The Complete Warlock.pdf

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TABLE OF CONTENTS
CREDITS:
Robert Cowan, Basic Combat System
Dave Clark, Basic Magic System
Kenneth M. Dahl, Basic Clerical and
Thievish Systems
Nick Smith, Text and Development
of Other Systems and Rules
Cover art by Tim Finkas
Interior Logos by Adele R. Bass
Playtest and ongoing suggestions are
courtesy the Caltech Gamers and the
Pasadena Playtest Group.
Illustrations on pp 1 and 53 courtesy
Dover Publications, Inc., from
Symbols,
Signs
&
Signets
by Ernst Lehner. Used
with their kind permission.
Introduction
Time
&
Movement
Experience Tables
Saving Throws
Special Saving Throws
Special Rules For Elves,
Paladins and Fighters
Effects of Characteristics
Equipment
Size and Strength Tables
Combat System
Archery
Critical Hits
Clerics and Clerical Spells
Magic and Magic Users
Illusionists and Illusions
Thievish Abilities and Thieves
Creating Player Characters
Special Characteristics
Learning Languages
Notes on Unusual Weapons
P. 2
5
6
10
11
11
11
12
12
13
16
18
21
25
43
47
54
54
55
56
Dungeons and Dragons,
the game, is
©Copyright July, 1978, by Balboa
Game Company. All rights reserved.
a creation of and copyrighted by,
TSR, Inc.
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Introduction
A few years ago, the first copies
of a new game called
Dungeons and
Dragons
appeared on the market.
Fantasy fans and gamers in general
were en thralled at the possibilities.
Most of them became hooked on the
game, due to its unusual and
You could
imaginative
nature.
actually do unusual things: slay
dragons, rescue the downtrodden and
just grab loot.
'
When our group first started
playing the game, our overall reaction
was that it had great ideas, "but
maybe we should change the combat
system, clarify the magic, and re-do
the monsters".
Warlock
is not
intended to replace D&D,and, indeed,
would not exist without that classic
game. What we have tried to do is to
present a way of expanding D&D
without
the contradictions and
loopholes inherent in the original
rules and the various supplements. By
putting together
one
set of rule
changes and interpretations and
playing by them for three years, we
have developed something that works
pretty well. We spent a considerable
amount of time working out a solid
combat system, a coherent magic
system, and a more flexible way of
handling monsters as monsters, rather
than as men dressed up in gorilla
suits. We have been (rightly) accused
of making D&D into a different game
altogether, but we think it is an
enjoyable one, and hope you do, as
well.
We recommend that you have
access to a
Dungeons and Dragons
set, preferably a copy of the original
version, plus any supplements you
enjoyed. We lack the space to go into
the detail supplied by the D&D rules
2
in some areas, such as: magic items
and the basic monsters, as well as
how to design a dungeon or other
game location. We will be going into
some of this in. a separate book for
referees, but not here.
What You Need To Play
Other than this book, you need
mainly the thing that you would
need to play regular D&D: someone
with a lot of patience who has
designed a dungeon. You also need
dice, mainly at least one 20..sided die
and several 6-sided dice. In these
rules, whenever 'dice' are referred to
it means 6-sided dice unless it
state~
otherwise.
Other things that are useful for
the players to have are papers and
pencils, for mapping and keeping
track of casualties, treasure, and
anything else. Our group also uses
miniature figures representing the
characters in the game, allowing them
to be physically positioned on a
tabletop or other surface so that you
can
see
what is happening.
It
is
possible to spend a lot of money
playing the game, but not at all
necessary. Let your budget be your
guide.
Terms To Understand
Player Character:
This is what
represents you in the game. They are
the equivalent of 'playing pieces' in
most games and much more. Your
characters will take on personalities
of their own if you let them, and
provide you with much enjoyment.
They are the adventurers, the people
who actually
do
things in the world
of your referee, but are controlled by
players. We suggest you have only a
small number of player characters per
player. In our games we allow any
player to involve any 2 of his
characters in any one adventure or
expedition. Whether these player
characters are fighters or. elves, clerics
or dwarves, remember that, in their
own w01ld, they are people, and treat
them accordingly.
Characteristics:
There are eight things
that are determined for each
character at his or her creation:
Strength,
Intelligence,
Wisdom,
Constitution,
Dexterity,
Agility,
Charisma, and Size. These are called
'characteristics'. See the rules on
'Creating Player Characters' for more.
Prime
Requisite:
This is the
characteristic or characteristics which
is the most important to the type of
character that an individual is. For
example, the 'prime requisite' of a
Fighter is Strength. How high or low
this prime requisite is helps to
determine how good a character is at
his or her chosen specialty: fighting,
magic using, etc.
Player Characters
Each player is represented in the
game by one or more player
characters which he must create and
maintain.
If
one or more of a player's
characters are killed or otherwise
eliminated from play, a player must
either: 1) find a way to recover the
old character, by magical or other
means explained later; or 2) create
new characters to replace the old.
The following types of player
characters are what we recommend
you use in your games as normal
characters:
Fighters: Fighters are tough, strong
men or women who specialize in
combat and cannot use any magical
or clerical spells by themselves. They
can use any weapon of a normal or
magical
nature
unless
noted
otherwise. Fighters tend to be much
harder to kill than o.ther types, too,
since the number of hit points they
can take increases more rapidly than
for any other character type. Fighters
may wear any armor that is their
own size, although heavy armor may
hamper their fighting, as explained
later. The prime requisite of a fighter
is Strength.
Clerics: Clerics are religious men or
women who are able to call upon
their deity or gods for help in the
form of clerical spells. They may use
fewer magical items than can magic
users, and fewer weapons than
fighters, but have certain special
items of their own. Clerics may wear
any armor that they find comfortable
and convenient, but may only use
weapons that are not designed to
shed blood (fists, quarterstaves,
maces, and so on), and thus may not
use swords or arrows. Clerics may use
certain special consecrated items that
enhance their own abilities, such as
clerical staves. The prime requisite of
a cleric is Wisdom. A character must
have Wisdom of 9 or greater to be a
cleric.
Magic Users: These are men who have
studied magic and are able to throw
spells. They may use any magical
item not specifically forbidden to
them (such as armor and most
weapons), and may arm themselves
only with daggers or
magical
swords
or staves. Magic users may carry
non-magical staves as tools or to
defend
themselves
by
parrying
(explained in Combat rules), but may
not use a non-magical staff as a
weapon for attack. A normal magic
user is not permitted armor of any
kind, or shields. As magic users
progress in levels an.d gain experience
they are able to learn more and
higher level spells and gain greater
ability to use the spells. The prime
requisite of a magic user is
intelligence. A character must have
Intelligence of 9 or greater to be a
magic user.
Illusionists: Illusionists are a special
class of magic users who study and
use the art of illusion. They have the
same basic restrictions as magic users,
but use a somewhat different mixture
of magical spells. The prime requisite
of an illusionist is intelligence. A
character must have Intelligence of
15 or greater and both Wisdom and
Dexterity of at 13 or greater to be an
illusionist.
Dwarves: Dwarves tend to to be smaller
than men, but they make up for their
size by being particularly resistant to
fatigue and magic (these differences
are noted in the appropriate sections
of the rules). In most other respects
they are much like fighters, except
for the following: 1) they are the
only characters able to fully employ
the
more powerful dwarf-made
weapons; 2) they are more likely to
notice
slanting
passages,
traps,
shifting walls, and new construction
in underground settings; 3) they are
much more likely than other
characters to know their way around
underground settings without getting
lost or not noticing how deep they
are; 4) they are able to judge the
value of gems and jewelry without
extensive testing. The prime requisite
of a dwarf is the
average
of his
strength and constitution. A character
must have Strength of 15 or greater
and Constitution of 15 or greater to
be a dwarf.
Elves: Elves have the ability to use
weapons as fighters do, but they are
also able to use magical spells. In
fact, elves can do everything that
magic users and fighters can do.
(Whenever there is a conflict between
what the two types can do in the
rules, elves gain the benefit of
whichever is to their advantage
overall). They have the disadvantage
that they do not go up in levels as
quickly as humans do. Elves are also
more likely to find hidden doors and
other objects than are most other
characters. They are very good at
learning
languages.
The
prime
requisites of an elf are strength and
intelligence, whichever is the lower. A
character must have Strength of 9 or
greater, Intelligence of 9 or greater, a
sum of Strength
+
Intelligence of 25
or greater, and Dexterity of 11 or
greater to be an elf.
Halflings tend to be only
about one-half the size of the average
man in height, but for their size they
are the toughest characters in the
game (dwarves being somewhat
larger). They have the same basic
limitations as fighters in what they
may wear and use. Common sense
:;hould be used when there is any
doubt (for example, a halfling does
not use a longbow effectively, and
should not be allowed to). A halfling
is at his best while outdoors or in
places similar to their own homes,
forests and glades. The prime
requisite of a halfling is either
constitution or dexterity, whichever
is lower. A character must have
Constitution
of 15
or more,
Dexterity of 15 or more, and Agility
of 9 or more to be a halfling. A
halfling gains special abilities similar
to those of a thief as he goes up
level (see Thief rules for details).
Thieves: Thieves are men who have
perfected the arts of stealth, agility
and lock picking to a fine degree.
They are able to get into places
where other
character~
would find it
difficult or dangerous to go. In order
to use their abilities, however, thieves
must
wear
no
armor
more
encumbering than leather (with a
shield if they so desire). The prime
requisites of a thief are dexterity and
agility, with experience bonuses
determined by the lower of the two.
A thief gains abilities as he increases
in levels (see Thief section later in
the rules). A character must have
Dexterity of 9 or greater, Agility of 9
or greater, and a sum of Dexterity
+
Agility of 25 or greater in order to
Haltlin~:
be a thief.
Rangers: This is a character class
loosely based on the wandering loner
characters in fantasy . This character
class is primarily a fighting one, but
who can gain enough knowledge to
make use of a little magic eventually,
and enough respect for the ruling
deities that they can gain a little
clerical ability eventually. They are
better than average fighters, and have
the same restrictions as fighters, with
the exception that rangers who are
8th level or lower may not own any
property, magical or not, that is not
portable enough to be carried along
with the ranger on one horse. There
is a special section of rules for
rangers later. The prime requisite of a
ranger is strength. A character must
have Strength of 17 or more,
Constitution of 15 or more, and
Intelligence and Wisdom both of 13
or more in order to be a ranger.
Paladins: This is a character class
loosely based on the idea of the
Chivalric Knight from the legends of
King Arthur and others. They are
fighters with a few of the abilities of
a cleric, and the ability to use clerical
implements and swords which have
been consecrated to their own faith.
A paladin must adhere completely to
the rules of his faith, or lose all
special abilities, and become a normal
fighter. (See Paladin Rules). The
prime requisite of a paladin is
strength. A character must have
Strength of 13 or more , Wisdom of
13 or more, and Charisma of 17 or
more to be a paladin.
Combination Characters: It is possible
for a character to be more than one
type of character.
If
a character has a
score of 17 or better in the prime
requisites of two or even three of the
character types that can combine
(fighter, cleric, magic user, or thief),
then he can become a dual or triple
character type. A character with
scores of 17 or better in both
strength and intelligence
could
become a magical-fighter, as an
example. As such, he would gain the
abilities of both types, like an elf,
but would advance on a different
experience table for his type (see
Experience tables for examples of
Combination
advancement).
The
prime requisite of a combination
character is the lowest of the types ,
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