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Character Creation

The document outlines the character creation process for a role-playing game, detailing steps such as rolling ability scores, choosing a class, and noting ability modifiers. It includes specific rules for character alignment, equipment, and house rules, as well as information on magic and spell books. Players must refer to the Dolmenwood Player’s Book for comprehensive character details and gameplay mechanics.
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0% found this document useful (0 votes)
348 views16 pages

Character Creation

The document outlines the character creation process for a role-playing game, detailing steps such as rolling ability scores, choosing a class, and noting ability modifiers. It includes specific rules for character alignment, equipment, and house rules, as well as information on magic and spell books. Players must refer to the Dolmenwood Player’s Book for comprehensive character details and gameplay mechanics.
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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Character Creation

& House Rules


Character Creation
W
hen creating a character, you need a character sheet provided
by the referee. Write your character’s statistics and details on
this sheet as you follow the steps below. The information
presented here is an overview, the Dolmenwood Player’s Book is
required to create your character.

1. ROLL ABILITY SCORES


Roll 3d6 for each of your character’s Ability Scores in order: Strength,
Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
Sub-Par Characters
If you roll a character with an 8 or less in every Ability Score or a 6 or
lower in more than one Ability Score, you may choose to discard the
character and start again.

2. CHOOSE A CLASS
Select one of the Classes bearing in mind the Prime Abilities of each
Class (see Summary of Classes table).
Kindreds: Non-human characters are represented by Kindred-Classes.
The referee may choose to restrict what kindreds are available for play.
The referee might also a player to choose a non-human Kindred along
with a standard class.
Note Kindred and Class Traits
Record any special traits possessed by your character as a result of
their Kindred and Class, including the following:
Attack, Save Targets, Skill Targets, Languages, and Special Abilities.

3. NOTE ABILITY MODIFIERS


Now that your character’s Ability Scores have been determined, make a
note of any associated bonuses or penalties, (see table below).
Adjust Ability Scores ABILITY MODIFIERS
If you wish, you may raise your Ability Score Modifier
character’s Prime Abilities by lowering
3 –3
other (non-Prime) Ability Scores. For
every 2 points by which an Ability Score 4–5 –2
is lowered, 1 point may be added to a 6–8 –1
Prime Ability. No Ability Score may be 9–12 None
lowered below 9, and no Prime Ability 13–15 +1
may be raised above 13 by adjustment. 16–17 +2
18 +3

2
SUMMARY OF CLASSES
Class Prime Abilities HP Attack Main Capabilities
Bard Charisma, Dexterity 1d6 +0 Enchantment, folklore
Cleric Wisdom 1d6 +0 Holy magic (see p12)
Fighter Strength 1d8 +1 Combat talents
Friar Intelligence, Wisdom 1d4 +0* Holy magic (see p12)
Hunter Constitution, Dexterity 1d8 +1 Wilderness skills
Knight Charisma, Strength 1d8 +1 Horsemanship
Magician Intelligence 1d4 +0* Arcane magic (see p8)
Thief Dexterity 1d4 +0 Backstab, thief skills
NON-HUMAN CLASSES
Breggle Intelligence, Strength 1d6 +1 Arcane magic (see p8)
Elf Charisma, Strength 1d6 +1 Fairy magic
Grimalkin Dexterity 1d6 +0 Pick locks, shapeshift
Mossling Constitution, Wisdom 1d8 +1 Knacks, symbiotic flesh
Woodgrue Charisma, Dexterity 1d6 +0 Mad Revelry, stealth
Enchanter Charisma, Intelligence 1d6 +0 Fairy magic
*Non-martial: These classes improve the slowest with Attack and Saves.

4. ROLL HIT POINTS


Determine your character’s Hit Points by rolling the die for the chosen
Class and adding the Constitution Modifier.
Minimum 1 HP: Your character always starts with at least 1 Hit Point,
regardless of Constitution Modifier.
Re-Rolling 1s and 2s: If your die roll for Hit Points comes up as a 1 or 2,
you may re-roll hit points one time.

5. ROLL EQUIPMENT
Encumbrance
The back of your character sheet has a section for gear slots, this is
where you will write the items your character is carrying. Characters
become slower and more burdened depending on the number of gear
slots occupied. Each item carried occupies 0–3 gear slots.
Equipped Items: Characters have 10 slots for equipped items, that is
anything the character is wearing, holding, actively using, or has ready
to use at short notice: armor worn, shields or weapons held, sheathed
weapons, items in a belt pouch.
Stowed Items: A character carry a total of 16 slots of stowed items. In
combat, retrieving a stowed item takes 1 Round.
Containers: Backpacks and sacks each have 10 slots for stowed items,
that is items packed away in the container. Sacks require a hand to
carry.

3
ROLL EQUIPMENT (CONTINUED)
Your character’s starting equipment is determined by a few die rolls.
Characters start play with the following.
General Items: Common clothes. A backpack containing 2 preserved
rations, a waterskin, and a tinder box. A belt pouch containing 3d6 gp.
Class items: Weapons, armor, and special items as noted in your
character’s Class description. (Note: large items require more gear slots,
i.e.: Medium armor: 2, Heavy armor: 3, Two-handed weapons: 2.)
Adventuring items: Roll four items on the Adventuring Items table.
Trinket: An odd, possibly slightly magical item, rolled on the Trinkets
table for your Character’s Kindred.
Note Armor Class
Your character’s Armor Class is determined by their armor plus their
Dexterity Modifier. Some Classes also grant a bonus to AC.
Note Speed
Determine your character’s Speed based on the amount of equipment
carried. Use the speed next to whichever column of equipped or stowed
items is lower. Unencumbered characters have Speed 40.

6. CHOOSE ALIGNMENT
Decide whether your character is Lawful, Neutral, or Chaotic.

7. NOTE LEVEL AND XP


Your character begins play at Level 1 with 0 XP.

8. NAME AND DETAILS


Referring to the tables listed under your character’s Kindred, choose a
name for your character. Optionally, select a background and any extra
details. You are now ready for adventure.
ADVENTURING ITEMS
d20 Item d20 Item
1 Bedroll 11 Marbles (bag of 20)
2 Chalk (10 sticks) 12 Oil flask
3 Chisel 13 Rope (50’)
4 Cooking pots 14 Sack
5 Crowbar 15 Shovel
6 Firewood (bundle) 16 Sledgehammer
7 Grappling hook 17 Small hammer
8 Ink, quill, 5 sheets of paper 18 Tent
9 Iron spikes (12) 19 Torches (3)
10 Lantern 20 Twine (100’ ball)

4
Alignment
A
lignments are cosmic principles that represent broad world
views and modes of behavior. All beings are categorized under
one of three alignments: Lawful, Neutral, or Chaotic.

LAWFUL
Lawful beings are trustworthy, believe in protecting others, and act for
the good of the group. They obey the rules of society and strive for
fairness and justice.
On a philosophical level, Law represents the belief in goodness, order,
truth, and justice as the natural order of the universe.

NEUTRAL
Neutral beings cooperate with others as long as it is not to their own
detriment. They treat others as they are themselves treated and believe
in self-reliance. Beings of less than human intelligence that act purely
on instinct (e.g. normal animals) are classified as Neutral.
On a philosophical level, Neutrality represents the belief in a balance
between the forces of Law and Chaos, with neither side dominant.

CHAOTIC
Chaotic beings lie and use others to expedite their own ends, with no
concern for the good of the group. They casually break laws and violate
norms, driven by the belief that the rules are as arbitrary as their own
whims.
On a philosophical level, Chaos represents a belief in the
meaninglessness and randomness of the universe, wherein the
individual’s selfish desires are utmost. This principle can usually be
equated with evil.

ROLE-PLAYING ALIGNMENT
Players should consider their character’s Alignment when determining
their actions. The Referee and the player may consider the whether the
deeds of the character adhere to the chosen Alignment. During play, the
character may be changed to an Alignment better fitting to their
behavior.

REVEALING ALIGNMENT
Players must inform the Referee of their characters’ Alignment, but they
do not have to tell other players.

5
House Rules
R
ules in the pages to follow are largely house rules decided by the
referee. Some rules are specific to certain classes, others apply
to all characters. Some standard or optional rules may be
duplicated for reference here as well.

SILVER STANDARD
The value of one “gold piece” is replaced with the “groat piece”. The
standard coin is silver, called a groat, and still abbreviated as “gp”.
Gold: A gold coin worth ten groats is called a “florin” or a “crown”.
Fairy silver: Pellucidium Pieces are worth five groats (5gp). Fairy PCs
start with a mix of fairy silver and copper coins instead of silver.
Weight: Groats, Florins, and Pellucidium Pieces weigh one “coin”.
Gear slots: 100 coins occupy one slot. If you are carrying 50 coins or
more, you must dedicate a slot to the coins. (150 coins is two slots, etc.)
Smaller denominations: One tenth of a groat is a “silver penny” (sp).
The smallest unit of currency is a “farthing”, worth ¼ of a silver penny.
These are tracked as a decimal point or fraction of groats.
Copper: Copper coins are rarely used, especially by adventurers, but
one copper “coin” is worth the same as one silver penny.
Abstract coins: Some coins may actually be different sizes, but their
value is directly proportionate to their weight, so coins are simply
tracked by the standard denominations above.
Tracking Example
A character has 9 groats, and spends one penny on a barrowblaster
(8.9gp) and a hay'penny on a pig’s ear (8.85gp). Then they pay a farthing
for to sleep on the inn floor, and they have 8gp and 8¼sp remaining, or
8.825gp.

WEAPONS
Battle axe: Characters that can use Heavy weapons may wield a battle
axe in two hands and when doing so the damage die may explode.
(When an 8 is rolled for damage, roll another d8 and add to result. The
die can explode multiple times!)
Longsword: Can be used in two hands, negating one point of Strength
penalty to Attack and damage rolls. Small kindreds may only use a
longsword in two hands.
Dagger: Gains a +4 bonus to Attack against an enemy in melee who is
prone, or otherwise vulnerable. These situations also allow a thief to
use Backstab. Backstab always deals 2d6 damage.

6
DEATH & DYING
When your hit points are depleted you will roll on the injury table. A d6
is rolled with a penalty equal to the amount of HP below zero. (Ex: a
character with 3 hit points remaining receives 4 damage, they roll a d6
and subtract 1.) Unconscious characters can be awakened early with
magical healing, which grants them 1 hit point.
0. (or less) Instant death.
1. Death’s Door: unconscious and will die without magical aid.
2. Major injury: You awake in 1 hour suffering a permanent loss of 1
point from a random Ability Score
3. Roll a d6: 1-5 = Broken or severed limb (Save Versus Doom),
6 = Lost eye. Can’t act for d4 rounds then become active with 1 hp
4. Fall unconscious for d4 rounds, awaken with 1 hp.
5. Fall unconscious for d2 rounds, awaken with d4 hp.
6. Not done yet. Gain d4 hit points!
Death’s Door (DPB 168)
Effects: A character at death’s door is unconscious and will die without
magical aid. Each Round, there is a 2-in-6 chance of the character
dying.
Aid: Healing that takes effect instantaneously (e.g. Lesser Healing,
Spirithame, magic potions) saves a character if applied before they
perish, restoring them to 1 Hit Point. Characters brought back from
death’s door suffer a permanent loss of 1 point from a random Ability
Score.

GENERAL SKILLS
When a player attempts a specialized task that is not covered by the
rules, the referee may call for a general skills check. Three factors apply
to a general skills check:
1. Experience: whether the character’s background or other
experiences apply to the task.
2. Tools: whether the character has specialized tools applicable to
the task.
3. Time: whether the character has ample time to complete the
task.
Unlike a normal skill check, the starting Target Number for a general
skills check is 7. If a character has none of these factors, it is usually not
possible to complete the task. This target number is reduced by two for
each of the above factors present.
If all three of these factors are present, the character does not usually
need to make a roll. If two factors are present the check is Target
Number is 3, and if one factor is present the Target Number is 5.

7
Arcane Magic
S
pells are extra-dimensional creatures. Magicians—sometimes
called wizards or sorcerers—imprint these spells into their minds
(a process known as memorizing a spell). This is what turns a
spirit into a spell. It is the act of comprehension that traps the spirit; to
understand a spirit is to cage it.

SPELL BOOKS
Arcane spells are recorded in
grimoires, treatises, tomes, and
folios, collectively known as spell
books. Arcane spell-casters collect
and jealously hoard spell books, as
these works of eldritch study are
the primary source of their power.
Studying a Spell Book
To learn spells from a spell book,
the character must be able to
understand the written language
(by dint of study or magic) and must
spend time attempting to learn the spells it contains.
Learning: Learning a spell from a spell book requires 1 week of quiet
study. The character must then make an Intelligence Check. If the
check succeeds, they have learned the spell and may henceforth
memorize it. If the check fails, the character may not try to learn this
spell again before gaining a Level.
Learning From a Mentor
If a character has an established relationship with an arcane spell-
caster of at least 3 Levels higher, they may be able to consult with them
to learn new spells. Learning a new spell from a mentor takes 1 week.
The mentor usually expects a service in return, perhaps
sending the character on a quest of some kind.
Creating a New Spell Book
Spell books weave the essence of up to three spells
together. Spell books give the spells within them a
cohesive identity to cling to, therefore all of the
spells contained within the book must adhere to
a common theme. The book must then be given a
name and bound in materials all which reinforce
this theme. Constructing such a book may
require rare materials.

8
MOVING SPELLS AROUND
Spells can be moved from one scroll to another with an hour of work,
performed by a magician who has has learned it. Spells cannot be
copied, merely moved.
Memorizing spells: A magician can move a spell into their brain via
memorization. One hour of study allows a magician to swap around any
number of spells between his brain and scrolls or spell books, causing
spells to disappear or return to the pages they are stored in. Memorized
spells stay in the magician’s brain until the magician returns them to
the their book or scroll.
Rest: A character can only memorize spells following a night’s rest.
Number of spells: A magician can memorize one spell for each level
they possess, up to a maximum of four spells at Level 4. Once a
magician has a spell memorized they can cast it spontaneously.
Death: If a wizard dies while spells are still stored in his brain, the spells
remain. They do not return to the now-blank pages of scrolls or books.

CASTING SPELLS
Casting since: A magician has a number of casting dice (d6s) equal to
their Level, up to four. When a magician casts a spell they roll any
number of dice from their casting pool. Any dice that roll 1-3 return to
the caster’s pool and any dice showing 4-6 are expended until the
magician gets a full night’s sleep.
Mishaps: If a magician uses more than one die to cast a spell, they risk a
casting mishap. When doubles are rolled on any of the dice used to cast
a spell, the numbers shown on the dice determine the result on the
mishap table below. Unless a mishap says otherwise, the spell is still
successfully cast. (If triples are rolled, a Magician risks their DOOM.)
Mishaps
1. Fizzle: The spell sputters and has no effect.
2. Magic Burn: This spell works, but caster cannot cast spells or use
any magical abilities for 1d6 rounds.
3. Sapped: Magic Dice only return on a 1–2 until you spend one hour
in arcane meditation. This includes the dice used to cast this
spell. (Or lose 1 casting die.)
4. Befuddled: the caster is stunned and cannot move or act for d6
rounds.
5. Mutation: A random mutation afflicts the caster for 1d6 rounds,
then they make a Save Versus Spells. On a failed save the
mutation is permanent.
6. Backfire: The caster has lost control of the spell, and it is liable to
go wrong in the worst possible way. The caster may attempt a
Save Versus Spells to regain control of the spell; on a successful
save the spell works as intended but the caster takes d6 damage.

9
DOOM
Every apprentice knows that if they travel down the road of wizardry
long enough, their DOOM will eventually claim them. It waits at the end
of every wizard's career.
▶ The first time you roll triples, you suffer your first DOOM.
▶ The second time you roll triples, you suffer your second DOOM.
▶ The third time you roll triples, you suffer your third and final DOOM.
The manifestation of DOOM is unique to each individual. While your first
and second DOOMS tend to be survivable, your final DOOM usually spells
the end of your career (usually through your death).
There are three ways to avoid your DOOM:
▶ Never use more than two casting dice at a time, forever limiting your
magical power.
▶ Seek out a solution to your DOOM. These are always unique quests
that your referee designs for you. They are usually pretty epic.
▶ Pledge your service to a supernatural patron.

MAGIC ITEMS
Wands and Staves: Wands and staves have spells stored within them
that Magicians can use their casting dice to cast. Staves have additional
powerful abilities and can be used as a melee weapon.
Magic robes: Magic robes lend the wearer one casting die, starting from
when they wake up in the robes to when they take them off. Robes
cannot be worn with armor, but can be used with shields.
Scrolls: Casting a spell from a scroll, or even the pages of a spell book,
directly without memorizing it destroys the spell in the process.
However, this destruction invests one free casting die into the spell. (A
magician can even show a non-caster how to cast the spell, and they
will be able to cast the spell from it using this casting die.) Magicians
can also add their own casting dice into this spell, but the die from
consuming the scroll is always expended.

Spells on the Brain?


It is possible to learn spells from a
dead wizard. It involves bisecting the
magician's skull and balancing it atop
a golden needle. The memorization of
spells causes the brain to carve
grooves on the inside of the skull,
which can be measure with a device
is called a cerebreus (sarah-BRAY-us),
a common part of a wizarding
laboratory.

10
MAGICIAN ABILITIES
Book casting: Beginning at Level 2, a magician can cast from a scroll or
a spell book in a way that does not expend the spell. There is no free
casting die normally generated by consuming a scroll, and the caster
automatically loses initiative. The spell vanishes from the scroll and
returns again the next morning.
Vancian preparation: Beginning at Level 3, magicians have the option to
prepare a spell for more consistent casting. When you choose to
prepare a spell in this way, draw a 'V' next to it on your character sheet.
When you cast the spell, draw a line through the 'V'. You cannot cast it
again today. You never suffer mishaps when casting this spell-ignore
any doubles generated by the casting roll. (DOOM is still possible.)
Cantrips: Magicians can produce smaller effects related to the spells
they have memorized without using their magic dice. For example, one
with the Sleep spell memorized might make someone drowsy enough to
yawn. A magician with fireball memorized might be able to produce
tendrils of smoke from their hands, or light a candle. These effects will
not generally provide an advantage in combat or replicate the abilities
of other classes, but may be useful if used ingeniously.
Detect magic: A magician can make a skill check to detect if an object,
place, or creature in question is magical. Given an hour of solitude, a
magician automatically succeeds at detecting magic.

RESEARCHING A NEW SPELL


Magicians may research spells they know to exist, or attempt to capture
a spell before unseen. When researching a new spell, the referee
creates a tracker with a predetermined number of steps (at least three).
The magician may spend a week of study to attempt to progress this
tracker. For this attempt, the player rolls 2d6 and adds their Intelligence
modifier. The results are as follows:
Snake Eyes—Disaster: Roll on the magical disaster table.
6 or less: The tracker does not advance.
7–9: Something is required to advance on step on the new
spell tracker.
10+: Advance one step on the new spell tracker.

11
Holy Magic
H
oly spells take the form of blessings bestowed upon characters
by the grace of the saints of the Pluritine Church. A holy spell
caster may pray to a specific saint, reciting a prayer in the
Liturgic tongue, and their prayers may be answered by a miracle.

PRAYING FOR SPELLS


When a character prays for a spell, the player makes a prayer roll which
determines the outcome of the prayer.
Successful prayer roll: the saint bestows their blessings in the form of
the spell asked for.
Failed prayer roll: The prayer goes unlistened and the player rolls on
the Divine Disapproval table.
Spell ranks: Spells are categorized by Rank, from Rank 1 (the least
powerful) to Rank 5 (the most powerful). A holy spell–caster’s Level
determines which Rank of spells they are able to cast.
Target number: The target number to cast a spell is 12, rolled on a d20.
Modifiers: Clerics add their Wisdom modifier to the prayer roll, while
Friars add the average of their Wisdom and Intelligence modifiers,
rounded up.
Lower Spell Ranks: Casting spells of lower ranks is easier as characters
advance. The difficulty of casting a spell decreases by 1 for every Spell
Rank above this spell the character can cast. (See Prayer Tables on the
page opposite.)
Higher Spell Rank: A character may attempt a prayer that is one spell
Rank higher than they are normally allowed to. To do so, they must roll
a 13 plus the Rank of the spell.

CASTING SPELLS
In combat: Casting a spell counts as the character’s action in a Round,
and the character may not move in the same Round as casting a spell.
The intention to cast a spell must be declared before initiative is rolled.
If the character is harmed before their initiative, the spell is disrupted.
Speech: The character must be able to speak. A holy spell-caster cannot
cast spells if gagged or in an area of magical silence.
Holy Symbol: A holy spell-caster must carry a holy symbol to cast
spells. This is usually the Chapes (depicted on the following page) or the
symbol of a specific saint or a clerical order.

12
PRAYER TABLES
CLERIC PRAYER TABLE FRIAR PRAYER TABLE
Spell Rank Spell Rank
Level 1 2 3 4 5 Level 1 2 3 4 5
1 (14) — — — — 1 12 (15) — — —
2 12 (15) — — — 2 12 (15) — — —
3 12 (15) — — — 3 11 12 (16) — —
4 11 12 (16) — — 4 11 12 (16) — —
5 11 12 (16) — — 5 10 11 12 (17) —
6 10 11 12 — — 6 10 11 12 (17) —
7 10 11 12 (17) — 7 9 10 11 12 (18)
8 10 11 12 (17) — 8 9 10 11 12 (18)
9 9 10 11 (17) (18) 9 8 9 10 11 12
10 9 10 11 12 (18) 10 8 9 10 11 12
11 9 10 11 12 (18) 11 7 8 9 10 11
12 8 9 10 11 12 12 7 8 9 10 11
13 8 9 10 11 12 13 6 7 8 9 10
14 8 9 10 11 12 14 6 7 8 9 10
15 7 8 9 10 11 15 5 6 7 8 9
( ): Entries in parenthesis indicate attempts to cast a higher Rank spell
than is normally allowed.

DIVINE DISAPPROVAL
Roll 1d6 when a prayer Roll is failed.
1. Divine Wrath!
The prayer is not granted. The character is forbidden to ask that
same prayer again, and the referee rolls immediately on the
Divine Wrath table.
2. Granted, lost spells of this level
The prayer is granted. The character is forbidden to ask any
prayer of the same spell level again.
3-4. Not granted, lost for the day
The prayer is not granted. The character is forbidden to ask that
same prayer again.
5-6. Not granted but can retry
The prayer is not granted at this time but the can try again on
the following round or at any other time.
Rest: A character can remove any effects of the Divine Disapproval table
by meditating and praying for one hour, after an uninterrupted night’s
sleep.

13
DIVINE WRATH!
Roll 1d20
1. Silenced (impossible to speak and cast) for 1d6 rounds.
2. Blinded (cannot attack) for 1d6 rounds.
3. Crippled (halved movement) for 1d6 rounds.
4. Main arm paralyzed and unusable for 1d6 rounds (drops anything
in hand).
5. Penalty –1 to Attack and damage rolls for 1d6 rounds.
6. Bleeding from the eyes for 1d6 (non-lethal) damage.
7. Insect Plague spell centered on the caster, stays in place for 1d6
rounds.
8. Invisible spirits torment the caster’s body and soul: impossible to
speak and cast, halved movement, –4 to attack rolls, for 1d6
rounds.
9. The caster is paralyzed on their knees and cannot act in anyway
for 1d6 rounds. While paralyzed, they receive divine visions and
are impervious to all damage and harm. At the end, the player
rolls 1d20. If the result is higher than their Wisdom, it increases
by 1 (up to 18).
10. Silenced (impossible to speak and cast) for 1d6 Turns.
11. Blinded (cannot attack) for 1d6 Turns.
12. Crippled (halved movement) for 1d6 Turns.
13. Main arm paralyzed and unusable for 1d6 Turns (drops anything
in hand).
14. Penalty –1 to Attack and damage rolls for 1d6 Turns.
15. Bleeding from the eyes for 2d6 (non-lethal) damage.
16. Insect Plague spell centered on the caster, stays in place for 1d6
turns.
17. Invisible spirits torment the caster’s body and soul: impossible to
speak and cast, halved movement, –4 to Attack, for 1d6 Turns.
18. The caster is paralyzed on their knees and cannot act in anyway
for 1d6 turns. While paralyzed, they receive divine visions and are
impervious to all damage and harm. At the end, the player rolls
1d20. If the result is higher than their Wisdom, it increases by 1
(up to 18).
19.— The caster receives a Holy Quest (as the spell) from the saints.
20.

14
PRAYING AT SHRINES
Shrines dedicated to specific saints are scattered
throughout Dolmenwood. A holy spell-caster who prays
for 1 hour at such a shrine earns the blessing of the saint
in the form of an additional spell. Once bestowed, a
blessing remains with the character until the spell is
cast.
One use: The spell bestowed by a saint’s blessing can be
cast one time without the need for a prayer roll.
One blessing at a time: A character may only have the
blessing of a single saint at any one time.
Spells of higher Rank: A spell bestowed by a saint’s blessing may be of
higher Rank than the character is usually able to pray for.

TURNING THE UNDEAD


A holy spell-caster may attempt to drive off undead
monsters by presenting their holy symbol and
invoking the might of the One True God.
Range: The undead must be within 30′.
Concealed undead (e.g. behind
doors or in coffers) are
unaffected.
Turning roll: When a character attempts to turn the undead, roll 2d6 to
determine the result (modifiers listed below):
▶ 4 or lower: The undead are unaffected.
▶ 5–6: 2d4 undead are stunned for 1 Round, unable to act.
▶ 7–12: 2d4 undead flee from the holy spell-caster for 1 Turn.
▶ 13 or higher: 2d4 undead are permanently destroyed.
Lower Level undead: If the undead are lower Level than the character,
the turning roll is modified by +2 per Level difference (maximum +6).
For example, a Level 5 cleric turning Level 3 undead would gain a +4
bonus.
Higher Level undead: If the undead are higher Level than the character,
the turning roll is modified by –2 per Level difference (maximum –6).
For example, a Level 3 character turning Level 6 undead would suffer a
–6 penalty.
Mixed groups: In encounters with multiple types of undead, those of
lowest Level are affected first. On a successful turning roll, the
character may make another roll the following Round, affecting the
next lowest Level type of undead present. This process may be repeated
until all types of undead have been affected or a turning roll fails.
Usage frequency: One attempt per Turn.

15
TABLE OF CONTENTS
Character Creation 2
1. Roll Ability Scores .................................... 2
2. Choose a Class .......................................... 2
3. Note Ability Modifiers ............................. 2
4. Roll Hit Points ........................................... 3
5. Roll Equipment ......................................... 3
6. Choose Alignment .................................... 4
7. Note Level and XP .................................... 4
8. Name and Details ..................................... 4
Alignment 5
Lawful ................................................................. 5
Neutral ............................................................... 5
Chaotic ............................................................... 5
Role-Playing Alignment ................................. 5
Revealing Alignment ....................................... 5
House Rules 6
Silver Standard .................................................6
Weapons ............................................................6
Death & Dying .................................................. 7
General Skills .................................................... 7
Arcane Magic 8
Spell Books ........................................................ 8
Moving Spells Around ....................................9
Casting Spells ...................................................9
Doom ................................................................ 10
Magic Items .................................................... 10
Magician Abilities ........................................... 11
Researching a New Spell .............................. 11
Holy Magic 12
Praying for Spells............................................12
Casting Spells ..................................................12
Prayer Tables .................................................. 13
Divine Disapproval ........................................ 13
Divine Wrath!...................................................14
Praying at Shrines ..........................................15
Turning the Undead ......................................15

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