepathy.  They also have a 18% base chance plus 1% for each point
of intelligence over 15 of having wild psi powers.  Zygarians can take up the
psionic class due to their natural telepathic abilities.  Psionic abilities
gained in this class are in addition to any wild psionic talents they might
posses.
       Zygarians are roughly 6 feet in height and weight of about 250 pounds. 
They also have 6 foot long tails making them about 9 feet long from tip of nose
to tip of tail.  In unarmed combat they are able to deliver powerful blows with
their tails and clawed hands.  The mouth of a zygarian is filled with dagger
like teeth.  With unarmed attacks they have the option of a claw/claw/bite
attack doing 1-3/1-3/1-4 points damage, or they can attack some one behind or
to the rear flanks with their tails doing 1-4 points damage.
       Typically Zygarians live on wooded islands or in heavily wooded areas
near water.  The natural coloring of Zygarians is forest green with darker
tiger stripe camouflage.  The Zygarian diet consists of both animal and plant
foods.  They can go two days without drinking by absorbing moisture from their
food.  They are good swimmers with a movement rate of 9 and are able to hold
their breath for 15 minutes plus 5 minutes for every constitution point over
16.  Zygarians have double eyelids.  An inner lid protects their eyes drying
and dust.  Zygarians have 30 foot infravision usable through this inner eye lid
and normal vision when both eyelids are open.  Zygarians have a natural armor
class of 2 and will refuse to wear metal armor of any sort.
       Zygarians are a cool-blooded race descended directly from dinosaurs. 
Zygarians control their temperature by means of a frill or hood on the backs of
their heads.  This frill will rise to show anger or excitement and with extreme
emotions it becomes red with blood.  They can function freely at temperatures
between 125 and 40 degrees fahrenheit.  At temperatures between 40 and 20
degrees movement goes down by one-third and they get a -2 to hit and a -2 to
dexterity.  Between 20 and 0 degrees movement is at one-third speed and they
get a -4 to hit and a -4 to dexterity.  Below 0 they can move with great
difficulty and they can not think clearly.  And at -20 degrees they become
dormant and go into deep hibernation with a danger of freezing.  In
temperatures above 125 F, after 1-2 hours, they suffer from heat prostration. 
At this point they must cool themselves or suffer brain damage or possible
death.
       Zygarians have the following racial ability limitations, penalties, and
bonuses when a character is generated: strength-minimum 12, initial roll +2
bonus; intelligence-minimum 16, initial roll +i bonus; dexterity-maximum 17,
initial roll -1 penalty; constitution-minimum 9; charisma-maximum 15, initial
roll -2 penalty.






Classes

DESIGNING NEW CLASSES


     In the Frank Universe Game classes have been designed to meet the needs of
almost every player character for almost any adventure.  Players in games such
as this enjoy using their imaginations and adding things to or changing things
within the games they play.  Players are welcome to create new player character
classes and to incorporate them into the game.  The key to the creation of a
new class is to have it fit into the game and for it to compare to the other
classes in a balanced way.  A new class cannot be super-powerful or it will
upset the play of the game.  The classes all ready included have been revised
numerous times to make them playable.  New skills can be added to add color to
the new class.  Guidelines for the new classes are as follows:

       1.      Classes must be balanced with respect to existing classes.

       2.      The class must be distinctive in character.

       3.      The class must add something useful to the game.

       4.      The class must be playable within the game system,

Many classes are possible.  Potential classes might include skilled craftsmen,
traders, or even common workers among the possibilities.  Feel free to invent
away.
RANDOM CLASS TABLES


Table 1

00-50 Single Class
51-00 Multiclass:    (Roll Twice on Tables 2 - 6
                     Ignoring Impossible Combinations) 

Table     2

01-25     Fighter Class
26-50     Magic  Class
51-75     Misc.  Class
76-00     Thief  Class


Table     3- Fighter Classes            Table      5- Thief Classes

01-50     Fighter                       01-50      Thief
51-60     Bowman                        51-60      Assassin
61-70     Hunter                        61-70      Ninja
71-80     Knight                        71-80      Pickpocket
81-90     Martial Artist                81-90      Pirate
91-00     Paladin                       91-00      Spy


Table     4- Magic Classes              Table      6- Misc. Classes

00-09     Druid                         00-10      Alchemist
10-18     Enchanter                     11-20      Beastmaster
19-27     Healer                        21-30      Gypsy
28-36     Illusionist                   31-40      Mage Hunter
37-45     Mystic                        41-50      Monk
46-54     Necromancer                   51-60      Performer
55-63     Shaman                        61-65      Psionic
64-72     Sorcerer                      66-75      Sage
73-81     Witch                         76-85      Sailor
82-90     Wizard                        86-00      Other Profession or
91-00     Joker                                    Roll Again

SKILLS

     Skills are special abilities and training that characters can gain in the
euclidian universe.  The skills listed in the class description may be gained at
the levels listed with no cost to experience points.  Costs for training and time
for training must still be spent.  Skills may be gained outside of the characters
class at a cost of experience points, training costs, and training time, subject
to the restrictions of those skills.

Background Skills:
       Additional Language 
       Cooking
       Drinking 
       Gambling 
       Reading/Writing 
       Riding
       Sign Language 
       Street Lore 
       Swimming

Alchemical Skills: 
       Acids And Gases 
       Alchemical Cures 
       Alchemical Mind Potions 
       Alchemical Potions 
       Analyze Mixtures 
       Dyes And Inks 
       Herbal Remedies 
       Poisons And Venoms 
       Scents And Perfumes 
       Spices And Flavorings 
       Wards

Arts And Performing Skills 
       Acrobatics 
       Acting
       Advanced Acrobatics 
       Animal Training 
       Art
       Impersonation 
       Juggling 
       Knife Throwing 
       Music
       Oratory
       Sleight Of Hand 
       Ventriloquism

Combat Skills
       Archery
       Aerial Combat
       Command
       Fighter Strength 
       Hand-to-Hand Combat 
       Interrogate

       Knife Throwing
       Martial Arts
       Martial Arts, Advanced 
       Mounted Archery
       Mounted Combat
       Mounted Combat, Advanced 
       Mounts
       Paired Weapons
       Siege Weapons
       Weapons Training

Magic Skills:
       Enchant Tokens
       Homoculi, Machina, Robots, Golems, and Statues 
       Magic Armor And Weapons 
       Magic Bomb
       Magic Inks
       Major Magic Items
       Minor Magic Items
       Potions, Magic
       Read Magic
       Rods, Staves, And Wands 
       Runes
       Scrolls
       Spell Casting
       Turn Undead

Science Skills: 
       Diplomacy 
       First Aid 
       Horticulture 
       Inventing 
       Legends 
       Linguistics 
       Mapping        
       Math 
       Math, Advanced 
       Metallurgy 
       Mineralogy 
       Navigation

Sea Skills:
       Diving
       Fishing 
       Naval Tactics 
       Ropework 
       Sea Lore 
       Sea Fighting 
       Seamanship 
       Seamanship II 
       Seamanship III 
       Shipwreck Survival 
       Staying Afloat 
       Signaling 
       Swimming, Advanced

Thieving Skills:
       Appraise Treasure
       Assassinate 
       Backstab 
       Cheating 
       Climbing 
       Decipher 
       Evade 
       Pursuit 
       Forgery 
       Hiding 
       Interrogate
       Lock Picking 
       Lying 
       Pocket Picking 
       Secret Door
       Spying 
       Stealth 
       Street Fighting 
       Thieves Cant 
       Traps
       Waylay


Woodcraft Skills:
       Animal Lore
       Animal Training
       Camouflage
       Camping
       Foraging
       Herb Lore 
       Hunting/Fishing/Trapping 
       Mounts
       Plant Lore
       Stalking
       Tracking
       Weather Lore
       Wilderness Exploration/MappingBACKGROUND SKILLS

       Background Skills are basic skills learned by the player characters from
their cultural background as they grow from youth.  At first level Characters
typically will have two background skills, not necessarily from this list.  Cost
to acquire additional background skills is 200 experience points plus costs for
training.  A maximum of seven background skills may be learned.

       Additional Language:  This skill allows the character to learn up to one
additional language if of intelligence 6 or higher.  This skill may only be
gained once for one language.

       Cooking:  This skill teaches the character to be able to skillfully cook
meals for himself and his party.  The meals prepared will be simple, but will be
cooked properly. The skill includes preparing wild game and vegetables.

       Drinking:  Drinking is the ability for the character to hold his liquor well
and is gained from long practice drinking at bars and pubs.  A character with
this skill is able to function better after drinking than people without this
skill.

       Gambling:  This skill makes the character familiar with most forms of
gambling games and gives him a fair chance of detecting when the game is
rigged or he is being cheated by non experts.

       Reading/Writing:  This skill enables the character to read and write any
language written in the common alphabet which he can speak.

       Riding:  This skill enables the character to ride most riding beasts, to
use riding equipment such as saddles and bridles, and to provide basic care
for mounts, for those riding beasts commonly found in the area where the skill
was acquired.

       Sign Language:  This skill enables the character to use sign language
commonly used by primitive peoples for communication and trading when neither
side speaks the others language.  It is commonly known to barbarians and
nomads.

       Street Lore:  This skill enables the character to be familiar with the ways
of the street and street fighting.  It enables him to be familiar with the
shadowy world of petty crime and helps him contact the criminal elements of
the area for information or for deals.

       Swimming:  This skill enables the character to be able to swim for
moderate distances without drowning.

ALCHEMICAL SKILLS

       Alchemical skills are those related to the science of alchemy.  Many Of
the skills are restricted to the class of alchemist or are limited in scope to non
alchemist classes.  Cost to acquire these skills is 2000 experience points plus
the costs and time of training.

       Acids And Gases: This skill provides knowledge of the nature of common
acids and gases, including the manufacture, collection, and use.  Unusual acids
and gases may not be known to those with this skill, but it will enable them to
learn its nature quickly once subject to study.

       Alchemical Cures: (Restricted to alchemists and healers) These mixtures
may be in the form of potions, salves, or dusts.  Alchemists may gain this skill
as can healers at sixth level.  These mixtures cure diseases or heal more
serious injuries.  Alchemists and healers learn five herbal cures initially. 
Therefore the healer can not gain any additional alchemical cures, while the
alchemist may learn a maximum of three per level beyond sixth.

       Alchemical Devices: This skill is studied by alchemists as part of their
training when advancing to second level.  This skill is restricted to alchemists
only, however equivalent skills possibly might be acquired by paying the
appropriate craftsman guild to teach another character.  The skill includes the
manufacture of glass, the blowing of glass bottles, jars, and vials, the making
a.-id firing of simple pottery, and the assembly of special devices such as
distillation apparatus.

       Alchemical Mind Potions: (Restricted to alchemists only) This skill provide
knowledge of the manufacture, collection, and use of various substances which
affect the victim's mind such as narcotics, laughter, drunkenness, aphrodisiacs,
sleep, slow, speed, and so forth, The victim may save versus mind affects.

       Alchemical Potions: Restricted to alchemists only) These are alchemical
potions which mimic the effects of many magical potions and spells.

Analyze Mixtures: This skill provides the possessor with the ability to subject
an unknown potion or mixtures to a series of tests that will identify properties
of the mixture and some of its ingredients.  Some laboratory equipment is
needed to make these analysis.  Chance of success is 50% plus 05% per level
after the skill has been gained.

       Herbal Remedies: This skill provides knowledge enabling the possessor to
know how to make potions, salves, dusts. and similar substances that will treat
the symptoms of some physical medical problem.  They typically will cure or
relieve the symptoms of only minor illnesses or injuries.  Alchemists learn
fifteen remedies as an apprentice rolled randomly.  Thereafter they may learn
additional remedies at a rate of not more than three per level of advancement. 
Non alchemists may learn a maximum of 10 herbal remedies which they pass on
to their apprentices.  Healers may learn 10 herbal remedies as an apprentice,
and up to 2 more per level of advancement.  Alchemists will usually only teach
herbal remedies to other alchemists.

      Dyes And Inks: This skill provides knowledge of the nature of dyes and
inks commonly used in the Frank Universe.  This includes the collection of
materials from which they are derived, -the manufacture of dyes and inks, and
the use of dyes and inks.

       Perfumes And Scents: This skill provides knowledge of the source and
manufacture of various perfumes an scents commonly found in a particular area.

       Poisons And Venoms: This skill provides knowledge of the source,
collection, manufacture and use of poisons and venoms common in a particular
area.  These may be in the form of liquids, sticky coatings, and powders.  Some
knowledge of the habits of poisonous animals is also learned as is some slight
knowledge of poisonous gases.  Antidotes to particular poisons may be learned
by those possessing this skill at the discretion of the game master.  Subjects
of poison may save versus poisons.

       Spices and Flavorings: This skill provides knowledge of the sources,
collection, and uses of various spices and flavorings commonly found in a
particular area.

       Wards:  This knowledge of herbs that are used as wards against various
creatures.  Examples are wolfsbane warding against werewolves, and garlic
warding against vampires.

ALCHEMICAL CURES                                                             
         
Amnesia Cure
Arthritis Relief Blindness Cure
Burn Healing
Deafness Cure
Disease, Cure Specific 
Drunkenness Cure
Gangrene Cure
Gout Cure
Internal Parasite Cure 
Night Blindness Cure 
Paralysis Cure
Radiation Poisoning Cure
Scar Removal
Smell and Taste Loss Cure 
Warts Cure
Wound Healing (1d8+1)

       Some examples of herbs and plants used to cure various illnesses are
listed below:
Arthritis Relief:  Bone meal powder; Alfalfa tea; Poke berries 3-4 at a time,
Gout Cure:  Cherries or Kelp.
Internal Parasites Cure:  Emulsion of male fern aleoresin; quantities of garlic.
Night Blindness Cure:  Carrots and Liver.
Radiation Poisoning Cure:  Sea Kelp diet.
Smell and Taste Restoration: Zinc
Warts Cure:  Poultice of Aloe vera; Mullein juiceALCHEMICAL MIND POTIONS

Amnesia, Permanent
Aphrodisiacs
Charm Creature
Charm Person
Dizziness
Drunkenness
Fear
Hallucinogens
Happiness
Heroism
Laughter
Narcotics
Paralysis
Recklessness
Sorrow
Stimulants
Temporary Amnesia
Truth Serum


ALCHEMICAL POTIONS

Flying
Invisibility
Poison And Venom Antidotes, Various
Speak With Creature
Tongues
Youth
ARTS AND PERFORMING SKILLS

     Arts and performing Skills are skills originally designed to entertain
others.  Non-performers may learn up to four performing skills.  If a
performing skill is listed in the class description this skill is not counted
toward the four skills.  Performers may learn as many of the skills as desired,
however acquiring any not listed, or acquiring a skill earlier than listed will
cost experience points and training time and expenses as it would non
performers.  Cost to acquire a performing skill is 1500 experience points plus
training time and costs.

Acrobatics:  In order to acquire this s?ill the character must have a minimum
dexterity of 15.  There are three basic sub-skills included in this skill.  These
are Leaping, Pratfalls, and Tumbling.  Leaping allows the character to leap with
a running start a distance of 10 feet plus one foot per level, to jump upward a
height of two feet plus 1/2 foot per level, or to leap downward up to three feet
per level without taking any falling damage. Pratfall allows the character to fall
down, and roll back to his feet without hurting himself.  A character may fall
downward unexpectedly a distance of 2 feet per level and land without taking
falling damage.  Tumbling allows the character to do tumbling runs including
flips, cartwheels, somersaults, and so forth.  Tumbling may optionally be used
as a form of unarmed attack to grapple with or knock, down an opponent.

Acrobatics, Advanced:  In order to acquire this skill the character must have
the skill of acrobatics as a prerequisite.  Characters with this skill gain the
sub-skills of Circus Equipment, Group Acrobatics, and Vaulting.  Circus
equipment allows the character to use equipment such as trapeze, trampoline,
and tightropes or their equivalents.  Tightropes may be walked for a distance
of 50 feet per level and at angles up to 45 degrees from horizontal.  Group
Acrobatics allows the character to perform acrobatics skills as part of a group
allowing them to coordinate their moves as a team.  Vaulting allows the
character to use a pole of 6 feet in length or greater as a vaulting device. 
With a running start the character may vault a height up to 5 feet plus one
foot per level of the character with a pole of adequate height.

Acting:  This skill teaches the character to act out roles in plays as form of
entertainment.  It includes stage makeup, characterization, and projection of the
roles.  Acting may also be used by the character as a bluff to gain access to
some place he is not supposed to be or to talk himself out of trouble he has
gotten into.

Animal Training:  This skill allows the character to train animals to perform
tricks or perform specific tasks.  They also will be able to break and train
mounts for riding.  The character can only train animals of level lower than or
equal to himself.  The animal must be worked with for at least two hours per
day regularly until trained.  Obviously domestic animals are easier to train than
wild animals, and wild animals are easier to train than monsters.  Time to train
is dependant on the nature of the animal being trained and the complexity of
the tasks for which he is training the animal.

Art:  With this skill the character is able to either paint or to do sculpture.  If
both sub-skills are desired this skill must be taken twice.  Initial training must
be received from another artist of at least talented level.  Thereafter the
character must practice on his own to improve his skills.  Initial training
requires 1-3 months minimum.  After completing this training a percentile roll
must be made to determine the characters initial level of talent.  Thereafter the
character, if he practices, has a chance to advance to the next level of talent
each time he advances in experience level.  Initial rolls indicate the following:
       01-10          Amateur, 5% cumulative chance to advance to the next talent
                      level.  Works sell for 1- 10 gp each.
       11-50   Fair, 10% cumulative chance to advance to the next talent level. 
               Works sell for 10- 50 gp each.
       51-75   Promising, 25% cumulative chance to advance to the next talent
               level.  Works sell for 50- 200 gp each.
       76-95   Talented, 10% cumulative chance to advance to the next talent level. 
               Works sell for 100- 1000 gp each.
       96-00   Master,  works  sell  from  500-  3000+  gp  each  and take from 
               1  to  2  months  to  complete.

Impersonation:  This skill has as a prerequisite the skill of acting.  Characters
with this skill with a large amount of preparation may attempt to impersonate
someone else.  The length of the impersonation and the amount of scrutiny the
character will be under are used to determine the success of the impersonation.

Juggling:  This skill allows the character to Juggle three items plus one for
every two experience levels of the character, the objects must be reasonably
balanced and of small to medium size.  A character with juggling can throw in
one minute as many objects (not weapons) as he can juggle.  Jugglers have a
chance of 50% plus 5% per round of catching thrown weapons, failure if this is
attempted means he is automatically hit.  Juggling requires a minimum dexterity
of 15 to perform.

Knife Throwing:  Characters with this skill are proficient in throwing knives
and daggers balanced for throwing.  They receive a +2 to hit a target if it is
within 40 feet.  At distances of less than twenty feet the character can specify
a target as small as one inch in diameter and attempt to hit it.  He will gain no
bonuses for these specified throws, but if successful they will do double
damage.  This is basically equivalent to a weapons proficiency in knife
throwing, but not counted as such.  Characters with this skill do not suffer
non-proficiency penalties for knife throwing.

Music:  Characters with this skill are taught the basics of music and musical
composition.  Initially they are taught voice and how to play two instruments. 
Initially the character will learn six songs and may learn others as he gets the
opportunity.  Additional instruments may be learned if the character is at least
promising in talent.  This skill must be taught by someone of at least talented
in music.  After completing initial training a percentile roll must be made to
determine the characters initial level of talent.  Thereafter if he practices, the
character has a chance to advance to the next level of talent each time he
advances in experience level. initial rolls indicate the following:
       01-10          Poor, character  has  no  musical  talent  and  cannot
                      advance to the next level. 
       11-40          Amateur, 5% cumulative chance to advance to the next talent
                      level. 
       40-80          Promising, 20% cumulative chance to advance to the next
                      talent level.  The characters charisma is raised by +1 every
                      time he sings or plays.
       80-95          Talented, 10% cumulative chance to advance to the next talent
                      level.  The characters charisma is raised by +2 every time he
                      sings or plays.
       96-00          Virtuoso, the  characters  charisma  is  raised  by +4 every
                      time he plays or sings, His music has an almost magical effect
                      on listeners and can be used to manipulate their emotions. 
                      He can learn to play any instrument by experimentation.

Oratory:  This skill enables the character to become an effective public speaker
and storyteller.  His charisma is raised by +2 when telling stories to an
audience.

Sleight-Of-Hand:  This skill enables the character to perform sleight-of-hand
tricks otherwise known as stage magic tricks.  This includes palming of objects
and making them reappear somewhere else.  This skill may be used to entertain
or to cheat at games.  The character has a 90% chance of being successful in
attempts to cheat.  This chance decreases if the people being cheated become
suspicious.

Ventriloquism:  This skill allows the character to project his voice up to 3
three feet per experience level without moving his lips noticeably.

COMBAT SKILLS

     Combat skills are skills related to fighting.  A maximum of five combat
skills may be learned by non fighters.  Some skills are restricted to certain
subclasses of fighter.  Other skills have prerequisites that must be learned
before they can be acquired.  Cost for combat skills is 2500 experience points
plus training costs and time.

       Archery: This skill allows the character to be expert in the use of a long
bow, short bow, or crossbow.  This skill will not only make them proficient in
the bow, but they will suffer no penalties for shots at long range, or to shots
taken in areas with different gravities.

       Aerial Combat: This skill enable the character to become familiar with
aerial combat tactics, using flying mounts, devices, or spells.  Characters with
this skill will not suffer penalties to attack rolls while engaged in aerial
combat.  They will also become familiar with the equipment used and the
various types of mounts used for aerial combat.

       Command: This skill enables the character to command groups of men in
combat.  He gains a level of mastery for each experience level he gains after
acquiring the skill.  When first learned he may command up to 2 men per point
of charisma.  At the third level of mastery he may command up to ten men per
point of charisma.  At the fifth level of mastery he may command armies of
hundreds or thousands of men.  Basic tactics used in combat is learned as part
of this skill.

       Fighter Strength Skill: This skill is restricted to fighters only, who a
strength of 16 or greater.  The skill is a combination of muscle building,
balance training, and concentration training that enables a fighter to improve
his combat abilities.  Initially a percentile roll is made to determine which of
four levels of mastery the character falls.  Thereafter if the fighter maintains
his training regime he has a 10% cumulative chance per level of advancing to
the next level of mastery.  When he advances the character starts the
cumulative series over again with a 10% cumulative chance per level of
advancement to achieve the next level of mastery.  Constitution Bonuses are
added to hit points gained when the player advances from one level to the
next.  When the character is magically, naturally, or by potion healed the
constitution bonus is added to hit points regained.

  Initial             Level Of       To Hit   To Damage   Const.   Armor
  Percentile          Mastery     Melee    Melee       Bonus   Class
  Roll                                                (HP/HD   Bonus

       01-50          A              +0             +1      +0             +0
       51-80          B              +0             +2      +1             +0
       81-99          C              +0             +3      +2             +0
         100          D              +1             +4      +3             +1


       Hand-to-Hand Combat: This skill gives the character the unarmed fighting
skills of boxing, fighting, and wrestling.  Both formal and dirty tactics are
learned.  It includes punching, kicking and biting.

       Interrogate:  This skill teaches the characters how to interrogate a
prisoner.  It includes patterns of questioning, the use of truth drugs, and
psychological and physical torture.  Torture may not be used by characters of
good alignment, and they may not allow torture to be used by others in their
party.

       Knife Throwing:  Similar to the Arts and Performing skill- knife
throwing- buyt with bonuses on throwing a variety of knives and daggers both
balanced and unbalanced.  At least a +1 to hit with this skill.

       Martial Arts:  This skill teaches the character basic martial arts skills of
unarmed combat.  Hand strikes done with the open hand will do 1d4 points of
temporary damage to an opponent.  Foot kicks will do 1d6 points of temporary
damage to an opponent.  A roll of a twenty will do double damage, may break
bone, or stun an opponent.  An single unarmed martial arts attack may include
either three hand strikes, two hand strikes and a kick, or two kicks.  A third
basic skill is that of the judo throw.  A successful hit when a judo throw is
attempted means that person is thrown to the ground.  A save may be given to
that person at the discretion of the game master to not be thrown to the
ground.  Martial Arts skills may only be performed while wearing normal
clothing or non-bulky armor.

       Martial Arts, Advanced:  This skill is restricted to the fighter subclass of
martial artist and may only be gained after acquiring the skill basic martial
arts.  Another level of mastery is gained for each experience level gained after
acquiring the skill.  Breaking allows the martial artist to break up to 1 inch of
wood for each level of mastery with his foot or hand.  Jump kicking allows the
character kick with both feet a target up to 5 feet radius 1/5 foot per level of
mastery off the ground doing 2@6 points of damage.  Martial artists with
advanced martials arts can use throwing stars and fighting staffs commonly
employed by martial artists.

       Mounted Archery:  Archery in short bow or crossbow must be acquired
as a prerequisite of learning this skill.  This skill allows the character to be
able to shoot either a short bow or crossbow as studied in archery from a
mount without suffering penalties on their chance for a successful hit.

       Mounted Combat:  This skill enables the character to fight in melee
combat from a mount with no penalties on their chance to hit.  They also gain a
+_2 to hit versus opponents on foot.  Those without this skill has a 50% chance
of being dismounted for every round in combat from a mount.  Those with the
mounted combat skill will not fall from their mounts under normal
circumstances.

       Mounted Combat, Advanced:  This skill is restricted to the fighter
subclass knights and the skill mounted combat is a prerequisite for acquiring
this skill.  Those with this skill learn cavalry tactics used in combat.  They
also learn knightly skills such as jousting and the use of the lance.  This skill
gives a mounted rider a +2 to hit in combat against opponents on foot.

       Mounts:  This skill enables the character to Judge the quality of and
care for riding animals common to the area where this skill was acquired. 
Those with this skill will also learn to capture wild mounts, and to tame mounts
for riding purposes.  General concepts of breeding will also be learned.

       Paired Weapons:  This skill is restricted to martial artists of eighth level
or higher.  It enables him to used paired weapons such as numchucks, or to
use daggers or knives in each hand.  He may strike with each hand during an
attack thereby in effect doubling his number of attacks per round while using
these weapons.

       Siege Weapons:  This skill enables the caster to use siege weapons such
as catapults, balistas, and siege towers, Tactics of putting a stronghold under
siege will be acquired or alternatively tactics of using these weapons on ships
will be learned.

       Weapons Training:  This skill as the name implies is special training in
some specific weapon.  The weapon may be a missile weapon or melee weapon.
This skill allows a character to gain an additional proficiency over what is
allowed in the class description or if all ready proficient in a weapon to gain a
plus 1 to hit with that weapon and if a melee weapon a +1 to damage with that
weapon.  Additional training in a particular weapon may be taken by fighters
every five levels if desired.  This allows the character to gain additional
bonuses to hit or damage for that weapon.  Non fighters may not gain more
than the +1 bonus from their initial specilaization in a single weapon.  This
skill may be taken several times to gain proficiencies and bonuses in different
weapons.
MAGIC SKILLS

     Magic skills are skills restricted to magic users only unless specifically
designated by the class description.  Some other classes such as mage-hunter,
bowman, hunter, and paladin have limited spell use abilities.  Magic users may
only acquire those skills specified in their class description.

       Enchant Tokens:  This ability is gained by magicians upon reaching
eighth level.  It allows him to tap the power of eighth level magic to enchant a
magical token used by magic users as a focal device to better able him to
direct the power of his magic.  Magic tokens are prepared by master magicians
for their apprentices.

       Homoculi, Machina, Robots, Golems, and Statues:  These are artificial
beings that can be constructed by alchemists and magicians.  Golems and
machina are non-intelligent, statues and robots are artificial beings with
intelligence, and homoculi are beings that can be constructed by alchemists. 
They may or may not be intelligent.  Each are described in detail in a separate
section.

       Magic Armor and Weapons:  Upon reaching a high level dependant on
class, magicians are able to tap the appropriate power level and endow weapons
and armor with magical attack and protective powers.  For each plus of the
weapon or armor or special characteristic the object must be energized greater
and greater numbers of times to retain the effects.  The days to prepare is
equal to the number of pluses or powers raised to the same power plus the
minimum period of one month.

       Magic Bomb:  A magic bomb is a long term curse that affects a large
area.  It may be cast by an eleventh level or higher magic user.  A separate
detailed description of the skill is included with the magic user general class
descriptions.

       Magic Inks:  Magic inks are special inks made of rare ingredients and
materials with magical properties that are used to write magical scrolls.  Some
of the magicians own blood must be incorporated into the ink formula to enable
him to endow the ink with magical powers.  The power of the spell being
written is absorbed by the magic ink and released when the spell is read. 
This release usually destroys the ink and scroll it is written upon.

       Magic Items, Major:  Major magic items are devices with magical
properties of great power that may be constructed by magicians upon reaching
a certain level.  Magic items may only be made with powers appropriate to the
field of magic practiced by the builder.  Time to construct is a minimum of 3
months but may require upwards of several years to complete.  This skill
enables the magic user to empower the device to tap a particular band of
magical power in order achieve its magical effects.  Major magic items are
typically not offensive in nature.

       Magic Items, Minor:  Minor magic items are devices with magical
properties of limited power that may be constructed by magicians upon
reaching a certain level.  Magic items may only be made with powers
appropriate to the field of magic practiced by the builder.  Time to construct is
a minimum of 1 month but may require upwards of a couple years to complete. 
This skill enables the magic user to empower the device to tap a particular
band of magical power in order achieve its magical effects.  Minor magic items
may not be offensive in nature.

       Magic Potions:  Magic potions rely upon the magical properties of its
components to achieve their effects.  Rudiments of herb lore may also be
employed.  Magic potions enable the person affected to perform certain magical
acts, such as the ability to fly, turn invisible, and so forth.  Abilities or
effects that are not uniquely magical in nature generally can not be made by
magic users.  Magicians are restricted to making potions related to their own
fields of magic.  Details on the manufacture of potions are included elsewhere.

       Read Magic: This skill allows the magic user to read magic writings.  Each
field of magic has its own language. If the writings are in the same discipline
of magic as the reader, the writings may be read 100% of the time.  If a
different field of magic the magic user can read the writings 50% of the time
plus 2% per level of the spell caster.  The field of magic of the writing can
easily be determined by any magic user.  At a high level of mastery a the
thieving skill of decipher will allow non magicians to read magic some percent
of the time.

       Rods, Staves, and Wands:  These are differing names for basically the
same spell storing devices.  They must generally be rod shaped.  They may
store up to 36 spell levels of spells and are rechargeable.  Details on their
construction are given elsewhere.

       Runes:  This skill teaches the creation of magical runes, permanent and
more powerful forms of symbols.  There are a limited number of runes that are
used primarily to guard tombs, religious sites, sanctuaries at a fixed location. 
Runes may also be inscribed onto weapons or armor to give them some
permanent magical ability.  Runes prevent some type, class, alignment, or other
category of creature or being from entering an area warded by the rune.
Alternatively it may allow entrance into an area and prevent the creature from
leaving again, or even in some way cause the death of creatures or beings
attempting to enter the area.  In all cases something or someone, however
involved the specifics of the restrictions, must always be able to enter the area
and leave again safely.  Runes take 1 hour to inscribe and only one may be
created per year.  Runes have a specified area of effect of up to 30 feet in
radius of the ward symbol.  Duration is permanent.  The rune may be
deactivated by the defacement of the rune by the being able to enter within its
area of effect.

      Scrolls:  Scrolls are pieces of parchment, paper, or velum upon which
spells have been stored through the use of magic inks, by a magic user who
has reached a certain experience level.  Shamans, practitioners of low magic do
not have scroll writing abilities themselves.  The few low magic scrolls that
have been found were written by dual class magic users with low magic as one
of the fields.  The power of the spell being written is absorbed by the magic
ink and released when the spell is read.  This release usually destroys the ink
and scroll it is written upon.  These spells may be written in one of the magic
languages or in common.  Special quill pens made from a feather of some
magical monster are used to write the spells.  A key word may be used to
activate the scroll or the scroll may be activated by reading it aloud.  A scroll
is destroyed when a spell is cast from it.  A scroll may contain only one spell
per sheet and may contain no more than six sheets.

       Spell Casting:  Spell casting is simply the ability to cast magic spells. 
All magicians have this ability.  Some other classes have limited spell casting
ability as well as described by their class description,

       Symbols:  This skill allows the magic user to use magic symbols.  These
are magical designs which are engraved upon a device to give it special powers
or used to guard doorways or ward against intruders.  Symbols are of limited
power or duration.  Major symbols take one full hour to inscribe.  Lesser
symbols may be simply outlined on a surface by the magic user using his
finger.  If used other than as part of a magical device, the glowing symbol will
last for one day per level of the spell caster and be fully active during this
time.  After this period the symbol will persist until its powers are activated
once and then it will be fully discharged.  This skill may be used only by
those classes specified and at the levels specified in the class description.

       Turn Undead:  This is a special ability limited to healers, paladins, and
necromancers.  It allows the caster to turn undead- make them run away,
befreind undead- make them follow your commands, or destroy undead.  The
number and levels of undead that can be affected are given on the turning
undead table.
SCIENCE SKILLS

       Science skills may be acquired at the cost of 2500 experience points plus
expenses and time for training.   Unless gained as a result of the players class
or from the characters background as growing up, science skills require 2
months to learn.  They may be learned in 2 weeks if gained as part of the
player class description as they are simply a continuation of his ongoing
training process.

       Diplomacy:  This skill trains the character in negotiation and diplomacy. 
Also learned are aspects of good manners and protocol for various races and
regions.

       First Aid:  This skill teaches the character first aid.  With this skill the
character can bind wounds and stop bleeding, set broken bones, and treat
minor injuries.

       Horticulture:  This skill teaches the character gardening so that he has
the skills to grow plants from seeds, cuttings, and grafts.  Characters with this
skill also have a good chance to transplant plants from one area to another. 
The growing of plants will usually be successful, and in all cases the chance
for success is much greater for characters with this skill than for characters
without.

       Inventing:  This skill allows the character to invent new devices.  The
chance of success will be determined by the gamemaster depending on the
design, complexity, skill with which the device was constructed.  Generally an
invention takes a minimum of one week but may take upwards of a year to
finish.  It should be noted that some inventions such as engines and
gunpowder will simply not work in this universe and have no chance of being
successfully constructed.

       Legends:  This skill teaches the character the legends and tales of the
region.  He will be able most of the time to evaluate the authenticity of old
items he encounters.  Characters wit@ this skill will be able to approximate the
value of old coins, artifacts, or books.  This skill requires at least 6 months to
acquire, not necessarily 6 months in a row.

       Linguistics:  This skill is the study of languages.  Characters with this
skill may learn up to two languages per experience level up to the maximum
allowable for their intelligence.  These languages do not include magic
languages, trade tongues, or sign languages which are not counted toward
language totals, Characters with this skill have a chance to decipher unknown
languages at a chance of success of 5% per level of the character after a
period of study of not less than one hour per page of text.

       Mapping:  This skill enables the character to draw maps of any area or
building as he passes through.  It allows him to make accurate estimates of
distances involved and drafting of completed maps.  He also will have a 70%
chance of interpreting any strange map that is found.
Math:  This skill teaches the character to count high numbers.  He gains the
skills of addition, subtraction, division, and multiplication.  The skill of reading
and writing is a prerequisite to acquiring math as a skill.  The character will
need initial instruction, but thereafter can teach himself using books.
       Math, Advanced:  This skill -leaches the character to do algebra and
geometry.  Characters must have the skill of math to acquire the skill of
advanced math.  Initial instruction is required, but thereafter the character
may teach himself using instruction books.

       Metallurgy:  This skill provides knowledge of the properties of and
identification of various metals and ores.  It also provides a general knowledge
of metal smelting and refining, but not enough to carry out these processes
himself.

       Mineralogy:     This skill provides knowledge of gems and crystals.  This
knowledge includes the properties of gems and crystals, identification of
common gems and crystals, knowledge of areas where they are mined, and
approximate values of gems and minerals.  It does not include skills such as
gem cutting and the manufacture of jewelry.

       Navigation:  This skill allows the character to determine his location by
the use of specialized instruments whether on land or travelling by sea with
respect to some starting point.  Routes may be plotted and followed using this
skill.  It uses magical devices that always point toward some set point and
taking sites of the lower side of the universe in the sky above to determine
position.

SEA SKILLS

       Sea skills are those relating to travel upon the seas, rivers, and lakes in
the Frank Universe. skills related to ship command are restricted to sailors and
pirates.  Other classes may learn up to 5 other sea skills at a cost of 1500
experience points each plus training time and expenses.

       Diving: This skill allows the character to free dive to a depth of 40 feet
plus 5 feet per level under normal gravity.  They can also hold their breath
for up to five minutes with no ill effects.

       Fishing: This skill teaches the character how to fish using line and hook,
traps, and nets.  He also learns to identify common food fish and teaches him
the habits of common food fish of the region.

       Naval Tactics: (restricted to sailors and pirates) This skill teaches the
character tactics of ship to s-hip combat and multiple ship combat.

       Ropework: This skill teaches the character to tie useful knots, to rig
ropes, and to climb ropes, The skill teaches general information about the
manufacture and common uses of ropes.

       Sea Lore: This skill teaches the character information about the seas,
lakes, or rivers in a particular area.  This knowledge includes common aquatic
life, currents and hazards of the local area in particular, and estimating
currents and hazards in general.

       Sea Fighting: This skill teaches grappling and boarding techniques used
for ship-to-ship hand-to-hand combat.

       Seamanship I: This skill teaches the character to sail and command small
ships and oar powered boats.

       Seamanship II: Restricted to sailors and pirates) This skill teaches the
character to sail medium and large ships and to command medium sized ships. 
Seamanship I is required as a prerequisite to acquire this skill.

       Seamanship III: Restricted to sailors and pirates) This skill teaches the
character to command large ships or multiple ship convoys.  Seamanship II is
required as a prerequisite to acquiring this skill.

       Shipwreck Survival: This skill teaches the character basic survival skills
that can be used to keep himself alive if shipwrecked on a strange shore,

       Staying Afloat: This skill allows the character to stay afloat in deep water
for one day per experience level.

       Signaling: This skill teaches the character to use various types of
signaling such as flags, lights, and smoke puffs to communicate over distances.

       Swimming, Advanced: This skill enables the character to swim for a
distance of 2 miles per level of experience across open water.  Cold and
monsters may still harm the character.  Swimming is a prerequisite.THIEVING SKILLS

     Thieving SkillS are skills related to the trade of thieving and spying.  In
the Frank Universe thieving is not an honorable profession but is at least an
acceptable one.  Thieves may acquire an unlimited numb&r of thieving skills. 
Non-thieves may acquire a maximum of four thief skills and may achieve a
maximum of sixth level of mastery in any skill.
     Thieves as described in the thief class description may advance so many
levels of mastery per level of advancement in skills that improve with practice. 
Non-thieves may advance one level of mastery in a particular skill per each
level of advancement after the skill is gained.  Percentage chance of a
successful performance of a skill per level of mastery is given in a separate
table in the thief class general description.  The maximum level of mastery of
any skill is thirteenth, aside from pick-pocketing for pickpockets only.

       Appraise Treasure: This skill allows the character to appraise the value
of normal items and jewels such as might be acquired by theft within 20% of its
true value.  Unusual items may be appraised but the estimates of their value
may be less accurate.  Jewelers, for example may be able to appraise jewelry
more accurately, but this skill allows a working estimation to be made.

       Assassinate: This skill is restricted to assassins, ninja, and mage hunters. 
The skill allows an opponent to be killed with a single stroke if successful. 
Only one attempt lo assassinate may be made per encounter.  To attempt
assassination the character must inform the gamemaster in advance.  A roll is
made to determine if a successful hit has been made.  On a roll of 20 the
assassination attempt is always sucessful.  On a roll of 1 the attempt is always
a failure.  If the hit is unsuccessful the assassination attempt has failed.  If it
is successful then the chance for assassination must then be rolled.  The base
chance for a successful assassination is 30% plus or minus 5% for each
experience level that the victim is lower or higher than the level of mastery of
the assassin.  The gamemaster may assign additional bonuses or penalties at his
option.  The maximum chance for a successful assassination is 95%. A successful
roll kills the victim.  On an unsuccessful roll the victim simply takes normal
damage, not backstabbing damage.

       Backstabbing: This skill is restricted to some subclasses of thief only. 
Pirates and ninja may not acquire this skill.  Backstabs are attacks, generally
from behind, that takes the victim by surprise.  A backstab gains a +2 to hit. 
At levels 1-4 a successful backstab will do double damage.  At levels 5-8 a
successful backstab will do triple damage.  At levels 9-12 a successful backstab
will do quadruple damage.  At thirteenth level a successful backstab will do
quintuple damage.

       Cheating: This skill teaches the character how to cheat at cards and
other common gambling games.  This skill also gives him a good chance to
detect cheating by other
players.

       Lying: Lying is a twofold skill including lying and conning.  Lying
enables the character to tell believable lies.  It teaches him how to make
strings of lies internally consistent sc that one lie feeds into the next.  It also
teaches how to bend the truth so that elements of the truth are built into the
lie making it more believable.  It teaches how to be vague and evasive while
appearing to answer the questions put to him, Complex strings of lies may
require more than one check for failure and as always the gamemaster may
modify the needed roll based upon circumstances if necessary.  Con is the use
of a lie to cause someone else to do something or to give the Character
something.  As it requires action by someone else, the chance of a successful
con is less than that of a successful lie.  Lying and conning are considered to
be one skill.  

       Pocket Picking: Pocket picking is as the name implies the ability to
remove an object from a pocket of an article of clothing while that clothing is
being worn.  The level of mastery table lists the base chance for a successful
attempt per a given level of mastery.  This base chance is modified by adding
or subtracting dexterity and racial bonuses or penalties, plus any unusual
penalties or bonuses due to the circumstances as determined by the
gamemaster.  A bonus of 5% or penalty of 5% is added or subtracted for each
level the victim is lower or higher in experience than the level of mastery of
the pickpocket- The totals may be over 100%, however the maximum possible
chance for success at levels 1-7 is 90%, at levels 8-13 is 95%, at levels of
mastery greater than 13, such as can be achieved by pickpockets, the maximum
chance is 99% for success.  If the attempt fails a second roll is made, a
successful role allows the character to flee, a failure means he has been
grabbed by the person whose pocket he was attempting to pick and must break
free before fleeing.

       Secret Door:  Theives with this skill gain a +2, plus an additonal +1 for
each 5 levels of experience to their attempts to locate secret doors.

       Spying:  Spying is a dual skill consisting of tailing and infiltrating. 
Tailing is the ability to follow someone by sight without being detected. 
Perception bonuses or penalties are used to modify the base chance listed in
the table.  Chance for success may be modified at the option of the gamemaster
if the circumstances warrant such a change, If the person being followed is
trying to avoid being followed and watching for people tailing him the base
percentage is reduced by 20-30%.  Infiltrating is the ability to blend into a
crowd or group of people without being noticed as not belonging@ Both tailing
and infiltrating are considered to be one skill.

       Stealth:  This is the ability to move silently.  Maximum movement is one
half normal speed.  The base percentage plus dexterity bonus or penalties is
the chance to move silently under normal circumstances.  Obviously walking
across a set stone floor in soft boots would be unlikely to make noise, whereas
walking up a creaky stairway would almost always make noise.  Clattering metal
armor and weapons on a character also reduces his ability to move silently. 
The chance to move silently percentage is a guide to determine success or
failure of moving silently in any given situation.

       Street Fighting:  This skill teaches the character to fight using whatever
methods and weapons available as are typically used in bar fights and alley
brawls.  Dirty tactics, kicks, fists, and broken objects are all acceptable while
street fighting.  This skill is difficult and requires a long time to acquire.

      Thieve's Cant:  Thieve's cant is a collection of words, gestures, symbols
and recognition signals used by thieves to communicate among themselves. 
Thieves will not teach outsiders this skill.  This language is taught to
apprentices as they enter the thieves guild.  No guild thieves may not know
thieves cant.  This is not counted against total languages learnable by a player
character.

       Traps:  This is the ability to detect and disarm traps such as on locks
and portals, pitfalls, sliding blocks, dead-falls, snares, and so forth.  The
percentage chance given per level of mastery to detect traps is modified by
perception bonuses or penalties.  This is the chance to detect a trap while
actively searching for it.  Only one chance is allowed per trap.  With casual
examination or watching the chance of detecting a trap is one third this
percentage.  A roll is made every time the character searches for a trap.  If
there is no trap present or if the roll is unsuccessful the character is told
that no traps were found.  If a trap was detected, the character then has the
option of trying to avoid it or attempting to disarm it. The chance of disarming
a trap is the base level of mastery percentage plus dexterity modifications.  A
successful roll means the trap was successfully disarmed.  Failure means the
trap has be set off by the attempt to disarm it.

       Waylay:  This is the ability to knock an opponent unconscious from a
single blow from behind or against a held opponent.  This skill will not work
against most animals or larger opponents.  They will be unconscious for 10 to
60 minutes.  A blunt or heavy weapon suck as a mace, blackjack, or club is
needed to waylay someone.
       
WOODCRAFT SKILLS

       Woodcraft skills are those of the hunters and peoples raised in the
wilderness such as barbarians and primitive tribesmen.  These skills may be
acquired at a cost of 2000 experience points each, if not gained as part of the
characters class skill description.  Hunters, witches, and beastmasters may gain
an unlimited number of wood craft skills.  others are limited to a maximum of
five woodcraft skills.  Any gained as part of the characters background do not
count against this total.

       Animal Lore:  A character with this skill will be able to identify any
animal common to the area of his initial training and will also know of its
general habits.  As the character advances he will learn of rarer animals and
become familiar with animals from a larger area.  Save versus intelligence to
determine if the character is familiar with a rare of unusual creature.

       Animal Training:  same as the Arts and Performing skill.

       Camouflage:  This skill enables a character to use materials in the
wilderness setting to effectively camouflage himself, others in his group, and
objects or camps to make them difficult to see.  Base chance is 40% plus 5% per
each level the character has gained since acquiring this skill to successfully
camouflage something.  Creatures with high perception or acute senses may see
through the camouflage in any case.  The skill also help the character to detect
the presence of camouflage.  bonuses and modifications at the discretion of the
gamemaster.

       Camping:  this skill enables the character to pick good campsites, to
construct shelters from available materials for camping, to start fires for
cooking and warming, and take care of other problems associated with normal
camping in the wilderness.

       Foraging:  This skill enables the character to forage in the forest or
similar wilderness setting, enough food for at least one meal per day, and to
locate water if it is present in the area.

       Herb Lore:  This skill enables the characters to identify common herbs
and to know their uses for foods, flavoring, tea, and minor medicinal purposes. 
They will be able to prepare it for use or for storage.

       Hunting/Fishing/Trapping:  Characters with this skill will be able to
select the best areas for hunting, fishing, and trapping.  They will know how
to stalk game, bring it down, and to prepare it.  They will know how to use
gaffs and hooks and line for fishing, and how to set snares and traps for
trapping.  Preparation of furs for sale may optionally be learned.

       Mounts:  Same as Combat skill mounts.

       Plant Lore:  A character with this skill will be able to identify plants
common to the area of their initial training and will know the habitats where it
is found.  As the character advances he will learn of rarer plants and know
plant life from a larger area.  Save versus intelligence to determine if the
character is familiar with a particular rare or unusual plant.

       Stalking:  This is the ability to move silently through any type of
outdoor terrain and to follow visually animals or creatures without being
detected.. Base chance is 35% plus 5% for each experience level beyond which
the skill was gained.  modifications may be made as appropriate.

       Tracking: This is the ability to locate and follow tracks and trails left by
passing creatures through the wilderness.  A character with this skill can
follow unerringly even the faintest trail with the following modifications: -10%
for each 24 hours since the trail was made, -5% for each hour of precipitation
that has fallen since the tracks were made, +5% for each creature or being over
one in the party.  Trails may be lost where water, such as a stream, is crossed
or if the creature being tracked crosses a rocky area where tracks are not
made, if his footprints are mixed in a large group that splits off into several
groups, or if he enters a town.  Tn these cases the particular circumstances
determine the success or failure of tracking attempts.

       Weather Lore: This skill enables the character to read the signs of the
atmosphere and nature to predict changes in the weather.  These predictions
are not 100% accurate and forecast the weather for only a few hours or days to
come.  However they are generally useful in knowing when to seek shelter from
an oncoming storm, or predicting when a break in bad weather will take place. 
Weather patterns from the area where the character travels will usually be
known to him.

       Wilderness Exploration and Mapping:  This enables the character to be
profficient at wilderness exploration.  It also allows them to make rough maps
of the areas they have explored.  This is a skill similar to that of people like
Lewis and Clark in their exploration of the western united States.FOLLOWERS

       Upon reaching a high enough level characters will automatically attract
followers.  These followers are attracted to the character based on the deeds
he has performed in his lifetime and by the force of his personality.  If a
character has been of great service to a group of people, often some of them
will choose to follow the character once he has proved himself by reaching a
high enough level.  With the establishment of a keep or similar base more
followers will come into the characters service. 
       Followers are fanatically loyal to the character, but must be paid a
reasonable wage if working for the characters.  Followers will always be of the
same or compatible alignment as the character, Most followers are young 0-level
soldiers who are looking for adventure and a cause.  Many are people of the
same class or profession as the character and of low to moderate level.  A few
may be other classes, unusual races, animals, creatures, or magical creatures. 
As time passes some of the followers will leave the characters service to pursue
other goals of their own choosing.  They will remain loyal to the character but
will loose their fanaticism.  As these followers leave, others will take their
place.  Some will always remain with the character.

APPRENTICES

       In addition to followers high level characters if they so desire will gain
apprentices.  These are 0-level characters who are studying directly under the
higher level character as hi students.  These apprentices will advance in
experience level and generally leave the characters service upon reaching first
level, although they will remain very loyal to their former master.  One-fifth of
these apprentices will be multiclass with some experience in another class
before apprenticing to the character.  Apprentices do not receive any pay, but
will live at the expense of the character and work for him as directed.

ADVANCED STUDENTS

     These are low level characters who study specific skills needed for
advancement under the player character.  Advanced students pay for the
player characters teachings or perform services for him in lieu of payment. 
Those who are former apprentices under him will be intensely loyal, other may
or may not show loyalty.  One-third of these advanced students will be
multiclassed.

MERCENARIES

     Mercenaries are hired soldiers loyal to whoever pays for their services. 
Those hired from the street are cheap, but may or may not be trustworthy. 
Members of the Mercenary Guild are more trustworthy, but more expensive to
hire.  The guild weeds out those who fail to perform for their employer.

GENERAL POPULATION

       In the area surrounding the stronghold of the player character.  If the
character builds his own stronghold or if he rebuilds an abandoned one
typically people will move into the surrounding area where they are protected
by the keep.  A town or village often springs up centered on the stronghold as
the center of their economy.  If the master of the keep provides protection to
the people in the surrounding area, taxes may be levied upon the general
population.  Taxes average from 1-2 silver pieces a month per person.  These
people will ply their own trades and pursue their own professions.  The
population will tend to be loyal to a fair governor who protects them, and will
ferment unrest if they are treated unfairly.  They may simply leave and the
character would have no one left to tax.  If he takes over or builds a
stronghold in an all ready populated area, he will simply take over the local tax
base for the area under his direct control.  Other strongholds in the area may
object to this and war over the areas under the control of their strongholds.

SOLDIERS

     Soldiers are 0-level men-at-arms that have had a smattering of military
training, but not enough to become a first level fighter.  Usually their training
is in one weapon or one military skill only.  These may include archers,
cavalrymen, couriers, foot soldiers, gladiators, horsemen, pikemen, shieldmen,
slingmen, and swordsmen among many other possibilities.  These may become
followers or be hired by the player character.

OTHER RACES

     Other races that are not player character races will become followers. 
These are often races that have interacted with the player character during
one of his adventures.  Sometimes they will become followers because of the
reputation or ideas of the character.  Sometimes they will become followers for
reasons only known to themselves.  When an Other Race is rolled on the
Random Followers Table or on the Race Of Followers Table the specific race
should be chosen by the gamemaster based upon the history of the player
character.

ANIMALS OR CREATURES

     Occasionally aa animal or creature will become a follower.  This may be of
any type of low or higher intelligence.  Magical and special creatures are
considered separately.  Almost without exception these are animals or creature
that have been encountered by the player character.

SPECIAL OR MAGICAL CREATURES

                These are creatures that have magical or other special abilities. 
They will occasionally become followers.


RANDOM FOLLOWERS TABLE

       01-65   O-Level Soldiers
       66-80   Random Player Class (see subtable)
       81-85   Other Races
       85-95   Animals And Creatures
       96-00   Special Or Magical Creatures


       Random Player Class Subtable Level 1d(Character Level)-1

       01-50   Fighter
       01-25   Fighter
       26-30   Bowman
       31-35   Hunter
       36-40   Knight
       41-45   Martial Artist
       46-50   Paladin
       51-61   Magic User 
       51      Druid
       52      Enchanter
       53      Healer
       54      Illusionist
       55      Joker
       56      Mystic
       57      Necromancer
       58      Shaman
       59      Sorcerer
       60      Witch
       61      Wizard
       62-65   Thief, General
       66      Special Thief Class
       67      Assassin
       68      Ninja
       69      Pickpocket
       70      Pirate
       71      Spy
       72      Alchemist
       73      Beastmaster
       74      Mage Hunter
       75      Monk
       76      Performer
       77      Psionic
       78      Sage
       79      Sailor
       80      Other Class
       81-90   Multiclass
                              Roll on table until two compatible classes are rolled.
       91-00   Skilled professional, Craftsman, or Worker.

Race Of Followers Random Table

01-40     Own  Race                       71-72     Half Breed
41-50     Half Breed of                   73-74     Halfling
          Own Race or Subrace             75-76     Human
51-52     Antyan                          77-78     Merman
53-54     Balorian                        79-80     Orc
55-56     Bat People                      81-82     Ogre
57-58     Caniimen                        83-84     Quillendra
59-60     Centaur                         85-86     Sion
61-62     Dwarf                           87-88     Tach
63-64     Elf                             89-90     Tree Bear
65-66     Felioman                        91-92     Troll
67-68     Gavelle                         93-94     Zygarian
69-70     Gnome                           95-00     Other or Roll Again

       If the race of the character is a half breed:

       01-15 Mother's race
       16-30 Father's race
       31-40 Own racial mixture
       41-50 Any mixture of Mother's,
               Father's, or Own Race


       Followers will generally be a mixture of many races.  Obviously some
       consideration must be used when rolling followers.  Races with antipathy
       toward each other will not attract followers from the other race.  Some
       races do not form half breeds.  Some races will not be followers at a
       given location.  Such as a merman will not become a follower at a desert
       keep.  The race descriptions should be read and common sense used
       when determining the race of the followers for a given character.  If the
       character has encountered and favorably impressed a particular group or
       race of people.  Weighing the followers race list toward that race would
       be appropriate.  Races that have not encountered the character at all
       might become followers based upon reputation, but this would be at a
       lower percentage than those with whom he dealt.  Roll the race of
       followers randomly and then make corrections as appropriate.
FOLLOWERS LISTINGS

Fighter, Bowman, Knight, Paladin, Psionic, Druid,
Enchanter, Healer, Mystic, Necromancer, Sorcerer, and Wizard

       Establish a keep or castle:
               Followers:  a) 1 x charisma per each level 8 and
               above from the  random  followers  table;  b) 1/3 x charisma,
               rounding up, per each level 8 and above of same class or subclass
               of level 1d6 +1;

               Apprentices:  1 per each point of charisma;

               Advanced Students:  As requested with a maximum of 1 per 
               experience  level.

       If a keep or castle is not established:
               Followers:  a) Traveling band of up to 1 per point of charisma.


Pirates and Sailors

       Establish a port stronghold with ships-
               Followers:  a) 1 for each point of charisma  plus 1/2 per charisma
               point for each level above 8. These are sailors or pirates of level 0,
               1/6 are level 1d6+1. 5/6 are level 1.  b) 1d8 of random followers for
               each level 8 and above;

               Apprentices:  1 per each point of charisma;

               Advanced Students:  As requested with a maximum of 1 per 
               experience  level.

       If a port stronghold is not established:
               Followers: a) 1 ships crew, maximum of 1 per point of charisma.


Martial Artists, Monks, and Ninja

       Establish a monastery or school:
               Followers: a) 1 per point of charisma initially plus 1/2 per point of
               charisma for each level above eighth. 1/4 are level 1d6+1, 3/4 are
               level 1;

               Apprentices:  1.5 per point of charisma;

               Advanced Students:  As requested with a maximum of 1 per 
               experience  level.

       If a school or monastery is not established:
               Followers: a) 1d8, same class, in a traveling band.

Shaman

       Shaman typically are tribal with a handful of apprentices and a maximum
of one or two advanced students.


Hunters, Beastmasters, Witches

       Establish a hunting lodge or wilderness stronghold:
               Followers:  1/2 per point of charisma plus 1d4 per each level above
               8. Of these 3/4 are level 0 or level 1, 1/4 are level 1d6+1 of the
               following types as randomly rolled:

                          01-50              Own Class
                          51-58              Hunter
                          59-66              Beastmaster
                          67-74              Witch
                          75-76              Shaman
                          77-84              Random     Player     Class
                          85-92              Animals and Creatures
                          93-00              Special or Magical Creatures

               Apprentices:  1/2 per point of charisma;

               Advanced Students:  As requested with a maximum of 1 for every
               two experience levels.

       If a permanent site is not established and a wandering band is formed:

               Followers:  1/2 per charisma point maximum.


Thieves, Spies, and Assassins

       Establish a bandit headquarters or hold:
               Followers:  a) 1 per point of charisma per each level 8 and above.
               Of these followers 5/6 are level 1-1/6 are level 1d6+1.  They are of
               the following randomly rolled class or type:

               01-25  Same Subclass
               26-50  Thief
               51-60  Spy
               61-70  Assassin
               71-00  Random Followers Table

               Apprentices:  1 per point of charisma; 

               Advanced Students:  As requested with 1 for every two levels of
               experience maximum.  

       Form a traveling band without a permanent headquarters:
               Followers: a) 1 per point of charisma maximum.


Pickpocket

       Establish a hideout or safehouse or gain no followers.
               Followers: a) 1 per point of charisma.  All are pickpockets.  two are
               level 1d8 -1, the rest are level 1. 
               Apprentices:  1/2 per point of charisma.  Initially they are 0 level

               Advanced Students:  As requested, with 1 for every two
               pickpocketing skill level maximum.


Mage Hunter

       Establish a keep:
               Followers:  1 per point of charisma at ninth level plus 1d4 for each
               level over 9.  Of these followers 1/3 are level 1d6+1 and 2/3 are
               level 1.  Their class is as follows:

               01-40  Mage Hunter
               41-60  Mystic
               61-80  Hunter
               81-00  Random Followers Table

               Apprentices:  1/2 per point of charisma;

               Advanced Students:  As requested with 1 per every two experience
               level maximum.

       Forms a traveling band instead of keep:
               Followers:  1/2 per point of charisma maximum.


Alchemists and Sages

       Establish a school with a private residence:
               Followers:  1 per point of charisma initially plus
               1d4 for each level above eighth, with 5/6 being level 0 or level 1,
               and 1/6 Of level 1d6+1.  They will be of the following type or class:

               01-40  Own Class
               41-50  Magic Class
               51-60  Alchemist
               61-70  Sage
               71-80  Random Player Class
               81-00  0 level soldiers

               Apprentices:  2 per each point of intelligence;

               Advanced Students:  As requested with 1 per each point of
               intelligence maximum.
       Forms a travelling band instead of a school:
               Followers: 1/2 per point of charisma maximum. Class is that of the
               character.


Unusual Situations

       Occasionally a player character might wish to establish a different type
of permanent residence or band than is normal for his class.  These unusual
requests should not be rejected out of hand but given consideration by the
gamemaster- If the request is not outlandish followers may be assigned as
determined by the gamemaster in keeping with the general guidelines of the
established classes.  Just as the race of the followers might be affected by a
player reincarnated as another race, so may the number and type of followers
be affected by the circumstances of the area or situation.
ALCHEMIST CLASS

       Alchemists are the chemists and pharmacists of the Frank Universe.  They
devise potions and remedies based on the chemical nature of plants, animals,
and minerals.  Their mixtures do not rely upon magic to cause their effects. 
Alchemists are unskilled fighters and advance using a 4 sided die for hit
points.

Level 1:
       Any Single Weapon             Herb Lore
       Analyze Mixtures              Herbal Remedies
       (Dyes and Inks, 
       Spices and Flavorings, or
       Scents and Perfumes)
       Minor Alchemical Potions

Level 2:
       Alchemical Devices

Level 3:
       Poisons and Venoms

Level 4:
       Any One Science Skill

Level 5:
       Acids and Gases

Level 6:
       Alchemical Cures

Level 7:
       Any Additional Skill

Level 8:
       Alchemical Mind Potions
       [Establish Keep and Gain Followers]

Level 9:
       Any One Science Skill

Level 10:
       Alchemical Potions

Level 11:
       Metallurgy

Level 12:
       Homoculi

Level 13:
       Intelligent Homoculi
BARD CLASS

       Bards are well known in history as fierce warriors, minstrels, and
confidants of kings.  There songs and poetry have raised morale and inspired
troops to heroic deeds against overwhelming odds.  Few have the necessary
abilities to become a bard.  The few that choose this class become powerful
characters.
       Bards may only be single classed characters.  They gain skills of a
fighter, minstrel, and thief as they advance.  This greater number of skills
gained per level is offset by the single class limitation, and single class hit
points only.
       A bard must have a minimum strength of 15, a minimum charisma of 15, and
a minimum dexterity of 15.  They gain a +2 bonus to rolls against charisma at
1st level, with a +4 when playing an instrument.  This bonus is raised by +1
for every two levels thereafter.   A character may convert to bard class at any
level before sixth.  At that time he will loose half of his experience points
and must spend time and money to acquire bard skills appropriate to his new
class and experience level.  A bard may be of any alignment.  They fight as
skilled fighters and roll 1d8 per experience level to determine hit points.

Level 1:
       Reading and writing
       Any 3 weapons
       Any two combat skills (not martial arts)
       Fighter strength
       Music
       Instrument Construction
       One music instrument
       Read and write music
       Musical charm
       First level thieving skills
       Thieves cant
       Backstabbing

Level 2:
       Linguistics
       Spying

Level 3:
       Decipher
       Any one thieving additional skill
       One additional combat skill

Level 4:
       One additional weapon
       One additional skill
       1 1/2 attacks per round
       Immunity to musical charms, fears, and callings
       Sound
Bard Class (continued)

Level 5:
       Legend
       One additional instrument

Level 6:
       Master instrument maker
       Musical effects I
               Negate musical charms
               Musical sleep
               Musical recuperation
       
Level 7:
       One additional weapon
       2 attacks per round
       Immunity to magical deafness

Level 8:
       One additional skill
       Musical effects II
               Musical fear
               Musical paralysis
       Musical calling
       Magic ink and scrolls
       [Establish keep and gain followers]

Level 9:
       Create minor magical instruments
       One additional skill

Level 10:
       2 1/2 attacks per round

Level 11:
       Musical effects III
               Musical healing
               Wall of sound

Level 12:
       Create major magical instruments
       
Level 13:
       3 attacks per round
       Musical effects IV
               Raise dead
               Shatter walls

BEASTMASTERS

     Beastmasters are a class of characters able to communicate with and
influence animals, Beastmasters are typically barbarians whose family passes on
their skills from one generation to the next.  They are uncomfortable in cities
and towns and prefer to spend their time in small villages and in the wilds. 
They are typically adept at wilderness skills.  Their most important skills are
being able to influence animals and being able to communicate with creatures. 
Their ability to influence animals is summarized below.

       Beastmasters can influence animals in any of four ways:  call, turn,
befriend, or master.  They may only attempt to influence a particular animal
once per day.  On the animal influence table the beastmaster must decide if he
wishes to call, turn, befriend, or master an animal.  He may only do one to a
single animal per day.  Once he decides the number on the table or higher must
be rolled to successfully influence the animal.  There is a -2 penalty to his
rolls when attempting to befriend an animal.  There is a -4 penalty to rolls
attempting to master an animal.

     Call: The beastmaster one desired animal per level to himself if they are
found within a one mile radius of his location.  The animals will individually
appear when they can reach his position dependant on their speed and the
distance they must travel.  One to ten minutes is a workable figure.  The ani-
mal will be curious about the beastmaster and if he can communicate with it, it
will perform one task or service for the beastmaster.  The task must be simple
and of limited duration.  The animal will not harm itself or act against its
basic nature.

       Turn: The beastmaster can turn or drive away 1d6 animals from the area
immediately surrounding himself.  These animals Will not again approach him
until 24 hours have passed if at all.  At seventh level or higher the
beastmaster can turn 2d6 animals.

       Befriend: The beastmaster can befriend any single animal so that it will
view the beastmaster as a friend and ally.  It will aid him, if he can
communicate with it for a period of 24 hours.  It will not act to harm itself
or act against its basic nature.  Thereafter the animal will depart, but will
generally be friendly toward the beastmaster if they meet again.  A maximum of
three animals may be befriended at any one time.

       Master: The beastmaster can attempt to master a single animal. if
successful the animal will become the beastmasters lifelong friend and
companion and always strive to help him.  The beastmaster can release an animal
from being mastered, but the creature will always view -,he beastmaster as a
friend in future encounters.  A maximum of one animal per four levels of
ability may be mastered at any one time.  In this relationship the beastmaster
will always know the whereabouts of the animals he has mastered, will be able
to mentally call to them and give them simple instructions, and when
concentrating experience the senses of an animal mastered as they view their
surroundings.  These are beastmaster abilities and not magical or psionic in
nature.
ANIMAL INFLUENCE TABLE

Hit Die
Animal
      1     2     3      4     5     6     7      8     9     10    11     12    13 

0     8     4     0      -4    -8    -10   -12    -16   -20   -20   -20    -20   -20
1     10    8     4      0     -4    -8    -10    -12   -16   -20   -20    -20   -20
2     12    10    8      4     0     -4    -8     -10   -12   -16   -20    -20   -20
3     16    12    10     8     4     0     -4     -8    -10   -12   -16    -20   -20
4     20    16    12     10    8     4     0      -4    -8    -10   -12    -16   -20
5     **    20    16     12    10    8     4      0     -4    -8    -10    -12   -16

6           **    20     16    12    10    8      4     0     -4    -8     -10   -12
7                 **     20    16    12    10     8     4     0     -4     -8    -10
8                        **    20    16    12     10    8     4     0      -4    -8
9                              **    20    16     12    10    8     4      0     -4
10                                   **    20     16    12    10    8      4     0

11                                         **     20    16    12    10     8     4     
12                                                **    20    16    12     10    8     
13                                                      **    20    16     12    10
14                                                            **    20     16    12
15                                                                  **     20    16


If  roll  is   00-04 greater         =     1d6  are  called or turned,
               05-08 greater         =     6 +  1d6  are  turned,
               09-12 greater         =     12 + 1d6  are  turned,
               13-16 greater         =     18 + 1d6  are  turned,
                 17+ greater         =     unlimited turned.

Attempts to befriend are at a -4 penalty Attempts to master are at a -8
penalty.

Roll number or higher to affect animals.  A roll of a natural 20 will turn any
single high level animal.  All rolls of a natural 1 are totally ineffectual
regardless of the actual roll needed and any bonuses that might apply.
      Animals are considered in this class to be creatures of animal
intelligence or lower.  Beastmasters can only influence creature with which
they can communicate.  Attempts to influence animal-like creatures of semi-
intelligence may be made.  First a successful roll must be made on the animal
influence table and then if it is successful the creature may save versus mi-nd
affects to not be influenced.  Plants, special creatures, and monsters may be
influenced once the beastmaster reaches a level high enough to allow
communication with these creatures.

       Communicate With Creatures: This is the second special ability of
beastmasters.  Beastmasters can only influence creatures with which they can
communicate.  There are seven major language groups among non-intelligent and
semi-intelligent creatures.  These are: Mammal (M), Avian/Dinosaur (A),
Reptile/Amphibian (R), Fish/Aquatic (F), Insect/Spider/Arachnid (I), Plant (P),
and Special/Monster (S).  The ability to communicate with creatures starts with
the creature most similar in nature to the player character.  As the player
character advances he can communicate with more dissimilar creatures.  If the
player character race is physically:

       Mammalian:             M-A-R-F-I-P-S
       Avian/Dinosaur:        A-R-M-F-I-P-S 
       Reptilian:             R-A-M-F-I-P-S 
       Amphibian:             R-F-A-M-I-P-S 
       Fish:                  F-R-A-M-T-P-S 
       Insect:                I-P-F-R-A-M-S 
       Plant:                 P-I-F-R-A-M-S

       The beastmaster can learn to communicate with a new group of creatures
for every experience level.  By diligent study or magical means it may be
possible to learn one or more 'languages' out of order.  There are similar
communicate with creature abilities in psionic abilities and in magic spells. 
The progression of languages is the same however non-beastmasters may only
learn one language for every two experience levels.
       Beastmasters are skilled fighters and use eight sided die for hit points
as they advance.  As most animals are neutral in alignment, most beastmasters
are neutral as well.  There can be evil or good beastmaster.  A beastmaster can
only be single classed, with the only exception being dual class
Beastmaster/Witch.

Beastmaster Advancement

       Level  1:
               Any 2 weapons
               Communicate with Creatures 
               Influence Animals
               Sign Language
               Tracking
               Foraging
               (mastery of one animal is possible)

       Level  2:
               Animal Lore

       Level  3:
               One additional weapon or combat skill

       Level  4:
               Plant Lore

       Level  5:
            1-1/2 attacks per round
            (mastery of two animals is possible)

       Level  6:

       Level  7:
               One additional woodcraft skill

       Level  8:
               2 attacks per round

       Level  9:
               (mastery of three animals possible)

       Level  10:
            One additional combat or woodcraft skill

       Level  11:

       Level  12:
               2-1/2 attacks per round

       Level  13:
            (mastery of four animals possible)

GYPSY CLASS

       Gypsies have long been known as wanderers who dabble in fortunes,
entertainment, and petty thievery.  Such is true of the vast majority of
gypsies, but for those few who take up the deeper mysteries of gypsy lore
gain a varied assortment of skills outlined here as the gypsy class.  They
serve not only as entertainers but also as spies and messengers for the noble
houses, advisors, and recorders of events, along with their better known
penchant for acquiring objects that make their own life easier.  
       Gypsies are considered to be dual classed characters with experience
points gained being divided in half towards advancement.  For example if a
gypsy earns 10,000 experience points on a quest he will only advance 5000
experience points toward the next level.  The gypsy is in effect advancing in
the performer, magic user, and thief class at one time gaining skills from each
of these separate classes.  If the gypsy is of good alignment he will gain spell
casting in enchantment, if of evil or neutral alignment spell casting will be in
illusion.  Gypsies are semi-skilled fighters and gain (1d4 +1) hit points per
level of advancement.  
       Gypsies must have a minimum dexterity of 15, Minimum charisma of 15,
minimum magic ability of 15, and minimum intelligence of 15, and minimum
perception of 12.  A character with the proper attributes may choose to convert
to gypsy class at any level before reaching sixth.  All experience points earned
thereafter must be used toward raising a second class to an equal experience
level, and only there after may he advance as a normal gypsy class.  Other
magic classes may not be substituted for either illusion or enchantment.

Level 1:
       Music 1
       Instrument construction One Musical Instrument Read and Write Music
       Basic thieving skills
       Thieves Cant
       Backstabbing
       Reading and Writing
       Spell casting and special skills as per Enchantment or                     Illusionist
       class
       Any two weapons

Level 2:
       Spying
       Magical Potions
       Any one additional skill

Level  3:
       Any one performing skill
       Decipher
       Forgery

Level  4:
       Immunity to Musical Charms, Fears, and Callings
       Sound

Level  5:
       Legend
       1-1/2 attacks per round
       One additional Instrument

Level  6:
       Master Instrument Maker
       Musical Effects I
               Musical Charm, Musical Sleep, and
               Musical Recuperation
       Any one additional weapon or fighting skill

Level  7:
       Immunity to Magical Deafness
       One additional Thieving skill

Level  8:
       Musical Effects II
       Musical Fear, Musical Paralysis, and
       Musical Calling
       Enchant tokens
       Magic inks and scrolls
       [Gain followers]

Level  9:
       Minor Magic Items
       One additional skill
       Create Magical Instruments

Level  10:
       Two attacks per round

Level  11:
       Musical Effects III
            Musical Healing, and Wall of Sound
       Rods, Staves, and Wands

Level  12:
       Greater Magic Items

Level  13:
       Musical Effects IV
            Raise Dead, and Shatter Walls

MAGE HUNTER CLASS


     Mage hunters are unusual in that they specialize in hunting down and
often killing other magic users.  Some may work for a church or other
organization, but many work out of bars and inns taking bounty on the heads
of magic users.  Mage hunters are typically mistrusted by other magic users
for good reasons.

     Mage hunters are single class combination of hunter, assassin, and magic
user.  They can not be dual classed.  The mage hunter has the hunters
abilities to read tracks, track.  They also have the magic users ability to cast
spells.  This permits them to cast one half the number of spells per day to a
minimum of one spell per level, rounding halves up.  Mage hunters also get the
abilities to read magic, (50% chance).  Mage hunters also get some thieving
abilities, such as stealth at a level of mastery equal to their experience level
and limited skill of assassination at a level of mastery indicated on the chart
below.

     As a special ability unique to the class, mage hunters can cast spells while
wearing non-metallic and non-ironwood armor.  Semi-bulky and bulky armor
may also interfere in their ability to perform various hunting and thieving
skills.  The class of mage hunter may only be taken up by characters with a
natural inborn characteristic of being resistant to magic.  The ability is
enhanced by the study of the profession giving mage hunters a bonus to saves
against all types of spells and magic.  It should be noted that petrification
caused by the stare of a basilisk would be considered non-magical and no
bonus would be gained, while a bonus would be gained against the spell Petrify
which has the same effect.  This ability allows saving throws versus spells and
magical effects that normally do not allow saving throws.

     To be a mage hunter a character must have a minimum str: 12; int: 12;
will: 14; dex: 12; per: 10.  They attack using the semi-skilled fighters table. 
Mage hunters gain 1d6 hit points for each level of advancement.

Level 1:

       Any 2 Weapons, Tracking, Read Magic 50%, Stealth, Tracking, Stalking,
       and Assassination (level of mastery 1), Spell Casting, +1 to saves versus
       spells and magic.

Level 2:
       +2 to saves versus spells and magic

 Level  3:
       Any 1 Combat Skill

Level  4:
       Assassination  (lom  2)

Level  5:
       1 1/2 Attacks Per Round
       +3 to saves versus spells and magic

Level  6:
       1 Additional Weapon

Level  7:
       Assassination  (lom  3)
       Poisons and Venoms

Level  8:
       +4 to saves versus spells and magic
       [Establish a Keep and Gain Followers]

Level  9:
       2 Attacks Per Round

10th  level
       Assassination  (lom  4)

11th  level
       Any 1 Combat Skill

12th  level
       +5 to saves versus spells and magic

13th  level
       2 1/2 Attacks Per Round
       Assassination  (lom  5)
MONKS

       There are many societies of monks that range from evil to good in
alignment.  The members of these orders, as they are commonly known, are
constantly working to improve their own mental and physical strength and
discipline.  The first level monk has spent many years of training in a
monastery.  This training would have included training in simple weapons,
unarmed combat, hours of menial labor, and of course meditation.
       In combat the monk character uses the semi-skilled attack matrix.  Monks
get their dexterity bonuses with respect to armor class, but may not wear
armor.  Small or medium shields are permissible.  The monk may choose two
weapons of proficiency at first level.  They are restricted to weapons on the
following list:  Hand axe, throwing axe, bill, blowgun, bola, boomerang, dart,
dagger, glaive, Javelin, partisan, sling, spear, spetum, staff-quarter, long
bow, and short bow.  If the monk chooses to spend experience points on weapons
training they may later become proficient in weapons not on the above list.
       Monks may only be single classed.  A monk may only own a maximum of seven
magic items.  They may not keep more money than what is sufficient to sustain
their modest needs or the needs of their followers.

Level 1:
       Martial Arts I
       2 Weapons from monk list Stealth
       Hiding
       Climbing

Level 2:
       Weapons Defense (Weapons defense is the ability to use a single preferred
       weapon to help defend himself.  This ability gives him a bonus of plus 1
       to armor class.

Level 3:
       Protection From ESP.  ESP has only a base chance of
       35% minus 2% per level of the monk of working.

Level 4:
       One additional weapon from monks list

Level 5:
       Immunity from Diseases of any kind

Level 6:
       Two open handed attacks per round

Level 7:
       Catalepsy.  The monk has the ability to use self induced catalepsy to
       appear dead.  Duration is 20 minutes per level of the monk.

Level 8:
       One additional weapon from monks list
       Establish Monastery and gain Followers.  (At eighth level the monk may
       establish a monastery and will gain 3d8 zero level monks, and 2d8 1st
       level monks as followers.  He will gain 1d8 additional followers for
       every level beyond eighth.  These followers may advance in level but will
       leave when they reach 6th level.  These followers are students and do not
       need to be paid.)

Level 9:
       2 1/2 open hand attacks per round
       Slow Poison.  (The monk may slow the affects of poisons by slowing his
       body functions.  During this time the monk moves at 1/2 speed and may not
       perform any strenuous activities.  The poison is slowed to one tenth
       normal reaction time.

Level 10:

Level 11:
       Protection From Mind Affects.  (All charms, holds, suggestions, and
       similar mind affecting spells have only a 50% chance of being successful
       plus saving throw if appropriate.

Level 12:
       3 open hand attacks per round

Level 13:
       Bonus of +5 to saves versus mind affectsPERFORMER CLASS

       Performers are traveling entertainers, story tellers, and actors. 
Performers may be found working in inns or taverns performing for their meals
or bed, some may be found in repertory groups or with traveling shows such as
circuses, or even with bands of gypsies.

     Performers may be skilled in acting, acrobatics, dance, Juggling,
legerdemain, oratory, or music.  Those skilled in acting and the use of
costumes are able to impersonate various other classes without a great deal of
difficulty.  In addition to their other talents Performers are semiskilled
fighters using the semiskilled table to hit and having two weapons of
proficiency at first level.  Performers use a d6 for hit die.

     A performer must have a minimum int.: 12; min- dex.: 14, min- per.: 12,
min- chr.: 14.

Level  1:
       Any 2 weapons, any three performing skills

Level  3:
       Any one performing skill

Level  5:
       1 1/2 attacks per round

Level  6:
       Any one performing skill

Level  8:
       Any one skill
       [May gain followers if character establishes
       a performing troops

Level 10:
       2 attacks per round

Level 12:
       Add any 1 preforming skill

Level 13:
       Add any one skill
SAGE CLASS

       Sages are the scientists and scholars of the game.  Sages may study any
field of knowledge.  Skills acquirable by sages are found in all skill groups,
and additional ones may be devised by the player and gamemaster.  The sage
skills include: All science skills, herbal remedies, acids and gases, analyze
mixtures, dyes and inks, poisons and venoms, scents and perfumes, spices and
flavorings, wards, animal lore, herb lore, plant lore, weather lore, sea lore,
art, music, oratory, read magic (cannot cast spells), runes, command,
interrogate, and appraise treasure.  They may gain skills outside those listed
or more of those than provided for by their class description as can other
player characters by trading money and experience points for these skills. 
They fight on the unskilled attack matrix and advance using a four sided die
for hit points.

Level 1:       Any four sage skills 
               Reading and Writing
               Any one weapon

Level 2:       Any one  sage  skill

Level 3:       Any one  sage  skill

Level 4:       Any one  sage  skill

Level 5:       Any one skill

Level 6:       Any one  sage  skill

Level 7:       Any one  sage  skill

Level 8:       Any one skill
               [Keep and Followers]

Level 9:       Any one  sage  skill

Level 10:      Any one skill

Level 11:      Any one  sage  skill

Level 12:      Any one sage skill

Level 13:      Any 1 additional skillSAILOR CLASS

       Sailors ply their trade on the open oceans, sea, lakes or rivers.  They
are as their name implies sailors.  In addition to general skills of seamanship
sailors have bartering and linguistics skills that help them in their travels. 
Sailors are typically honest and hard working, unlike their roguish counterpart
the pirate.  Sailors typically are employed on merchant vessels or military
vessels.  Sailors on military vessels generally receive more weapons training
than merchant sailors, however this extra training must be purchased with
experience points as an additional combat skill.  Sailors use 8 sided hit die
and they fight on the semi-skilled combat table.

Level 1:
       Staying Afloat, Swimming, Fishing,
       Basic Sailing, 2 weapons (usually ship-type
       weapons such as cutlass, knives, or handaxes)
       Rope work;

Level 2:
       Trading, Linguistics;

Level 3:
       Sea Fighting, Signaling, Seamanship I;

Level 4:
       Sea Lore, Weather Lore;

Level 5:
       Navigation, Shipwreck Survival,
       1-1/2 Attacks per round;

Level 6:
       Seamanship II;

Level 8:
       Seamanship III,
       [May Establish Keep and Gain Followers);

Level 9:
       Mapping, 2 Attacks per round;

Level 10:
       Command Fleets, Naval Tactics;

Level 11:
       Diplomacy;

Level 13:
       2-1/2 Attacks per round.
FIGHTERS-  General Class Description


     Fighters are specialists in fighting and combat skills.  There are several
subclasses of fighters including: fighter, hunter, knight, martial artist, and
bowman.  Fighters in general gain more weapons proficiencies than do other
classes.  They are not limited in the number of combat skills they can learn
and they fight using the Skilled Attack Matrix.  Specialization in one of the
fighter subclasses can give the fighter skills not available to other classes
and fighter subclasses.

       a) Bowmen gain proficiencies in bows that allow pluses to hit and damage
       as well as gaining the manufacture of magic arrows.

       b) Fighter is a general class that allows the player to select his own
       set of skills.   They use 10-sided hit die for hit points.

       c) Hunters gain woodcraft skills in addition to their fighting skills. 
       They also gain limited spell casting ability in nature magic.

       d) Knights gain skills related to mounted combat and calvary tactics.

       e) Martial Artists gain skills in the martial arts and at higher level
       gain the use of paired weapons.

       f) Paladins are a subclass that, in exchange for following a rigid code
       of ethics, gain some immunity to mind affecting spells and potions and
       limited spell casting ability in healing magic.

As they advance fighters gain additional attacks in battle per round.  The
specific number at a level are listed by subclass description and are as
follows:

       Level 1-3: 1 attack per round, level 4-6: 1 1/2 attacks per round, level
       7-9: 2 attacks per round, level 10-12: 2 1/2 attacks per round, and at
       level 13: 3 attacks per round.  Fighters get one attack per level of
       experience against opponents of less than one hit die.

BOWMAN SUBCLASS

       Bowmen are a subclass of fighter who specialize in the use of bows and
crossbows.  Bowmen may be of any alignment.  A bowman must have a minimum
dexterity of 17.  A bowman must also have a minimum intelligence of 13 to gain
the spell using ability of bowmen sixth level or higher.  Bowmen of less than
13 intelligence are allowable but will not gain spell casting ability.  

       Bowmen may wear leather or studded leather armor, use shields made of
wood, leather, or bone, and use any magical device usable by fighters.  Bowmen
initially start with three weapons proficiencies.  One proficiency must be
either a long or short bow, one must be either a light or heavy crossbow, and
the third may be any weapon from the bowman proficiency list.  Bowmen may
become proficient in short sword, mounted archery, any missile weapon, or any
thrown or hurled weapon.  For example he may become proficient in spear
throwing, but will suffer a non-proficiency penalty of -2 for using a spear as
a hand weapon.  Bowmen may use any weapon but are subject to non-proficiency
penalties for non-proficient weapons.

Bowman Attack Table:

exper-  attacks    to hit  to dam  attacks
level       missile      arrow     arrow      melee
1-2             1.0         +1        +1        1.0
3               1.5         +1        +1        1.0
4               1.5         +1        +1        1.5
5-6             2.0         +1        +1        1.5
7               2.0         +2        +2        2.0
8-9             2.5         +2        +2        2.0
10              2.5         +2        +2        2.5
11-12           3.0         +2        +2        2.5
13              3.0         +3        +3        3.0

The to hit and damage for arrows also includes crossbow bolts.

       Bowmen advance using the fighter experience point table.  They use an
8-side die to determine hit points.  They use one 8-sided die initially and
gain one eight sided die for each level of experience.


Class attributes:

       1) Bowmen, due to their extensive training in archery, have an initial +1
to hit with a bow or crossbow.  They gain an additional +1 to hit with a bow or
crossbow for each additional three levels of experience.

       2) Bowmen gain a +1 to damage with a successful hit with an arrow or bolt
beginning at fourth level.  They gain an additional +1 to damage for each level
beyond.  Thus at sixth level a bowman will do an additional +3 to damage per
hit with an arrow or crossbow bolt.

       3) To advance bowmen must learn the skills of a fletcher and become
knowledgeable in the history and proficient in the construction of bows,
crossbows, arrows, and bolts.  This training must be taken under the auspices
of a Master Fletcher.  At first level bowmen are considered novices, at levels
two through three they may become apprentices, at levels four through six they
may become Journeymen, and at levels seven and above they may become master
fletchers.

       4) Bowmen may perform the thieving abilities of moving silently and
hiding in shadows at the same ability as a thief of the same level.

       5) Bowmen at the sixth level, if of intelligence 13 or higher, are able
to create Arrows (or Bolts) of Spell Storing and gain limited spell casting
ability.  These spells may only be cast on their specially prepared arrows of
Spell Storing and will only take effect when the arrow is discharged.  The
creation of Arrows of Spell Storing is described below along with a description
of spells usable by bowmen.


Arrows Of Bowman Spell Storing:

       A sixth level bowman may create a total number of arrows able to store up
to six total bowman spell levels per day.  Thus he may create in one day six
arrows able to hold first level spells, three arrows able to hold second level
spells, or two arrows able to hold third level spells, and so forth in any
combination up to a total of six bowman spell levels.  For each experience
level above sixth attained by the bowman, he is able to create one more spell
levels of arrows.

       Each Arrow of Bowman Spell Storing must be carefully hand made by the
bowman.  The materials used in the construction of the arrow must be
appropriate for the type of spell cast upon it.  For example an arrow of white
light might be made of a white wood or bone shaft, fletched with white
feathers, and have a head made of white flint or crystal.  Materials used in
the arrows should always be of the finest quality and any special properties of
the material should be related to the magic to be cast upon it.  Materials used
may include, but are not limited to arrowheads of expensive metals or crystals,
shafts of rare wood, feathers of some unusual creature, stains made from
monster blood, and magical runes carved upon the arrow's nock.
       Each Arrow of Bowman Spell Storing may only hold one spell.  Once used
the spell stored within the arrow is discharged.  However, the arrow itself, if
not broken or destroyed in the attack, may be recharged with the same spell
without the needing another Arrow of Spell Storage cast upon it.  For example a
crystal arrowhead may shatter if it hits a rock wall and be broken or a
fireball arrow made of wood would surely be destroyed in the resulting
fireball.  Arrows of Spell Storage may be recharged once per day.  An indicator
may be placed on an arrow, such as a small glowing gem, that would indicate if
the arrow carried a spell or not.


Arrows of Spell Storing 

       At ninth level the bowman is able to create arrows that will hold first
level spells from any field of magic.  These spells can be cast on a specially
arrow, prepared as described for arrows of bowman spell storing, by anyone at
the bowman's bidding.  At eleventh level the bowman is able to create arrows of
spell storing that will hold second level spells from any field of magic.  At
twelfth level the bowman is able to create arrows of spell storing that will
hold first through third level spells from any field of magic.  These are
counted against the total number of spell levels of arrows creatable by the
bowman as if they were bowmen spells.


Arrows Of Venom:

       Arrows of Venom are non magical arrows coated with a poison, venom, drug
or potion.  They may be made and used by bowman at fifth level subject to the
same restrictions in alignment, use, and handling as daggers of venom or other
poisoned weaponry.


Arrows of Slaying:

       An Arrow of Slaying is a +3 arrow or bolt that will slay one particular
monster type upon a successful hit.  A saving throw versus death may be made at
the discretion of the Gamemaster.  These may be created by the bowman at tenth
level when the bowman gains the fifth level bowman spell of Slaying.  For
example an Arrow of Dragon Slaying could not be created because there are
several different types of dragon.  An Arrow of Red Dragon Slaying however is
quite possible.  An Arrow Of Slaying requires that a piece of a monster of the
same type as to be slain must be incorporated into the arrow.  The arrow is
completely destroyed upon a successful attack.  An Arrow of Slaying not broken
during an unsuccessful attack may be recharged.  Only one Arrow of Slaying
spell may be cast by the bowman per week.  Only one Arrow of Slaying may be
created anew per month.  For example one Arrow may be created, and three
recharged per month; or four may be charged per month.
Bowman Spells:

       At sixth level a bowman with an intelligence of thirteen or greater may
study and learn from a limited number of spells.  These spells may only be cast
upon arrows or crossbow bolts.

Table 1:

Level          1st    2nd     3rd    4th     5th
6              1
               Arrow of Spell Storing- Bowman spells (maximum of one level per
               spell per day)
7              1      1
8              2      1       1
9              2      2       1      1
               Arrow  of Spell Storing- 1st level spells
               (maximum 1 per week/ first level ability)
10             2      2       2      1       1
11             3      2       2      2       1
12             3      3       2      2       1
               Arrow  of Spell Storing-  1-3 level
               (maximum 1 per month/ third level ability)
13             3      3       3      2       1


First Level Bowmen Spells:

       Charm Person- Same as magic user 1st charm person spell.  Discharges upon
       impact, Does no physical damage.

       Sleep- Same as magic user sleep spell.  Discharges upon impact.  Arrow
       does no physical damage.

       Light- Same as magic circle of light spell.  Discharges upon release or
       impact as determined during construction by the bowman.

Second Level Bowmen Spells:

       Darkness- Reverse of light spell.  Same as circle of darkness spell. 
       Discharges upon release or impact as determined during construction by
       bowman.

       Haste- Same as magic haste spell.  Discharges upon impact.

       Slow- Same as magic spell.  Discharges upon impact.

Third Level Bowmen Spells:

       Arrow +1 -  This spell will enable an Arrow of Spell Storing to become an
       arrow +1 with a +1 to hit upon release and a +1 to damage upon impact.

       Flame Arrow- Similar to magic flame arrow spell.  Arrow will burst into
       normal flame upon release from bow.  Flame will not consume the Arrow of
       Spell Storing.

       Hold Person- Same as magic hold person spell.  Discharges upon impact. 
       Does no physical damage.

Fourth Level Bowmen Spells:

       Confusion- Same as Magic user confusion spell.  Discharges upon impact.

       Fear- Same as magic user fear spell.  Discharges upon impact.

Fifth Level Bowmen Spells:

       Slaying- A form of limited death spell.  This spell enables a bowman to
       create an arrow of slaying +3 that will slay one particular monster type
       upon a successful hit.  Saving throws at the discretion of the
       Gamemaster- This spell only will give a bonus to hit or damage for the
       type of monster for which it was created.  It is only a normal arrow
       against any other type of monster and is destroyed on a successful hit.
Bowman Skill Table:

Level 1:
       Archery; Novice Fletcher/Bower;
       Bow, Crossbow, and one additional weapon;
       One additional combat skill.

Level 2:
       Apprentice Fletcher/Bower.

Level 3:
       Riding; Mounted Archery.

Level 4:
     One additional weapon or combat skill.

Level 5:
       Poisons and Venoms;
       Journeymen Fletcher/Bower.

Level 6:
       Bowman Spell Arrows.

Level 7:
     May Become A Master Fletcher/Bower

Level 8:
       [Establish a Keep and Gain Followers]

Level 9:
       First level Spell Arrows;  Any one
       Additional weapon or combat skill.

Level 10:
       Arrows of Slaying.

Level 11:
       One Additional Skill.

Level 12:
       First to Third Level Spell Arrows,

Level 13:
       One Additional skill
Dragon Riders

       For thousands of years men have hunted dragon and dragons have slain man. 
Then nearly five hundred years past a healer of Some art was captured by a great
drake, but in so doing this the wyrm was wounded in exchange for his life the
spell caster traded healing magic.  The dragon accepted graciously then ate him
promptly.  The dragon returned home only to ponder on the usefulness of such
things such as man, after he had told his mate his story she spoke of how useful
such a creature would be in every day life.  The dragon and his dame then
attacked the nearest town capturing as many humans as possible they kept some and
sold some to other dragons.  The practice of keeping slaves to aid dragons was
started, and so begins the tale of the rider as written by Aseric from 'the Song
of the Wyrm'.
       Over the years dragons and riders have evolved into more of a partnership. 
A rider will still often receive sharp commands from his dragon which he often
follows as does the dragon often treat his rider as a father often treats a young
child.  Dragon riders over the years have devolved a strict code of rules which
they follow strictly.  These rules are as follows, a rider never wear any form
of protection from failing or flying device (life with out dragon has no
meaning), a rider splits all treasure with his dragon as does his dragon share
treasure with him, a rider never wears anything but non or semi bulky armor, a
rider can not weigh any more than 250 pounds including equipment.  To be a dragon
rider a character must have a minimum strength of 15, intelligence of 12, and
dexterity of 13.  Dragon riders use an 8 sided die for hit points.


Level  1:
       Aerial combat
       Any 2 weapons of proficiency
       Proficiency in lance
       Any 1 combat skill
       Dragon language
       Dragon lore

Level  2:
       Rider receives a 2 sided die

Level  3:

Level  4,
       Any 1 combat skill

Level  5:
     1-1/2 attacks per round
       Rider receives dragon lance
       (The dragon lance is a magic spear of normal appearance  with a +1 to hit
       +1 to damage.  However when carried by a dragon rider from dragon back it
       becomes a great lance 20 foot in length.)

Level  6:
       Dragon lance gains the ability to heal 1d4 points of
       damage once per day.
Level  7:
       Lance becomes a +2 weapon

Level  8:
       Any 1 weapon
       Lance becomes a +3 weapon and the ability to heal improves to become heal
       1d6+1 hp per day.

Level  9:
       Lance becomes +3 weapon, +4 vs dragons.

Level 10:
       Lance becomes +4 weapon+5 vs dragons
       Rider gets 2 attacks per round

Level 11:
       Any one skill
       Lance becomes a +5 weapon that does double damage vs dragons.

Level   12:
       Lance gains the ability of dragons fire (dragons fire does   5d6 hp of
       magical fire damage, no save possible, power is usable once per day.)

Level   13:
       Rider gets 2-1/2 attacks per round
       Lance gains the power of dragon ice (dragons ice does 5d6 hp of magical
       ice damage, no save possible, power is usable once per day.)

FIGHTER SUBCLASS


       Fighters as the name implies specializes in fighting and weapons.  A
fighters most important attribute is strength.  A fighter subclass character must
have a minimum strength of 12 and a minimum constitution of 9. The Fighter
Subclass uses a 10 side die for hit points as they advance.

Level  1:
       Any 4 weapons
       Any 3 armed combat skills (does not include martial arts)
       Fighter Strength (if strength is 16 or greater)

Level  2:

Level  3:
       Any 1 combat skill

Level  4:
       One additional weapon
       1 1/2 attacks per round

Level  5:

Level  6:

Level  7:
       One additional weapon
       2 attacks per round

Level  8:
       Any one skill
       [Keep and Followers]

Level  9:

Level  10:
       2 1/2 attacks per round

Level  11:
       One additional weapon

Level  12:

Level  13:
       3 attacks per round
HUNTER

       Hunters are a subclass of fighter.  Hunters, as the name implies,
specialize in hunting and other wilderness skills.  hunters are limited to
wearing non-bulky armor and generally prefer to wear clothing made of leather or
wool suitable for wilderness use.  At eighth level hunters gain limited spell
casting ability.  These spells will come from the nature magic table of spells. 

Number of spells per level:

    Level of      Level of spell
     Player           1       2      3

        8             1       -      -
        9             2       -      -
       10             2       1      -
       11             2       2      -
       12             3       2      -
       13             3       2      1

Hunters must have a minimum strength of 12, minimum intelligence of 13, minumum
dexterity of 9, and minimum perception of 14.  Hunters use d8 for hit die, and
fight on the skilled attack matrix.

Level 1:       Any 3 weapons (one must be a missle weapon)
               Tracking, Animal Lore, Hunting/ Fishing/ Trapping
               Camping, Stalking, Foraging

Level 2:       Fighter Strength (if strength >15)

Level 3:       Add any woodcraft or combat skill

Level 4:       1 1/2 attacks per round

Level 6:       Herb Lore

Level 7:       2 attacks per round

Level 8:       Limited spell casting
               [May establish lodge and gain followers]

Level 10:      2 1/2 attacks per round

Level 11:      Herbal remedies

Level 13:      3 attacks per round           


KNIGHT SUBCLASS

       Knights are specialists in mounted combat.  They are knighted by their
master upon reaching the end of their apprenticeship and gaining first level. 
They become a Grand Knight and may in turn knight others upon reaching 8th level. 
Knights follow a rigid code of conduct in which they never break their word,
whether they are of good, neutral, or evil alignment.  Knights disdain missile
weapons as unmanly and typically fight only in hand-to-hand combat.  They may
wear any type of armor and ride any type of mount.  They fight on the skilled
attack matrix and use 2d4 hit die per level of advancement to determine hit
points.

Level  1:
       Any 3 weapons                       Reading and Writing
       Riding                              Fighter Strength 
       Mounts                              (if str = 16 or 16+)
       Mounted Combat I

Level  2:
       Diplomacy

Level  3:

Level  4:
       Mounted Combat II
       1 1/2 attacks per round

Level  5:
       Any one combat skill or additional weapon

Level  6:

Level  7:
       2 attacks per round

Level  8:
       Become a Grand Knight and may knight others
       Any one skill
       [Gain followers if a keep is established]

Level  10:
       2 1/2 attacks per round

Level  11:
       Any one combat skill

Level  12:

Level  13:
       3 attacks per round
MARTIAL ARTIST SUBCLASS

       Martial artists practice the ancient arts of weaponless combat and defense. 
It is not possible to use martial arts skills while wearing anything but clothing
or non-bulky armor.  Martial artists always get first attack when attacking with
the martial arts skills.  They gain bonuses of +2 for saves versus dexterity due
to their training.  This bonus does not apply to dexterity skills or armor class
adjustments.  Martial artists must train under a master for several years before
reaching first level.  They fight as skilled fighters and use 8 sided die for hit
points when advancing.  Minimum dexterity of 15 is required for martial artists.

Level 1:
       Any 2 weapons
       Martial Arts I
       Acrobatics I
       Climbing
       Stealth
       Fighter Strength (if str = 16 or 16+)

Level 2:
       Any one combat or thief skill

Level 4:
       Martial Arts II
       1 1/2 attacks per round

Level 5:
       One additional weapon

Level 7:
       2 attacks  per  round

Level 8:
       Paired weapons
       [May gain followers if character
       establishes monastery or school]

Level 9:
       Immunity from pain

Level 10:
       2 1/2 attacks per round

Level 12:
       Go without sleep up to 14 days

Level 13:
       3 attacks  per  round
PALADIN SUBCLASS

       Paladins are a subclass of fighters that follow a rigid code of honor.
Paladins may either be good or evil in alignment, but may not be neutral. 
Paladins are always true to their word and will fight to their death to promote
their ideals.  A good paladin will never commit and evil act and will fight to
prevent an evil act from taking place, even against others in his own party.  He
will never ally himself with any type of evil character.  He will be relentless
in his pursuit of the destruction of evil.  An evil character will work to
promote the forces of evil and to pervert the actions of good and neutral
characters to aid the side of evil.  By remaining true to their word and ideals
at high level the paladin gains limited magic powers in the field of healing. 
By breaking their trust paladins will loose two full experience levels and all
spell casting abilities and become normal fighters.  They fight on the Skilled
Attack Matrix and use an eight sided die for hit points upon advancement.

Level 1:
       Any 3 weapons;  Any two armed combat skills
       Fighter Strength (if strength 16 or greater)

Level 3:
       One additional weapon or combat skill

Level 4:
       1 1/2 attacks per round
       Plus 1 to saves  versus  mind  affects

Level 7:
       2 attacks per round

Level 8:
       Plus 2 to saves  versus  mind  affects
       [May Establish Keep and Gain Followers]

Level 9:
       One 1st level healer spell per day

Level 10:
       2 1/2 attacks per round
       One 1st level, one 2nd level healer spell per day

Level 11:
       Two 1st level, one 2nd level healer spell per day

Level 12:
       Plus 3 to saves versus mind affects
       Three 1st level, two 2nd level healer spells per day

 Level 13:
       3 attacks per round
       Three 1st level, two second level, one 3rd level
       healer spells per day.
THIEVES-  General Class Description

       Thieves are one of the major classes of player characters in the Frank
Universe game.  Thieves poses skills which are a virtual must on almost any
adventure.  Subclasses of thieves range from assassins to pickpockets.  By
selecting various thieving skills and controlling advancement in those skills,
each thief can be individually designed by the player to become a unique player
character.

       At first level all thieves acquire a first level of mastery in Climbing,
Hiding, Lock Picking, Stealth, and Traps.  The also gain two additional 'levels
of mastery, to spend on other thieving percentile skills at first level. 
Thereafter the thief will gain for each level of advancement 6 'levels of
mastery' to be distributed among his thieving percentile skills.  For example a
thief may advance in six different skills one level, three different skills two
levels, two different skills three levels, or some combination that totals up to
six.  The thief may not advance more than three levels of mastery in a particular
skill for each level of actual player character advancement.  Aside from
pickpocketing for pickpockets, a thief may not gain a level of mastery greater
than thirteenth.  By this means a thief can by specializing in a particular
ability or group of abilities advance faster in these skills.  For special
subclasses of thieves certain skills are designated as prime requisites.  The
level of mastery of these skills must be equal to or greater than the level of
the player character as a thief.  The following lists the total levels of mastery
per character level:

       1st-7, 2nd-13, 3rd-19, 4th-25, 5th-31,
       6th-37, 7th-43, 8th-49, 9th-55, 10th-61,
       11th-67, 12th-73, 13th-79.

       Non-thieves may acquire a maximum of four thief skills and achieve a
maximum of 6th level of mastery in any of these skills.  All thieves are
considered to be one class, therefore a player character cannot be duel class,
such as spy/pickpocket or thief/thief within the thief class itself.  Various
types of thieves are simply subclasses within the general class thief.

       Ninjas are a special, separate, class that combines aspects of assassin and
martial artist classes.  They only get thieving skills specified in the class
description.  They do not get backstabbing.

       Backstabbing is an ability gained by some thieves.  It is an attack from
behind that takes the victim unawares.  A backstab gains a +2 to hit.  At levels
1-4 a successful backstab will do double damage, 5-8 does triple damage, 9-12
does quadruple damage, and at 13th level does quintuple damage.

       All thieves speak a secret language called 'Thieves Cant.'  Throughout the
universe thieves have formed secret societies and guilds.  Guild houses give the
thief a chance to rest from injuries, hide from the authorities, and aid fencing
his stolen goods.  Assassins guilds are typically separate from the other thieves
guilds.  The guilds are territorial and may resort to violence against outsiders
and independents.

       Thieves with decipher who are able to read magic at the 10th through 13th
level of mastery and are able to cast spells from magic scrolls of any type. 
There is a 50% chance of spell failure.  A failure indicates that nothing happens
or the spell does not work as intended.

       Thieves have no restrictions on weapons they may use.  The number of weapon
proficiencies they gain is by class description.   Knife throwing gained as a
performing skill does not count against allowable weapons proficiencies nor do
bludgeons used for waylaying.  Thieves may only wear leather or non-bulky armor
while performing dexterity requiring thieving skills.  They may use helms and
shields.


Thieves Percentile Skills:

       Levels  of   Mastery


LOM  Hiding       Stealth  Climbing  Pick Locks    Traps

01     35          55         85          30         30
02     40          60         86          35         35
03     45          65         87          40         40
04     50          70         88          45         45
05     55          75         89          50         50

06     60          80         90          55         55
07     65          85         91          60         60
08     70          90         92          65         65
09     75          91         93          70         70
10     80          92         94          75         75

11     85          93         95          80         80
12     90          94         95          85         85
13     95          95         95          90         90


LOM  Lying/Con      Pick-Pockets     Spying
                                  Tailing/Infiltrating


1      60/35                  35             35/70
2      65/40                  40             40/75
3      70/45                  45             45/80
4      75/50                  50             50/85
5      80/55                  55             55/86

6      85/60                  60             60/87
7      90/65                  65             65/88
8      91/70                  70             70/89
9      92/75                  75             75/90
10     93/80                  80             80/91

11     94/85                  85             85/92
12     95/86                  90             90/93
13     95/87                  95             95/94


LOM  Evade Pursuit    Waylay        Decipher
                                     Lang./Code/Magic

01        35            35        10/ 0/ 0
02        40            40        15/ 5/ 0
03        45            45        20/ 10 / 0
04        50            50        25/ 15 / 0
05        55            55        30/ 20 / 0

06        60            60        35/ 25 / 0
07        65            65        40/ 30 / 0
08        70            70        45/ 35 / 0
09        75            75        50/ 40 / 0
10        80            80        55/ 45 / 50

11        85            85        60/ 50 / 51
12        90            90        65/ 55 / 52
13        95            95        70/ 60 / 53

Percentages may vary depending on particular circumstances,
plus  racial and  dexterity  bonuses and penalties, and at the discretion of the
Gamemaster.
ASSASSIN SUBCLASS

       Assassins are a special subclass of thief whose primary skill is
assassination.  A successful assassination attempt allows an opponent to be
killed with a single properly placed blow.  Assassins are typically of evil
alignment, although assassins of other alignments are possible.
       In an assassination attempt the assassin must first roll a successful hit
on the attack matrix.  If the hit is successful then a second percentile role is
made to determine if the victim was killed outright or simply wounded.  The
chance for a successful assassination attempt is base 30% plus or minus 5% per
level of difference between the assassins level of mastery and the experience
level or number of hit die of the victim.  Assassinations attempts on various
monster types may or may not be possible at the discretion of the game master. 
All assassination attempts must be surprise or unseen attacks.

Level  1:
       All 1st  level  thieving  skills
       Thieves Cant
       Backstabbing
       Any two weapons

Level  2:
       Poisons and Venoms
       Assassinate  (prime   requisite)
       Any 1 additional skill

Level  3:
       Any 1 additional weapon

Level  4:
       Use of  Mind  Affecting  Potions

Level 5:
       Any 1 additional thief skill

Level 7:
       2 attacks per round

 Level 8:
       Assassins may gain followers if a headquarters
                      or guild house is established

Level  9:
       Any 1 additional weapon or fighting skill

Level 11:
       Any 1 additional thief skill

Level 13:
       Any 1 additional skill.
       3 attacks per roundNINJA CLASS

       Ninjas are a single classed combination of assassin and martial artist with
limited abilities taken from each of those two classes.  Ninjas cannot be dual
classed and must be of evil or neutral alignment.  They tend to be secretive and
loners aside from joining various ninja or assassin guilds.  They often wear
masks and do not wear bulky or semi-bulky armor.  A ninja once accepting a
contract will carry it out no matter what the personal cost to themselves.  They
will carry out the task even if it means their own death.

     They are skilled fighters using skilled attack table.  They  use a 6 sided
die to determine hit points upon advancement.

       A ninja character must have a minimum dex: 14, minimum str: 14.  They can
not gain fighter strength capabilities.

Level 1:
       Assassination, Climbing, Evade Pursuit, Hiding, Martial Arts I, Stealth,
       Thieves Cant, 3 weapons.

Level 2:
       Appraise Treasure.

Level 4:
       Poisons, 1 additional thieving skill;

level 5:
       1-1/2 Attacks per round;

Level 6:
       Martial Arts II;

Level 7:
       Any additional weapon or combat skill;

Level 8:
       [May Establish School and Gain Followers;

Level 9:
       Paired weapons, 2 Attacks per round;

Level 11:
       Any Additional skill;

Level 13:
     2-1/2 Attacks per round;
PICKPOCKET SUBCLASS
       Pickpockets are a special subclass of theif who specialize in picking
pockets.  Theives choosing this subclass gain street fighting, sleight of hand,
and streetwise in addition to their theiving skills.  In addition the pickpocket
gains an additional 5% for each level of mastery and can exceed the 95% maximum
limit of non pickpockets.  Therefore a 13th level pickpocket using level of
mastery advancements on this skill can raise this value to 150%, racial and
dexterity bonuses included, to succeed in a pickpocketing attempt.  Greater than
100% values are allowable as the prospective victim gains a 5% per experience
level to detect and prevent the pickpocket from succeeding in the attempt.  The
prime requisites for the pick pocket are picking pockets and evade pursuit. 
These two skill must have a level of mastery at least equal to the experience
level of the pickpocket.  A pickpocket must have a minimum dexterity of 14.

Level 1:       All 1st level theiving skills
               Thieve's Cant
               Backstabbing
               Any 2 weapons

Level 2:       Street Lore
               Sleight of Hand
               Evade pursuit (prime requisite)
               Picking pockets (prime requisite)

Level 3:       Street Fighting
               Appraise Treasure             

Level 5:       Any 1 additional theiving skill

Level 7:       Any 1 additional weapon or fighting skill

Level 8:       [May gain followers if character establishes a hideout]

Level 10:      Any 1 additional skill

Level 13:      Any 1 additional skill
PIRATE SUBCLASS

       Pirates are a semi-skilled subclass of thief who ply their trade on the
open oceans, sea, lakes or rivers.  They are as their name implies pirates who
ply their trade by robbing merchant ships, and attacking shoreline villages. 
They may pose as ordinary sailors in order to lure unsuspecting merchant ships
within range of attack.  They have seamanship skills that enable the to ply their
trade, along with some thieving skills such as Waylay and Appraise Treasure. 
Pirates use 6 sided die to determine hit points upon advancement.

Level 1:
       Staying Afloat, Swimming, Fishing, Brawling, Seamanship I, 2 weapons
       (usually ship-type weapons such as cutlass, knives, or hand axes) Rope work,
       Thieves Cant;

Level 2:
       Waylay, Appraise Treasure, Lying;

Level 3:
       Sea Fighting, Signaling;

Level 4:
       Sea Lore, Weather Lore, Seamanship I;

Level 5:
       Navigation, 1-1/2 attacks per round;

Level 6:
       Shipwreck survival

Level 7:
       Seamanship II, 1 additioanl skill

Level 8:
       [May gain followers if a pirate keep or ship is established]

Level 9:
       Mapping, Seamanship III
       2 attacks per round

Level 11:
       Command Fleets, Naval Tactics;
       Diplomacy

Level 13:
       2-1/2 attacks per round.
SPY SUBCLASS

       Spies are a special subclass of theif whose primary skill is spying.  Spies
may be of any alignment.  The level of mastery of spying skill must at least be
equal to the experience level of the spy after second level.

level 1:
       All 1st level theiving skills
       Lock picking (prime requisite)
       Backstabbing
       Theive's Cant
       Any two weapons

Level 2:
       Spying (prime requisite)
       Reading and writing
       Interrogate

Level 3:
       Decipher
       Forgery

Level 5:
       Impersonation
       1 1/2 attacks per round

Level 7:
       Any 1 additional theif skill

Level 8:
       [May gain followers if a headquarters or
       base is established]

Level 9:
       Any 1 additional weapon or fighting skill

Level 10:
       2 attacks per round

Level 11:
       Any 1 additional theif skill

Level 13:
       Any 1 additional skill

THIEF SUBCLASS

       The general thief class has no prime requisite skills and may advance in
thief skills however he chooses.  Thieves are usually of neutral or neutral evil
alignments.  However some specialized thieves may be truly evil, or neutral good,
or even good in alignment depending on their own personal code of honor.

Level 1:
       All 1st level thieving skills
       Backstabbing
       Thieves Cant
       Any two weapons

Level 2:
       Waylay
       Use of a bludgeoning weapon useful
            for waylaying
       Any 1 additional skill

Level 3:
       Any one thief skill

Level 5:
       Any 1 additional weapon or fighting skill
       1 1/2 attacks per round       

Level 7:
       Any 1 additional thief skill

Level 8:
     [May gain followers if character
       establishes hideout or bandit strongholds

Level 9:
       Any 1 additional skill

Level 10:
       2 attacks per round

Level 11:
       Any 1 additional thief skill

Level 13:
       Any 1 additional skill.
PSIONICS

       Psionic is a class in which characters train their minds to develop natural
psionic abilities within themselves.  Individuals With no natural psionic
abilities cannot become this claSS of player character.  The class of psionic may
be taken up by any member of a race with natural psionic abilities or by any
member of a non-psionicly endowed race who rolls wild psionic talents as
described in the procedure below@ Characters with psionic abilities will have a
base number of psionic points equal to 5 psi points per point of intelligence.
       Once becoming a psionic (as a class), the player character will gain two
psi points per hit point whether they are single or dual classed.  Wounding of
the player character does not cause a loss of psi points.  Psionics use four
sided die for hit points as they advance and fight on the unskilled fighter
attack matrix.  Psionics may advance until reaching thirteenth level or until
reaching the limits or restrictions for their person or race.  A roll must be
made to determine maximum level reachable for races with limited abilities or
those with wild talents.
       A list of psionic disciplines presently known is given below.  This list
eliminates some items generally considered psionic abilities.  One 'ability' that
was eliminated was precognition.  Precognition, and other means magical or non-
magical, of foretelling the future can not work logically within the game
structure.  The gamemaster is advised if a player claims to have precognitive
powers, predict the permanent death of that character within thirty minutes and
no matter how that character plays or what he does have that character die within
thirty minutes.

       Psionics use their minds to tap and channel energy from a band of power
existing within the Frank Universe.  This tapping of power uses psi points at a
rate listed per ability.  These points are regained at a rate dependant on the
level of physical activity of the character.  Psi points cannot drop below 0, and
if they reach 0 the character will be very weak and will act as if dazed until
he has rested for one hour and regains some psi points.

Psi Points Regained per hour

Hard Exertion (fighting/labor)   0
Medium (walking/riding)          4
Light (sitting/eating)          12
Sleeping (asleep/unconscious)   24

       Wild psionic abilities are those psionic abilities that randomly appear in
a non-psionic race or that are not normally found or occurs out of order in a
naturally psionic race.  They are the weeds of psionic powers.  Wils psionic
talents are partially hereditary.  For each parent or grandparent having at least
one wild psionic talent, add 10% to the chance of the character to have wild
psionic talents.  Add 1 to the d12+1 roll for maximum level attainable as a
psionic class for each parent or grandparent having wild psionic talents. 
Similarly there is a 10% chance of having the same talent as the parent or
grandparent.  Thus if only one of them had a particular talent, the chance of
having the same talent would be 10%, if two had the talent the chance of having
the same talent would be 20%.  this does not add to the total number of talents
figure rolled for the character.  These potential heriditary talents are rolled
first to see if they are inherited.  If they are not inherited, then the
particular talents are rolled randomly.
       An example of a wild psionic talent would be if one individual in a
normally non-psionic race were to develop one very powerful Psionic ability and
no others.  P,i pointS for non-psionic class characters with natural or wild
psionic talents are equal to 3 psi points per point of intelligence with no
additional points gained at higher levels.  Psionic class characters gain psi
points as described above.

     The chance for wild psionic talents and the number of wild talents gained
are listed below.  The specific abilities gained are determined by random roll
on the Psionics Discipline Table,

Percent Chance Of Wild Psionic Abilities

               % =  105  minus  Intelligence  minus  Racial  bonuses

               Races with no normal psionic abilities = 0 bonus
               Races with one normal psionic ability = 10 bonus
               Races with several psionic abilities = 20 bonus


Number  Of   Wild     Talents

      01-50 = 1       talent
      50-75 = 2       talents        Specific talents are
      75-90 = 3       talents        rolled randomly
      90-95 = 4       talents
      96-99 = 5       talents
       100  = 6       talents

Maximum Experience Level Attainable:

       Sions and Zygarians-  13th Level;

       For races with limited abilities or those with wild
       talents:
               Roll 1dl2 plus 1 for each natural or wild psionic talent.

Class Attributes:

       The class of psionic has several special abilities learned to reach first
level:
       1)  ESP- cost:  no psi point cost per round; duration: time of
       concentration; range: 90 feet plus 10 feet per level.
       2) ESP Shield- cost:  no psi points per round; duration: time of
       concentration; range: individual only.
       3) Telepathy- cost:  no psi points per round; duration: time of
       concentration; range; variable dependant upon relationship between those
       involved.
       4) Detect Mind Reading- cost: no psi point cost per round; duration:
       continuous but more effective when concentrating; range: individual only.

ESP
       ESP is a psionic power that enables the psionic to read another's mind. 
This power will enable the psionic to obtain general impressions only and not
specific details or information.  Often a form of twenty questions is used to
interrogate a prisoner and ESP is used to determine the truth or falsehood of his
answers. ESP is 90% effective against non-psionic humanoids.  Against other
psionics ESP is effective as described below.  Special psionic powers, magic
devices, spells, or potions may also affect the final percentages.  ESP against
a psionic is effective 50% of the time plus or minus the difference in psionic
strength points and plus or minus 5% per difference in level if both are of the
psionic class.  Therefore ESP would typically be more than 50% effective against
a character with less psionic strength points or of lower level and would be less
than 50% effective against characters having more psionic strength point or of
higher level.  An exception would be if a lower level character has more psionic
strength points than a higher level character, but the percentage chance would
still be calculated as listed.

ESP SHIELD
       An ESP Shield prevents the users mind from being read while he is
concentrating on maintaining the shield.  No other psychic activity is allowed
during this time, although he may engaged in limited physical activities such as
riding, talking, or walking, He may not engage in strenuous activities, such as
combat, and maintain his ESP Shield.  Effectiveness of the shield versus psionics
is as described under ESP.

TELEPATHY
       Telepathy allows mind to mind communication between two psionics as if they
were talking.  Pictures, sounds, impressions, experiences, or memories may also
be communicated if desired.

DETECTING MIND READING
       A psionic has a base 50% chance plus 5% per level of detecting attempts to
read his mind while not concentrating.  If concentrating on detecting attempts
or on maintaining his ESP shield a psionic has an 80% plus 1% per level chance
of detecting mind reading attempts.  Differences in psionic strength points or
class level between the two psionics make no difference.


PSIONIC CLASS ADVANCEMENT TABLE

Experience   Psionic Disciplines    Special Powers
  Level   1st 2nd 3rd 4th 5th 6th     % Chance
    1      1   -   -   -   -   -        10
    2      2   1   -   -   -   -        15
    3      2   2   1   -   -   -        20
    4      3   2   2   1   -   -        25
    5      3   3   2   2   1   -        30
    6      4   3   3   2   2   1        35
    7      4   4   3   3   2   2        40
    8      5   4   4   3   3   2        45
    9      5   5   4   4   3   3        50
   10      6   5   5   4   4   3        55
   11      6   6   5   5   4   4        60
   12      7   6   6   5   5   4        65
   13      7   7   6   6   5   5        70

       A psionic will have the attack mode mind blast and the defense mode mind
blast at first level.  Psionics gain talents as soon as they earn the experience
points and can use them immediately.  However until training is received and
until they have had an opportunity to practice, their control of the effects may
be erratic.


Level 1:
       ESP,  ESP Shield,  Telepathy, Detect Mind Reading
       Mind Blast, Mind Fortress 
       Any one skill
       Any one weapon

Level 4:
       Any one science skill

Level 6:
       One additional weapon

Level 7:
       one additional skill

Level 8:
       [May establish a keep and gain followers]

Level 9:
       Use of Two Psionic Abilities per round or at one time

Level 10:
       Immunity from mind affecting magic

Level 12:
       Immunity From mind affecting potions

PSIONIC DISCIPLINES

SPECIAL
     Rolls      Discipline                Cost
     1  01-     Astral Projection        5/ minute
     2  02-     Energy Door             25/ use
     3  03-     Firestorm               25/ use
     4  04-     Mass Domination         15+/ use
     5  05-     Mind Bar                 5/ 10 minutes
     6  06-     Resurrection            50/ use
     7  07-     Shape Change            20/ use
     8  08-     Teleportation           20/ use
     9  09-     Time Stop               50/ minute
    10  10-     Ancestral Memory         5/ minute
    11  11-     Roll again
    12  12-     Choose any from 01-10

FIRST LEVEL
     1  13-     Animal Telepathy         2/ minute
     2  14-     Aura Reading             2/ minute
     3  15-     Blink                    5/ use
     4  16-     Clairaudience            5/ minute
     5  17-     Clairvoyance
     6  18-     Detect Magic             5/ minute
     7  19-     Empathy                  5/ minute
     8  20-     Hypnosis                15/ use
     9  21-     Small Fire               5/ use
    10  22-
    11  23-
    12  24-

SECOND LEVEL
       1  25-         Charm Person            10/ use
       2  26-         Featherfall             10/ 20 feet
       3  27-         Infravision              1/ 10 minuets
       4  28-         Invisibility             1/ 1 minuet
       5  29-         Psychic Healing          5/ hit point
       6  30-         Psychic Impression       5/ 1 minuet
       7  31-         Sending                  5/ use
       8  32-         Undetectable Lie         10/ use
       9  33-
       10 34-
       11 35-
       12 36-

THIRD LEVEL
       1  37-         Cause Fear               10/ use
       2  38-         Charm Animals            12/ use
       3  39-         Levitation                1/ 1 minuet
       4  40-         Location                 10/ use
       5  41-         Mind Over Body           50/ use
       6  42-         Object Reading            5/ 1 minuet
       7  43-         Plant Telepathy           5/ 1 minuet
       8  44-         Telempathic Sending       5/ 1 minuet
       9  45-
       10 46-
       11 47-
       12 48-

FOURTH LEVEL
       1  49-         Aura Alteration             20/ use
       2  50-         Charm Plants                15/ use
       3  51-         Cure Feeblemind             20/ use
       4  52-         Ego Attack                  10/ use
       5  53-         Heat                         5/ minute
       6  54-         Identity Shield             20/ use
       7  55-         Mind Barrier                 2/ use
       8  56-         Read Languages               15/ 10 minutes
       9  57-         Suspended Animation          15/ use
       10 58-         Tongues                      15/ 10 minutes
       11-12 59-60    Reroll on this table once

FIFTH LEVEL
       1  61-         Domination                   10/ use
       2  62-         Freezing                    40/ use
       3  63-         Projection                    5/ use
       4  64-         Pyrokinesis                  40/ use
       5  65-         Slow Time                    20/ minute
       6  66-         Speak With Dead               5/ minute
       7  67-         Traveling                     5/ minute
       8  68-         Dual Existance                        5/ minute
       9 -10 69-70    Reroll on this table once             

SIXTH LEVEL
       1  71-         Dimension                    15/ use
       2  72-         Ghost Body                 5/ minute
       3  73-         Telekinesis                   5/ minute
       4  74-         Choose Any One From 11-95
       5  75-         Choose Any Two From 11-95
       6  76-         Choose Any Three From 11-95
       
WILD TALENTS ONLY
       77-82   Detect Mind Reading
       83-86   ESP
       87-90   ESP Shield
       91-94   Telepathy
       95-97   Mind Blast
       98-00   Mind FortressPsychic Attack And Defense

       Mind Blast: This attack is effective against any creature with an
intelligence of animal or greater.  It has no affect on drunk, insane, or
feebleminded creatures.  Range of the attack is 100 feet plus 10 feet per level
of the psionic.  Cost is 50 points per use.  This attack will psychologically
harm the brain of the victim but cause no physical damage.  The base chance for
a save is 10.  Victims get a +1 for each point of intelligence and will higher
than 15 or lower than 6. Animal intelligence has a base chance of 12.  If the
victim saves there is no affect, If the victim fails, roll on the following
table:

               01-05  Sleep, 1d6 hours
               06-10  Stun, 2d6 minutes
               11-14  Coma, 1d10 hours
               15-17  Insanity, permanent
               18-19  Feeblemind, permanent
               20             Death

       Mind Fortress: This defense is effective against all psionic attacks
including mind blasts.  If the psionic i watching for mind blast attacks, a mind
fortress will spring up and protect the victim before he is affective by the
attack.  If not prepared the mind blast will get through.  There is a 10% chance
that if a person is watching for a mind blast, that another mind attack form will
trigger the deployment of the mind fortress.  Cost is 20 psi points/ use.


Special Psionic Disciplines

       Ancestral Memory:  a psionic with this talent will be able to tap the
memories of any of his ancestors to gain a particular piece of information.  Only
memories from periods prior to the fathering or birth of the next ancestor in the
line of ancestors is available to the psionic.  Cost is 2 psi points per round. 
It may take several rounds to find a particular bit of information.  Once
recovered that memory becomes part of the characters conscious memeory.

       Astral Projection: By this power the psionic is able to leave his physical
body and travel in his astral body anywhere in the universe in one minute.  The
psionic may take up to two other persons with him on the astral Journey.  If the
psionics body is destroyed while on the journey, the psionics astral body will
be stranded in astral form until he can find a new body to replace his old one. 
Any persons travelling with him can similarly be stranded if their bodies are
destroyed.  While in astral form the psionic is invisible and silent.  He can
see, hear, smell, and touch as if he were physically present.  He can only be
detected psionicly or magically.  Psi cost: 5 psi points/ minute per creature,

       Energy Control: This ability allows the psionic to channel and dissipate
energy directed at hi-m or directed within 10 feet of him so as not to cause
harm to himself or creatures within the protective radius as desired.  Psi cost:
1 per spell level or hit die of possible damage caused by the attack.l

      Firestorm:  A firestorm causes an area of up to 40 cubic feet per level to
be filled with flame.  Creatures within the flame or within 10 feet of the flame
take 2d8 points of damage initially plus any damage caused by flammable objects
set afire by the firestorm.  No saving throws.  This spell may be reversed to
quench a flame of equal volume.  Cost: 25 per use.

       Mass Domination:  A psionic is able to dominate up to twice the level of hit
die of creatures for 30 minutes per level of the psionic.  The creatures may save
versus mind affects at a -4 penalty for no affect.  A dominated creature will
never harm itself or act in a manner against its nature.  Cost is 15 psi points
per creature initially and 1 per minute per creature thereafter.

       Mind Bar:  This discipline protects the individual from all types of mind
affecting spells and psionics except mind blast at a success rate of 10% per level
of the psionic.  Cost is 5 psi points per 10 minutes.

       Resurrection:  This discipline allows the psionic to resurrect and restore
to health any creature, including intelligent beings, that has been dead for less
than one year.  Cost is 50 psi points per use.

       Shape Change:  This discipline allows the psionic to change his body shape
to that of any other creature of approximately the same size and weight, This
does not give the psionic the special abilities of the creature he shapes himself
into.  For example changing himself into a fish would allow him to breath water,
but changing to a dragon would not give him a breath weapon as this is a
special ability.  The psionic need not change his form to that of a real creature,
but may be one of his own devising.  Cost is 25 psi points per use and 25 psi
points to change back.

       Teleportation:  With this discipline the psionic is able to teleport himself,
all that he is carrying, anyone he is touching, and what they are carrying to
any known place or location specified by direction and distance instantaneously. 
Cost: 20 psi points per use plus 20 additional psi points for every 100 pounds
of weight in addition to the psionic himself.

       Time Stop:  Time stops for all but the psionic during the time of effect. 
He has free movement while all others are frozen in place.  Cost: 50 psi points
per round.


First Level Psionic Disciplines

       Animal Telepathy:  This discipline allows a psionic to communicate with
various forms of living things as per the beastmaster 'communicate with creature,
ability.  Initially he can communicate with creatures similar to himself thence to
more distantly related living things as he advances in level.  Cost: 2 psi points
per minute.

       Aura Reading:  This discipline allows a psionic to read the aura of an
individual and know his general alignment and state of health. if the aura has
been altered or the person is under a geas or curse this may also be detected
at the option of the gamemaster.  Cost: 2 psi points per minute, the longer the
reading the more detail that can be seen.

       Blink:  This psionic discipline allows the psionic to ,blink, or teleport 10
feel in a random direction.  The direction cannot be controlled.  If a solid object
occupies the place where the psionic would appear, his destination will be
randomly determined again until he emerges at an unoccupied space not more
than 10 feet from his original position.

       Clairaudience:  This discipline allows a psionic to hear what is happening
in any known area at any distance or hear what is happening in an unknown
area up to 50 feet distant.  Cost: 5 psi points per minute.

       Clairvoyance:  This discipline allows the psionic to see what is happening
in any known area at any distance or in an unknown area at a distance of up
to 100 feet.  Note if the area being viewed is not illuminated by light in a form
visible to the psionic, he will not be able to see anything using clairvoyance.
Cost: 5 psi points per minute.

       Detect Magic:  This discipline allows the psionic to detect magic, devices,
potions, traps. and objects as if they were glowing.  This glow is not visible to
the other player characters.  Cost: 10 psi points per round.

       Empathy:  This discipline allows the psionic to detect the emotions and
feelings of any mind that is not shielded against him.  Only general impressions
can be felt and not specific information and details.  Cost: 3 psi points per
minute.

       Hypnosis:  This psionic discipline allows the psionic to hypnotize one
creature of two levels/ or two hit die per level of the psionic.  The psionic is
able to instruct the affected creature to perform one act that seems reasonable
to the creature.  It will do nothing to hurt itself, harm friends, or similar acts
against its nature.  Hypnosis will only affect creatures of normal intelligence
between intelligence 7 and 16.  Those less bright or more intelligent than that
range are not affected.  Creatures within that range may save versus mind
affects for no effect.  Cost: 10 psi points per use.

       Small Fire:  This discipline allows the psionic to start a small fire by
touching a flammable object.  It will do 1d4 hit points of damage to a living
creature.  Save versus spells for half damage.  Cost: 5 psi points per use.

Second Level Psionic Disciplines

       Charm Person:  This discipline will cause an affected creature to believe
the psionic is his best friend.  Up to 2 hit die of creature may be affected per
level of the psionic.  The psionic must be able to communicate with the creature
as per the communicate with creature ability.  The creature may save versus
mind affects for no effect.  A charmed creature will not harm himself, his friends,
or otherwise act against his nature.  He will also not necessarily feel friendly
toward the psionics friends.  Cost: 10 psi points per use.

       Featherfall:  This discipline allows the psionic to slow the rate of fall of
himself or another object of up to 300 pounds of weight to the fall rate of a
feather.  Cost: 10 psi points per 20 feet of fall.

       Infravision:  This discipline endows the psionic with infravision up to 60
feet and requires no concentration.  Cost: 1 psi point per 10 minutes.

       Invisibility:  This discipline allows the psionic to become invisible at will
to any creature equal or lower in hit die than the level of the psionic.  This
invisibility cannot be detected by perception or by magic.  Cost: 1 psi point per
minute.

       Psychic Healing:  This discipline allows the psionic to heal wounds at a cost
of 2 psi points per hit point of wound with a maximum of 10 hit points per level
per use.  Area of effect is creature touched.  Diseases may be cured at a rate
of 30 for mild disease, 40 per moderate disease, and 50 per serious diseases.
Magical and special diseases cannot be cured.

       Psychic Impression: This discipline allows the psionic to detect the psychic
impression left by very emotional events in the surrounding rock, walls, or earth,
and possibly see a vision of what happened in the area by just standing in the
area for several minutes as if leafing through a picture book.  Cost: 5 psi points
per round.

       Sending:  This discipline allows the psionic to send a message of up to 10
words to any one person once per day.  Cost 5 psi points per use.

       Undetectable Lie:  This discipline allows the psionic to .ell a lie or series
of lies so that they appear to be perfectly believable and truthful.  The fact that
he is lying is not detectable by any means.  The magic detect lie spell will only
make the undetectable lie seem peculiar as if the whole story was not being told,
but will not show it to be a lie.  Cost: 10 psi points per use.


Third Level Psionic Disciplines

       Cause Fear: This discipline allows the psionic to cause extreme fear in any
one creature or person.  They are allowed a save versus mind affects for no
effect.  Failure will cause the creature to run away and cower in fear for 10d6
minutes.  Cost: 10 psi points per use.

       Charm Animals:  This discipline allows the psionic to charm any animal or
creature of semi-intelligence or lower.  The animal will get a save versus mind
affects for no effect.  Failure will mean the animal is charmed and will believe
the psionic to be its best friend and will do him no harm.  It will also attempt
to help the psionic if it does not go against its basic nature.  It will not harm
itself, its friends, or allow itself to be harmed.  Duration is one hour.  Cost: 12
psi points per use.

       Levitation: This discipline allows the psionic to levitate up to 200 pounds
plus 10 pounds per level of the psionic.  Levitation is not flight, after initial lift
it does not require concentration to continue the levitation.  If the psionic
becomes unconscious the levitation stops.  Cost: 1 psi point per minute.

       Location:  This discipline allows the psionic to know his location relative
to known points or to learn the location of any person or object close to him
personally, such as keepsakes or relatives, with respect to his location.  Cost:
10 psi points per use.

       Mind Over Body:  This discipline allows the psionic to sustain himself
without food or water for up to six days.  Thereafter he must eat and drink
large quantities or collapse from weakness.  Cost is 50 points per use.

       Object Reading:  This discipline allows the psionic to read the psychic
residue left on an object by major events or events of strong emotional nature
that took place in the vicinity of the object in the past.  No more than one bit
of information may be determined per minute.  Cost: 5 psi points per minute.

       Plant Telepathy:  This discipline allows the psionic to communicate
telepathically with any intelligent or semi-intelligent plant.  Cost: 5 psi points per
minute.

       Telempathic Sending:  This discipline allows the psionic to telempathically
implant any strong emotion into another mind.  They may save versus mind
affects for no effect.  Cost: 5 psi points per minute.


Fourth Level Psionic Disciplines

       Aura Alteration:  This discipline allows the psionic to alter the aura of any
object or person to give a false aura when subjected to examination.  This
alteration will last through one attempt to read it magically or psionicly.  Cost:
20 psi points per use.

       Charm Plants:  This discipline allows the psionic to charm intelligent and
semi-intelligent plants so that they will not harm him.  They may save versus
mind affects for no effect.  Duration is one hours.  Cost: 15 psi points per use.

Cure Feeblemind:  This discipline allows the psionic to restore to normal
intelligence any person or creature that has been feebleminded.  Cost is 20 psi
points per use.

       Ego Attacks:  This discipline allows the psionic to implant a feeling of
inferiority and uselessness on a victim making him ineffective offensively for 30
minutes.  They may save versus mind affects at a -2 penalty for no effect.  An
ego attack requires 4 minutes to complete.  Cost: 10 -psi points per use.

       Heat: This discipline allows the psionic to raise the temperature of any
object up to 10 pounds in weight by 5 C per minute.  It may also be used to
cool an object at a similar rate.  It has no effect on living organisms.  Cost: 5
psi points per minute.

       Identity Shield: This defense will protect against ego attacks.  If an ego
attack is detected before its completion an identity shield may be employed to
counter its effects.  If the attacker has 50 psi points or less more than the
victim, this completely counters the attack.  If the attacker has more than 50 psi
points than the victim he must save as per the ego attack description but will
only be affected for 15 minutes.  An ego attack can be detected if the victim
checks for it.  Clues to changes in attitude of the victim should be hinted at by
the gamemaster.  Cost is 20 psi points per use.

       Mind Barrier: A mind barrier will automatically spring up to protect those
with this discipline against mind attacks, unless he is unconscious, drunk, or
drugged.  It is effective when he is asleep.  It provides a +2 to saves versus
mind affects for magic and psionic based attacks.  It has no affect on ind blasts. 
Cost: 2 psi points per use.

       Read Languages: This discipline allows the psionic to read and write any
written language, excluding codes and magic languages, for the duration of
concentration.  Cost: 15 psi points per 10 minutes, minimums 15 psi points.

       Suspended Animation: This discipline allows the psionic to put himself or
any other willing creature or person into suspended animation.  Duration must
be predetermined to a maximum of 1 month per level of the psionic.  Cost: 20 psi
points per use.

       Tongues: This discipline allows the psionic to speak an-d understand any
verbal language, excluding magical languages and codes, for the duration o@- the
concentration.  Cost: 15 psi points per 10 minutes, minimum of 15 psi points.
Fifth Level Psionic Disciplines

       Domination:  This discipline allows the psionic to dominate, or in effect take
over the mind and body of another creature and force it to move as the psionic
chooses.  They may save versus mine affects for no effect.  Duration is 5
minutes.  Cost: 10 psi points per use.

       Dual Existance:  This discipline allows the character to split himself
temporarily into one original and one duplicates.  The duplicate must have at
least 10% of the characters hit point total taken from the characters hit point
total.  The duplicate will have all of the characters abilities and skills.   The
duplicate may cast spells, pick locks, fight as if it were the original.  The total
number of spells cast between the duplicate and the original cannot exceed the
number allowable for the character himself.  When the discipline is ended the hit
points remaining for the duplicate will be regained by the character.  Any
damage will similarly be absorbed.  Only if both the original and duplicate are
both killed will the character die.  If one part dies the other will need to be
healed or rest to regain the lost hit points.  Both parts are in telepathic
coommunication with each other at all times.  One feels injuries to the other, can
see through their eyes, etc.  Death of one pae stunned for 1d6 minutes
minuimum.  Cost is 1 psi point per round. 

       Freezing:  This discipline allows the psionic to freeze everything within a
30 foot radius circle to a temperature of 3+1 per level times 10 C below zero. 
Damage of 3 + 1d6 per level of the psionic of cold damage will be done to living
creatures inside the circle.  Wild talents do 3d6 points of damage.  Save versus
spells for half damage.  Cost: 40 psi points per use.

       Limited Teleportation:  This discipline allows the psionic to teleport himself
and all that he can carry and anyone touching him a distance of up to 60 feet
in any direction chosen to any unoccupied space.  Cost: 10 psi-points per use.

       Projection:  This discipline allows the psionic to implant a suggestion of up
to 10 words upon the mind of another person or creature.  Save versus mind
affects to tell that this idea is not his own.  Cost: 5 psi points per use.

       Pyrokinesis:  This discipline allows the psionic to fill an area up to 30 feet
in radius at a distance of up to 200 feet with flame.  This flame will set any
flammable object within the area on fire and will cause 3 + 1d6 per level of
damage to any creature within the area.  Wild talents do 3d6 point of damage. 
Save versus spells for half damage.  The flames are hotter per level of the
psionic and may melt soft metals at high level.  Cost: 40 psi points per use.

       Slow Time:  This discipline allows the psionic to slow the passage of time
to 1/5 normal speed for everyone but himself in an area up to 100 feet of his
position when the initiated.  Maximum duration is two minutes.  Cost: 20 minute.

       Speak With Dead:  This discipline allows the psionic to speak with dead
persons or monsters psionicly.  They may be cooperative and their memories may
not be It is similar to the magical speak with dead spell.  Cost:  5 psi points per
minute.

      Traveling:  This discipline is similar to astral projection in that it allows
the psionic to send his mind to anywhere in the universe or through other
dimensions at a speed of 500 miles per minute.  He may not take anyone with him. 
His mind will be trapped if his body is destroyed while he is travelling.  Cost:
5 psi points per minute.

Sixth Level Psionic Disciplines

       Dimensions: This discipline allows the psionic to teleport himself, whatever
he can carry, and anyone touching him to another dimension or plane.  Cost: 15
psi points per use.

       Ghost Body: This discipline allows the psionic to make his body and all that
he can carry ghostlike so that he can walk through walls, Non magical weapons
cannot hit his ghost body and magical weapons do only half damage.  The psionic
cannot use weapons while ghostlike either.  Cost: 8 psi points per minute.

       Telekinesis: This discipline allows the psionic to move psychically up to 200
pounds plus 10 pounds per level of matter at a speed up to 2000 feet per minute. 
It will move in whatever direction chosen by the psionic.  Once initiated further
concentration is only required if its direction or speed is to be changed.  Cost:
5 psi points per minute.

MAGICIANS:  General Class Description

       The source of magic lies in the bands of power that are a fundamental part
of the Frank Universe.  Magicians use their minds and magic tokens to tap these
bands to provide the power required for their magic spells to work. each of the
ten fields of magic currently attainable by player characters represents a
different band of power.  That is why spells from different fields of magic are
not freely interchangeable.
       Different levels of spells represent different nodes or clumps of energy in
a particular band of power.  Low level, less complex, spells are powered by
tapping low complexity and easy to tap nodes in these bands.  High level spells
are powered by more complex and harder to tap nodes of energy.  Therefore only
highly intelligent spell users can tap these high level nodes and use high level
spells.  Tapping these nodes tires the magic users mind limiting the number of
spells from each node he can cast per day.
       Individual spells might be thought of as non-physical objects dwelling
within a particular node on a particular band of power.  Magicians must
concentrate on visualizing these objects, and tap their energy through the use
of words and/or motions to cast a spell.  When a new spell is devised by a
magician, he must create a new non-physical object within the appropriate node
on a particular band of power.  This visualization can then optionally be taught
to other magicians of the same discipline if so desired.
       There are six known general concepts or laws of magic.  These are general
in nature and sometimes are contradictory.  They form the basis of devising new
spells, potions, and magical devices,
       1) Law Of Connectivity- What affects a piece of an object affects the rest
       of the object-
       2) Law Of Similarity- Objects of similar nature can cause similar effects,
       affecting one object can effect a similar object.
       3) Law Of Opposites- Objects of opposite appearance or nature have
       opposite effects and can cancel out the effects of the other.
       4) Law Of Antonyms- Objects of opposite nature may conversely have
       exactly the same magical effects.
       5) Law Of Practice- Practice makes perfect.  Something that works once
       has a better chance of working the next time.  Something that fails has
       less of a chance of working the next time.
       6) Law of Belief- Belief in something will make something real, if the belief
       is strong enough.
       There are 10 fields of magic including four major disciplines and six minor
disciplines.

Major Disciplines:
       1) Black Magic- Necromancers
       2) Elemental- Druids
       3) Healing- Healers
       4) High Magic- Wizards
Minor Disciplines:
       5)Enchantment- Enchanters
       6) Illusion- Illusionists
       7) Low Magic- Shaman
       8) Mysticism- Mystics
       9) Nature Magic- Witches
       10) Sorcery- Sorcerers

       Magicians may be dual classed with magic and another profession or dual
class within the magic fields, with the restriction that a character cannot take
up two Major Disciplines.  He may choose any single discipline, one major and one
minor discipline, or two minor disciplines.
     Their are also restrictions with respect to alignment.  Only evil characters
may take up Black Magic, only neutral characters may take up Elemental Magic,
and only good characters may take up Enchantment.  With these restrictions
there are 36 possible combinations of magic disciplines.
       A special type of magic user is the Joker.  A joker can learn magic spells
in five disciplines, which may include no more than one major discipline.  He is
however limited to first level spells in all disciplines.  Details are in the class
description.
       In addition some other character classes gain some minor spell casting
abilities.  These include:  mage-hunters, paladins, bowmen, and hunters.
       During his apprenticeship a magic user will learn all first level spells,
skills necessary to reach first level, 1 to 10 tricks, and the magical language of
that discipline.  Thereafter a new spell must be somehow acquired or purchased
and then mastered through practice and study.  The cost is usually 100 gold
pieces per level of the spell to purchase the spell and pay training expenses
from a higher level magician.  A magic user may cast any spell he knows and is
limited in what he can cast only in the number per day per level as indicated
on the spell numbers chart.  Optionally the caster may trade the ability to cast
a higher level spell to cast a lower level spell.  He conversely however cannot
trade up to be able to cast more higher level spells.  Spells cannot be cast from
spell books.  Spell books are used only for reference and spell research.
       Each discipline has its own magical language.  These languages cannot be
read by non-magic users, read through the use of magic spells, or the use of
magical devices.  The only way to learn a magical language fully is to take up
that discipline as a class.  Scrolls will spells written in the same language as the
user's discipline can be used to cast spells successfully 100% of the time.  Since
magic languages are all interrelated scrolls written in other discipline's languages
can be used to cast spells 50% plus 2% per level of the caster over the level of
the spell to cast it successfully.  An unsuccessful attempt will result in no effect,
a partial effect, or some random effect determined by the gamemaster.  In formal
conversation a magician is addressed by the title of his highest level discipline
or his major discipline if dual classed.  If his disciplines are not known he is
referred to as mage or magician.  Scrolls may be written so that spells written
on it may be cast by anyone on command.

Use Of Armor By Magic Users

       Magic users cannot cast spells while wearing armor, a helm, or a shield. 
Casting of spells by anyone is only possible while wearing comfortable, loose
fitting clothing or wearing nothing at all.  Most magic users prefer robes and
some prefer to use loose pants and tunics.  In some areas and cultures nudity
is more accepted by magic users.  Magical protective devices such as rings or
broaches may be worn while casting spells.
       When not casting spells, magic users may wear armor, helms, and carry a
shield.  These items must be removed or dropped prior to spell use.  Removing
armor requires 5+ minutes.  Removing a helm or dropping a shield requires less
than one minute.  Therefore while magic users may be found carrying a shield
or wearing a helm, they are almost never wear armor.
Major Disciplines

       Black Magic: Black magic is a field of magic restricted to evil practitioners. 
It derives its power from a band drawing on the evil, the pain, the torment, and
the death in the universe.

Elemental Magic: Elemental magic deals with the elements and their manipulation. 
It is restricted to those of neutral alignment.  The major elements are earth, air,
wind, and fire.

       High Magic: High magic is the most ancient of the major disciplines.  It is
a magic of words of power.

       Healing:  Healing is a magic of healing injuries and illnesses.


Minor Disciplines

       Enchantment:  Enchantment is a magic of charms and tricks.  It is
restricted to those of good alignment.

       Illusion:  Illusion as the name implies is a magic dealing with illusions.

       Low Magic: Low magic is a primitive magic dealing primarily with contacts
with the spirit world.  It is practiced typically by shaman of nomadic groups or
by witch doctors in small villages.

       Nature Magic:  Nature magic deals with living plants and animals and other
aspects of the natural world.  It is restricted to those of neutral or good
alignment.

       Mysticism:  Mysticism is a magic primarily used in enhancing the mental
and physical abilities of the magic practitioner, rather than affecting other
creatures and objects.

       Sorcery:  Sorcery is magic as a science.  It deals with many abilities used
in the analysis of how things work and with the manipulation of energy.
       Tricks: Tricks are 0 level spells which may be learned by any magic user. 
They have only minor powers and typically are not harmful, though they may be
mischievous.


Combinations of Magic Disciplines

1-6    2-10    4-5    5-6     6-7    7-9
1-7    3-5     4-6    5-7     6-8    7-10
1-8    3-6     4-7    5-8     6-9    8-9
1-10   3-7     4-8    5-9     6-10   8-10
2-6    3-8     4-9    5-10    7-8    9-10
2-7    3-9     4-10
2-8
2-9

                                     Spell   Level
       Exp.
       Level           Spell Level 
           T  1  2  3  4  5  6    7  8  9 10 11 12
       0  1-5
       1   5  1                 Spells Per Day
       2  10  1  1
       3  15  2  1  1
       4   u  2  1  1  1
       5   u  2  1  1  1  1
       6   u  2  2  1  1  1  1
       7   u  2  2  2  1  1  1    1
       8   u  2  2  2  2  1  1    1  1
       9   u  3  2  2  2  2  1    1  1  1
       10  u  3  3  2  2  2  2    1  1  1  1
       11  u  3  3  3  2  2  2    2  1  1  1  1
       12  u  3  3  3  3  2  2    2  2  1  1  1  1
       13  u  4  3  3  3  3  2    2  2  2  1  1  1

SPELL RESEARCH

       Magic users may develop new spells appropriate to their class and/or
specializations by conducting spell research.  These self devised spells are the
magic users pride.  They are typically not sold, given, or taught to anyone else
(possibly their apprentice), but are kept secret.  Exceptions may be made under
unusual circumstances at the players discretion.
       To conduct spell research, the nature of magic must first be understood. 
In ancient times, long before the times of legend, magic existed in the world. 
magic existed in enchanted springs, magic animals, and other innate magics of the
natural world.  magic existed in the members of the intelligent races as well.  It
existed a sporadic wild magics appearing at random among the population.  These
people desired to understand magic.  As time passed the first basic principles
of magic were learned.  magic spells that could be taught and learned by at least
a portion of the population were discovered.  These early magics were patterned
after things of nature.  As generations passed more complex spells were
discovered.  These spells were based not only on the world around them, but on
the magics of other spells  Some of the effects of different spells were combined
or intensified to bring about stronger magical effects.  The spell combinations
eventually evolved into the ten fields of magic available to player characters
today.  The various layers of spell combinations are represented by the 12
different spell levels.  Modern visualization techniques evolved to better teach
these spells to others out of the haphazard hit or miss techniques used by early
magic users.  
       Spell research today is based on the same principles of research used by
these early peoples.  New spells must have a background to enable them to work. 
new spells must have a background to enable them to work.  Spells may be
patterned from magic found in the natural world, combinations of spell effects,
intensification of spell effects, or incorporation of other esoteric magics or
abilities.
       To incorporate something from nature into a spell requires that the magic
user understood how that characteristic works in real life.  For example to
develop a breathe water spell the magic user must first understand the nature
of water, understand how breathing works, and how gills work.  Subsequent to
the development of the spell, people taught the spell do not need to know all of
this background.  To develop a spell based on other spells, the researcher must
obviously know how to cast the spell that the new spell intensifies or modifies,
or all of the spells which are needed to combine to form a new spell.  In addition
he must understand the families of spells leading up to them.  Therefore, the
higher level the spell, the more layers of knowledge must be learned by the spell
caster, and the more difficult it is to create a new spell.
       What this also implies is that while some spells might be relatively easy to
create within one field, they might be extremely difficult or impossible to create
within another magic field.  Background spells might not exist within this other
field of magic.  Because they tap different bands of power, spells from differing
fields can not be combined.  To create a magic spell significantly different from
existing spells will require that at some lower level a spell be created that begins
to branch off from the existing spells.  These then can be used to create a more
divergent spell, until an entire branch of spells dependant upon the previous
spell, eventually achieves the desired effect.  if these intermediate spells are not
developed the final spell will not work.
       The question arises as to why there are so few spells at each level in each
field, if new spells can be devised.  First these self devised spells are typically
kept secret by their creators as they give him a special ability or power unique
to himself.  Rarity adds value.  Secondly the commonly taught spells are the most
easily visualized at each level.  The self devised spells are more complex
visualizations that are very difficult or impossible to teach or to learn.  Third
these spells are a product of the magic users knowledge.  his development of the
spell may incorporate some random bit of knowledge that he is not aware of
including.  Without this information or insight another magic user may not be
able to duplicate the spell and make it work.  Other spells may be teachable but
limited in distribution by a guild, a family line, or geographic area.
       A shortcut to spell research that allows the caster to incorporate
properties not completely understood is a material spell.  (This process is similar
to that used in other game systems requiring the use of spell components). 
These material spells combine material items appropriate to the type of spell to
be cast along with spell casting to achieve its effect.  For example a Speak with
Red Dragon spell could incorporate a red dragon scale as a material component. 
Principles guiding components are outlined in the section on devising magic
potions.  These material components may either be destroyed when the spell is
cast or alternatively serve as a catalyst that allows the spell to work.
       The magic user can not devise a spell higher in level than his experience
level.  Magic users may begin devising spells at any level from apprentice
upward.  Spell levels higher than 12th are not possible.  The power of a newly
devised spell must not be overly strong for its level when compared to other
spells of the same level within that subclass or other subclasses.  A new spell
may be underpowered for its level.
       The costs and time to devise a new spell can not be quantified.  Costs per
level will range from 10 to 1000 gp, and take an absolute minimum of 1 week per
level of time to research.  specific amounts will depend on the complexity of the
spell and how much additional research the magic user must undertake.  Steps
taken to devise the spell and the specific effects of the spell will be submitted
to the gamemaster for review.  he may accept the results, suggest additional
work or modifications, or disallow the proposed spell.  Under no circumstances
will spells relating to deities or foretelling the future be accepted.  Attempts to
devise spells of this nature will result in extreme penalties or even death of the
character undertaking this research.
       If the newly devised spells are teachable and they are distinctly different
in nature from the original magic class, the player may opt to create a new magic
subclass with appropriate skills as per the section on devising new classes.  See
also the section on magic specialization.


WILD MAGIC TALENTS

       Occasionally an individual may spontaneously develop the ability to cast a
single spell or develop a special magical ability irrespective of whether he has
any magical training or any known magical potential.  These innate abilities are
called wild magic talents.  They appear in 0.1%, or 1 in 1000, (1d10/1d10/1d10),
of the general population, in 03% (98-00d100) among adventurers, and in 10%, (91-
00d100) of all magic  users.  Naturally magical races are given a bonus to their
chance to have wild magic talents on a case by case basis.  
       This ability may be the result of spontaneous or induced mutations, the
effects of the close association of some powerful magic item or event, or they may
be hereditary as a recessive gene.  This ability may be of any type, of any
power, and may operate continuously or only occasionally at the discretion
discretion of the game master.  Usually each magic spell will be castable three
times per day.  If a character has wild magic talents, the specific ability may be
assigned randomly by the gamemaster or rolled on a random table.  In any case
class, alignment, race, and experience limitations do not apply to the type or
power of the wild magic.

Roll 1d4 to determine number of spells gained.  

Class of Wild Magic Talent
(Alignment restrictions do not apply)

       01      Black Magic
       02      Elemental Magic
       03      Enchantment
       04      Healing
       05      High Magic
       06      Illusion Magic
       07      Low Magic
       08      Mysticism Magic
       09      Nature Magic
       10      Sorcery
       11      Tricks
       12      Roll Twice on this table or special
               ability assigned by the gamemaster

Roll 1d12 to determine spell level for each spell gained.
Use 1d20 if tricks are used.

Roll using appropriate die to determine particular spell gained.

MAGIC SPECIALIZATION

       At second level magic users gain the skill Magic Specialization.  This skill
will allow the magic user to specialize in a sub-field of his general magic class. 
Pursuit of this skill is optional, however those characters opting to pursue this
skill will be able to cast one specialized spell per level for each level of
specialization achieved in addition to the number of spells he normally is able to
cast.  For example a character specializing in electricity could only cast an
electricity related spell as his extra spell.  As a general rule the spell caster will
be able to slightly modify existing general class spells to make them appropriate
for his specialization at levels up to the highest level of his specialization.
       When a character specializes he studies and works at some specific, limited,
or restricted category of knowledge or magic to gain special insights into those
areas.  For example a character specializing in dragons would learn more about
dragons and have a better chance to develop potions or magic items affecting or
related to dragons than someone without specialization.  The more specific the
specialization the greater chance of knowing a particular piece of information or
devising a specific magical effect.  For example a character specializing in red
dragons would have a better chance of developing a potion affecting red dragons
than a character specializing in dragons in general.  Some characters become
more specialized as they advance, others become more generalized.
       Advancement within the specialization skill is structured similarly to levels
of mastery in the thieving skills.  The total levels of specialization cannot exceed
the experience level of the characters highest level magic class.  This skill may
only be taken once even if the character is dual classed.  The levels of
specialization may be optionally divided between the two classes, but the total
still may not exceed the level of the characters highest magic class.  A character
may wish to take up magic specializations skills and gain additional spells in more
than one sub-field of his general magic class.  This is contrary to the purpose
of specialization, but is not prohibited.  It should be noted that for each
additional sub-field specialization taken by the character, that character further
limits the highest level specialized spell castable, since the total of the magic
specialization levels can not exceed the level of the character.


MAGIC USER TOKENS

       Magic users need some type of token or similar to aid them in tapping the
source and channeling the power of their magic.  This token could be in almost
any form; a thin stick, a staff a ring, an amulet, a medicine bag, a weapon, or
even a silver spoon.  A weapon does not used as a token does not gain any
bonuses with regard to its chance to hit, to damage inflicted, or what it can hit
over that of a normal non-magical weapon of that same type.  Existing magic
items cannot be converted into a token.  A magic user may only have one
personal token at a time, but is free to use any general type of magic wand or
stave that he may acquire as well.  The magic user must personally hand make
his token during his apprenticeship.  He MUST include a physical piece of
himself, such as a drop of blood or a lock of hair, in the make up of the token. 
A character cannot advance to first level until his token is completed- Dual class
magic users will use one token for both classes.  
       As the magic user grows in power, so does his token.  The token slowly
becomes self aware and takes on a life of its own.  The token starts with a base
intelligence of zero while its owner is an apprentice.  For each experience level
gained by its owner the token gains one point of intelligence (For dual class
characters, the token gains intelligence linked to the characters advancement in
his highest level magic class only.)  A token is intensely loyal and will only
serve its creator.  If its creator slowly changes alignment so will the tokens
alignment change to match.  A sudden change in alignment by its creator will
cause the token to destroy itself and causing all within 10 feet to take 1-4 hit
points of damage per level of the token.  Save versus spells for half damage.
       Upon reaching an intelligence of 9, the token gains the ability to fly and
will answer its creators summons.  This summons is simply wanting the token to
come to him and is not necessarily a verbal summons.  Also at intelligence 9 the
token gains the ability to cast a limited number of spells.  These spells can only
be used in defense of itself and its creator and never for any offensive attack. 
At intelligence 9 it can learn three first level spells and can cast each one of
them only once per day.  At intelligence 10 it gains one second level spell that
can be cast once per day.  At intelligence 11 it gains a second level spell that
can be cast once per day.  These spells must be from the magic class or classes
of the tokens creator.  The token can never learn different spells from those it
initially acquires and cannot trade casting one spell for another.  At intelligence
12 the token gains semi-empathetic communication with its master.  At intelligence
13 the token gains empathetic communication with its creator.  If the token's
creator is killed, the token can do whatever it wants to do, from attacking people
to destroying itself.  The token still cannot use its spell casting ability
offensively.  If the tokens creator is resurrected, reincarnated, or animated the
token will again serve its creator.
       If a magic users token is lost or taken, the magic user can only cast spells
2 levels below his experience level until his token is regained.  If the token is
destroyed, the magic user can only cast spells 4 levels below his experience
level.  A magic user can always cast 0 level tricks.  If his token is destroyed a
magic user must make another token to regain his powers.  This process will take
one full week of work (not including time out for sleep and food) and 1000 gold
pieces per level of the spell caster.  These may be varied at the option of the
gamemaster.ELEMENTAL MAGE SUBCLASS         

     Elemental Mages are practitioners of the major discipline of Elemental Magic. 
Elemental magic is a powerful magic of the weather, energy, and the four major
elements: earth, air, wind, and fire.  Elemental Mages are pure neutral in
alignment.  They have little interest in the affairs of men and the concepts of
good and evil are of no importance to them.  They are interested only in the
physical universe.  If the affairs of men inflict themselves on a druid, he will aid
whatever side is most convenient or may aid one side or the other on a whim. 
They are mistrusted by both good and evil alignments because of this
unpredictability.  Both sides fail to understand their motives.  Only if a elemental
mage turns himself completely over to the side of good or evil will they loose their
spell casting ability within the discipline of elemental magic, Elemental Mages are
unskilled fighters and advance using a four sided die for hit points.

Level 1:       Any One Weapon, Read Magic 100%, Spell Casting,
               Any One Science Skill, Magical potions

Level 2:

Level 3:       Add Any One Skill

Level 4:

Level 5:       Runes and Symbols

Level 6:

Level 7 :      Scrolls And Magic Inks

Level 8:       [Keep and Followers]

Level 9:

Level 10:      Minor Magic Items

Level 11:      Rods, Staves, and Wands

Level 12:      Greater Magic Items

Level 13:      Magic Armor And Weapons, Golems
ENCHANTER SUBCLASS

       Enchanters are practitioners of the minor magic discipline of Enchantment. 
Enchantment is a field of charms, minor illusions, and capricious tricks.  It has
a long history of practice among the fairy folk.  An enchanter must be of good
alignment.  Any shift of alignment will cause the caster to lose all spell casting
ability within the discipline, possibly permanently.  Enchanters have the ability
to detect charmed or enchanted creatures at 50% plus 5% per level, plus
perception bonuses on sight.  Enchanters must have a minimum perception of 12,
and a minimum charisma of 13.  They are unskilled fighters and use a 4 sided die
for hit points.

Level 1:       Any one weapon
               Read Enchantment magic 100%
               Spell Casting
               Detect Charm or Enchantment (as above)
               Magical Potions

Level 2:

Level 3:       Music

Level 4:

Level 5:       Musical Effects I

Level 6:

Level 7:       Musical Effects II

Level 8:       Magic Inks and Scrolls
               [Establish keep and gain followers]

Level 9:       Minor Magic Items

Level 10:

Level 11:      Rods, Staves, and Wands

Level 12:      Greater Magic Items

Level 13:      Magical Weapons and Armor
HEALER SUBCLASS

       The Healer class is the fantasy equivalent of a doctor.  Healers study all
forms of the healing arts. The healer not only specializes in one of the major
known fields of magic, they also can learn to heal wounds and cure illnesses with
potions and other magical mixtures.  Healers can affect undead as per the Affect
Undead Table:  turning, befreinding, destroying them.

First level:
       Any one weapon, Read magic 100%
       Spell casting
       Herbal remedies (10)
       First aid
       Herb lore
       Any one additional  skill

Second level:
       Analyze mixtures

Third level:
       Acupuncture

Fourth level:

Fifth level:
       Venoms and poisons

Sixth level:
       Herbal cures (5)

Seventh level:
       Potions
       Magical inks

Eighth level: 
       May establish keep and attract followers 
       Scrolls and    Magic inks

Ninth level:
       Minor magic items

Tenth level:
       Rods, staves, and wands 
               (generally those related to healing
               or a general type of magic)

Eleventh level:  Greater magic items

Twelfth level:  Golems

Thirteenth level:  Statues
ILLUSIONIST SUBCLASS

Illusionists are practitioners of the minor magic discipline of Illusion.  As the name
implies it is a field of illusions: optical, auditory, and physical.  Illusions are real
if the viewer believes them to be real.  Illusionists have the ability to detect on
sight illusions of any type 90% of the time plus 1% per level of the spell caster,
plus any perception bonuses.  Illusionists must have a minimum perception of 14. 
They are unskilled fighters and use a 4 side die for hit points.

Level 1:        Any One Weapon
                Spell Casting
                Read Magic 100%
                Detect Illusion
                Magical Potions

Level 2:

Level 3:        Any one Arts and Science or Performing Skill.

Level 4:

Level 5:        Invisibility 3x per day.

Level 6:

Level 7:        Any one Arts and Science Skill.

Level 8:        Magic Inks and Scrolls
                [Establish Keep and Gain Followers]

Level 9:        Minor Magic Items.

Level 10:

Level 11:       Rods, Staves, and Wands.

Level 12:       Greater Magic Items.

Level 13:
JOKER SUBCLASS

       Jokers are dabblers in many fields of magic.  As such he can learn spells
in up to five fields of magic but is limited to only first level spells in each of the
disciplines.  He may become a duel class character but may not have another magic
class as his other class. k Joker may gain first level spells in a new discipline for
each three experience levels.  Beyond first level the Joker must buy or trade for
individual spells in the other disciplines to acquire them.  He does not get them
automatically.  the total number of spells he may cast per day is listed below per
level.  Upon reaching first level he has learned all the tricks and can cast an
unlimited number of tricks per day.
       Only one major discipline may be studied by Jokers.  He may study one
major discipline and four minor disciplines, or five minor disciplines.  Only evil
Jokers may study Black Magic.  Only neutral Jokers may study Elemental Magic. 
Only good Jokers may study enchantment.  Jokers are unskilled fighters and
advance using a four sided die for hit points.

    Level  Spells per Day
       1st             1
       2nd             2
       3rd             4
       4th             5
       5th             6
       6th             8
       7th            10
       8th            12
       9th            15
       10th           18
       11th           21
       12th           24
       13th           29

Advancement

Level 1:  
       Read Magic
       Spell Casting
       Any One Weapon
       Sleight Of Hand
       1st level spells in one discipline
       Magical potions
       
Level 2:
       Any one Performing or Thief Skill

Level 3:

Level  4:
       1st  level  spells  in second discipline

Level 5: 
       Any one Performing or Thief Skill
Level 6:
       Any one skill

Level 7:
       1st level spells in third discipline

Level 8:
       Any one skill
       [Lead performing band and gain followers]                   

Level 9:
       Magic Inks and Scrolls

Level 10:
       1st level spells in fourth discipline

Level 11:

Level 12:
       Minor Magic Items

Level 13:
       1st level spells in fifth discipline


MYSTIC SUBCLASS

     Mystics are practitioners of the minor discipline of mysticism.  It is a
discipline that seeks to enhance the mental and physical abilities of the caster. 
Mystics often are reclusive and introspective or often keep to themselves in
retreats organized similarly to the monasteries and schools of monks.  Mystics in
general tend toward neutral in alignment.  Mystics are however individuals and
a mystic may be of any personality type and be of any alignment.  The mental and
physical discipline required of this field enables them to be immune to fear and
be able to ignore pain completely at fifth level and higher.  Mystics, in spite of
not being subject to fear and pain at those levels, tend to be cautious by nature. 
They also gain bonus to saves versus mind affects that increase as they advance
in level.  These bonuses are in addition to any other will or magical bonuses to
which they are entitled.  At tenth level they gain Mystic Vision:  the ability to see
in the dark, through fog, or hidden or invisible objects at will.  A minimum Will
of 15 is required for someone to become a mystic.

Level  1:  Any One Weapon           Spell Casting
       Read Magic 100%                       Magical Potions
       Any One Combat Skill
       [+1 mystic bonus to saves versus mind affects]

Level 2:

Level 3:  Hallucinogenic Drugs

Level 4:  [+2 mystic bonus to saves versus mind affects]

Level 5:  Ignore Pain

Level 6:  Poisons and Venoms

Level 7:  Magic Inks and Scrolls
       [+3 mystic bonus to saves versus mind affects]

Level 8:  [Establish monastery or keep and gain
       followers]

Level 9:  Minor Magic Items

Level 10:  [+4 mystic bonus to saves versus mind affects]
       Mystic Vision

Level 11:  Rods, Staves, Wands

Level 12:  Major Magic Items

NECROMANCER SUBCLASS

       Necromancers practice the art of Black Magic.  Black magic is one of the 
major  disciplines  and  can  only  be practiced  by  beings  of  evil  alignment. 
 Necromancers delight in the servitude, pain, and suffering of others.  Any shift
of alignment from evil will prevent the necromancer from casting black magic
spells.
       Practitioners of Black Magic cannot be resurrected.  Once slain they will
return as an intelligent undead creature in 13 days.  When this undead form is
killed the necromancer is permanently dead.  This undead form will have the same
skills and abilities as the necromancer had in life, and  can  continue  as  a 
player  character.  The undead form however cannot gain experience points or
advance in level until it has killed those responsible for its death.


                  Necromancer Undead Form Table

                  1st to 3rd Level:     1 to 3 hit die, intelligent
                                        undead, including zombors,
                                        skelors, ghouls, etc.

                  4th to 6th Level:     3+ to 6  hit  die,
                                        intelligent
                                        undead,  including shadows,
                                        ghasts,  wights, wraiths, 
                                        etc.

                  7th to 9th Level:     6+ to 9  hit  die, 
                                        intelligent
                                        undead,  including mummies,
                                        spectres, vampires, etc.

                  9th to 13th Level:    9+ and higher hit die,
                                        intelligent undead, 
                                        including  ghosts,  liches,
                                        etc.

                  Specific form is determined randomly
                  within these blocks.

       All necromancers in living or undead form have the ability to affect undead
by either turning, befriending, or destroying the undead as per the Affecting
Undead Table.  Necromancers are unskilled fighters and advance using a four
sided die for hit points.
Necromancer Advancement Table

Level  1:                               
       Any Single Weapon
       Read Magic 100%
       Spell Casting
       Any One Science Skill
       Detect Undead
       Magic Potions

Level  2:
       Acids and Gases

Level  3:

Level  4:
       Torture

Level  5:
       Poisons and Venoms
       +2 to affecting undead

Level  6:
       Any Additional Weapon

Level  7:
       Magic Inks and Scrolls

Level  8:
       Symbols
       (Establish Keep and Gain Followers)

Level  9:
       +4 to Affecting Undead

Level  10:
       Minor Magic Items
       Runes

Level  11:
       Rods, Staves, and Wands

Level  12:
       Greater Magic Items
       Runes

Level  13:
       Golems,  Homoculi
       Magic Weapons And Armor
SHAMAN SUBCLASS

     Shaman are practitioners of the field of low magic.  Shaman are known by
many names including among others witch doctors and medicine men.  Low magic is
a primitive field of magic typically practiced by members of nomadic or
primitive tribes.  It is a field that deals with the spirit world and the
natural world around their homes.  Few written low magic scrolls or other
written materials are known and those are all from dual class magic users with
low magic as only one of his field.  The goal of Low Magic originally was to
help the tribe with their everyday life, with gathering of food, with hunting,
and protecting the tribe.
     Low Magicians can at first level detect at will the presence of any spirit
beings in the surrounding area.  A Low Magician can speak with the spirits of
nature around him and through him the primitive peoples could maintain contact
with the spirits of their departed ancestors.  Low Magicians can turn
non-corporeal undead as per the Affecting Undead Table.  At eighth level shaman
will automatically gain a limited number of nomadic unpaid followers without
the necessity of building a keep.  If killed and not resurrected, raised, or
reincarnated within thirteen days a shaman will automatically return to his
tribe as a guardian spirit.

Level  1:      Any One Weapon                Level 10:
       Spell Casting
       Any One Woodcraft                     Level 11:  Major Magic Items
       Skill
       Detect Spirits                        Level 12:  Rods, Staves,
       Herb Lore                                    and Wands
       Magic Potions
                                             Level 13:  Magic Weapons
Level  2:      Herbal Remedies

Level  3:      Fire Walk

Level  4:      Weather Lore

Level  5 :     Poisons and Venoms

Level  6:

Level  7:      Symbols

Level  8:      [Gain Followers]

Level 9:    Minor Magic Items

Level 11:   Major magic Items

Level 12:   Rods, Staves, and Wands

Level 13:   Magic Weapons

 SORCERER SUBCLASS

     Sorcerers are practitioners of the minor magical discipline of Sorcery. 
Sorcery is the study of magic as a science.  Sorcerers are interested in how
things work and why they work.  They treat magic as a science to be studied. 
They tend to be of neutral alignment as concepts of good and evil play only a
marginal role in why things work.  They may be of good or evil alignment in
some cases.  They despise primitive unscientific magic such as low magic, but
tend to look more favorably upon more structured fields such as high magic
and alchemy.  Sorcerers are unskilled fighters and advance using a four sided
die for hit points.

Level  1:      Any Single Weapon
               Spell Casting
               Read Magic 100%
               Analyze Mixtures
               Any single Art or Science Skill
               Magic Potions

Level 2:

Level 3:       Poisons and Venoms

Level 4:       Any single Art or Science Skill

Level 5:

Level 6:       Any Single Skill

Level 7:       Symbols

Level 8:       Magic Inks and Scrolls
               [Establish keep and gain followers]

Level 9:       Minor Magic Items

Level 10:      Rods, Staves, and Wands
               Runes

Level 11:      Greater Magic Items

Level 12:      Magical Weapons And Armor

Level 13:      Machina, Statues, and Robots

WITCH SUBCLASS

       Witches are practitioners of nature Magic, Nature magicians, often called
witches, live in wilderness areas tending to the needs of the plants and
animals.  Witches do not care much for the cities and needs of other beings. 
Witches must be neutral or good in alignment.  Witches or nature magicians
have the following abilities at different levels of ability:
       Shape change: This is the ability to change ones self into an animal (not
a monster) of no less than 1/2 the users weight and no greater than 2x the
users weight.
       Pass with out trace: This is the ability to cross any type of terrain with
out leaving tracks or traces of passage of any visible sort. beings having
tracking skills have a 5% chance -per level of ability above that of the witch,
of finding a clue to the passage of a creature but no true tracks can be made
out.


1st Level:
               One weapon,  
               Read magic 100%,  
               Herb lore,  
               Camping,
               Pass without trace

3rd Level:
               Herbal remedies, 
               One additional sylvan language

5th Level:
               Shape change 1x per day, 
               One additional sylvan language
                      
7th Level:
               Shape change 2x per day

8th Level:
               Magic inks and Scrolls
               [Establish keep and gain followers]

9th Level:
               Shape change 3x Per day

11th Level:
               Rods/ Staves/ Wands
               Minor magic items
               
13th Level:
               Greater  magic itemsWIZARD SUBCLASS

     Wizards are practitioners of the major discipline of High Magic.  A wizard
may be of any alignment.  High Magic is one of the oldest fields of magic and
includes some of the most powerful magic spells- The Words Of Power.
     In addition to the language of High Magic, Wizards also learn Ancient. 
Ancient is the root tongue from which the languages of magical creatures, such
as dragons and gargoyles among others, is derived.  The language allows them
to speak haltingly with these creatures in their own tongue.

Level 1:       Any One Weapon
               Spell Casting
               Read Magic 100%
               Legends
               Ancient Language
               Magic Potions

Level 2:       Any One Science, Art, or Alchemical Skill

Level 3:       Poisons and Venoms

Level 4:

Level 5:       Any One Science or Art Skill.

Level 6:

Level 7:       Magic Inks and Scrolls

Level 8:       Minor Magic Items
               Symbols
               [Establish Keep and Gain Followers]

Level 9:       Rods, Staves, and Wands

Level 10:      Greater Magic Items
               Runes

Level 11:      Magic Weapons And Armor

Level 12:      Golems

Level 13:      Statues
BLACK MAGIC SPELLS

First Level:                            Eighth Level:
       Aura of Evil                            Animate Major Undead
       Circle of Light/Dark                    Petrify/Unpetrify
       Conjuration                             Storm
       False Aura                              Summon Phantom 
       Gray Mists                              Wings
       Necromatic Bolt
                                        Ninth Level:
Second Level:                                Disintegration
       Detect Magic                            Evil Eye
       Familiar                                Evil Mists
       Frighten                                Quest
       Stinking Mist                           Trap the Soul
       Voodoo Curse
                                        Tenth Level:
Third Level:                                  Magic Wind
       Animate Animals                          Death Mists
       Lightning                                Energy Drain
       Necromatic Healing                       Rune Of Guarding
       Pain                                     Turn Alignment
       Sleep Mists
                                        Eleventh Level:
Fourth Level:                                 Hand Of Death
       Control                                  Possession
       Communicate With Creature                Reveal
       Rot                                      Word of Evil
       Speak With Dead
       Summon Undead                      Twelfth Level:
                                              Banish
Fifth Level:                                  Devastation
       Animate Minor Undead                     Major Curse
       Curse/Uncurse                            Wailing Wind
       Entrapment Mists
       Fear
       Mutation

Sixth Level:
       Circle of Flame
       Cold Blast
       Feeblemind
       Fire Trap
       Skeleton Beast

Seventh Level:
       Enfeeblement
       Monster Summoning
       Paralysis
       Permanent Blindness
       Permanent Deafness
       Strangling Mists
       Whither PlantsFirst level Black Magic Spells

Aura Of Evil: This causes an aura of evil  to  surround  the spell caster for a
distance of ten feet.  This  aura  causes good creatures to fight at a penalty
of -1 to hit when within this circle.  Creatures of good  or  neutral  alignment
will tend to avoid entering within  this  circle.  Duration is 5 minutes plus one
minute per level of the  spell  caster.

Circle Of Light/Dark:  This spell enables the caster to create a magical ball of
light, of any color  from  infrared through ultraviolet, one foot in diameter that
will illuminate an area up to 20 feet in radius from  the  ball itself.  The
brightness of the ball and the  color  of  the ball is at the discretion of the
spell  caster.  This  ball of light will either float in a fixed position or  can 
be thrown as a ball by the spell caster.  Circle  of  darkness will similarly
cause a circle of darkness up to 20  feet  in radius from a black, one foot in 
diameter  ball.  Glowing objects within this circle will still glow, but  their 
light will not illuminate anything but  themselves.  Duration  is ten minutes 
per level of spell caster.

Conjuration: This spell enables the caster  to  conjure,  or create from nothing
magically, non-living common  items  of small, medium, or large size.  Small
objects  are  those  up to 1 cubic foot in size, medium up to 10 cubic feet in
size, and large objects are up to 100 cubic feet in size. Common items only can
be conjured- not precious stones, metals, foods, or magic items.  The chance 
for  a  successful conjuration for a small object is 7% per level of  the  spell
caster, medium objects 4% per level, and large  objects  2% per level.  The
items will fade out of  existence  after  12 hours.  Unusual magic effects, such
as raising a fallen bridge, or other uncatagorized magic may be tried  using 
the medium or large object percentage per level as appropriate.   Unsuccessful
conjurations will  result  in  some minor creation or unusual effect of a 
non-dangerous,  almost right or humorous nature with the same duration.

False Aura: This spell will enable the caster  to  endow  a non-magical item
with a magical aura  undistinguishable  from a real aura.  It may also be used
to alter the  aura  of  an object or creature to make it appear to be something
different from its true aura.  Duration  permanent.  Area  of effect is object or
creature touched.

Gray Mists:  This spell enables the caster to create a gray cloud of fog up to
10 x 10 x  10  feet  in  volume  per  level of the spell caster.  Anyone caught
within the cloud will be unable to see more than one foot and sounds within
the gray mist will be muffled.  This mist can be created at up to 150 feet from
the caster in any direction.  Duration is ten minutes per level of spell caster.

Necromatic Bolt:  This spell enables the caster to release a bolt of magic energy
from his finger tips that does 1-2 points damage per level  of  the  spell 
caster.  Range  is  10 feet per level of  caster.  These  bolts  will  always  hit 
a visible target.  No saving throw.


Second Level Black Magic Spells

Detect magic: This  spell  when  cast  will  cause  all  magic items with in a
ten foot radius to glow.  Duration one minute per level of the spell caster.

Familiar:  This spell enables the caster to summon a familiar, a creature that is
intelligent and totally faithful to the caster.  The familiar will serve as a
companion and perform minor tasks at the bidding of the caster.  A  familiar 
can  communicate  telepathicly  with  its master.  A side from these special
abilities the familiar appears to be a normal one hit die or less creature.  A
magic user may only have one  familiar  at  a  time  and  this spell can only
be cast once per year.  The type of familiar summoned is  determined randomly
by the table below:

                  01-07  cat
                  08-14  crow/raven
                  15-21  hawk
                  22-28  toad
                  29-35  weasel
                  36-42  owl
                  43-49  rat
                  50-56  dog
                  57-63  bat
                  64-70  mouse
                  71-77  insect large
                  78-84  special *
                  85-00  no familiar found +

            * A special  familiar is an unusual one hit die
              creature chosen by the game master.
            + No familiar found, cannot cast the spell for one 
              year.

Frighten: This spell causes any single creature  if  less than six hit die to
become frightened and shiver  violently unless a saving throw versus mind
affects is successful. Creature suffering from fright will defend themselves but
will have a minus one penalty to all to hit and damage rolls.  Duration is 3d6
minutes.

Stinking mists: This spell enables the caster to  create  a stinking cloud of fog
up to 10 x 10 x 10 feet in volume  per level of the spell caster.  The foul odor
of this cloud will cause all who are trapped in side to become  helpless with
nausea for 1d6 minutes unless they save versus poison. Any one trapped with
in the cloud can not engage in combat. Duration is ten minutes plus one minute
per level of  the spell caster.  Mist can be created in up to 150 feet in any
direction from the spell caster.

Voodoo curse:  This spell enables the caster to inflict minor aches and pains
threw the use of a small doll  into witch has been incorporated a piece of
clothing or a lock of hair or finger nail clippings or a drop of blood, etc, The
spell can be used but once a day and the effects  cause the victim to be sore
for no more then 2 hours during this time the victim will be unable to lift
great deals of weight and will receive a -1 to his to hit and damage rolls.Third Level Black Magic Spells

Animate Animal:  This spell enables the caster to create skeletons or zombies
from the bodies of dead animals. These creatures will be one to two hit die
monsters. Skeletons will move at up to 120 feet per minute, and zombies will
move at up to 60 feet per minute.  Damage by bite, strike, or claw is variable
at a maximum of 6 points damage per attack, plus possible disease.  Save
versus constitution or be infected.  Number of attacks per round is as per
number of attacks per that creature when alive. The necromancer can animate
one creature per level of ability with this spell.

Lightning:  This spell enables the caster to create an electrical charge which
can be hurled from the spell casters hands in the form of a lightning bolt. 
The lightning bolt will do 1d6 points of damage per level of ability of the spell
caster.  The lightning bolt may be directed at a single target.  When hitting a
target secondary bolts will branch out from the target and strike all creatures
or objects within 30 feet doing half damage to those secondary targets.  Save
versus spells for half damage.

Necromatic Healing:  This spell enables the spell caster to heal 2d8 points of
damage for any wounded person or creature.

Pain:  This spell enables the caster to cause any individual excruciating pain. 
The victim is in such pain that he is unable to  do little but roll on the
ground in pain.  Save  versus  mind effects each round.  Duration is one
minute per level  of the spell caster.  Range is 50 feet.

Sleep Mist:  This  spell enables the spell caster to create a cloud of sleep fog 
10 X 10 X 10 feet in volume per level of spell caster.  Any one caught within
the cloud must save versus poison or fall asleep for 2d6 minutes, the time the
cloud takes to dissipate-  The mist can be created at up to 150 feet from the
caster in any direction.


Fourth Level Black Magic Spells

Control:  This spell enables the spell caster to take control of an individual's
mind for the duration of the spell.  The spell allows the caster to order the
victim to do anything except harm himself.  Range is within hearing. The victim
must be able to understand the language of  the spell caster.  Save versus
mind effects for no affect. Orders to harm himself gives the victim another save 
and any such order will be ignored.  Duration is  one minute per level of the
spell caster.

Communicate With Creature:  See table in Beastmaster class description.

Speak With Dead: This spell enables the spell  caster  to speak with the dead. 
The dead may have been dead  for  any length of time.  Answers given are
generally, but no necessarily truthful.  Also the long dead may have poor
memories.  Duration is one minute per level of  the  spell caster.

Summon Undead:  This spell enables the spell caster to summon 1-12 undead
from an area 200 feet in radius from the caster.  If more than 12 are present,
those  closest  will respond.  The summoned undead will be taken from the area
description or rolled on the following random table:

                Random Undead Summoning Table
                1-2 Skeleton
                3-4 Zombie
                5-6 Ghoul
                7-  Undead, 3 hit die or greater
                8-  No undead within spell range.

Rot: This spell enables the spell caster to speed  up  the decay process so that
any dead creature will rot at a rate of 2 years per minute.  Duration is on
minute per level of the spell caster.  Range is 100 feet, and up to one creature
per level of the caster.


Fifth Level Black Magic Spells

Animate Minor Undead: This spell enables the  spell  caster to create the lowest
of undead, skeletons and zombies.  The caster can animate one undead per level
of the spell caster.  The undead can be created from any human, demi-human,
humanoid, or player character races.  The undead will obey any simple
commands given to it by  its creator.

Curse/Uncurse:  This spell enables the caster to place a curse or remove a
curse from any individual.  The curse may take several forms including;
excruciating pain or  illness during which the victim will be unable to preform
only  the simplest of tasks; ugliness causing the victim  to  become extremely
ugly; other forms are possible at the  discretion of the gamemaster- Duration of
the spell is 24  hours  per level of the spell caster.  The reverse spell  is 
Anchors. It will remove any curse cast at an equal or lower level than the
person casting the anchors.  The victim  of  the curse may save versus spells
for no effect.  Range  is  100 feet.

Entrapment Mist: This spell is similar to the  other  mist spells except those
that are caught within it must  save versus mind effects or be held unable to
move for 2d6 minutes.  The area of effect is a volume 10 X 10 X  10  feet in
volume per level of the spell caster.  The mist lasts for 2d6 minutes before
dissipating.  The mist can be created at up to 150 feet from the caster in any
direction.

Fear: This spell enables the spell caster to  cause  all hostile or otherwise
unknown beings within 30 feet to  save versus mind effects or cower away in
fear for ten  minutes. Range is 30 feet.

Mutation: This spell enables the spell caster to  cause  a physical mutation in
any creature or plant that will  be passed onto its offspring.  This spell has a
5%  per  level cumulative chance of success per level of the spell  caster of
making a single significant change in the  species.  An unsuccessful attempt
will have some adverse affect on  the creature or plant such as a deformity,
growing an  extra limb, or similar change as determined by the gamemaster.Sixth Level Black Magic Spells

Circle Of Fire: This spell enables the  caster  to  create circle of fire
surrounding himself filling a circle  with  a radius of 10 feet.  The flames will
not  effect  the  caster, but anyone else attempting to pass through the 
flames unprotected will receive 1d4 hit points of damage  per  level of the spell
caster per minute spent within the flame. Save versus spells for half damage. 
The circle will move with the spell caster as he moves.  Duration  is  one 
minute per level of the spell caster.

Cold Blast:  This spell enables the caster to create a funnel shaped blast of ice
shards and freezing  winds  10 feet long per level of the spell caster and 10
feet in diameter.  All trapped within the blast  will  suffer  1d6 points of
damage per level of the spell  caster.  Save versus spells for half damage. 
Fire  using  creatures  or fire using creatures such as fire  elementals, 
salamanders, and red dragons will take double damage from the  spell  and
save at a -4 penalty versus spells.

Feeblemind:  This spell enables the caster to cause an individual to become
feebleminded for 24 hours per level of the spell caster or permanently
feebleminded if  the  caster is of tenth level or higher.  The  feebleminded 
character will have an intelligence of 2.  Range is 10 feet per level of the spell
caster.  Save versus mind effects  for  no effect.

Fire Trap:  This spell enables the caster to place a magical trap on any door or
lid so that when opened those within 10 feet of the door or lid will receive 5d4
points of fire damage.  Save versus spells for half damage.

Skeleton Beast: This spell enables the  caster  to  create from any random
group of bones containing at least one skull a skeleton beast.  This animated 
skeleton  will  be able to attack using bites, claws, or using its  limbs  as
clubs.  A small beast will be 2 hit die,  a  medium  beast will be 4 hit die, and
a large beast will be a 6  hit  die monster.  Giant skeleton beasts may be 
created  at  eighth level or higher with its hit die not to exceed the level of
the caster.  They are not undead and can not be turned. Range is 100 feet and
they can be directed by their creator.  Duration is 24 hours or until killed. 
One particular group of bones can only be animated into  a skeleton beast
once.


Seventh Level Black Magic Spells

Enfeeblement:  This spell enables the spell caster to enfeeble an individual so
that his strength falls to 2  for one hour per level of the spell caster.  Save
versus spells for no effect.  Range 10 feet per level of the spell caster.

Monster Summoning:  This spell enables the caster to summon one monster or
creature from the surrounding area of  equal or lower level.  If the spell
caster is able to  speak  with the creature, he will be able to set one task that
the monster must perform.  Save versus spells to not  be  bound by the
summoner to this task.  If the caster is  unable  to control the creature or
communicate with it, the  creature will either depart or attack him.  Range is
one mile. Duration is until the task is completed, the creature dies, or the
caster dies.

Paralysis: This spell enables the caster to  paralyze  any creature within a 10
foot radius circle for 5-10  minutes (1d6 +4).  Save versus paralysis for no 
affect.  Range  is 100 feet.

Permanent Blindness or Deafness: This spell  enables  the caster to cause any
single person or creature to become either permanently blind or permanently
deaf, or until magically or alchemically cured.  Save versus  spells  for the
effect to last only 1d6 minutes.  Range is 100 feet plus 10 feet per level of the
spell caster.

Strangling Mists: This spell enables the caster  to  create a cloud of strangling
mist 10 X 10 X 10 feet in volume  per level of the spell caster.  Those caught
within  the  cloud must save versus poison or suffer from strangling doing 1d4
points of damage per minute within the cloud.  The  cloud will last for 2d6
minutes before dissipating.  This  mist can be created up to 150 feet from the
spell caster in  any direction.

Wither Plants:  This spell enables the spell caster to wither all normal plants in
a circle 10 feet in radius  per level of the spell caster in the area surrounding
him.  Animated, intelligent, or magical plants will take 1d4 points of damage per
level of the spell caster.  Save versus spells to not wither for normal plants
and for half damage versus animated, intelligent, or magical plants.



Eighth Level Black Magic Spells

Animate Major Undead:  This spell enables the caster to animate 3, plus 1 per
each level above eighth, major undead.  The undead creatures can  be  raised 
from  any  human or demi-human, or player  character  race  corpses.  The 
type of undead animated will be randomly determined from the table below.  All
creatures  animated  from  one  spell  will be of the same type.

                1-2  Ghast
                3-4  Ghoul
                5-6  Mummy
                7-8  Wight

After being animated the undead can be  ordered  to  perform  a single task,
such as guarding a room or hunting down an individual or group of
individuals.  Once this task is completed, or until the creature is released  by 
the  caster, or the spell caster dies, the undead is free to do as he pleases. 
The undead creature will always remain neutral with respect to the spell caster
thereafter who created, unless the spell caster attacks him or attempts to turn
him.  In these cases the  undead  will  become  violent  toward the spell
caster.

Petrify/Unpetrify: This spell  enables  the  caster  to  turn the living flesh of
any one  creature  to  stone.  Save  versus petrification or be turned to
stone.  The spell does not affect non-living materials.  Range is  10  feet  per 
level  of the spell caster.  Duration  is  permanent.  The  reverse  of this
spell is Unpetrify.  This spell will return any petrified person or creature back
to living flesh.

Storm:  This spell enables the spell caster to create a storm in the form of a
heavy rainstorm or snowstorm complete with high winds.  The area  of  effect 
is  a  circle 100 feet in radius.  Range of the spell is 200 feet, Duration is one
hour per level of the spell caster.

Summon Phantom: This spell enables  the  caster  to  summon  a phantom from
the negative  material  plane.  Fifty  per  cent of the time a shadow will
appear, 50% of  the  time  a  wraith will appear.  This phantom will  serve  the 
spell  caster  for one hour plus one hour per level of  the  spell  caster 
above eighth.  During this time the phantom  will  do  as  the  spell caster
bids.  The phantom will  remain  on  this  plane  until the spell expires, it is
released, or  the  spell  caster  is killed.  After this time it will return  to  its 
own  plane  of existence.

Wings: This spell enables the  spell  caster  to  fly  through the use of a pair
of shadowy wings  created  by  this  spell. Speed is up to 100 feet per 
minute.  Duration  is  one  minute per level of the spell caster.


Ninth Level Black Magic Spells

Evil Eye:  This spell enables the spell caster to see through illusions,
disguises, shape change spells, etc.  In addition it permits the spell caster to
locate secret and hidden doors and traps.  It also can be used to locate
invisible objects and creatures.  Duration is one minute per level of the spell
caster.  Range is line of sight.

Evil Mists:  This spell enables the spell caster to create a 10 X 10 X 10 foot
volume per level of the spell caster of velvet black mists.  The mists can move
at a rate of 100 feet per minute.  Anyone caught in the mists will suffer 1d4
points of damage per minute caught in the mists and be blinded for 3d6
minutes.  The mists can be used to force creatures from other planes back to
their own plane of existence.  Duration is 10 minutes.

Quest:  This spell enables the caster to place a quest upon any single
intelligent creature or individual.  A quest will cause him to carry out any
single assigned task.  He gets a save versus mind affects initially and once a
month thereafter to free himself of the quest.  Duration is until a save is made
or the task is completed.  The individual will not perform a task against his
basic nature.  Any attempt to do so will immediately break the spell.

Ray Of Disintegration:  This spell enables the spell caster to create a magical
ray which will disintegrate mater in a 10 X 10 X 10 foot volume.  All forms of
matter can be destroyed including rock, earth, water, and flesh.  Living
creatures, magic items, and precious metals and gems save versus spells for no
effect.

Trap The Soul:  This spell enables the spell caster to trap the life force of any
living being within a 1,000 gold piece value gem.  Save versus spells to avoid
being trapped within the gem.  If the victim fails his save the soul will be
trapped in the gem, while the victims body will remain intact but will be void
of life.  The body will not decay even though it is dead.  The life force can
reenter its own body if it is still intact or another body when the gem is
destroyed.  If a body is not available the life force will become a disembodied
spirit until a new body can be found.


Tenth Level Black Magic Spells

Magic Wind: This spell enables the spell  caster  to  animate a gust of wind. 
This wind can be ordered  to  perform  a simple task such as carry a message
not exceeding 7 words, to propel small sailing craft, and to  extinguish  small
fires, both magical and normal.  The wind  moves  at  the speed of 100 feet
per minute.  Duration is 10 minutes per level of the spell caster.

Death Mists: The spell enables the spell  caster  to  create a poisonous cloud
10 X 10 X 10 feet in volume plus 10  X  10 X 10 foot in volume per level above
tenth level.  Anyone caught within the cloud must save versus poison  or  die
within three minutes.  The mist can be created up to 150 feet in any direction
from the spell caster.  Duration is 10 minutes.

Energy Drain: This spell enables the spell  caster  to  drain
 one hit die of life energy and one experience level from a living being. This
loss is permanent unless  magically  restored.  Killing the spell caster
responsible for this loss will  restore the lost hit die and experience level. 
The  victim  must save versus spells to avoid the effects of  this  spell. Range
is touch.

Rune of Guarding:  This spell enables the spell caster to magically place a rune
on any portal or room.  Anyone passing through the portal or entering the
room  without  the proper password will take 1d6 points of electrical damage
per level of the spell caster.  Save versus  spells  for  half damage.  Duration
is until the rune has been set off.

Turn Alignment: This spell enables the caster  to  turn  the alignment of any
one creature or being within ten  feet from its original alignment to evil.  The 
creature  or being gets a normal saving throw versus spells for no effect.  For
each day after the being or creature gets an additional saving throw against
the effect at a  penalty equal to the difference between the level of  the  spell
caster and the creature or being affect.  A  save  means  that the creature of
being immediately changes back to his normal alignment and cannot again be
affect by  this  spell by this spell caster for one year.  If  the  creature  or
being fails the saving throw for thirteen days,  he  becomes permanently evil.


Eleventh Level Black Magic Spells

Hand Of Death:  This spell enables the spell caster to kill any individual by
pointing at him.  The spell may be  held  for up to ten minutes before being
used or it will fade away. The victim may save versus death to not be killed. 
Range is sight.

Possession: This spell enables the spell caster  to  leave his own body and
enter the body of another individual. When in the body of the victim the spell
casters body  will still function but is devoid of all consciousness.  The spell
caster will have control of the possessed individual's body.  He will also
possess in addition  to  his own spells, all of the spells and capabilities of the
possessed individual.  He also will have access to the possessed individuals
memories.  Save versus  mind  affects for an unsuccessful attempt.  Duration is
one hour per level of the spell caster.  One save per hour is allowed.  if the
casters body dies while he is possessing another's body, his spirit becomes a
disembodied spirit until it can regain a body of its own,  It will retain its spell
casting abilities in the mean time.

Reveal: This spell enables the spell caster to  learn  one answer to a question
per minute about a 100 foot  diameter circle.  This information may include
present or past times.  Duration is 1d6 minutes.

Word Of Evil:  This spell enables the spell caster to repel any summoned
creature of good alignment of lower level than the spell caster.  It may also be
used to  counter  the effects of a successful turn undead attempt.


Twelfth Level Black Magic Spells

Banish:  This spell enables the caster to immediately banish any creature from
another plane back to its own plane of existence, whether it was a summoned
creature or came of its own free will.

Devastation:  This spell enables the spell caster to devastate any non-living
material in a 50 foot radius hemisphere.  Stone will crumble to dust, wooden
planks will rot, and metal will rust, corrode, and become weak.  Range is 200
feet.

Major Curse: This spell enables the spell caster to  place a powerful curse on
an area 100 feet in radius.  This  area will become barren of all life and will be
unable to support life for thirteen years.  Any living creature entering this
area will become ill and must leave within one hour or die.  The area will
radiate evil.  Creatures of good alignment will feel a great uneasiness when
within 1000 feet of the cursed area.  This spell may be  countered by a wish
spell or a remove curse spell cast by a twelfth or thirteenth level spell caster. 
Range is 300 feet. Duration is thirteen years.

Wailing Wind: This spell enables the spell caster to  call forth a mass of spirits
in the form of a mist 100 X 100 X 100 feet in volume.  Those caught in the
wailing wind  must save versus mind effects or go insane.  Range is 200  feet.
Duration is 10 minutes before it is dispersed.
ELEMENTAL MAGIC SPELLS

First Level:
       Circle of light
       Conjuration
       Electric Hand                                Ninth Level:
       Elemental Bolt                                       Earth
       Minor Healing                                        Earth Sight
       Wind                                                 Prot Fm Elementals
                                                            Water Sight
Second Level:
       Detect Magic                                 Tenth Level:
       Fog                                                  Animate Rock
       Permanent Light/Dark                                 Pass Rock
       Predict Weather                                      Summon Elemental
       Walk On Water
                                                     Eleventh Level:
Third Level:                                                Earthquake
       Dig                                                  Melt Metal
       Fire Hand                                            Tempest
       Lightning
       Part  Water                                          Twelfth Level:
       Thunder                                              Lightning Storm
                                                            Rock Corridor
Fourth Level:                                               Volcano
       Create Water
       Contact Other Plane                          Eighth Level:
       Fire                                                 Delayed Fire
       Frost                                                Delayed Ice
       Permanent Fog                                        Ring of Fire/Ice
                                                            Move Rock
Fifth Level:                                                Summon Para-Elemental
       Airy  Water
       Ice
       Resist Cold
       Resist Fire
       Stone Sculpturing

Sixth Level:
       Control Temperature
       Cold  Blast
       Doorway
       Stone  Wall
       Storm

Seventh Level:
       Air
       Control Weather
       Adaptation
       Mud
       Resist Lightning
First Level Elemental Magic Spells

Circle Of Light/Dark: This spell enables the caster to create a magical ball of
light, of any color from infrared through ultraviolet, one foot in diameter that
will illuminate an area up to 20 feet in radius from the ball itself.  The
brightness of the ball and the color of the ball is at the discretion of the spell
caster.  This ball of light will either float in a fixed position or can be thrown
as a ball by the spell caster.  Circle of darkness will similarly cause a circle of
darkness up to 20 feet in radius from a black, one foot in diameter ball. 
Glowing objects within this circle will still glow, but their light will not
illuminate anything but themselves.  Duration is ten minutes per level of spell
caster.

Conjuration:  Same as first level Black Magic spell conjuration.

Electric Hand: This spell enables the caster to cause 1d6 plus 1 point per level
of the spell caster of electrical damage to any creature or person touched. 
Save versus spells for half damage.

Elemental Bolt: This spell enables the caster to release a bolt of magic energy
from his finger tips that does 1-2 points damage pe level of the spell caster. 
Range is 10 feet per level of the spell caster- These bolts will always hit a
visible target.  No saving throw.

Minor Healing: This spell enables the caster to heal an unconscious character at
-9 to 0 hit points back to 1 hit point.  It is a form of magical first aid.  Area
of effect is character touched.

Wind: This spell enables the caster to create a gust of wind of sufficient
strength to extinguish small flames and blow over small objects in whatever
direction he points.  Range is 10 feet per level of the spell caster.  Duration is
one minute per level of the spell caster.

Second Level Elemental Magic Spells

Detect magic: This spell when cast will cause all magic items with in a ten foot
radius to glow.  Duration one minute per level of the spell caster.

Fog: This spell enables the caster to create a bank od thick fog 20 X 20 X 20
feet in volume per level of the spell caster.  This fog may be created in any
direction at a distance of up to 200 feet from the caster, Duration is ten
minutes per level of the spell caster.  The spell is reversible to Disperse Fog,
Cloud, or Mist.

Permanent Light/Dark: This spell enables the caster to create a permanent area
of light or dark as per the description of Circle of Light/Dark spell.  A
variation of this spell would allow the caster to set a pattern of light and dark
or color changes that the glowing ball would cast.  Range 100 feet.

Predict Weather: This spell enables the caster to feel weather patterns and
thereby predict changes in the weather for a period of up to two days.  It is
not precognitive and is not 100% reliable.

Walk On Water- This spell enables the caster to walk upon water or other type
of  liquid and not sink into it.  The souls of the casters feet or shoes are
separated by a magic field from the liquids surface, so that they would not
actually touch the liquid.  A shallow impression one-quarter inch deep is made
in the liquids surface below the foot.  Duration is one minute per level of spell
caster.  Weight limit is the caster and whatever he can carry.  The spell may
be cast upon another person or creature with the same effects.

Third Level Elemental Magic Spells

Dig: This spell enables the caster to excavate a hole in loose material such as
earth, sand, or mud three feet on a side and three feet deep per level of the
spell caster.  In effect a third level caster could dig a hole 3 X 3 X 3 feet in
volume.  The hole is excavated in one round.

Fire Hand: This spell enables the caster to shoot flames from his fingertips a
distance of 5 feet in an arc 9 feet across- The flames do 1d4 points of damage
per level of the spell caster.  Save versus spells for half damage.  Duration is
one minute.

Lightning: This spell enables the caster to create an electrical charge which
can be hurled from the spell casters hands in the form of a lightning bolt. 
The lightning bolt will do 1d6 points of damage per level of ability of the spell
caster.  The lightning bolt may be directed at a single target or it may be
forked to strike two targets.  In the latter case the spell will do half the
damage rolled to each of the targets.  Save versus spells for half damage.

Part Water: This spell enables the caster to part a body of water or river and
create a dry path three feet wide across the bottom.  The length of this path
is 100 feet per level of the caster.  Duration is one minute per level of the
spell caster.

Thunder: This spell causes a thunderous explosion of sound to take place at a
distance of up to 200 feet from the spell caster in whatever direction he points. 
All creatures within 20 feet of the thunder will be deafened for 1d6 minutes. 
They also must save versus constitution or be stunned for 1d6 minutes.  Glass
or other fragile items within 20 feet of the thunder have a 50% chance of being
broken.


Fourth Level Elemental Magic Spells

Create Water: This spell enables the caster to create on cubic foot of pure
fresh water per level of experience. it can be created within a container or
used to dowse something.  The reverse of this spell is destroy water.  Destroy
water will allow the caster to destroy up to one cubic foot of water, acid, or
other liquid per level of experience.  Water can not be created or destroyed
within a living creature.  Range is 20 feet.

Contact Other Plane: This spell enables the caster to contact and communicate
with beings on other planes of existence.  Duration is ten minutes per level of
the spell caster.

Fire: This spell enables the caster to create a ball of magic flame that will
explode and do 1d6 points of damage per level of the spell caster of fire
damage to anything within 30 feet of the ball when it explodes.  It can be
hurled forth a distance of up to 100 feet plus 10 feet per level of the spell
caster.  Creatures may save versus spells for half damage.  The reverse of this
spell allows the caster to extinguish any magical or non magical fire within a
circle thirty feet in radius at a distance of up to 100 feet plus 10 feet per
level of the spell caster.

Frost: This spell enable the caster to coat an area up to 10 feet square for
each level of the spell caster with a thick slippery coating of frost.  This area
may be at a distance of up to 100 feet plus 10 feet per level of the spell
caster.  This spell does no damage to living things, although it may entrap
them.  The frost lasts until it melts normally.

Permanent Fog: This spell enables the caster to create a permanent bank of
thick fog 20 feet X 20 feet X 20 feet per level of the spell caster.  The fog will
persist in the area permanently unless magically dispersed.
Fifth Level Elemental Magic Spells

Airy Water: This spell enables the caster to create a tunnel of airy water three
feet wide, 10 feet high, and 100 feet long per level of the spell caster.  Those
within the airy water area, if air breathing, can move and breath normally. 
Aquatic organisms can similarly swim, move, and breathe as if the airy water
were normal water.  Only spells usable underwater will work within an airy
water spell.  Duration is 10 minutes per level of the spell caster.

Ice: This spell enables the caster to create a ball of magic ice that will explode
and do 1d6 points of cold damage per level of the spell caster to anything
within 30 feet of the ball when it explodes.  It can be thrown for a distance of
up to 100 feet plus 10 feet per level of the spell caster.  Creatures may save
versus spell for half damage.  The reverse of this spell, Melt, will cause any
normal or magical ice within a circle 30 feet in radius to melt within one round. 
The Melt may be cast at a distance of up to 100 feet plus 10 feet per level of
the spell caster.

Resist Cold: This spell enables the caster to protect one person, player, or
creature from damage from cold based attacks.  Those protected by this spell
will only take 1/2 damage from the attack, and saving throws to further reduce
that damage are still applicable.  Area of affect is creature touched.  Duration
is ten minutes plus one minute per level of the spell caster.

Resist Fire: This spell enables the caster to protect one person, player, or
creature from damage from fire based attacks.  Those protected by this spell
will only take 1/2 damage from those attacks, and saving throws to further
reduce that damage are still applicable.  Area of affect is creature touched. 
Duration is 10 minutes plus one minute per level of the caster.

Stone Sculpturing: This spell enables the caster to sculpt magically one cubic
foot of rock per level into any desired shape, such as a statue, useful tool, or
similar item.  It may also be used to cut holes through rock walls.  Range is
touch.  Duration is one minute.

Sixth Level Elemental Magic Spells

Control Temperature: This spell enables the caster to alter the air temperature
within a radius of up to 20 feet of himself by up to 10 degrees fahrenheit per
level of ability.

Cold Blast: This spell enables the caster to create a funnel shaped blast of ice
shards and freezing winds 10 feet long per level of the spell caster and 10 feet
in diameter.  All trapped within the blast will suffer 1d6 points of damage per
level of the spell caster.  Save versus spells for half damage.  Fire using
creatures or fire using creatures such as fire elementals, salamanders, and red
dragons will take double damage from the spell and save at a -4 penalty versus
spells.

Doorway: This spell enables the caster to create a 10 foot square doorway
between any two planes of existence.  An example would be the Frank Universe
and the Elemental Plane of Fire.  Duration is one hour per level of the spell
caster.

Stone wall: This spell enables the caster to build from any pile or scattering of
stone of sufficient volume a wall of stone 125 cubic feet in volume per level of
ability of the caster.

Storm: This spell enables the spell caster to create a storm in the form of a
heavy rainstorm or snowstorm complete with high winds.  The area of effect is
a circle 100 feet in radius.  Range of the spell is 200 feet.  Duration is one
hour per level of the spell caster.
Seventh Level Elemental Magic Spell

Air: This spell enables the caster to create a swirling windstorm 20 feet in
radius at a distance of up to 100 feet plus 10 feet per level of the spell caster. 
This whirlwind will move at a rate of 10 feet per minute at the casters bidding. 
Duration is one minute per level of the spell caster.  Any object weighing less
than 400 pounds will be picked up and hurled 10d6 feet and suffer 1d4 points
damage for each 10 feet thrown.  Creatures may save versus dexterity for half
damage.  The reverse of this spell, Calm, will create a pocket of calm air in the
face of magical or normal winds up to tornado strength.  This pocket of calm
air extends 20 feet around the caster.  Duration of the calm spell is 10 minutes
plus one minute per level of the spell caster.

Control Weather: This spell enables the caster to cause any single weather
pattern of choice to persist in an area of a 6 mile diameter circle for a period
of one week plus one day per level of the spell caster.  Violent weather events
such as tornadoes, hurricanes, monsoons, or violent thunderstorms cannot be
created with this spell.  Possible weather patterns might include: warm and
pleasant, hot and dry, rainy downpour, snowstorm, windy, foggy, and so forth. 
Range of spell is three miles with the spell cast at the center of the area of
effect.

Adaptation: This spell makes the caster or the person touched by the caster
totally adapted to any natural type of climate.  For example he could swim and
breath while underwater, would not be cold in a frozen region, and would not
get hot and thirsty in a desert.  The person affected would move and exist as
would any creature native to that environment.  Duration is one hour per level
of the spell caster.

Mud: This spell enables the caster to turn an area of normal earth into mud or
an area of sand into quicksand.  An area 10 feet square may be affected per
level of the spell caster to a depth of 10 feet.  The reverse of this spell would
turn an area 10 foot square per level of the spell caster from, mud, swamp, or
quicksand into normal dry earth or sand.

Resist Lightning: This spell enables the caster to protect one person, player, or
creature from damage from lightning or electrical based attacks.  Those
protected by this spell will only take half damage from electricity and
lightning, and saving throws to further reduce that damage are still applicable. 
Area of effect is creature touched.  Duration is 10 minutes plus one minute per
level of the spell caster.

Eighth Level Elemental Magic Spells

Delayed Fire: This spell enables the caster to cast a Fire spell whose explosion
will be delayed by up to 20 minutes at the spell casters choosing.

Delayed Ice: This spell enables the caster to cast an Ice spell whose explosion
will be delayed by up to 20 minutes at the spell casters choosing.

Move Rock: This spell enables the caster to levitate and move a mass of rock or
earth weighing up to 100 pounds per level of the spell caster a distance of up
to 200 feet at a speed of 100 feet per minute.

Ring of Fire/Ice: This spell enables the caster to create a circle of fire or a
circle of ice surrounding himself at a radius of 10 feet.  Anyone attempting to
pass through the flame or striking the wall will take 1d4 points of fire or cold
damage per level of the spell caster.  Save versus spells for half damage. 
Duration is a maximum of one minute per level of the spell caster.

Summon Para-Elemental: This spell enables the caster to summon one
para-elemental from one of the elemental planes.  This par-elemental will aid the
spell caster however possible.  The para-elemental will remain in this plane for
a maximum of IQ minutes or it may be dismissed earlier by the caster.  The
spell caster can select the plane the creature comes from but can not select the
specific type of creature that responds.
Ninth Level Elemental Magic Spells

Earth: This spell enables the caster to create out of the air one 6 inch diameter
rock ball per level of the spell caster, which may be hurled magically a
distance of 10 feet per level of ability.  These balls do 1d6 points of damage
each.  They may be hurled individually or as a group.  No saving throw is
applicable.  All can be hurled within one minute.  The reverse of this spell,
Destroy Rock, can be used to destroy 4 cubic feet of rock per level of ability. 
Rock creatures may save versus death for no affect if attacked by a Destroy
Rock spell.

Earth Sight: This spell enables the caster to divine the answer to any three
questions about past events that have taken place in any 50 foot radius of
earth, rock, or sand.  Range is 50 feet.  Duration is 3 minutes.

Protection From Elementals: This spell enables the caster to protect one person
or creature from damage from attacks by Elementals and Para-Elementals. 
Those protected by this spell will only take 1/2 damage from those attacks. 
Saving throws to further reduce that damage are still applicable.  Area of
effect is creature touched.  Duration is 10 minutes plus 1 minute per level of
the spell caster.

Water Sight: This spell enables the caster to divine the answer to any three
question about past events in any 50 foot radius circle from a point on pond,
swamp, or ice patch.  Range is fifty feet.
Tenth Level Elemental Magic Spells

Animate Rock: This spell enables the caster to imbue a rock or crystal with the
ability to move, The rock must be a separate piece no bigger than 2 cubic feet
per level of the spell caster.  Movement rate is variable and is by rolling or by
walking if the rock is in the form of a statue.  Maximum movement is 10 feet
per minute.  The animated rock will perform whatever task, such as breaking
something or attacking, set to it by the spell caster until the spell wears off. 
Duration is 10 minutes plus 1 minute per level of the spell caster.  Area of
effect is rock touched.

Pass Rock: This spell enables the caster to pass through 2 feet per level of
rock, earth, mud, or lava without harm as if it were air.  Items or creatures
carried by the caster will also pass through.  If dropped they will be
embedded in the stone.

Summon Elemental: This spell enables the caster to summon a major or true
Elemental from his elemental plane.  This Elemental upon appearing has a 50%
chance of being annoyed and simply returning to its own plane.  The other 50%
of the time the Elemental will at least do part of what the caster asks of it.  In
no case will the Elemental harm the spell caster.  Spell duration is variable. 
The Elemental will leave of its own accord in not more that 20 minutes.


Eleventh Level Elemental Magic Spells

Earthquake: This spell enables the caster to create a severe earthquake 100
feet in radius capable of collapsing buildings, draining lakes, opening cracks in
the earth, or causing landslides.  Range is 200 feet.  Duration is one minute.

Melt Metal: This spell enables the caster to melt all metal objects within a 10
foot diameter sphere.  Magic items may save versus spells to not melt.  Range
is 100 feet.

Tempest: This spell enables the caster to create a severe storm 300 feet in radius
of sufficient strength to sink any small ship or to collapse any small to medium
sized wooden structure.  Flying will be impossible and animals are 50% likely to
panic and flee.  Range is 500 feet.  Duration is 10 minutes plus I minute per level
of the spell caster.


Twelfth Level Elemental Magic Spells

Lightning Storm: This spell enables the caster to create a severe lightning storm
50 feet in radius, All creatures within the circle will take 10d10 points of electrical
damage.  Save versus spells for half damage.  Range is 150 feet.  Duration is one
minute.

Rock Corridor: This spell enables the caster to create a corridor through solid
rock 3 feet wide, 10 feet high, and 100 feet in length.  The corridor need not be
straight.  Area of effect is rock touched.  Duration is one turn.

Volcano: This spell enables the caster to cause a 100 foot high volcano to rise out
of the ground at a rate of 10 feet per minute.  Upon reaching a height of 100 feet
it will billow forth fire, smoke, and lava.  Lava will flow outward in streams or
sheets at a rate of 10 feet per minute for fifty minutes and then stop.  The lava
will take loudly days before it will be cool enough to walk upon.  Damage from the
volcano and liquid lava is variable at the discretion of the gamemaster.

ENCHANTMENT SPELLS

First Level:                                 
       Aura  Reading                         
       Charm  Person                         
       Circle Of Light/Dark
       Conjuration
       False Aura                            
       Enchanted  Missile                    
       Preserve                              
       Whisper
                                             
Second  Level:                               
       Confusion                             
       Detect Danger
       Detect  Magic                         
       Detect invisibility                   
       Identify                              
       Luck
       Tongues

Third Level:                                 
       Auditory  Charm                       
       Comm.  w/Creature                     
       Forget
       Invisibility                          
       Optical  Illusion
       Play Music
       Shatter/Repair

Fourth  Level:
       Bridge
       Charm  Creature
       Emotion
       Lock
       Minor  Teleport
       Read  Languages
       Wind

Fifth Level:
       Dispel Charm
       Ice
       Haste/Slow
       Hypnosis
       Silence

Sixth Level:
       Dispel Optical Illusion
       Flight
       Minor Healing
       Music Of  Spheres
       Sleep
Seventh Level:
       Animate  Object
       Magic  Instrument
       Shrink/Grow

Eighth Level:
       Frost
       Magic Cards
       Permanent Silence
       Shadow

Ninth Level:
       Door
       Enchant Weapon/Armor

Tenth Level:
       Hallucination
       Teleportation
       
Eleventh Level:
       Dance
       Mass Charm

Twelfth Level:
       Major Conjuration
       Permanency

First Level Enchantment Spells

Aura Reading: This spell enables the caster to read the aura of a person, creature,
or object and determine its alignment.  This spell also has a chance to detect if
a person or creature is seriously ill or injured as this can affect its aura.  It will
not detect a false aura as being false.  Range is 100 feet.

Charm Person: This spell enables the caster to charm people of intelligent races,
such as player character races among others.  It will not charm intelligent animals
or magical monster races.  Duration is one day per level of the spell caster, The
subject of this spell may save versus mind affects for no effect, People with
intelligences greater than 12 may save once per each additional day of the spell. 
The charmed person will believe that the caster is his best friend and will do
nothing to harm him.  The charmed person will usually do as the caster asks.  The
spell is not reversible.

Circle Of Light/Dark: Same as first level Black Magic spell.

Conjuration:  Same as first level Black Magic spell.

False Aura: Same as first level Black Magic spell.

Enchanted Missile: This spell enables the caster to create and cast from his
fingertips, one missile of enchantment magic per level of the spell caster in a
single minute.  These will always hit a visible target and can be directed by the
caster individually.  They will do 1d4 points of damage each, with no saving
throw.  All can be sent within the first minute or held for up to ten minutes
before being released.

Preserve: This spell enables the caster to prevent time from passing within a one
cubic foot or less volume.  Food placed inside this area will not spoil.  Plants or
animals inside this area will stop their body processes and will not age, They will
suffer no effects when removed and will not be aware of time having passed.  It
takes two minutes for the spell to take effect when something is placed inside. 
Duration is one month per level for levels I through 6, and permanent for levels
7 and above unless dispelled.

Whisper: This spell enables the caster to send a whispered message of up to I
minutes duration to any person or creature within sight.  The message can only
he heard by the creature pointed at and cannot be intercepted.

Second Level Enchantment Spells

Confusion: This spell enables the caster to cause the confusion of one person or
creature for one minute per level of the spell caster.  Save versus mind affects
for no effect.  The affected person or creature will stand unmoving, wander
around, or may even attack randomly.

Detect Danger:  This spell enables the caster to detect danger in the immediate
area.  Danger may in the form of a trap, a monster, or an ambush.  It will detect
only dangers that all ready exist, it will not detect potential dangers or things
that might happen as it does not foretell the future.  Range is 100 feet.

Detect Magic: Same as second level Black Magic spell.

Detect Invisibility: This spell enables the caster to see magically invisible objects
or persons. it will not detect or penetrate illusions as such.  Duration is one
round per level of the spell caster.  Range is sight.

Forget:  This spell causes the person or creature touched to forget the events
that have happened in the last hour.  Range is touch.  Save versus minde affects
for no effect.

Identify: This spell enables the caster to identify magical characteristics of an
object or objects at a rate of one characteristic per minute.  It will not detect
false auras as false or detect cursed objects as cursed.  Duration is one minute
per level of the spell caster.  Range is touch.

Luck: This spell enables the caster to make one person lucky or unlucky for 10
minutes per level of the spell caster.  They may save versus spells for no affect
to not be unlucky.  The person affected will have minor amounts of luck or bad
luck.  Saves will be at +1 or -1 for the duration of the spell.

Tongues: This spell will enable the caster or person the spell is cast upon to
understand speech and to speak any one language for 5 minutes plus one minute
per level of the spell caster, Magic language can not be understood or spoken
with this spell.  Written materials can not be read and things can not be written
in unknown languages using this spell.
Third Level Enchantment Spells

Auditory Charm:  Allows the spell caster to create a charmed circle 30 feet in
diameter.  Anyone within this area can easily fall asleep and will awaken after
three hours refreshed and healed as if he had a full nights sleep, Spells and
psionic points are regained as if it were a full nights sleep as well.  Those
sleeping can easily be awakened.  The area tends to repel creatures of evil
alignment and the effects do not work for evil creatures or persons.  Duration is
24 hours.

Bridge:  This spell creates a magical invisible bridge up 50 feet plus 10 feet per
level of the spell caster in length and 4 feet wide to appear.  This bridge can be
used to span chasms, bridge rivers, etc.  It may be titled at an angle of up to 45
degrees.  The surface is non slippery.  the bridge must be anchored at one end. 
Duration is 10 minuets plus one minute per level of the spell caster. 

Communicate With Creature:  Same as Beastmaster skill-Communicate With Creature. 
Duration is one round per level of the spell caster.  Range is 100 feet.

Forget: This spell causes the creature or person affected to forget all that has
happened within the past 10 minutes plus I minute per level of the spell caster. 
Save versus mind affects to not forget.  Range is 20 feet.

Invisibility: The spell enables the caster, or person, creature, or object touched
to turn invisible.  Duration is 10 minutes or until dispelled or broken.  An
invisible person, creature, or object becomes visible if they engage in any type
of attack.

Optical Illusion: This spell creates a simple illusion of an object, scene, or monster. 
The illusion has no motion, sound, or touch components.  Duration is a maximum
of 10 minutes per level of the spell caster or until dispelled or broken.  Attacking
the illusion with a magical weapon will cause it to be broken if the attack would
have been successful against an armor class of 2. The spell is not reversible. 
Range is 100 feet.

Play Music: This spell enables the caster to cause any musical instrument to play
itself.  The song played must be from songs played on the instrument in the past. 
Duration is 10 minutes plus one minute per level of the spell caster.  Range is 100
feet.

Shatter/Repair: This spell enables the caster to cause any one small object, such
as a piece of pottery, a chair, or similar object to break.  The reverse of this
spell, Repair, enables the caster to repair a small broken object.  For example the
pieces of a broken pot, if all present, would reassemble and seal themselves back
together.  Range is 100 feet.

Fourth Level Enchantment Spells

Charm Creature: This spell is similar to the first level charm person spell.  It
enables the caster to charm any creature with whom he can communicate.  Save
versus mind effects for no affect. Duration is one day per level of the spell
caster.  Creatures with an intelligence greater than twelve may try to save once
per day.

Emotion: This spell enables the caster to cause any one person or creature to feel
strong emotions.  Save versus mind affects for no effect.  Emotions may include
happiness, sadness, fear, laughter, love, hate, and so forth.  Duration is 10
minutes plus one minute per level of the spell caster.

Lock: This spell enables the caster to magically lock a door or portal against being
opened- Special conditions, such as operable only by good creatures, may be set
by the spell caster.  Magically locked doors may be forced open some of the time
by strong creatures.  Duration is as set by the spell caster, or until dispelled or
broken.  The reverse of the spell, Unlock, will open a magically locked door or
portal or unlock any mechanical lock or latch.  Barred doors will not be unbarred.

Minor Teleport: This spell enables the caster and all that he can carry to be
teleported to another point up to 50 feet distant.  The direction and distance must
be stated by the spell caster.  If the designated space is occupied by another
object, the caster will appear at the nearest open area large enough to
accommodate him.

Read Languages: This spell enables the caster or person the spell is cast upon to
read and write any unknown language, excluding magical, for a period of 10
minutes.  It does not allow them to read runes or codes.  It will allow reading of
a mixture of languages in a single text.

Wind: This spell enables the caster to create a gust of wind of sufficient strength
to extinguish small flames and blow over small objects in whatever direction he
points.  Range is 10 feet per level of the spell caster.  Duration is one minute per
level of the spell caster.

Fifth Level Enchantment Spells

Dispel Charm: This spell enables the caster to dispel a charm placed upon a person
or creature.  Range is touch.

Ice: This spell enables the caster to create a ball of magic ice that will explode
and do 1d6 points of cold damage per level of the spell caster to anything within
30 feet of the ball when it explodes.  It can be thrown for a distance of up to 100
feet plus 10 feet per level of the spell caster.  Creatures may save versus spell
for half damage.  The reverse of this spell, Melt, will cause any normal or magical
ice within a circle 30 feet in radius to melt within one round.  The Melt may be
cast at a distance of up to 100 feet plus 10 feet per level of the spell caster.

Haste/Slow: This spell enables the caster or the person or creature the spell is
cast upon to move at double speed for haste or at half speed for slow.  Attacks
would be either halved or doubled depending on whether a Haste or a Slow was
cast.  Save versus spells for no effect for the slow spell.  Duration is one round
per level of the spell caster.

Hypnosis: This spell enables the caster to hypnotize any single intelligent creature
or individual who meets his gaze.  Save versus mind affects for no effect.  The
caster is then able to direct the hypnotized individual or creature to perform
whatever acts he desires for the duration of the spell.  It will do nothing to
purposefully harm itself, to harm its friends, or similar acts against its nature. 
It may be tricked into doing something it cannot be specifically instructed to do. 
Duration is ten minutes plus one minute per level of the spell caster.

Silence: This spell enables the spell caster to create an area of absolute silence
for a radius of up to 20 feet around an object or creature or some chosen point.
if cast upon a creature, it will get a save versus spells for it not to work.  No
sound can be made or heard within this area.  Duration is one minute per level
of the spell caster.  Range is 100 feet.

Sixth Level Enchantment Spells

Dispel Optical Illusions: This spell enables the caster to dispel any simple optical
illusion.  It will have no effect on illusions with more complex components such as
sound, motion, or touch.  range is line of sight.

Flight: This spell will enable the caster or the person or creature the spell is cast
upon to fly at a speed of up to 100 feet/ minute. A maximum of 300 pounds can
be carried by the person or creature while flying.  If flying when the spell runs
out that person or creature will float straight down to the surface below, Duration
is 10 minutes plus 1 minute per level of the spell caster.

Minor Healing: This spell enables the caster to heal an unconscious character at
-9 to 0 hit points back to 1 hit point.  It is a form of magical first aid.  Area of
effect is character touched.

Music Of Spheres: This spell enables the caster to create an area filled with music
10 feet in diameter per level of the spell caster. Anyone hearing this music must
save versus mind affects or fall into a deep trance.  Those entranced will then
dance wildly for the duration f the spell ignoring anything else, ignoring injuries,
and ignoring even attacks.  Duration is 10 minutes plus 2 minutes per level of the
spell caster.  Range is 100 feet plus 10 feet per level of the spell caster.

Sleep: This spell enables the caster to cause any single creature or any group of
creatures whose hit die total up to one hit die per level of the spell caster, to fall
into a deep sleep lasting 1d6 hours.  They can not be awakened from this sleep,
Save versus mind affects for no effect.  Range is 100 feet.

Seventh Level Enchantment Spells

Animate Object: This spell will enable the caster to animate any inanimate object
of up to 10 pounds of weight.  The object will move along the ground or float
through water at the direction of the spell caster usually by rolling.  If the
object has appendages it might possible be able to walk or crawl.  The movement
is slow and generally inappropriate for attacks.  Range is 100 feet plus 10 feet
per level of the spell caster.  Duration is one minute per level of the spell caster.

Magic Instrument: This spell enables the caster to create a magical instrument that
will play any single song or musical piece familiar to the caster before
disappearing.  Range is 10 feet.

Shrink/Grow: This spell will enable the caster, or person, creature, or object
touched to shrink as small as 1 inch or grow to twice normal size.  If used as an
attack the person, creature, or magical object will be entitled to a save versus
spells to not be affected.  Duration is 10 minutes plus I minute per level of the
spell caster.


Eighth Level Enchantment Spells

Frost: This spell enables the caster to coat an area up to 10 feet square for each
level of the spell caster with a thick slippery coating of frost.  This area may be
at a distance of up to 100 feet plus 10 feet per level of the spell caster.  This
spell does no damage to living things, although it may entrap them.  The frost
lasts until it melts normally.

Magic Cards:  Same as the eigth level Sorcery spell- magic cards.

Permanent Silence: This spell enables the caster to create an area of permanent
silence of up to 20 feet in radius around an object or point.  No sound may be
made or heard within this area.  The reverse of this spell will dispel an area of
silence.  Range is 100 feet.

Shadow: This spell enables the caster to give his shadow substance so that the
shadow can move independently from him for the duration of the spell at the
direction of the caster.  It will not do anything on its own.  It can fight as a zero
level man-at-arms but will be dispersed if hit at armor class 5.  It can move
objects up to 5 pounds in weight.


Ninth Level Enchantment Spells

Door: This spell enables the caster to create a magic door 10 feet high and 5 feet
wide through any substance up to five feet thick.  It will also make doors through
a wall of force.  It has no effect on living creatures.  Duration is one minute per
level of the spell caster.  Range is 10 feet.

Enchant Weapon Or Armor: This spell enables the caster to temporarily give normal
weapons a magical +1 to hit and damage or normal armor an additional +1 of
protection, Pluses to magical weapons and armor is also possible to a maximum of
+3.  Range is single item touched.Tenth Level Enchantment Spells

Hallucination: This spell enables the caster to cause up to 20 individuals or
creatures to see a hallucination that appears to be real in every aspect.  Others
or those who save versus mind affects will see nothing.  The hallucination may be
pleasant or frightening but can cause no physical harm.  Duration is 10 minutes. 
Range is 100 feet.

Teleportation: This spell enables the caster to teleport or move instantaneously
move himself, whatever he is carrying, and whomever he is touching to any other
place known to him, visible, or in a set direction or distance.


Eleventh Level Enchantment Spells

Dance: This spell enables the caster to cause up to 20 individuals or creatures to
become entranced and to begin to dance in an uncontrollable fashion.  Victims will
know what is happening &ut will be unable to control their motion.  Save versus
mind effects for no effect.  Duration is one hour per level of the spell caster.

Mass Charm: This spell enables the caster to charm up to 20 individuals or
creatures as per the first level charm person and fourth level charm creature
spell.


Twelfth Level Enchantment Spells

Major Conjuration: This spell enables the caster to create from a piece of like
material any object up to the size of a castle.  This conjuration will last 25 hours
and cannot be made permanent, except by using a wish spell.  Magical objects
cannot be created.

Permanency: This spell enables the caster to make any area affecting spell or
charm permanent.  Attack spells, or spells affecting an individuals abilities can not
be made permanent.  A spell made permanent by this spell can only he undone by
the reverse of this spell or by a wish spell.

HEALING MAGIC SPELLS

First Level:
       CirCle of Light/Dark
       Circle of ProteCtion
       Cure Minor Wounds
       Detect Good/Neutral/Evil
       Heal One Point
       Laser Light
       Remove Fear
       Stop Pain

Second Level:
       Create Water
       Detect Magic
       Holding
       Remove Scar
       Resist Cold
       Purify Food and Drink
       Strength

Third Level:
        Conjuration
       Detect Charm
       Resist Fire
       Sanctuary
       Slow Poison
       Wounding

Fourth Level:
       Cure Major Wounds
       Locate Object
       Locate Person
       Reattach Limb
       Silence

Fifth Level:
       Create Food
       communicate w/Creature
       Permanent Light/Dark
       Restore Senses
       Speak with Dead
       Ward

Sixth Level:
       Animate Minor Dead 
       Cure Disease 
       Curse/Uncurse 
       Feign Death 
       Cure Insanity 
       Tongues

Seventh Level:
       Cure Critical Wounds 
       Exorcise
       Free Will
       Mend Bone
       Neutralize Poison 
       Reincarnate

Eighth Level:
       Destroy undead
       Environmental Sphere
       Petrify
       Quest
       Raise Dead

Ninth Level:
       Divination
       Servant
       Sight

Tenth Level:
       Animate Object
       Heal
       Return

Eleventh Level:
       Cure Feeblemind
       Hand of Death
       Regenerate
       Simulcrum

Twelfth Level:
       Resurrection
       Youth



First Level Healing Spells

Circle Of Light/DarK: This spell enables the caster to create a magical ball of light,
of any color from infrared through ultraviolet, one foot in diameter that will
illuminate an area up to 20 feet in radius from the ball itself.  The brightness of
the ball and the color of the ball is at the discretion of the spell caster This ball
of light will either float in a fixed position or can be thrown as a ball by the spell
caster.  Circle of darkness will similarly cause a circle of darkness up to 20 feet
in radius from a black, one foot in diameter ball.  Glowing objects within this
circle will still glow, but their light will not illuminate anything but themselves. 
Duration is ten minutes per level of spell caster.

Circle Of Protection:  This spell creates a magic circle of
protection 30 feet in radius around the spell caster.  It is commonly used as
protection while sleeping, Any creature crossing this circle will awaken the caster. 
Any creature of animal or lower intelligence will avoid the circle under normal
circumstances.  Duration is 8 hours.  It will not affect areas beyond solid walls
or doors.

Cure Minor Wounds: This spell will cure 1d8 +1 points of damage for any single
creature or individual.  Duration is permanent.  Range is touch.

Detect Evil/Neutral/Good: This spell enables the caster to detect if there are evil,
good, or neutral creatures, beings, objects, or forces within 10 feet of himself. 
It will not penetrate more than 3 inches of stone or 1 foot of wood.  Duration is
one round per level of the spell caster. only one detection per round is possible.

Heal One Point:  Treat as a trick for level and number castable.  May be used a
maximum of once every turn.  Heals one point of damage to any one creature or
being.  Range is touch, touch will not harm caster.  Limited to healers only.

Laser Light: This spell enables the caster to cast from his fingertip a bolt of
magical light that will do 1-2 points of damage per level of the spell caster.  No
saving throw all though the bolts may be reflected.  The bolt will always hit a
visible target.

Remove Fear: This spell enables the caster to remove fear from one individual or
creature that has been caused by magical means or by the presence of a monster
with the ability to cause fear.  Range is creature touched.

Stop Pain: This spell enables the caster to stop the pain felt by any single
creature from wounds, burns, etc.  Duration is one hour per level of the spell
caster.  Range is creature touched.


Second Level Healing Spells

Conjuration:  Same as first level Black Magic spell.

Create Water:  Same as fourth level Elemental spell.

Detect Magic: Same as second level Black Magic spell.

Draw Poison:  This spell enables the healer to to draw poison from a bite wound
or sting.  Base is 50% plus a percentage roll to determine how much is sucessfully
removed.  Values over 100 indicate all the poison has been removed.

Purify Food and Drink: This spell enables the caster to purify up to I cubic foot
of food and drink per level. it will remove harmful poisons, drugs, and disease
organisms.  It will not remove any bad taste if it is not harmful.  Duration is
permanent.  Range is 10 feet.

Remove Scar: This spell enables the cast--r to cause any single scar to be turned
into normal tissue.  Duration is permanent.  Range is touch.

Resist Cold: Same as fifth level Elemental Magic spell.

Strength: This spell enables the caster to restore to full strength any individual
that has become weakened magically or through drugs, poisons, potions, or fatigue. 
It will not restore strength loss caused by wounds or injuries.  It will not make
a normal character stronger.  Duration is permanent.  Range is touch.  It is
reversible to Weaken.  This form will cause any individual touched to drop to a
strength of 3 for one round per level of the spell caster.


Third Level Healing Spells

Conuration:  Same as first level Black magic spell- conjuration

Detect Charm: This spell enables the caster to detect charms placed upon a
creature or individual.  Range is 20 feet.

Sanctuary: This spell is a more powerful version of a Circle Of Protection spell. 
This spell may make any single room or open area up to 10 feet in radius per
level of the spell caster safe from hostile creatures for 1 hour per level of the
caster.  No hostile creature may enter beyond the edge of the circle.  The spell
may not be cast while a hostile creature remains within the area of the spell
effect.  The area of effect may be any shape.  Any hostile action taken by a party
member while within the circle will dispel the sanctuary,

Resist Fire: Same as fifth level Elemental Magic spell.

Slow Poison: This spell will slow down the spread of poison in a victims body to
1/10th normal speed.  For example a -poison that would take 6 minutes to affect
a person would take 60 minutes to achieve the same effect with this spell.  Range
is touch.

Wounding: This spell will cause a series of small cuts to open on the bodies of
persons or creatures within the area of the spells effect causing them each 1d6
points of wound damage per level of the spell caster.  Save versus spells for half
damage.  The spell will affect an area up to 30 feet in radius.  Range is 100 feet
plus 10 feet per level of the spell caster.


Fourth Level Healing Spells

Cure Major Wounds:  This spell will cure 2d8 +2 points of wound damage of any
type for any single creature or individual.  Range is touch.

Holding:  Same as first level High Magic spell.

Locate Object:  This spell enables the caster to determine the location, in the form
of direction and distance, of any single object known to him or described in detail
to him.  Duration is one minute.

Reattach Limb:  This spell enables the caster to reattach any single severed limb
to its body and restore it to full function.  A clean and fresh cut is needed on
both the limb and body for adequate restoration.  It will also reattach a severed
head to its body but will not restore a dead body back to life.  The limbs that are
reattached need not be the original ones belonging to that body.

Locate Person:  This spell enables the caster to determine the location of any
person personally known to him or unknown person who is not hiding or hostile
to the caster.  The location is in the form of direction and distance.  Duration is
1 minute.

Silence:  Same as fifth level Enchantment spell.
Fifth Level Healing Spells

Permanent Light/Dark:  Same as second level Elemental spell.

Create Food:  This spell enables the caster to create up to 1 cubic foot of
nutritious, edible, but bland tasting food per level of the spell caster.  One cubic
foot of food would feed three normal humans for one day.  The content of the food
created would be tailored to the race of the spell caster.  Range 10 feet.

Communicate with Creature:  Same as beastmaster Communicate with Creature
ability.  Duration is one round per level of the spell caster.  Range is 100 feet.

Restore Senses:  This spell enables the caster to restore all of the senses of a
single creature whose senses have been damaged physically or magically, such as
blindness, deafness, loss of smell, loss of taste, loss of feeling, etc.  It will not
restore brain damage such as insanity, senility, or feeblemindedness.

Speak With Dead:  Same as fourth level Black Magic spell.

Ward:  This spell enables the caster to magically inscribe a ward that can prevent
passage through a doorway, portal, or over a bridge of any hostile creature or
specified creatures or individuals.  Those creatures or individuals may save
versus spells to allow them to pass the ward.  The ward will ward against 100
creatures, successfully or not, then vanish.


Sixth Level Healing Spells

Animate Minor Dead:  Same as fifth level Black Magic spell.

Curse/Uncurse:  Same as fifth level Black Magic spell.

Cure Disease:  This spell enables the caster to cure any disease in one individual
caused by germs, viruses, or other infections.  It will not cure parasites, poisons,
or special diseases such as lycanthropy or vampirism.  Range is touch.

Cure Insanity:  This spell enables the caster to cure any form of natural or
induced insanity, including senility.  Range is touch.

False Death:  This spell enables the caster to cause any one individual to appear
to be dead to all appearance.  Examination will not detect that the individual is
not dead.  Duration is 10 minutes plus one minute per level of the spell caster. 
Range is touch.

Tongues:  Same as second level Enchantment spell.


Seventh Level Healing Spells

Cure Critical Wounds:  This spell will cure 3d8 +3 points of wound damage of any
type for any single creature or person.  Range is touch.

Exorcise:  This spell will enable the caster to exorcise any spirit or being that has
taken over the body of another individual.  The spirit or being may save at a -4
penalty for no effect.  Range is 200 feet.

Free Will:  This spell will enable the caster to remove mind controls such as
hypnosis, charms, quests, holds, and similar effects for one individual.  It has no
effect on possessions or domination.  No saving throw.  Range is 200 feet.

Mend Bone:  This spell will enable the caster to cause all broken bones, or
exoskeleton, if set to grow back together again and return to health.  Range is
touch.

Neutralize Poison:  This spell will neutralize any poison ingested, injected, or
inhaled into a creature's or person's body so that it will no longer cause harm. 
It has no effect on other potions, drugs, or chemicals.

Reincarnate:  This spell will enable the caster to reincarnate any person dead less
than one week, excluding black magic practitioners, into a new body.  The new
body may be in the form of any human, demi-human, or humanoid race.  Unusual
races are likely to be reincarnated in the same type of body as their own race. 
The body is created magically and its form is determined by random roll.  The
newly reincarnated person will rejoin the party in his new form in 10-60 minutes,
after the spell is cast.  The character will retain all of his knowledge and abilities
he had in his former form with modifications made for physical differences in his
new body.  New psionic abilities may appear in the new body.  Previous abilities
will not be lost.  Range is touch.

Eighth Level Healing Spells
 
Destroy Undead:  This spell enables the caster to destroy any single undead and
turn it to dust instantaneously.  The undead, if intelligent, may save versus spells
to not be destroyed.  If they save they will still take 3d6 points of damage. 
Range is 100 feet plus ten feet per level of the spell caster.

Environmental Sphere:  This spell enables the caster to create a sphere 10 feet
in radius of himself that will protect against harsh environments.  Thise inside will
be at a comfortable 70 degrees Fahrenheit, in areas where the surrounding
temperature is between -40F to 212F.  The internal temperature will change 1
degree F for every 5 degrees beyond those limits.  It has no effect on the
breathability of the atmosphere.  The sphere will keep out wind, rain, snow, and
annoying insects.  Duration is 1 hour per level of the spell caster.

Quest:  This spell enables the caster to place a quest upon any single intelligent
individual or creature.  A quest will cause him to carry out any single assigned
task.  He may save  versus mind effects initially and again once per week until
he saves or the assigned task is completed.  The initiation of the quest may be
delayed until some triggering event.  In this case any saving throws, after the
initial saving throw, are delayed until after the triggering event.  The person
under a quest has no recollection of being assigned a task, unless he makes a
saving throw.  then his chance of recalling the instruction is 80% minus 5% fpr
each saving throw failed.  The individual will not perform any tasks against his
basic nature and any attempt to instruct him to do so, or any attempt to force the
individual to suicide, will immediately break the spell.

Raise Dead:  This spell will enable the caster to raise from the dead any human,
demi-human, humanoid, or player character that has been dead for less than one
week plus one day per level of the spell caster.  Animals and monsters can not
be raised by this spell.  Given the game situation, the gamemaster may allow the
raising of non-player character manlike races.  The raise character will have all
of his original characteristics, skills, memories, and abilities.  Initially the raised
character will have 1 hit point as if he were wounded and will regain his normal
total through healing and rest.  Any character brought back to life will gain 1000
experience points immediately from the experience of being dead.  If used as a
weapon against undead, the undead may optionally save versus spells to not be
raised.  All wounds are closed by the spell, but broken bones, poison, insanity,
feeblemind and similar problems are not affected by the spells.  Range is touch.

Petrify/Stone to Flesh:  Same as nineth level Black Magic Spell.
Ninth Level Healing Spells

Divination:  This spell enables the caster to see and hear a current image of any
single known object or person and its immediate surrounding area.  A bowl of
water a crystal ball or similar item must be used to focus the divination spell. 
A general impression of direction and distance is also felt by the caster.  Range
is 100 miles.  Duration is one minute per level of the spell caster.

Servant:  This spell enables the caster to create a magical invisible servant that
will perform personal tasks at the casters bidding.  It can carry objects of up to
twenty pounds in weight, open doors, fetch small objects.  It is in effect a magic
butler.  It cannot be used offensively in attacks.  The servant is spherical and
one foot in diameter.  Pseudopod arms are grown to carry out assigned tasks. 
When not being directed it follows the caster about.  It cannot be harmed. 
Duration is 24 hours.

Sight:  This spell enables the caster to see illusion, invisibility, and to detect
hidden spell may be cast on one other person instead caster.  Duration is one
minute per level of caster.  Range is touch.

Suspended Animation:  This spell enables the place himself or someone else in a
trance-like state of suspended animation for a set period of time.  During this time
the body processes slow down almost to a stop.  Aging and similar processes are
also virtually stopped.  Durations are fixed at one of the following: I minute per
level, I hour per level, 1 day per level, 1 week per level, 1 month per level, 1
year per level, 1 decade per level, or one century per level.  Time spent in
suspended animation is not variable from these set times and must be set at the
time of spell casting.  Range is touch.
Tenth Level Healing Spells

Animate Object: Same as seventh level Enchantment spell.

Heal: This spell enables the caster to heal all damage, cure all normal diseases,
remove all parasites, and heal all injuries of any single individual and return
hi to full strength, It will not cure magical- or special diseases such as
lycanthropy or vampirism, neutralize poison, cure feeblemind or insanity, or
regrow lost appendages.  It will not raise someone from the dead.  Range is 20
feet.

Restore Energy Drain: This spell enables the caster to restore the hit points,
abilities, and experience points lost in an energy drain attack by a monster,
magic spell, or magical device.  Only one level of lost experience MaY be
restored per spell cast.  Range is touch.

Return: This spell enables the caster to instantaneously teleport to some
previously established point along with whatever he is carrying, whoever he i@
touching, and what they are carrying.  This previously established point cannot
be changed more than once per year.


Eleventh Level Healing Spells

Cure Feeblemind: This spell enables the caster to cure the effects of a
feeblemind attack and restore that one individual to his former intelligence. 
Range is touch.

Cure Insanity: This spell enables the caster to cure insanity or senility in any
one individual.  Range is touch.

Regenerate: This spell enables the caster to cause in any one living individual
for any severed or missing limbs or appendages to regrow within one round. 
One restriction is that a decapitated body cannot regrow a new head.  Range is
touch.

Simulcrum: This spell enables the caster to create a living physical duplicate of
any individual living or dead.  A piece of that individual is required for the
spell to work and only one simulcrum may exist of an individual at one time. 
The simulcrum will have partial memories of the individual he wa, made from
but will not have his skills or special abilities.  A simulcrum may take up a
player character class, take up another profession, or otherwise assume his own
existence once created.  Simulcrums are loyal to, but not controlled by his
character.

Twelfth Level Healing Spells

Cure Magic Diseases: This spell enables the caster to cure magical diseases such
as lycanthropy and vampirism.  The cured person will require rest for one
month after being cured.  He will not be restricted to bed but cannot engage
in strenuous activities for this period.

Hand Of Death: Same as eleventh level Black Magic spell.

Resurrection: This spell enables the caster to raise any individual, except black
magic users, from the dead if they have been dead for less than 2000 years. 
The individual is restored to full health, youth, and vitality with all of his
former skills, abilities, and memories.  A piece of the individual must be present
as a component of the spell to successfully resurrect someone.

Youth: This spell enables the caster to make any individual 20 years younger,
but not younger than adolescence for that race.  The spell caster may not cast
this spell on himself.  This spell is reversible and will make an individual 20
years older.  Save versus spells for no affect.  Range is 100 feet.

HIGH MAGIC SPELLS

First   Level:                                  Eight Level:
      Circle of LIght/Dark                      Beckoning
      Conjuration                               Legend
      Detect Evil/Neutral/Good                  Petrify/Unpetrify
      Familiar                                  Word Of Command
      Lock                                      W. Of Teleportation
      Word Of  Holding

Second Level:                                   Ninth Level:
      Detect  Magic                             Dragon's Breath
      Identify                                  Inscription
      Word Of Forgetfulness                     Quest
      Word Of  Healing                          Word Of Blinding
      Word Of Protection

Third   Level:                                  Tenth Level:
      Dispel Silence                            Delayed Spell
      Divination                                Limited Wish
      Fire                                      Word Of Summoning
      Servant
      Word Of  Warning

Fourth Level:                                   Eleventh Level:
      Far Speech                                Word Of Death
      Free Action                               Incendiary Cloud
      Lightning                                 Word Of Destruction
      Turn Summoned Creature
      Word Of Truth

Fifth   Level:                                  Twelfth Level:
      Awareness                                 Wish
      Wizard Eye                                Word Of Banishment
      Word Of  Passage
      Word Of  Stop

Sixth   Level:
      Away
      Fly
      Resist  Magic
      Silence

Seventh Level:
      Reveal
      Disintegration
      Secrecy
      Wall Of Force
      Word Of  Stun

First Level High Magic Spells

Circle of Light/Dark: Same as first level Black Magic spell.

Conjuration:  Same as first level Black Magic spell.

Detect Evil/Neutral/Good: Same as first level Healing spell.

Familiar: Same as second level Black Magic spell.  Lock: Same as fourth level
Enchantment spell.
Word Of Holding: This spell enables the caster to keep any single creature or
individual from being able to move for 5 minutes plus one minute per level of
the spell caster.  Save versus spells for no effect.  If a held creature is
attacked the spell is broken.  Rang is 100 feet plus 10 feet per level of the
spell caster.

Word Of Power: This spell enables the caster to cast from his fingertip a bolt
of magical energy that will do 1-2 points damage per level of the spell caster. 
Range is 10 feet per level of spell caster and it will always hit a visible target. 
No saving throw.

Second Level High Magic Spells

Detect Magic:  Same as second level Black Magic spell.

Identify: Same as second level Enchantment spell.

Word Of Forgetfulness: This spell enables the caster to cause by speaking a
single word any one individual to forget any single event, person, or similar
circumstance that has recently happened to him.  Save versus mind affect for
no affect.  Duration is permanent.  Range is touch.

Word Of Healing: Same as second level Elemental spell Minor Healing.

Word Of Protection: This spell enables the caster to speak a word that when
heard by an aggressive creature, will cause them to not attack the caster for 5
minutes plus one minute per level of the caster.  No saving throw.  Range is
all within hearing.

Word of Sleep: This spell enables the caster to speak a word that will cause
one individual or creature per level of the caster to fall asleep for ten
minutes.  Save versus mind affects for no affect.  If one creature saves that
means that another creature might be put to sleep in its place.  Range is all
within hearing.

Third Level High Magic Spells

Dispel Silence: This spell, consisting of hand movements only, enables the
caster to dispel any type of non-permanent silence spell.

Divination: Same as ninth level Healing spell.  Fire: Same as fourth level
Elemental Magic spell.  Servant: Same as ninth level Healing spell.
Ward of Watching: This spell enables the caster to place a ward upon any object
or area that will detect if any single object is moved or touched by someone or
if someone passes through a warded area.


Fourth Level  High  Magic Spells

Far Speech: This spell enables the caster to speak to anyone personally known
to him for a period of two minutes no matter what distance separates them. 
During this time the caster will also be able to hear that persons replies as
if he were in the same room as the caster.

Free Action: This spell enables the caster to negate the effects of any type of
slow or entanglement spell cast upon himself.  It also will allow normal
movement rates through mud, swamp, or similar natural hazards for one turn per
level of the spell caster for himself or for any other one person or creature
the spell is cast upon.

Lightning: Same as  third  level  Elemental  spell-Lightning

Turn Summoned Creature: This spell enables the caster to turn any single
summoned creature or group of summoned creatures whose hit die are less than or
equal to the hit die of       the caster.  A turned creature will not approach the
caster or attack him for 24 hours.  If cornered however a turned creature will
fight to defend itself.  No saving throw.  Range is 100 feet, those summoned
creatures closest to the caster within that range will be the ones affected by
the spell.

Word of Truth: This spell when spoken will enable the caster to force any one
creature or being to answer any single question truthfully.  The creature or
person will always answer, although the answer must be truthful it need not
always be be complete and may be misleading- Save vs mind affects for no
affect.  The caster will be able to tell if the spell was successful.   An
undetectable lie spell or ability overrides the word of truth spell.

Fifth Level High Magic Spells

Awareness: This spell enables the caster to become aware of any beings,
creatures, or persons within 100 feet plus 10 feet per level of himself.  It
will not detect through stone walls more than 1 foot thick, but will reach
around corners through cracks, and so forth.  The awareness will include
knowledge of their location, position, race, and specific identity if they are
personally know to the spell caster.  The spell is effective versus illusions. 
Duration is on round per level of the spell caster.

Oath: When an oath is given to the spell caster either through force or
voluntarily, this spell will enable the caster to make the oath binding upon
the oath giver so that the oath must be kept unless the oath spell is magically
dispelled.  Death of the spell caster will also release someone from his oath,
even if the spell caster is later raised or reincarnated.

Wizard Eye: This spell enables the caster to create a magical eye three inches
in diameter.  This eye can fly at a rate of 100 feet per round and can see in
ultravision, normal vision, infrared, and infravision- The vision is very acute
and can see distant objects as if a hawk and very small objects equally well. 
The caster can see everything that this magic eye can see and can command its
movements.  Duration is 24 hours.

Word of Passage: This spell enables the caster to temporarily create a passage
ten feet high, by ten feet wide, by ten feet deep, through any type of
non-magical, non-living substance.  Range is 100 feet plus ten feet per level
of the spell caster.  Duration is ten minutes.

Word of Stop: This spell causes all antagonistic creatures within hearing to
stop for one half minute upon hearing the command- Save versus will for no
affect.  Spell casting will always be disrupted whether a save is made or not.

Sixth Level High Magic Spells

Away: This spell enables the caster to cause all creatures or persons within
hearing to flee from the casters presence for 1dl2 minutes.  Creatures or
persons of low or higher intelligence get to save versus mind affects for no
affect.

Fly: This spell enables the caster or whoever he casts the spell upon to be
able to fly at a rate of 100 feet per minute for ten minutes plus one minute
per level of the spell caster.  The spell may be cast upon any living creature. 
That creature can fly itself and carry up to 300 pounds of weight in addition
to his own.

Resist Magic: This spell enables the caster to better protect himself or one
other person or creature from any type of magical attack.  Someone protected by
this spell gains a +4 to all saving throws versus magical attack forms for ten
minutes per level of the spell caster.  A 20% chance is gained against spells
that normally do not allow a saving throw.  Range is touch, duration is ten
minutes per level of the spell caster.

Silence:  Same as fifth level Enchantment spell- silence.Seventh Level High Magic Spells

Ray Of Disintegration: Same as 9th level Black Magic spell.

Reveal: Same as eleventh level Black Magic spell.

Secrecy: This spell enables the caster to make an area within a ten foot radius
of himself immune to physical, magical, or psionic spying.  Anything said or
shown within

the area will not be detectable to anyone outside the protected area.

Wall of Force: This spell enables the caster to create a clear wall of magical
force that is inpenatrateable to all forms of physical objects or attacks and
most forms of magical attack.  Light spells, magical doors, and similar magic
spells may penetrate the wall of force.  Duration is ten minutes per level of
spell caster.  Spell casters of tenth level or higher can make the wall of
force permanent.  The area of of the wall is 100 square feet per level of the
caster and may be in any shape as desired.

Word Of Stun: This spell enables the caster to cause all creatures within
hearing to be stunned for 2d4 minutes.
Save versus mind affects for no affect.  This spell will affect friends as well
as foe.


Eighth Level High Magic Spells

Gesture of Beckoning: This spell enables the caster to cause any single
creature or being within sight of him to drawn toward the caster.  Save versus
mind affects for no effect, only one saving throw.  The victim will approach
the caster at normal speed.  The physical portion of this spell is a beckoning
gesture in the form of an upraised palm held out toward the victim.  If the
beckoning hand is moved before the victim reaches the caster the spell is
broken.  A successful attack on the victim also negates the spell.  Range is
line of sight.

Legend: This spell enables the caster to learn all of the major historical
events that have happened to an object or taken place in a room or other small
area.  The caster must touch the object or be in the area to learn its history. 
Duration is two minutes.

Petrify/Unpetrify:   Same as eighth level Black Magic Spell

Word Of Command: This spell enables the caster to cause any single creature or
being to obey an instruction of up to 20 words to do some given task.  The
creature or person will not harm himself or knowingly allow himself to be
harmed.  After one hour the spell wears off.  Save versus mind affect for no
affect.  Range 100 feet.

Word of Teleportation: This spell enables the  caster  to teleport himself and
all that he can carry to any single place personally known to him.Ninth Level High Magic Spells

Dragon's Breath: This spell attack form enables the caster to cause a blast of
any type of dragon's breath to emerge from his palm and to strike any visible
object with 100 feet plus ten feet per level of the spell caster.  This blast
will do 1d8 points of damage per level of the spell caster or have a special
effect as per the similar type of dragons breath.  Save versus dragon's breath
for half damage or no affect as applicable.

Inscription: This spell enables the caster to inscribe upon any surface any
type of non-magical or magical writing, symbols, or drawings.  Up to 300 words,
several small or one large drawing, or one magical spell or symbol may be
inscribed in the duration of the spell.  Range is 10 feet.

Quest: Same as eight level Healing spell or ninth level Black Magic spell.

Word Of Blinding: This spell enables the caster to cause any one creature or
being to become blinded.  Range is 100 feet plus 10 feet per level of the spell
caster.  Duration is permanent.  Cure blindness, restoration, or a Wish spell
will negate this spells affects.  Save versus spells for no affect


Tenth Level High Magic Spells

Delayed Spell: This spell when cast enables the caster to store another spell
which can the be set off at a preset time or used as a trap to be set off when
a specific event takes place.  The spell may be stored on any object or area as
if a trap.  The delayed spell is cast first the the spell to be stored is cast
upon the same object or area.

Limited Wish: This spell will fulfill partially or for a limited time what he
specifically states he is wishing.  The exact phrasing of the limited wish is
critical to the success or failure of the spell.  If the wish is harmful to
some creature or person that one get a save versus spells for no affect. 
Attempts to foretell the future will fail and result in the casters painful
death in the near future.  Wishes for more wishes will not work.  The
gamemaster may disallow any wish as inappropriate and thus the spell will have
no affect.

Word of Summoning: This spell will enable the caster to summon into his
presence any one dragon or monster-class creature (such as griffins,
hippogriffs, sphinx, etc.) from the surrounding area not to exceed 10 miles. 
This creature will generally answer the summons as a matter of curiosity. 
There is a 205 chance that the summoned creature will not answer at all.  If
the creature answers the summons, it will usually look upon the summoner with
favor but will not be forced to do anything ask of it.  Any attempts to summon
a creature with the intent to do it harm will not be successful.

Eleventh Level High Magic Spells

Word Of Death: Similar to the eleventh level Black Magic spell- hand of death. 
Spell is activated by pointing and speaking a single word.

Incendiary Cloud: This spell enables the caster to create a fiery cloud of up
to 10 x 10 x 10 feet in volume per level of the spell caster that will set any
flammable object within it on fire and will do 3d6 point of damage per round to
any creature inside the cloud.  This cloud can be created at up to 150 feet in
any direction from the spell caster.  Duration is ten minutes per level of
spell caster.

Word of Destruction: This spell enables the caster to destroy a volume of
matter 10 x 10 x 10 feet in volume at a distance of 100 feet plus 10 feet per
level of the spell caster.  Any type of mater may be destroyed and magical
barriers will be destroyed as well.  Living things and magical object save
versus death for no affect.


Twelfth Level High Magic Spells

Wish: This spell will enable the caster to state a specific wish and this wish
will be granted based upon the exact words he used to make the wish.  The
gamemaster may determine that any given wish is impossible and then the wish
spell will not work.  The future cannot be seen using a wish spell.  Any
attempt to do so will result in that characters painful death in the near
future.

Word Of Banishment: This spell will enable the caster to banish any creature
from another dimension or plane and send it instantaneously back to its own
dimension or plane of existence- Range 150 feet.  No saving throw.

ILLUSION SPELLS

First  Level:                           Seventh Level:
     Circle Of Light/Dark                    Complex Illusion
     Detect Invisibility                     Dream Image
     Fool's Gold                             Extra Invisibility
     Illusionary Force                       Tactile Illusion
     Invisibility
     Optical Illusion                   Eighth Level:
     Silence                                 Delayed Illusion
                                             Door
                                             Magic Cards
Second  Level:                               Massmorph
     Alter Appearance                        Shadow Beast
     Blur
     Fog                                Ninth Level:
     Inner Force                             Chaos
     Mirror                                  Projection
     Rainbow                                 Sight

Third  Level:                           Tenth Level:
     Auditory Illusion                       Mass Invisibility
     Blindness                               Permanent Illusion
     Compound Illusion
     Conjuration                        Eleventh Level:
     Identify                                Maze
                                             Minor Teleportation
Fourth  Level:
     Ball of Light                      Twelfth Level:
     Deafness                                Great Illusion
     Entrance                                Limited Wish
     Magic  Mouth
     Multiple Images

Fifth  Level:
     Dispel Illusion
     Illusionary Smell
     Paralyzation
     Permanent Light/Dark
     Permanent Silence

Sixth  Level:
     False Detection
     Hiding
     Illusory   Terrain
     Magic Script
     Sphere of Invisibility
First Level Illusion Spells

Circle Of Light/Dark: Same as first level Black Magic spell.

Detect Invisibility: Same as second level Enchantment spell.

Fool's Gold: This spell causes a small container of stones or minerals to
appear to be valuable coins and gems. if gathered by a monster or a player
these will continue to appear valuable for twenty four hours, the revert back
to their true form.

Invisibility: Same as third level Enchantment spell.

Illusionary Force: This spell enables the caster to create an illusion of a
monster or object such that if a person is contacted by it and believes it to
be real, it will cause real damage.  It will not affect beings of animal or
lower intelligence.  For example an illusionary force of a dragon would be able
to cause damage with its breath weapon to anyone who believed it to be real. 
Victims in a pool of illusionary force acid would get burned.  Maximum damage
for an attack is variable.  By weapon, claw, or bite damage is the same as a
real attack.  Illusionary force fighters do not get strength bonuses.  An
attack such as a breath weapon would cause 1d4 points of damage per level of
the spell caster.  Continual attacks such as an acid pool or fire would cause
1/2 d4 points of damage per level of the caster per minute.  Duration is time
of concentration plus one minute per level after the caster stops
concentrating.  After the caster stops concentrating any hit on the force, at
armor class 10, would cause it to disappear.  Any attack form such as acid or
flame would cease to exist as soon as it inflicted damage on a victim.  The
victims chance to disbelieve is variable as well.  First an effort must be made
to disbelieve the reality of the illusionary force.  Then the characters
intelligence, perception, experience, the situation, and detail of the illusion
must be considered and an appropriate roll to disbelieve selected by the
gamemaster- This process should be completed every time a character attempts to
disbelieve whether it is an illusionary force or not.  Only one attempt to
disbelieve may be made per person per illusionary force.  A successful
disbelieve by one person will not make the illusionary force disappear for
other members of a party.

Optical Illusion: Same as third level Enchantment Spell.

Silence:  Same as fifth level Enchantment spell.
Second Level Illusion Spells

Alter Appearance: This spell enables the caster to create an illusion that
alter his appearance or that of one other person to make him appear to be of
another race.  Touching the person will reveal the illusion.  Range is touch. 
Duration is one hour plus ten minutes per level of the spell caster.

Blur: This spell enables the caster to make himself or one other person or
creature to have a blurred form.  This form will be impossible to focus upon
when looked at directly.  In a room or group of people this person will tend to
not be noticed by casual observers.  In combat all attacks are at a -2 penalty
to hit someone protected by this spell.  Gaze attacks are not effective against
this form.  Rang is touch.  Duration is 10 minutes plus one minute per level of
the spell caster.

Fog: Same as second level Elemental Magic spell.

Inner Fear: This spell enables the caster to create an illusion in which each
person or creature in the area of affect to see before him what he most fears
in his mind.  For each individual a different vision is seen complete with
sound and motion.  All will be frightened.  Save versus mind effects or run
away in fear for 5 minutes plus 1d10 minutes.  Range is a 20 foot radius circle
centered at a distance of up to 100 feet from the caster.

Mirror: This spell creates a magical mirror 4 feet in diameter that floats
three feet away from the caster facing away from him.  It will reflect all
types of light and gazes of creatures such as basilisks.  Duration is 5 minutes
plus one minute per level of the spell caster or until dispelled at will of the
caster.

Rainbow: This spell enables the caster to cause aa arc of rainbow light to
burst from his finger tips affecting all creatures in an arc of 90 degrees in
front of his hand for a distance of 5 feet per level of the spell caster. 
Those struck by the light will take 1d6 points of damage plus will be stunned
for 1d6 round.  Save versus spells for half damage and to not become stunned.


Third Level Illusion Spells

Auditory Illusion: This spell enables the caster to create aa auditory illusion
that may consist of a series of words or sounds lasting for the duration of the
spell.  Duration is one minute per level of the caster Range is 100 feet.  The
sounds or words are simply thought by the caster and no actual sound need be
made while casting this spell.

Blindness: This spell enables the caster to cause any single creature to become
temporarily blind for 5 minutes plus one minute per level of the spell caster. 
Save at a penalty of -4 versus spells for no affect.  Range is 100 feet plus
ten feet per level of the spell caster.

Compound Illusion: This spell enables the caster to create an illusion that
combines an Optical Illusion with either motion or sound components for the
duration of the spell.  Duration is 10 minutes per level of the caster.  Range
is 100 feet, area of affect is a circle 10 feet in radius.

Conjuration:  Same as first level Black Magic spell.

Identify:  Same as second level Enchantment spell.


Fourth Level Illusion Spells

Ball Of Light: This spell enables the caster to create a ball of magical light
that will flash and do 1d6 points per level of the spell caster of light damage
to anything within 30 feet of the ball when it flashes.  In addition anyone
looking at the ball of light within that thirty feet will be temporarily
blinded for 3d6 minutes.  Range is 100 feet plus 10 feet per level of the spell
caster.  Save versus spells for half damage.  Save versus spells for the
blindness to only last 1d6 minutes.

Deafness: This spell enables the caster to cause any single creature to become
temporarily blind for 5 minutes plus one minute per level of the spell caster. 
Save at a penalty of -4 versus spells for no affect.  Range is 100 feet plus
ten feet per level of the spell caster.

Entrance: This spell enables the caster to create a ball of light at a range of
up to 100 feet plus 10 feet per level of the caster that will float up to 20
feet above the ground and move so that any watching it will become entranced as
if hypnotized.  Save versus mind affects for no affect.  This spell will affect
all viewing it, those who fail their saving throw will make no move to save
themselves from the first blow of an attack thereafter they will protect
themselves.  This initial blow if properly placed may kill the entranced
individual.  Entranced individuals will allow themselves to be tied or
surrounded.  The spell lasts one minute per level of the spell caster, after it
fades entranced persons are released form their entrancement. 

Magic Mouth: This spell enables the caster to create a magic mouth that will
pass on a message of up to thirty words at some specified future time or if f a
given set of events take place.  The spell may or may not be dispelled upon
reciting its message at the discretion of the spell caster when the spell is
created.  The mouth may appear in the air, from a wall, or whatever is
designated by the caster.  Range is 10 feet.

Multiple Images: This spell enables the caster to create up to one duplicate
image of himself or one other that will move as he does for the duration of the
spell.  These images will appear at locations individually designated by the
caster at a distance of up to 100 feet from himself.  These images will be
dispelled if successfully hit by an attack as if they were armor class 0.
Fifth Level Illusion Spells

Dispel Illusion: This spell enables the caster to dispel any low level (below
fourth level) illusion including optical illusions, compound illusions, and
auditory illusions among others.  It does not include Illusionary Force spells.

Illusionary Smell: This spell enables the caster to cause anyone passing
through a 20 foot radius circle to experience an illusionary smell of his
choice.  Duration is one hour per level of the spell caster.  Range is 100
feet.  No saving throw.

Paralyzation:  Same as seventh level Black Magic spell.

Permanent Light/Dark: Same as second level Elemental Magic spell

Permanent Silence:  Same as eighth level Enchantment spell.


Sixth Level Illusion Spells

False Detection: This spell enables the caster to place upon an object, person,
or area an aura of false detection so that any attempt to use a magical
detection or information gaining spell on that object, person, or area will
provide only false, inaccurate, or misleading information.  Range is object or
person touched, or an area 10 feet in radius.  The spell is dispelled after one
detection or information spell has been cast on the object, person, or area
upon which the spell has been cast.

Hiding: This spell enables the caster to not only make himself invisible but
will keep any sound he makes from being heard.  The hide spell also makes the
caster invisible to magical and psionic detection as well.  Duration is 5
minutes plus one minute per level of the spell caster.

Illusionary Terrain: This spell enables the caster to cause an area 10 feet in
radius to appear to be a different type of terrain.  For example a pit may be
made to appear to be a flat plain.  In that example a person falling down the
pit would still believe himself to be walking across the plain until he hit
bottom.  Duration is one hour.  Range is 100 feet plus 10 feet per level of the
spell caster.

Magic Script: This spell enables the caster to create a magical script that can
only be read by himself or if a message by the person to whom the message is
sent.  To all others it will appear to be some unreadable magic script, not
readable by any means.  Other illusionists will recognize it as illusionary
script.  The script may be made to magically appear on any surface.

Sphere of Invisibility:  This spell
creates a sphere of invisibility so that the caster and any person or creature
within a ten foot radius of the caster will be made invisible.  Any part of a
person or creature extending beyond the 10 feet will be visible and appear to
originate from the air.  Duration is 10 minutes plus one minute per level of
the spell caster.  Making an attack while invisible dispels the invisibility.
Seventh Level Illusion Spells

Complex Illusion: This spell enables the caster to create an illusion that
contains optical, auditory, smell, taste, tactile, and motion components.  This
illusion can be dispelled if a successful hit is made upon it treating the
illusion as armor class 0. Duration is 10 minutes per level of the spell
caster.  Range is 100 feet, maximum area of illusion is a circle 10 feet in
radius.

Dream Image: This spell enables the caster to create an illusion in which each
person in the area of effect sees before him what he most desires in the world. 
For each individual a different image is seen complete with sound and motion. 
The image retreats before him if he tries to approach it.  The area of effect
is 20 foot in radius centered at a distance of up to 100 feet from the spell
caster.  Leaving the area of effect does not negate the illusion.  Save versus
mind affects to be able to disbelieve the illusion and have it fade away.

Extra Invisibility: This spell is similar to the third level Enchantment spell
Invisibility (first level Illusion Spell) with the exception that attacks made
while invisible does not break the illusion.  Attacks made on an invisible
person are made at -4.  Duration is ten minutes only.

Tactile Illusion: This spell enables the caster to create an illusion not to
exceed 40 cubic feet in size that has both optical and tactile components.  The
illusion will feel real to the touch.  An ice cube for example would feel hard,
wet, and cold.  Range is 100 feet.  Duration is ten minutes per level of the
spell caster.


Eighth Level Illusion Spells

Delayed Illusion: This spell enables the caster to store an illusion of any
type, including illusionary force, that will be activated at a later time as
set by the illusionist, if a specific command is given, or if a certain set of
circumstances takes place.  The illusion may be stored on any object or area as
if a trap.  The delayed illusion spell is cast first, then the illusion to be
delayed is cast upon the same object or area.

Door:  Same as the ninth level Enchantment spell.

Limited Creation: This spell enables the caster to temporarily create objects
made out of any non-living material.  The volume of these objects cannot exceed
one cubic foot per level of the spell caster.  A piece of material that the
created object is to be made of is required for the spell, Such as a piece of
wood to make a wooden ladder.  This material is destroyed when the spell ends. 
Range is 10 feet.  Duration is one hour plus 10 minutes per level of the spell
caster.

Massmorph: This spell enables the caster to create an illusion that will alter
the appearance of up to twenty individuals so that they each appear to be
different from their true form.  For example a group of humans may be made to
appear to be a group of trolls, a group of statues, or a grove of trees.  Range
is 100 feet.  Duration is 10 minutes per level of the spell caster.Shadow Beast: This spell enables the caster to create from any area of shadows
a shadow beast that will attack as commanded by its creator.  The shadow beast
can use weapons as a first level fighter or can attack using claw, claw bite
attacks doing 1-4, 1-4, and 2d6 points of damage respectively on successful
hits.  The shadow beast will have the same hit die and the same number of hit
points as its creator when created.  Thus if the illusionist is at only half
his normal hit points when the shadow beast was created, that is how many hit
points the shadow beast would have.  Shadow beasts take no damage from
bludgeoning weapons and can only be hit by magic weapons.  Range is 100 feet. 
Duration is ten minutes per level of the spell caster.


Ninth Level Illusion Spells

Chaos: Those affected by this spell will believe they are floating in a void
filled by gray mists.  Visions from their past including dead friends,
relatives and enemies will float by as they drift in this void.  The range of
this spell is 100 feet plus ten feet per level of the spell caster.  It will
affect all persons or creatures of low or higher intelligence within a 30 foot
radius of the center of the spell.  Save versus mind affects at a minus 4
penalty for no affect.  Attacks on people entranced by this spell will not
break the spell.  Duration is one minute per level of the spell caster.

Projection: This spell enables the caster to create a duplicate of himself at
the place where the spell is cast.  This duplicate will spring into existence
at some predetermined time, upon a specific command, or if a given set of
circumstances takes place.  When this projection springs into existence it will
be psychically linked to the spell caster and really be an extension of the
caster himself.  The caster can experience things experienced by the
projection.  The projection will have all of the physical characteristics of
the caster, all of the possessions carried by the caster at the time the spell
is cast, and will have the same number of hit points as the caster.  The
projection will move, speak, and so forth at the command of the caster.  The
caster can cast spells through this projection.  Duration is until dispelled at
will by the caster or 10 minutes per level of the caster once activated.  The
projection can be injured or killed.  When killed it will typically still exist
until the spell duration runs out, the caster can still see and hear what is
happening through the dead body.

Sight:  Same as eighth level Healing spell- Sight.


Tenth Level Illusion Spells

Mass Invisibility: This spell enables the caster to turn all creatures within a
30 foot radius of himself invisible.  Thereafter the they will remain invisible
for the duration of the spell even if they leave the circle.  Making an attack
while invisible dispels the invisibility.  Duration is 10 minutes per level of
the spell caster.

Permanent Illusion: This spell enables the caster to make the duration of any
illusion permanent.
Eleventh Level Illusion Spells

Maze: This spell enables the caster to create a magical maze 100 feet in radius
complete with shifting walls.  Any creature trapped within it will not be able
to find his way back out again until the spell duration is finished. it may be
on multiple levels.  Duration is 10 minutes per level of the spell caster.

Minor Teleportation: Same as fourth level Enchantment spell- Minor
Teleportation.


Twelfth Level Illusion Spells

Great Illusion: This spell enables the caster to create a Complex Illusion up
to 1000 feet in radius.  This illusion may contain optical, auditory, smell,
and tactile components as well as delayed components.  Duration is 24 hours.

Limited Wish: Same as tenth level High Magic Spell- Limited Wish.

LOW MAGIC SPELLS

First Level:                                                         Sixth Level:
     Affect Normal Fires                                             Curse/Uncurse
     Aura   Reading                                                  Exorcise Minor
     Charisma                                                        Spirit
     Empathetic Communication                                        Limited Telepathy
     Eye  Of  Hawk                                                   Magic Hound
     Find Game                                                       Rain Dance
     Predict Weather                                                 Translucence
     Smoke
     Spirit   Dart                                                   Seventh Level:
                                                                     Call Winds
Second Level:                                                        Haunt
     Circle Of Light/Dark                                            Spirit Spear
     Commune With Nature                                             Talisman
     Fire Light
     Hunt Magic                                                      Eighth Level:
     Identify                                                        Ancestor Spirit
     Minor Healing                                                   Snowstorm
     Running                                                         Spirit Wall
     Spirit Guide                                                    Travel To Spirit
     View Dreams                                                     Realm

Third Level:                                                         Ninth Level:
     ConJuration                                                     Shape Change
     Contemplation                                                   Spirit Attack
     Create Visions                                                  Spirit Bind
     Detect Intent                                                   Vanish
     Holding
     Magic Stories                                                   Tenth Level:
     Track                                                           Call Animals
     Witch Doctor                                                    Ghost Body
                                                                     Reflect Attack
Fourth Level:
     Astral ProJection                                               Eleventh Level:
     Dream Sending                                                   Dual Existence
     Patterns                                                        Exorcise Major Spirit
     Protection From Spirits                                         Reincarnate
     Song Of Courage/Fear
     Speak With Creature                                             Twelfth Level:
     Spiritualism                                                    Imprisonment
     Voodoo Curse                                                    Soul Capture

Fifth Level:
     Divination
     Ghost   Steed
     Levitation
     Locate Plant/Animal
     Exchange Bodies
     Walk  On  Water
     War Magic
First Level Low Magic Spells

Affect Normal Fires: This spell has a number of effects.  First it enables the
caster to light a small fire in flammable materials by touch or to extinguish a
small fire.  It can also be used to cause a small fire to temporarily flare up. 
A fourth effect would enable the caster to change the color of the flame from
yellow or orange to violet, blue, green, red, or a combination of these colors. 
Duration is instantaneous or one minute per level of the spell caster.

Aura Reading: Same as first level Enchantment spell.

Charisma: This spell enables the caster to raise his charisma with respect to
all persons of low intelligence or higher within a 10 foot per level radius of
the spell caster.  Those failing their saving throw versus mind effects will be
greatly impressed by the spell caster and desire to befriend him, Those making
their saving throw will find that the spell caster makes them uneasy or
uncomfortable.  Duration is 5 minutes plus one minute per level of the spell
caster.

Empathetic Communication: This spell enables the caster to communicate
empathetically on the most basic level with any animal, creature, or being. 
Range is 100 feet.  Duration is one minute per level of the spell caster.

Eye Of Hawk: This spell enables the caster to see with the eyes of any single
passing bird or trained bird and to direct the birds flight for the duration of
the spell.  Duration is 10 minutes plus one minute per level of the spell
caster.

Find Game: The spell enables the caster to when concentrating to envision the
location of game animals in the surrounding areas.  It cannot be used to detect
intelligent or magical creatures.  Duration is time of concentration.  Range is
unlimited.

Predict Weather: Same as second level Elemental spell.

Smoke: This spell enables the caster to create a magical cloud of smoke up to a
thousand cubic feet volume in any shape or form desired by the caster.  It will
change shape or move at the discretion of the caster for the range and duration
of the spell.  Range is 100 feet plus 10 feet per level of the spell caster and
duration is 10 minutes plus one minute per level of the spell caster.

Spirit Dart: This spell enables the caster to form one spirit dart out of
ectoplasm per level of the spell caster.  These darts may be directed
individually and all sent within one minute.  They will do 1-3 points damage
and will strike any visible or known invisible target.  No saving throw.  Range
is ten feet per level of the spell caster.

Second Level Low Magic Spells

Circle Of Light/Dark:  Same as first level Black Magic Spell.

Commune With Nature Spirits: This spell enables the caster to communicate with
the minor spirits of nature known to inhabit wild areas away from developed
villages and towns.  The caster may ask questions of the spirits which they may
answer if they know the answer and feel cooperative.  Duration is one minute
per level of the spell caster.

Fire Light: This spell enables the caster to create a magical fire which
consumes no fuel.  It way range in size from a small campfire to a large
bonfire.  It gives off light and heat with larger fires providing more light
and more heat over a larger area.  Maximum temperature of the fire itself is
only 120 degrees Fahrenheit and does no damage to normal creatures.  Duration
is one hour per level of the spell caster.

Hunt Magic: This spell provides up to four people with a plus 3 bonus on
attempts to hunt, trap, or kill prey.  It is ineffectual against creatures with
more than animal intelligence.  To cast the spell the caster must draw a
picture or make a statue of the desired prey and cast the spell upon that
image.  Duration is twenty four hours. 

Identify: Same as second level Enchantment spell.

Minor Healing:  Same as first level Elemental Magic spell.

Running: This spell enables the caster to run at his full speed for ten minutes
per level of the spell caster without feeling tired.

Spirit Guide: This spell enables the caster to squire a spirit guide or totem
to help him in his times of need.  The spirit guide when summoned will be in
the form of a small sized bird, animal, or non-magical creature, be
intelligent, and have twenty hit points.  This spirit guide is always with the
caster in spirit and will offer advice or information if consulted and that
information might reasonable be known to it. The spirit guide may be summoned
into physical form three times per day and fight for or perform some specific
task set to it by the caster.  If killed in this physical form it will simply
disappear until summoned again.  The spirit guide may be in physical form for a
maximum of ten minutes per summoning.

View Dreams: This spell enables the caster to view the dreams of a sleeping or
unconscious individual for a period of one hour plus ten minutes per level of
the spell caster.

Third Level Low Magic Spells

Conjuration:  Same as first level Black Magic spell.

Contemplation: This spell enables the caster to place himself into an trance
state.  While in this trance the caster can contemplate his surroundings and
within a ten foot radius detect any magical items, any invisible creatures or
objects, hidden doors, panels, objects, and any traps.  It takes one minute to
achieve this trance state, and the contemplation lasts three minutes
thereafter.  All such items within the ten foot radius will be detected.  If
the spell is interrupted before its completion only some will be detected.

Create Visions: This spell enables the caster to create a magical mist covering
an area 10 feet by 10 feet by 10 feet in size per level of the caster.  Within
this mist the caster may create a vision of anything he has seen, or anything
he wishes to appear in the vision.

Detect Intent: This spell enables the caster to determine the general intent of
any single individual or creature.  It will determine if they are hostile or
friendly, evil, neutral, or good, honest or dishonest.  The individual or
creature must be clearly visible to the caster.  Range is 100 feet.

Holding: Same as first level High Magic spell- Word Of Holding

Magic Stories: This spell enables the caster to when storytelling to a
receptive group to create illusions with color, sound, and movement that will
play out the scenes or actions of the story.  They can cause no physical damage
but might frighten views.  Duration is until the story or series of stories is
completed or until dispelled by the caster.

Track: This spell will enable the caster to determine in what direction any
single individual or creature whose likeness is known to him can be located

Witch Doctor: This spell enables the caster to cure any psychosomatic illness
or minor illness in one individual.  It will also speed the recovery from other
illnesses by aiding the bodies own defenses in fighting the disease.

Fourth Level Low Magic Spells

Astral ProJection: By using this spell the caster is able to leave his physical
body and travel in his astral body to anywhere in the universe in one minute. 
The caster may take up to 2 other persons with him on the astral Journey.  If
the casters body is destroyed while on the Journey, he will be stranded in
astral form until he can find a new body to replace his old one.  Any persons
traveling with him will similarly be stranded if their bodies are destroyed. 
They cannot return to their own body or to a replacement body without the
casters help.  While in astral form the caster and his companions are invisible
and silent.  They can however see, hear, taste, feel, and so forth as if they
were physically present.  Duration is one minute travel each way, plus one
minute per level of the spell caster unless stranded.

Dream Sending: This spell enables the caster to send a dream to any single
sleeping individual or group of sleeping individuals within a 20 foot radius of
some particular individual, Duration is time of concentration or until
recipient awakens.  Range is 100 feet plus 10 feet per level of the spell
caster.  The individual to which the spell is directed must be visible to the
caster.  The spell will also affect any intelligent creature.

Patterns: This spell will enable the caster to detect if some pattern has been
responsible for a series of events or whether the apparent series of events
were pure chance.  For example it might detect if something is a result of a
curse, illness, or actions of an individual or group of individuals.  If a
pattern is detected whatever is causing the pattern will become known to the
caster.

Protection From Spirits: This spell enables the caster to create about himself
in a 10 foot radius that will protect him from attacks by spirits and non
corporeal beings.  Any attacks made by the caster while within the barrier will
negate the spell.  Similarly any spirit related spells castable by the shaman
will not work within the barrier.

Song Of Courage/Fear: The Song of Courage spell enables the caster to sing a
song that will make all of his allies within hearing immune to any type of non
magical fear. it will also negate the effects of a magical fear attack on
individuals frightened by that attack.  Song of Fear spell will cause all
enemies of the caster within hearing to flee in fear from his presence.  Save
versus mind effects for no effect.  Duration is time of singing at a maximum of
one minute per level of the spell caster.

Speak With Creature: Same as the Beastmaster skill communicate with creatures. 
Types of creatures that can be communicated with expands to more distant animal
families for each level of the spell caster above fourth level.

Spiritualism- This spell enables the caster to speak with the spirits of the
dead by means of a seance.  The seance requires at least ten minutes to
complete, The caster puts himself into a trance and his body is temporarily
taken over by the spirit of the dead he is seeking to contact.  Others present
may ask questions of the spirit of the dead if it appears.  The answers given
will not necessarily be truthful if questions are answered at all.  Whether a
spirit answers or not is dependant on the relationships between those present
and the spirit, whether t he spirit was of a friend, enemy, or a stranger,
alignment, and circumstances.  Close friends or mortal enemies will almost
always answer, strangers are less likely to answer, An unfriendly spirit has a
5% chance of taking over the casters body for 24 hours.  During that time he
may cause the body to do anything, including self injury, short of killing
itself.

Voodoo Curse:  Same as second level Black Magic spell.


Fifth Level Low Magic Spells

Divination: Same as ninth level Healing spell.

Exchange Bodies: This spell is a minor form of possession that allows the
caster to exchange bodies temporarily with whatever creature or being he
chooses.  Range is sight.  Intelligent, magical, or monster class creatures may
save versus mind effects at +2 for the attempt to be unsuccessful.  If one of
the exchanged bodies is killed, the spirit inhabiting that body is killed as
well and the others spirit is trapped in the other exchanged body.  Duration is
10 minutes per level of the spell caster.  The possessor of the body has
control of all physical attributes of that body but retains his own intellect.

Ghost Steed: This spell enables the caster to summon a ghost steed that he can
ride and who will serve him for a period of 24 hours then depart.  The ghost
steed will not tire when running, it will not require food, and will fight on
behalf of the caster.  The ghost steed can be turned according to the affecting
undead table, thus breaking the spell.  In combat the steed will have the same
number of hit points as it did in life.  Losing those hit points will break the
spell and allow the ghost steed to flee.

Levitation: This spell enables the caster to levitate himself and/or up to
fifty pounds per level of additional weight.  Levitation only allows movement
straight up or down, however sideways motion can be gained by pushing or
pulling on ropes, walls, and so forth.  The rate of rise or fall can be up to
20 feet per minute.  Duration is ten minutes plus one minute per level of the
caster.  The casters concentration is not needed to maintain the spell, only to
change rate of rise or fall once cast.

Locate Plant or Animal: This spell will enable the caster to learn the location
of all specimens of any type of plant or animal if present within one mile of
his position at the time of casting.

Walk On Water: This spell enables the caster to walk upon water or other type
of liquid and not sink into it.  The souls of the casters feet or shoes are
separated by a magic field from the liquids surface, so that they would not
actually touch the liquid.  A shallow impression one-quarter inch deep is made
in the liquids surface below the foot.  Duration is one minute per level of
spell caster.  Weight limit is the caster and whatever he can carry.  The spell
may be cast upon another person or creature with the same effects.

War Magic: This spell may be cast by the magician on a party of up to one
person per level of the spell caster.  Those in the party will attack at +2 to
hit until they have achieved a successful hit in combat, will have a +2 bonus
to armor until they are successfully hit, and will gain a +2 bonus to saves
until they are successfully hit.  A successful hit negates that portion of the
spell.Sixth Level Low Magic Spells

Curse/Uncurse: Same as fifth level Black Magic spell.

Exorcise Minor Spirit: This spell enables the caster to exorcise any minor
spirit from a place or who has possession of a body back to the spirit plane
with a roll sufficient to turn undead of the same level.

Limited Telepathy- This spell enables the caster to telepathically contact
anyone personally known to the caster.  They will be able to carry on a
conversation telepathically for the duration of the spell.  Spell duration is
one minute per level of the caster.

Magic Hound- This spell enables the caster to create from ectoplasm a magic
hound, with 40 hit points that will attack anyone or anything designated by the
caster and fight until that person or thing is killed or the hound is killed. 
When either is killed the hound fades from existence.  It will travel great
distances to reach a target.  Only one magic hound may exist at one time for
the spell caster.  He must be given a target within one minute of his
appearance or fade from existence.  If the caster is killed the hound will
continue to exist until it has accomplished its task or is itself killed.  The
hound can be hit by all normal weapons and attack spells, as if it were an
eight hit die monster with an armor class of 5.

Rain Dance:  This spell enables the caster to call a rainstorm to him that will
appear within one hour (1d6 x 10 minutes) and wet an area equal to 100 feet in
radius per level of the spell caster for one hour plus one half hour per level
of the spell caster.  A dance must be performed to activate the spell.  Without
casting the spell a storm may be called one out of six times (1 on 1d6) with
the dance alone.

Translucence: This spell enables the caster or whomever the spell is cast upon
and all that they are carrying to become translucent or ghostlike in form. 
This illusion gives them a greater chance to remain unseen while hiding or to
be simply overlooked on a casual scan.  This bonus to hiding is 80%.  For
example if a hiding place gave a character a 50% chance of remaining unseen,
translucence would give him an additional 80% of the remaining 50% or a total
of a 90% chance to remain unseen.  In dim light translucence is virtually
invisible to the eye.  Duration is 10 minutes per level of the caster. 
Attacking while translucent does not break the spell.  Range is touch.

Seventh Level Low Magic Spells

Call Winds: This spell enables the caster with the use of a chant and drum,
whistling stick or similar special devise to call winds to someplace.  Winds
will cover an area of up to 100 feet plus ten feet in radius per level of the
caster at a speed of up to 15 miles per hour per level of the spell caster. 
Duration is one hour plus ten minutes per level of the spell caster.

Haunt: This spell enables the caster to call upon disembodied spirits to haunt
a particular place.  This spell has a number of variations usable at the
discretion of the caster.  One variation of the spell will summon spirits that
are friendly toward the inhabitants.  They will protect them, help them with
daily tasks, and help prevent accidents.  They will also attack outsiders and
try to drive them away if the try to harm the inhabitants.  A second form of
the spell will fill a place with malevolent spirits that will try to harm and
drive out any inhabitants and anyone who visits the place.  A third form of the
spell will drive out any malevolent spirits from a place or prevent malevolent
spirits from taking up residence in a place.  The spirits haunt the place for
the pleasure of again having form and serving a purpose on this plane of
existence,

Spirit Spear: This magic attack form causes a magic spear to be formed out of
ectoplasm.  When thrown it will always strike any visible target.  Upon
striking it will do 1d6 points of damage per level of the spell caster.  Save
versus spells for half damage.  Range is 150 feet plus ten feet per level of
the caster.

Talisman: This spell enables the caster to charm a specially made object that
will absorb the wearers spirit upon his death and protect it from harm.  The
protected spirit may then be laid to rest at some future time, returned to
inhabit some chosen area, or even to be returned to life at some future time. 
The time spent in the talisman by the spirit does not count towards time limits
for resurrection, reincarnation, or raise dead spells.  The talisman must be
some object carried by the person for a long period of time to better absorb
the essence of his spirit.  Spirits in totems are often returned to their
families where they protect the homes as a guardian spirit.

Eighth Level Low Magic Spells

Ancestor Spirit: This spell enables the caster or someone he designates to call
upon the spirit of his most powerful ancestor to double the number of attacks
per minute the person affected can make.  The ancestor in effect temporarily
takes over the body of his descendant.  All attacks are made at the experience
level and skill level of this ancestor.  The ancestor will fight at the
direction of his descendant and will voluntarily leave at the end of the spell
duration.  The duration of the spell is ten minutes plus one minute per level
of the caster.

Snowstorm: This spell enables the caster to create a snowstorm of up to 100
feet in radius per level of the caster, with winds of up to 5 miles per hour
per level of the caster, with temperatures lowering as much as 5 degrees per
level below zero Fahrenheit, with an accumulation of up to 3 inches per level,
for a duration of one hour per level of the spell caster.

Spirit Wall: This spell creates a wall of magic force that can be used to guard
a portal and keep creatures, objects, and missiles from passing through for the
duration of the spell.  The spirit wall cannot be broken by brute force and can
only be affected magically.  Spell duration is 10 minutes plus 1 minute per
level of the spell caster.

Travel To Spirit Realm: This spell enables the caster to travel to any of the
other planes inhabited by spirits and to be able to live there.  He will be
able to walk, speak, and so forth although some of his magical abilities may
work differently on these other planes.  Duration is ten minutes per level of
the spell caster or until he wishes to return to his own plane.  At the end of
the spell duration or upon wishing to return the caster is returned to the
exact spot from which he left.


Ninth Level Low Magic Spells

Shape Change- This spell enables the caster to change his shape to that of any
other type of creature or plant of equal or smaller size.  While in this form
the caster will be able to use the means of transportation, means of living,
and non-magical, non-special, general abilities of that type of creature or
plant.  The caster cannot change into monster class creatures.  Duration is ten
minutes per level of ability or until voluntarily dispelled.

Spirit Attack- This spell enables the caster to destroy a spirit or
non-corporeal being or drive it back to another plane of existence with a
single attack.  Spirit beings of lower level than the caster will be destroyed
if they fail a saving throw versus spells or simply driven to one of the spirit
planes if the save is successful.  Against spirit beings of equal or higher
level, if they fail their saving throw they will be sent to one of the spirit
planes. if they make their saving throws the spell has no effect.  Range is 200
feet.

Spirit Bind- This spell enables the caster to summon a spirit being into his
presence and to bind it to complete one task for the caster.  To work this
spell the caster must know the spirit's true name.

Vanish- This spell enables the caster to cause a weight of 200 pounds plus 10
pounds per level of inanimate matter to temporarily vanish.  It is sent to the
ethereal plane.  At the end of the spell duration the matter appears in the
same position exactly as it was before.  Spell duration is one minute per level
of the spell caster.


Tenth Level Low Magic Spells

Call Animals: This spell enables the caster to call an individual of any animal
type to his presence if it is found within one mile of his location.  This
animal will be friendly to the caster and will perform simple tasks given to it
by the caster as long as these tasks suit its nature and are not harmful to the
animal.

Ghost Body: This spell enables the caster to make his body and all that he can
carry ghostlike so that he may pass through walls and similar barriers.  He
cannot use weapons while ghostlike, but attacks by non-magical weapons will
only do half damage.  Duration is one minute per level of the spell caster.

Reflect Attack: This spell enables the caster to reflect the effect of any
attack back on the attacker.  Any physical attacks such as buy swords or arrows
that strike the caster while this Spell is in effect will not harm the caster,
but will do the amount of damage rolled to the attacker.  Any type of magical
or psionic attack will similarly not affect the caster but will be reflected
back upon the attacker.  The caster cannot attack anyone else during the
duration of this spell or any damage he does will wound him.  The duration of
the spell is one minute per level of the spell caster or one major magical
attack.

Eleventh Level Low Magic Spells

Dual Existence: This spell enables the caster or someone he casts the spell
upon to split himself into two separate beings.  They will for the duration of
the spell act independently of each other.  The total hit points of the caster
will be divided between the two halves, but not necessarily equally.  In combat
each half will get one attack per round at the level of the caster.  They can
also each cast one spell per round, but they cannot cast more spells of any
level than the single individual could have cast.  If one half is killed the
other half will fall unconscious for 3d6 minutes.  At the end of the spell
duration or at will the split halves will merge back into one individual and
share all the knowledge and experience each half has gained.  Any lost hit
points on either of the halves or injuries will be present on the merged
individual.  If one half is killed those lost hit points will be regained at a
rate of one hit point per day until completely restored.  Duration is one hour
per level of the spell caster.

Exorcise Spirit: This spell enables the caster to exorcise any malevolent
spirit from a body or object and send it back to a spirit plane. no saving
throw.  Range is 10 feet per level of the spell caster.

Reincarnate: This spell will enable the caster to reincarnate any person dead
less that one week , excluding practitioners of Black Magic, into a new body. 
The form of this body will be variable with a 5% chance of the reincarnated
being having his original racial form, 5% chance of the reincarnated being
other humanoid in form, and a 90% chance to be some type of animal found in the
local area.  The game master may use his discretion to vary these percentages
to something appropriate for the situation.  The body is created magically and
its physical characteristics are determined by random roll.  The newly
reincarnated being will rejoin the party in his new form in 10 to 60 minutes
after the spell is cast.  The character will retain all of his knowledge and
abilities gained in his former form.  New wild psionic or magic abilities
should be rolled for the new body.  These abilities will be in addition to any
previously held abilities.  Range is touch.


Twelfth Level Low Magic Spell

Imprisonment: This spell enables the caster to permanently imprison a spirit or
non-corporeal being to a particular place by means of a 10 foot long piece of
magical chain fastened to the ground.  The spirit may move within the range of
the chain.  This imprisonment is permanent unless broken by the reverse of this
spell, a wish spell, or as a result of some major tumult in the universe.

Soul Capture: This spell enables the caster to steal the spirit from someone's
body and transfer it into another body or object- The person gets to save
versus spells for no effect.  Range is 10 feet per level of the spell caster.


MYSTICISM SPELLS

First Level:                         Eighth Level:
       Aura  Reading                         Astral Projection
       Empathy                               Expanded Vision
       Force Awareness                       Mass Suggestion
       Heightened Perception                 Transfer consciousness
       Leap                                                 
       Mystic  Bolt
       Suggestion                    Ninth Level:
       Will                                  Feign Death
                                             Materialization
Second   Level:                              Retrocognition
       Burst  Of Strength
       Clairvoyance                  Tenth Level:
       Speed                                 Ghost Body
       Telepathy                             Reincarnation
       Tongues                               Teleport Self
       Transcend Pain                        Self Resurrection
       Zen  Vision
                                     Eleventh Level:
Third   Level:                               Domination
       Clairaudience                         Oracle
       Conjuration
       Contemplation                 Twelfth Level:
       Identify                              Control Energy
       Minor Teleport                        Youth
       Transcend Thirst/Hunger

Fourth   Level:
       Dispel Magic
       Emotion
       Levitation
       Minor Healing
       Track

Fifth Level: 
       Astral Projection
       Dowsing
       Magic Rope
       Snake Charm

Sixth Level:
       Adaptation
       Breath Water
       False Aura
       Mind Blast

Seventh Level:
       Flight
       Mind  Reading
       Minor Telekinesis
       Suspended AnimationFirst Level Mysticism Spells

Aura Reading- Same as first level Enchantment spell.

Force Awareness- This spell enables the caster to detect an imbalance between
the forces of good and evil in an area, emotions of a crowd, the presence of
powerful magic, or similar generalized forces or feelings.  Length is ten
minutes per level of the caster.  Other spells may be cast or other activities
may take place while this spell is in effect.

Empathy- This spell allows the caster to detect the feelings and emotions of
any mind or minds within 10 feet radius per level of him unless specifically
shielded against him.

Heightened Perception- This spell allows the caster to temporarily heighten the
abilities of his senses.  For the duration of the spell his hearing will be
very sensitive and he will be able to hear sounds at higher and at lower
frequencies than normal.  Sight will become very acute and allow clear sight of
both far and very small objects.  Sight in very dim light will also be
possible.  The senses of touch, taste, and smell will similarly be enhanced. 
Duration is 5 minutes plus one minute per level of the spell caster.

Leap- This spell will enable the caster or whomever the spell is cast upon to
be able to leap in any direction, or up or down for a distance of 20 feet plus
one foot per level once a round for the duration of the spell.  Duration is one
minute per level of the spell caster.

Mystic Bolt- This spell enables the caster to release a bolt of magic energy
from his fingertip that does 1-2 points of damage per level of the spell
caster.  These bolts will always hit a visible target with a range of 10 feet
per level of the spell caster.  No saving throw.

Suggestion- This spell enables the caster to implant magically a suggestion of
thing or some action into another individuals mind.  That person will believe
the suggestion to be his own idea and if not to unreasonable will act upon it. 
Save versus mind affects for the spell to have no effect.

Will- This spell will protect the caster from any type of mind affecting spell
or psionic influence (excluding mind blasts) for the duration of the spell once
it is cast.  The caster can do other things including cast other spells while
this protection is in effect.  Duration is two minutes per level of the spell
caster with fractions rounded up.

Second Level Mysticism Spells

Burst of Strength- Similar to second level healing spell but only affecting the
spell caster.

Clairvoyance- This spell allows the caster to see what is happening in any
known place from any distance or in an unknown area at a distance of up to 100
feet.  Note if the area being viewed is not being illuminated by a form of
light visible to the caster, he will not be able to see that area
clairvoyantly- This spell may be cast on another person allowing him the
clairvoyant abilities.  It is possible to view more than one area if time
allows within the duration of the spell.  Spell duration is one minute per
level of the spell caster.

Speed- This spell enables the caster to move at twice normal speed for a period
of five minutes plus one minute per level of the spell caster, or four times
normal speed for half that time, or eight times normal speed for one fourth
that time.  Fractions are lost.

Telepathy- This spell allows the caster to perform mind to mind communication
with any being within 100 feet of him or to any being known to him over any
distance.  There may be some difficulty communicating with beings drastically
different in form and nature from the caster, but as this is mind to mind
communication language differences have no effect.  Duration is one minute per
level of the caster.

Transcend Pain- This spell enables the caster to make himself or any one other
person immune to any type of pain for one hour per level of the spell caster. 
The affected person is aware of injuries and so forth but they do not hurt.

Tongues- Same as second level Enchantment spell.

Zen Vision- This spell enables the caster to see clearly even though his vision
may be obscured by such things as a cloud of fog, a blindfold, by blindness, or
even in complete darkness.  Duration is five minutes plus one minute per level
of the spell caster.

Third Level Mysticism Spell

Clairaudience- This spell allows the caster to hear what is happening in any
known place from any distance or in an unknown area at a distance of up to 100
feet.  Note this spell may be cast in conjunction with a clairvoyance spell,
allowing him to both see and hear what is happening in that area.  This spell
may be cast on another person allowing him the clairaudiant abilities.  It is
possible to listen in more than one area if time allows within the duration of
the spell.  Spell duration is one minute per level of the spell caster.

Conjuration- Same as first level Black Magic Spell.

Contemplation- Same as third level Low Magic spell.

Identify- Same as second level Enchantment spell.

Minor Teleport- Same as fourth level Enchantment spell.

Transcend Thirst and Hunger- This spell allows the caster to go without food or
water for up to one week with not ill effects.  He must then eat and drink
properly for at least one week before this spell can be cast again.  It may not
be cast on another individual.

Fourth Level Mysticism Spells

Dispel Magic- This spell enable the caster to dispel low level magic spells of
any field.  It only affects spells of third level or lower, Base chance is 30%
plus 5% per level of the caster above the spell level.

Emotion- Same as fourth level Enchantment spell.

Levitation- Same as fifth level Low Magic spell.

Minor Healing- Same as first level Elemental spell.

Track- Same as third level Low Magic spell.

Fifth Level Mysticism Spells

Astral ProJection- Same as fourth level Low Magic spell.

Dowsing- This spell enables the caster to locate the presence of water at a
depth of up to 100 feet through the earth from him or surface water at a
distance of two miles.  He will detect all water and will be able to tell if a
water supply is safe to drink or not.  Duration is five minutes.

Magic Rope- This enables the caster to temporarily turn any rope, cable, or
vine into a magic rope that will move to his command to reach into the air or
across crevasses or pits.  It will not move fast enough to serve as a means of
entanglement.  Range is one continuous strand.  Two ropes knotted together will
be treated as one, but if they are untied from each other the spell is broken. 
Duration is 30 minutes.

Snake Charm- This spell enables the caster to charm a snake or group of snakes
through a combination of magic and hand motions.  The snakes will raise
themselves up and sway back and forth oblivious to events around them for the
duration of the spell.  Range is twenty feet in the direction the caster is
facing.  Duration is one minute per level of the spell caster.


Sixth Level Mysticism Spells

Adaptation- Same as fifth level Elemental Magic spell.

Breath Water- This spell enables the caster to breath either air or water for
the duration of the spell.  At the end of the spell the caster must again reach
air to breath or they will drown within five minutes.  Duration is ten minutes
plus one minute per level of the spell caster.

False Aura- Same as first level Black Magic spell.

Mind Blast- This magic attack is the same as the psionic ability Mind Blast.  
This attack is effective against any creature with an intelligence of animal or
higher.  It has no effect on drunk, insane, or feebleminded creatures.  This
attack will physiologically harm the brain of the victim, but cause no physical
damage.  The base chance for a save is 10.  The victim gets a +1 for each point
of intelligence and will higher than 15 or lower than 6. Animal intelligence
has a base chance of 12 to save.  If the victim saves there is no effect.  If
the victim fails roll on the following table.  Range is 100 feet plus 10 feet
per level of the caster.
       01-05   Sleep, 1d6 hours
       06-10   Stun, 2d6 minutes
       11-14   Coma, 1d10 hours
       15-17   Insanity
       18-19   Feeblemind
       20             Death


Seventh Level Mysticism Spells

Flight- Same as sixth level Enchantment spell.

Mind Reading- This spell enables the caster to read the thoughts of any single
unguarded mind for one minute per level of the spell caster.

Minor Telekinesis- This spell enables the caster to move with his mind any
object of a weight of up to 20 pounds or exert a force of up to twenty pounds
at a distance of 100 feet plus ten feet per level of the spell caster.  The
object or force will move at the direction of the caster at a rate of up to 1
foot per second.  Duration is one minute per level of the spell caster or until
the caster stops concentrating whichever is shorter.

Suspended AniMation-  Same as ninth level Healing spell.
Eighth Level Mysticism Spells

Astral Presence- This spell is similar to Astral Projection.  It allows the
caster to send his astral body to anywhere in the Universe in one minute and
stay there for one minute per level of the spell caster.  This spell allows the
astral body to take on physical existence in the form of a visible ghostlike
body.  This astral presence will have one tenth of the hit points of the caster
and will take half damage from weapons and spells.  Any damage to this astral
presence will also harm the spell caster.  This astral form can move and
manipulate objects of up to twenty pounds in weight or exert up to 20 pounds of
force.  As with astral projection this form will continue to exist if the
casters body is killed while the astral presence is away from his body.  The
presence can reenter a body if a suitable empty one becomes available after his
own body is destroyed.  The character can in the meantime continue to play the
game and advance while in astral presence form.  This spell can be cast on
another character.

Expanded Vision- This spell enables the caster to see everything within 100
feet of himself regardless of lighting conditions.  He can see around corners,
through wall, see invisible objects or persons, detect illusions, see hidden
doorways or traps, and detect astral or spirit presences.  The entire area is
seen at once but must be examined to bring out details.  Duration is one minute
per level of the spell caster.

Mass Suggestion- This spell is the same as the first level spell suggestion
only it allows up to one creature or being to be affected per level of the
spell caster. it enables the caster to implant magically a suggestion of some
thing or some action into other individuals minds.  Those individuals will
believe the suggestion to be their own ideas and if not to unreasonable will
act upon it.  Separate suggestions may be made to each individual at a rate of
one suggestion per minute.  Save versus mind effects for no effect.

Transfer Consciousness- This spell allows the caster to temporarily transfer
his consciousness into any inanimate object.  While in the inanimate object he
will be able to see and hear normally.  Duration is ten minutes plus one minute
per level of the spell caster.  At the end of this period his consciousness
will automatically return to its body.  The consciousness may become trapped in
this inanimate object if its body is killed while in this inanimate object-
This consciousness may transfer to another body if a suitable empty one becomes
available.  While in this form the consciousness can transfer from one
inanimate object to another.  Range ten feet.

Ninth Level Mysticism Spells

Feign Death- Same as sixth level Healing spell.

Materialization- This spell enables the caster to materialize out of nothing up
to one cubic foot of common materials or items.  Metals, jewels, precious and
semi precious stones cannot be materialized.  The reverse of this spell is
dematerialization.  It allows the caster to dematerialize up to one cubic foot
of materials not including precious metals and jewels.  Duration is permanent. 
Range is 10 feet.

Retrocognition- This spell enables the caster to view as if he were there the
past events that have taken place in a particular area or events which have
happened to a particular object or person, The entire history can be reviewed
in the one minute of the spell duration.  Range is touch.


Tenth Level Mysticism Spells

Ghost Body- Same as tenth level Low Magic Spell.

Reincarnation- This spell will enable the caster to reincarnate the spirit of a
dead person into a new body.  There is an 70% chance that he will be
reincarnated in the form of some creature native to the vicinity of where the
spell was cast, a 20% chance of being reincarnated as a random humanoid or
player character race, and a 10% chance of being reincarnated in the form of
the same race as the character.  He cannot be reincarnated as a magical or
monster class creature.  The reincarnated person will appear a short distance
away in 1d6 minutes.  If in another form he will retain his intelligence,
knowledge, and full mental capabilities as he previously had.  He may continue
to advance in this new form, although his physical abilities may have changed.

Self Resurrection- This spell allows the caster to place a spell upon himself
that will cause himself to be healed and resurrected after one day if he is
killed during the time the spell is in effect.  The spell may only be cast on
himself.  Duration is one day.  It will not work on dual class
necromancer-mystics.

Teleport Self- This spell enables the caster to instantaneously teleport
himself and up to 300 pounds of weight to any fixed location or location
personally known to him.


Eleventh Level Mysticism Spells

Dommination:  This spell enables the caster to dominate or take over the body
of another creature or individual and force it to move as the caster chooses. 
save versus mind affects for no effect to to escape once per day.  Duration is
one day per level of the spell caster.

Oracle:  This spell enables the caster to tap the collective unconscious of the
beings in the surrounding area to answer any single question.  The future can
not be discovered.  All answers will be in the form of a dream.  Answers given
will not be false, but they will not necessarily be understandable.


Twelfth Level Mysticism Spells

Control Energy:  This spell enables the caster to channel and dissipate energy
directed toward him or within ten feet of him so as not to allow harm to
himself or others.  Energy based attacks may be reflected back upon the
attacker.  Duration is 12 minutes.

Youth:  Same as twelfth level Healing spell. 

NATURE MAGIC SPELLS

First Level:
      Animal Voice
      Circle of Light/Dark
      Eldritch Fire
      Locate Plant/Animal
      Purify  Water
      Speak With Creature
      Sprout

Second Level:
      Breath Water
      Camouflage
      Entangle
      Night Vision
      Predict Weather
      Ripen

Third Level:
      Charm Creature
      Invisibility To Animals/Plants
      Seedling
      Snake Charm
      Spider Web
      Conjuration

Fourth Level:
      Divine Tree
      Eye Of Hawk
      Lightning
      Speak With Plant
      Warp

Fifth Level:
      Charm Plant
      Hold Creature
      Know Creature
      Mosquito Net
      Summon Insects
      Windsong

Sixth Level:
      Broom Of Flying
      Call Woodland Beings
      Hallucinatory Forest
      Hold Plant
      Mutation
      Summon Animal


Seventh Level:
      Animal Growth
      Commune With Nature
      Insect Cloud
      Magic Animal/Plant
      Prot. From Insects
      Veterinarian

Eighth Level:
     Magic Steed
     Pass Through Thicket
     Plant Growth
     Protection From Animals
     Sticks to Snakes
     Wither Plants

Ninth Level:
     Control Creature
     Protection From Plants
     Poison Ivy
     Summon Plant
     Thicket

Tenth Level Spells:
     Clone
     Control Plants
     Reincarnate
     Resurrect Creature
     Spiders
     
Eleventh Level Spells:
     Adaptation
     Transmute
     Tree
     Wall of Force
     
Twelfth Level Spells:
     Control Weather
     Gaseous Form
       First Level Nature Magic Spells

Animal Voice: This spell will enable the caster to perfectly MiMiC the call,
voice, or song of any animal or creature known to him for one minute per level
of the spell caster.

Circle of Light/Dark: Same as first level Black Magic spell.

Eldritch Fire: This spell enables the caster to shoot forth bolts of magic fire
from his fingertips that will always strike a visible target and do 1-3 points
damage per level of the spell caster.  No saving throw.  Inflammable objects
will be set on fire and undead will take double damage from this attack.

Locate Plant/Animal: Same as fifth level Low Magic spell.

Purify Water: This spell enables the caster to purify up to 1 cubic foot of
water per level of the spell caster@ it will remove harmful poisons, drugs,
salt, and disease germs.  It will not remove bad tastes that are not harmful.

Speak With Creature: Same as tie Beastmaster skill Speak With Creatures.

Sprout:  Cause any single seed or spore to sprout into a small healthy
seedling, or a cutting or graft to begin to grow.

Second Level Nature Magic Spells

Breath Water:   Same as sixth level Mysticism spell.

Camouflage:  This spell enables the caster to magically camouflage himself so
that he will perfectly blend in with his surroundings.   Duration is ten
minutes per level of the spell caster.  This spell may be cast on another.

Entangle:  This spell enables the caster to temporarily animate the plants in
an area and cause them to attempt to grasp and entangle anyone or anything
passing through that area.  Area of effect is a circle 30 feet in radius.  The
animation will last 5 minutes plus two minutes per level of the spell caster. 
Any creature entangled will be held for one hour.  A saving throw to keep from
being entangled may be given at the discretion of the gamemaster.

Might Vision:  This spell enables the caster to gain night vision, the ability
to see in very dim light.  This spell may be cast on another person or
creature.  Duration is ten minutes per level of the spell caster.

Predict Weather:  Same as second level Elemental Magic spell.

Ripen:  This spell enables the caster to cause the fruits, nuts, or vegetables
on any plant to ripen, flowers to form seeds, or spores to mature, within ten
minutes.  Range is plant touched.

Third Level Mature Magic Spells

Charm Creature: Same as fourth level Enchantment spell.

Conjuration:  Same as first level Black Magic spell.

Invisibility to Animals/Plants: This spell enables the caster to make himself
invisible to animals and plants of animal intelligence or lower.  Duration is 10
minutes plus 1 minute per level of the caster.  Attacks made while invisible will
negate the spell.

Seedling: This spell will cause any seed or spore to sprout and grow to a
healthy small plant in ten minutes.  It will also cause any mature plant to grow
a flower, fruit, bud, or viable seed or spore in 10 minutes.

Snake Charm: Same as fifth level Mysticism spell.

Spider Web: This spell enables the caster to create magically a spider web of
sticky, one inch thick strands covering an area 10 X 10 feet square per level
of the spell caster.  Creatures with a strength of 15 or higher have a 10% per
round non-cumulative chance of breaking free of the web.  Weaker creatures
will remain entrapped, unless cut free, until the spell wears off.  After five
minutes there is a 5% chance of someone entrapped strangling himself. 
Additional chances for strangulation is at the discretion of the gamemaster. 
Duration is one hour plus 10 minutes per level of the spell caster.


Fourth Level Nature Magic Spells

Divine Tree: This spell enables the caster to use any living tree or dead tree
still in place, to divine information about the surrounding area or information
about past events in the area.  A specific bit of information may be determined
every Minute.  Duration is one minute per level of the spell caster.

Eye Of Hawk: Same as first level Low Magic spell.  

Lightning: Same as third level Black Magic spell.

Speak With Plant: This spell enables the caster to communicate telepathically
with any intelligent plant.  Duration is one minute per level of the spell caster.

Warp: This spell enables the caster to warp any piece of wood or object made
of wood of up to 10 cubic feet volume per level of the spell caster.  It will not
affect living wood.  Magical items save versus spells for no effect.


Fifth Level Nature Magic Spells

Charm Plant: This spell enables the caster to charm any intelligent plant, The
charmed plant will feel the caster is his best friend and will not harm him. 
The plant will generally do as the caster asks so long as it does not involve
harming itself or doing something against the basic nature of the plant such as
harming a close friend.  The plant gets to save versus mind effects for no
effect.  Duration is one day per level of the spell caster.  Plants with
intelligences of 12 or higher may try to save once per day.

Hold Creature: This spell enables the caster to keep any single creature from
being able to move for five minutes plus one minute per level of the caster. 
The spell does not affect humanoid or player character races.  Save versus
mind affects for no effect- If the held creature is attacked the spell is broken. 
Range is 100 feet plus ten feet per level of the spell caster.

Know Creature: This spell enables the caster to know any single creature he
encounters.  This spell will identify the creature and provide information on its
life history, and characteristics of the species personality and life style.  It
will work on any animal, plant, or monster.  Range is 100 feet.  He may
remember this information thereafter to the best of his memory abilities.

Mosquito Net: This spell forms a weak circle of protection 20 feet in radius that
will exclude mosquitoes, flies, and other annoying insects from the circle for a
period of eight hours.  It will not keep out concentrated attacks such as by
insect swarms or magically directed attacks, but will protect against simple
annoying insects.

Summon Insects: This spell enables the caster to summon 2d6 normal insects of
any desired variety to his presence.  These insects will follow any single simple
command given to them by the caster, even to preforming suicidal attacks. 
They will answer the summons in 1d4 minutes and the spell duration is 10
minutes thereafter.  Range is 300 feet.

Windsong: This spell enables the caster to magically listen and smell the wind
and determine what types of animals or fragrant plants are located in the
upwind direction for a distance of one mile.

Sixth Level Nature Magic Spells

Broom Of Flying:  This spell enables the caster to change any broom or branch
into a Broom Of Flying which can carry up to 50 pounds per level of the spell
caster of weight.  It will move at the riders or spell casters command at a rate
of 100 feet per minute.  Duration is 10 minutes per level of the spell caster.

Call Woodland Beings:  This spell enables the caster to call woodland beings and
fairies from the surrounding area.  It must be a wild area that is not inhabited
by a village or community.  The spell will affect only one individual of one type
of woodland being or fairy.  That individual can save versus mind affects to
resist being summoned.  A summoned woodland being will if there are no evil
beings in the party feel favorable toward the spell caster and may at his
option help him if ask to do so by the spell caster.

Hallucinatory Forest:  This spell enables the caster to create an illusion of a
forest or other wilderness setting complete with optical, sound, smell, touch,
and motion components.  The illusion will occupy a circle 300 feet in radius. 
Duration is one hour per level of the spell caster.

Hold Plant:  This spell enables the caster to keep any single animated plant
from being able to move for five minutes plus one minute per level of the
caster.  Intelligent plants may save versus mind affects for no effect.  If the
held plant is attacked the spell is negated.  Rang is 100 feet plus 10 feet per
level of the spell caster.

Mutation:  Same as fifth level Black Magic spell.

Summon Animal:  This spell enables the caster to summon one animal from the
surrounding area of equal or lower level than the spell caster.  The type of
animal answering the summons cannot be selected by the caster.  If the spell
caster is able to communicate with the summoned animal, he will be able to set
one task the animal must perform.  Save versus spells to not be bound by the
summoner to this task.  If the caster is unable to communicate with the animal
it will simply depart.  Range is one mile.  Duration is until the task is
completed, the animal dies, or the caster dies.

Seventh Level Nature Magic Spell

Animal Growth:  This spell enables the caster to cause any immature animal to
reach its full growth and maturity in one day.  Alternatively it may cause any
full grown animal to grow in one day to twice its normal size and four times its
normal weight.  This growth is not passed on to its offspring.  The animals
must have ample food for the growth to take place or the spell will not work. 
Range is 100 feet.

Commune With Nature:  Same as second level Low Magic spell.

Insect Cloud:  This spell will enable the caster to cause all of the noxious,
biting, or stinging insects within one mile to form a cloud of flying or crawling
insects in a circle thirty feet in radius.  The center of this circle may be at up
to 200 feet from the spell caster.  Within the circle visibility will be limited. 
Anyone caught within will take 2 hit points per minute of damage until he
leaves the circle.  Those who try to stay must pass a moral check or flee at
top speed for 4 minutes.  After the spell expires the insect cloud will disperse. 
Duration is 10 minutes plus one minute per level of the spell caster.

Magic Animal of Plant:  This spell enables the caster to create magically any
small plant or animal known to him.  He may also create magically small plants
or animals of his own design so long as they are harmless in nature.  These
plants and animals may reproduce others of their own kind if mates are also
created.

Protection From Insects:  This spell enables the caster to create a sphere ten
feet in radius around himself through which insects are expelled and cannot
enter.  It is also effective against spiders and other arthropods.  Duration is
10 minutes plus one minute per level of the spell caster.

Veterinarian:  This spell enables the caster to heal wounds so that a wounded
animal can gain back hit points equal to one third of the animals total hit
points.  Range is 10 feet.


Eighth Level Nature Magic Spells

Magic Steed:  This spell enables the caster to create ephemeral magic horses
that can be ridden as steeds.  These horses move at twice the speed of normal
horses and do not tire.  One magic steed can be created for every two levels
of the spell caster with halves being ignored.  These steeds can be used as
beasts of burden but can not attack or fight.  Any attacks against them will
simply pass through their bodies and cause no harm.  Duration is one hour per
level of the spell caster.

Pass Through Thicket:  This spell enables the caster to create a magic path
through and thicket, tangle of plants, or briar patch allowing free passage for
the duration of the spell.  After the spell fades all traces of the path
disappear.  Duration is one minute per level of the spell caster.  The length of
the path may be up to 300 feet.

Plant Growth:  This spell enables the caster to cause any immature or seedling
plant to reach its full growth and maturity in one day.  Alternatively it may be
used to cause any mature and fully grown plant to grow in one day twice its
size and four times its normal weight.  This growth is not passed onto its
descendants@ The plant must have ample food or soil for the growth to take
place or the spell will not work.  Range is 100 feet.

Protection From Animals:  This spell enables the caster to create a sphere 10
feet in radius around himself through which animals cannot enter.  It is not
effective versus beings of higher than animal intelligence, plants, or monsters. 
Duration is one minute per level of the spell caster.

Sticks and Snakes:  This spell enables the caster to change any snake into a
snake shaped wooden staff.  The snake may save versus spells for no effect. 
It alternatively may be used to turn any wooden stick or staff in the shape of
a snake or with a figure of a snake carved upon it into a living snake which
will then attack whomever the spell caster designates.  This snake will always
have its full hit points when changed from a stick or staff.  Range is 50 feet.

Whither Plants:  Same as  seventh  level  Black  Magic  spell.


Ninth Level Nature Magic Spells

Control Creature:  This spell enables the caster to take over the mind of any
animal of animal intelligence or lower and through it control the animal's body
for the duration of the spell.  The animal will and act at the casters command
and will follow any command short of hurting itself.  Save versus mind affects
for no effect.  Duration is one minute per level of the spell caster.  Range is
hearing.

Protection From Plants:  This spell enables the caster to create a sphere 10
feet in radius around himself through which animated plants cannot enter. 
Duration is one minute per level of the spell caster.

Poison Ivy:  This spell enables the caster to cause a vine of poison ivy to
grow.  If cast at the feet of some creature it will grow up and entangle them
doing 1d6 points of damage plus 1 point per round of entanglement.  Save
versus spells to not be entangled and only 1d6 points of damage will be taken. 
If the save fails, the victim will be entangled and unable to move or break free
until someone else cuts him free.  Range is ten feet per level of the spell
caster.

Summon Plant:  This spell enables the caster to summon up to six animated
mobile plants if present from an area 1 mile in radius from the caster.  They
may save versus mind affects or answer the summons.  They will move at their
own pace answering the summons and when arriving will do one task set to it
by the spell caster.  Duration is 24 hours, until the set task is completed, until
the plant dies, or until the spell caster dies.

Thicket:  This spell will enable the caster to cause any vegetated area to grow
up into a dense thicket which makes movement through it almost impossible. 
Area of effect is a 10 foot per level radius circle.  Range is 100 feet -plus 10
feet per level of the spell caster.


Tenth Level Nature Magic Spells

Clone:  Same as Sorcery eleventh level clone spell.

Control Plants:  This spell enables the caster to control the movements Of any
non intelligent animated plant. it also allows it to take over the mind of any
intelligent animated plant and thereby control its movements.
Intelligent plants get a save versus mind affects for no effect.  An intelligent
plant will not hurt itself or allow itself to be harmed.  Attempts do this will
break the spell.  Range is hearing.  Duration is 10 minutes plus one minute per
level of the spell caster.

Reincarnate:  This spell enables the caster to reincarnate the spirit of a dead
person into a new body.  He will be reincarnated in the form of some creature
native to the vicinity of where the spell was cast.  The gamemaster has the
option of reincarnating him as whatever he desires.  He cannot be reincarnated
as a magical or monster class creature.  The reincarnated person will appear
nearby in 1d6 minutes.  He will in his new form retain his intelligence,
memories, and full mental capabilities as he previously had.  He may continue to
advance in his new form, although his physical capabilities may be different.

Resurrect Creature:  This spell will bring back to life any non-humanoid, no-
player race, non-magical, and non-monster class creature or plant dead less
than 2000 years and restore it to full health, youth, and strength.  It will
retain all of its former skills, memories, and abilities.  A piece of the dead
creature must be present to cast the spell upon to enable the resurrection.

Spiders:  This spell enables the caster to cause all the spiders coming within
100 feet of a given individual for a period of 24 hours to converge upon him
and attack him.  Save versus spells for no effect.  Range 100 feet plus 10 feet
per level of the spell caster.


Eleventh Level Nature Magic Spells

Adaptation:  Same as seventh level Elemental Magic Spell, except that duration
is permanent.  Any adaptations can be passed on to offspring.

Transmute Metal To Wood:  This spell enables the caster to transmute up to one
cubic foot of metal per level to soft wood.  Gold, silver, platinum, and copper
are not affected by this spell.  Magic items save versus spells to not be
affected.

Tree:  This spell is a type of curse.  By using it the caster can cause any one
individual to be turned into a tree in a period of one week.  During that time
the individual's feet and toes will turn into roots, legs, trunk,and head into the
tree trunk, arms and fingers into branches.  Additional limbs will grow as well. 
During this week the individual will experience an almost irresistible
unconscious urge to root himself into the ground.  If at any time he is not on
guard he may find himself rooted in place.  Once rooted in place the tree can
move its limbs but cannot move from its rooted position.  His eyes, ears, mouth,
and face will be present on the trunk.  He will be able to see, hear, feel, and
talk and will retain his intelligence and mental abilities including spell casting
abilities.  The life-span of this form is approximately 1000 years if not killed. 
This spell is reversible and can cause a tree-form to revert back to normal.  A
Wish spell can also counteract this spell.

Wall Of Force:  Same as seventh level High Magic spell.


Twelfth Level Nature Magic Spells

Control Weather:  Same as seventh level Elemental Magic spell.

Gaseous Form:  This spell enables the caster to turn himself into a gaseous,
fog-like cloud 10 cubic feet in volume.  This cloud can pass through cracks, fly
at 20 feet per minute, or otherwise move as a cloud.  Duration is a maximum of
twelve minutes or until dispelled by the caster.

SORCERY MAGIC SPELLS

First Level:
       Conjuration
       Detect Magic
      Erase/Write
      Floating Disk
      Identify Potions
      Infravision
      Power  Bolt
      Shatter/Repair
      Vertigo

Second Level:
      Circle Of Light/Dark
      Hypnosis
      Identify
      Ignite
      Locate Object
      Preserve

Third   Level:
      Bands Of Force
      Decipher Writing
      Identify Animals/Plants
      Invisibility
      Mirror
      Structural Analysis

Fourth Level:
       Alter Gravity
       Fire Trap
       Flame Arrow 
       Permanent Light/Dark
       Sounding
       Vibration

Fifth Level:
       Control Energy
       Explosive Runes
       Force Dome
       Mass Hypnosis
       Sphere Of Invisibility
       X-Ray Vision

Sixth Level:
       Crystal Scrying
       Crystalize (non-living object)
       Pouch Of Storing
       Thunder
       Wall of Force
       Wizard Eye
Seventh Level: 
       Acid Cloud 
       Freeze 
       Hiding 
       Magnetic Field 
       Teleportation

Eight Level:
       Antigravity
       Enchant Item
       Magic Cards
       Teleportal

Ninth level:
       Light Blast
       Slow Time
       Summon Item
       Transparency

Tenth Level:
       Crystal Flesh
       Limited Wish
       Permanency
       Temporal Stasis

Eleventh Level:
       Clone
       Crystal Steel
       Time Stop

Twelfth Level:
       Negative Energy
       Reverse Time
       Wish

First Level Sorcery Spells

Conjuration:  Same as first level Black Magic Spell

Detect Magic: Same as second level Black Magic spell.

Erase/Write:  This spell has two effects.  Erase allows the caster to erase up to
one page per level of the spell caster of writing, including magical, from any
book or scroll instantaneously.  Write will allow the caster to inscribe upon any
book, scroll, or surface up to one page of dictation per level of the spell
caster.  The writings appear as the caster speaks the words.

Floating Disk:  This spell enables the caster to create a magical floating disk
three feet in diameter that floats three feet above the ground.  This disk can
carry up to 50 pounds of weight per level of the spell caster and will follow
him around staying within 10 feet of him at all times.  Duration is one hour per
level of the spell caster.

Identify Potion: This spell enables the caster to identify two potions or liquids
per minute.  Range is 10 feet.  Duration is one minute per level of the spell
caster.

Infravision:  This spell enables the caster or whoever the spell is cast upon to
have infravision for the duration of the spell.  Duration is one hour per level
of the spell caster.

Power Bolt:  This spell enables the spell caster to shoot from his fingers a bolt
of magical energy that will always strike any visible target within range and do
1-2 points damage per level of the spell caster.  Range is ten feet per level of
the spell caster.  No saving throw.

Shatter/Repair:  Same as third level Enchantment spell.

Vertigo:  This spell enables the caster to cause any single individual or
creature to suffer from extreme dizziness for one minute per level of the
caster.  Save versus mind affects for no damage.  Range is 100 feet plus ten
feet per level of the caster.  Anyone suffering vertigo, if not sitting or lying
down has a 50% chance of falling down every round of the spell duration.
Second Level Sorcery Spells

Circle Of Light/Dark:  Same as first level Black Magic Spell.

Hypnosis:  This spell enables the caster to hypnotize any single intelligent
creature or individual who meets his gaze.  Save versus mind affects for no
effect.  The caster is then able to direct the hypnotized individual or creature
to perform whatever acts he desires for the duration of the spell.  It will do
nothing to purposefully harm itself, to harm its friends, or similar acts against
its nature.  It may be tricked into doing something it cannot be specifically
instructed to do.  Duration is ten minutes plus one minute per level of the
spell caster.

Identify:  Same as second level Enchantment spell.

Ignite:  This spell will enable the caster to create a small very hot flame that
will ignite flammable objects.  It will do 1d6 points total of damage if used as a
weapon.  Range is 100 feet plus 10 feet per level of the spell caster.  One fire
may be started per every level of the spell caster, only one creature may be
attacked then the spell is broken.

Locate Object:  This spell enables the caster to learn the direction and distance
of any single object he has personally seen or has seen a detailed drawing or
picture of the object.  Range is unlimited.  Duration is one minute.

Preserve:  Same as second level Enchantment spell.

Third Level Sorcery Spells

Bands of Force:  This spell enables the caster to create magical bands of force
that will surround and entrap creatures, individuals, or objects.  It may hold
one large or giant sixed creature, up to three medium sized creatures, or up to
six small sized creatures.  Only one saving throw versus spells is allowed-
Failure means they will be entrapped for the duration of the spell.  Range is
100 feet.  Duration is 5 minutes plus one minute per level of the spell caster.

Decipher Writing:  This spell enables the caster to decipher one page of normal,
coded, or invisible writing per minute of the spell.  Magical writings can be
partially read so that the caster can learn the general nature of the writing if
not understand the details.  Duration is one minute per level of the spell
caster.

Identify Animals/Plants:  This spell enables the caster to identify any single
unknown plant or animal and learn one of its characteristics per each additional
minute of concentration.  Range is 100 feet plus 10 feet per level of the spell
caster.  Duration is one minute per level of the spell caster.

Invisibility:  Same as third level Enchantment spell. 

Mirror:  Same as second level Illusion spell.

Structural Analysis:  This spell enables the caster to analyze the structure of
any small building, wall, or tunnel and learn its physical details and detect any
areas of weakness.  Range is 100 feet.
Fourth Level Sorcery Spells

Alter Gravity:  This spell enables the caster to alter the gravity of an area 30
feet in radius to any gravity strength from 0 to 5 gravities.  In areas over 5
gravities the gravity strength can be raised or lowered by 5 gravities.  This
area may be created at any distance up to 200 feet from the caster.  Duration
is one round per level of the spell caster.

Fire Trap:  This spell enables the caster to place a fire trap on a door or
other object so that when it is opened anyone within 10 feet of it takes 4d6
points of fire damage.  Save versus spells for half damage.  Fla=able objects
may be set on fire by this fire trap.  Range is touch.

Flame Arrow:  Casting this spell causes a misty bow and string to appear in
the casters hands.  Drawing the string causes an arrow of magic flame to
appear ready to fire.  These arrows shoot as normal missiles and do 1d6 points
of damage plus 1d6 points of fire damage, save versus spells for half fire
damage.  One arrow may be shot from the bow every minute for the duration of
the spell, Duration is one minute per level of the spell caster.

Permanent Light/Dark:  Same as fifth level Illusion spell.

Sounding:  This spell allows the spell caster to use sound waves to penetrate
walls to determine their thickness, measure the depth of water, and to locate
voids in solid walls or stone.  Range is 100 feet thickness plus 10 feet per
level of the spell caster.

Vibration:  This spell enables the caster to cause an area 30 feet in radius and
anything within it to a severe vibration.  Any creature caught within the area
will take 1d6 points of internal damage from the vibrations for every level of
the spell caster.  Save versus spells for half damage.  Fragile or brittle objects
within the area are likely to break and crumble to dust.  Range is 100 feet
plus 10 feet per level of the spell caster.
Fifth Level Sorcery Spells

Control Energy:  Same as twelfth level Mysticism spell.

Explosive Runes:  Explosive runes are magical writings that can be placed upon
a book, scroll, map, or similar writings to protect them from unauthorized
reading.  Any unauthorized attempt to read something so guarded, will cause
the runes to explode doing 5d6 points of damage to the reader and half that
damage to any creature within 10 feet of the blast.  There is no saving throw. 
The item protected is not destroyed by the blast.

Force Dome:  This spell enables the caster to create a hemisphere of force 30
feet in radius that can be used to keep out rain, noxious insects, and small
creatures.  Anything over 30 pounds in weigh-L can force its way in through
the wall of force, there is no restriction to things leaving the sphere of force. 
Duration is two hours per level of the spell caster.

Mass Hypnosis:  This spell is a more powerful version of the second level spell
hypnosis.  This spell allows the caster to hypnotize one creature, of lower or
equal hit die of the caster, per level of the spell caster.  Two creatures of
higher level than the caster may alternatively be hypnotized.  Save versus
mind affects for no effect for any creature that the caster attempts to
hypnotize.

Sphere Of Invisibility:  Same as sixth level Illusion spell.

X-Ray Vision:  This spell enables the caster to see through 1 foot of stone, 6
inches, of metal, or 3 feet of wood.  Duration is one minute per level of the
spell caster.
Sixth Level Sorcery Spells

Crystalize:  Change any non-living material to crystal.  Only affects non-magical
objects.  Volume 1 cubic foot per level of spell caster.

Crystal Scrying:  This spell enables the caster to use an crystal as a scrying
device allow him for the duration of the spell to view distant areas.  Crystals
under 10 pounds have a range limit of 100 miles.  Larger crystals are not
limited in range.  The more perfect the crystal, the clearer the image gained
through the scrying device.

Pouch Of Storing:  This spell enables any small container to temporarily become
a pouch of storing.  The container will retain its outward form and size, but
the interior of the container will grow in size and be able to hold 10 cubic feet
per level of the caster with no limit on weight.  The weight felt by someone
carrying the pouch will only be one pound no matter how much it holds. 
Duration is one hour per level of the spell caster.  At the end of the spell the
contents will return to this dimension and burst the container if not removed.

Thunder:  Same as third level Elemental Magic spell.

Wall Of Force:  Same as seventh level High Magic spell.

Wizard Eye:  Same as fifth level High Magic spell.

Seventh Level Sorcery Spells

Acid Cloud:  This spell enables the caster to create an acid cloud thirty feet in
radius at a distance of up to 150 feet from the caster in any direction.  Anyone
trapped within the cloud will take 1d6 points of damage per round inside the
cloud.  Save versus spells for half damage.  After fleeing the cloud any person
or creature will continue to take 1-2 points damage, no saving throw, per
round until the acid is neutralized or washed off.  Clothing and other materials
will absorb the acid and retain it after the spell is over.  Other objects within
the acid cloud will also take acid damage.  Spell duration is ten minutes.

Freeze:  This spell enables the caster to freeze to a temperature of zero
degrees Fahrenheit up to 2 cubic feet per level of the spell caster.  Living
creatures may save versus spells for no effect.  The duration of this spell is
one hour per level of the spell caster.  Thereafter the volume will begin to
warm naturally.

Hiding:  Same as sixth level Illusion spell.

Magnetic Field:  This spell enables the spell caster to create a powerful
magnetic field at a distance of 100 feet per level of the spell caster.  All iron,
nickel, or cobalt items or other magnetic items within 30 feet will be drawn
toward the center of the spell.  Creatures in iron armor will be pulled toward
it as well.  They may save versus spells adding or subtracting to hit melee
strength bonuses to not be pulled into the center.  Metal weapons will be
pulled from their bearers grasp.  Outside 30 feet small items will still be pulled
toward the center and other less drastic affects as determined by the
gamemaster will take place.  Duration is ten minutes plus one minute per level
of the spell caster.  Some metallic items may become magnetized after being
inside the field.
Eighth Level Sorcery Spells

Antigravity:  This spell enables the caster to cause all loose items regardless of
weight within a thirty foot circle to float in the air from 20 to 50 feet in the
air.  At the casters option these floating objects may be lowered gently back to
the ground or the spell may be dispersed letting them fall to the ground by
their own weight.

Enchant Item:  This spell enables the caster to enchant any items so that it
may temporarily store any single spell cast upon it.  The item must be whole
and well made. it requires a full days work to enchant an item and no other
spells may be cast or other strenuous activities take place during that time. 
The item will store a spell for 1 day per level of the spell caster.

Magic Cards:  This spell enables the sorcerer, if he is also a master artist, to
create magic cards.  These cards serve as a teleportation device allowing the
bearer to step through the card and be teleported to anyplace portrayed by
the picture on the card.  At the far end the card will reappear in the casters
hand.  A card may be made that portrays a particular person.  The card can
be used to connect that person and allow you to see and speak to him through
the card as if it were an open window between you.  However that person must
have a card showing yourself and acknowledge your call for you to be able to
speak to him.  If both parties agree the cards can then be used to teleport
either one into the presence of the other.  More than one person can pass
through the card so long as they pass through hand in hand as a chain.  Only
one card may be made per day.  Duration is permanent with unlimited usage. 
No more than 52 may be owned by one person at any one time.  They are the
size and shape of normal playing cards.  By concentrating on them they will
appear to grow to the size of a doorway allowing the bearer to pass through. 
The spell creates the magic of the cards, the spell is not needed to use the
card thereafter.

Teleportal:  This spell enables the caster to create a teleport pad between any
two points.  The pad is usually in the form of a mosaic or painted design on
the floor or ground.  One pattern must be made at each end of the teleport
path and this spell must be cast on each end individually for the teleport pad
to be activated.  A special pattern that must be followed, or words to be
spoken, or similar special requirement may be built into the pad in order for it
to be activated at the option of the spell caster.  Duration is permanent. 
Range to activate is touch, range of teleportation is unlimited.

Ninth Level Sorcery Spells

Light Blast:  This spell enables the caster to create a ball of magical light that
can be cast 100 feet plus 10 feet per level of the spell caster.  This light will
explode at its target and do 1d6 points of light damage, such as sunburn and
similar effects, per level of the spell caster.  Save versus spells for half
damage.  Anyone within the spell's area of effect will be blinded for 3d6
minutes.

Slow Time:  This spell allows the caster to slow the passage of time to 1/5
normal for everyone but himself for an area up to 100 feet in radius from him
when the spell is cast.  Duration is two minutes.

Summon Item:  This spell enables the caster to summon any item owned by him
into his presence.  This item will appear instantaneously upon his command.

Transparency:  This spell enables the caster to cause up to four square feet of
wood, stone, or metal to become permanently transparent.  Wood three feet
thick, stone one foot thick, or metal 6 inches thick may be effected.  Range is
10 feet.

Tenth Level Sorcery Spells

Crystal Flesh:  This spell enables the caster to turn any one creature to
crystal.  This may or may not kill the creature.  1-3d6 the creature is killed. 
4-6d6 and the creature becomes a living crystal.  Save versus spells for no
effect.  Range is creature touched.  Duration is permanent.

Limited Wish:  Same as tenth level High Magic spell.

Permanency:  Same as twelfth level Enchantment spell.

Simulcrum:  Same as eleventh level Healing spell.

Temporal Stasis:  This spell enables the caster to cause any object or living
thing touched to go into temporal stasis so that time does not pass for that
object or living thing until the spell is broken.  Up to 1 cubic foot per level
may be affected.  If used as a weapon the creature may save versus spells for
no effect.  The spell may be broken by anyone at any future time by simply
touching the object or creature in temporal stasis and wishing the stasis field
to end.  Otherwise the duration is permanent.

Eleventh Level Sorcery Spells

Clone:  This spell allows the caster to create from a few living cells of any
living thing a full grown clone of that creature or person.  The clone will be
physically virtually identical, except that it will not have the advantages of any
physical training the original may have had.  The clone also will not have any
of the originals memories or mental training.  It will be like the original in
physical form only.  The cloning process from cells to full grown requires 24
hours to complete, and the clone must have an adequate diet while growing.

Crystal Steel:  This spell enables the caster to cause any crystal object to
become as strong as steel and to become virtually unbreakable except under
extreme strain.  The crystal items will retain their original appearance.

Time Stop:  This spell enables the caster to stop time for all but himself for a
distance of 100 feet from himself when the spell is cast.  Duration is 10 minutes
of his time.


Twelfth Level Sorcery Spells

Negative Energy:  This spell enables the caster to create a beam of negative
energy that will counteract the effects of any energy field, magical energy, or
force field.  Range is 100 feet plus 10 feet Per level of the spell caster.

Reverse Time:  This spell will enable the caster to reverse the flow of time and
return to ten minutes in the past to attempt to change events in that time
period.  His returning to the past will in itself change events and the caster is
one third likely to have no significant effect on events, one third likely to
have a negative effect and make things worse, and has only a one-third chance
of having a positive effect which may not accomplish all that he desires.

Wish:  Same as twelfth level High Magic Spell.TRICKS

Tricks are 0 level magic spells that are not restricted  to  any  one  class. 
Apprentice magic users of any class learn five spells during their
apprenticeship.  (Paired spells are counted as one spell.)  Thereafter additional
spells may be learned from other magic user through trade or purchase. 
Typically it costs 50 gold pieces to learn a trick if purchased.  Apprentice and
First level magic users can cast 5 tricks per day, second level magic users can
cast 10 tricks per day, third level magic users can cast 15 tricks per day, and
Fourth and higher magic users can cast an unlimited amount of tricks per day. 
Tricks may have both verbal and motive components.  Verbal components
typically consist of one word spoken or whispered.

               Random Spell Table

               01     Ball of Light          11  Bang/Smoke
               02     wilt/sprout            12  Sneeze/Giggle
               03     Clean/Dirty            13  Itch/Twitch
               04     Polish/Tarnish         14  Tie/Untie/Knot
               05     Flame/Extinguish       15  slippery/Sticky
               06     Spill/Gather           16  Flavoring

               07     Pinch/Tickle           17  Spoil/Freshen
               08     Color/Fur              18  Chill/Warm
               09     Dry/Dampen             19  Stitch/Ravel
               10     Mysterious Noise       20  Summon Small Creature

Trick Spell Descriptions

Ball of Light:  Creates a 6 inch diameter ball of colored light that lasts for one
turn.  The ball may be of any color, infrared ultraviolet, or black at the
discretion of the spell caste@.  The ball forms at the casters fingertips and may
be thrown as a ball.  [VM]

Wilt/sprout:  Wilt will cause any small plant to wilt when touched.  Sprout will
cause any small wilted plant to revive, bud -10 flower, or seed to sprout. 
Range is 20 feet from the spell caster.  [VM]

Clean/Dirty:  Clean will cause any small item or piece of clothing to become
Magically clean.  Dirty will cause any small item or piece of clothing to become
dirty.  Object must be touched.  [VM]

Polish/Tarnish:  Polish will cause any small to medium metal object to become
polished.  Tarnish will cause any small to medium sized metal object to become
tarnished.  Gold does not tarnish.  Object must be touched.  [VM]

Flame/Extinguish: Flame causes a candle sized flame to appear at the casters
finger for one round.  Flammable object can be set afire with this spell, but it
does no damage as a weapon.  Extinguish allows a candle or lamp size flame to
be extinguished from a distance of up to 20 feet from the spell caster.  [VM]

Spill/Gather:  Spill will cause a glass or small container to topple and spill its
content.  Gather will gather spilled object into a pile or spilled liquids back
into a glass.  Area of effect is up to 20 feet from the spell caster.  [VM]


Pinch/Tickle:  Pinch will cause the person or creature affected to feel as if he
were being pinched.  Tickle will cause the person or creature affected to feel
as if he were being tickled.  Area of effect is person or creature pointed
toward at a maximum range of 20 feet.  Saving throws are appropriate. [M]

Color/Fur:  Color will cause a small non-living object to turn any color desired. 
Fur will cause fur to grow on any small non-living object.  Length of effect is
one turn and the object must be touched.  [VM]

Dry/Dampen:  Dry will cause any small to medium sized damp object or item of
clothing to become dry.  Dampen will cause any small to medium sized object or
item of clothing to become damp.  Range 20 feet from spell caster.  [VM]

Mysterious Noise:  Mysterious Noise will cause a strange noise, such as a faint
moan, creak, whistle, clank, footstep, or groan to be heard coming from
wherever the spell caster chooses at a distance of up to 20 feet. [M]

Bang/Smoke:  Bang will cause a sharp bang to occur at a distance of up to 5
feet toward where the spell caster points.  Smoke causes a small 6 inch
diameter puff of smoke to appear at a distance of up to 5 feet toward where
the spell caster points.  Both may be cast a-L once and count as only one
trick. [M]

Sneeze/Giggle:  Sneeze or giggle will cause the person or creature pointed
toward to sneeze or giggle.  Range is up to 20 feet.  Saving throws do apply. 
A save means that the effect is felt but is controlled by the person or
creature.  [M]

Itch/Twitch:  Itch will cause the Person or creature pointed at to develop an
uncontrollable itch that will be relieved when scratched.  Twitch causes the
person or creature pointed toward to have an uncontrollable twitch in some
muscle.  Saving throws apply.  A save means the effect is felt but the person
or creature controls the urges.  Range is up to 20 feet.  [M]

Tie/Untie/Knot:  Tie will cause a string, rope, ribbon or similar object to tie
itself into a knot.  Untie will cause a knot to become untied.  Knot causes any
knot to become a hopeless tangle when someone tries to untie it non-magically. 
It cannot be untied short of cutting the rope or string.  Range is object
touched.  [VM]

Slippery/Sticky:  Slippery causes an object to become extremely slippery when
grasp.  Sticky causes an object to become extremely sticky so that it sticks to
everything it touches.  Range is 20 feet from the spell caster.  Duration 10
minutes.  [VM]

Flavoring:  Flavoring adds a small amount of flavor to foods or beverages.  It
may add salt, Spice, or herb flavor to improve taste or a bad taste may be
added to ruin the taste.  Range is container touched.  Duration is one turn. 
[M]

Spoil/Freshen:  Spoil make normal food or beverage items to spoil slightly. 
Freshen causes slightly spoiled food or beverages to become unspoiled.  The
effects of these spells are limited in scope.  Range is container touched. [M]


Chill/Warm:  Chill will cause a small to medium object to become a maximum of
20C or 36F cooler.  Warm will cause an object to become a maximum of 20C or
36,F warmer.  Range is object touched.  This spell does not affect living
creatures.  [VM]

Stitch/Ravel:  Stitch will cause small tears or torn seams in cloth or clothing to
be repaired.  Ravel will cause any broken thread or seam in non-magical items
to unravel and fall apart.  Range is up to 20 feet from the caster.  [VM]

Summon Small Creature:  This spell enables the caster to summon a small animal
such as an insect, mouse. or small bird to his hand.  It will perform a simple
task as instructed by the caster.  The creature summoned may be  one pointed
at or one at random from the surrounding area. range is 30 feet.  [VM]






Magical Items






RANDOM MAGIC ITEMS TABLES

     Magic items may be rolled randomly using the lists and tables provided
with each category description.  The gamemaster is encouraged however to
select magic items appropriate for the adventure and possibly include non
standard magic items of his own design in the adventures he guides.

Category Table:
       Roll 1d8 for Category
       1       Scrolls
       2       Potions
       3       Rings
       4       Rods, Staves, and Wands
       5       Minor Magic Items
       6       Major Magic Items
       7       Magic Armor
       8       Magic Weapons

Scrolls Table:
       See Magic Scrolls Description.  Roll 1d10 for magic class, roll 1d6 for
       number of sheets, roll 1d12 for spell level, roll 1d8 on spell list.

Potions Table:
       Roll 1d10 for category of potion- Alchemical or magical.  Roll 1d30 for
       specific potion.

Rods, Staves, and Wands Table:  
       Roll 1d3O on Rods, Staves, and Wands list.

Minor Magic Items Table:
       Roll 1d12 on minor magic items list.

Major Magic Items Table:
       Roll 1d12 on major magic items list.

Magic Armor Table:
       Roll percentage on pluses table.
       Roll item on magic armor list.

Magic Weapon Table:
       Roll percentage on pluses table.
       Roll item on magic weapon list.

MAGIC RINGS

     Magic rings are minor magic items that posses limited magical powers. 
These powers may allow the wearer to detect something, protect him from
something, or give him some special ability.  Rings as minor magic items do not
have significant offensive capabilities.  They may be in the form of a ring,
bracelet, necklace, broach, pin, or similar small item of jewelry.  Only one in
the form of a ring may be worn per hand or none of them will work.  Rings
have powers similar to the magic spells of the same name as cast at eighth
level.  The list below is of commonly found rings, but is not complete as other
rings may be devised by magicians once they are able to create minor magic
items.  Only rings related to -,hat magicians field of magic may be created by
him.  With few exceptions a ring, being so small, can have only one magical
ability.  Magic rings typically vary in value from 500 to 5000 gp, and from 0 to
1000 experience points dependant on the nature and power of their abilities.


       01      Aura Reading:  10 times per day
       02      Circle of Light/Dark:  unlimited use
       03      Detect Magic, 10% also Identify:  10 times per day
       04      Eye Of Hawk:  5 times per day
       05      False Aura:  unlimited use
       06      Feather Falling:  unlimited use
       07      Flight:  3 times per day/ 6 turns each
       08      Free Will:  unlimited use
       09      Healing:  1 hit -point per hour
       10      Ignite:  5 times per day
       11      Infravision:  unlimited use
       12      Invisibility:  unlimited use
       13      Levitation:  5 times per day
       14      Part Water:  3 times per day
       15      Protection +1, +2, +3, +4: unlimited use
       16      Protection From Energy Drain:  3 attacks per day
       17      Protection From Lycanthropy:  unlimited use
       18      Protection From Petrification:  5 attacks per day
       19      Resist Cold:  unlimited use
       20      Resist Fire:  unlimited use
       21      Resist Lightning:  unlimited use
       22      Shape Change:  one change and back per day
       23      Silence (affects wearer only and his motions):
                      unlimited usage
       24      Strength (20):  3 times per day
       25      Swimming:  5 times per day
       26      Telepathy:  5 times per day
       27      Warmth:  unlimited
       28      Water Breathing:  4 times per day
       29      Water Walking:  4 times per day
       30      Weakness:  cursed, lowers strength to 2,
                      and cannot be removed without a remove curse spell.



Magic Rings, Some examples Of

       Ring Of Feather Falling:  This ring allows the wearer to change his
weight and mass to that of a feather upon desire.  The effect is instantaneoUS-
The ring will automatically activate if its wearer falls more than 5 feet unless
he countermands this effect.

       Ring Of Invisibility:  When placed on the finger this ring will render its
wearer, all he is wearing, and.all he is carrying invisible.  Any attempts to
attack either with a weapon or magically will negate the effects of the ring and
turn the wearer visible.  After turning visible for any reason, the wearer must
remain visible for at least one minute before the ring can be activated another
time.  To again become invisible the ring must be removed and replaced on the
finger.  The invisibility power may be activated 10 times per day with a limit of
ten minutes per usage.

       Ring Of Protection:  These rings will lower the players armor class while
they are worn.  A ring +1 requires a week to construct and is considered a
minor magic item.  Rings +2 or higher are major magic items.  A ring +2
requires 34 days, a ring +3 requires 57 days, and a ring +4 requires 256 days
to enchant.  The increased time to construct is reflected in increased value and
experience point value.  A ring +4 is worth 20,000 gp and has an experience
point value of 5,000 points.

       Ring of Resist Fire:   This ring provides the wearer from normal fires. 
Against very hot fires such a giant bonfires, lava, or magical fires the wearer
gains a +4 to saving throws and damages are at -2 per hit die with a minimum
damage of 1 per die.

       Ring Of Silence:  When activated this ring enables the wearer to move
with complete silence, anything he is carrying or holding similarly will not make
any noise. if the wearer speaks or attacks the rings power is broken and one
complete minute is needed to reactivate it.

       Ring Of Shape Change:  This ring allows the wearer to change to any
shaped creature, either real or imaginary, of approximately the same size and
weight as the wearer.  While in this shape the wearer will get the normal
characteristics such as flight, claws, or gills but will not gain special abilities
such as breath weapons or petrification gazes.  The wearer will change back to
normal form in two hours, upon removal of the ring, or upon the wearers
death.  The power may be used once per day.

       Ring Of Telepathy:  This ring allows the wearer to communicate
telepathically with any intelligent creature or being.  Duration is ten minutes
and the power may be activated five times per day.  It does not allow mind
reading and the creature may not necessarily want to communicate with the
rings wearer.

       Ring Of Warmth:  This ring has the effect of keeping the wearer warm
and comfortable in temperatures down to that of -40 Fahrenheit.  Beyond that
temperature the wearer would become one degree cooler for each one degree
decrease in temperature.  This ring will lower damage from cold based attacks
by two points per hit.MAGIC SCROLLS

       Scrolls:  Scrolls are nieces of parchment, paper, or velum upon which
spells have been stored through the use of magic inks.  Magic inks are special
inks made of rare ingredients and materials with magical properties that are
used to write magical scrolls.  Some of the magicians own blood must be
incorporated into the ink formula to enable him to endow the ink with magical
powers, The power of the spell being written is absorbed by the magic ink and
released when the spell is read.  This release usually destroys the ink and
scroll it is written upon.  These @ells are written in one of the magic languages
or in common using special quill pens made from a feather of some magical
monster.  Upon reaching a certain level, dependant upon class, magicians can
create scrolls that when used they can release the magical power stored in the
ink to produce the effects with no cost to the caster.  When created the magic
user must write the spell upon the scroll using magic ink and quill pen.  Then
the spell must be cast upon the scroll where it will be stored for later use.  A
key word may be used to activate the scroll or the scroll may be activated by
reading it aloud.  A scroll is destroyed when a spell is cast from it.  A scroll
may contain only one spell per sheet.  Any error made while writing the spell
will render that scroll useless forever.  There is a 20% chance plus 1% per
spell level that a scroll will not work when used.  Only one scroll sheet may be
created per week, and each spell written on a scroll will age the magic user by
one month per level of the spell.

Scrolls may be randomly generated using a series of tables.  Scrolls are valued
at 100 gp per spell level, and 100 experience points total.

Table 1:  Type  of  Scroll  (one  field  of  magic  per  scroll)
     Roll 1d10
               01     Black Magic
               02     Elemental Magic
               03     Enchantment
               04     Healing Magic
               05     High Magic
               06     Illusion
               07     Mysticism
               08     Nature Magic
               09     Sorcery
               10     Tricks

Table 2: Number of Sheets (spells) in scroll
     Roll   1d6

Table 3: Level of Spells on Sheets
       Roll  1d12 for each spell

Table 4: Particular Spell
Roll 1d8 on spell list for a particular class and level.

POTIONS

     There are two types of potions in the Frank Game system.  These are
magical potions and alchemical potions.  Alchemical potions achieve their effects
through the chemical and physical properties of their ingredients.  Magical
potions achieve their effects through the magical properties of their
ingredients.  Although they differ in how they achieve their effects, they are
otherwise virtually identical in physical form, manufacture, and experimentation
techniques.  Potions may be in the form of a liquid, a powder, a gas, or a
salve.  They may achieve their effects in a number of different ways.  For
example a charm potion could be alchemical or magical in nature. if a person,
creature, or monster drinks the potion or is contacted by it, it may be charmed
by the person who gave it to him, the first person he sees, or similar trigger
mechanism.  Alternatively if someone drinks a potion it could increase his
charisma with respect to the person he wants to charm.  It might give off an
odor that charms the other person, race, creature, or monster, like a super
perfume.  Potions generally only affect only the user or one type of creature. 
Potions usually come in small vials and a full vial is required to achieve the
full effects of the potion.

     Potion Experimentation: Alchemists and magicians usually must experiment
to devise the formulas for their potions.  The success of experiments will be
determined by the gamemaster, with one gamemaster's decision not necessarily
binding on another.  The success of an experiment is determined using
percentile die.  All ingredients used and all preparation techniques must be
justified to the gamemaster.  Appropriate ingredients, techniques, and
preparation times are each given a percentage value and totalled. 
Inappropriate or extraneous ingredients and techniques are given a percentage
and subtracted from the total.  The difficulty of the effect the potion is
designed to achieve is considered when assigning percentages.  The totals of
the appropriate and inappropriate items are added together.  This is the
percent chance of success of a potion when used.  Potions with a 0% or less
will never work, those with 50% will work half the time, those with 100% or
higher will always work.  Appropriate save versus potions are still applicable to
the creature to be affected but this has no real bearing on the actual success
or failure of the formula.  Whether a potion fails or succeeds, another throw is
made to determine if the potion has any adverse affects.  If the resulting
throw is less than or equal to the total of the inappropriate items there is a
side effect from the potion.  An appropriate side effect is determined by the
gamemaster.  In magic potions the magic law of practice has a bearing on
further attempts to use the same formula.  Each time a potion is successfully
used , its chance of success the next time it is used increases by 1%, and each
time it is unsuccessfully used its chance of success drops by 2%. If an
alchemical potion works once, it will always work in exactly the same way when
used again.  If a potion has side effects, the side effects will be the same
every time.  If the potion doesn't work once, it will not work the next time.


Magic Potions

       Magic potions rely upon the magical properties of its components to
achieve their effects.  Rudiments of herb lore may also be employed.  Magic
potions enable the person affected to perform certain magical acts, such as the
ability to fly, turn invisible, and so forth.  Abilities or effects that are not
uniquely magical in nature generally can not be made by magic users.  Upon
reaching a certain level magic users gain the skill of manufacturing potions. 
Magic users with this skill are able to unlock the magical properties found
within the ingredients.  Magicians are restricted to making potions related to
their own fields of magic.  For example a charm potion might be manufactured
by an enchanter, but could not be manufactured by a necromancer who
practices black magic, a field unrelated to charms.  Some overlap between
alchemical and magical potions may take place in the gray areas related to
minor herbal and magical effects, Magical properties can not be incorporated
into the particular potions until the magician reaches a certain experience level
dependant on his particular field of magic.

Examples Of Magic Potions:

       Charm Potions: Charm potions may either be alchemical or magical in
nature.  One ingredient necessary for a charm potion is a piece of the
individual, race, creature, or monster, to be affected by the potion.  This piece
of tissue must be incorporated into the potion along with other ingredients
determined by experimentation.

       Speak with Creature Potions: A potion of speak with creature enables the
user to speak with other persons, races, creatures, or monsters in their own
language.  They may either be alchemical or magical in nature.  One ingredient
necessary in a speak with creature potion is a piece of tissue from the type of
creature with which the user wishes to speak.  Pieces of tongues are
particularly good.  Semi and animal intelligence creatures have a basic root
language such as mammal, reptile, etc. from which their species language if any
is developed.  Some generalized communication is possible at the root language
level such as a speak with mammal potion.  However, for example a speak with
dire wolf would provide clearer communication with a dire wolf than would a
speak with mammal potion.

Alchemical Potions

       Alchemical potions rely upon the chemical and physical properties of its
components to achieve their effects.  They may be thought of as modern drugs
and chemicals.  The alchemist as he advances in level increases his knowledge
of potions and he becomes more proficient in his techniques of manufacture and
research.  Alchemical potions whether ingestive or contact affect the mental,
physical, or personality characteristics of the affected person.


Random  Potions

       Potions may be in the form of a liquid, a powder, a gas, or a salve. 
There properties are typically the same as those of the equivalent magic spell
cast at the eighth level.  The following tables list potions often encountered in
adventures.  This partial list is to be used as a guide for types of potions that
may be encountered on adventures.  The types of potions possible are almost
unlimited as each magician and each alchemist upon reaching a high enough
level can devise his own potions.

Type of Potion-  Roll  1d10
       1-2 Alchemical Potion,  3-10 Magical Potion
               Roll 1d6 for specific type of alchemical potion
               Roll 1d30 for type of magical potion

Alchemical Potions
       01      Charm Person or Creature
       02      Flight
       03      Immunity to Drunkenness
       04      Love Potions
       05      Tongues
       06      Youth
Magical  Potions
       01      Acid Cloud
       02      Alter Appearance
       03      Animal Growth
       04      Charisma
       05      Charm Creature
       06      Charm Person
       07      Clairvoyance
       08      Death Mist
       09      Disease
       10      Flight
       11      Healing: (Cure Minor Wounds)
       12      Heightened Perception
       13      Invisibility
       14      Levitation
       15      Major Healing: (Cure Major Wounds)
       16      Mutation
       17      Plant Growth
       18      Resist Cold
       19      Resist Fire
       20      Resist Lightning
       21      Resurrection
       22      Running
       23      Speak With Creature
       24      Speak With Dead
       25      Speed
       26      Strength
       27      Tongues
       28      Water Breathing
       29      X-Ray Vision
       30      Zen VisionMagical  And  Alchemical  Components

       The following listing show some of the purported alchemical and magical
properties of various animal and plant components used in potions and magical
devices.  The list is not complete and even those listed may have additional
properties.  The list is for reference only.  The costs listed are costs to
purchase the items, not the price to sell them, if you have a market.

                               Alchemical/Magical
Animal Components                         Properties                            cost unit

Basilisk  Eye                             Petrification   (m)                   350  gp
Bat's Wing                                Curse/Uncurse   (m)                     8  cp
Black Cat Fur                             Curse/Uncurse   (m)                     1  cp
Cockatrice Feathers                       Petrification   Ca&m)                 350  gp
Dragon's Blood                            Unpetrify Ca&m)                       150  gp
Ghost Shroud Thread                       Aging                                 400  gp
Griffin Feather                           Flight  (m)                           300  gp
Harpy's Tongue                            Charm    (a&m)                        150  gp
Hawk's Eye                                Sharp Vision (a&m)                     15  gp
Lions Heart                               Bravery    (m)                         20  gp
Merman Scale                              Water  Breathing  (m)                   5  gp
Mouse's Tail                              Stealth    (m)                          3  cp
Rhinoceros Horn                           Aphrodisiac   Ca&m)                    15  gp
Scorpion Tail                             Poison  Ca)                             4  cp
Snail Shell                               Slowness   (m)                          2  cp
Snake Venom                               Poison  (a)                           1-20 gp
Spider Leg                                Climbing   (m)                          3  cp
Troll's Blood                             Regeneration (m)                       10  gp
Unicorn Horn                              Neutralize Poison Ca&m)               1000 gp
Vampire Blood                             Gaseous  Form   (m)                    500 gp


Plant Component                           Magical Properties                    Cost/oz.

Anise                                     Evokes Spirits                        4 gp
Belladonna                                Flying                                8 gp
Dill                                      Aphrodisiac                           3 sp
Draconium                                 Prot. From Snakes                     4 gp
Fern                                      Invisibility                          5 cp
Juniper                                   Neutralize Potions                    2 sp
Locust                                    Speak With Dead                       2 sp
Oleander                                  Beauty                                3 sp
Orchid                                    Love                                  4 gp
Saffron                                   Luck                                  6 sp
Vervain                                   Courage                               6 sp
Willow                                    Sorrow                                5 cp

              Plant Component       Alchemical Properties         Cost/oz-

       Alkanet                Poison Antidote                      2 sp
       All Heal               Healing                              8 gp
       Aloe Vera              Burn Relief
                                     Relieve Skin Irritation       5 cp
       Barberry               Heals Burns                          5 gp
       Bindwound              Pain Relief                          1 sp
       Boneset                Heals Broken Bones                   1 gp
       Byrony                 Removes Fear                         3 sp
       Cayenne Pepper         Breaks Fever                         9 gp
       Camomile               Healing                              1 gp
       Comfrey                Relieve Insect Bites                 1 gp
       Coriander              Cures Disease                        2 sp
       Curare                 Paralyzation                      500 gp
       Daffodil               Healing                              2 sp
       Eucalyptus             Cough/Sore Throat                    5 gp
       Eyebright              Cures Blindness                      1 sp
       Garlic                 Prot. From Vampires                  9 gp
       Ginseng                Youth/Aphrodisiac                    5 gp
       Groundsel              Relieves Pain                        1 gp
       Hellebore              Anti-Aphrodisiac                     2 sp
       Hops                   Headache Relief                      5 cp
       Jewel Weed             Relieve Skin Irritation              1 sp
       Moss                   Heals Burns                          3 cp
       Mullein                Eases Breathing                      5 cp
       Nightshade, Common Poison                                 20 gp
       Peppermint             Relieve Stomach Problems             2 gp
       Plantain               Stops Bleeding                       3 cp
       Poppy Seed             Narcotic/Hallucinogen                20 gp
       Psilocybin             Hallucinogen                     100 gp
       Rosemary               Healing                              1 sp
       Sage                   Restores Memory                      1 sp
       Thistle                Poison Antidote                      2 cp
       Wolfsbane              Prot. From Lycanthropes              2 gp
       Wormwood               Anti-Parasitic                       3 sp
       Yarrow                 Sedative                             2 gp


Mineral Component             Alchemical or Magical         Cost/coin

       Agate                  Truth                                see gems
       Amber                  Immunity To Disease                  see gems
       Bloodstone             Longevity                            5 gp
       Gems                   Miscellaneous                        see gems
       Lead                   Magic Resistance                     1 cp
       Lodestone              Magnetism                            3 gp
       Pearl                  Wisdom                               see gems
       Rare Earths            Magic Activators                  100 gp
       Sard                   Intelligence                         5 gp
       Sulfur                 Healing                              2 gp

Laboratory    Equipment

Apothecary Jars, 4 oz.                5 cp
Balance and weights                  15 gp
Bellows                               5 sp
Book, 40 pages, Parchment            20 gp
Bottle,  Glass  8 oz.                 5 cp
Brazier                               2 gp
Candle, Wax                           2 cp
Cauldron, Ceramic, Large              2 gp
Crucible, Ceramic                     2 gp
Distillation Device                   1 gp
Funnel, Glass, small                  3 sp
Glass Working Tools                  15 gp
Hourglass                             5 gp
Incense                               1 gp
Ink, Normal                           1 cp 
Jewelers Tools                       20 gp
Lens, Glass                           5 gp
Mortar and Pestle, Ceramic            1 gp
Paper, sheet                          2 cp
Parchment, Sheet                      2 sp
Prism                                10 gp
Quill Pen                             3 cp
Rods, Glass 1/8", per foot            2 cp
Tongs, Metal                          1 gp 
Tube, Glass 1/2", per foot            6 cp
Vat, Copper, 5 gallons               12 gp
Vellum, Sheet                         5 gp
Vial, Ceramic, 1 oz                   2 cp
Vial, Copper, 1 oz                    1 sp
Vial, Glass, 1 oz                     3 cp
RODS, STAVES, and WANDS

       These are all names for basically identical spell storage devices.  They all
must be basically rod shaped and range in size from 2 to 10 feet in length. 
They may be in the form of anything from a slender glass rod to a gnarled
wooden cane.  The smallest varieties are called wands, the medium sized are
rods, and the largest size are staves. They may store up to 36 spell levels of
spells and may or may not be rechargeable.  Time to construct is one day per
spells level storable with a minimum time of two weeks.  At least two hours a
day must be spent working on the device. The days to construct need not be
consecutive.  Cost of materials spent on the device for construction or
construction purposes will range in cost from 300-500 gp per spell level
storable.  Costs for simple rods, for example, might go toward oils rubbed into
it, incense burned, and so forth, and may not be physically embodied in
the rod itself.
       Rods, staves, and wands can only be constructed by characters of a
specific class can only hold spells of that same class.  Dual class rods could be
built by characters of dual class.  Rods, staves, and wands are usable by
anyone, although a triggering command or action may be built into by its
builder.  
       Rods, staves, and wands constructed to store one specific spell will be
successfully built 95% of the time, those constructed to store two different
spells will be successfully built 65% of the time, those made to hold three
different spells will only be successfully constructed 35% of the time.  With
almost no exceptions they cannot be built to hold more than 3 different spells.
       One special rod is is a Rod of Tricks.  This rod will hold up to 100 zero
level trick spells of all types.  When used 30% of the time the desired trick will
be cast, 20% of the time a different random trick will be cast, and 50% of the
time some random effect or mixture of tricks will be produced.  Time to
construct is 30 days, and cost to construct is 2000 gp.
Random Table for Rods, Wands, and Staffs

Roll Type         Level Charges  Cost  Exp- Points

1      Rod Of Pain            3BM    12      10,800         1,800
2      Wand Of Mutation       5BM     6       9,000         1,500
3      Wand Of Light          1BM  36        10,800         1,800
4      Staff Of Lightning 3EM 12             10,800         1,800
5      Staff Of Ice           5EM     6       9,000         1,500
6      Rod Of Tricks           T     100      2,000         1,000
7      Wand Of Identify       2En    12      10,800         1,800
8      Staff Of Doors         9En     4      13,500         1,800
9      Staff Cure Minor Wounds 
                              1He     6      10,800         1,800
10     Staff Resurrection 
                              12H     3      18,000         1,800
11     Wand Of Fire           3HM    12      10,800         1,800
12     Wand Invisibility 
                              3En    36      10,800         1,800
13     Wand of Optical Illusions 
                              1I     36      10,800         1,800
14     Wand Of Silence        3I     12      10,800         1,800
15     Staff Of Holding 3LM          12      10,800         1,800
16     Staff of Ghost Body 
                              10L     5       9,000         1,500
17     Rod Of Telepathy 2My          18      10,800         1,800
18     Rod Telportation 10My          3       9,000         1,800
19     Staff Of Ripening 2N          18      10,800         1,800
20     Rod Of Sounding   4S           9      10,800         1,800


RUNES AND SYMBOLS

       Runes are magical symbols that are permanently engraved upon a surface
or device.  They generally have a permanent magical effect.  Symbols are
magical writings written upon a surface or device.  These are of limited
duration and are typically discharged after a single usage or alternatively they
are of limited power and have a longer duration.

Runes 

Fire:  this rune will do 4d6 points of fire damage when activated to anyone
within 30 feet of the rune, unless they know the word to temporarily deactivate
the rune.  Save versus magic for half damage.

Guarding (Good or Evil):  This rune is used mostly on doors.  Any creature or
character attempting to pass the rune will be magically thrown back from the
rune taking 1-4 points damage and will be stunned for 1-4 minutes.

Protection:  When this rune is placed upon ann item that item will take half
damage from a specific attack form, and save for no damage.  Only the owner
may pick up such a rune encrusted item.  If the original owner is dead, then
the first person to pick it up becomes the new owner.  It may be freely given
to another person.

Entrapment:  This rune is designed to entrap a specific type of creature.  for
example a sylvan elf.  A sylvan elf may enter a room guarded by this rune, but
will be unable to leave.  every time he tries, he will be knocked unconscious
for 1-4 hours.  No saves.

Fear:  The rune is set for alignment (good, neutral, evil) and will cause a
creature of that alignment to save versus mind affects at -2 or flee in panic
for 1d6 hours.

Symbols, Greater

Symbol of Guarding (good or evil):  creatures of opposite alignment must save
versus mind affects or be repulsed by the symbol.

Symbol of Power:  This will cause 1-4 points of magical electrical damage to
anyone who passes within 3 feet of the symbol.

Symbol of Protection:  give a +1 to saves versus a particular attack form.

Symbol of Warding: This symbol when written on and item, a door, or something
else the caster wishes to protect, will deliver an electrical shock to anyone who
grasps or touches the item so protected.  Damage will be 2 points per round in
contact with the item.

Symbols, Lesser  

Symbol of Light:  This symbol will flash brightly when someone passes by it.

Symbol of Nausea:  This symbol will cause a creature who passes by or sees
the symbol to feel nauseous and dizzy, or the air is very thick, or similar
effect.  Save versus mind affects for no effect.

Symbol of Protection versus Normal Animals:  Normal animals and insects will
not voluntarily come within 10 feet of the symbol.

Symbol of Warning:  This symbol causes a loud bell sound to ring if a given
set of circumstances is met.
 
 Symbol of Watching:  This symbol causes a creature or individual to feel as if
someone is watching them. 



 MINOR MAGIC ITEMS

       Minor magic items are devices with magical properties of limited power
that may be constructed by magicians upon reaching a certain level.  Magic
items may only be made with powers appropriate to the field of magic practiced
by the builder.  Time to construct is a minimum of 1 month but may require
upwards of a couple years to complete.  This skill enables the magic user to
empower the device to tap a particular band of magical power in order achieve
its magical effects.  Minor magic items may not be offensive in nature.  The
following is a listing of some standard minor magic items.  It is to be used as a
guide toward helping the players to devise additional minor magic items.

               Magic Item                             Value       Exp-   Points

       01      Arrow of Direction
       02      Boots Of Speed                       10,000 gp        2,000
       03      Boots Of Stealth                     10,000 gp        2,000
       04      Bottle Of Endless Smoke/Fog            2,500 gp          500
       05      Cloak Of Invisibility                  7,500 gp        1,500
       06      Cup Of Poison Protection             10,000 gp        2,000
       07      Eye Of Hawk                          15,000 gp        2,500
       08      Helmet Of Language                   12,000 gp        1,200
       09      Jug Of Everful Water/Wine              9,000 gp        1,000
       10      Luck Charm                               500 gp          100
       11      Magic Musical Instruments              8,000 gp        1,000
       12      Mirror Of Detection                  15,000 gp        2,500

Arrow Of Direction: This arrow when balanced upon a finger will always point
in the direction of a known   place, person, or object as directed.

Boots Of Speed: These magic boots will shrink or stretch to fit the foot of
anyone wearing them.  They allow the wearer to move with the speed of a
horse with no more effort than normal running.

Boots Of Stealth: These magic boots will shrink or stretch to fit the foot of
anyone wearing them.  They have a built in silence spell so that walking with
them will not make any sound.  The sound of rustling leaves, creaking stairs,
and similar sounds will be absorbed by the boot.

Bottle Of Endless Smoke/Fog: This glass jug appears to be filled with colored
smoke.  Upon opening its cork, smoke or fog at the discretion of the user, will
pour forth at a rate of 10 cubic feet per minute.  This will continue until the
bottle is stoppered.  If broken the bottle loses all magical abilities.

Cloak Of Invisibility: This cloak appears to b-- R normal well made cloak.  Upon
will of the wearer the cloak will turn itself and the wearer invisible.  Any
attacks made by the wearer while invisible will cause him to become visible
again for at least one minute.

Cup Of Poison Protection: This cu-o will render any poison or poisoned liquid
placed in it harmless to drink.

Eye Of the Hawk: This device appears to be an ordinary monocle.  When placed
over the eye however, vision through, it becomes as sharp as a hawk's allowing
the wearer to see great detail over a long distance.

Helmet Of Language: Any character wearing this helmet, AC 0, will be able to
understand any language spoken to him and be able to reply back in that same
language.  The effect ends when the helmet is removed.

Jug of Everfull Water/Wine: This normal appearing jug will be filled with either
water or wine.  If emptied and stoppered, when opened the next time, even if
only moments later, the Jug will again be full.  The character can choose
whether it will be filled with wine or water when he is stoppering the jug.

Luck Charm:  This charm may be in any small form.  It gives the wearer a +1
to save versus magic spells and a +1 or +5% against most types of chance,

Magic Musical Instruments: These appear to be extremely well made instruments
of any variety.  When commanded by their owner they will play any song or
musical piece which has ever been played in its presence.

Mirror Of Detection:  This magical mirror will show in its reflection any
invisible objects or beings and will reveal any illusion as such.


MAJOR MAGIC ITEMS

       Major magic items are devices with magical properties of great power that
may be constructed by magicians upon reaching a certain level.  Magic items
may only be made With POWerS appropriate to the field of magic practiced by
the builder.  Time to construct is a minimum of 3 months but may require
upwards of several years to complete.  This skill enables the magic user to
empower the device to tap a particular band of magical power in order achieve
its magical effects.  Major magic items are typically not offensive in nature. 
The following is a listing of some standard minor magic items.  It is to be used
as a guide toward helping the players devise additional major magic items.

     Magic Item                          Value                 Exp. Points

01    Bag Of Disappearance              15,000 gp                2,000
02    Bag Of Holding                    25,000 gp                5,000
03    Boat Of Folding                   40,000 gp               10,000
04    Broom or Carpet Of Flying         10,000 gp                1,500
05    Gauntlets Of Dexterity            10,000 gp                1,500
06    Gem Of Illusory Image             10,000 gp                2,000
07    Girdle Of Strength                4,000  -                  400-
                                        28,000 gp                2,800
09    Portable Portal                   35,000 gp                6,000
10    Quiver Of Holding                 15,000 gp                3,000
11    Rope Of Climbing                  10,000 gp                1,500
12    Rope Of Entanglement              12,000 gp                1,800

Bag Of Disappearance:  This item appears to be a normal large cloth sack,
however objects placed inside will disappear within 10d6 minutes.  They are
sent to another plane of existence and are gone forever, never to be recovered.

Bag Of Holding: This item appears to be a normal large cloth sack, however up
to 10 cubic feet of materials may be placed inside the bag without it becoming
larger or weighing more than 10 pounds.

Boat of Folding:  This item appears to be a small wooden chest.  When placed
on the ground however, it can be unfolded to form a medium sized boat capable
of holding 3-4 people, complete with oars.  Objects that fit in the bottom of the
boat can be folded up inside and when unfolded will be unharmed.

Broom Of Flying or Carpet Of Flying:  A broom of flying may be up to 10 feet
long and can carry passengers through the air at the speed of a horse.  Up to
500 pounds may be lifted.  A medium flying carpet has similar speed and weight
capabilities.  They fly and maneuver at the will of their driver.

Gauntlets of Dexterity:  Anyone wearing these gauntlets will have their
dexterity if originally below 12 raised to twelve, and i@- their original dexterity
was 12 or higher, their dexterity will be raised by one.  Armor classes, chances
to hit, and all other dexterity bonuses are raised.
Gem of Illusory Image:  This gem worn on a necklace allows the wearer to
assume an illusory form or image of any humanoid, creature, monster, or object
of approximately the same size as the wearer.  to any outside observer the
illusory image will appear to be real in shape, sound, smell, and even touch. 
Removing the gem breaks the spell.  Shape may be altered three times per day. 
Player characters or monsters of lower than eighth level cannot detect that this
is an illusion naturally or magically.  Players or monsters of eighth level or
higher can detect the illusion only if the wearer fails a saving throw versus
spells or magical devices.  The spell does not bestow any of the abilities of the
portrayed object or creature, as it is only an illusion.

Girdle of Strength:  This item increases the strength of the character to
anything up to 25.  Cost of the item is 4,000 gp for each point of strength
above 18 with an experience point value of 400 for each point above 18.

Portable Portal:  This item appears to be a round piece of cloth 5 feet in
diameter.  When placed upon a wall or floor it creates a hole through which the
character and others can pass.  It will make a hole through 4 feet of wood, two
feet of stone, or 6 inches of metal.  If it can not reach the entire way through
it will do nothing.  It can be grasp by the edge and folded for storage and
carrying.

Quiver of Holding:  A quiver of holding is similar to a bag of holding.  It will
hold up to 1000 arrows and bolts in a quiver of normal proportions, and the
total will weigh only two pounds.  When reaching into the quiver, the arrow or
bolt desired will immediately come to hand.

Rope of Entanglement:  This magic rope is 60 feet long.  It may reach out to
entangle up to 8 man sized creatures (less for larger ones- more for smaller
ones).  The command time is one segment (6 seconds), strike is one segment,
entangle is one segment.  movement is 20 feet per segment, 200 feet per round. 
this movement is completely silent in most cases.  Any creature within an area
20 feet long by 5 feet wide, not necessarily in a straight line, can be entangled
by a single strike.  If the rope is seen or noticed the creature has a chance to
jump out of the way without becoming entangled  1-2 on a d6.  If a single
creature is being attacked he has only a 1 in six chance to escape the initial
strike.  A creature or group surprised by the attack will automatically be
entangled.   Strength plays no role in attempts to escape as the rope is much
stronger than any creature and cannot be broken by strength alone.  When
entangled the creature will typically be unable to use his arms, hands, etc. to
cut himself free.

Rope of Climbing:  This appears to be a normal 5/8 inch rope, 60 feet in length. 
However when commanded by its owner the rope will stretch upward
unsupported or across a gap, and become rigid to allow for climbing.  The rope
is strong and is able to support 5,000 pounds of weight.  It has an armor class
of 10 if struck and will take 20 points of damage before being cut.  Once cut
the rope loses any magical abilities.
MAGIC ARMOR AND WEAPONS TABLES

Pluses and Abilities Tables:  
       1) Roll to determine pluses of magic
               item.   
       2) Calculate value and experience points
       3) Use with both armor and weapons tables.

Roll    Pluses    Experience  Average Cost
                    Points      versus +1

01-65     +1          500         given
66-85     +2        1,000           2X
86-95     +3        2,000           4X
96-98     +4        5,000          20x
99-00     +5       10,000         100x


Magic Armor Table:

Roll        Type               Cost in gp
01-10     Small Helm +1            500
11-20     Medium Helm +1          1000
21-25     Great Helm +            2000
26-35     Sm. Ironwood Shield +1  1250
36-45     Md. Ironwood Shield +1  1750
46-50     Lg. Ironwood Shield +1  2250


Suits of Armor

51-75     Hard Leather +1        1000
76-85     Quilt Ring +1          4000
86-90     Basket Wove +1       15,000
91-96     Bone/Horn Scale +1   27,000
  97      Iron Chain Mail +1   50,000
  98      IW. Laminate +1      40,000
  99      IW. Brigantine +1    45,000
  00      Ironwood Plate +1    50,000


Magic Weapons Table

Roll         Type             Cost in gp

01-10     Arrow +1                  5
11-15     Axe, Battle +1          250
16-20     Axe, Hand/Throwing +1   100
20-23     Bow, Long +1 (hit)    2,500
24-25     Bow, Short +1 (hit)     600
26-35     Dagger, Throwing +1     100
36-40     Hammer +1               100
41-45     Javelin +1              100
46-55     Mace +1                 200
56-60     Pick, Military +1       300
61-65     Quarrel +1                5
66-70     Sword, Bastard +1     1,000
71-80     Sword, Long +1          750
81-85     Sword Short +1          500
86-90     Sword, Two-Handed +1  1,250
91-95     Trident +1              200
96-00     Other                   ---


EXAMPLES OF SPECIAL ABILITIES OF WEAPONS

Minor Abilities:  Equivalent to a  + 1/2 bonus

       Alignment- weapon will be usable by someone of only one particular
alignment.  Others will be given a shock or burn if they try to pick it up.

       Detect Hidden Portal- when commanded the weapon will cause the edges
of a hidden portal to glow.

       Detect Evil/Neutral/Good-  upon command the weapon's wielder will learn
the alignment of anyone within ten feet at which the weapon is pointed.

       Detect Invisibility- ten foot radius.

       Detect Magic- magic items within 10 feet will glow.  

       Light Weight- the weapon will be light as a feather to wield but will hit
with normal force.

Major Abilities:  Equivalent to a +1 bonus.

       Defense- provides a +1 of protection to wielder while using the weapon.

       Direction- the weapon will serve as an arrow of direction upon command.

       Double Pluses- doubles the effective pluses to hit and damage against one
type of creature only.

       Fear- three times per day this weapon can cause any creature or being
struck by it to run away in fear, save versus mind affects for not being
afraid.  
       Flames- The weapon will burst into flame doing 1d6 points of flame
damage in addition to normal weapon damage.  Save versus spells for half flame
damage.

       Flying- The weapon when drawn will allow the wielder to fly a distance
of 300 feet three times a day.  

       Frost- The weapon will do 1d6 points of frost damage in addition to
normal damage on a successful hit.  Save versus spells for half frost damage.

       Healing- upon command the weapon will heal 1d8 points of wound damage
once per day by touch.

       Invisible- the weapon becomes invisible when in use.  

       See In Dark- the wielder will be able to see in complete darkness as if
the area were brightly lit.  

       Sharpness- the sword will be extremely sharp and on a roll of a natural
20 will sever a limb or head as randomly determined.


Extraordinary Abilities:  Equivalent to a +2 bonus.

       Experience Drain- a successful hit will cause the permanent loss of one
hit die or one experience level.  Ability may be activated once per day.

       Fight- weapon will fight on its own until what it is attacking is killed or
it is destroyed.

       Slaying- a hit with a roll of a natural 20 will kill a creature of a
particular type.   Save versus death or take only triple damage.

       Speed- a weapon of speed allows the wielder to have twice as many
attacks  as he would have under normal circumstances per round of combat.

       Teleportation- the weapon when drawn allows the wielder to teleport
three times a day.

SPECIAL MAGIC ITEMS

Special Magic items are those that can not be constructed by player characters. 
They may have a variety of origins.  Some may only be manufactured by non
player character races tapping different bands of magical power than player
characters.  One example of this are folding dice made by dragons.  Another
possibility is that the items date from a time in the distant past where
practitioners of magic had different abilities than those now known.  They were
made by practitioners of a lost art.  Or perhaps they were formed as a result
of some cataclysmic magical event that can not be repealed.

Special Magic Items Example:

Folding Die: A folding die, also known as a folding coin or folding box, i-s the
size, weight, and shape of a polyhedral die with 2, 41 6, 8, 10, 12, or 20 sides. 
Folding die with more sides have been reported but these are usually passed
off as just wild stories.  The dice may appear to be made out of any crystalline
material.  A rune readable only by the dies owner is carved onto each face of
the die.  Typically a die is carried in a small pouch worn around its owners
neck, but it may also be worked into a piece of Jewelry or otherwise carried.
     When the rune carved on a particular face is spoken aloud by the die's
owner, a doorway leading to a cubical space inside is revealed.  Anyone else
hearing the rune spoken aloud will not be able to remember its pronunciation
later.  This doorway appears in space beside the folding die.  Tie owner of the
box may cause this doorway to enlarge up to the maximum interior dimension of
the die or until the doorway fills the external space available, which ever is
less.  A two sided die has an interior space of a two foot cube inside each
face, a tetrahedral die has a 4 foot cube inside each face, a decahedral has a
ten foot cube inside each face,and so forth.
     The die's owner can cause the doorway to disappear by speaking the rune
again.  The interior dimensions of the chamber will not change when the
doorway closes.  Inside the cube the floor will always be down no matter how
the die itself is oriented.  Anything inside the die will not be affected by the
die itself being moved or rolled.
     On each interior face of the cube is a painted or inlaid symbol with one
point for each face of the die.  At each point is a rune corresponding to the
rune on one face of the die.  If the owner speaks this rune will cause a
doorway to open from the occupied chamber into the corresponding chamber.
     Speaking the symbol of the room he is in will either close the doorway to
the outside or open a new doorway to the outside.  The newly formed doorway
will occupy the position of the painted symbol.  This doorway may be expanded
to the dimensions of that wall.  Each room may have several doors.  Passage is
possible through the doorways in both directions.
     In a die with 6 or more sides, one side opens into a black cubic chamber. 
This chamber acts as does a bag of devouring, Objects placed inside will
disappear in 1-6 turns, a die with ten or more sides may have additional
special purpose chambers.  These special properties will add to the value of
that die.
       Dice with 2, 4, or 6 sides are occasionally available from high value
jewelers.  Dice with 8 or more sides can only be obtained from adventurers or
dragons.  The dice are of dragon manufacture.  Since they occupy many
dimensions they are virtually indestructible.  They may only be harmed by
beings using god-like powers.
       A young dragon commonly gets a small die upon hatching.  Thereafter as
he acquires treasure he sells his old folding die and buys a bigger one.  They
are the pride and joy of a dragon who owns one.  Often over half of the
dragon's treasure value may be as a single folding die.
       Only a die's owner may open or close a doorway.  In extreme
circumstances the die may allow a trusted companion access to its interior to
help its owner.  Treachery will be treated appropriately by the die.  A die may
be transferred from one person to another as a gift, through an agreement,
through an oath made under duress, or upon death of its owner.  Thereafter
the original owner has no powers over the die.  Anyone or anything inside the
die when its owner dies will be trapped inside.  All exterior and interior doors
close.  After the owners death the first person to claim the die becomes the
dies new owner.  Only someone outside the die can lay claim to it, any trapped
inside will remain trapped inside until the die is opened by its new owner.


              SIDES           VOLUME        VALUE           EXPERIENCE
                              cu.ft.        g.p.            POINTS

              2               16            10,000          5,000
              4               256           25,000          10,000
              6               1,296         50,000          10,000
              8               4,096,        75,000          10,500
              10              10,000        100,000         10,000
              12              20,736        150,000         10,000
              20              160,000       1,000,000       10,000

HOMOCULI, MACHINA, ROBOTS, GOLEMS, AND STATUES

       These are artificial beings that can be constructed by alchemists and
magicians.  Golems and machina are non-intelligent, statues and robots are
artificial beings with intelligence, and homoculi are beings that can be
constructed by alchemists they may or may not be intelligent.  Each are
described in detail in a separate section.

       Homoculi:  Homoculi are living creatures that may be constructed by
alchemists at twelfth level.  Alchemists acquiring this skill learn how to
manufacture Aqua Vita, the Water of Life.  This fluid can be used to bring dead
bodies to life.  It is not a resurrection formula as it does not restore the
intelligence, memories, or personality of the dead body, it Just vitalizes the
flesh.  Homoculi bodies are made of pieces of plants and/or animals that have
been sewn together, alchemically treated, and brought to life using aqua vita. 
Potions used in the alchemical treatment may endow the homoculi with special
abilities.  Time to construct is one month, and care must be taken that the
pieces do not spoil in that time period.  The base chance of success is 70%. 
Homoculi at this level are non-intelligent, but will follow simple commands.  At
thirteenth level alchemists may construct intelligent homoculi.  These must be
constructed from scratch at a cost of 800-1300 gp per hit die.  Intelligent
homoculi must include a fresh brain that has been brought back to life.  A
brain that has been dead for more than a few hours will not work.  Obviously
the larger the brain, the more intelligent the homoculi.  The base chance of
success is 60%.  Failure is likely to result in the death of the homoculi 80% of
the time.  The remaining 20% of the time a non+intelligent homoculi will be the
result.

       Machina:  Machina are mechanical robots that can be constructed by
sorcerers at twelfth level if they have the science skill of inventing.  These
robots have the ability to move due to the magic powers endowed by this skill
and the mechanical ability of the sorcerer.  Cost to construct is 1000-2000 gp
per hit die.  Initial design of machina will take from 1-2 months.  Time to
construct is 1 week at eight hours per day per hit die.  The chance of success
will be determined by the gamemaster based upon materials used, complexity,
labor involved, practicality of design, and construction details.  If successful
the machina will be able to move and follow simple instructions.  They are not
intelligent and cannot think for themselves. if unsuccessful the sorcerer must
star over again from scratch in design and construction, however material
components may be reused.

       Robots:  Robots are machina that have been endowed with intelligence. 
They can be constructed by sorcerers of thirteenth level who have the skills of
inventing and machina.  Endowing robots with intelligence typically costs 500
gp per hit die over and above the cost of constructing the machina body. 
Large crystals are used for the brains of a robot and may be plugged into a
completed machina body having a receptacle.

      Golems:  Golems are artificial creatures that have been brought to life
magically by skills learned by healers, necromancers, wizards, and druids at
the appropriate level.  They are made of flesh, stone, clay, iron, wood, glass, or
other material sculpted into the shape desired.  The magic user creating the
golem must have at least a talented level of ability in the art of sculpting. 
Golems cost from 700-1500 gp per hit die to construct.  Time to sculpt and
construct is one month and are with a base chance of 70% for successful
construction.  Golems typically will have movement abilities of the creature they
most resemble.  Imaginary forms will have appropriate movement to their shape.

       Statues:  Statues are golems that have been endowed with intelligence. 
They may be constructed by healers and wizards only.  They must have the
skill of golems and sculpting.  Statues have a maximum intelligence of 18. 
Statues must be constructed from scratch at a cost of 1000-2000 gp per hit die. 
Statues take from 1-2 months to build and have a base chance of 60% to be
successful.

MONSTERS

     Monsters are any type of creature or being that might be encountered by
the player characters on an adventure.  MonSters are not necessarily evil or
aggressive.  They might be friendly or even helpful to the characters.  The
following listing provides basic information on the hit die, armor class, and
miscellaneous notes on representative monsters.  It should be used as a
guideline for determining the hit points, armor class, types of attacks for
monsters not listed for use in designing adventures.  Monsters use an 8-sided
die for hit points.  Details of monster descriptions may be taken from nature
books, encyclopedias, fiction, mythology, or even invented by the gamemaster. 
A reference book on monsters is being prepared as a separate volume of the
game.  The Frank Universe Game is compatible with most fantasy role playing
games and monsters used in those games may be used in this game.  A few
groups of monsters require some additional explanation.


Common Creatures:  Most common animals have from 1 hit point to 2 hit die of
hit points.  Damage and characteristics are as appropriate for the size and type
of creature.

Dragons:  Dragons are large magical creatures that resemble giant winged
lizards.  They are intelligent and speak their own language, 50% speak common
as well.  Most dragons are able to cast spells appropriate to their type tapping
their own band of power.  Dragons are greedy, collecting large amounts of
treasure, and are vain, loving flattery.  Dragons have claw/claw/bite attacks,
spell attacks, or breath weapon attacks.  Breath weapons are special attacks
that may be used three times per day.  A breath weapon will do damage equal
to the hit points of the dragon when he breathes.  Breath attacks will always
hit, save versus dragon's breath for half damage.  Gold dragons and Silver
dragons have two different breath attacks and may use their choice.  One is a
paralyzation gas attack, paralyzation lasts one minute per hit point of the
dragon, save for no effect.  Mermanites are Sea Dragons and live in water
breathing with either gills or lungs.  They do not have a breath weapon but
attack with a powerful jet of water.  Its range is 100 feet and does 5d6 points
of damage to whatever it hits.  This attack form may be used as often as
desired, but at least 5 minutes must pass between uses.  Mermanites cannot fly
as their wings have developed into fins.  Swimming rate is 24.  Earth dragons
live underground in caves and tunnels they have dug themselves.  They have
no wings or hind legs, but their forelegs are enlarge, very strong, and have
long claws used for digging.  Claw attacks do 2d6 points of damage.  They
have a breath attack of slow gas.  Those breathing the gas and failing their
save will be slowed for one minute for every hit point of the dragon.  Earth
dragons also have a sonic vibration attack that may be used three times per
day that effects everyone in the direction of the attack doing 1 point of
damage for every hit point of the dragon.

Elementals:  Elementals are powerful beings from the Elemental planes.  They
appear in the game universe in answer to a summons from someone within the
universe, and remain in that plane for a limited time only.

Para-elementals:  Para-elementals are lesser beings from the elemental planes. 
They likewise appear only in answer to a summons and remain for only a
limited time.

Humanoid And Player Character Races:  These races are capable of using
weapons or casting spells.  If skilled their hit points and abilities are as per
their class and level.  If unskilled they fight using the skilled 0-level attack
collum.

Lycanthropes:  Were-creatures are humanoids that change into animal form as a
result of a disease called lycanthropy- Upon first catching the disease the
transformation takes place uncontrollably every 1 to 30 days and lasts for 24
hours.  After two years with effort the change can be brought about at will,
but must take place at least once every thirty days.  While in were-form the
were-creature retains all of his personality, knowledge, and skills, but cannot
use magic and has difficulty handling weapons with his paws.  Other were-
creatures are animals that may take human form, these however retain only
their animal intelligence and instincts while in human form.  In human form a
lycanthrope can be hit by normal weapons, but while in were-form they can
only be hit by magic or silver weapons.  Likewise for animals who change to
human form.  Changing from one for to another heals 6 points of wound
damage, but is effective only once for a given set of injuries.  Lycanthropy is
a disease that can be caught by any mammal, including humanoids, that has
been successfully hit by a claw or bite attack from a lycanthrope.  The chance
for catching the disease is equal to the percentage of the character's total hit
points lost to bite or claw or bite attacks from lycanthropes, plus or minus
constitution bonuses to disease resistance.  Wolfsbane deters lycanthropes from
approaching, but does not prevent them from doing so.  A poultice of wolfsbane
placed on a lycanthrope wound within one hour will lessen the chance to catch
lycanthropy by half.

Undead:  Undead are creatures that have died and magically been reanimated,
not brought back to life as an undead by a magic user, or rising as an undead
after having been a necromancer in life, or being reanimated or existing as a
spirit due to special circumstances of their death.  All but skeletons and
zombies are intelligent.  All undead of 3 hit die or higher can only be hit by
magical weapons.  Undead beings will not necessarily know they are dead and
some are not even evil.

Woodland Beings:  These include sprites, dryads, nymphs, pixies, leprechauns,
and fairies among others.  They are magical by nature and most can use low
level magic in nature, enchantment, or illusion fields.  They are by nature shy,
avoiding contact with outsiders, and neutral to good in alignment.

MONSTERS

Type                  HD      AC     Notes

Ants,Army             -       1      swarms of 1000-4000, bite I point
Ants, Giant           2       7      swarms of 1-100, bite 1-6
Antyans               2       3      damage by weapon, double attacks
Apes, Great           4       6      c/c/b for 1-3/1-3/1-6, grab  1d6
Barracuda             3       4      bite 2-8, swim speed 30
Basilisk              6       6      bite 1-10, gaze causes petrification

Bats, Normal          1hp   7   swarm of 1-600, cause  confusion
Bat, Vampire          2       4      bite 1-4, 50% rabies,  5%  vampirism
Bat-People            1       3      damage by weapon, needle 1-3  &  poison
Bear, Black           4       3      c/c/b 1-3/1-3/1-6, hug 2-8
Bear, Cave            6       4      c/c/b 1-8/1-8/1-12, hug  2-16
Bear, Polar           5       4      c/c/b 1-6/1-6/1-8, hug 2-12

Beetle, Fire          2       6      bite 2-8, glowing red lights on body
Beetle, Giant         3       7      bite 2-12
Beetle, Water         2       6      bite 2-8, swims 15,  drowns  victims
Brownie               1       0      woodland being, illusion  spells
Buffalo               5       3      charge 3-18, trampling 1-4
Camel                 3       3      2 weeks sans food & water,  carry  600#
Caniimen              2       2      damage by weapon

Cats, Great
  Cheetah             3       4  c/c/b 1-2/1-2/1-4,  speed  bursts  70
  Leopard             3       4  c/c/b 1-4/1-4/1-8
  Lion                5       6  c/c/b 2-5/2-5/1-10
  Lynx                3       4  c/c/b 1-2/1-2/1-4
  Panther             4       5  c/c/b 1-4/1-4/1-8
  Sabertooth          8       7  c/c/b 1-8/1-8/2-16
  Tiger               6       6  c/c/b 1-6/1-6/2-12
Centaur               4       10  damage by weapon, part  man/part  horse
Chimera               9       5  magical  monster
Cockatrice            5       4  pheasant-like bird, touch petrifies
Crocodile             3       5  tail 1-6, bite  2d6
Dinosaurs
  Brontosaurus        30      5  herbivore 3-18, trample  5-50
  Pleisiosaur         20      5  aquatic carnivore, swim 15,  bite  5-20
  Pterodactyl         4       3  flies, bite 1-8, carry 200 pounds
  Stegosaurus         18      6  plate back dinosaur, herbivore 4-40
  Triceratops         16      6  3-horned,  b/h/h/tr  1-8/1-12/1-1212-24
  Tyrannosaurs        18      5  carnivore bipedal,  c/c/b  1-6/1-6/5-40Dragons--   c/c/b 1-6/1-6/3d6 thru 6d6,  breath  601
  Black               7       7  swamps, acid stream/cloud 601, evil
  Blue                9       8  mountains, lightning  bolt/spells,  evil
  Earth               8       8  underground,  sonic/spells,  neutral
  Gold                11      12  anywhere, fire or  gas/spells,  good
  Green               8       7  forests, chlorine  gas,  neutral
  Mermanite           10      10  sea or  water,  water spells,  neutral
  Red                 10      9  hot areas, fire/spells,  evil
  Silver              10      11 misty areas, frost or  gas/spells,  good
  White               7       7  cold areas, cold blast,  evil

Dryad                 2       1  female tree sprite,  enchantment  spells
Eagle                 2       3  c/c/b 1-4/1-4/1-6, flies speed 48
Eel, Electric         2       1  bite 1-3, shock 4-24 when close
Elemental
Air                   12      8  whirlwind   4-24
Earth                 12      10  punch   5-30
Fire                  12      8  firestorm   4-24
Water                 12      8  whirlpool  or wave 5-30
Elemental, Para
  Lightning           6       6  lightning  bolt   4-24
  Salamanders         7       6  hot spear 2d6, or by spell
Elephant
  African             11      4  tusks and trunk 2-16, trample 2-12
  Mammoth             13      5  tusks and trunk 3-18, trample 2-12

Elf                   2       5  damage   by weapon or spell
Fairies               1       2  magic use
Feliomen              3       3  damage   by weapon
Gargoyles             5       5  hit by magic  weapons  or  spells  only
Giants  C4)        9-22       6-9 damage by  weapon, strength, rock throwing
Gnome                 1       3   damage by weapon/spells, 6 inches high
Golem                 V       V   created creatures, attributes variable
Gremlin               1       3   mischievous fairies, spell use
Gorgon                10      8   bull-like  with  petrification   breath   301
Griffin               7       7   lion/bird  cross,  c/c/b   1-4/1-4/2-16
Halfling              1       3   damage by weapon or spell
Harpy                 3       3   human  female/  vulture  cross,  charm   song
Herd   Animal         1-5     2   attributes    variable
Hippogriff            4       7   griffin/horse  cross,  flies  at  36,   c/c/b
Hippopotamus          8       4   bite 2-16, herbivore, water loving
Homoculi              V       V   created  by  alchemists,   attributes                            
                                     variable
Horses
  Draft               3       3   speed 15,  weight  carried  400-800  lbs.
  Pony                1       3   speed 12,  weight  carried  200-300  lbs.
  Riding              2       3   speed 24,  weight  carried  300-500  lbs.
  War                 3       3   speed 15,  weight  carried  500-750  lbs, 

Humans                1       1   damage by weapon or spell
Insects, Gnt.         1-5     7-10 attributes are variable
Jellyfish             1       0  sting 1-4, paralyzation
Leprechaun            1       2   woodland being, spells- ill. and ench-
Lizard, Giant         4       4   c/c/b  1-8/1-8/2-16, collects shiny objects
Lycanthrope                   -      -  hit only by silver or magic  weapons
  Werebear            8       8  transform to bear form
  Wererat             3       4  transforms to giant rat form
  Werewolf            5       5  transforms to wolf form
Manticore             6       6  shoots up to  24  tail  spikes,  1-6  dam,  1801
                                     c/c/b 1-3/1-3/1-8
Medusa                6       0  sight of petrifies, snake bite poison
Mermen                1       3   damage by weapon or spell
Minotaur              6       4   damage by weapon, tracks by scent
Mold                  -       1   choking  spore  cloud,  lung  infection
Nymph                 3       1   woodland  being,  nature  magic  spells
Octopus, Giant        8       3   1-6  per  tentacle,  bite   2-12,   constriction
Ogre                  4       5   damage blow 1-10 or by weapon
Orc                   1       1   damage by weapon or spell

Pegasus               4       4   flying horse, speed f48/r24
Phoenix               9       8   bird immolates itself and is reborn
Pixie                 4hp     5   woodland being w/wings, pixie weapons
Plant Men             2       3   mobile plants, immune to blunt  weapons
Roc                   18      6   c/c/b 3-18/3-18/4-24, lift 10,000  lbs.
Sail Whale            3       2   balloon creature, intelligent, speed f2O
Satyr                 5       5   playfully, damage by butt 1-6, or weapon
Shark, White          10      5   bite 4-24, speed s24
Siren                 2       3   song calls sailors to reefs to sink
Slimes                3       1   slime engulfs victim, turns them to slime

Snakes
   Constrictor        6       5   bite 1-6, constriction 2-8
   Poisonous          1       4   bite 1-4, plus poison 1-4 to death
   Sea                8       5   large to giant, encoil up to  medium  ships
Sphinx                12      12  c/c 2-12/2-12, roar, likes riddles
Spider
   Dancing            3       3   dancing entrances victim,  b  1-6  paralyzes
   Giant              5       6   giant webs entangle, b  1-6  deadly  poison
Sprite                1       4   tiny, shy, winged, good, damage  by  weapon
Statues               V       V   intelligent versions of golems           bite 1-4
Sucubus               1       3   all females, sexually entrancing,
Tach                  1       2   damage by weapon or  spell
Toad, Ice             4       6   bite 2-12, radiates cold 3-18 within  10'
Treant                9       10   intelligent mobile trees, good
Tree Bear             1       2   damage by weapon  or  spell
Troll                 2       3   damage by  weapon  or  spell
Turtle, Giant         10      10/5  bite 4-24, speed slow

Undead- Higher levels require magic weapon to hit
  Banshee             7       10   cold touch 1-8, wail save vs will
  Ghast               4       6   c/c/b or weapon, stench causes nausea
                                  needs a +1 weapon to hit
  Ghost               10      10   touch ages 10-40 years, magic  we
  Ghoul               2       4   touch paralyzes, c/c/b
  Lich                11+     10   touch 1-10 cold, fear, paralysis
                                  spell use, need a magic weapon  to  hit
  Mummy               7       7   blow 1-12, sight causes fear and paralysis
  Skeleton            1       3   just bones, damage  by  weapon,  non-intel.
  Skelor              1       3   intelligent skeletons
  Spectre             7       8   touch energy drain 1 level, 1-8 cold damage
  Vampire             9       9   touch energy drain 2 levels, 2-10 cold dam.
                                  blood sucking, vampirism, shape change
  Wight               4       5   touch energy drain 1 level
  Wraith              5       6   touch energy drain 1 level, 1-6 cold da-ge
  Zombie              2       2   animated corpse, damage by  weapon  or  1-8
  Zombor              2       2   intelligent, faster zombies

Unicorn               4       8   hooves 1-6, or  horn  1-12
Whale
  Blue                36      4   up to 150 feet long, blow 6-36
  Killer              18      4   bite 4-24, blow 2-12
Wheeler               3       8/5  rolls at speed 24, disc shaped
Will-o-wisp           10      17  glowing lights, feed off death energy
Wolf                  4       2   bite 2-12 to 6-36, swallow whole on a  20
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