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Dice-Free RPG for Beginners

Mazes & Monsters is a simple, dice-less roleplaying game designed to be accessible to new players. Character generation involves choosing from one of six archetypes - Dwarf, Elf, Halfling, Healer, Magic-User, or Thief - each with their own skills and starting statistics. The game emphasizes storytelling over complex rules, allowing players and GMs to customize their experience.

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Gary Luther
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100% found this document useful (1 vote)
781 views32 pages

Dice-Free RPG for Beginners

Mazes & Monsters is a simple, dice-less roleplaying game designed to be accessible to new players. Character generation involves choosing from one of six archetypes - Dwarf, Elf, Halfling, Healer, Magic-User, or Thief - each with their own skills and starting statistics. The game emphasizes storytelling over complex rules, allowing players and GMs to customize their experience.

Uploaded by

Gary Luther
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Mazes

&
Monsters
Mazes & Monsters
Welcome to Mazes and Monsters, a fast, easy to play, math
light, roleplaying light, dice-less roleplaying game. The
daunting amount of rules, math, and role-play that is
included in other roleplaying games can be intimidating to
new players. Even to some that have been playing other
games like Dungeons & Dragons for decades. This game is
designed to give a board game feel to game play, be simple to
learn and understand, and yet can be easily adapted to
include any level of roleplaying that the participants want to
include.
Dice-less? What? How do you determine skill checks, saving
throws, and combat? What about Hit Points?
Yes it is true this game does not need dice to play, it incorporates game mechanics similar to the card
game Munchkin, and from the board game Heroquest. The result is that dice and adding bonuses are
not needed.
The result is a deeply gritty and character life threatening game that is intense to play and win. Every
combat matters, every decision matters, in Mazes and Monsters (MM). Game Masters (GM’s) are
encouraged to take these simple rules framework and make the game your own. If you want more
role-play, include it. The game is what you and your players make it.
Though this game is a little more combat heavy than other games, by design, it can easily be modified
to be lighter in combat, and instead made to be more role-play heavy instead. Indeed it can be made
mostly roleplaying if the players and the GM desire.
In short I hope you enjoy this game and add it to your collection of games.

Character Generation:
Character generation in MM is very, very simple. Since this game relies on the player to change, alter
and customize their character as they develop and gain levels. So to generate a character you simply
choose one of the Character Archetypes below. All characters start with 100 Gold Pieces.
Character Archetypes:
Instead of a list of player character races, and classes that are available to play, MM uses archetypes
instead. These are pre-designed character types that are common in fantasy table top roleplaying
games and have been since the early days of the creation.
There was a time when if you were a non-human character, then you played as a non-human race as
your class. The same is true for MM, this section provides all the character choices you have for use
in the MM game.
Dwarf
Stocky, and strong, dwarves are a hearty race, placing value on gold,
gems and military prowess. They have a culture that places high regard
for honor and valor. They are a proud race, and can be swift to anger
but truly loyal to all they call an ally. As a Dwarf, you have the
following skills;
1. Find & Remove Traps (Looking for, finding, and disarming traps)
2. Infravision (seeing the heat of living creatures in darkness) 12”
3. +1 against Poisons and Diseases.
4. +1 when using any axe weapon.
You begin the game with the following statistics.
Attack Defense Body Mind Weapon Armor
2 2 7 3 Short Sword +2 to Attack, Speed 3 None

Elf
One of the most notable and recognizable fantasy races. Elves have a
very enlightened, intellectual and philosophical culture. They have a
deep love and compassion for the natural world, and strive for balance
and harmony. They have learned, developed and mastered the use of
blade and spell, as well as archery. As an elf character you have the
following skills;
1. +1 with long and short swords
2. +1 with long and short bows
3. You may cast 3 magic spells from the Elf Magic spell set.
4. Detect Secret Doors
5. +1 vs Charm, Sleep, and Enchantments
6. Elves are able to see in Darkness out doors as others can in twilight to a distance of 60’
You begin the game with the following statistics.
Attack Defense Body Mind Weapon Armor
2 2 6 4 Short Sword +2 to Attack, Speed 3 None
Halfling
Halflings are a small, shorter than dwarves, race of being that
dwells in small shires and towns. They prioritize hearth and home,
good food and cheer, and all things that grow. Largely homebodies
and simple folk, some develop a fierce desire to adventure and see
the world. As a Halfling character, your small stature makes you
less hearty as other characters. As a halfling you have the following
skills;
1. +1 with slings
2. Hide in Shadows (Hiding from sight)
3. Move Silently (Moving without making noise)
4. Plant Lore (identify a plant and its properties)
You begin the game with the following statistics.
Attack Defense Body Mind Weapon Armor
2 2 4 4 Dagger +1 to Attack, Speed 2 None

Healer
Healers are protectors of life and prosperity. They can be a servant of the
faith, devoted to the holy defense of the innocent. They can also be
dedicated to a balance in the world, whose bond to nature is
unparalleled. Either way you place high value on life, and thus never use
weapons that can shed blood, using only blunt weapons. As a Healer you
have the following skills;
1. Turn undead (any undead you see flees for 1 round)
2. Cure Wounds (1 point) 3/day
3. You have 6 magical spells from either the Divine Spell or Nature Spell
set.
4. +1 attack vs. undead
You begin the game with the following statistics.
Attack Defense Body Mind Weapon Armor
2 2 5 5 Footman’s Mace +3 Attack, Speed 7 None
Magic-User
Magic is rare, powerful, dark, sinister, and untamed. As a Magic-User you
have the power to cast many different spells. In combat, however, you are
weak. You cannot wear armor or use many weapons. Therefore, you must
cast your spells wisely and avoid melee combat. As a Magic-User you have
the following skills;
1. You have 6 magic spells from the Arcane Spell set.
2. You may reuse 1 scroll/day.
3. +1 vs and Mind saving throw.
4. Arcane Lore (Knowing magic writing, symbols, spells etc.)
You begin the game with the following statistics.
Attack Defense Body Mind Weapon Armor
1 2 4 6 Dagger +1 Attack, Speed 2 None

Thief
As a thief, your fingers are as slippery as your blade. You are a
charismatic wanderer and scoundrel with a sharp mind and a way with
words. The shadows is where you have dominion. A master burglar and
rogue you are the one they turn to, when locks and traps stand in the
way. As a Thief you have the following skills;
1. Pick Pockets (Reaching into someones stuff and taking things)
2. Open Locks (Yup it is opening locked doors, chests etc.)
3. Find & Remove Traps (Looking for, finding and disarming traps)
4. Move Silently (Moving without making noise)
5. Hide in Shadows (yeah what it says, hiding in a dark area or staying
out of sight)
6. Acrobatics (Leaping, jumping, tumbling, climbing etc.)
7. Backstab (Stabbing someone in the back when they don’t know you are there. x2 wounds)
You begin the game with the following statistics. You also begin with a tool kit.
Attack Defense Body Mind Weapon Armor
1 2 5 4 Dagger +1 Attack, Speed 2 None
Warrior
You are a Warrior, the greatest combatant of all, but beware of magic, for
your sword is no defense against it. You are a savage barbarian, an
honorable knight, a grizzled fighter, or even a secretive ranger. How you
play your warrior is up to you. Proud and resilient you are skilled in attack
and defense. You may use any weapon, and use any armor. As a warrior you
have the following skills;
1. +1 attack/round
2. 1/rd you can prevent 1 level of damage if you wield a shield
3. Defend (you may gain +1 defense if you forfeit an attack)
4. +1 wounds with a single weapon of your choice.
You begin the game with the following statistics.
Attack Defense Body Mind Weapon Armor
3 3 8 3 Broadsword +3 Attack, Speed 5 None

Experience and Gaining levels


All characters advance at the same rate, each
level is attained by earning 120 experience
points which are tracked by checking off boxes
on the character sheet. After earning 120
experience points, the character goes up one
level. Each time you go up a level, you can do
one of the following:
Add 1 point to; Body, Mind, Melee Attack,
Ranged Attack, Melee Defense, Magical
Defense, a Skill or gain 1 extra spell. Some of
these can be advanced each level if desired,
others can only be advanced at certain times.
The maximum a statistic can be advanced also varies. The following table details advancing each of
these parts of the Character.
Statistic Max Level When & how it can be advanced.
Body 12 +1 at any level
Mind 12 +1 at any level
Special Sight 8 +1 every 3 levels for Dwarves and Elves
Melee Attack 12 +1 every 3 levels for Warriors and Dwarves, every 5 levels
for all others
Ranged Attack 12 +1 every 3 levels for Warriors and Elves, every 5 levels for
all others
Melee Defense 10 +1 for every 5 levels
Magical Defense 10 +1 for every 5 levels
Skill 12 +1 at any level
Spell 12 +1 at any level
For example Elkhorn the Dwarf has gained 120 experience points and is ready to go up to level 2. His
player erases all the marks on the experience tracker on the character sheet, and now must advance
one aspect of Elkhon’s sheet. The player decides to advance his Body, the value that determines how
Strong, tough, and resilient Elkhorn is to physical stress, and trauma. The player then raises Elkhorn’s
Body from a 7 to an 8.
All character archetypes require the same amount of experience points to advance each level.
However the max level a character can attain maxes out at 100.

Wounds
Weapon damage in MM is not calculated using dice or by tracking the loss of hit points as in so many
other games. Instead a set 12 levels of wounds are used. See the “Combat” section of the rules for how
damage is dealt in combat. On the character sheet, the wound levels are marked off by checking the
box by each level as they are gained. Negative effects are gained in addition to damage as you take
damage. If a character reaches the 12th level of damage, they die.
1. Grazed = -1 Movement
2. Harmed = ½ Attack Speed
3. Hurt = -2 Movement
4. Injured = -1 Attack
5. Wounded = -3 Movement
6. Bloodied = Gain 1 wound/round
7. Crippled = - 4 Movement
8. Disabled = -2 Attack
9. Incapacitated = Unconscious,
10. Maimed = Permanent -1 Movement
11. Mutilated = Requires x2 Healing
12. Dead = Permanent lose 1 Body if resurrected.
Combat
Combat is a major part of any roleplaying game and has been from the beginning of the genre in the
mid to late 70’s. Indeed the game Chainmail, that later became Dungeons & Dragons, was a war
game after all. Combat in MM is fast and easy to play. Each Character, Non-Player Character (NPC),
and Monster in MM has an attack value and a defense value assigned to them. For Player Characters
(PC’s) It is their starting attack value + the weapon they use, + any bonuses from class, + any bonuses
assigned when they level up. NPC’s are similar to this and are assigned by the Game Master (GM).
Monsters are detailed in the “Monster” section of these rules.
Each weapon in the game is assigned a weapon speed. This is a value of 1-10, and designates the
order that combatants attack in a round.
For example a dagger has a speed of 2, so it goes 2nd out of 10 segments of an attack round.
Combat rounds equal 1 minute of character time. Unlike other games where the entire round is
determined randomly with dice and bonuses, MM assumes all of that has happened. Both sides
deliver their attack and damage in the round.
In addition armor and weapons degrade over time, though weapons degrade only under certain
situations. See “Equipment” for more information on these effects.
Ok, so lets demonstrate a combat round of a character and a monster.
Below we have Elkhorn a dwarf. Elkhorn is fighting a goblin in a dungeon.
Elkhorn, Dwarf, Level 1
Attack Defense Body Mind Weapon Armor
2 2 7 3 Short Sword +2 to Attack, Speed 3 None

Goblin Warrior
Attack Defense Body Mind Weapon Armor
2 1 1 1 Short Sword +2 to Attack, Speed 3 None
AD&D 1st edition monster conversion;
Hit Dice = Body,
AC-10 = Defense,
Attack = +1 per dice type = d4 = 1, d6 = 2, d8 = 3, d10 = 4, d12 = 5, d20 =6,
Xp divided by 10,
Max Gold on charts in book.
As we see the two combatants are using similar weapons and their attack speed is the same. So their
attacks will happen at the same time. Player Characters are allowed to give their attack information
first, so Elkhorn’s player adds together his base attack value of 2 with the Short Sword attack value of
+2, equaling 4 points. The Goblin has a defense of 1, so 1 point is subtracted from Elkhorn’s attack of
4 equaling 3 points. The Goblin has now received 3 levels of wounds which results in Hurt on the
damage tracker.
Now the Goblin also deals a total of 4 for it’s attack, however Elkhorn has a defense of 2. So this time
2 is subtracted from 4, resulting in 2. So Elkhorn’s player checks off two wounds on the damage
tracker, resulting in Harmed in the damage tracker.
At the end of the combat round, all defense values go down by one. This is due to fatigue from
fighting, opponents learning how to get around defenses etc.
(Note every 12 points of damage in combat, armor values permanently lose 1 point.)
The combat then goes to the next round, and the next, until one of the combatants is dead. In a stand
up hit for hit battle, the Goblin will be rendered unconscious on round 3 and be dead from bleeding
on round 4, unless Elkhorn finishes it off after it goes down.
However, Elkhorn will be bloodied on the damage tracker, and will continue to lose 1 level of wounds
per round if he is not healed.
As you can see even a simple combat in MM is a serious situation. Each threat is a real threat, and
death is lurking around any corner. As characters like Elkhorn goes up a level, they can begin to add
to the values on their character sheet. Though, the 12 levels of wounds will never change, defense
values and attack values can be advanced by equipment and sometimes by going up a level.
Distances in the game are represented in inches, this is for the ease of use with 1” square or hex grid
game map tiles, and for simplicity of use with miniatures & tokens. In this game 1” = 5’.

Saving Throws
A saving throw is a game mechanic used in some games to determine if a character is able to avoid a
dangerous situation. Typically these situations are resolved with dice and bonuses. However, MM is a
diceless game. Just as in other games, the PC’s will eventually be subjected to attacks, spells, traps, and
other situations where they will need to determine their survivability. Each PC has two stats that are
used in this determination, Body and Mind.
Body
Body is a simple numeric depiction of a character’s Strength, Heartiness, Endurance and Toughness. It
is an example of a PC’s physical prowess. Saving throws involving Body include some traps, spells,
poison, disease etc. Under each source of such threat, the description of that source will let the GM
know if a character needs a Body Saving Throw. To determine the success or failure, simply compare
the PC’s Body rank # vs. the sources Threat Value, whichever # is higher, wins. If it results in a
success by the character they gain the benefits of success, and if it is a failure the opposite.
Mind
Mind is a simple numeric depiction of a character’s Intelligence, Wisdom, Charisma, and mental
Willpower. Saving throws involving Mind include spells, psychic attacks, persuasion, etc. Under each
source of such threat, the description of that source will let the GM know if a character needs a Mind
Saving Throw. To determine the success or failure, simply compare the PC’s Mind rank # vs. the
sources Threat Value, whichever # is higher, wins. If it results in a success by the character they gain
the benefits of success, and if it is a failure the opposite.

Skill Checks
In a similar way that Saving Throws are used, Skill Checks also require a determination of success. In
order to do this the PC’s skill rank # is compared to that of the difficulty of the situation they are
trying to overcome. The difficulty of these situations is set by the GM, by using the Difficulty Table
below. (Some situations like traps may require the use of this table for saving throws as well.)
Difficulty Level Rank # Needed to succeed the Skill Check
Very Easy Just have the Skill to make the check
Easy 2
Average 3
Hard 5
Very Hard 8
Nearly Impossible 10
It’s a Miracle 12

Spells & Spellcasting


As with any roleplaying game, there is magic and spells in MM.
However, in this game, as a low fantasy game, magic is not
common place. It is not well understood, and is a dangerous
force if unleashed. As a resulted magic is rarely encountered by
the common man, and is the stuff of legend, myth and fear.
Most spell casters, including healers are met with distrust at the
best of times, and hatred and hostility at the worst of times. This
section will detail how magic is handled in the MM game.
All players who are playing a spellcasting character archetype (Elf, Healer, Magic-User) will receive a
spell card, a blank information card that they can use to track their spells for use in the game.
To cast a spell in the game, simply announce to the GM that you are going to use a spell, and place
the card down on the table and read it out loud, and choose the target of the spell.
The GM will resolve the outcome of the spell used and play proceeds as normal.
All spells have a casting speed of 5, and so are activated on the 5th segment of a combat round.
Spells are placed in groups for easier reference, each spell available to a character archetype is
detailed below. Unless on a scroll, spells for each archetype are only available to that specific
spellcaster. Scrolls, regardless of the spell, can be used by ANY spellcaster.
(Elf spells for elves, healer spells for healer etc.)
Elf
Elves have had a long history with magic, and it is second nature to them. All Elf characters get 3
spells from the following. They can be switched out for different spells each day. These spells are as
follows.

Deep Sleep
This spell may be cast on any living creature within your line of sight, as long as the monster has
from 1 to 3 Mind points. The creature falls asleep immediately. It stays asleep for 1 round per level of
the caster. The creature cannot defend against any attack while it is asleep.

Double Image
This spell may be cast on a living target, even the caster themselves at the casters choice. It causes a
life like image of the target to appear. This duplicate will move and act according to the direction of
the caster, and can be attacked by opponents. It lasts one round per level of caster and has the same
statistics as the original. The duplicate can perform tasks, attack, defend, and perform all other
actions the original could. If concentration on the spell by the caster is lost, the spell fails.

Disappear
This spell may be cast on the spellcaster or any one target they choose. The target of the spell moves
unseen and remains so for 1 round per level of the caster. Any other physical action taken causes the
spell to fail such as attacking, searching, disarming traps, opening doors etc. Attacking while affected
by this spell gains 1 bonus surprise attack.
Flashback
By casting this spell, the caster or any one living target can replay their entire turn. All results of the
target’s first turn are canceled. Casting this spell does not count as an action for the turn if cast on
self.

Hypnotic Blaze
When this spell is cast, an illusion of a huge animated flame appears. Every creature in a 5x5 square
area must make a Mind saving throw vs the Mind score of the caster. If they fail, they believe the
illusion and are paralyzed for 3 rounds, unable to move, attack or defend.

Slow
This spell reduces any one living creatures movement to 1. The monster also takes all actions on the
last segment in a round. The effects last for one round per level of the caster.

Time Stop
This spell may be cast on the spellcaster or any living target they choose. It temporarily stops time for
everyone else in a 6x6 square. Enabling the target of the spell to gain an additional turn immediately
after their current turn.

Twist Wood
This spell causes any wooden weapon or object such as a staff, bow, crossbow, doors and chests to
become warped into uselessness.

Healer
Healers choose if they are a Nature Healer like a
druid or a Divine Healer like a cleric when they
are created. The spells for each are listed below.

Divine Spells
Divine spells are granted to healers that bestow
their faith on a deity or god. They are, in return,
blessed with spells from the god they serve.
These warrior priests make it their duty to stop
evil, and serve the people.
Courage
This spell may be cast on any one player character. That target may then gain +2 on attacks, until the
spell is broken. This spell lasts until no threats remain in the line of sight of the recipient of the spell.

Cure Disease
This spell may be cast on any player character. The recipient of the spell has all disease removed.

Cure Poison
This spell may be cast on any player character. The recipient of the spell has all poison effects
removed.

Divine Strike
This spell calls down a ray of intense holy flame that strikes a single target. Inflicting 1 level of
wounds per 3 levels of the caster. (1 at 1st level, 2 at 4th level, 3 at 7th level etc.)

Heal Wound
This spell may be cast on any player character. It will restore up to 4 wounds the target has lost.

Remove Curse
This spell may be cast on any player character. The recipient of the spell has one magical affect
removed.

Resurrection
This spell allows the Healer to bring one dead creature back to life. The creature is returned fully to
life but at the loss of 1 Body point permanently. If a creature is reduced to 0 Body Points it is forever
dead.

Sleep
This spell will put one living target to sleep. If the targets Mind value is less than casters they are put
to sleep. They will remain asleep for 1 round per level of the caster, or until attacked. They cannot
defend against any attack while asleep.
Stoneskin
This spell may be cast on any one player character. The recipient of the spell gains +2 defense for the
duration spell or until the spell is broken. The spell lasts until no threat remains in the line of sight of
the recipient.

Nature Spells
Nature spells are granted to a Healer, for their reverence, worship and respect to nature. As a result
they are tuned into the spiritual connection of all living things, and can channel this energy to cast
spells.

Animal Friend
This spell may be cast on an animal the caster chooses, if the animal has a lower Mind score than the
caster, the animal is then very friendly towards the caster, and will aid and defend them as they are
able. The spell lasts for 1 round per level of the caster.

Courage
This spell may be cast on any one player character. That target may then gain +2 on attacks, until the
spell is broken. This spell lasts until no threats remain in the line of sight of the recipient of the spell.

Cure Disease
This spell may be cast on any player character. The recipient of the spell has all disease removed.

Cure Poison
This spell may be cast on any player character. The recipient of the spell has all poison effects
removed.

Flame Strike
This spell calls down a ray of intense flame that strikes a single target. Inflicting 1 level of wounds per
3 levels of the caster. (1 at 1st level, 2 at 4th level, 3 at 7th level etc.)

Pass Through Stone


This spell may be cast on any one player character. The recipient of the spell may then move through
walls when they move. The player may move through as many walls as their movement allows. The
spell lasts for 1 round.
Sleep
This spell will put one living target to sleep. If the targets Mind value is less than casters they are put
to sleep. They will remain asleep for 1 round per level of the caster, or until attacked. They cannot
defend against any attack while asleep.

Stoneskin
This spell may be cast on any one player character. The recipient of the spell gains +2 defense for the
duration spell or until the spell is broken. The spell lasts until no threat remains in the line of sight of
the recipient.

Water of Healing
This spell may be cast on any one player character. The spell creates a pint of life giving waters that
must be drank. The recipient of the spell has 4 wounds healed.

Magic-User
Magic is a dark and often sinister force, twisting and altering the natural world. Magic-Users calling
on its forces and shape them to the caster’s will. As a result the use of magic is widely feared and
misunderstood. Some of these spells can easily lead a Magic-User down a dark path and begin to
twist them into servants of chaos and evil. Spells that are in danger of chaos are marked with a *.
Chaos Spells*
Chaos spells draw from the plane of Chaos for their power. As a result any caster using them will
begin to be twisted toward chaos and eventually evil. This is the main cause of most Magi-Users
turning bad and becoming powerful, but terrible foes. The use of this magic results in the character
having to make a Mind saving throw every time a spell is used that has the * tag on it. The saving
throw is made against a difficulty of 1 that gains 1 every time a * spell is cast. Once a saving throw is
failed the caster gains 1 advancement towards chaos, after 12 chaos marks on a character they
become evil and become an NPC under the control of the GM. A successful Remove Curse spell cast
by a Healer higher in level than the Magic-User can restore them. After 24 hours of being evil, they
are forever an agent of Chaos.

Ball of Flame
This spell may be cast at any one target. It will inflict 2 wounds per level of the caster upon all in area
of effect (small fireball template). Each needs to make a Body saving throw vs. the Casters Mind score.
Successful take half damage.
Chilling Touch
This spell causes 1 wound against any living target touched by the caster. No save is allowed.

Cloud of Chaos*
This spell paralyzes all players in a 3” circle (large Clear template). All inside must make a Body save
vs. the caster’s Mind Score. Those who don’t succeed are paralyzed for 1 round per level of the caster.

Command*
This spell will put one living creature under the caster’s control for the next round. The victim may
attempt to break free each round by checking their Mind score against the Mind score of the caster.
This spell lasts 1 round per level of the caster.

Dispel
This spell may be cast anytime an opposing spell caster is attempting to cast a spell or has a spell
active they are concentrating on. This spell cancels the spell immediately, the spell that is canceled is
lost. The spell takes effect if the caster’s Mind score is higher than that of the target.

Firestorm
The fire created by this spell fills an area (largest fireball template) with raging flames. All in the area
of affect must make a Body save vs the caster’s Mind score. Failure they take 3 wounds per level of the
caster, and success they take half.

Ice Storm
This spell creates a blizzard of ice that affects an area 2x2. Each creature in the area of affect takes 3
wounds of damage. No save is allowed.

Ice Wall
This spell creates up to 4 squares of solid Ice with in line of sight of the caster. These squares block
movement, but not line of sight. Any creatures caught in the area of affect are held fast and cannot
move. They will take 1 wound of cold damage per round, for each 4 levels of the caster. The Ice lasts
for one round per level of the caster.

Mind Blast*
This spell paralyzes one living target within the caster’s line of sight. This target cannot move or
attack. They may attempt to resist by having a Mind score higher than the caster. If their Mind Score
is 6 points lower than that of the caster they die instead. This value is reduced every 6 levels of the
caster.

Mind Freeze*
This spell ravages the mind of any living creature in the line of sight of the caster. The caster then
compares his Mind Score with that of the target. The target takes 1 a loss of one Mind point per Mind
point it has less than the caster (minimum of 1). This loss is permanent until a remove curse is cast on
the victim. If a victim or target of this spell has a Mind Score equal to the caster they are now one
point lower. Any target reduced to 0 Mind points becomes a servant of the caster until the target dies,
or a remove curse is cast on them. They are in a zombie like state and act as a willing automaton.

Mirror Magic
This spell causes any incoming spell against the caster to reflect back on to the one who cast it. The
spell rebounds and instead affects the target that cast the spell.

Reanimation*
This spell enables the spellcaster to reanimate all defeated skeletons, zombies and mummies in the
same area, (with in one square) as the caster. These undead rise from the floor, and are now under
the control of the caster. They remain active until they are destroyed, or after 1 round per level of the
caster.

Restore Chaos*
This spell may be cast only on Monsters and Undead. It restores up to 6 wounds to either the caster or
any monster or undead with in sight of the caster.

Rust
This caster may choose one item of equipment or other metal object they can see. That item rusts and
corrodes and becomes useless. Magic Items and Artifacts are immune to this spell.

Sleep
This spell will put one living target to sleep. If the targets Mind value is less than casters they are put
to sleep. They will remain asleep for 1 round per level of the caster, or until attacked. They cannot
defend against any attack while asleep.
Soothe
This spell heals the any one living target 3 wounds of damage.

Summon Greenskins*
This spell causes orcs and goblins to appear with in one square of the caster. The spell calls 3 goblins
or 2 orcs at the caster’s choice. These monsters will follow the commands of the caster and act as his
servants for 1 round per level of the caster. When the spell ends, if the monsters are still present and
alive they will then turn and attack the caster.

Summon Undead*
This spell causes undead to appear with in one square of the caster. The spell calls 2 skeletons or 1
zombie to appear with in 1 square of the caster. They will follow the commands of the caster and act
as his servants for 1 round per level of the caster. When the spell ends, if the undead are still present
they will then turn and attack the caster.

Summon Wolves
This spell conjures up a number of wolves, worgs, dire wolves or giant wolves with in one square of
the caster. These wolves will serve the caster as servants and do the caster’s bidding. They will remain
in service until they are killed or the spell ends after 1 round per level. Then they disappear in a cloud
of gray smoke.

Tempest
A small tempest (storm) is created which envelopes one target. That target will then miss their next
turn.

Terror*
This spell causes a living target to become too frightened to fight effectively. The caster compares his
Mind vs. the Mind score of the target. If the caster’s is higher, the target loses 1 point in attack as long
as the spell lasts. The spell lasts as long as the caster concentrates on it or until 1 round per level
passes. If the attack value is reduced to 0 the target flees in terror.

Thunderbolt
This spell is cast in a straight line of 6 squares. This spell will pass through all creatures in this line
and stops if it hits a wall or door. All creatures in the bolts path take 2 wounds of damage. If their
Body score is higher than the Mind score of the caster, they take half damage.
Werewolf Curse*
This spell is cast on any one living target the caster can see. If the target’s Body and Mind scores are
less than that of the Mind score of the caster, they are now cursed with Lycanthropy. They instantly
begin to turn into a werewolf and will remain so for one round per level of the caster, and during this
time they will be serve the caster as a servant. At the end of this time they will revert back to their
original form, and flee. Upon the next full moon they will again become a werewolf. Only a
successful remove curse spell can cure them.

Darkness Spells*
Darkness spells draw from the plane of Chaos for their power. As a result any caster using them will
begin to be twisted toward chaos and eventually evil. This is the main cause of most Magi-Users
turning bad and becoming powerful, but terrible foes. The use of this magic results in the character
having to make a Mind saving throw every time a spell is used that has the * tag on it. The saving
throw is made against a difficulty of 1 that gains 1 every time a * spell is cast. Once a saving throw is
failed the caster gains 1 advancement towards chaos, after 12 chaos marks on a character they
become evil and become an NPC under the control of the GM. A successful Remove Curse spell cast
by a Healer higher in level than the Magic-User can restore them. After 24 hours of being evil, they
are forever an agent of Chaos.
Arrows of the Night*
You fire forth three magical bolts of dark energy. These bolts may strike multiple targets. Each Bolt
does 2 wounds against any target they strike. Defense scores of the targets apply.

Chains of Darkness*
Swirling mass of tendrils of black smoke lash out and take hold of a creature in your line of sight. You
may cast this spell on any target. That target may not move or fight until the beginning of your next
turn, although they can defend or cast spells.

Cloak of Shadows*
You may summon a patch of darkness, that fills an entire square anywhere with in the line of sight of
the caster. Anyone inside this area cannot attack, use spells or be attacked until they leave the area.
The patch of darkness lasts one round per level of caster, and covers an area of 1 square per level of
the caster.
Detection Spells
Detection spells alter the caster’s senses and are used to detect magical energies, expand the senses,
and see into the future.
Clairvoyance
This spell causes the caster to see in their mind, and area of 1 square per level of any space with in 1
square +1 square from the caster. (2”) They are able to see any thing in the area, even if unlit by a
light source. This spell lasts 1 round per level of the caster or until it is dispelled or the caster ends the
spell.

Detect Magic
This spell allows the caster to detect the presence of magic, or magical energies in any space with in
their line of sight.

Future Sight
This spell allows the caster to alter the future, by allowing one target to completely replay and change
one round of actions. The actions replayed and changed do not have to be at the time of the casting,
but can be used at any time after the spell is cast. Once it is used this spell ends.

Identify
This spell allows the caster to identify the type of magical energy that they can or have detected with
in their line of sight.

Treasure Horde
When you cast this spell as you search for treasure. If any treasure is present it is tripled. In the event
of magic items being found, treasure is determined three times.

Element Spells
Elemental spells draw their power from the raw elements of the natural world. They have an unstable
effect however, displaying the same fickle tendencies as nature. In an area where the element is
prevalent they have double effect, and in areas where their opposing element is prevalent they only
have half effect. (Air opposes earth, fire opposes water) (Storm spells depend on the spell as is
determined by the GM)
Air Spells
Air spells draw from the elemental plane of Air, they are very effective in areas where air currents are
high, like storms, high windy places. They have a lesser effect indoors or undrground.
Blinding Sleet
The caster can fill a volume of area with blinding sleet. No creature in the room may move, make
ranged attacks, or cast spells until the end of the spell. The spell lasts until the end of the caster’s next
turn.

Genie
This spell conjures a Genie who will do one of the following commands, Open any door, Attack any
enemy doing 5 attack, or pick up one item that is in the line of sight of the caster and transport it to
the caster’s side. (one square away). The Genie then disappears in a cloud of blue and white smoke.

Hurricane
The caster must cast this spell at one target who is in a straight line in front of them. That target is
then forced back in a straight line of squares until they hit a wall, another creature or object falls
from a height or triggers a trap, or reaches a point 1 square +1 square per level of the caster. They
then fall prone to the ground. They lose their turn. If they have a Body greater than the Mind score of
the caster, they are not affected.

Lightning Bolt
This spell creates a bolt of lightning that strikes out in a 6” line in front of the caster. The first creature
struck by this spell then takes 3 wounds, the bolt then jumps to another creature, then another if
desired by the caster. The total length of the bolt cannot exceed 6”.

Swift Wind
This spell may be cast on any one PC. That character then may either move twice, attack twice or do
twice as much attack value. The spell lasts for one round.

Tempest
A small tempest (storm) is created that envelopes on creature with in the line of sight of the caster.
That creature then forfeits its next turn.

Thieving Wind
This spell must be targeted at one creature. The target loses one item in their possession, the item is
pulled from them, and blown back to the caster.
Earth Spells
Earth spells draw from the elemental plane of Earth, they are very effective in areas where stone and
rock are high, like undrground, in rocky gorges, and mountain canyons. They have a lesser effect
outdoors and in areas where stone is absent.
Earthquake
This spell splits the ground asunder in a 6” line. Any creatures in this area of affect are knocked
thrown and take 1 wound.

Heal Body
This spell may be cast on any one PC. It will restore up to four wounds.

Pass Through Stone


This spell may be cast on any one player character. The recipient of the spell may then move through
walls when they move. The player may move through as many walls as their movement allows. The
spell lasts for 1 round.

Stone Skin
This spell may be cast on any one player character. The recipient of the spell gains +2 defense for the
duration spell or until the spell is broken. The spell lasts until no threat remains in the line of sight of
the recipient.

Wall of Stone
The caster creates a magical wall of stone, that covers a 1”x2” area. This wall remains for 1 round per
level.

Fire Spells
Fire spells draw from the elemental plane of Fire, they are very effective in areas where flame and
heat are prevalent, like volcanoes, and near sources of flame. They have a lesser effect in cold areas or
around water.

Ball of Flame
This spell may be cast on a single target. It inflicts a 2 wounds on the target. The targets defense can
be used against this spell.
Courage
This spell may be cast on any one PC. The recipient of this spell then gets to add 2 to their attack this
turn. The spell ends at the end of the round.

Fire of Wrath
This spell sends a blast of fire at a target. This spell inflicts 1 wound on the chosen target.

Water Spells
Air spells draw from the elemental plane of Air, they are very effective in areas where air currents are
high, like storms, high windy places. They have a lesser effect indoors or undrground.

Cone of Cold
This spell causes a cone (small template) of cold to spray forth from the casters hands. The targets in
the area of affect make a Body save vs the Mind score of the caster, if it is greater the target takes half
damage. The cone of cold does 2 wounds per 4 levels of the caster.

Veil of Mist
This spell fills 1 square per level of the caster, with a thick fog. All movement with in the area of
affect is unseen. Creatures may move through each other squares and sound is muffled. The spell lasts
1 round per level of the caster.

Wall of Ice
The caster creates a magical wall of ice in which covers a total of 1”x2”. The wall deals 6 wounds of
damage to any caught in its area of affect. Any struck by the wall are also held fast and cannot move,
or attack until the spell ends. The spell lasts 1 round per caster level or until ended by the caster.

Water of Healing
This spell may be cast on any one player character. The spell creates a pint of life giving waters that
must be drank. The recipient of the spell has 4 wounds healed.

High Mage Spells


High Mage spells are only gained after the Magic-User attains 15th level or above.
Advanced Dispell
This spell acts the same as the regular spell of Dispell. However, it also will remove the magical
energies from items, or enchantments upon objects. Effectively rendering a magic item to lose all its
magical properties and become a basic item. Artifacts are immune to this spell, but do cease to
function for one round per level of the caster.

Escape
This spell allows the caster to reach any one space of ground that they have previously been standing
in. The distance is not relevant, this spell can take the caster back to the entrance of a dungeon, back
to the previous town etc. The spell cannot take the caster to another plane of existence.

Madness*
This spell is cast on one living target. That target has then been struck mad if it’s Mind score is less
than the casters. It will not attack, move, defend or do any action of any kind, except talk eccentrically
to itself and possible to an inanimate object named Bob.

Rust
This spell causes one metallic item to become rusted and worthless. Magic Items and Artifacts are
immune to this effect.

Strands of Binding
The caster fires threads of magic energy from their finger tips which entangle a single target. The
target that has a Body score higher than the caster’s Mind score avoid the spell. Those affected by it
are ensnared, and cannot move or attack until the end of the spell. The spell lasts 1 round per level of
the caster.

Wall of Flame
The caster creates a magical wall of flame that covers an area of 1”x2”. Anyone caught in the area
when the spell is cast takes 6 wounds of damage. This spell lasts one round per level of the caster.

Necromancy Spells*
Necromancy spells draw from the plane of Chaos for their power. As a result any caster using them
will begin to be twisted toward chaos and eventually evil. This is the main cause of most Magi-Users
turning bad and becoming powerful, but terrible foes. The use of this magic results in the character
having to make a Mind saving throw every time a spell is used that has the * tag on it. The saving
throw is made against a difficulty of 1 that gains 1 every time a * spell is cast. Once a saving throw is
failed the caster gains 1 advancement towards chaos, after 12 chaos marks on a character they
become evil and become an NPC under the control of the GM. A successful Remove Curse spell cast
by a Healer higher in level than the Magic-User can restore them. After 24 hours of being evil, they
are forever an agent of Chaos.

Conjure Skeleton*
This spell causes undead to appear with in one square of the caster. The spell calls 3 skeletons to
appear with in 1 square of the caster. They will follow the commands of the caster and act as his
servants for 1 round per level of the caster. When the spell ends, if the undead are still present they
will then turn and attack the caster. One additional skeleton can be conjured per 5 levels of the
caster.

Death Bolt*
The caster hurls this spell at one target. They take one wound. This spell does 1 additional point of
wounds every 3 levels.

Fear*
The caster chooses a living target, that target compares its Mind score to that of the caster. If it is
lower the target is racked with unreasonable terror and flees, it may not attack or cast spells. This
spell lasts 1 round per level of caster.

Raise the Dead*


This spell raises a dead creature as a zombie. The zombie serves the caster until it is destroyed.

Skulls of Doom*
This spell allows the caster to hurl a magical skull at any opponent in his line of sight. The skull
explodes like a fireball and everyone in the area of affect (medium fireball template) takes 2 wounds.

Summon Mummy*
This spell causes undead to appear with in one square of the caster. The spell calls 1 mummy to
appear with in 1 square of the caster. They will follow the commands of the caster and act as his
servants for 1 round per level of the caster. When the spell ends, if the undead are still present they
will then turn and attack the caster.

Summon Undead*
This spell causes undead to appear with in one square of the caster. The spell calls 2 skeletons or 1
zombie to appear with in 1 square of the caster. They will follow the commands of the caster and act
as his servants for 1 round per level of the caster. When the spell ends, if the undead are still present
they will then turn and attack the caster.

Protection Spells
Protection spells offer additional protection and defense against hostile attack or magic.
Dispell
The caster may choose one opponent that is casting a spell, if the caster’s Mind score is higher than
the opponents, the opponents spell fails.

Invisibility
Caster becomes invisible and can move around unseen. If you take any physical action other than
movement, the spell fails. The spell lasts 1 round per level.

Mage Armor
This spell creates a magical aura around the caster giving them a defense value of 4. The spell lasts 1
round per level.

Shield
This spell creates a magical wall of force that blocks ranged attacks. Giving the caster a defense of 5
against ranged attacks. The spell lasts 1 round per level.

Wall of force
The caster creates a magical wall of force, that covers a 1”x2” area. This wall remains for 1 round per
level.
Armor, Equipment & Weapons
Various kinds of equipment, armor and weapons are available for use in this game. However a lot of
the role-play staples of equipment are not included as it is assumed an adventuring character has the
right gear to do the job. Things like clothing, belts, light sources, 50’ of rope, bedrolls, packs and
pouches, sacks for loot, rations and water are all assumed that character has them in enough supply
for their adventure. If you wish to include these things in your game, by all means there are bountiful
sources for these items. Included here are items that are used in the game for use during game play.
Items will all have reference cards the GM can hand out if needed. The tables below detail armor
defenses, weapon adjustments to attack and speed, gold cost etc.
Feel free to add armor & weapons that are not on the list below if you as GM or your players want to
add them. A great many other weapons are found in other games. You can add, subtract, change and
swap weapons as you desire.
Armor and weapons have a “Usable by Archetype” letter code that lets you know if a character
Archetype can use the item in question.
(D = Dwarf, E = Elf, ½ = Halfling, H = Healer, M = Magic User, T = Thief, & W = Warrior)
Armor Type Defense Cost Usable by Archetype
Banded +6 90gp DHW
Bringadine +3 30gp DE½HTW
Chain +5 75gp DEHW
Leather +2 5gp DE½HTW
Padded +1 4gp ALL
Plate +7 400gp DW
Ring +3 30gp DE½HTW
Scale +4 45gp DEHW
Shield +1 10gp DE½HTW
Splinted +6 80gp DHW
Studded +3 15gp DE½HTW

Weapon Cost Damage Range Speed Useable by Archetype


Battleaxe 5gp +3 1 7 DW
Bardiche 7gp +4 1 9 DW
Bow, Long 60gp +2 21 5 EW
Bow, Short 15gp +2 15 5 DE½TW
Crossbow, Light 20gp +2 18 5 DE½TW
Crossbow, Heavy 15gp +3 24 5 DETW
Dagger 2gp +1 3 2 ALL
Glaive 6gp +2 1 8 EW
Hammer 1gp +2 3 4 DE½HTW
Hand Axe 1gp +2 3 4 DE½TW
Mace, Footman’s 8gp +3 1 6 DE½HW
Mace, Horseman’s 4gp +2 1 7 DEHW
Morning Star 5gp +3 1 7 DEHW
Scimitar 15gp +3 1 4 D E ½ H* T W
Sling 1gp +1 20 4 DE½HTW
Spear 1gp +2 3 6 DE½W
Staff 1gp +2 1 4 ALL
Sword, Bastard 25gp +4 1 6 DEW
Sword, Broad 10gp +3 1 5 DEW
Sword, Long 15gp +3 1 5 DEW
Sword, Short 8gp +2 1 3 DE½TW
Sword, Two-Handed 30gp +5 1 10 W

Equipment Item Cost


Tool Kit 50gp
10’ pole 1gp
Healer’s Kit 5gp
Acid Vial (2 damage) 25gp
Alchemist Fire (2 damage) 50gp
Antitoxin 50gp
Poison Vial (2 damage) 100gp
Holy Water (2 damage) 25gp

Monsters & Encounters


Instead of a list of monsters and their stats for this section instead I am including a conversion
formula so you can take your favorite monsters out of any version of Dungeons & Dragons and the
like. Since combat is simple and fast, you just need to breakdown the monster in question into a stat
block for MM.
1. Look at the monsters Hit Dice, this equals their Body rank. Hit dice of 5 equals a Body of 5.
2. The monsters Armor Class, subtracted from 10 gives you its defense. An AC of 4 is a defense of 6.
3. The monsters attack damage is broken down to be its Attack Value. D4 =1, d6=2, d8=3, d10=4,
d12=5 etc.
4. The monsters speed divided by 5 is its movement rate. All monster strike on segment 5.
5. Intelligence statistic divided by 2 is its Mind
6. Any spell like abilities and the like are substituted for spells included in this book.
7. XP for the monster is 5xBody
8. Gold is 5xBody
enter the dungeon to seek fame and fortune, but what will be
your fate? what lurks below, just waiting for you to find it?

down in the long dark of the tunnels and mazes you will face
strange and deadly foes. fight or flight? every encounter is
deadly! each battle may be your last! will you survive?

with your treasures in hand, and the glory of victory at your


finger tips, can you reach the exit to the dungeon alive?
Mazes & Monsters

The dice-less, easy to play table top roleplaying game, designed


to pay homage to the days when fantasy roleplaying games first
began.
• fast character generation
• easy to learn rules
• simple design
• challenging game play
• old school fantasy fun!

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