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Turning the Undead

Clerics and paladins can turn undead


o Must be holding a holy symbol.
o May not attack on the same round.
o Must sheathe or drop any held weapon, and set down
any held shield (unless the weapon or shield is also the
holy symbol).
An evil cleric can turn a paladin, but cannot destroy the
paladin by turning.
o Treat level 1-2 paladins as Type 8, level 3-4 as Type 9,
level 5-6 as Type 10, level 7-8 as Type 11, level 9-10 as
Type 12, and level 11 and higher as Type 13.
Evil clerics may choose to control the undead instead of
turning them.
o A result of D means the undead is controlled for 24
hours.
o May control no more Hit Dice worth of undead than his
level of experience.
2d6 undead are affected by Turn Undead.
o Exception: only 1d2 paladins and Type 13 undead are
affected.
o Exception: results of D affect 1d6+6 undead.
Turning lasts for 3d4 rounds.
o While turned, the undead must retreat at its fastest
possible movement rate.
o It may not fight, other than to attack any creature
blocking its escape route.
On a failure, no further turning attempt may be made
during this encounter.
If the table indicates T, the undead creature is
automatically turned, and will flee.
It the table indicates D, the undead creature is
automatically destroyed and will crumble to dust.
Turning Undead Table
Type
Cleric Level
1 2 3 4 5 6 7 8 9-13 14-18 19+
Type 1 10 7 4 T T D D D D D D
Type 2 13 10 7 T T D D D D D D
Type 3 16 13 10 4 T T D D D D D
Type 4 19 16 13 7 4 T T D D D D
Type 5 20 19 16 10 7 4 T T D D D
Type 6 - 20 19 13 10 7 4 T T D D
Type 7 - - 20 16 13 10 7 4 T T D
Type 8 - - - 19 13 13 10 7 4 T D
Type 9 - - - 20 19 16 13 10 7 T T
Type 10 - - - - 20 19 16 13 10 7 4
Type 11 - - - - - 20 19 16 13 10 7
Type 12 - - - - - - 20 19 16 13 10
Type 13 - - - - - - - 20 19 16 13
Spell Preparation and Casting
Spell Acquisition:
Clerics: may memorize any spell appropriate to their level.
Illusionists: may only cast spells from their spell books (or
from illusionist scrolls).
o Illusionists receive one new spell of the highest castable
spell level upon gaining a new level of experience.
o Illusionist spells are written in phantasmal script, which
can only be deciphered by an illusionist.
o Illusionists do not use (or require) the read magic spell.
Magic users: may only cast spells from their spell books (or
from arcane magical scrolls).
o Magic users receive one new spell of the highest
castable spell level upon gaining a new level of
experience.
Spell memorization:
Minimum rest period of 4 hours (quiet place without
interruption), plus 15 x [spell level] minutes per spell
memorized.
Spell scrolls:
It is not possible to memorize a spell from a scroll
Arcane spellcasters may copy from a scroll into a spell
book, if they understand the spell. This process always
erases the scroll.
Casting a spell directly from a scroll:
o Erases the scroll.
o Not necessary for the caster to know the spell.
o Not necessary to be of sufficient level to cast the spell.
o Must be of the correct class to cast the spell.
o Thieves and assassins may attempt to cast arcane and
phantasmal spells from scrolls.
Material Components:
Clerical spells with material components require the use of
a holy symbol (unless stated otherwise in the description).
Druidic spells with material components require the use of
mistletoe, holly, or (if neither can be found) oak leaves
(unless stated otherwise in the description).
o These must be harvested by the light of a full moon, or
the darkness of a new moon; if not harvested properly,
the spell will have only the normal effect.
o Oak leaves always produce spells of power, and if not
harvested properly, power.

...
Combat Actions
Charge
May only charge once per 10 rounds
Must not be at maximum encumbrance
Move at 2x normal rate and end within melee range of the
target
Defenders with a longer weapon may interrupt to attack:
o Attacker loses Dex bonus to AC
o If no Dex bonus, Attacker gets a +1 penalty to AC
o If defender has set against a charge, inflicts double
damage (see below)
Attacker gets +2 to hit
Mounted attackers wielding a lance get 2x damage
o Do not double bonus for Str, magic, specialization, etc.
Close into combat
May advance the full moment
May not attack
Target opponent may not attack the combatant
Fighting retreat
May retreat backward out of combat
No attack roll allowed
May parry attacks (see below)
Flee from combat
May move at top speed
Opponents may make an additional attack at +4 to hit
Hold initiative
May delay action until a later segment
Melee attack
Must be within 10 feet of opponent
If more than 1 opponent is within 10 feet, recipient of
attack is random; however all attacks in a routine must be
against the same opponent
Missile attack
If weapon readied, add missile bonus to initiative roll
Recipient of attack is random
Negotiate
Parry
Subtract defenders to hit bonus from attackers to hit
roll
Cast spells
While casting lose Dex bonus to AC
Set weapon against a charge
Requires a spear, lance (dismounted), pole arm, or trident
May not attack unless an opponent charges, in which case
weapon inflicts double damage
Unarmed combat
Brawling
o Inflicts d2 damage
o No non-proficiency penalty
Grappling or Overbearing
o Inflicts d2-1 damage
If grappling, opponent is restrained
If overbearing, opponent is prone
Breaking free involves a strength contest between
opponents
Order of Combat
1. Determine surprise (d6)
If the result is a 1, the group is surprised for one
segment.
If the result is a 2, the group is surprised for two
segments.
If the result is a 3-6, the group is not surprised.
2. Parties declare spells and general actions
Spell casters must state what spell(s) they will cast; they
need not cast it, but may not substitute another action.
Non-spell casters must tell the GM, in general terms,
what they will be doing.
3. Determine initiative (d6)
Each party rolls for the other
Act in the segment rolled by the other party.
Tie rolls mean both sides are acting simultaneously.
4. Parties act in their segment(s) & results take effect
Spells effects occur at the end of their casting times.
Opponents may interrupt certain actions.
A character with multiple attack routines cannot use the
second attack routine until after the other sides
initiative segment has been resolved.
5. Go to step 2 and repeat until combat is resolved
1 turn = 10 minutes = 10 rounds
1 round = 1 minute = 10 segments
1 segment = 6 seconds
Combat Modifiers
Concealment & Cover:
25% concealment: -1 to AC 25% cover: -2 to AC
50% concealment: -2 to AC 50% cover: -4 to AC
75% concealment: -3 to AC 75% cover: -7 to AC
90% concealment: -4 to AC 90% cover: -10 to AC
Invisible Target: -4 to targets AC; cannot be flanked or
attacked from rear
Flanking: target loses shield bonus to AC
Attacking from behind: target loses shield and Dex bonus
to AC; attacker gets +2 to hit
Prone Target: target loses shield and Dex bonus to AC;
attacker gets +4 to hit
Sleeping Target: treat as an assassination attempt
Stunned Target: target loses shield and Dex bonus to AC;
attacker gets +4 to hit
Two-Weapon Fighting:
Off-hand weapon must be either a dagger or a hand axe
-2 to hit with primary weapon; -4 to hit with off-hand
weapon; add Dex bonus for missile weapons is added to
both attacks; the resulting modifiers cannot be greater
than 0
Cannot parry with off-hand weapon
Subdual Damage
Half real damage and half subdual damage
Subdual damage does not kill; recovered at 1 hp per hour
Order of Events in a Game Turn
1. Wandering Monster Check: Typically every 3rd turn; 1
on a d6 means an encounter.
2. Parties declare spells and general actions
Move: move rate for cautious movement (including
mapping); 5x through known territory (no mapping);
and 10x for fleeing or pursuit.
Listen: 1 round per attempt, 10% standard chance for
success, 3 successive attempts (requires rest for 1 turn
for further attempts). May only be done in a quiet
environment with no headgear.
Open a stuck/locked door: 1 round per attempt,
unlimited retries allowed but no surprise possible after
failed attempt.
Stuck door: 2 in 6 standard chance for success; may be
attempted by multiple players simultaneously.
Locked door: requires key, knock spell, exceptional
strength, lock picking, or breaking down door. Lock picking
requires 1-4 turns per attempt. Breaking down a door
requires 1 turn.
Traps: Normally trigger 50% of the time.
Search for: 1-4 rounds per attempt (covering one object or
location, no more than 5 x 5 ft).
Disarm: Only by thieves or assassins. 1-4 rounds per
attempt.
Search (and map) a room or area:
Casually: 1 turn per 20 x 20 ft room or area.
Searching for secret doors: 1 turn per 10 x 10 ft area, 1 in 6
standard chance for success.
Cast a spell: See specific spell descriptions.
Rest:
Required: 1 turn in every 6; 1 turn after every combat; 2
turns after evasion or pursuit.
Failure to rest: Characters become fatigued (penalties to
movement, combat, ability scores, and NPC morale)
Other activities: Duration and likelihood of success
determined by GM.
3. Encounters: If an encounter (wandering or planned)
occurs, the GM determines surprise, distance,
reactions, and resolves the encounter normally.
4. Bookkeeping: The GM records that a turn has elapsed
and deducts any resources that the party has used
(lost HP, spell durations expiring, torches burning out,
etc.
Characters may combine several actions in the same turn
if each is reasonably brief.
Damage & Death
0 or fewer hit points:
Subject is unconscious
Blood loss: lose 1 hit point per round
Any additional damage will kill the subject instantly
Blood loss ends the same round that aid is administered
Returning to 1 or more hit points:
The character will remain in a coma for d6 turns
Must rest for 1 week in order to perform strenuous
activity (mental or physical)
-6 or fewer hit points:
Subject will have permanent scars
-10 hit points:
Subject is dead
Falling
6 to 10 ft: 1d6 damage 31 to 40 ft: 10d6 damage
11 to 20 ft: 3d6 damage 41 to 50 ft: 15d6 damage
21 to 30 ft: 6d6 damage 51 ft or more: 20d6
Natural Healing
Recover 1 hit point per day of uninterrupted rest.
Constitution penalty / bonus to hit points:
Penalty: must rest for a number of days equal to the
penalty before healing may begin.
Bonus: after resting for one week, regain hit points
equal to the bonus at the start of the 2nd week.
Four weeks of rest will return any character to full hit
points regardless of hit points lost.
Light & Vision
Bullseye lantern: 80 ft x 10 ft; 1 pint of oil every 4 hours.
Hooded lantern: 30 ft radius; 1 pint of oil every 4 hours.
Magical weapon: 10-20 ft for an infinite period of time.
Torch: 40 ft radius; burn out in 6 turns (1 hour).
Candle: 20 ft radius; burn out in 3 turns ( hour).
Infravision: 60 ft; cannot be used for searching.
Level Drain
Drain a life energy level: lose one level of experience and
is placed at the beginning point of the new level.
For multi-classed / dual-classed: the highest level of
experience attained is lost.
Drained below level 1: the character is slain.
NPC Morale
Check morale when losing the fight or taking heavy losses.
Base Morale: 50% + 5% per hit die
Modifiers:
Per friend killed, surrendered or fled: +5%
Own side taken 25% casualties: +5%
Numerical inferiority: +10%
Own side taken 50% casualties: +15%
Own side greatly outnumbered (2-1 or more): +20%
Own leader hors de combat: +25%
Per foe killed, surrendered or fled: -5%
Own side inflicted 25% casualties: -5%
Numerical superiority: -10%
Own side inflicted 50% casualties: -15%
Failure: by < 25% means withdrawal; by < 50% means
flee; failure by 50% or more means surrender
Poison
Must making a saving throw vs. Poison; on a failure:
Subject has succumbed to the poison
Death in 2 turns (depending on poison strength)
Can be delayed or averted using slow poison or neutralize
poison
If the subject is to be resurrected or raised, the poison
must first be flushed from the bloodstream
Wilderness Travel / Exploration
Each day is resolved as follows:
1. Setup: The GM announces weather conditions and the
party decides which way to go.
2. Navigation: The GM checks in secret to determine if
the party has become lost.
Lost: 10% - 25% chance, if crossing normal terrain and
taking normal precautions; 0% if following a road, river
or other natural feature, or using a map or a guide.
Getting Lost: direction determined randomly, within a
60 (worst case: 120) arc.
3.Wandering Monsters: The GM rolls for daytime
encounters.
Two checks per day; 1 in 12 chance of an encounter.
4.Move & Act: The PCs move and/or take actions.
5.Encounter: Any encounter is resolved.
6.Camp: The GM announces campsite options; the party
camps.
2 nights w/o rest: -2 or -10% on ability scores, to hit and
damage rolls, and saving throws
3 nights w/o rest: -5 penalty and spellcasters cannot
memorize spells. Characters must pass system shock
checks or fall asleep involuntarily.
4 nights w/o rest: not possible in OSRIC.
7.Wandering Monsters: The GM rolls for nighttime
encounters.
One check per night; 1 in 12 chance of an encounter.
8.Encounter: Any encounter is resolved.
Disease
Plague
Exposed characters must make a saving throw vs. Poison
Success: the character does not get sick, and future saving
throws against the same disease get a +4 bonus
Failure: the character gets sick
o Onset in 2d8 days
o Sick for 2d8 days: -1d6 penalty on all characteristics and
against all die rolls
o If the disease duration roll was 8 then the character
dies at the end of this period
o If the character survives, she recovers at the rate of 1
less penalty each day until cured. Future saving throws
against the same disease get a +4 bonus.
Infection
Same as plague, except the onset is measured in hours
instead of days
Item Saving Throws
If a player character makes a saving throw, so does his
gear; if not, use the Item Saving Throw table
Magical items gain a +2 on all saving throws, plus +1 for
every magical bonus point over +1.
Artifacts and relics have saving throws of 2 or 3 in all
categories; even if they fail, they are only temporarily
neutralised.
Arial Agility
Level I: levitating, floating, and gliding creatures.
Level II: max airspeed in 5 rounds; turn 30 per round;
must move at speed to stay airborne (e.g. dragon).
Level III: max airspeed in 2 rounds; turn 60 in one round ;
must move at speed to stay airborne (e.g. sphinx).
Level IV: max airspeed in 1 round; turn 90 per round ;
must move at speed to stay airborne (e.g. flying carpet,
giant bat).
Level V: max airspeed / complete stop in 6 segments; turn
120 per round; can hover (e.g. fly spell, mephit).
Level VI: max airspeed / complete stop in 1 segment; turn
180 per round; can hover (e.g. genie, air elemental).
Climbing & Diving
Climb at movement rate; dive at a 45 angle (creatures
with level VI are not subject to these two restrictions).
Diving attacks over 30 ft grant a double damage bonus vs
non-diving targets, including ground targets.
Attacking while climbing incurs no damage or attack
penalty.
Other
Except for very large creatures (e.g. dragons), riding a
flying monster reduces its aerial agility by one step.
Moving at half-speed allows the creature to turn as one
class higher.
Planar Travel
The normal campaign world is on the Prime Material Plane
A character on an alternative plane is completely
imperceptible (concealed from all senses).
Two planes immediately contiguous with the Prime
Material Plane: the astral and thereal planes.
Travel in the astral or thereal planes:
o May dimly perceive the Prime Material Plane as
shadowy and indistinct shapes and forms w/in 30 ft.
o May pass through Prime Material solid objects.
o When inside a solid object, visibility is zero; returning
to the Prime Material is fatal (no saving throw).
o A character below 10th level may remain on another
plane for up to 1d6 turns before being consumed by a
predator (no possibility of raising / resurrection short of
a wish).
o Magic items and spells may not function as they would
elsewhere. To hit and damage rolls may vary, as may
class abilities, saving throws or indeed anything else at
all.
Monster To Hit Table
Lvl -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
0 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
1 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
2 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
3 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
4 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
5 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
6 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
7 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
8 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
9 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
10 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
11 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
12 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1
13 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2
14 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
15 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4
16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5
17 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6
18 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7
19 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8
20+ 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
Monster Saving Throws
Level
Aimed Magic Items
(e.g., rod, staff,
wand) Breath Weapons
Death, Paralysis,
Poison
Petrifaction,
Polymorph
Spells for unlisted
categories
0 18 20 16 17 19
1-2 16 17 14 15 17
3-4 15 16 13 14 16
5-6 13 13 11 12 14
7-8 12 12 10 11 13
9-10 10 9 8 9 11
11-12 9 8 7 8 10
13-14 7 5 5 6 8
15-16 6 4 4 5 7
17-18 5 4 3 4 6
19+ 4 3 2 3 5
Item Saving ThrowTable
Item Type
A
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B
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C
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B
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N
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C
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M
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D
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E
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S
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F
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(
5
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F
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b
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F
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M
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F
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N
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L
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t
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Bone/Ivory 11 16 10 2 20 1 6 17 9 3 8
Ceramic 4 18 12 4 19 1 11 5 3 2 2
Cloth 12 6 3 1 20 1 2 20 16 13 18
Crystal 6 19 14 7 20 5 13 10 6 3 15
Glass 5 20 15 6 20 1 14 11 7 4 17
Leather or book 10 4 2 3 20 1 1 13 6 4 13
Liquid 15 0 0 12 20 15 0 15 14 13 18
Metal, hard 7 6 2 1 17 1 2 6 2 1 11
Metal, soft 13 14 9 1 19 1 4 18 13 5 16
Paper 16 11 6 2 20 1 0 25 21 18 20
Stone or gem 3 17 7 1 18 2 4 7 3 2 14
Wood/rope
(thick)
8 10 3 1 19 1 1 11 7 5 12
Wood/rope
(thin)
9 13 6 1 20 1 2 15 11 9 10
Monster Equivalent Levels
HD Equivalent Level
Up to 1-1 0
1-1 1
1 2
1+1 to 2 3
2+1 to 3 4
3+1 to 4 5
4+1 to 5 6
5+1 to 6 7
6+1 to 7 8
7+1 to 8 9
8+1 to 9 10
9+1 to 10 11
10+1 to 11 12
11+1 to 12 13
12+1 to 13 14
13+1 to 14 15
14+1 to 15 16
15+1 to 16 17
16+1 to 17 18
17+1 to 18 19
18+1 to 19 20
19+1 or higher 21

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