Getting Better

Adventuring is dangerous business. Characters can be hurt or killed in

combat or by traps, or maybe an even worse fate can befall them and they may have their life drained or they may be turned to stone.

Whatever happens, characters can

usually get better. They can heal from even the most grievous wounds given time, and magic can heal what time cannot.

Additionally, the experience gained by characters when adventuring makes them better at what they do. Characters who gain enough experience increase in level and gain new abilities as well as getting physically tougher.

Healing Damage

There are three things that will heal

the normal damage (i.e. lost hit points)

that a character suffers: time, first aid,

and magic.

Time: All characters heal one hit point per day if active, or two hit points

per day if resting. If the characters are

adventuring over an extended period, this healing should take place each morning when the characters wake up.

First Aid: If a character is injured, someone can use the First Aid skill to heal 1d3 points of damage. The skill can only be successfully used once per injury (a whole fight’s worth of damage counts as a single injury for this

purpose— there is no need to track each separate attack individually).

Additionally, each character can only attempt first aid once per injury whether

successful or not.

Magic: There are many spells that will heal damage. There is no limit to how many may be cast on an individual, other than the number that are

available. Some magic items, such as healing potions, can also heal damage to


Preventing Dying

Characters who have run out of hit points must make a saving throw vs Death each round (with a cumulative –1 penalty per round) to avoid dying.

See Chapter 10: Combat for more

detailed rules about dying.

This process can be stopped by one of the following ways:

First Aid: A successful use of the

First Aid skill will stabilise a character

and prevent them from dying. This use of the skill can be tried multiple times until it succeeds or until the

character dies, although only one person can apply first aid to a character at once.

Using the First Aid skill in this way does not count as having used it to

heal the character’s injuries, and it can

still be used independently on the same character for that purpose.

Magical Healing: Any amount of magical healing (whether from a spell or from a magic item) will immediately and automatically prevent the character from dying in addition to healing the normal amount of hit points for the spell or item.

Bringing the Dead Back

What happens to a character’s soul or life force after death will depend on

the individual campaign world that the Game Master has set up.

However, the game assumes that death is not the end, and that it is possible

to bring people back, providing they are willing—someone who is happy in their afterlife may not wish to be

returned to life, and cannot be forced back to life even using a Wish spell.

For any of these spells to work, the recipient must actually still be dead.

If the recipient has been reincarnated or otherwise reborn (whether through magic or as a natural part of the way the campaign world works) then no magic will bring the old body back to life.

See Chapter 7: Spells & Spell Casting

for full details of these individual


Raise Dead: This is the most limited spell. The spell only works on mostly intact corpses of humans or demihumans that are days or a few weeks old at the most.

The recipient will also need two weeks of bed rest to recover from the ordeal. On the other hand, the spell is the

easiest to acquire.

Raise Dead Fully: Although a much higher level spell and therefore much more difficult to acquire, this spell

is the most flexible when it comes to the state of the body. The body can be anywhere up to a few years old, and does not need to be intact—the caster needs only a small portion (although that portion must have been taken from the body after death).

Reincarnation: This spell has the

advantage that it is the only way of bringing back someone who has been dead for decades or more, although a body part is still needed. The problem with the Reincarnation spell is that even if

the species and gender of the new body match the old one, it will still look

different and will not be visibly recognisable as the same person. This can be very upsetting to family and friends, and to the recipient’s own self image.

Restoring the Petrified

Some creatures, and some magical

effects, are capable of turning a person to stone.

People who have been petrified in this manner are not dead, and therefore cannot be raised or resurrected.

However, they are not conscious and will not age.

The only way to restore someone who has been petrified is to use the Stone

to Flesh spell.

Restoring Life Energy

Many undead have the ability to drain the energy from the living. This is

represented in the game by the loss of experience points and consequent

levels. It is a particularly feared ability, since it will not heal on its own and there are few ways to protect against


If someone has had their energy drained and survived the process, the only way to restore their lost energy

is via the Restore spell.

However, this spell is very taxing for the caster, giving them a similar

(albeit temporary) condition.

The only other way to restore someone’s life energy is to wait until they are dead (either from the energy drain

itself or from another source after the drain) and raise them from the dead. The raised character will be back to their full life energy (and experience),

although obviously this is an extremely drastic measure.

However, in the absence of an available cure, further adventuring will enable a character to overcome their drained energy by the simple method of

regaining the experience that has been lost.

Gaining Experience

As characters adventure, they gain

experience and get better at what they do. This is measured in Experience Points (often abbreviated to XP). Characters are awarded experience points in

various situations, and these get added to the character’s experience point total. With the exception of being caught by an Energy Drain attack, experience points are never deducted from a

character’s total.

Characters with high ability scores in abilities relevant to their character

class can often get a 5% or 10% bonus to experience points earned. Such a bonus is applied to all experience points

that the character gains (with the exception of re-gaining experience lost to energy drains by using the Restore spell or

being raised from the dead, and experience granted by the Immortal level spell Grant Power). See Chapter 4: Creating a Character for more details.

There are a variety of things that

characters can be given experience points for:

Treasure: By far the most experience that a character normally gets is by gaining treasure. Gaining treasure

earns a character experience at a

straightforward 1GP = 1XP rate. Treasure from the following sources should always

gain the character experience:

.Treasure found while adventuring. .Money paid as “rewards” or other payment for missions or adventures. .Money stolen from monsters or NPCs (usually by thief characters). .Monthly income from a dominion. .Income from the sale of gems,

jewellery and other valuable items and goods (except magic items) found while adventuring. The following sources of income should never gain a character


.Money given to the character by (or stolen from) other party members. .Income from plying a mundane trade. .Income from the sale of magic items. In other cases, experience may or may not be awarded for money gained at the discretion of the Game Master.

Note that experience points gained for treasure are individual in nature. If

an adventuring party finds treasure

collectively, experience is gained by each party member separately based on how much they individually receive when the money is shared out (which may or may not be equal to the amount that other party members receive, depending on how the party decides to share out treasure and magic items).

Monsters: The party collectively gain experience for every monster that is defeated over the course of an

adventure. This does not necessarily mean that the monsters have to be killed. Driving off a monster or forcing it to surrender still counts as defeating it.

Monsters can sometimes be evaded, or successfully dealt with diplomatically, avoiding a fight altogether; or

sometimes they can be “defeated” in other ways such as by the party solving a riddle that the monster poses.

Only monsters that were a potential threat to the party should be worth experience for defeating. The party should not be given experience for “defeating” the high priestess of the local temple just because they

persuaded her to heal a party member, for example.

See Chapter 18: Monsters for details of how many experience points each monster is worth.

Unless the adventure is some kind of special solo side quest for an

individual character, experience gained for

defeating monsters should be shared equally between all party members even if not all took an equal part in the fight (or even if not all party members were present and conscious for every fight).

It is usually most convenient to give experience for monsters in a single lump sum at the end of an encounter or series of encounters that take place within a single day of game time.

Achieving Plot Goals: If the party are taking part in an ongoing plot, they may be given bonus experience for achieving goals that move the plot

towards conclusion, at the Game Master’s discretion.

Other: At the Game Master’s discretion, characters can be given other

miscellaneous experience point awards for such things as good roleplaying,

humour, or even being the only person to remember to bring dice! Whether or not this type of miscellaneous award is used (and how often) will depend

heavily on the tone of the campaign.

Table 11-1: Learning Weapon Feats

Gaining Levels

Expertise of Trainer

Every character class has Time Needed

Desired Expertise Basic Skilled Expert


Grand Master experience totals needed






for each level of experi- Basic 1 week






ence from 1 to 36 listed in their class table in Skilled 2 weeks






Chapter 4: Creating a Char-

Expert 4 weeks






acter. When a character Master

8 weeks






gains enough experience points such that their Grand Master

12 weeks






experience total is equal

to or higher than that needed for the

When a character wishes to spend a

She hunts for a teacher, and finds a

variety in

next level, their level will increase.

weapon feat in order to increase their

the city, charging different prices

based on their

level of expertise with a weapon, they

own skill level.

The level increase will not happen im

must find a trainer. Ideally this


mediately (such as in the middle of a

will have a higher level of expertise

Deciding that economy is best, Gretchen


fight, for example). It will happen the

than the character does, but it is


for a relatively cheap trainer—a

skilled mace

next time the character rests for the

ble—providing the character has at

trainer who charges 250gp/week.

night and has chance to dwell on the

least basic skill with the weapon—for

experiences of the day.

the character to train with their peer.

Going from basic expertise to skilled

expertise will take two weeks of training, and

will (with

The following morning, the character

Once the character has found a suitable

this trainer) have a 50% chance of


will have all the abilities of their


trainer, they must start their


acquired level; including extra hit


The length of time that the training

She spends 250gp for the first week of


and possibly extra spells per day.

must take is listed on Table 11-1:

ing, and at the end of the week her

player rolls

Learning Weapon Feats, along with the

for success—and gets a 79, which fails.

Weapon feats are not automatically

weekly cost of the training if the


gained, only the empty weapon feat

is an NPC.

Gretchen’s trainer takes her to one

side and

slots are gained. In order to fill


confides in her that it’s going to take


available slots, characters must train

Table 11-1 also shows the chance of

than the initial two weeks for her to

get the


the training being successful. This

hang of the new techniques, and asks

her if she

check is made half way through the

wants to continue the training.

Similarly, although all spell casters


training, at which point it will be


extra spells per day, magic-users and

ent to the trainer whether the student


Gretchen decides to complete the

training, so

elves do not automatically learn new

progressing or not. Unscrupulous train-

pays another 250gp and completes week


spells when increasing in level. Any

ers may keep quiet and keep taking

She now has a +10% bonus next time she

new daily spell slots for spell levels


money from the student for the rest of

tries to lean skilled proficiency with


which the magic-user or elf does not

the duration anyway, but most trainers

actually know any spells are useless

will warn the student that the training

When the training is finished, Gretchen


until the character learns at least one

isn’t working out and give them the

up for another two weeks of training

with the

spell of that level.

choice of continuing the training until

same teacher, consoling herself that


the end or abandoning it at that half

the training is taking longer than

expected, at

way mark (and therefore saving the

least four weeks with this trainer

isn’t costing

Learning Weapon Feats

money they would have paid for the

her any more than two weeks with a more

second half of the training.

expensive trainer would have.

As characters rise in level, they gain

new weapon feats. These feats are not In either case, the weapon feat is only

At the end of the first week of this

new set of

gained immediately upon increasing in considered to have been used if the

training, Gretchen’s player rolls

again, and

level. Instead, the character must

untraining was successful. gets a 54. This would

normally be a failure

dergo training in order to spend the

since the chance of success is 50%, but


feat or feats. If the training was not successful, the

+10% bonus for the completing the


character gets a +10% cumulative bo

training turns it into a success.

Each weapon feat is spent to increase nus on all future training for the same

the level of expertise that the

character level of expertise in the same weapon.

At the end of the second week—her


has with a particular weapon. See Chap-

week in total—Gretchen becomes skilled


ter 6: Weapon Feats for details of the

Example: Gretchen currently has a basic


maces, after having spent a total of


effects of expertise on different weap

of expertise with a mace, and has

recently gone

and four weeks training.


up a level and gained a weapon feat.

She wishes to use this feat to increase her

level of expertise with maces to skilled.

Time Needed Table 11-2 Learning New Spells

Level of Teacher

Spell Level














1 week








2 weeks








4 weeks








8 weeks








12 weeks







the spell. This is the chance for

individual research done without a

teacher In this case, Gretchen re-did the

training im- Once the character has found a suitable Unlike study with a teacher, characters

mediately after the first unsuccessful

attempt, teacher, they must start their study.

The doing research do not roll for their

but even if she had waited weeks or

months length of time that the study must take success until after the whole research

between attempts she would still have

got the is listed on Table 11-2: Learning New period has finished, however if their

+10% bonus on the second roll because

she Spells, along with the weekly cost

of research fails they still get the


completed the first attempt. the study

if the trainer is an NPC. cumulative

bonus on future research or study of the same spell.

Table 11-2 also shows the chance of

Learning New Spells

the study being successful. This check

Example: Aloysius is a 16th level


is made half way through the study, at

who does not know the 3rd level spell


Magic-users and elves do not automati

which point it will be apparent to the

Air. Unfortunately, the small town that

he is

cally learn new spells as they rise in

teacher whether the student is pro-

in does not have any magic-users other


level. Instead they must seek out teach

gressing or not. Unscrupulous teachers

himself, and he can’t leave the town

for any

ers who can teach them new spells in

may keep quiet and keep taking money

extended period since he has sworn an

oath to

much the same way as seeking out

from the student for the rest of the

stay there and protect it for the rest

of the

trainers to teach weapon feats.

duration anyway, but most teachers will

season—so there is no-one to learn the


warn the student that the study isn’t

from. He does own a spell book

containing the

Depending on the campaign world,

working out and give them the choice

spell though. One that he once looted

from a

there may be organised wizard’s guilds

of continuing the study until the end


lich’s tomb and kept.

or magical universities that teach


abandoning it at that half way mark

or characters may have to seek out

(and therefore saving the money they

Since he has no teacher, he must try to


individual teachers. The Game Master

would have paid for the second half of

the spell on his own.

should be careful not to make it too

the study).

hard for magic-users and elves to find

The spell is 3rd level, so Aloysius

must spend

suitable teachers; since the game as-

If the studying was not successful, the

at least 100gp/week on his research in


sumes that the cost in terms of money

character gets a +10% cumulative bo

to have a chance of learning it, and

can spend

and time is enough on its own to bal

nus on all future study (or research)


up to a maximum of 500gp/week on re

ance the utility of having more spells.

the same spell.

search, since that is the equivalent of

a level 914 teacher—one level group lower than his

The teacher must know, and be able to

Unlike weapon training, it is possible

own 16th level.

cast, the spell that the student is


for a magic-user or elf to do their own

to learn; and the student must be high

Since he knows that he’s going to be in


research in order to learn a spell if


enough level to cast the spell.

is no teacher available.

for a while, he decides that there’s no

point throwing excess money at the issue, so

he de-

In order to do such research, the magic

cides to spend the more modest


on his research.

-user or elf must have access to either


scroll of the spell or someone else’s spell book that contains the spell.

Researching a 3rd level spell at 250gp

per week is exactly the same as being

taught the 3rd level spell by a teacher of level

5-8—it will

In the case of individual research, the

chance of success is based on the

take two weeks, cost 250gp per week,


amount of money that the researcher is

have a 50% chance of success. However,


chance of success is rolled at the end

of the two

prepared to spend per week on re-

week period, rather than in the middle

of it.

search materials and laboratory usage.

However, the maximum that a re-

Aloysius spends the two weeks and the


and at the end of that period his

player rolls a

searcher can spend is the equivalent of

17. Aloysius now knows the Create Air

spell a teacher of one level group lower than

the researcher’s actual level.

and can add it to his spell book.