Thursday, December 26, 2013

Pseudodragon! Skirmish

Alternative skirmish rules for the Pendragon RPG.

This is an alternate version of the standard skirmish rules in the main Pendragon rulebook. The purpose of this version is to slightly simplify the skirmish process while enabling all participants to affect the outcome of the skirmish

==PROCESS==

Step 1. Each participant chooses whether to fight cautiously, normally, or boldly.
Step 2. Determine Opponents
Step 3. Resolve individual combat.
Step 4. Determine modifiers to battle rolls.
Step 5. Battle rolls. Determine losses.
Step 6. Determine Outcome

==STEPS IN DETAIL==

===Step 1===

Each participant chooses whether to participate cautiously, normally, or boldly. Succeed in a valorous roll to participate boldly. Check cowardly if you participate cautiously.

===Step 2===

Each participant normally fights a single member of the opposing army. There may be some who seek out specific enemies in the opposing force. Otherwise, determine the foe randomly using the Pendragon Armies book. If you don't have Pendragon Armies, just use the stats for a typical member of the opposing force.

Anyone who chose to participate boldy will fight two opponents instead of one.

Anyone who chose to participate cautiously will fight alongside a companion, together against a single opponent.

===Step 3===

Resolve four rounds of combat with the participants against their designated opponents. Apply appropriate modifiers for the conditions of the skirmish (if fighting uphill, in the rain, etc).

===Step 4===

For every participant who defeated an opponent (killed, knocked unconscious, surrendered, etc) add a bonus to the commander's battle roll: +1 if cautious, +2 if normal, +4 if bold. Double these bonuses if the character's side of the battle has only twenty members or less.

Determine the conditions of the battle.  These conditions will adjust battle rolls. Add a favorable circumstance (+5) for each of the following conditions:
* More experienced troops
* Better-equipped troops
* Achieved Ambush (count as two favorable circumstances if enemy caught sleeping in camp)
* Greater numbers (count as two favorable circumstances if more than 3-to-1)
* Defending good position

===Step 5===
Next, the commanders roll against their battle skills, modified by conditions and by the bonuses provided by their participants' skill rolls.  The degree of success or failure also determines casualties as follows:

* Critical success: No losses
* Success: 10% casualties. 2% killed, 8% wounded.
* Failure: 50% casualties. 10% killed, 25% wounded, 15% captured.
* Fumble: 75% casualties. 50% killed, 25% captured.
Disregard capture losses if the battle was won.

===Step 6===

If both commanders roll the same degree of success or failure, it could be a stalemate. If the battle rolls were failures, both forces roll against their courage to continue.  If both succeed, then repeat the process.

There could be circumstances in which the GM needs to determine the winner without repeating. In those cases, if both roll the same degree of success or failure, whichever one rolled a higher number is the victor.

Wednesday, December 25, 2013

Pseudodragon Magic


          And some do say that our Sir Garlon too
          Hath learned black magic, and to ride unseen.
          -from Idylls of the King by Lord Tennyson

There are three types of magical power: folk magic, miracles, and sorcery.

==CHARACTER SHEETS==

Add the following information to character sheets:
* POW.
* Magic Points. This number will change frequently, like hit points, as magic points are spent.
* Spells. Leave room for a list of up to twelve spells. 

==THE POWER TRAIT==

The Power Trait (aka "POW") represents the total supernatural energy of a character. Your power trait is equal to your highest score in any of the following traits:
* Your passion of love (deity), 
* Your energetic trait,
* Your proud trait,
* Your valorous trait, or 
* Your sorcery skill.

POW is used to defend against hostile magic, and determines the starting and maximum number of magic points you can acquire. The maximum number of spells you can know is one half of your POW.

==FOLK MAGIC==

Folk Magic, also known as common magic or battle magic, is a category of minor and well-known spells. Folk magic is ubiquitous but its effects can be rationalized as coincidence or fraud. Many people know folk magic spells. Knocking on wood and crossing your fingers for luck are modern remnants of folk magic. If they don't work, then why do people still do them? To successfully cast a folk magic spell, you must succeed on a faerie lore or sorcery skill roll. 

===FOLK MAGIC SPELL LIST===
Blessing, Charm, Curse, Dispel Magic, Drain Magic, Enforce Oath, Legerdemain, Prophecy, Protection, Remove Curse, Second Chance, Ward. 
Circle these spells when you add them to your spell list (so you will know which spells can be cast with the faerie lore skill)

==SORCERY==

To become a sorcerer, a character must learn the sorcery skill. In order to learn sorcery, you must first obtain a faerie lore skill and POW of sixteen points or higher. As soon as you learn the sorcery skill, you lose eight points of honor, as specified in the honor skill description. The sorcery skill is used to determine success in casting sorcery spells, and can also be used to cast any spell, even if it was learned as folk magic or granted as a miracle. Sorcerers can learn any spell. 

==MIRACLES==

To become a miracle worker, a character must have a score of 16 or higher in one or more of his religion's virtues, and must also have a score of 12 or higher in the passion of "Love (Diety)." Religion is the spellcasting skill to perform miracles. As long as a spell is on the miracle list for your religion, you can cast it using your religion skill. Underline the miracles on your spell list, to remind you which they are.

Miracle Workers do not gain miracles from study. Instead, miracle workers are granted miracles by their deity. For each religious virtue that is 16 or higher, the character is granted one miracle. A miracle worker must have a POW of 20+ in order to be granted an advanced spell as a miracle. If your passion of "love (deity)" falls below 12, you will lose all of the miracles you were granted. The miracles that can be granted depend on the caster's religion, as follows:
* Arian Christian ~ Virtues: Chaste, Honest, Just, Merciful, Temperate. ~ Miracles, Common: blessing, healing, protection, remove curse, totem, ward; Advanced: disappear.
* British Christian ~ Virtues: Chaste, Energetic, Generous, Modest, Temperate. ~ Miracles, Common: blessing, healing, protection, remove curse, second chance, totem, ward; Advanced: prosperity.
* Neoplatonic Christian ~ Virtues: Honest, Just, Proud, Pious, Temperate. ~ Miracles, Common: blessing, healing, prophecy, protection, remove curse; ward. Advanced: immortality.
* Orthodox Christian ~ Virtues: Chaste, Generous, Just, Merciful, Modest. ~ Miracles, Common: blessing, healing, protection, remove curse, reveal truth; Advanced: prosperity.
* Roman Christian ~ Virtues: Chaste, Forgiving, Merciful, Modest, Temperate. ~ Miracles, Common: blessing, healing, protection, remove curse, totem, ward. Advanced: battle victory.
* British Pagan ~ Virtues: Lustful, Energetic, Generous, Honest, Proud. ~ Miracles, Common: curse, blessing, enforce oath, glamour, healing, remove curse, ward. Advanced: transform other.
* Cathar ~ Virtues: Chaste, Generous, Modest, Pious, Temperate. ~ Miracles, Common: blessing, healing, protection, remove curse, ward; Advanced: hypnotize.
* Germanic Pagan ~ Virtues: Generous, Proud, Worldly, Reckless, Indulgent. ~ Miracles, Common: curse, flaming weapon, healing, prophecy, remove curse; totem. Advanced: shapechange.
* Heathen ~ Virtues: Vengeful, Honest, Arbitrary, Proud, Worldly. ~ Miracles, Common: charm, curse, blessing, enforce oath, healing, protection, totem, ward. Advanced: change weather.
* Jewish ~ Virtues: Chaste, Energetic, Just, Prudent, Temperate. ~ Miracles, Common: blessing, healing, prophecy, protection, remove curse, totem; Advanced: prosperity.
* Nomad Animist ~ Virtues: Energetic, Vengeful, Cruel, Prudent, Indulgent. ~ Miracles, Common: animal speech, curse, deflect missile, healing, remove curse, totem, ward; Advanced: change weather.
* Manichaeist ~ Virtues: Chaste, Generous, Modest, Pious, Temperate. ~ Miracles, Common: blessing, charm, drain magic, healing, prophecy, totem; Advanced: hypnotize.
* Saracen ~ Virtues: Chaste, Just, Merciful, Pious, Temperate. ~ Miracles, Common: blessing, healing, protection, remove curse, ward; Advanced: battle victory.

==LEARNING SPELLS==

Characters acquire folk magic or sorcery spells through study. A character can learn a spell from a written reference such as a book or scroll, or can be taught by another character. To learn a spell from a written reference, the sorcerer must first succeed in a reading skill roll for the language in which the spell is written. Spells may be written in Ogham, Runes, Glyphs, Latin, or foreign languages such as Greek or Persian. If the reading roll succeeds, the sorcerer can understand the spell. The spell can thereafter be cast by reading it (at a -5 penalty if the spell has not also been memorized), or it can be studied in order to memorize it. 

  'Thou read the book, my pretty Vivien!
  O ay, it is but twenty pages long,
  But every page having an ample marge,
  And every marge enclosing in the midst
  A square of text that looks a little blot,
  The text no larger than the limbs of fleas;
  And every square of text an awful charm,
  Writ in a language that has long gone by.
          -from Idylls of the King by Lord Tennyson

If a character spends the winter studying a new spell and succeeds in a faerie lore or sorcery skill roll to learn it, the character can memorize the spell and add it to his memorized spell list.  The maximum number of spells (including all folk magic, miracles, and sorcery spells) that a character can memorize is equal to one half of his or her POW. 

Only a spellcaster with a POW of 20 or higher can learn an advanced spell (or be granted an advanced miracle).

===STARTING SPELLS===
A new character can start the game knowing spells. You start with one spell for every ten full points of faerie lore and sorcery skill. You may also be granted miracles if you qualify.

=MAGIC POINTS=

Each year at the winter solstice, a character regains any lost magic points, so that his or her magic points will start the year equal his or her POW characteristic. Once expended, magic points are not automatically regained until the next winter solstice. 
A sorcerer may regain one magic point per season through alchemical rituals. These require 1£ of materials, unless someone spends a fortnight gathering them with a successful folklore or hunting skill roll. 
Miracle workers regain one magic point per season if they properly observe the seasonal religious holiday rituals. For pagans these are the solstices and equinoxes. For Christians they are the holidays of Christmas (a few days after the Winter Solstice), Easter (shortly after the Spring Equinox), the Feast of Transfiguration (August 6), and All Saints Day (November 1).  
Rituals cannot raise magic points above POW. 
Characters may also gain magic points by draining them from others with the "drain magic" spell.

=CASTING SPELLS=

To cast a spell, the spellcaster must spend magic points, and roll against his spellcasting skill. Sorcery is the spellcasting skill for sorcerers. Religion is the spellcasting skill for miracle workers. Faerie Lore is the spellcasting skill for folk magic.
If the roll is a fumble, the caster loses double the normal magic point cost, the spell fails, and something terrible happens.
If the roll is a failure, the spell costs the usual number of magic points, but nothing happened. 
If the roll succeeds, the target may be able to resist, depending on the type of spell. The target resists by rolling against his or her POW. If the target succeeds in a POW roll and rolled higher than the spellcasting roll, the spell was resisted. Whether the target is able to resist or not, the caster loses the magic point cost of the spell.
If the roll is a critical success, the magic point cost is reduced by one. The target must roll a better critical success on his or her POW resistance roll to resist.
Many spells last for a fixed duration. A spellcaster can usually extend the duration by spending more magic points. Extending the duration does not require another spellcasting roll. 

==COST OF SPELLCASTING==
Most common spells cost one magic point. Advanced spells cause d6 points of damage to the caster's hit points, and usually cost at least two magic points.  There are a few exceptions, which are provided in the spell descriptions.

Once a spellcaster's magic points fall to zero or below, the spellcaster becomes "unhealthy" until his magic points rise above zero. If s/he adventures in this state, a spellcaster risks aggravating his or her health.

If a spellcaster somehow falls below zero magic points, s/he loses one hit points for every negative magic point.

A spellcaster with zero or fewer magic points can still cast spells or extend the duration of a spell that was cast before he lost all his magic points. If successful, his magic point balance will fall further below zero, causing damage and increasing the duration of his poor health.

As soon as he could, Count Smiorgan went up to Elric, who still straddled the deck, still as stiff-limbed as before, and shook him. “Elric! You will kill yourself with this effort. We need your friends no longer!” At once the wind dropped and the wave dispersed and Elric, gasping, fell to the deck.
-from The Sailor on the Seas of Fate by Michael Moorcock

==CONDITIONS OF SPELL-CASTING==

*RITUALS
Casting a spell normally requires the caster to speak loudly and make gestures with at least one hand. Subtract five from the chance of success if the caster does not include one of these components. Subtract ten if he fails to do either. 

*FIGHTING
Spells can be cast while fighting, but this incurs an additional penalty of five points. To make gestures, the caster must have at least one hand free, so it is difficult to cast in combat while carrying a shield. 

*DEVOTING MORE MAGIC POINTS
If you speak loudly and makes gestures, you can also improve your chance of success by devoting additional magic points to the effort. For each additional magic point spent, add +5 to the chance of success. 

*CASTING WRITTEN SPELLS
Spells may be written in spellbooks, on scrolls, or carved into stone. 
If casting a spell from a written reference that has not been memorized, suffer a -5 penalty. If casting a spell from memory that has not been recently studied or practiced, suffer a -5 penalty. 
If a spell has been memorized, but a written reference is also employed while casting, add a +5 bonus. 

Malagigi took his book and cast a spell out of it, and immediately the four giants fell
into a deep sleep.
          -from Legends of Charlemagne by Thomas Bulfinch 

*SORCERY IN DAYLIGHT AND MOONLIGHT
Sorcery spells suffer a –5 penalty if cast in daylight, and gain a +5 bonus if cast in a full moon. 

*VICTIM'S NAME
Some spells, such as charms and curses, suffer a -5 penalty unless the caster knows the victim's name. 

===FOCUS ITEM===
A spellcaster may also save magic points in his focus item: a staff, wand, or religious symbol. The magic point invested in the item can be retrieved and spent whenever the caster holds the focus. This effectively allows the spellcaster to increase his limit of power points. The owner saves magic points into the focus item, and then once his magic points are regained on the winter solstice, s/he may also use the magic points saved in the focus item. Each focus item has a capacity, which is the maximum number of magic points it can hold. If another spellcaster is able to take possession of the focus, the invested magic points can be stolen. 
To create a focus item, a spellcaster must spend three times the number of magic points that the item can hold. The creator must also acquire 2£ of special materials that are expended in the manufacture, as well as the usual price for such an item. The creator must succeed in a spellcasting skill roll. If the roll fails, the item cannot serve as a focus or store magic points, but the magic points and special materials are expended anyway.  Once created, the capacity of a focus item cannot be increased. A spellcaster is limited to creating one focus item per decade, and cannot simultaneously store magic points in multiple focus items.
A focus item also provides a bonus on spellcasting rolls equal to its capacity. 


===EYE CONTACT===
Several spells require the caster to make eye contact with the victim. Some potential targets may anticipate this and try to avert their eyes. It is difficult to look away from an enemy, so anyone attempting to do so must succeed on a test of the prudent trait. If they succeed, they are not susceptible to eye contact spells, but they suffer a –10 penalty on awareness and combat rolls in the direction of the person from whom they are averting their eyes. 

==DETECTING MAGIC==
A successful use of a religion or faerie lore skill roll can detect the presence of magic. This requires a full round of concentration. If the detector is far away or there are other distractions, the effort to detect may have a negative modifier. 

==EXAMPLES ==

In the midst of battle, Sir Demarest invokes the power of the Lord to guide his hand in an upcoming fateful stroke against his adversary. In game terms, he is casting the spell of second chance, which was granted to him as a miracle. He must make a religion skill roll. He is speaking loudly, but cannot gesture because he is fighting with sword and shield. He suffers a -5 penalty for no gestures, and a -5 penalty for casting while fighting. His shield, emblazoned with a cross, is a focus item that grants a +3 bonus. He must roll his religion skill minus seven, or below. 
Mordok the Mysterious uses his sorcery to blunt the weapons o the enemies fighting against his allies. As his allies guard him, he opens his spellbook and refers to it while casting, even though he has memorized the spell. He speaks loudly and gestures with the wand in his other hand. He gets a +5 bonus for using a written reference, but suffers a -5 penalty for casting sorcery during the daytime. His wand focus item gives him a +4 bonus. He spends an additional magic point to give himself another +5 bonus.  His sorcery skill is effectively nine points higher for purposes of determining if the spell succeeds. 
An enemy is overpowered and captured. His hands are bound. He curses his captor. The bound prisoner speaks loudly, but he cannot make gestures with his hands tied. The captor casts a spell of warding to protect himself, with full words and gestures. The captor rolls for his ward, with no penalties, and also succeeds. The ward grants him a +2d6 bonus to his POW for resisting the spells of the prisoner. The cursing prisoner suffers a -5 penalty for his inability to gesture, and a -5 penalty for not knowing the name of his target. Even with a -10 penalty to his faerie lore, the curse roll succeeds. The captor rolls his POW to resist, with the bonus from his ward. He succeeds and rolls higher than the curse skill roll, so the curse fails. 

=COMMON SPELLS AND MIRACLES=

Common spells cost one magic point to cast, unless specified otherwise. 

*Animal Tongue
The caster can communicate with animals. Animals are not very smart, so even if the caster talks to them, they cannot understand abstract concepts or remember elaborate instructions. Talking to a predator does not cause the predator to show mercy, but it does allow the caster to negotiate. Casting this spell does not require a ritual beforehand. If the spellcasting roll succeeds, the caster can speak to animals and understand them until dawn the next day.

*Blessing
The caster can get a blessing for himself or another. The person who receives the blessing gets a bonus of +10 on a specific upcoming task. Do not roll to determine whether the spell succeeded until the task is attempted. Casting the spell takes one round. 

The songs I know that king's wives do not, Nor men that are sons of men; the first is called help, and help it can bring thee in sorrow and pain and sickness.
-Havamal, verse 145

The incantation for a Christian miracle of blessing: "Si tamen audieris vocem Domini Dei tui et custodieris universa quae iussit et quae ego hodie praecipio tibi benedicet tibi ut pollicitus est" (Deutoronomy 15:5)

The incantation for a folk magic blessing: "Bydded eich gweithred nesaf yn cael ei bendithio gyda llwyddiant mawr."

The incantation for a sorcerous blessing: "Memken aset 'emel b'eda khewd ra ba mewfeqat bezregu mebareke."
*Blunt
This spell requires only one round to cast. It causes the weapons of enemies to become less effective. Sharp weapons are blunted. Bludgeoning weapons become soft.  The weapons require one hour of repair to regain effectiveness. Until repaired, they do two less dice of damage. The number of weapons that are affected is equal to the spellcasting roll, if the roll succeeds. All of the target weapons must be within sight and less than a mile away. The spell will not work against enchanted weapons. 

A third I know: if sore need should come of a spell to stay my foes; when I sing that song, which shall blunt their swords, nor their weapons nor staves can wound.
-Havamal, verse 147

*Breeze
A breeze spell causes a wind to appear outdoors. It is not a strong wind, and will not knock anyone down or cause injury. It will increase the range of missile weapons by half if it is blowing in the direction of the attack. It will cause a –5 penalty to missile attacks if is a crosswind or headwind. It may cause fires to spread, or cause a candle or other small flame to be extinguished. It can propel a ship. The wind will last for up to one hour. The wind will only occur within 100 meters of the caster. It takes only one full round of casting to start the breeze. 

He sent his call out beyond the confines of the world, into that strange plane where the elementals dwelled- where the powerful creatures of the air could be found…and slowly the sail of the ship began to fill, and the timbers creaked, and Smiorgan raised the anchor…
-from The Sailor on the Seas of Fate by Michael Moorcock

*Breathe Water
The caster, or a target that he touches, becomes amphibious, and can breath water as if he was a sea creature. The spell takes one minute to cast, and lasts for one hour. 

*Charm
This spell makes the caster more persuasive. It takes one hour of casting to prepare, and then must be used within one hour. When it is used, the caster must make eye contact with the target and speak for a minute. It cannot be cast in combat. Subtract five from the chance of success if the target’s name is not known.  The target can resist with his POW. If the spell succeeds, the target is persuaded to agree to whatever the caster proposes. The proposal cannot be suicidal. The next morning, the target will come to his senses. 

*Curse
The caster must be able to see the target (“the evil eye”). Subtract 5 if the caster does not know the target’s name.  The curse takes one full combat round to cast, during which no other action can be taken. 
The target can resist with his POW. If the spell succeeds, the target suffers a –5 penalty on all actions and fumbles on a roll of 18-20 (even if his skill is 18 or higher).  During the Winter Phase, a cursed character suffers a -5 penalty on the manorial luck table and a +5 misfortune roll. The curse remains in effect until removed.

*Deflect Missile
This spell can be cast instantly. It causes an arrow or other missile that has been fired to miss. The spell must be cast before the firer determines whether the missile would have hit or missed on its own. The caster must be able to see the missile being fired.  

A fifth I know: when I see, by foes shot, speeding a shaft through the host, flies it never so strongly I still can stay it, if I get but a glimpse of its flight.
-Havamal, verse 149

*Dispel Magic
This spell cancels and ends other magical spells or effects. The spell affects an area ten feet in diameter, up to one hundred feet away. For any spells that are taking place in the area of effect, the POW of the original spellcaster is used to resist. If multiple spells are in effect, a separate contest is rolled for each. Curses (including oath curses) cannot be dispelled. 

*Drain Magic
This spell allows a spellcaster to reduce the magical power of an opponent. It can be cast on any visible opponent within one hundred meters. The caster suffers a –5 penalty if he does not know the target’s name. The spell is resisted by the target’s POW. If the caster succeeds and overcomes the target’s POW, the spell drains one magic point from the target, and does not cost the caster any magic points. On a critical success, the target loses two magic points and the caster of this spell gains one of them. This is a risky spell. Against a target of great ability, it is more likely to reduce the caster’s magic than the target’s.  

Then Nischergurgje quickly muttered a Spell, and the Wicked Wizard tumbled to the ground. "Wicked Schlipme," said the Great Wizard, "Servant of the Wicked Moon Daughter, of the caved-in forehead, crooked mouth, and pale, cruel lips that splutter curses! See! My Spell has taken from you all your power."
-in Wonder Tales from Baltic Wizards by Francis Jenkins Olcott

*Enforce Oath
This common and popular spell provides a guarantee that a promise will not be broken. You can cast it on anyone when they swear an oath, including yourself. The target of the spell must affirmatively state that he is swearing an oath. If an oath is broken, roll a contest of the enforcer's spellcasting skill against half of the oath-swearer's POW. If the oath enforcer succeeds, the oath-swearer is cursed, and thereafter suffers a -5 penalty on all actions and fumbles on a roll of 18-20 (even if his skill is 18 or higher). During the Winter Phase, the oath--breaker suffers a -5 penalty on the manorial luck table and a +5 misfortune roll. An oathbreaking curse cannot be removed with the "remove curse" spell. Instead, the oath curse has a chance of fading each winter. The oath breaker rolls against his POW with a -10 penalty each winter, and if he succeeds, the oath curse fades away. 

*Flaming Weapon
The caster must first create a magical oil. This process requires a half-day of work. Once the oil is created, the caster must carry it with him in a suitable container. By spending a round to douse a weapon with this oil, and a second round to say the correct incantation to ignite the oil, the caster will cause the treated weapon to sprout flames that do not harm the wielder, but do an extra dice of fire damage to targets it strikes. This effect lasts for the duration of the battle and then fades. The oil cannot be ignited without the incantation.  It requires one magic point to create the oil. There is enough oil for five applications.  

*Glamour
The caster makes himself or a person he touches appear to be someone else, as if they were wearing a disguise. Anyone who has reason to suspect the glamour may make a recognize roll to detect the fakery. This recognize roll suffers a –5 penalty if the viewer does not know the real glamoured person, or the person he is pretending to be. The recognize roll gets a +5 bonus if the viewer is able to interact with the glamoured person for at least five minutes. 
A glamour takes one hour to prepare, and lasts until the next dawn. 

"Now make you ready, said Merlin, this night ye shall lie with Igraine in the castle of Tintagil; and ye shall be like the duke her husband… But wait ye make not many questions with her nor her men, but say ye are diseased, and so hie you to bed, and rise not on the morn till I come to you…"
-from Le Mort d'Arthur by Mallory.

*Healing
This spell can be used along with first aid to heal more thoroughly. If first aid is successful, you can make a spellcasting roll. If it succeeds, you heal an additional 1d6 damage and can remove a “chirurgery needed” check. Healing costs the caster 1d6 hit points (in addition to the magic point cost) and takes a quarter of an hour to cast. 

"A second I know, that men shall need, who leechcraft long to use."
-Havamal, verse 146

The incantation for a Christian miracle of healing is: "In his curans mitigavit dolorem et unguentarius facit pigmentum suavitatis et unctiones conficiet suavitatis et non consummabuntur opera eius" (Ecclesiastes 38:7).

The incantation for a British Pagan miracle of healing: "Yn enw Ianuaria I alw ar ei gallu o iachau i gadw bywyd ei ogoniant" (In the name of Ianuaria I invoke her power of healing to preserve life for her glory).

The incantation for sorcerous healing: "Tewset qedret men bash az sernewshet 'enaser zeman w ab ferman men bh aletaam aan fana." (By my powers over fate I command the elements of earth and water to heal this mortal).

*Holding
The caster must gaze into the eyes of a target within five meters. The target can resist with his POW. If the spell succeeds and the caster overcomes the target’s resistance, the target is frozen motionless for as long as the caster maintains eye contact. If the target is attacked, the spell is broken. 
Glaurung withheld his blast, and opened wide his serpent-eyes and gazed upon Túrin. Without fear Túrin looked into them as he raised up the sword; and straightway he fell under the binding spell of the lidless eyes of the dragon, and was halted moveless. Then for a long time he stood as one graven of stone;…Then suddenly Glaurung withdrew his glance, and waited; and Túrin stirred slowly, as one waking from a hideous dream. 
– from The Silmarillion by Tolkien.

*Legerdemain
This spell allows the caster to perform minor magic tricks such as making a coin disappear or picking a card. If the caster seeks to make an object disappear of effect any other trickery that has a real effect, the target can resist with an awareness roll.  Legerdemain normally does not cost any magic points to employ. It does cost one magic point if the spellcasting roll is a fumble. Performing legerdemain for an extended period can be tiring. Roll versus energetic to continue for more than one minute. After ten minutes, the caster becomes tired, and suffers a –5 penalty on all actions until he can rest for an hour. 

In order to amuse her and win her confidence, the Mouser began to perform small feats of legerdemain, plucking copper coins out of the ears of the astonished peasant, and bone needles from the nose of his giggling wife. He turned beans into buttons and back again into beans, swallowed a large fork, made a tiny wooden manikin jig on the palm of his hand, and utterly bewildered the cat by pulling what seemed to be a mouse out of its mouth.
-from Swords Against Death by Fritz Leiber

*Pentagram
A pentagram is a magical barrier that entraps demons and other evil supernatural creatures within it. It has the shape of a star within a circle, and it will imprison any evil supernatural creature located within the design. The entrapped creature cannot touch the pentagram, step over it, or direct any attack or spell across it. A pentagram must be painted with blood. Creating it does not cost any magic points. Do not roll to determine success until the pentagram is tested. If any portion of the pentagram is broken by scratching or washing it away, the pentagram fails and loses its ability to act as a barrier. 

*Prophecy
The caster can get a glimpse of the future. Prophecy takes one hour and requires tools, either tarot cards, a bag of bones, a ouiji board, entrails of a sacrificial animal, or something similar. If the spell succeeds, the caster learns the outcome of a specific requested event. To determine in advance what the outcome will be, “fast forward” to the event and roll to determine the outcome. This may mean conducting an entire duel or battle. Use your best guess of the ability scores and other details of the event. Once the event is resolved, “rewind” back to the time of prophecy.  Later, when the event occurs, it’s outcome is now predetermined and will end as foretold unless the circumstances are significantly different. 

“You are a man of marvels,” said the king. “Always you move in mystery like a dream. As a prophecy, tell me – is it true that I must die in battle?”
“It is God’s will that you be punished for your sins,” said Merlin. “But you should be glad that you will have a clean and honorable death. I am the one who should be sad, for my death is to be shameful and ugly and ridiculous.”
A heavy cloud blotted out the sky and a quick wind rattled in the tops of the heavy trees. 
The king asked, “If you know the manner of your death, perhaps you can avoid it..”
“No,” said Merlin. “It is there as surely as if it had already happened.”
-from The Acts of King Arthur and His Noble Knights by John Steinbeck

*Protection
The caster, or a target he touches, is protected from harm. He gains an additional d6 points of armor until the next morning. This spell requires an hour to cast. 

"I know an eleventh: when I lead to battle Old comrades in-arms, I have only to chant it behind my shield, And unwounded they go to war, Unwounded they come from war, Unscathed wherever they are."
-The Havamal, verse 155
The incantation for a Christian miracle of protection is as follows: 
"A resistentibus dexterae tuae custodi me quasi pupillam intus in oculo in umbra alarum tuarum protege me" (Psalms 16:8)

The incantation for a folk magic protection: "Yr wyf yn gwybod yn unfed ar ddeg: pan fyddaf yn arwain i frwydro Hen gyfeillion yn-breichiau, dim ond rhaid i mi siant y tu ôl i fy darian, Ac nid glwyfo yn mynd i ryfel, nid glwyfo maent yn dod o ryfel, ddianaf ble bynnag y meant."

The incantation for sorcerous protection: "Men ma danem keh aazedhem: weqta keh men menjer bh mebarezh ba refqaa qedama der aselhh, men feqt bh sh'ear an der peshet seper men, w zekhema naset keh anha bh jengu, zekhema naset keh anha az jengu ma aaned, sedmh nedadh der her keja keh hestend."

*Remove Curse
To remove a curse, the caster must roll a contest of his spellcasting skill against the POW of the person who created the curse. The ritual to remove a curse normally requires one hour. If the caster attempts to do it quickly (in one round) he suffers a –5 penalty on the spellcasting skill for the roll. The remove curse spell cannot remove oath-breaking curses, but it can remove other harmful magical effects, such as being held, hypnotized, struck dumb, imprisoned, or transformed.

The incantation for a Christian miracle of to remove as curse is: "Et omne maledictum non erit amplius et sedes Dei et agni in illa erunt et servi eius servient illi" (Revelations 22:3)

The incantation for a folk magic curse removal: " Wrth i'r llanw golchi ymaith y tywod efallai y bydd ein tynged i oresgyn melltithion budr."

The incantation for sorcerous curse removal: "Qedret w teslet men az 'ealem keahana ra qader ma sazed men bh feskh l'enet keh ma ra azar.arewah w 'enaser beraa ghar f'eal keredn aan l'enet w hedf an ra ta abed bh tew destewr dadem." (My power and mastery of the astral universe enable me to terminate the curse that annoys us. I command you spirits and elements to disable this curse and remove it eternally).

*Reveal Truth
This spell is cast is used to see through false statements. The spell must be cast beforehand in anticipation of hearing a falsehood. To cast the spell, the caster performs a ritual of words and gestures that takes one combat round to complete. The caster may include the name of a specific target, or leave it open. Once the spell is in effect, whenever the target (or anyone if a target isn’t specified) makes a false statement, the caster will hear the truth instead. This requires a contest of the caster’s POW vs the target’s deceitfulness. If the contest fails, the target proves himself immune to the spell. If the contest succeeds, then the caster will hear the truth instead of the lie, and must pay a magic point each time. If listening to someone who lies often, this could become very expensive. The caster can end the spell whenever he chooses.  

*Second Chance
This spell grants the caster an extra chance to attempt a task. It requires one round to cast, and the caster must specify the task for which it will be used. This could be a combat roll, a skill roll, a passion roll, or any other effort. Once the effort is made, the caster may ignore a failure and roll again. If the second roll succeeds, the initial failure is ignored. It is not possible to cast the spell multiple times for a single action in order to get more than two chances. Whether the second chance is needed or succeeds, the spell costs 1d6 magic points. 

The incantation for a Christian miracle of second chance: " Deus ut liberes me Domine ut auxilieris mihi festina" (Psalms 69:2).

The incantation for a folk magic second chance: " Os ar y dechrau nad ydych yn llwyddo, ceisiwch gynnig arall arni." (if at first you don't succeed, try try again). 

The incantation for sorcerous second chance: "Men serpeachea sernewsheta aset keh men pearewza ra anekear ma kenend.tewjh qedret men w sernewshet men ra teshekhas w aa gum ma shewd." (I defy the fates that deny me victory. Heed my power and recognize my destiny or be damned).

*Strike Dumb
This spell requires one round to cast. The target must be within ten meters. This spell causes the target to lose the ability to speak, cry, or make other verbal noises. The target can still clap his hands, bang on objects, or make other noises, but not with his mouth. The spell lasts for one hour, unless someone casts a “remove curse” or "dispel magic" spell to end it sooner.

"But she vanished from his sight; and he became dumb, as one that is bound under a spell, and he strayed long in the woods, wild and wary as a beast, seeking for her. Then the spell of silence fell from Beren, and he called to her, crying Tinúviel; and the woods echoed the name."
 – from The Silmarillion by Tolkien

*Totem
Enchanting a totem requires a one hour ritual, three magic points, and a successful spellcasting skill roll (faerie lore, religion, or sorcery). A totem protects the bearer against hostile magic such as charms, curses, hypnosis, “reveal truth”, sleep, or transformation. For purposes of resisting spells, the bearer has a POW equal to the enchanter of the totem, or a +5 to his or her own POW, whichever is better. Whenever a totem is used, it suffers d6 damage. A totem has a 1-in-6 chance of losing its enchantment each winter. The enchantment expires when it suffers cumulative damage equal or greater to the enchanter's POW. A "generic" totem from an unknown enchanter purchased in a marketplace will have a POW of  2d6+4 and cost five shillings (1/4 £). Totems from famous powerful enchanters may cost much more. A totem enchanted by a miracle worker will be clearly marked as a holy item for his or her sect. 

The incantation for a Christian totem is: "In scapulis suis obumbrabit tibi et sub alis eius sperabis scutum et protectio veritas eius non timebis a timore nocturno" (Psalms 90: 4-5)

The incantation for a sorcerous totem: "Guwesh keredn bh shema arewah, shaatan w 'enaser beraa men mertekeb qedret men bh aan mewred keh memken aset hamel az narewhaa deshemn mhafezt." (Harken you spirits, demons, and elements for I commit my power to this object that it may protect the bearer from hostile forces)

*Ward
A spell of warding is intended to temporarily thwart hostile magic from an opponent.  The warder must indicate the caster to be warded, and make clear signs and statements of warding. The target caster must be visible and within earshot. For a Christian, the ward is usually the sign of the cross and prayer. For a pagan, it is the sign of horns. For a heathen, a rune traced in the air followed by spitting on the ground in the direction of the enemy. This could cause offense, since it will be clear that the warder is suspicious that the target of the ward will use hostile magic. A ward spell requires only one round to cast and one magic point. It will provide the caster with a temporary POW bonus of +2d6 to resist any spells cast by the warded caster for the next 1d6 hours. If the warder also has a totem, the bonuses of both are cumulative. 

=ADVANCED SPELLS AND MIRACLES=

Advanced spells cost at least two magic points to cast, and always inflict d6 hit points of damage to the caster.  Only spellcasters with a POW of 20 or higher can cast advanced spells.

*Battle Victory
A spell that has changed the course of history, Battle Victory enables the caster to alter the workings of fate and fortune in favor of an army in one battle or skirmish. The soldiers of the army must perform some ritual before the battle, such as speaking words in unison, marking their shields with a symbol, or crafting standards to carry into battle. The caster will receive a vision or insight that dictates the ritual to perform. This revelation takes only one combat round to occur, at which point the caster must forfeit d6 magic points. The caster must communicate the requirements of the ritual to the soldiers of the army, who then agree to carry them out. These preparations will require at least an hour to organize and perform.  If the spell is religious, the ritual or marking must represent the caster’s deity. The spell modifies the results of one 3d6 or d20 roll made during the engagement; either a battle roll, melee events roll, follower’s fate roll, or the battle results roll. The success of the spell is not determined until it is time to make the roll that will be affected, and the success of the spell determines the effect. Critical success on spell roll = +20 on chance of success for affected roll. Success on spell roll = +10 on chance of success for affected roll. Failure on spell roll = no effect. Fumble on spell roll = -10 on chance of success for affected roll. 

The incantation for a Christian miracle of battle victory: "Domine misisti angelum tuum sub Ezechia rege Iudae et interfecisti de castris Sennacherim centum octoginta quinque milia et nunc Dominator caelorum mitte angelum tuum bonum ante nos in timore et tremore magnitudinis brachii tui ut metuant qui cum blasphemia veniunt adversus sanctum populum tuum" (II Maccabees 15:22-24)

*Bind Demon
To safely bind a demon, a sorcerer must usually succeed in three spells: to create a pentagram, summon the demon into the pentagram, and then bind it while it is imprisoned in the pentagram. Otherwise, the demon will attack the caster while casting is underway. 
To bind a demon requires one minute of chanting that includes the demon's true name. If successful, the demon cannot attack or directly harm the caster, and must complete one assigned task, after which it is automatically released to return to hell. The assigned task cannot include the word "and." The task can have a fixed duration, but the duration cannot exceed six hundred and sixty six days. A task may take longer than this to complete if it is sufficiently difficult. Even if properly bound, a demon will only perform his assigned tasks begrudgingly, and may attempt to undermine the summoner's purpose even while following the letter of the instructions. The demon will not undermine the instructions by going slow, since it will be eager to finish and be released. Rather, it is more likely to undermine the task by cutting implied corners. 
Binding a demon costs two magic points. Rather than simply rolling against POW, the caster must win a contest of his POW against the demon's POW. If the spell fails, the demon is not prevented from attacking the caster or required to perform a task. This will be immediately apparent. 

*Change Weather
This spell affects the weather in a radius of d6 miles. Unseasonable weather (snowing in the summer time for example) costs double. Drastic weather (a thunderstorm or violent windstorm) imposes a –5 penalty.  The ritual to change the weather requires three hours. It can be cast more quickly (in one combat round) at a –5 penalty. Drastic or unseasonable weather only lasts one hour. Other weather effects (rain, fog, wind) last half of the day.

"A ninth I know: when need befalls me to save my vessel afloat, I hush the wind on the stormy wave, and soothe all the sea to rest. 
-The Havamal, verse 153

*Disappear
The caster vanishes without a trace, and reappears at a site that he designated previously. This spell takes one round to cast.

*Earthquake
An earthquake can damage fortifications, cause buildings or tunnels to collapse, or create dangerous rifts in the earth. The earthquake will only last for one minute. During the earthquake, everyone will fall to the ground and can only crawl. Each person in the area must roll against all his religious virtues. If they all fail, he falls into a rift in the earth.

*Familiar
This ritual summons a friendly spirit to inhabit the body of a small natural creature. The possessed creature then becomes the caster's loyal assistant. The familiar is as intelligent as a normal person, and can understand human speech. The caster can understand the familiar's speech, though no one else can. The familiar can perform various errands for the caster, such as spying, standing guard, or retrieving items. The spell duration is permanent unless the familiar is killed or dispelled. If the familiar is killed, the caster suffers 2d6 damage. 

*Flying
The caster can spread his arms and fly through the air at the speed of an eagle. The caster cannot hover, but must keep moving. The spell takes one round to cast and lasts for one hour. 

*Hypnotize
This spell cannot be cast during combat. The caster must make eye contact with the target from within ten yards distance and keep talking to the target for a full minute to cast the spell. The target can resist using either his suspicious or prudent trait, whichever is better. If the spell succeeds, the target must robotically perform whatever task the caster gives him. If the task is suicidal or violates a deeply held value of the target, the target may roll a contest of the relevant trait or passion against the caster’s POW. If the target wins, the spell is broken. Otherwise, the target must obey. The spell victim will seem stiff and awkward to anyone who observes, as if the victim is sleepwalking. The spell lasts up to five minutes. The caster can continue the spell if he keeps talking to the victim, at a cost of d6 hit points from the caster for each additional minute. 

The stranger did not seem perturbed, though the spear-point touched his bosom. His eyes held the warrior’s with strange intensity.
“What are you obliged to do?” he asked, strangely
“To guard the gate!” The warrior spoke thickly and mechanically; he stood rigid as a statue, his eyes slowly glazing.
“You lie! You are obliged to obey me! You have looked into my eyes, and your soul is no longer your own. Open that door!”
Lifting his voice slightly, he spoke to the guardsman. “I have no more use for you. Kill yourself!” Like a man in a trance, the warrior thrust the butt of his spear against the wall, and placed the keen head against his body, just below his ribs. Then slowly, stolidly, he leaned against it with all his weight, so that it transfixed his body and came out between his shoulders.”
          -from “The People of the Black Circle” by Robert E. Howard.

*Immortality
Perhaps the most desired of all spells, the spell of immortality prevents the caster from dying of old age, disease, or most other causes. it is an elaborate spell, requiring d6 days to cast and d6 magic points, and has a duration of one year. 
The Immortality spell prevents the caster from dying during the winter phase based on results of the family event tables. During adventures, the effect of the immortality spell depends on the types of damage or adverse circumstances that the caster suffers. An immortal character will suffer the damage of physical injury, but will not die if reduced to zero or negative hit points, unless the head and heart are both removed from the body. An immortal character can become unhealthy, require chirurgery, and deteriorate, but not to the point of death.  The Immortality spell makes the caster immune to all natural diseases for the duration of the spell. An immortal character can be poisoned, but the damage cannot cause death. Fire and heat cause damage normally, and can kill an immortal character. An immortal character can suffer damage from suffocation or drowning, but will not die from it. 
The immortality spell does not prevent the caster from aging. However, it prevents age from reducing any statistic below 6 points.  

*Imprison
This powerful and difficult spell forces the target to remain in suspended animation in a tomb-like prison. The caster must have a suitable prison location, such as an underground dungeon or a high tower chamber. The target must be brought to the site. This can be accomplished using other spells or mundane means. Once the target is inside, the caster must seal the prison from the outside. The caster must be within 10 meters of the entrance, and the spell to seal the prison takes one round and another magic point.  When the captive attempts to escape, he can pit his POW against the caster of the imprison spell. If the captive wins the contest, the spell was not properly cast and so the captive can escape. Otherwise, he is trapped forever or until rescued. This spell normally casts three magic points. The caster can improve his prison by expending additional magic points to gain a +5 bonus on the spellcasting contest. 

Merlin stepped in to show it to her, by Nyneve leaped back and cast the awful spell that cannot be broken by any means, and the passage closed and Merlin was trapped inside for all time to come. 
-from The Acts of King Arthur and His Noble Knights by John Steinbeck

*Prosperity
The spell of prosperity improves the economic fortunes of the target. Using the “Narrative Economic System” in the Pendragon Book of the Manor, this spell, if successful, grants the target a +2 bonus on the “Manorial Luck Table” and -10 to the Misfortune value used on the “Harvest Results Table.” It requires a full day to cast and costs 1d6+2 magic points.

The incantation for a Christian miracle of prosperity: "In manu Dei potestas terrae et exclamabilis omnis iniquitas gentium et utilem rectorem in tempus suscitabit super illam. (Ecclesiastes 10:4)

The incantation for a sorcerous prosperity spell: " men ber 'enaser hewa, zeman w ab ra bh tewjh bh ferman men w berdashet men ferawan w aa ters az kheshem men." (I call upon the elements of air, earth, and water to heed my command and make my harvest abundant or fear my wrath).
*Shapechange
This spell allows the caster to transform himself or another person into an animal. If cast on another person, the caster must be able to touch them. The spell will last until dawn the next day. The transformed person will remember who he is, and retains his normal intelligence. The clothing and any items carried by the transformed person will disappear, and reappear on the person when the transformation ends. Normally, the target can only be transformed into a creature of the same size or smaller. Transforming the target into an animal that is bigger costs an extra magic point for every ten points of size. The spell can be cast instantly.

Once more the two Wizards changed their forms. They became two great, horned reindeer. They battled over the frozen snow of the hillside. The whole forest echoed with the loud clashing of their antlers. The trampling of their hoofs shook the earth ."
-in Wonder Tales from Baltic Wizards by Francis Jenkins Olcott

*Sleep
This spell causes the target to instantly fall asleep. The target can resist with an energetic roll. Otherwise, the target falls into a deep natural sleep for one hour.  The target will wake if subjected to a loud noise, injury, or similar stimulus. The spell takes only one round to cast. The caster must make eye contact and the target must be within ten meters. 

The panic, fear of the wrath of the king, came over the knight, and again he raised his sword to kill him. But Merlin looked in his eyes and made an enchantment, and the knight’s sword dropped and he fell into a deep sleep.
-from The Acts of King Arthur and His Noble Knights by John Steinbeck

*Summon Demon. 
Every demon resents being summoned. They are evil, and will usually take revenge upon their summoner if given the opportunity, unless the summoner can appease the demon with a sacrifice or offering. Therefore, demons are usually summoned into pentagrams, which constrain demons so they cannot harm the summoner. A summoned demon must answer three questions honestly, after which it is released to return to hell. Often one question is "What is your true name?" Knowledge of the true name allows the summoner to bind the demon. Another popular series of questions is to ask the demon which spells it knows, and then ask it how to cast one of them, as a means of learning a new spell. If a summoning spell fails, the demon does not appear. If a summoning is fumbled the demon can appear, unconstrained, to attack the caster. Summoning a demon costs two magic points. 

*Transform Other
This spell transforms the target into an animal against the target’s will.  
The easier version of the spell transforms the target into an animal of a species that depends on the target’s personality. The species depends on whichever of the following traits or passions has the highest score as follows…
Highest stat : species
Cowardly : chicken
Deceitful : garden snake
Loyal : dog
Indulgent : pig
Lustful : goat
Proud : peacock
Selfish : donkey
Trusting : sheep

The more difficult version transforms the target into a frog or newt. The more difficult version costs an additional magic point, and requires the caster to know the target’s name. 
Either version takes one combat round to cast. The target must be within a range of ten meters. 
Each transformation spell requires the caster to specify a condition so that the victim can hear it. The spell will last until the victim satisfies the condition. The condition could be for the victim to kiss a beautiful maiden (appeal 16+), drink wine, read a holy book, visit a certain site, or perform some other action that is challenging but not impossible for the species. Once the condition is completed, the victim transforms back into his natural form. Alternatively, if the victim is slain by a person, the spell ends and the victim reverts to his natural form without injury. This cannot be accomplished by the victim committing suicide, and the victim will not willingly allow himself to be killed to end the spell, unless succeeding at a valorous roll. A remove curse spell can also end the transformation.
Unless the spell is ended by one of these methods, the transformation is permanent. 
The target can resist the spell using POW to prevent a transformation. Once the victim has been transformed, he should roll against his honest trait. If he succeeds, he retains the ability to speak in a human voice, even while in animal form. However, he is unable to say his true identity, or that he is suffering from a transformation spell. 

At this she was terribly angry, and took him up and threw him with all her might against the wall.  "Now, will you be quiet, odious frog," said she.  But when he fell down he was no frog but a king's son with kind and beautiful eyes.
          – from “The Frog King” by the Brothers Grimm


=ENCHANTED ITEMS=

Enchanting an item requires POW and craftsmanship. 
The enchanter must create the item himself. To create an enchanted item is dangerous and costly. Undertaking the task requires a successful valorous or reckless trait roll. Enchanted items require special reverence in their creation, so the time required for manufacturing the item is d6 times longer than usual, and the raw materials cost twice as much as usual. The item must be enchanted as it is manufactured. The creator must roll both his industry skill and spellcasting skill. Both rolls must succeed for an enchanted item to be created.  

Creating an enchanted item costs d6 magic points and causes the enchanter to age an extra year.  Furthermore, the enchanter must hazard the normal risks associated with owning an enchanted item. Even if the enchanter intends to give the item straightaway to someone else, he must first resist its temptations himself. 

All enchanted items are marked with runes. Anyone can identify the type of enchantment on the item by succeeding on a reading (runes) skill check once they are close enough to observe the runes.

"These look like good blades," said the wizard, half drawing them and looking at them curiously. "They were not made by any troll, nor by any smith among men in these parts and days; but when we can read the runes on them, we shall know more about them."  
          -from The Hobbit by Tolkien

All enchanted items hold a conscious spirit. The personality of this spirit depends upon the creator. If the enchanter is a religious caster, the item will have high traits in the favored traits of the enchanter’s religion. If the caster is a sorcerer, the item will have high scores in vengeful, proud, and suspicious. Each of these traits will have a score of 12+d6. In addition, if the enchanter has any strong passions, one of them will be shared by the item.  If the enchanter has any passions that are 14 or higher, the item will share the highest passion of the enchanter, with a score of 12+d6 in the passion. These are the “signature traits and passion” of the item. 

An enchanted item will draw one magic point from its owner each season. This price must be paid even if the item is only used once and then lost. It must be paid even if the owner leaves the item in storage and never sees it throughout the season.

==CONTEST OF WILLS==
The enchanted item will attempt to control the mind of the wielder and force the wielder to do the bidding of the item. 
Whenever the goals of the wielder conflict with a signature trait or passion of the item, they must roll a contest of conflicting traits. For instance, if the wielder d-esires to slay a prisoner but his enchanted sword is merciful, they must resolve the conflict. The wielder rolls against his cruelty and the sword rolls against its merciful trait. If the sword wins the contest, the wielder is prevented from killing the prisoner. 

“Elric no longer fought his cousin. He fought the will of the two black swords. Stormbringer dashed for Yyrkoon's momentarily undefended throat. Elric clung to the sword and dragged it back, sparing his cousin's life. Stormbringer whined almost petulantly, like a dog stopped from biting an intruder. And Elric spoke through clenched teeth. 'I'll not be your puppet, runeblade. If we must be united, let it be upon a proper understanding.'”
 -from Elric of Melnibone by Michael Moorcock

If the wielder rolls a critical and the item fails, or if the wielder succeeds and the item rolls a fumble, then the item becomes permanently subservient to the wielder and no further contests are required. 

If the wielder rolls a fumble when the item succeeds, or the wielder fails when the item rolls a critical, then the wielder becomes a slave to the item, so that his scores in the item’s defining traits and passions effectively change to be the same as those of the item. 

Any time a wielder of an enchanted item (or the enchanter) attempts to sell, give away, or otherwise forsake the item, he must succeed in a generous trait roll, or he feels compelled to keep the item and resist whoever seeks to take it away. 

“'Well, if you want my ring yourself, say so!' cried Bilbo. 'But you won't get it. I won't give my precious away, I tell you.' His hand strayed to the hilt of his small sword. “
- from The Fellowship of the Ring by Tolkien

==BENEFITS OF ENCHANTMENT==
Enchanted weapons never break in battle with mundane weapons, regardless of the material from which they are manufactured.  Only another enchanted weapon can break an enchanted item. 

An enchanted weapon ignores half of the value of non-enchanted armor that it strikes.

Enchanted armor has half the normal dexterity penalty. Enchanted armor and shields have +5 to their armor value, but not against a blow that is a critical success.

Other enchanted items give the wielder a skill bonus on a specific task.  For example, an enchanted rope may provide a bonus of rolls to climb with it. An enchanted pair of shoes may provide a bonus on dancing. The numerical value of the bonus for each skill is the same as the bonus provided in table 2-3 “Family Characteristics” on page 32 of the Pendragon rulebook. Thus the bonus to falconry from an enchanted falconing glove would be +15, but the bonus to riding from a enchanted set of spurs would be only +5. For skills that do not appear on table 2-3, the bonus is +5. 

In addition, an enchanted item can be imbued with a spell. The enchanter can imbue any spell that he knows into the item. However, the spell should match the use of the item. Spells that are directed towards others can only be imbued into items that can be pointed at the target. Spells that require eye contact require the target to look at the item, rather than into the caster’s eyes.  When the item is used to cast its spell, the effective spellcasting skill of the item is equal to its lowest signature trait. The item starts with a maximum of three magic points each year, and regains a point each season. . Once the item is reduced to zero or fewer magic points, the wielder suffers the penalty as if he had zero or less magic points (fatigue and damage). 

==AVAILABILITY OF ENCHANTMENTS==
Enchanted items are rare and very costly to create, and their owners are loath to give them up. Consequently, they are almost never for sale. If an enchanted item can be bought, the price will be at least ten gold pieces higher than a mundane item of the same type.

=NOTE ON INCANTATIONS=
The text of incantations is provided to add flavor for gaming sessions. GMs may choose to recite them in describing events, or to require players to recite them on behalf of spellcasting characters. None of the incantations are taken from "actual" spellbooks. 
The folk magic and British pagan incantations were generated by converting original mystic-sounding mumbo-jumbo into Welsh using Google Translate. 
The sorcery incantations were generated by using Google Translate into Persian, and then "Farsi Converter" from Arabic script to phonetic Western script. 
The Christian miracle incantations are bible verses from the Latin Vulgate.


Pseudodragon! Heroquest Crits

Instead of the system described in the Pendragon rulebook, it works as follows:

 A roll of "1" is a critical hit.

A roll of "20" is a fumble.

 If your chance of success is 20 or higher, a roll of 20 is no longer a fumble, but it is a failure.

 If your chance of success is 22 or higher, you roll a critical hit if your roll less than or equal to your chance of success minus 20.

For example, if your chance of success is 25, you roll a crit on 5 or less. If your chance of success is 32, you roll a critical hit on 12 or less.

 This method is influenced by the great HEROQUEST RPG by Robin Laws.

Pseudodragon! Paramours

According to the rules on page 109, an unmarried character must still roll on the childbirth table, but who is the mother of his child? Use this system to determine it randomly.

    A character can roll vs chastity to avoid romance. If the chastity roll fails, make two rolls: one vs APP and another vs romance. The results will modify a roll of 2d6 for the class of your paramour. Add +2 for each success, +4 for each crit, -2 for each fumble.

A total of 0 or less means no romance at all. Also modify based on economic circumstances, applying the same modifiers that are used for child survival (-15 for impoverished, -3 for poor, +1 rich, +3 superlative. 

1-3 beggar, madwoman, recluse
 4-8 servant
9-11 peasant's daughter
12-14 yeoman or merchant's daughter
15 nun
16-19 knight's daughter
20-21 daughter of high noble
22+ daughter of royalty.

Pseudodragon! Unusual Character Creation


ALLEGIANCE
            For unusual (non-knightly or non-native) characters, the most important requirement is to ensure that they owe allegiance to the Earl of Salisbury. They may not be his knights, but they must nevertheless serve the same liege lord as typical British Knights in the campaign. This is necessary to justify their purpose in adventuring with the other characters. Non-knightly or non-native characters may serve the Earl enthusiastically or begrudgingly, but their players and the GM must create a background that explains why they owe service to the Earl. Perhaps a foreign knight is the son of a foreign ally who is being fostered by the Earl? Perhaps a brigand was pardoned by the earl and joined his service as a sergeant? Whether or not loyalty (lord) is listed for their class, any character can add a passion of "Loyalty (Earl of Salisbury)" with a score of 12.

CLASS vs RELIGIOUS TRAITS
Class traits take precedence over religious traits. Change religious traits as necessary to accommodate class traits. For example, a Cathar Brigand would have a score of 15 in "Selfish" and therefore only 5 in "Generous," but Chaste, Modest, Pious, and Temperate would be 13. For knights, change the valorous trait to 15.

NON-KNIGHTLY CLASSES
Class
Brigand
Clergy
Yeoman Farmer
Merchant
Minstrel
Sorcerer
Thief
Woodsman
Skills
Aware 8, Boating 2, Courtesy 1, Dancing 2, Faerie L 2, Falconry 1, First Aid 5, Flirting 2, Folklore 10, Gaming 5, Heraldry 3, Hunting 5, Industry 5, Intrigue 3, Orate 2,
Play Inst 2, Recog 6, Religion 2, Romance 1, Singing 2, Steward 2, Swim 2, Battle 2, Siege 2, Horsem 2, Sword 6, Archery 6, Mace 8, Spear 8, Dagger 8
Aware 5, Boating 1, Chirurg 5, Compose 1, Courtesy 5, Dancing 1, Faerie L 1, Falconry 2, First Aid 10, Flirting 1, Folklore 2, Gaming 1, Heraldry 3, Hunting 2, Industry 5, Intrigue 5, Orate 5,
Play Inst 2, Read L 10, Recog 5, Religion 10, Romance 2, Singing 5, Steward 5, Swim 2, Battle 2, Siege 2, Horsem 5, Mace 5, Dagger 5
Aware 10, Boating 3, Courtesy 1, Dancing 2, Faerie L 1, Falconry 1, First Aid 7, Flirting 3, Folklore 10, Gaming 3, Heraldry 1, Hunting 5, Industry 10, Intrigue 3, Orate 2,
Play Inst 2, Recog 5, Religion 2, Romance 2, Singing 2, Steward 7, Swim 2, Tourney 0, Battle 2, Siege 2, Horsem 2, mace 10, Spear 10, Dagger 5
Aware 10, Boating 2, Chirurg 2, Compose 1, Courtesy 2, Dancing 2, Faerie L 1, Falconry 1, Fashion 5, First Aid 5, Flirting 5, Folklore 10, Gaming 5, Heraldry 1, Hunting 1, Industry 10, Intrigue 10, Orate 3,
Play Inst 2, Recog 7, Religion 2, Romance 2, Singing 2, Steward 10, Swim 2, Battle 2, Siege 2, Horsem 3, Dagger 5
Aware 5, Boating 1, Compose 5, Courtesy 7, Dancing 6, Faerie L 5, Falconry 1, First Aid 5, Flirting 5, Folklore 6, Gaming 3, Heraldry 3, Hunting 2, Industry 2, Intrigue 5, Orate 7,
Play Inst 10, Read L 1, Recog 3, Religion 2, Romance 5, Singing 10, Steward 2, Swim 2, Battle 2, Siege 2, Horsem 3, Dagger 5
Aware 2, Boating 1, Chirurg 4, Compose 1, Courtesy 2, Dancing 2, FaerieL 12*,
Falconry 1, First Aid 5, Flirting 5, Folklore 5, Gaming 5, Heraldry 3, Hunting 1, Industry 5, Intrigue 5, Orate 3,
Play Inst 2, Read L 10, Recog 3, Religion 5, Romance 2, Singing 2, Sorcery 10*, Steward 2, Swim 2, Battle 2, Siege 2, Horsem 2, Dagger 5
Aware 10, Boating 2, Courtesy 1, Dancing 2, Faerie L 1, Falconry 1, First Aid 5, Flirting 5, Folklore 10, Gaming 10, Heraldry 1, Hunting 5, Industry 5, Intrigue 10, Orate 2,
Play Inst 2, Recog 10, Religion 2, Romance 4, Singing 2, Steward 2, Swim 2, Battle 2, Siege 2, Horsem 2, Spear 5, Dagger 10
Aware 10, Boating 3, Courtesy 1, Dancing 2, Faerie L 3, Falconry 3, First Aid 10, Flirting 2, Folklore 10, Gaming 2, Heraldry 1, Hunting 10, Industry 7, Intrigue 2, Orate 2,
Play Inst 2, Recog 2, Religion 2, Romance 1, Singing 2, Steward 5, Swim 3, Battle 2, Siege 2, Horsem 5, Archery 8, Spear 5, Dagger 8
Home
Roll as per knight
Roll as per knight
Roll as per knight.
Sarum
Wandering
Sarum, or roll as per knight
Sarum
Roll as per knight
Traits
Selfish 15
Love family 12
Hate nobles 12
Religious virtues at 15 instead of 13.
Loyal church 12
Love god 15
Hospitality 15. Fear Saxons 10.
Prudent 15
Modest 15
Loyal Lord 10
Love family 15
Hospitality 12
Fear Saxons 10
Selfish 15, Suspic 12.
Fear Saxons 10. Loyal Lord 10
Love family 15
Hospitality 15
Proud 15
Honor 12
Hospitality 15
15 in 2 of the following: Lustful, selfish, deceitful, proud, or worldly.
Selfish 15
Deceitful 15
Love family 12
Fear law 10
Valorous 13
Prudent 13
Loyal lord 10
Love family 15
Hospitality 12

Holdings
Gang. Hideout w/ 15 thugs, spies in Sarum & in 2 villages. d6-1£/yr
Church. 20 deacons, 6d20 righteous parishioners. 3£/yr.
farm. 1£/yr. 2 farmhands. Levy of d20 clansmen on call if trouble.
shop. 2£/yr. 3 workers. Levy of 2d6 clansmen on call if trouble.
none. d3£/yr+ lodging. no levy.
manor or city villa and rental property. 5£/yr. 2 guards, 2d6 levy.
gang of 12 thieves. Day job with lodging. d3-1£/yr
forest cottage & hunting rights. 1£/yr. 1 farmhand. Levy of d20 clansmen.
Glory
6d6
6d6+100
6d6+100
6d6+50
6d6+120
6d6+50
6d6
6d6+120
*Sorcerer note: In order to use sorcery, Faerie Lore must be 16 or higher.
Artisan: As Merchant, but following skills are different: Aware 7, Boating 5, First Aid 8, Industry 15, Intrigue 5, Recognize 4. Home may be village or Sarum. Traits are Energetic 13, Loyal Lord 10, Love family 15, Fear Saxons 10. Hospitality 15. Shop has one worker and earns 1£/yr. Levy of d20 clansmen. Starting glory 6d6+100.

AGE
Younger characters: For every year of age below 21, subtract two from the sixty points you will divide between your five attributes, and two from the bonus skill points in step 16.  For every three years younger (18, 15, or 12), lose one of the three non-combat skills that are raised to ten in step 16. You will gain two bonus attribute points every year until reaching age 21. Subtract ten points of starting glory for each year of age below 21.
Older characters: Use the "Previous Experience" rules on page 30 of the Pendragon rulebook for characters that start at 21-26 years old. If you want your character to be more than 26 years old, you can continue to add years of "previous experience, but will only get one of the listed benefits per year, and you cannot raise your attributes after age 26.  For every year over 35 in starting age, subtract one point from one of your attributes.

NON-KNIGHTLY MAINTENANCE
Non-knights lack a knight's expenses for followers, equipment, and horses. This reduces their cost of living. The table below corresponds to the standard table used for knights, but reflects the grades of maintenance for characters of others walks of life.

Grade of Maintenance
Cost
Includes
Lodging cost
impoverished
0£.
Unrealiable food & lodging
None
poor
0.5£.
Basic food only.
Add 0.5£ for cheap lodgings if no home.
ordinary
1£.
Basic food and clothing only.
Add 1£ for comfortable lodgings if no home.
rich
Includes squire and two horses, food, and fashionable clothing.
Add 2£ for fancy lodgings if no villa or manor.
superlative
11£
Includes 2 squires and 4 horses, food, fashionable clothing.
Add 4£ for opulent lodgings if no villa or manor.
For all grades add 1£ for armor, 1£ if married, 1£ per squire, 0.5£ per horse. If a character has armor but does not pay for it, his armor deteriorates during the winter phase as for impoverished knights.

NON-RULING KNIGHTS
For variety, perhaps not all beginning knights will be orphaned squires or the verge of their knighting ceremonies. Here are other options:

1. A squire on the verge of knighthood, but one whose father still rules their estate. The father could die in one of the early battles after the story begins.
2. A squire on the verge of knighthood, but one whose father has been awarded a second estate, for the character to govern upon achieving knighthood.
3. A squire of humble parentage, who is granted knighthood and an estate as a reward for his family's service.
4. A household knight with no estate. He might be granted an estate in the future if all goes well.
5. A nephew of the Earl. The nephew will be granted one of the Earl's estates upon earning knighthood. He might have a tenuous claim to inherit the Earldom if the heir were to die.
6. A squire with an elderly father who is still alive, but the elderly father is unable to manage the affairs of the estate.

SIBLINGS
d6-2 siblings.
* Oldest sibling is d6-3 years younger than the PC (negative number means older). Roll d6: sister on 1-4, brother on 5-6. If same age as PC, then roll d6; 1-4= half sibling of father, 5-6 = twin of the PC. If the PC has a twin, roll another d6; 5-6= identical twin. If the PC has a half-sibling, 1-3/d6= illegitimate. Otherwise, 1/d6 illegitimate.
* Younger sibling is d6 years younger than oldest. Roll d6; sister on 1-3, brother on 4-6.  Roll d6 again; 1/d6 half-sibling. If half sibling, roll d6 a third time, 1-2/d6 illegitimate.
* Repeat the process for more younger siblings a second or third time if necessary, each being d6 years younger.

OLDER BROTHERS
On the chance that a sibling is randomly determined to be an older brother. roll d6 on the following table.
D6 roll
Fate of Older Brother
1
Older brother is a knight, but father had extra gear to outfit PC as a knight as well (but with no manor to inherit)
2
Older brother was maimed and cannot serve as knight, but will inherit manor.
3
Older brother not suited for knighthood and trained to be a priest instead.
4-5
Older brother dishonored and disinherited.
6
Older brother abducted and enslaved by (roll d6) 1 Irish, 2 Picts, 3-4 Saxons. 5 Franks, 6 Faeries.

FATES OF SISTERS
If any sister is at least eighteen years old, roll d20 on the table below to determine her fate.
D20 roll
Fate of Sister
1-5
Still unmarried and very eligible. APP as PC +1d6 and minus 1d6.
6
Unmarried and in love with a commoner. 2d6+6 APP.
7-8
Unmarried, with a problematic reputation for (roll d6) 1 independence, 3 ugliness (d6+3 APP), 4 licentiousness (2d6+6 APP), 5 heresy (witchcraft), 6 toughness (strong and capable as a knight). APP as PC +1d6 and minus 1d6, unless indicated otherwise.
9
Is missing because (roll d6) 1-2 disappeared, 3-4 ran away to avoid marriage, 5-6 abducted.
10
Abducted and forced to marry a warrior of the (roll d6) 1 Irish, 2 Picts, 3-4 Saxons. 5 Franks, 6 Faeries.
11
Married to a prosperous merchant in Sarum.
12-13
Married to a friendly knight.
14
Married to an important knight.
15
Unhappily married to an important knight.
16
Married to an unfriendly knight.
17
Unhappily married to an unfriendly knight.
18
Married to a distant knight.
19-20
Already widowed.

If the sister is married to a local knight, roll to determine his manor on page 26 (re-rolling to exclude manors taken by PCs of course)