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The Lord of the Rings


Role Playing Game
Converted to Unisystem
by

James Silvers
Chapter One: Character Creation.04
Chapter Two: Qualities and Drawbacks18
Chapter Three: Skills, Lore and Herbalism.30
Chapter Four: Game Mechanics...46
Chapter Five: Grimoire......60
Chapter Six: Mass Combat..104
Chapter Seven: Beasts of Middle-Earth 115

These works are in no way a challenge to any copyright or trademark, either from Tolkien
Enterprises, Eden Studios or Decipher. This work is not related in any official capacity to Eden
Studios.
Chapter One:
Character Creation

3
Additional Courage Points can be
CHARACTER purchased for 5 Points apiece.

CREATION The remaining Character Points can be


spent as desired by the player and are used
to buy Racial Packages, Order Packages,
CHARACTER POINTS Skills, Qualities and Spells.
All characters start with 60 Character
Points to make their characters. The
following limitations apply to how these
ATTRIBUTES
points are spent: I have adopted the names for the CODA
attributes as follows:
A maximum of 15 points can be Strength = Strength
spent on Initial Attributes. Initial Nimbleness = Dexterity
Attributes cost 1 point apiece until 4 Vitality = Constitution
and then cost 2 points per level up Wits = Intelligence
until a Maximum of 6. Racial Perception=Perception
Bonuses are applied after the Initial Bearing = Willpower
Attributes are bought.
This is done mainly to maintain the Flavor
A maximum of 15 points should be presented in CODAs game system. The
spent on Qualities. This limitation exception is Bearing. Bearing combines
is in addition to any Qualities given the qualities of Unisystems Willpower and
by Race. However Qualities the Charisma Edge which is no longer
provided by Order Packages and used.
Backgrounds are NOT exempted ATTRIBUTES
from the 15 Character Point limit to Attributes are inborn characteristics of a
Qualities. character: her physical strength, intelligence,
senses and so on. By selecting a set of
Additional Character Points can be Attributes, players define the limits of what
acquired by picking Drawbacks up the character can do. For example, if a
to a Maximum of 15 Character player buys a very low Nimbleness for her
Points. character, she should not be surprised if the
character routinely fails to do anything that
Skills can be bought at a cost of 1 requires grace and manual coordination. As
point per Level up to 3 and 2 points Attributes are bought, the player can
per level afterward. In other words start getting a sense of what the character is
a Level 4 Skill would cost 5 like. Is she strong but dumb, quick but weak,
Character Points; Level 5 would sharp and perceptive but weak-willed?
cost 7 points etc. If a combination
of Order and Background packages STRENGTH
raises a Skill to above Level 3 then A measure of the physical power of the
additional Character Points may be character, Strength determines how much
necessary. For example: an Order damage the character inflicts with hand-to-
Package offers a bonus of +3 in hand weapons, how much weight she can
Armed Combat and a Background carry, and how powerful she is. It also helps
Package offers a +1 in Armed determine how much damage and exertion
Combat. Therefore the character the character can withstand before
has a total of 4 Character Points collapsing. Strength is useful to people who
spent in Armed Combat. However, do a lot of heavy lifting or anybody likely to
since a skill level of 4 costs 5 enter close combat.
Character Points the player would
have to spend an additional point to A low Strength indicates either small size
receive the skill at Level 4. and body weight, or just a lack of exercise.

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A character may high jump (Strength x 10) NIMBLENESS
inches and broad jump (Strength) yards. Nimbleness is a measure of the characters
Double these numbers with a good running coordination, agility, and gracefulness. It is
start. used to determine how proficient a character
is with any Task that requires motor control
A chart detailing how much a character of and precision.
any given Strength can lift is below.
This ranges from performing card tricks to
Strength Lifting Capacity picking pockets to punching somebody in
1-5 50 x Strength (lbs) the face (Nimbleness helps the punch land;
6-10 (200 x (Strength - 5)) + 250 Strength determines how much the punch
(lbs) hurt). Any Task where the characters speed
11-15 (500 x (Strength - 10)) + and coordination matter is influenced by
1,250 (lbs) Nimbleness.
16-20 (Strength - 15) + 2 (tons)
People with low Nimbleness are clumsy
A character can "push the limits" and try to and ungraceful.
lift more by passing a Simple Strength Test.
Every Success Level achieved allows the VITALITY
character to lift an additional 10% of her This Attribute determines how physically
maximum lifting weight. The Character is hardy or healthy the character is. Vitality is
forced to make an immediate Weariness important when it comes to resisting
Test subtracting his Successes from the diseases, damage, and fatigue. This
Success Level of the Strength Test. The Attribute is used (along with Strength)
remainder is taken in Weariness Levels. to determine how much physical injury the
A failure on the Strength Test causes character can survive and still remain
D4 Life Points of damage -- the character functional. Vitality also comes into play with
strained herself and tore something up . . . physical skills that involve endurance, like
swimming, long-distance running and the
like.

WITS
This Attribute determines the characters
ability to learn, correlate and memorize
information. The higher a characters Wits,
the easier it is to improve scholastic skills.
Also, this Attribute is used to understand
and interpret information. Note that
Wits and education are two separate things.
A person can be brilliant but illiterate.
Education is covered in the Skills section,
which determines what a character has
learned in her life.

PERCEPTION
Perception governs the five senses of the
character. It gives a general overview of the
sharpness of the characters ability to sense
things. This Attribute is used to find clues,
notice things, and avoid getting surprised.

Also, Perception determines the characters


intuition and alertness. A character with a
low Perception would be nearly oblivious to
what is going on around her.

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BEARING as agreed to by the Narrator. Also, all
This Attribute measures the mental strength characters start out with 4 silver pennies
and self-control of the character, her ability (sp) unless they spend character points on
to resist fear, intimidation, and temptation as the Hoard edge.
well as the characters force of personality.
Racial Packages
Bearing is vital to Magicians; after all, Magic Suggested Backgrounds are presented
is the Science and Art of causing Change to below each of the following Racial
occur in conformity with Will. Packages to reflect common skills among
the members of those cultures. They are
This Attribute is also important for others, for not mandatory and players can spend their
it can be used to resist magical coercion, points as they like. All characters are
and the influence of panic, greed and lust, assumed to have the Lore Skill for their
as well as to inspire others around you to Realm at +2 in addition to their Native
greater feats of bravery Language at +4.

Evaluating the Numbers Dwarves (Khazad)


Level 1- Weak The character is Aule made the Dwarves strong to endure.
below average in that Attribute. Therefore they are stone-hard, stubborn,
Level 2-Average Human This is the fast in friendship and in enmity, and they
average for human beings. Most suffer toil and hunger and hurt of body more
people in any given group have hardily than all other speaking peoples.
Attributes in this range, typically with
one or two Attributes at levels 1 or They will love first the things made by their
3. own hands... They will delve in the earth,
Level 3-Excellent This is above and the things that grow and live upon the
average and a person will be known earth they will not heed.
for this attribute. A person with 3
Strength would be known as Strong The Dwarves indeed proved tough and hard
for example. to tame; they ill endure the domination of
Level 4-Remarkable A character others, and the thoughts of their hearts are
with this level is renowned in the hard to fathom, nor can they be turned to
local area for her ability at this level. shadow. They used their rings only for the
Level 5-Amazing One in a getting of wealth; but wrath and an
Thousand people would have this overmastering greed of gold were kindled in
level. This character would be their hearts, of which evil enough after came
known throughout a region for her to the profit of Sauron.
Wits if they were at level 5. -- Various writings
Level 6-Max normal human One in
a million people would have this The Dwarves are descendants of the Seven
level. Characters with abilities at Fathers, the original lords crafted by Aule,
this level are legendary for this the "smith" of the Valar, the maker of
attribute. mountains and master of crafts, whom the
Dwarves call Mahal. They were created first,
Level 7+-Superhuman Abilities of
against the design of Eru, who forced Aule
this level are outside the human
to delay their awakening until after the
range.
coming of Elves and Men. Aule gave them
knowledge of his crafts, their name and their
MONEY and language, and made them tough and
steadfast to resist Morgoth, the first great
EQUIPMENT enemy.
All characters will start out with at least one
weapon, some armor and basic equipment

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Animal Aversion -2 to animal rolls
Night vision +2 to perception rolls
versus Darkness penalties
Courage Points 3
Life Points (Strength + Vitality) x 4
+ 20
Speed Nimbleness + Vitality -2 =
Yards per Turn

Dwarven Background
Packages Cost: 6 Points
Dwarf of Balins Colony
Armed Combat +1, Lore: Moria +2,
Stonecraft +2, Survival(Mountains)
Following their awakening in the First Age, +1
the Seven Kings formed tribes based on Dwarf of the Blue Mountains
their lines and separated. Now they have Armed Combat +1, Smithcraft +2,
spread across Middle-earth, but most favour Stonecraft +2, Survival(Mountains)
the rocky highlands and deep caverns of the +1
mountains. More so than any other race, Dwarf of Erebor
they remember their origin and heritage. Appraise +1, Armed Combat +1,
Smithcraft +2, Stonecraft +2
Description: Short and stocky. Males Dwarf of the Iron Hills
average 4' 9" and 150lbs, females average Armed Combat +1, Ranged Combat
4' 5" and 135lbs. Black, red or dark brown +1, Smithcraft +2, Stonecraft +2
hair; fair to ruddy complexion. Beards, Wandering Dwarf
sometimes braided. Heavy garb with Appraise +1, Armed Combat +2,
colourful hooded cloaks. Smithcraft +2, Teamster +1

Culture: Live in tightly-knit groups and favor Elves (Quendi)


underground cities cut into rugged hills or The hobbits sat in shadow by the wayside.
mountains. They're monogamous, although Before long the Elves came down the lane
only a third are female. They believe that towards the valley. They passed slowly, and
each lineage has a common spirit that the hobbits could see the starlight
permeates them and ties them together. glimmering on their hair and in their eyes.
They revere their ancestors above all except They bore no lights, yet as they walked a
Mahal, whom they worship as their maker. shimmer, like the light of the moon above
Lifespan: 200-400 years the rim of hills before it rises, seemed to fall
about their feet.
Dwarves Total Cost: 17 (The Fellowship of the Ring)
Attributes +1 STR, +2 CON
Craftmanship +2 to Craft (Mason The first to awaken, the Elves are a graceful
and Smith) and noble race of immortals who resemble
Men but shine with an inner, celestial glow,
Fire starting +2 to Survival to start
giving them an enchanted aura. They're
fires
generally taller than men but slimmer and
Long Life (Dwarves live up to 300
more lithe, with fine features and unmarred
years)
skin that are the epitome of human beauty.
Hardness of Mind +2 to resist They have very little facial and body, and
Intimidate and other forms of rarely can grow a beard. The Elves were the
Domination first to use spoken words, and taught the
Hardness of Body +2 to resist other races the gift of speech, thus their
Weariness Levels, +6 to resist name for themselves -- Quendi, the
Disease, Increased Life Points (see Speakers.
below)

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They are not merely an ever-living humanoid
race but true immortals who age only slightly The Elves who never made the journey to
-- if ever -- in a graceful, nearly the West are called the Avari, or Sylvan
imperceptible manner. Elves commonly die Elves.
of two causes -- violence or from a
weariness of the world, where an Elf is The Elves (Noldor) 30 Points
simply overcome from grief and loses the
Attributes +2 Bearing, +2
will to live. Elves who pass away are
Perception, +1 Nimbleness, +1 Wits
gathered in the Halls of Mandos, the Valar,
Noldoran Lore +2 to any one Lore
in Aman (Valinor). There they await the End
or Craft Skill (2)
of the World, or are released back into the
world to replace another of their line who Inner Light +4 bonus to all tests to
has perished. Elves are sometimes reborn resist or oppose the Powers of the
as descendants of themselves. Shadow. This includes resisting the
fear caused by Nazgul, Intimidating
The Elves revere the Valar and many know Saurons Servants, Counteracting
their nature well, but they practice no formal Sorcery. It doesnt include attacking
worship -- instead, being the beloved of the or defending against foes like Orcs
Valar, they celebrate the Valar through song or Evil Men (4)
and poetry, music and joy. Above all but
Eru, they revere Varda, the Queen of the Also called "High Elves," the Noldor are the
Valar and fairest of all in creation. She is the only Elves living in Middle-earth who have
bringer of light, and they call her "Lady of ever resided in the Blessed Realm of Aman
the Stars" (Elentari or Elbereth). They're across the sea. Other names for them
more in tune with the Song of Creation than include Deep-Elves, Golodhrim or Gelydh
any other race, and Elven music and song (Sindarin labels), and Nomin (Adan label).
always have an unearthly beauty. Finwe was the first king of the Noldor, and
his three sons -- Feanor, Fingolfin and
Finarfin -- produced the three traditional
lines that compose the whole of the Noldor.

Description: Strongest and sturdiest of


Elves, they're still slimmer than Men. Males
average 6' 7" and 215lbs; females average
6' 3' and 175lbs. Most are dark-haired with
grey eyes that project a proud demeanor;
descendants of Fingolfin and Finarfin are
often fair-haired and blue-eyed, for their
blood contains Vanyar influence. They favor
rich, graceful clothing.

Culture: They're the most well-ordered of all


Elves, and build permanent communities
There are two major groupings of Elves in more so than their kin. Many are great
Middle-earth, thanks to a split in the early craftsmen and builders, and also revere
First Age. The most exalted group is the Aule.
Eldar, three kindreds known as the Vanyar,
Noldor and Teleri which made the Great The Elves (Sindar) 27 Points
Journey across Middle-earth to dwell with Attributes +2 Nimbleness, +2
the Valar. Some of the Teleri were delayed Perception, +1 Bearing, +1 Vitality
in the journey, and stayed in Middle-earth to (6)
become the Sindar. Many of the Noldor Musical Gift +2 bonus on all
returned to Middle-earth to war against Singing or Performing tests (2)
Morgoth. The Vanyar have never returned,
except for a short time to battle in the War of The Sindar or Grey Elves are Eldar of the
Wrath that ended the First Age. Teleri group who never saw the Light of

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Valinor, and are thus also known as complexions, with sandy hair and blue or
Moriquendi or "Dark Elves." They're not green eyes, but there is greater variation in
Avari because although they never dwelt their coloring because they're actually many
with the Valar in Aman, their first queen was kindreds. Generally prefer rustic garb in
a Maia, and thus they gained some measure forest green, grey or brown.
of enlightenment. They're the most tolerant
of other races, and have formed great Culture: Independent, unstructured and
friendships with many, including Dwarves. informal. They look upon life as a game to
They're the quietest and calmest of the be played, love music and mischief, are
Elves, less frivolous and playful than the masters of the woods. Like all Elves they
Sylvan Elves, less passionate and fiery than revere the Valar, especially Varda, but have
the Noldor. However, their feelings run deep a special place in their hearts for Orome, the
and once aroused, are not easily stayed -- "Huntsman and Tamer of Beasts."
this is the basis of their Sea-Longing, which
also makes them some of the best mariners The Elves (All)
and seamen.
Beast Skill +2 Bonus to Ride and
other Animal Related tests (2)
Description: Thin compared to Men, almost
Comfort Elves do not suffer due to
as tall as the Noldor but generally slimmer.
hot or cold weather (3)
Males average 6' 5" and 190lbs; females
average 6' 1" and 155lbs. Most have fair hair Elven Form Attractiveness Edge +2
and pale blue or grey eyes, with fair (2)
complexions. Their clothing is usually very Elven Sleep Recover all Weariness
well-made, yet subtle and utilitarian. They Levels with a single hour of rest (3)
favor grays and silvers in their garb. Farsightedness Acute Sense
(Sight) +3 on Observe tests
Culture: Most open and cooperative of the involving sight (2)
Elves, they're great teachers who are just as Night vision +2 versus all darkness
enthusiastic to learn from other races. They penalties (2)
have close-knit communities, and feel a Light-footedness +2 on all Stealth
kinship with the sea, and have a special tests, -2 to be Tracked, +2 to
reverence for Ulmo, the Vala known as the Acrobatic(Balance) tests (6)
"Lord of Waters." Immortality Immune to disease,
Forever Young (6)
The Elves (Sylvan) 25 Points Courage Points 2
Life Points (Strength + Vitality) x 4
Attributes +1 Nimbleness, +2
+ 10
Perception, +1 Bearing (4)
Speed Nimbleness + Vitality + 2 =
Woodsy +2 Bonus on Survival,
Yards per Turn
Track or Weather Sense (2)

When the Eldar left Middle-earth in the First Elven Background Packages
Age, some of their brethren remained, thus Cost: 6 Points Each
becoming known as the Avari (Quenya for Elf of the Grey Havens (Sinda)
Unwilling or Refusers). These Elves were Climb+1, Lore +1, Sea-craft +2,
left to fend for themselves when the first Swim +2
dark lord, Morgoth, cast his shadow over
Elf of Lorien (Noldo)
Middle-earth. In those dark times, they were
Armed Combat +1, Language +1,
forced to seclude themselves in forests,
Lore +2, Ranged Combat +1,
where they wandered and hid themselves
Smithcraft +1
from the other races. They became known
Elf of Lorien (Silvan)
as the Sylvan or Wood Elves.
Armed Combat +1, Climb +1, Lore
+1, Ranged Combat +1, Survival
Description: Slight of build compared to
(Forest) +2
Men; males average 6' and 150lbs; females
average 5' 9" and 125lbs. Many have ruddy Elf of Mirkwood (Sinda)

9
Armed Combat +1, Lore +1, art they have developed until to Men it may
Perform +1, Ranged Combat +1, seem magical. But Hobbits have never, in
Survival (Forest) +2 fact, studied magic of any kind, and their
Elf of Mirkwood (Silvan) elusiveness is due solely to a professional
Armed Combat +1, Climb +1, skill that heredity and practice, and a close
Ranged Combat +1, Stealth +1, friendship with the earth, have rendered
Survival (Forest) +2 inimitable by bigger and clumsier races.
Elf of Rivendale (Noldo) (The Fellowship of the Ring)
Healing +1, Language +2, Lore +2,
Smithcraft +1
Elf of Rivendale (Sinda) The origins of Hobbits are unclear, although
Lore +2, Perform +2, Ranged it appears they arose in the First Age at
Combat +1, Ride +1 about the same time as Men, and seem to
Elf of the Wandering Companies be related to Men. Their habits are unique
Language +1, Lore +2, Perform +1, however -- they burrow and reside in holes
Ranged Combat +1, Ride +1 called "smials."

Despite their pudgy look, they are quite


nimble and are so good at hiding and
disappearing that many superstitious
Mannish races think it's magical.

There are three groups of Hobbits: Harfoots


(the most common), Stoors and Fallohides.

Description: Smallest of the speaking


peoples, Hobbits tend to be fat or pudgy,
with curly or wavy hair, and tough soles on
their hairy feet. The Fallohides are the
tallest, with males averaging 3' 9" and 65lbs;
females averaging 3' 7" and 62lbs.
Fallohides tend to be fairskinned and
fairhaired. The Harfoots have brown skin
and hair, with males averaging 3' 5" and
54lbs; females averaging 3' 3" and 51lbs.
The Stoors are more varied, with build and
colouring forming a compromise between
Hobbits (Kuduk, Perianath) the other two groups. All tend to wear linen
and wool garb, with brightly colored vests
Hobbits are an unobstrusive but very ancient
and hats. They never wear shoes.
people, more numerous formerly than they
are today; for they love peace and quiet and
Culture: Hobbits enjoy the simple life of
good tilled earth; a well-ordered and well-
rural folk, as long as they get six meals a
farmed countryside was their favourite
day (at the least). They are cheery,
haunt. They do not or did not understand or
unassuming and a generally peaceful folk.
like machinery more complicated than a
They shun the unknown and excitement.
forge-bellows, a water-mill, or a hand-loom,
Lifespan: 90-110 years
though they were skilful with tools. Even in
ancient days, they were, as a rule, shy of
'the Big Folk', as they call us ... . They are Hobbits (Fallohides)
quick of hearing and sharp-eyed, and Attributes +1 Perception, +1
though they are inclined to be fat and do not Nimbleness, -1 Strength
hurry unnecessarily, they are nonetheless Hobbits (Harfoots)
nimble and deft in their movements. They Attributes +1 Perception, +2
possessed from the first the art of Nimbleness, -1 Strength, -1 Bearing
disappearing swiftly and silently ... and this
Hobbits (Stoors)

10
Attributes +1 Perception, +2 they encountered their first Elves, who gave
Nimbleness, -1 Strength, -1 Bearing them the name "Hildor," or Followers.
They're also known as Atani (in Quenya) or
Hobbits (All) 10 Points Edain (in Sindarin), which mean "Second
People."
Six Meals a Day Craft (Cooking) +3
Small Folk Hobbits receive a +2 to Men have been given the Gift of Illuvatar,
Dodge because of their small size. Death -- they live brief but fiery and
They also get fewer Life Points passionate lives. They're the most varied
(see below) species, and are often considered flawed
Soft Footed +2 on all Stealth tests, and vulnerable. There are two greater
-2 to be Tracked groupings of Men: The "High Men" or Edain,
Sure at the Mark +2 with Ranged and the Common Men who did not ally
Combat tests as per the Accurate themselves with the Elves in the wars
Edge against Morgoth. Some consider the
Tough as Old Tree-Roots +2 Northmen a third group, "Middle Men" who
bonus to Willpower tests to resist are racially close to the Edain but who did
Corruption not benefit from close contact with the Elves.
Lucky Numbers Extra Courage and
the Luck edge +2
Courage Points 4 Men, Dunedain 6 Points
Life Points (Strength + Vitality) x
4+6
Attributes +1 Bearing or +1 Wits
(choose one), +1 Strength, +1
Speed Nimbleness + Vitality -2 = Vitality
Yards per Turn
The Dnedain are descendants of the Edain
Hobbit Background who settled on the island kingdom of
Packages Cost: 6 Points Numenor in the Second Age. It was their
Numenorean ancestors who colonized and
Baggins (Fallohide)
conquered much of Middle-earth. When Eru
Craft +1, Games +1, Observe +1,
destroyed Numenor in S.A. 3319, two
Persuade +1, Ranged Combat +1,
groups survived: the "Unfaithful" Black
Hoard 1
Numenoreans and the faithful Dnedain,
Bolger (Fallohide)
who settled Arnor in the north and Gondor in
Craft +1, Debate +1, Observe +1,
the south, their realms in exile. They have
Persuade +1, Ranged Combat +1,
traces of Elven and even Maiar blood.
Hoard 1
Brandybuck (Fallohide) Description: Tall and strong; men average
Craft +1, Games +1, Observe +1, 6' 5" and 225lbs; women average 5' 10" and
Persuade +1, Ranged Combat +1, 150lbs. Fair skinned with black or dark
Survival +1 brown hair, and grey, hazel, blue or green
Cotton (Harfoot) eyes. They wear rich and well-made clothes,
Craft +2, Debate +1, Games +1, usually tunics without leggings.
Observe+1, Ranged Combat +1
Proudfoot (Harfoot) Culture: Traditional and well-educated, the
Craft +1, Debate +1, Games +1, Dunedain are the "nobles" of Mannish
Inquire +1, Observe+1, Ranged peoples. Their religion is restrained and
Combat +1 personal, largely the reverence of the Valar,
Took (Stoors) especially Manwe, Orome and Varda.
Craft +1, Debate +1, Observe+1, Lifespan: 100-300 years
Ranged Combat +1, Persuade +1,
Hoard 1 Men, Middle 5 Points
Men Attributes +1 Strength, +1 Vitality
Men are the Second Born, awakening in a
A general term for the Men who have
land called Hildorien in the First Age, to find
varying degrees of Dnedain, Dunlending
a wild continent. It was some time before

11
and Northman blood. They are represented 1" and 195lbs; women average 5' 5" and
by the rural folk of Gondor. The information 135lbs. They wear crude woolen tunics and
below also applies to the "Arnorians," the short pants with leggings. Most favor coats,
people of Annuminas, Bree, Fornost and cloaks and fur hats.
Tharbad among others.
Culture: An independent lot with no formal
Description: All bodily types, but typically, political structure, they live off the gifts of the
males average 5' 10" and 160lbs; women forest in small, secluded groups. They
average 5' 4" and 125lbs. Complexions vary interact with few other than Beornings and
from fair to tan or olive skin, and they have Sylvan Elves. They have an animistic
all colour of hair and eyes. They wear worship of spirits, with female "Wuitan"
practical linen and woolen garb. acting as shamans and spiritual leaders.
The Wuitan manage the ancient Cult of
Culture: Mostly farmers and herders with Growing (Alanakyn) which meets for rare
little contact with outsiders. They practice a tribal ceremonies. The Vala Araw (Orome) is
subdued reverence of Eru and the Valar, as revered above all others.
well as local spirits. Araw (Orome) is their Lifespan: 65-85 years
patron spirit, and many also revere
Yavanna, whom they call Dalam or Ardalam. Men, All
Lifespan: 60-80 years Adaptable +1 to any Attribute
Dominion of Man Men get higher
initial Courage than the other races
(see below)
Skilled may add +2 to any one Skill
or +1 to any two Skills
Courage Points 5
Life Points (Strength + Vitality) x 4
+ 10
Speed Nimbleness + Vitality =
Yards per Turn

Men Background Packages


Cost: 6 Points
Man of Arnor (Middle Man)
Armed Combat +1, Lore 1, Ride +1,
Run +1, Survival(Forest or
Men of Darkness 4 Points Mountains) +1, Track +1
Attributes +1 Nimbleness, +1 Man of Arnor (Dnedain)
Strength, 1 Wits Armed Combat +1, Debate +1, Lore
+1, Persuade +1, Ranged Combat
+1, Survival +1
Wood Men 4 Points Man of Arthedain (Dnedain)
Attributes +1 Perception, +1
Armed Combat +1, Climb +1, Lore
Strength, 1 Wits
+1, Ranged Combat +1, Stealth
The Woodmen have long dwelt in Mirkwood (Sneak) +1, Survival (Forest) +1
as a loose tribe of hunter/gatherers who live Man of Cardolan (Dnedain)
in or below the great trees as extended Armed Combat +1, Craft +1, Lore
families, bands or clans. They are of +1, Ranged Combat +1, Ride +1,
Northman stock and distantly related to the Survival (Plains) +1
Beornings, and even more distantly to the Man of Rhudar ((Dnedain)
ancestors of the Rohirrim. Armed Combat +1, Climb +1,
Observe +1, Ranged Combat +1,
Description: Average to stocky, with strong Survival (Mountains) +2
but angular features. The men possess
large amounts of facial hair, and average 6'

12
Beorning (Middle Man) Barbarians Cost: 17 Points
Armed Combat +2, Ranged Combat Note that Dwarves, Elves of the West,
+1, Survival (Forest or Mountains) Hobbits and Dnedain cannot be
+1, Track +1, Hardy Edge (Reduce Barbarians.
all penalties due to injury by 1) Druadan Tribesman (Woses)
Dunlending (Middle Man) Armed Combat +1, Climb+1,
Armed Combat +1, Climb +1, Observe+1, Ranged Combat+2,
Ranged Combat +1, Ride +1, Run+1, Stealth+3, Survival
Survival (Forest or Mountains) +1, (Forest)+3, Track+3, Pick one of the
Track +1 following edges: Accurate, Acute
Easterling Tribesman (Man of Senses or Woodsy.
Darkness) Armed Combat +2, Southron Nomad
Ranged Combat +2, Ride +1, Armed Combat +2,
Survival (Plains) +1 Observe+2,Ranged Combat+2,
Southron Tribesman (Man of Run+2 Stealth+2, Survival
Darkness) Armed Combat +1, (Southern Wastes)+3, Track+2,
Ranged Combat +1, Run +1, Pick one of the following edges:
Survival (Jungle or Southern Waste) Acute Senses, Hardy or Tireless (2
+1, Travel-Sense Edge Levels).
Man of Bree (Middle Man) Mountain Folk
Craft +2, Debate +1, Games +1, Armed Combat+2, Climb +3,
Run +1, Ally Edge 1 Observe+2, Ranged Combat+1,
Man of Dale (Middle Man) Stealth +2, Survival (Mountains)+3,
Armed Combat +1, Craft +1, Debate Track +2, Pick one of the following
+1, Ranged Combat +1, Ride +1, edges: Doughty (2 Levels), Swift
Run +1 Recovery, Hard to Kill (2 Levels).
Man of Gondor (Middle Man)
Armed Combat +1, Craft +1, Lore
+1, Observe +1, Ranged Combat Craftsman Cost: 17 Points
+1, Run +1 Gardner/Farmer
Man of Minas Tirith (Dnedain) Appraise (Fruits and Vegetables)
Armed Combat +1, Climb +1, Lore +1, Craft: Gardening or Farmerr +3,
+1, Persuade +1, Ranged Combat Any one other Craft+2, Games+2,
+1, Run +1 Lore (Choose an appropriate Lore
Woodsman of Mirkwood (Middle such as Herbalism)+3, Any one
Man) Armed Combat +1, Ranged other Lore +2, Observe+1,
Combat +1, Survival(Forest) +1, Persuade+1, Pick one of the
Track +1, Woodsy Edge (+2 Bonus following edges: Craftmaster,
on Survival, Track or Weather Curious, Good Luck (2 Levels) or
Sense) Wise.
Rider of Rohan (Middle Man) Innkeeper
Armed Combat +2, Ranged Combat Appraise +2, Craft: Inn keeping +3,
+1, Ride (Horses) +3 Craft (Brewing)+3, Any one other
Craft+1, Debate (Bargain)+2, Lore
(Local Gossip)+2, Observe+1,
Persuade+1, Pick one of the
ORDER PACKAGES following edges: Allies (2 Levels),
These packages are optional guidelines for Craftmaster, or Honey-Tongued (2
players. They are not intended to be all Levels)
inclusive but should give a player an idea of Smith
the possibilities and reflect the skills that Appraise +3, Craft (a appropriate
various occupations and cultures favor. craft like Jewelry)+2, Debate
(Bargain)+2, Observe+2, Persuade
+2, Smithcraft +3, Stonecraft +1,
Pick one of the following edges:

13
Craftmaster, Doughty (2 Levels), any one Language +1, any one
Hardy, Hoard. Language +1, any one Lore +3, any
Stonemason one Lore +1, Observe +1, Persuade
Appraise +3, Craft (a appropriate +1, Plus the Following edge: One
craft like Sculpture)+2, Debate Level of Spellcasting (Wizardry,
(Bargain)+2, Observe+2, Persuade Runes or Songs of Power).
+2, Smithcraft +1, Stonecraft +3, Student of the Secret Arts
Pick one of the following edges: Debate +2, Intimidate +2, any one
Craftmaster, Doughty (2 Levels), Language +2, any one Language
Hardy, Hoard. +1, any one Lore +3, any one Lore
+2, Observe +1, Persuade +2 , Plus
Loremaster Cost: 17 Points the Following edge: One Level of
Spellcasting (Wizardry, Runes or
Eriadorian Sage
Songs of Power).
Any one Craft +2, Debate +2,
Healing +2, Insight +2, any one Lore Traveling Magician
+2, any one Lore +1, Observe +2, Healing +1, Insight +1, Intimidate
Perform +1, Persuade +1 Pick one +1, any one Language +2, any one
of the following edges: Curious, Gift Language +1, any one Lore +3, any
of Tongues, Valar Virtue or Wise. one Lore +2, Observe +2, Persuade
+2, Plus the Following edge: One
Gondoran (or Arnorian) Scholar
Level of Spellcasting (Wizardry,
Debate +2, Insight +3, Lore: History
Runes or Songs of Power).
(Gondor or Arnor) +3, any one Lore
+2, any one Lore +1, Observe +1, Tribal Magician
Perform +1, Persuade +2, Pick one Healing +1, Insight +1, Intimidate
of the following edges: Curious, Gift +2, any one Language +1, any one
of Tongues or Wise. Lore +3, any one Lore +2, Observe
+2, Persuade +2, Weather-sense
Healer
+1, Plus the Following edge: One
Healing +3, Insight +1, Language:
Level of Spellcasting (Wizardry,
Quenya +1, Lore: History +1, Lore:
Runes or Songs of Power).
Wilderness Herbalism +3, any one
Lore +1, Observe +1, Persuade +1
Pick the following edge: Healing
Hands
Rivendale Scholar
Debate +1, Healing +1, Insight +1,
Language (any Elvish) +2, Lore:
History (Elves) +3, any one Lore +2,
any one Lore +1, Observe +2,
Perform +1, Persuade +1, Pick one
of the following edges: Ally (2
Levels), Curious, Gift of Tongues,
Valar Virtue or Wise.
Master of the Wild
Guise +1, Healing +1,
Language +1, Lore/Wilderness +3,
Mimicry +1, Observe +2, Ride
+1, Survival +2, Track +2,
Weather-sense +1, Pick one of the
following edges: Acute Senses,
Wise or Woodsy. Minstrel Cost: 17 Points
Gondorian or Arnorian Minstrel
Magician Cost: 18 Points Debate +1, Games +1, Inspire +2,
Wizards Apprentice Legerdemain +1, Lore: History
Debate +1, Healing +1, Inquire +1, (Gondor) +2, Mimicry +2,
Insight +1, Inspire +1, Intimidate +2, Perform+3, Persuade +2, Stealth

14
+1, Pick one of the following edges: Persuade +1, Ride +2, Pick the
Ally (2 Levels), Artistic Talent, following edge: Status Level 1
Curious, Honey-Tongued or Wise.
Herald Rogue Cost: 17 Points
Debate +2, Inquire +1, Insight +1, Burglar
Inspire +1, Any one Language +2, Acrobatics +1, Appraise +2, Armed
Any other language +1, Lore: Group Combat +1, Climb +3, Dodge +1,
(your own) +2, Lore: Realm (your Jump +1, Legerdemain +1, Observe
own) +2,Observe +1, Persuade +1, +1, Search +1, Stealth +3, Pick one
Ride +1, Pick one of the following of the following edges: Acute
edges: Ally (two Levels), Gift of Senses, Furtive or Situational
Tongues, Honey-Tongued. Awareness.
Performer Outlaw
Acrobatics +2, Games +2, Armed Combat +2, Climb +2,
Legerdemain +3, Mimicry +1, Conceal +2, Dodge +1, Observe+2,
Perform +3, Persuade +2, Ranged Ranged Combat +2, Stealth +3,
Combat +1, Stealth +1, Pick one of Survival +1, Pick one of the
the following edges: Acute Senses following edges: Hardy, Tireless or
(Sight), Ally (2 Levels), Artistic Woodsy.
Talent or Honey-Tongued.
Tribal Chanter
Any one Craft +1, Inspire +2,
Legerdemain +1, Lore: Tribal Lore
+2, any one Lore +1, Mimicry +1,
Perform +3, Persuade +2, Stealth
+2, Pick one of the following edges:
Acute Senses (Sight), Ally (2
Levels), Hardy or Honey-Tongued.

Noble Cost: 17 Points


Gondorian (or Arnorian) Lord
Armed Combat +2, Dodge +1,
Debate +2, Inspire +2, Intimidate
+2, Language: Quenya or Sindarin
+1, Lore: History (Gondor or Arnor)
+1, Observe +1, Persuade +1, Ride
+2, Pick the following edge: Status
Level 1.
Eriadorian Gentry
Debate +2, Inquire +1, Inspire +2,
Intimidate +1, any one Language
+2, any one Lore +2, Observe +2, Lurker
Persuade +3, Pick the following Appraise +1, Conceal +2, Guise +2,
edge: Status Level 1. Inquire +2, Legerdemain +1,
Leader of Folk Observe +3, Persuade +1, Stealth
Armed Combat +2, Dodge +1, +3, Pick one of the following edges:
Inspire +2, Intimidate +2, any one Hardy, Tireless or Woodsy.
Lore +1, Observe +2, Persuade +1, Pickpocket
Ranged Combat +2, Ride +2, Pick Appraise +1, Armed Combat +1,
the following edge: Status Level 1. Conceal +2, Dodge +1, Inquire +1,
Tribal Chieftain Legerdemain +3, Observe +2, Run
Armed Combat +2, Debate +2, +1, Stealth +3, Pick one of the
Inquire +1, Inspire +2, Intimidate +2, following edges: Ambidexterity,
any one Lore +1, Observe +2, Furtive or Situational Awareness..

15
Warrior Cost: 17 Points +1, Ride +3, Siegecraft +1, Pick one
of the following edges: Born to the
Man at Arms
Saddle, Honors Insight (2 Levels)
Armed Combat +2, Dodge +2,
or Valor.
Healing +1, Inspire +1, Intimidate
+1, Observe +2, Ranged Combat Scout
+2, Ride +2, Siegecraft +2, Pick one Armed Combat +1, Dodge +1,
of the following edges: Bold, Hard Healing +1, Observe +3, Ranged
to Kill (2 levels) or Valor. Combat +2, Ride +2, Stealth +3,
Track +2, Pick one of the following
Bowman
edges: Furtive, Woodsy or
Armed Combat +1, Dodge +1,
Situational Awareness.
Healing +1, Jump +1, Observe +2,
Ranged Combat +3, Ride +2, Run Sentinel
+1, Siegecraft +1, Survival +1, Armed Combat +2, Dodge +1,
Track +1, Pick one of the following Intimidate +2, Observe +3, Ranged
edges: Accurate, Furtive or Combat +2, Ride +1, Run +1,
Situational Awareness. Siegecraft +3, Pick one of the
following edges: Acute Sense,
Horseman
Faithful (2 Levels) or Tireless (2
Armed Combat +2, Dodge +1,
Levels
Healing +1, Inspire +2, Intimidate
+2, Observe +2, Ranged Combat

16
Chapter Two:
Qualites and Drawbacks

17
QUALITIES AND DRAWBACKS
ACCURATE The more powerful the Adversary, the higher
2-point Quality the value of this Drawback. Individuals are
Prerequisite: Weapon Skill 4+ worth 1 to 3 points as Adversaries,
Pick one Ranged Weapon (Longbow, depending on their resources and abilities. A
Shortbow, Spear etc.). Character gets a +2 normal person would be worth 1 point; a
to attack with it. Magician, a Ranger or a Powerful Noble
would be worth 3 points. An organization
ACCURSED may be worth 2 to 5 points, depending on its
Variable Drawback power. A Tribe of Orcs would be worth 2
Depending on its severity, a curse can be points, the City Guard of a city would be
worth anywhere between 1 and 5 points. A worth 3 to 4 points (depending on its size
5-point curse would be a terrible thing, and competence), and a nations armies like
something that would utterly ruin any chance the Witch-Kings forces would be worth 5
of the character leading a normal or happy points or more.
life, or which might kill the victim at any
moment. A major inconvenience or AGE
annoyance is worth 1 point. For example, 2-POINTS/LEVEL QUALITY
the character seems to attract flies, fleas Ancient characters are very powerful, having
and vermin; milk sours quickly in the refined their abilities with centuries of
presence of the victim; little accidents practice. This Quality is most appropriate
plague the accursed one. Something more for Elves or Dwarves but it is not
dramatic and harmful would be worth 2 to 3 inconceivable that a Dnedain could have
points. For example, people tend to be one or two levels of this quality.
distrustful and angry at the character for no
apparent reason (-2 to -3 on all attempts to Each level of Age adds one century to your
influence people), or the character can characters life span. Truly ancient beings (a
never accumulate a lot of money without millennium old or older) have ten or so
losing it. Severe or life-threatening curses levels of Age, and are extremely powerful.
will be worth 4 to 5 points. For example, As such, they are not appropriate as
every day, an accident, mishap or random characters in most games.
occurrence will endanger the characters life.
If the character is alert, she might survive The Age Quality only refers to periods
the mishap without injury, but every day, she during which the character was active. Many
has to live with the knowledge that Elves and other beings have long periods of
sometime, somewhere, something down time when they are inactive. If you
dangerous and terrible is going to happen. want to create a character from the First Age
of Middle-Earth, that is fine; add as many
ACUTE/IMPAIRED SENSES (Pick one) levels of Age as you can afford, and
2-point Physical Quality or Drawback consider the rest of the time to be down
This Quality/Drawback must be purchased time for whatever reason. The bonuses
separately for each sense: sight, hearing, your character gets are restricted to those
touch, smell or taste. When bought as a levels of Age purchased though. Age gives
Quality, an Acute Sense gives the character your character more points to put into skills.
a +3 bonus to any Perception related Test or Each level of Age grants one point per level
Task that relies on that sense. If acquired as of Wits to put into skills, to a maximum of
a Drawback, Impaired Senses give a similar four per level. Age is not without its down
3 penalty to Perception-based Tests or side though. Over time, enemies and
Tasks. secrets are accumulated, and these always
seem to outlast friendships and renown. For
ADVERSARY each level of Age, the character must take
Variable Social Drawback one level of either Adversary or Secret and

18
gains no character points for that This Quality or Drawback determines the
disadvantage. characters looks (or lack thereof). The
average person has an Attractiveness of 0,
ALLIES which means the person looks plain and
1-point/Level Quality undistinguished unless she takes steps to
The character has friends or allies who can enhance her appearance (clothing, makeup
provide her with information, warnings and and poise always make a difference).
even help, should she require it. The more Positive values in Attractiveness indicate
helpful or powerful the ally the higher the pleasing features, while negative values
point cost. A beggar in the city who indicate ugliness, scars, or unpleasant
occasionally overhears matters of some characteristics. The characters
import might be worth 1 point, while Attractiveness value can be added to or
befriending Rhadagast the Brown or Thom subtracted from any Test or Task that
Bombadil would be worth 5 points. involves making an impression on other
people. In some cases, negative
AMBIDEXTERITY Attractiveness values can be useful. When
3-point Quality trying to intimidate or scare people, positive
Prerequisite: Nimbleness 4+ Attractiveness values have no effect, but
When using a weapon in his off-hand the negative ones count as bonuses!
character can make an extra attack or
defense action without penalty. BATTLE-FURY
1-point/level Drawback
ARMOR OF HEROES Level One-needs to make a Simple Bearing
2-point Quality check to leave a battle while foes are still
When not wearing armor character are standing or spend a Courage Point. Level
considered to have 2 points of armor. This Two-Cannot leave a battle while foes are
can be used with shields. still ALIVE unless a Simple Bearing check is
made or a Courage Point is spent. Level
Three-Cannot leave a battlefield while
ARMOR PROFICIENCY
ANYONE (including friends) is still standing
2-point/Level Quality
unless a Simple Bearing check is made or a
Prerequisite: Strength 3+
This Quality represents a warriors training Courage Point is spent.
and experience while wearing heavy armor.
Each level reduces Encumbrance Value BOLD
Penalties by 1 per level. Maximum 3 Levels. 2-point Quality
Character gets an additional +5 Bonus (For
a total of +10) when they spend a Courage
ARROGANT
Point in Combat. See LotR pg.143
2-point Drawback
The character cannot spend a point of
Courage on tests with Social Skills except BORN TO THE SADDLE
for Intimidate. See LotR p. 153. 2-point/Level Quality
Character gets a +2 to Ride checks.
ARTISTIC TALENT (Type)
2-point Mental Quality CHARMED LIFE
Pick a favored type of art. Whenever a work 5-point Quality
of art is created, the character receives a +3 Once per game session, if you are attacked
bonus to all related Task attempts. and hurt, you may make a Difficult Vitality
Additionally, even if the Task is failed, a test at -1 per 10 points of damage. If
minimum of one Success Level is always successful you take half damage.
acquired -- even a failure by the truly
talented still has artistic merit. CLOWN
1-point Drawback
ATTRACTIVENESS Clowns are generally accepted and liked
Variable Quality or Drawback during situations where their quirky humor is
not out of place (parties and other social

19
gatherings, or among friends). Their sense Bearing Test, at a penalty of -1 to -3
of humor gets them in trouble during tense if the temptation and possible
and dangerous situations. rewards are great.
Level 3: The third level is the
COMMAND strongest -- a desire so strong that it
3-points/Level Quality often overwhelms any scruples the
You have Authority over and command a character may have. When
force of men. Note that a character must presented with temptation, she can
have Status equal to his Command level. only avoid acting by passing a
Difficult Bearing Test, with penalties
Level 1-up to 150 men ranging from -1 to -5 depending on
the size of the prize. For a high
Level 2- 151-1000 men
enough reward, the character will
Level 3-1001-5000 men
turn on friends or loved ones, and
Level 4- over 5000 men even betray her cause or principles.

COVETOUS CRAFTMASTER
1- to 3-point Drawback 2-point Quality
A Covetous character wants certain things +2 bonus with all Craft Skills. See LotR pg.
and is prepared to go to great lengths to 144.
acquire them. She may be motivated by love
of money, lust for sensual satisfaction,
hunger for power, or the search for glory. A
Covetous character usually refrains from
breaking her own moral code or the laws of
the land in the pursuit of her goals, but if a
golden opportunity presents itself, the
temptation may be just too great. There are
four types of covetousness, based on what
the character wants: Greedy (money and
wealth), Lecherous (sexually attractive
people), Ambitious (power and influence),
and Conspicuous (fame and renown). It is
possible to covet two or more of those
things, but each additional source of desire
adds but a single point to the value of this
Drawback. CURIOUS
2-point Quality
Level 1: The first level is relatively Character gets an additional +5 Bonus (For
mild. The character knows what she a total of +10) when they spend a Courage
wants, and she spends a great deal Point with Lore and Search skills. See LotR
of time and effort to attain her goals, pg.143.
but she wont break her own rules or
those of society to do so. Her desire
otherwise dominates her life, CULTURAL CONFLICT
however. 2-point Drawback
You disagree with the ideals and
Level 2: The second level is
philosophies of your people and so shun
stronger presented with enough
them as they shun you. You have a -2
temptation, the character may act
penalty to all social tests when dealing with
even if it goes against her better
the people of your realm.
judgement or morality. She may
resist if the action she contemplates
DARK HEART
is truly wrong and reprehensible --
1-point/Level Drawback
stealing credit for a heroic deed
Your pure heart has become sullied as you
performed by a friend, for example
further your knowledge and understanding
but resisting requires a Simple

20
of the Enemy. When you gain ranks in Lore +2 Bonus on Renown tests and +1 to Social
skills concerning the Enemy, you must make Skills with Elves. See LotR, p. 145.
a Corruption test and all Corruption tests
have an additional penalty equal to -1 per ELVEN ENCHANTMENT
level in Dark Heart. 10-point Quality
All Elves have an affinity with magic. Elves
DEPENDANT that Pick this ability get +2 Bonus on all
2 or 3-point Drawback Magic Related Tests including Resisting
Dependants are usually family or friends the Weariness when casting Spells, tests
character feels responsible for such as a needed to use a spell successfully and any
little sister or a young squire. If something other tests magic-related. When using Craft
were to threaten that person the character Skills Elves can imbue items made with
must do everything in his power to stop it. minor Magical Qualities. This requires an
One dependant would be worth 2 points and appropriate Craft Skill of at least 5+ and a
more than one is worth 3 points. minimum of 5 Success Levels on the Craft
Skill Check.
DOUGHTY
1-point/Level Quality FAITHFULL
Prerequisite: Str 4+ 1-point/Level Quality
+1 Bonus to Strength based tests. The character picks a person (a loved one, a
Maximum level equal to Strength. See LotR friend, a King), a group (the Wise, your
pg.145. children, the Dnedain), or a Realm
(Arthedain, Khazad Dm, Rivendale). When
DULLARD fighting on behalf of that which you are
2-point Drawback faithful to you receive a bonus of +1 to all
When you spend Courage on a test attempts to defend (parrying, dodge, fear
regarding Lore or you receive only a +2 saves etc.) against attacks on it. However,
bonus to your roll instead of +5. See LotR because you are willing to do almost
p. 154. anything to protect that which you are
faithful to, you are susceptible (-1 to Bearing
Saves/Level) to Corruption while defending
it. Max 5 Levels. See LotR p. 145.

FEALTY
3-point Drawback
Having sworn an oath of allegiance and
obedience to a lord or ruler the player must
now comply with his lawful commands. By
the same token your liege-lord must reward
you with honors befitting your service and
DUTY stature. If the player breaks his oath he
2-point Drawback suffers a -8 penalty with those who know of
The character has an obligation of some his faithlessness and may face the wrath of
kind laid on him. Whether it is the Duty of a his lord. See LotR p. 155.
Noble Lord of Arnor to protect his Lands and
Peoples or a Gardners oath to keep his FELL-HANDED
friend and master safe the player must pay 1-point Quality/Level
heed to his obligations. If a character is Prerequisite: Weapon skill 6+
known to have failed to fulfill his duty they Each level of this ability adds a +1 bonus to
suffer -5 to all Social Rolls. See LotR p. attacks against a specific enemy group,
155. which is determined as per LotR, p.146. A
character can have as many levels as his
ELF-FRIEND weapon skill.
1-point Quality

21
FORE-SIGHTED HAMMERHAND
2-point Quality 1-point/level Quality
Prerequisite: INT 5+ Prerequisite: STR 4+
The character has premonitions of the future Each level of this ability adds a +1 bonus to
days seeing dimly something of what is to Brawling damage (not Multiplier). A
come. Your control over this power is never character can have as many levels as his
great and your foresight of the future is Strength attribute.
usually somewhat vague. Once per game
session the character with Foresight may HARD TO KILL
ask to fortell the future. He makes a Difficult 1-point/level Quality
Wits test. If successful he receives a brief Each level of Hard to Kill adds 3 Life Points
vision of events that may occur in the future. to the characters Pool. Additionally, each
See LotR, p.146. level adds a +1 bonus to Survival Tests.
Max 5 Levels.
FURTIVE
2-point Quality HARDY
+2 to either Stealth, Legerdemain or 2-point Quality
Conceal. Player must pick one. See LotR, Prerequisite: VIT 4+
p.146. When reduced to 10 Life Points the
Character suffers no penalties to act. At 5 to
GIFT OF TOUNGES zero Life Points the character only has a
2-point Quality penalty of -2 (instead of -4). If using the
Prerequisite: WITS 5+ optional Health Levels rules it reduces the
Character receives an additional Skill Rank Wound Penalties by 2.
in each language he learns for free at
character creation. A character who buys HEALING HANDS
three ranks in Westron would actually have 3-points/Level
4 Ranks. Also languages cost half the The character can heal an additional Life
normal price with Experience Points. See point per Level when a successful Healing
LotR, p.146. Check is made. This healing can be spread
in any way, and can be used to heal the
character as well as others. The character
who is being healed recovers these bonus
points at a rate of a Life Point per minute he
is at rest. Max 5 Levels. See LotR, p.147.

HOARD
2-point/Level
This represents the amount of wealth and
property (lands, weapons armor etc.) a
character has access to. Characters with
Hoard at Level 3+ receive a free level of
Status to reflect the influence of the wealthy.
Rank Item(s)
1 1d6 2 Success Level Craft,
GOOD LUCK/BAD LUCK Smithcraft, or Stonecraft items;
1-point/Level Quality or Drawback small apartment in the city or small
Each level of Luck counts as a +1 bonus (or house in the country; <1 acre of
-1 penalty) that can be applied to a Task or land; 50 sp worth of goods; 250 sp
Test, once per game session. Multiple levels in coin.
can be added together for a big bonus on
one Task/Test, or spread around several 2 2d6 2 Success Level, Smithcraft, or
different actions. The Chronicler will decide Stonecraft items; large apartment in
when Bad Luck rears its ugly head. the city or large house in the

22
country; 1-5 acres of land; 250 sp makes. She does not betray the trust of
worth of goods; 1,000 sp in coin. others once she has accepted it.
Level 3: This person lives by a strict set of
3 2d6 3 Success Level Craft, rules that control most of her actions
Smithcraft, or Stonecraft items; towards others. In addition to all the other
small house in the city or small restrictions above, she refuses to participate
manor in the country; 6-20 acres of in acts of betrayal such as ambushes,
land; 500 sp worth of goods; 2,000 striking a helpless or unsuspecting foe, or
sp in coin. cheating in any way. Lying is anathema, and
she only lies in cases of extreme need. Even
4 1d6 4 Success Level Craft, then, she feels guilty and dies not do a very
Smithcraft, or Stonecraft items; good job at deceiving; any tasks requiring
large house in the city or large lying have a -2 to -6 penalty, determined by
manor in the country; 21-50 acres of the Chronicler given the circumstances.
land; 2,500 sp worth of goods;
10,000 sp in coin. HONORS INSIGHT
1-point/Level Quality
5 2d6 4 Success Level, Smithcraft, or Character receives a bonus of +1/level to
Stonecraft items; large house in the Insight tests to detect deception and lies.
city or estate house in the country; Max 5 Levels. See LotR, p. 148.
51-100 acres of land; 10,000 sp
worth of goods; 50,000 sp in coin.
HORSE ARCHER
2-point Quality
HONEY-TOUNGED This quality halves the penalties for using a
1-point/Level Quality bow while riding a horse (see page 53).
Character receives a bonus of +1/level to
social tests where pleasant speech is
involved using Debate or Persuade but not HORSE LORD
Intimidate. Max 5 Levels. See LotR, p. 148. 4-point Quality
When riding a horse in combat the character
with this quality doesnt suffer the -4 penalty
to Armed Combat attacks while moving.
However, depending on the mount he could
still suffer a -1 to -4 penalty if the horse isnt
used to combat (see page 53).

HUMORLESS
1-point Mental Drawback
The Humorless character lacks the ability to
laugh at life, and takes everything with the
utmost seriousness. Most people find this
facet of her personality to be unattractive or
bothersome. The character receives a -1 to
social checks that involve general interaction
outside of formal events.
HONORABLE
1- point/Level Drawback INCORRUPTIBLE
Level 1: These characters do not lie or 1-point/Level Quality
betray friends or loved ones, or people they Character receives a bonus of +1/level to
respect. Anybody else, especially people Bearing tests to resist Corruption. Max 5
from groups they dislike or are prejudiced Levels. See LotR, p. 148.
against, are fair game.
Level 2: This code of honor is more KINDLE SPIRITS
complex, and applies to everyone, friend or 2-point Quality
foe. The character always keeps her word Prerequisite: Perform 4+
and does her best to fulfill any promises she

23
Your stirring exhortations can renew highest level she is a sadist with no
courage in the hearts of your friends and lift feelings of remorse (this is probably
flagging spirits. As a full-round action you not appropriate for most Players, but
may make a Perform test. Every ally who is typical among servants of
can hear your words receives a bonus equal Sauron).
to the Success Level of the Perform Test to DELUSIONS: Your character
resist Fear and for a Weariness Test. You believes something that just isnt
may use this ability only once each day. trueshe might be a confirmed
racist, or convinced that she can talk
LOVE/TRAGIC LOVE to trees.
2- OR 4-POINT DRAWBACK OBSESSION: A particular person or
The characters love life is the stuff songs task dominates your characters life,
are made of. A character with this Drawback to the exclusion of most other
starts the game with a relationship or things. To pursue her Obsession,
develops one shortly after the campaign she will go to almost any length (as
begins (usually during the first or second limited by her morality). She may
game). This love may or may not be neglect other duties, both personal
reciprocated; your character might be in love and professional, to pursue that
with someone who barely knows she exists. which fascinates her. The
Whenever the character has to choose obsessee may be a person (who
between following her heart or her head, she may or may not be aware of your
must make a Bearing (not doubled) roll at a - characters feelings, but who almost
3 penalty. This Drawback is worth two certainly would be upset about their
points. intensity) or a task (like getting
revenge on somebody, or
Tragic Love is as above but any romantic performing some important or
relationship the character develops ends notorious feat).
badly. This can happen in two possible PARANOIA: They are out to get
ways: something bad happens to the you. Trust no one. Everything is a
characters beloved, or the character has an conspiracy and everyone is keeping
unfortunate tendency to fall for the wrong secrets. Your character never
people. Tragic Love is a 4-point Drawback. knows when somebody is going to
turn against her, but she knows they
all will, sooner or later. A paranoid
MENTAL PROBLEMS character expects treachery at every
1-TO 3-POINT DRAWBACK turn, and rarely trusts even her
Your character has some major malfunction. friends and relatives. This makes
Maybe her parents abused her, or she is in her testimony less likely to be
dire need of some Prozac. The short circuit believed, even when she is
could be quirky or downright insane, speaking the truth.
depending on how severe the problem is. PHOBIA: Something gives your
Some common Mental Problems follow. character the wigginssnakes,
heights, enclosed spaces, public
COWARDICE: Your character is appearances, etc. The harder it is
more afraid of danger and to overcome the fear, the more this
confrontation than normal people. Drawback is worth. Whenever the
She may shun danger altogether, or character faces the subject of her
only risk it when shes sure she has phobia, she must make a Fear Test
the upper hand. Use the value of with a penalty equal to the value of
this Drawback as a penalty to rolls the Drawback. If the situation is
to resist fear. normally frightening (say, someone
CRUELTY: This is a person who afraid of wolves now faces the
actually likes to inflict pain and terrifying specter of a werewolf), add
suffering. At the lower level, she the Phobia value to the regular Fear
reserves this for people who have Test penalty.
angered or attacked her, but at the

24
RECKLESSNESS: This character is SEVERE: The problem is severe,
supremely overconfident and and affects your characters daily
impulsive, willing to take incredible life. Anybody who knows the
risks, often without thinking of the character realizes or strongly
consequences. Most of the time, suspects that something is wrong
she never looks before she leaps with her. This is a 2-point Drawback.
and gets into all kinds of trouble as DERANGED: The character is
a result. A Reckless character clearly deranged, with no regard for
prefers to act first and think about it such considerations as the law, the
later. She says whats on her mind safety of others, or the integrity of
with no consideration for diplomacy her immortal soul. That does not
or courtesy, rushes into dangerous mean she is completely berserk.
situations, and rarely wastes time on She may control herself out of fear
second thoughts. Reckless does of being stopped or discovered by
not necessarily mean suicidal, the law or other major threat, but
however. Acting on impulse no when no such fear exists, watch out.
doubt puts the character in OATH
jeopardy, but doing something that 3-point Drawback
is clearly lethal is not roleplaying, its The character has made a powerful Oath
just stupid. that is more binding than the strongest steel.
ZEALOT: A zealot is a person When called upon to fulfill the Oath the
whose beliefs (political, religious or character must do so no matter what the
personal) are so strong that they cost or face a dire consequences. The one
dominate her life and behavior. She who you swore an Oath to will punish you or
is willing to sacrifice anything, if unable to do so the subtle magic of Middle
including her life (or the lives of Earth will make you suffer. See Accursed.
others) in service to the ideals she See LotR, p. 157.
holds dear. This character is a
danger to herself and others, and OUTCAST
shows a total disregard for the law 2-point Drawback
whenever it conflicts with her You have been cast out of your homeland.
beliefs. This differs from Obsession Serious consequences may take place if
in scope (Zealot behavioral dictates ever encountered by someone of your
are more comprehensive) and people who recognizes you as an outcast. If
severity. This Drawback is rare you encounter another of the group of which
outside of the Deranged level. Your you were cast from and you are recognized
Narator will determine if lower as an outcast, double your Renown penalty
severity levels are even possible. to all social tests, minimum of -2.

The higher the value of the Mental PHYSICAL DISABILITY


Problems, the more debilitating it is. Variable Physical Drawback
Generally, Characters should not have This Drawback covers any physical
Mental Problems worth over two points, problems affecting the limbs of the
although playing the lunatic can be fun every character. A disabled character may suffer
once in a while. from limb loss, spinal column damage, and
any number of tragic impairments. The
MILD: The Mental Problem is possibilities are discussed below.
controllable and your character Missing or Crippled Arm/Hand:
seldom allows the problem to The hand in question cannot be
control her during times of crisis, used to grab or hold objects. Any
especially when friends and loved Test or Task requiring two hands is
ones are involved. People may not at a disadvantage (-3 or worse) or
even know something is wrong with simply impossible. This is a 2-point
the character. This is a 1-point Drawback.
Drawback.

25
Missing or Crippled Leg/Foot: The randomly (a roll of 1 on a D10 means the
character is unable to walk or run character experiences a nightmare that
normally. With the help of crutches night). On any night when the character is
or a cane, she can move at up to afflicted by the nightmare, she loses a
one-third the normal Speed value of Weariness Level as the result of her inability
the character. Hand-tohand combat to go back to sleep.
Tasks are at -2. This is a 3-point
Drawback. Prosthetics can reduce REKNOWN
the penalties, increasing speed to 1-point/Level Social Drawback or Quality
up to half-normal, and reducing This Attribute becomes a Quality/Drawback
combat penalties to -1. This reduces that costs/gives 1 point per level (maximum
the Drawback value to 2 points. of 5). Its level adds (or subtracts, if its a
Missing or Crippled Arms: Both Drawback) in social Tasks where the
arms are missing or crippled. The character is recognized. In order to find out if
character cannot use any tools a character recognizes another, roll 1D10
normally. Some people with this and add the recognizers Wits, plus the
handicap have learned to use their targets Renown level (it doesnt matter if its
feet with great skill to compensate positive or negative).
for their loss. This is a 4-point
Drawback. RIVAL
Missing or Crippled Legs: The 1 or 2-point Drawback
character is unable to walk. Without A rival is a person of equal or greater stature
the help of a wheelchair, the best than the Player whose enmity causes him to
she can do is crawl or roll on the seek out ways to hinder the Player. He
ground. This is a 4-point Drawback. does not seek the characters death but
Paraplegic: Both arms and legs are would dearly love to see them humiliated or
crippled or missing, or the character shamed. For one point the Rival is an Equal
is paralyzed from the neck down. for 2 points they are of higher status than
Almost all physical activities are the character. See LotR, p. 157.
impossible. A special wheelchair,
operated with the neck or mouth, SECRET
can help the character move around Variable Social Drawback
(if the unfortunate has access to There is a hidden fact about the character
such instruments). Someone needs that would hurt her should it ever come out.
to take care of all the basic needs of The more damaging the secret would be if it
the character, from feeding to became known, the higher the value of the
changing her. This highly debilitating Drawback. For example, damage to ones
trait is an 8-point Drawback. reputation and livelihood would be worth 1
point; a threat to the persons well being
QUICK REFLEXES (she might be arrested if the truth were
2-point/Level Quality known) is worth 2 points; if the secret could
Prerequisite: Nimbleness 3+ cost the character her life, it is worth 3
The character receives a +1/Level bonus to points.
Initiative to a maximum equaling his
Nimbleness. SHOWOFF
2-point Mental Drawback
RECURING NIGHTMARES The whole world is the Showoffs audience,
1-point Mental Drawback and she loves to perform for it. She never
This character is plagued by terrifying misses a chance to cast the spotlight on
dreams that relive some traumatic herself or her accomplishments, while
experience or which are just frightening and quickly excusing or covering up her
disturbing. Every night, the Chronicler may mistakes. A Showoff loves to get public
check to see if the character suffers from the acclaim, or at least the respect of her peers.
nightmare. This may be done at the Most of the time, she simply makes sure
Chroniclers discretion, or may be rolled people notice her, but on occasion she

26
might try a bit too hard to attract attention to Additional powers may be added to the staff
herself and her deeds. This Drawback is as well (see Staff of Power in the Grimoire
slightly more complex than the Covetous: Section Page xx).
Conspicuous Drawback, and the Showoff is
less likely to betray her principles in order to STERN
hog the spotlight. 2-point Quality
Character receives a bonus of +2 to Debate
SITUATIONAL AWARENESS or Intimidate tests when trying to cow others.
2-point Quality See LotR, p. 150.
These characters gain a +2 bonus to any
Perception-based rolls to sense trouble or
STIFF-NECKED
danger in the immediate surroundings.
1-point Drawback
Once you set a course of action and a
SPELLCASTING- (Wizardry, Rune-casting contrary course is suggested you must
or Songs of Power) make a difficult Bearing or spend a Courage
5-points/Level Quality-double after 5 Point check to change your mind. See LotR,
A character with this edge can caste spells.
p. 157.
Spellcasters must choose which version of
Spellcasting they wish to pursue: Wizardry,
Rune-casting or Songs of Power. The SWIFT RECOVERY
higher a players Spellcasting ability the 2-point Quality/Drawback
more likely they will be able to resist Prerequisite: CON 4+
Weariness while using magic. Your natural healing rates are doubled.
Under the care of someone with Healing
SPELL SPECIALTY Hands the healing rate is tripled. The
2-points per Specialty reverse version of this Quality is the
A character with this edge receives a +1 Drawback Slow Recovery.
bonus to resist Weariness when casting
spells that fall into a specific category (see
Spell Specialty in the Magic Section below).

STATUS
Variable Social Quality or Drawback (2
points/level, positive or negative)
This represents a characters Social
standing within the various communities of
Middle Earth. A status of -5 would represent
a slave, -3 to -4 a criminal or outcast, -2 to -
1 a serf bound to a feudal lord, 0 a common
freeman. +1 to +2 would be a very minor
noble (a knight) or a sergeant of the guard,
+2 would be a common knight or a guard
captain, +3 to +4 would represent higher
nobility (a count or duke) or a general of an
army.

STAFF OF POWER SWIFT STRIKE


2-point Quality +variable (see text in the 5-point or 10 point Quality
Grimoire) Prerequisite: Nimbleness 5+
When this power is purchased the This ability grants an extra attack or defense
Spellcaster receives a bonus of +1 against action to the character without penalty. It
all Weariness Level penalties while casting a can be bought twice.
spell while in possession of his staff. Also
his staff becomes impervious to all physical TIRELESS
harm although it can be destroyed by Magic 1-point/Level Quality
or Magical effects such as Dragon fire.

27
Character receives a bonus of +1/level to Nessa-+2 to Perform (Dance) Tests
Vitality tests to resist Weariness Levels (this and Run Tests
does not include Magic tests however). Max Nienna the Weeper-+2 to Healing,
5 Levels. See LotR, p. 150. Bearing and Stamina tests involving
Endurance of Spirit
Orome-+2 to Track Tests when
hunting wild beasts.
TRAVEL-SENSE
2-point Quality Tuklas Astaldo-+2 Unarmed
You cannot get lost traveling through any Combat Tests.
place you have been to. Also you Ulmo-+2 to all tests involving the
automatically know what direction you are sea and to resist Corruption while
facing (north, south, east, west). See LotR, near the sea.
p. 151. Vaire the Weaver-+2 to Lore:
History Tests
Vana the Ever Young- +2 to
VALLIANT
Perform (Sing) and Persuade Tests.
5-point Quality
Prerequisite: Bearing 4+ Yavanna Kementari-+2 to all tests
When only heroic action can win through to involving animals and plants except
victory, you can succeed where others fail. tests to harm, kill or otherwise
If a difficult Bearing check is made the abuse them.
character receives +2 Courage Points to use
in any action in that scene. This can only be VALOUR
used during a truly heroic action not simply 2-point Quality
to make the character look good. See Prerequisite: Bearing 3+
LotR, p. 151. Character receives a +4 bonus to resist Fear
and Intimidation. See LotR, p. 151
VALA VIRTUE WEAPON MASTERY
2-point Quality 5-point or 10 point Quality
Select one Valar whose virtues your Prerequisite: Weapon Skill 5+
character best embodies. When the You are supernaturally proficient with a
character invokes that Valars name in the weapon. Each level adds to the Damage
service of light they receive a bonus to Multiplier of the attack. For example if a
certain skills and abilities depending on character with 2 levels of Weapon Mastery
which Valar is invoked. This quality can be hit a target with 1 success the damage
taken only once. LotR, p. 87. would be (Strength x Success Level +2) +
Damage Roll. Maximum of two levels. See
Aule the Smith-+2 to Craft, LotR, p. 153.
Smithcraft, Stonecraft or Appraise
tests (pick one). WISE
Elbereth-the character receives a 2-point Quality
+2 bonus versus all Sorcery and +2 Bonus on all Lore Skills. See LotR, p.
Spells cast by evil powers (the 153.
Nazgul, Sauron, Sauruman etc.
Este the Gentle-the character WOODSY
receives a +2 bonus to Healing 2-point Quality
Tests +2 Bonus on Survival, Track or Weather
Lorien-+2 to Inspire tests and Lore Sense. See LotR, p. 153.
Tests to interpret dreams
Mandos- +2 To all tests involving
memory
Manwe Sulimo-+2 to Insight and
Observe tests

28
Chapter Three:
Skills, Herbalism and
Lore

29
of a simple -2 penalty from his
SKILLS Legerdemain skill.

SKILL LEVELS ACROBATICS


Level 1 A beginner or amateur, Trait: Nimbleness Untrained: Y
somebody who has just learned the Specialties: Balance, Swing, Tumble
rudiments of a skill. This skill is used for performing deft
Level 2 Basic Professional level of movements of the body in precarious
training. Someone who has an positions such as swinging on a rope,
average competency. balancing on ledges or precipices, etc.
Level 3 Experienced Professional
level. Someone who has had APPRAISE
general training paired with the Trait: Wits Untrained: N
lessons that experience provide. Specialties: Gems, Gold, Art, Weapons etc.
Level 4-5 Extreme competence in a This skill is used for judging the value,
subject. The result of extensive determining the worth, or amount of some
training and experience. thing, be it the quality of a weapon or the
value of a gold trinket.
Level 6+ Higher levels represent
true mastery of a skill or craft and
ARMED COMBAT
the ability to perform the most
Trait: Nimbleness Untrained: Y
difficult tasks with ease.
Specialties: Axes, Maces/Hammers,
Spears, Polearms, Swords, Shields, Knives
Skill List This skill group covers the many different
When picking skills a character picks a free melee weapon skills including Blades, Axes,
Specialization for it if they are available. If a Polearms, etc. When this skill is selected a
character has a Base Skill that can be used type of weapon must be chosen as the main
Untrained but is forced to attempt a task for specialization. The options include Blades
which he doesnt have a Specialization he (swords and knives), Polearms (spear,
suffers a -2 to his Skill Test. For 2 quarterstaff, halberd etc.), Axes and Maces
Character Points he can pick additional (which includes clubs, hammers etc.), and
Specializations for his Skill effectively Shield. Weapons outside that specialization
negating this penalty. suffer a penalty of -2.

For Example Anar has an Armed CLIMB


Combat Skill of 3 with a specialty in Trait: Strength Untrained: Y
Swords. If he attempted to attack Specialties: None
an Orc with a Sword he does so This skill is used when a character attempts
without difficulty. If he was forced to to scale a wall, climb a tree, or rappel down
use a Battle Axe in combat he would a steep rock.
suffer a -2 penalty to his Skill Check.
CONCEAL
Skills that cannot be used Untrained require Trait: Wits Untrained: Y
a character to spend Character Points for Specialties: None
each Specialization as if it was a separate This skill is used when a character wants to
skill. If a character does not have the hide something other than himself, such as
Specialization he suffers the normal treasure or a weapon.
penalties for being Unskilled (see Mechanics
below). CRAFT
Trait: Nimbleness Untrained: N
For example Anar has Legerdemain Specialties: Carpentry, Cooking, Pottery,
2 with a Specialization in Pick Painting, Gardening etc.
Locks. If he attempted to Pick a This skill group covers all sorts of different
Pocket he would suffer the normal crafting skills like pottery, leatherworking, or
penalties for being Unskilled toy-making. See page 33 for more
(Nimbleness -2 plus a d10) instead information.

30
DEBATE flagging spirits or lead a group of characters
Trait: Wits Untrained: Y out of despair. It can be implemented by
Specialties: Bargain, Negotiate, Parley actions or words depending on the situation.
This skill is used when characters attempt to
persuade others to their point of view INTIMIDATE
through reasoned argument. Trait: Bearing Untrained: Y
Specialties: Fear, Majesty, Power, Torture
DODGE Intimidate is used to cause fear or awe in
Trait: Nimbleness Untrained: Y the targets either through words or actions.
Specialties: None
This skill allows the character to attempt to JUMP
avoid attacks. Trait: Strength Untrained: Y
Specialties: None
GAMES This skill is simply used when a character
Trait: Wits Untrained: wishes to jump over a chasm or up to
Specialties: Chess, Dice, Riddles, Etc. branch on a tree above his head. Base
Though a character uses his Wits for this Long Jump distance is equal to a characters
skill, he must physically perform a task to Strength divided by 2 rounded up in Yards.
play the game, like throwing darts and the Each Success Level with the Jump Skill
like. adds 1 yard. Half that distance can be
jumped vertically.
GUISE
Trait: Wits Untrained: N Specialties: LANGUAGE
None Trait: Wits Untrained: N
This skill is used for allowing a character to Specialties: Specific Language
properly alter his appearance to look as This skill may be selected multiple times to
though he were another person, a man or allow the character to speak and decipher
woman, man, elf, or orc. many tongues. See page 33 for a greater
explanation on Language as well as a list of
HEALING possible languages to select.
Trait: Wits Untrained: Y
Specialties: Treat Illness, Treat Wound LEGERDERMAIN
This skill allows a character to bandage, Trait: Nimbleness Untrained: N
staunch, and treat wounds and diseases in a Specialties: Pick Pocket, Open Lock
variety of manners. This skill reflects a character's ability to
manipulate his hands faster than the
INQUIRE average eye can see, allowing him to make
Trait: Bearing Untrained: Y them 'disappear' or to deftly pick locks.
Specialties: Converse, Interrogate
Inquire allows a character to gather LORE
information from a target whether they are Trait: Wits Untrained: N
willing or not. It can be used either covertly Specialties: Group, History, Magic, Nature,
or overtly and is resisted by the targets Wits Race, Realm
or Bearing depending on the circumstances. This special skill group covers many
different skills such as Group, History, Race,
INSIGHT Realm, etc. See page 35.
Trait: Perception Untrained: Y
Specialties: None MIMICRY
Insight allows a character to decipher what a Trait: Bearing Untrained: N
characters intentions may be and whether Specialties: Animals, Voices
or not they are being deceived by them. This skill represents a character's ability to
imitate voices and sounds such as that of
INSPIRE another person or animals.
Trait: Bearing Untrained: Y
Specialties: Leadership, Lift Spirits OBSERVE
Inspire measures the characters ability to lift Trait: Perception Untrained: Y

31
Specialties: Hear, Smell, Sense Power, Specialties: Boating, Sailing, Shipwright
Spot, Taste, etc. This skill represents a character's ability to
This skill represents a character's ability to create and use boats and ships.
sense and detect things out of the ordinary,
specializing in the five senses and, for those
with extraordinary powers, 'seeing' beyond
what is contained by those five senses.

PERFORM
Trait: Bearing Untrained: Y
Specialties: Compose Verse, Sing, etc.
This skill is used when a character wishes to
play an instrument, sing a song, tell a story,
etc.

PERSUADE
Trait: Bearing Untrained: Y
Specialties: Charm, Fast Talk, Oratory SEARCH
This skill is used when a character is Trait: Perception Untrained: Y
attempting to sway an opinion using charm Specialties: None
or emotional appeal instead of reason This skill allows a character to examine his
(which is the province of Debate). surroundings in a methodical manner to find
hidden or lost items.
RANGED COMBAT
Trait: Nimbleness Untrained: Y SIEGECRAFT
Specialties: Bows, Slings, Spears, Knives, Trait: Wits Untrained: N
Axes, Stones Specialties: Defense, Siege Engine, Unit
This skill group covers the many different Leadership
ranged weapon skills and a specialty must This skill reflects a character's ability to
be selected from the following: Bows, effectively fight and/or direct others during a
Crossbows, Spears, Thrown. If a character large battle. See Mass Combat rules page
attempts to do Ranged Combat but does 106.
have the proper specialization he is at -2 to
his base skill. SMITHCRAFT
Trait: Strength Untrained: N
RIDE Specialties: Armorsmith, Goldsmith,
Trait: Bearing Untrained: Y Weaponsmith, etc.
Specialties: Specific Animal Not covered under the Craft skill, this skill
This skill is used when a character attempts represents a character's ability to work and
to use a beast for transportation like a horse, mold metal to his purposes for jewelry,
pony, etc. See page 52 for more information armor, weapons, etc. See below for further
on Riding. explanation of the Smith and Craft Skills.

RUN STEALTH
Trait: Vitality Untrained: Y Trait: Nimbleness Untrained: Y
Specialties: Sprint, Long Distance Specialties: Hide, Shadow, Sneak
This skill simply reflects a character's ability This skill is used when a character attempts
to cover much ground with very little time. to evade others by hiding, moving quietly, or
For every success in a Run (Sprint) test add following another.
two to the Characters Run Speed for that
round. Vitality+Run(Long Distance) can be STONECRAFT
used to resist Weariness while traveling on Trait: Strength Untrained: N
foot instead of Vitality doubled. Specialties: Building, Fortification, Mining
Not covered under the Craft skill, this skill
SEA-CRAFT represents a character's ability to work and
Trait: Wits Untrained: N

32
mold stone to his purposes for works of art tool or a weapon it would provide a -
or building a wall. See Craft section below. 1 to all checks using it. Item would
sell for 50% to 75% of normal
SURVIVAL market value.
Trait: Perception Untrained: Y 2 Successes Item is of Average
Specialties: Forests, Mountains, Oceans, Quality and is very utilitarian. Most
Plains, Hills, etc. common items found in a market
This skill is used when a character needs to would be of this level of quality. It
live off the land so he can find edible plants sells for the normal market value.
and animals, where and how to build proper 3 Successes Item is of Good
shelter, etc. in specific environs. Quality and is recognized as being
superior to average works of its
SWIM kind. It will often have flourishes
Trait: Strength Untrained: Y and engravings and is constructed
Specialties: None of superior materials. Items of this
This skill simply reflects how strong of a quality will often sell for 125-150%
swimmer a character is. of normal market value.
4 Successes Items is of Excellent
TEAMSTER Quality and is often elaborately
Trait: Strength Untrained: Y decorated and made of obviously
Specialties: Carts, Chariots, Wains superior materials. Only the very
This skill represents a character's ability to wealthy can afford items of this
use and direct wagons, carts, and other quality. If object is a weapon it
vehicles using animals to move them. provides a +1 point of damage OR
+1 to hit. Armor can either provide
TRACK +1 point of protection or have any
Trait: Perception Untrained: N armor penalties associated with it
Specialties: Specific Terrain, Specific reduced by one. Masterwork tools
Animal or Race will provide a +1 when used by a
This skill allows a character to examine the skilled practitioner. Item will sell for
ground and surroundings looking for clues 200-500% of normal market value
as to follow others or to befuddle those when available.
trying to follow him. 5+ Successes Item is a
Masterpiece. If it is a weapon it will
UNARMED COMBAT provide a bonus of +1 to hit AND
Trait: Nimbleness Untrained: Y damage. Armor will provide a
Specialties: Brawling, Wrestling bonus of +1 to protection AND -1 to
This skill group covers the ways of combat Armor penalties. Tools provide a
without using weapons such as brawling or bonus of +2 in the hands of a skilled
wrestling. character. Only items of this quality
or greater can be enchanted. Item
WEATHER-SENSE will sell for 500-1000+% of normal
Trait: Perception Untrained: N market value and is never seen on
Specialties: None the open market. Works of this
This skill represents a character's ability to quality are commissioned by the
'read' the weather and attempt predictions. very wealthy and cannot be found
for sale in legal markets. In fact,
Craft and Smith Skills because of there rarity items at this
level are very difficult to fence and
When crafting an item using the Craft Skill or are often recognized by
the Smith Skills the characters Success connoisseurs. For every TWO
Levels determine the relative quality of an successes above 5 add an
object as seen below: additional +1 Bonus.

1 Success Item is competently


crafted but is crude. If the item is a

33
Language Skill Levels
Languages of Middle- Level 1 User may converse on very
simple subjects, using whole
Earth sentences instead of broken
Below is a short overview of the most
important and common tongues. phrases as long as both sides are
speaking slowly and carefully.
Level 2 Allows user to converse
ELVISH TONGUES: Quenya, Sindarin,
freely in everyday conversation of
Nandorin (a.ka. Bethteur or Silvan), Avarin.
an average nature (e.g., market talk,
DWARVISH: a.k.a Khuzdul.
peasant discussions, conversation
ENTISH: A character cannot learn the
with guards, etc.). User still has a
language of the ancient treeherds.
strong accent and is himself able to
MANNISH TONGUES: Westron (Common
distinguish major dialects.
Speech of north-western Middle-earth and
Level 3 True fluency. Allows
mother-tongue of most folk in the Third
understanding of, and conversation
Age), Adnaic (Nmenoreans), Ro-hirric
with, the most learned of native
(formerly called Eothric), Atliduk
speakers. Sophisticated folk may
(Beornings), Na-haiduk (Woodmen),
still brand you as an outlander,
Gramuk (Rhovanion Northmen), Eriedaic
however, and archaic or unusual
(Northman dialects of Eriador like Breeish,
concepts will still prove
closely related to Westron and substituted
troublesome.
by it in Mid-Third Age), Dunael
(Dunlendings), Blarm (Dunnish hill-men of Level 4 The normal speaking level
Eriador), Haradaic (northern Haradrim), of the native population, the
Apysaic (southern Haradrim), Varadja common man. Subtle or particularly
(Variags of Khand), As-dradja (Asdriag sophisticated concepts still prove
Easterlings), Ioradja (Balchoth), Labba troublesome.
(Lossoth), Tyran (spoken in the northern Level 5 Absolute fluency of the
basin of the Ta-lathrant), Urdarin (spoken in language and allows imitation of all
the far north-east of Endor), Pkael (Woses closely related dialects. Extremely
or Dredain). archaic and complex concepts may
OTHER TONGUES: Morbeth (Black prove troublesome.
Speech), Orkish (comes in many dialects, Level 6+ Needed for the
sometimes without any similarities. Orcs understanding of the obscurest lore,
from different tribes use Common or Black such high skill ranks can only be
Speech to converse with each other). learned from Wizards or other
ancient and well-educated beings.

34
long dead, such as Elrond Half-Elven, Beren
Lore One-Hand, and even Sauron himself.
The Lore skill groups cover the improbable Lore/History skills are classified by political
art of knowing everything there is to know entities (Lore/History:Umbar, Lore/History:
under the sun that shines on Middle-earth Lothlrien, and so on), or races or cultural
improbable because the bodies of lore that groups (Lore/History: Hobbits, Lore/ History:
course through it run so vast and so deep. Lossoth, and so on).
The rules set out here both amplify and
modify the brief description of Lore. Specialties within these skills often refer to
prominent individuals. If you specialize in
Lore is represented by seven different skill Lore/History: Dwarves (Durin the
groups: Lore/Group, Lore/History, Lore/ Deathless), for instance, that means you
Race, Lore/Realm, Lore/Spellcraft, Lore/ know the tales of the life and deeds of the
Wilderness, and Lore/Other. Each group, legendary first King of the Dwarves.
which contains a multitude of skills (each of Other specialties cover a specific aspect of a
which contains many possible specialties), is nation or groups history; if you have the
described in the sections that follow. specialty Lore/History: Gondor (Kings), that
means you have learned at least some of
the lore surrounding the royal succession of
Lore/Group Gondor from Anrion down to the last king,
The Lore/Group skill group rep-resents the ill-fated Ernur. Lore/History skills may
knowledge of the many different cultures also encompass general classes of historical
and sub-cultures in Middle-Earth. events such as wars (Lore/History: The War
of the Ring), natural disasters (Lore/History:
It represents understanding of the various The Long Winter of TA 2758-9), and so on.
political, historical, economic, and cultural Lore/History is most commonly learned
elements that shaped them. Recent through study, whether formal or informal.
historical events (those within living While it is possible to learn a lot of history by
memory) are also a part of such bodies of listening to tales told by those who know
lore, as is knowledge of famous individuals them well, more frequently, one must read
still living or only recently passed away. history in tomes and scrolls. The more
Lore/Group skills are classified by the ancient the knowledge you seek, the more
culture that they describe, such as Lore/ likely it is that you will have to read it, rather
Group: Noldor, or Lore/Group: Angmaram. than listening casually to bards and
One may come to the knowledge loremasters.
represented by the Lore/Group group by
study, but most acquire it by practical
experience. Travelers who visit a place often Lore/Race
or stay for a long time acquire the bits of The Lore/Race skill group describes
understanding that make up familiarity with a knowledge of Middle-Earths races, and
culture. each skill in this group represents one of
Middle earths distinct racial groups.
Of course, the best way to acquire a Lore/ Therefore, there are six: Lore/Race:
Group skill is to be a native of a particular Dwarves, Lore/ Race:Ents, Lore/ Race:
Culture, to grow up in it and live in it for Elves, Lore/Race: Hobbits, Lore/Race: Men,
much of ones life. It is entirely possible to and Lore/Race: Orcs.
acquire skills in this group simply by
absorption. You can acquire knowledge of Middle-
Earths races through one of three ways:
being one of them, living among them, or
Lore/History reading or hearing about them through
The Lore/History skill group represents written accounts or tales. The first two are
knowledge of past events, both near and the most reliable and most popular means,
ancient, and the great figures who moved as the third may provide knowledge from
and shaped them by their deeds. This unreliable sources.
includes knowledge of individuals very old or

35
certain specialty behave in theory, and that
Lore/Realm you can identify them when they are cast. If
The Lore/Realm skill group covers you wish to identify a spell being cast by one
Geographical knowledge. This is defined as of your foes so that you may counter-spell it,
knowing the landscape of a particular you may make a Lore/Spellcraft test with a
region, where its major features are in Difficulty equal to the spells Weariness
relation to each other, what regions border Test.
on it, and whether the terrain consists of
mountains or marshes, farmland or The principal skills of the Lore/Spellcraft
wilderness. If you have a Lore/Realm skill, group are each defined by a different spell
you are able to picture a map of that place in specialty: Lore/Spellcraft: Beasts and Birds,
your mind. Lore/Spellcraft: Sorcery, and so on.
Specialties within these skills cover
Skills in this group represent regions of individual spells. Spells with no specialty are
Middle-earth defined by contemporary covered by the skill Lore/Spellcraft: Other.
political boundaries, such as Cardolan, the The skill Lore/Spellcraft: Runes allows you
Shire, and Umbar. to recognize magical inscriptions, while the
Lore/Spellcraft: Songs of Power skill enables
They may also represent regions defined by you to recognize a spell being cast using the
tradition and convention, such as Rhn and Songs of Power method simply by listening
Forochel, or by political boundaries that no to it.
longer exist.
Specialties for Lore/Spellcraft: Runes and
Specialties within these skills can also Lore/Spellcraft: Songs of Power include all
represent smaller geographical units within of the various spell specialties. The skill
these regions. They may be cities, such as Lore/Spellcraft: Enchanted Items
Minas Tirith in Gondor and Bree in Eregion, encompasses all magical weapons and
or significant individual features of the artifacts; specialties include classes of
landscape, such as Mount Doom in Mordor items, such as weapons and staves, or
and the Emyn Muil in Gondor. enchanted items produced by different
races, such as Elves and Dwarves.
Lore/Realm skills may also encompass Lore/Spellcraft skills are almost never
types of landscape features, such as acquired except by long and arduous study.
Lore/Realm: Cities and Lore/Realm: Rivers,
rather than individual realms.
Lore/Wilderness
Realm lore may be acquired by either The Lore/Wilderness skill group covers all
experience or formal study. Traveling manner of knowledge of beasts and plants,
frequently or for extended periods through a whether wild or domesticated; the ways of
certain part of Middle-earth will give you the water, air, and earth; and craft that
knowledge of that realms geography. You enables one to survive in the wilderness.
may also learn it by studying maps and This group consists of a handful of skills.
other such documents. Lore/Wilderness: Fell Beasts refers to
creatures that are distinctly evil in nature,
such as Wargs, or monstrous beings that
Lore/Spellcraft have ever tormented the Free Peoples, such
The Lore/Spellcraft skill group comprehends as dragons.
the practice of magic in all of its forms,
whether of nature or craft, or for good or evil. Lore/Wilderness: Wild Beasts covers all
It is by no means the same as knowing how other creatures that live in the wild.
to cast spells, since one may have a Lore/ Lore/Wilderness: Domesticated Beasts
Spellcraft skill without possessing the ability covers animals in the service of Men, such
Spellcasting. as horses, cattle, pets, and familiars.

Having a Lore/Spellcraft skill means that you Lore/Wilderness: Herbalism covers all
know something about how spells from a manner of plant life, whether found in the

36
wild or cultivated. It includes knowledge of
healing plants, such as athelas, but Lore/Other
excludes Ents, who constitute a race. Any Lore skill that does not fit into one of the
aforementioned six groups belongs in the
Lore/Wilderness: Starlore covers knowledge Lore/Other group. You should therefore feel
of the stars in the sky, their names, and the free to add your own Lore skills and
courses that they follow. Those who know it specialties as your chronicle presents you
also understand the movement of the sun with the need to do so. One example would
and moon across the sky. be Lore: Servants of the Shadow which
would provide a character with knowledge of
Finally, Lore/ Wilderness: Survival describes the Enemy and his creatures.
knowledge of how to preserve life and limb
in a difficult spot. It overlaps to some extent
with the Survival skill group (and has similar
specialties), but is distinguished from it by Overlapping Lore Skills
the fact that one may know Survival Lore Inevitably, this system of handling Lore skills
from having read or heard of certain will create many areas of overlap between
procedures without having much skill at different skill groups, skills, and specialties,
putting that information into practice. and it will not appear obvious how they
differ.
Lore/Wilderness is the one category of
knowledge that is most commonly acquired For instance, what is there to distinguish the
through hard experience, for it is certain that skill Lore/History: Dwarves from the
the easiest way to learn about a wild beast specialty Lore/Races: Dwarves (History)? In
is to study it face to face. Those who travel practical terms, very little. All of the skills
long or frequently through uninhabited lands, and specialties presented or suggested here
such as Rangers, may learn much are, after all, abstractions of what facts,
wilderness lore over the course of a lifetime. tales, rhymes of lore, and so on characters
might actually know.
Even so, it is not impossible to learn Lore/
Wilderness through the study of books or Both Lore/History: Dwarves and Lore/
tales. For instance, some among the Races: Dwarves represent the same basic
Dnedain of the North have left written body of knowledge; the difference in how
accounts, both narrative and analytical, of they are classified and demonstrates that
their experiences as Rangers, and these two different characters might come to it by
constitute useful bodies of lore. Nor should different routes. Therefore, Narrators should
one overlook Merry Brandybucks essay on demonstrate flexibility in determining
pipe weed, written after his return from the whether a possible Lore test fits a
War of the Ring. characters specific skills.

37
Herb-Craft
In the hands of a skilled naturalist a clump of weeds can draw out poisons, halt the progress of a
disease, or remove the crippling fatigue of a long march. In game terms, the Lore/Wilderness skill
is used to gather and prepare the various plants described below to unleash their virtues.

To put herbs to use, one must first find them. This requires one hour of time and a
Lore/Wilderness: Herbalism test against a Find Difficulty Modifier that varies by the herb sought.
The Find Difficulty Modifier represents the difficulty of finding enough of the herb for one dose,
identifying it among similar plants, and properly harvesting it. A character searching for an herb
where it does not grow automatically fails at this test.

One success indicates the searcher finds a single dose of the herb sought. Each additional
Success Level achieved results in an additional dose of the herb located. On a disastrous failure
the searcher mistakes some other herb determined by the Narratorfor the one sought. If the
herbalist winds up preparing and applying this herb, roll on the Random Herb Effects Table
below to find out what happen.

38
Random Herb Effects
Random herb effects are the equivalent of poisons. Roll 1d6 once on each sub-table below to
determine all of the poisons statistics.
achieved in this test the victim receives a
Random Herb Effects Table bonus of +1 to their Vitality Test. If the
Roll Onset Time victim is successful in their Vitality Test they
1 1 round suffer from the Secondary Effect of the
2 1 minute poisonous herb. If no successes are
3 20 minutes achieved they suffer the full effects of the
4 1 hour herb.
5 6 hours
6 1 day Once an herbalist has gathered an herb, he
must make a second Lore/ Wilderness:
Roll Stages Herbalism test against its Prepare Difficulty
13 1 Modifier to ready the herb. Failure wastes
45 1/2-d6 one dose worth of the plants gathered but
6 1d6 does no other harm. On a disastrous failure,
however, things go wrong but the herbalist
Roll Potency fails to realize his mistake and must roll on
12 0 Vitality Test the Random Herb Effects Table to see
34 -1 Vitality Test what happens.
5 -3 Vitality Test
6 -4 Vitality Test The procedures used to prepare different
herbs vary. Although the Narrator may wish
Roll Treatment to specify what is being done for narrative
12 0 effect, there is no game difference between
34 -1 brewing an herb, crushing an herb, and so
5 -2 forth.
6 -4
Once an herb has been prepared, it can be
Roll Effect/Secondary Effect applied for effect with a Lore/Wilderness:
1 Nausea: Reduce Vitality by 1/No Herbalism or Healing test. Although neither
effect. of those skills can typically be used
2 Weakness: Reduce Strength by untrained, any character who has had the
1/No effect. procedure for application explained to him
3 Befuddlement: Reduce Wits by can use either skill untrained for the
1/No effect. purposes of application. Giving an
4 Extreme Nausea: Reduce Vitality explanation to an unskilled character
by 1d6/Reduce Vitality by 1. requires only a Lore/Wilderness: Herbalism
5 Extreme Weakness: Reduce or Healing test. As with herb preparation,
Strength by 1d6/ Reduce Strength there is no mechanical difference between
by 1. the various ways herbs can be applied or
6 Extreme Befuddlement: Reduce consumed, though the Narrator may wish to
Wits by 1d6/ Reduce Wits by 1. describe characters chewing on bark,
inhaling vapors, applying poultices, and so
The first table determines how long it takes on.
for each stage of the effect to occur. The
second table determines how many stages Unless otherwise noted, consuming more
will occur. The Potency table determines than one dose of a given herb does not
the penalty applied to a simple Vitality Test increase its effects. The Narrator may rule
to resist the effect of the herb. A victim of that, in fact, consuming extra doses requires
this kind of poison can be treated by Vitality tests to avoid sickness.
someone with Healing or Lore/Wilderness:
Herbalism check with a penalty determined Consuming more than one type of herb at
by the Treatment table. For each success once or consuming a second herb while a

39
previously consumed herb is still active in uproot and burn it. The knowledge of its use
ones system requires a Vitality test. (An has been lost in the mists of time to all but
herb is active in ones system for four hours the wisest herbalists; only those with Lore/
or until its effects wear off, whichever is Wilderness: Herbalism 3+ knows of its
longer.) If successful, the second herb takes beneficial effects.
effect as normal. If failed the second herb Location: Throughout Arnor.
causes random effects per Random Herb Find Difficulty Modifier: -2
Effects Table. Prepare Difficulty Modifier: -3
Fresh Term: 1 week
Consuming even more herbs past the Prepared Term: 1 month
second type is certainly possible, though Prepared Cost: 2 sp
each additional herb increases the Vitality Effect: Aelgus is used to treat ingested
Tests Difficulty by one. poison. When properly prepared and eaten,
it induces vomiting that cleanses the system
It is possible to purchase, trade for, and and purges it of venom, rendering inactive
receive as gifts doses of fresh or prepared any ingested poison in the victims body.
herbs, but an herb will keep (in either state)
for only a finite period of time, which varies
from herb to herb. These periods are known
Alambas
as the fresh term and prepared term. Skilled Location: Deserts and Plains
herbalists can try to revive an herb even Find Difficulty Modifier: 0
after it is past its prime, which requires a Prepare Difficulty Modifier: 0
Lore/Wilderness: Herbalism test against a Fresh Term: 2 weeks
Penalty equal to 2 x the number of full or Prepared Term: 6 months
fractional terms that the herb is older than Prepared Cost: 1 sp
one. Effect: Alambas grass is an excellent herb
for treating minor injuries. When made into a
For example, if a given herbs fresh term poultice this grass provides a bonus of +2 to
was one week, reviving a dose harvested Healing checks when treating patients that
three weeks ago would require a test at -4 are at the Healthy or Dazed Health Level.
because the herb is two full terms older than
one term.
Anserke
On a complete or disastrous failure the Location: Woods and Hills
herbalist does not realize he has failed to Find Difficulty Modifier: 0
revive the herb. If eventually consumed, Prepare Difficulty Modifier: -1
these herbs cause effects determined by Fresh Term: 6 weeks
rolling on Random Herb Effects Table. Prepared Term: 11 months
Prepared Cost: 1 sp
Effect: When made into a paste this leaf
provides a bonus of +2 to Healing checks
Sample Herbs when treating burns.
The following descriptions detail a variety of
sample herbs found throughout Middle-
earth. They serve both as herbs that can be Arfandas
sought and used by characters and as Location: Plains and Woods
creative springboards for Narrators who Find Difficulty Modifier: 0
wish to create additional herbs. Prepare Difficulty Modifier: -2
Fresh Term: 1 Week
Aelgus Prepared Term: 4 months
Prepared Cost: 2 sp
Aelgus is a small, green, leafy fern that Effect: Arfandas speeds the mending of
grows in thick patches. It is a common herb, fractures and sprains. If a successful
and like athelas was originally grown and Healing Check is made the stem of this plant
used by the Nmenoreans. Shepherds and adds two points of additional healing to any
farmers consider it a nuisance and work to wound it is applied to.

40
Balaak on a patient who is already exhausted, if
taken as a preventive measure it staves off
Location: Ocean shores and Riverbanks the need for sleep. For 24 hours after
Find Difficulty Modifier: -2 consuming a properly prepared dose of this
Prepare Difficulty Modifier: -1 herb, a character does not need sleep and
Fresh Term: 3 days suffers no penalties for going without it. After
Prepared Term: 1 month 24 hours have passed, though, fatigues toll
Prepared Cost: 2 sp returns and tests to resist weariness from
Effect: The tough stalk of this large grain lack of sleep are made as normal at -6.
like plant can be found on coastal shores Bluereed has no noticeable effect on Elves.
and on the riverbanks of tributaries leading
to the ocean. This plant can ease the pain
of a patient allowing them to function despite
Bursthelas
being seriously wounded. If a successful Location: Woods
Healing or Herbalism Check is made while Find Difficulty Modifier: 0
applying this herb the patient may reduce Prepare Difficulty Modifier: 0
penalties due to injury by one. Fresh Term: 11 days
Prepared Term: 6 months
Belan Prepared Cost: 1 sp
Effect: When chewed this common bark
Location: Woods will slow bleeding by promoting blood
Find Difficulty Modifier: -2 clotting and help prevent shock. The
Prepare Difficulty Modifier: -3 character who chews this bark will stop
Fresh Term: 3 weeks bleeding immediately without requiring a roll.
Prepared Term: 5 months However, if a character takes more than one
Prepared Cost: 1 SP, 2 sp dose of Bursthelas in a 24 hour period he
Effect: Another stalked plant this herb can must make a Difficult Vitality test or he will
quite literally be a life saver. It reduces a take an additional 1d12 damage from
patients metabolism to a crawl allowing vascular difficulties.
them to survive the most dangerous of
wounds. A successful Herbalism or Healing
check while applying this plant to a Blue Pine
character whose Life Points have gone Location: Woods and Mountains
below -10 will give the patient a bonus of +2 Find Difficulty Modifier: -1
to a single Survival Check per dose. Each Prepare Difficulty Modifier: 0
dose beyond the first in a 24 hour period will Fresh Term: 2 days
cause the patient to lapse into a coma Prepared Term: 9 months
lasting 8 days minus their Vitality per dose. Prepared Cost: 1 sp
Effect: The nut of the Blue Pine Tree is
Bluereed highly prized by rangers and naturalists
throughout Middle-Earth. Eating 5 of the
Bluereed isas its name implies a tall, nuts from the Blue Pine Tree is the
thin reed with a slight blue tinge. It is well equivalent of a full meal of preserved
known among Horsemen, who use it to rations.
sustain their scouts and messengers.
Location: Riverbanks
Find Difficulty Modifier: -2 Bodezlist
Prepare Difficulty Modifier: -2 Location: Deserts and Plains
Fresh Term: 2 days Find Difficulty Modifier: -3
Prepared Term: 3 months Prepare Difficulty Modifier: -4
Prepared Cost: 1 sp Fresh Term: 2 days
Effect: Valued by messengers, scouts, and Prepared Term: 7 days
others who must toil for hours at a time Prepared Cost: 2 sp
without rest, bluereed banishes sleepiness Effect: The heart of this desert flower can
and allows those who take it to go a day provide a days worth of water to an adult.
without sleep. While this herb has no effect

41
Fresh Term: 9 days
Prepared Term: 3 months
Prepared Cost: 4 sp
Effect: This moss is most commonly found
Carnastad on rocks in Mountain Passes. When applied
This short, squat mushroom has a bright red in a poultice to a wound this plant provides
cap and a thick, brown stem. When an additional point of Healing per Success
collected and properly prepared, carnastad Level in a Healing or Herbalism check.
(Sindarin for red healing) neutralizes
diseases, breaks fevers, and clears up the
bothersome symptoms of most sicknesses.
The Elves of Mirkwood jealously guard the
areas where carnastad flourishes. Many
intruders such as Men and Orcs venture into
Mirkwood to recover as many of the
mushrooms as possible. While the Men do
so to sell them or make use of their healing
properties, the foul Orcs seek only to deny
others access. The giant spiders of
Mirkwood commonly build nests above
patches of these mushrooms or lurk near
them, eager to fall upon those who seek to
gather them.
Location: Mirkwood
Find Difficulty Modifier: -1
Prepare Difficulty Modifier: -1
Fresh Term: 1 month
Prepared Term: 4 months
Prepared Cost: 4SP
Effect: After taking a dose of this herb, a
character may immediately make a Difficult
Vitality Test to recover from any diseases he
currently suffers. If this test fails additional
doses have no effect on the existing
diseases. Recovery is a gradual process
which takes place over the course of 1d6
days.
Din Fuinen
Carnerem Location: Hills and Plains
Find Difficulty Modifier: -1
Location: Swamps and Riverbanks
Prepare Difficulty Modifier: -2
Find Difficulty Modifier: -2
Fresh Term: 5 days
Prepare Difficulty Modifier: -1
Prepared Term: 6 months
Fresh Term: 3 days
Prepared Cost: 1 SP 3 sp
Prepared Term: 7 months
Effect: Used by some Hillman tribal
Prepared Cost: 4 sp
warriors this blue flower can be crushed into
Effect: Applying the crushed petals of this
a paste and is spread on the skin usually in
flower to a poisoned wound will delay the
ritual patterns. The paste induces a feeling
effects of the poison for four times the
of invulnerability in the subject giving them a
patients Vitality in hours.
bonus of +4 to Bearing checks to resist fear
or to intimidate their foes. This effect lasts
Curfalaka for 4 hours.
Location: Hills and Mountains
Find Difficulty Modifier: -2
Prepare Difficulty Modifier: -3

42
Dragul
Location: Woods, Riverbanks and Swamps Eludram
Find Difficulty Modifier: -3 Location: Woods and Hills
Prepare Difficulty Modifier: -3 Find Difficulty Modifier: -2
Fresh Term: 6days Prepare Difficulty Modifier: -3
Prepared Term: 7 months Fresh Term: 3 weeks
Prepared Cost: 1 sp Prepared Term: 12 months
Effect: Eating this mushroom provides the Prepared Cost: 1 SP
user with a bonus of +2 to Spot checks for 2 Effect: Eating or drinking the juice of these
hours. Each dose of these mushrooms in a berries once per day prevents infection to
24 hour period requires an Easy Vitality Test wounds and speeds healing in patients who
at -1 per dose. Failure means the character are critically wounded. If a character that is
suffers from stomach spasms which cause a under Zero Life Points consumes one dose
-4 penalty to all tests for the next 2 hours. per day for a full week they will heal
VitalityX2 (double the normal rate) in Life
Eater s Leaf Points per week. If for some reason the
dosage is interrupted before a full week has
Greatly valued in the Shire, this herb
passed the patient does not gain the
strengthens and fortifies the digestive
benefits of it. Also, this herb is considered
system, allowing those who take it to
Active in the patients system for the full
consume great quantities of food and
week that he or she is on this treatment.
alcohol without suffering gastric distress or
becoming ill. The Brandybucks gather it for
sale across the Shire, though the daunting Equial
prospect of entering the Old Forest prevents Equial, also known in Sindarin as sdhroch
this trade from becoming too widespread. (horse-rest), is a hardy, thick-stemmed
Still, young, adventurous Hobbits have been weed that is difficult to find because many
known to brave the forest to gather eaters wild animals feed on it for its mildly narcotic
leaf on a dare. properties. It is valued by the Men of the
Location: Old Forest. North as a mild an aesthetic that calms their
Find Difficulty Modifier: -1 horses nerves and allows beasts to relax
Prepare Difficulty Modifier: -1 under even the most trying circumstances.
Fresh Term: 1 week Location: Slopes of the Misty Mountains.
Prepared Term: 2 weeks Find Difficulty Modifier: -1
Prepared Cost: 3 sp Prepare Difficulty Modifier: -1
Effect: Consuming this leaf prior to a meal Fresh Term: 1 week
protects the digestive system from distress Prepared Term: 1 month
and the (unpleasant) effects of alcohol. Prepared Cost: 1 sp
Additionally although the Hobbits do not Effect: Well-suited to calming animals,
realize iteaters leaf gives a +4 bonus to equial has no effect on humanoid creatures
Vitality Tests against any poison for four or fell beasts. For 2d6 hours after
hours after it is consumed. consuming a dose of this plant, a creature
benefits from a +5 bonus to resist the effects
Elendils Spear of fear or panic. During that time, horses and
other mounts are also easier to ride; their
Location: Woods and Mountains
riders receive a +2 bonus to all Ride tests.
Find Difficulty Modifier: -2
Using this herb too frequently can prove
Prepare Difficulty Modifier: -1
deadly, however. For each dose past the
Fresh Term: 4 days
third consumed in a single week, the
Prepared Term: 7 months
creature must make a Vitality test at a
Prepared Cost: 5 sp
cumulative -1 per dose. Failure results in the
Effect: Crushed into a powder this herb can
loss of 1d6 points of Vitality. A creature
be added to food or drink to help purify it
reduced to 0 Vitality by equial perishes.
and give the drinker +2 Vitality Tests to
resist poisons for up to 4 hours.

43
Fresh Dew Gwathlas
Fresh dewknown as amrnan, or sunrise- Gwathlas (Sindarin for shadowleaf) is a
gift, in Sindarinis a small, leafy plant with leafy plant whose thick, round root can be
a tough, white, woody stem and small, compressed to produce an oily fluid that is
circular leaves that develop purple bruises consumed. In Arnor, this plant is associated
when handled. When crushed, fresh dew with the forces of the Shadow, whose
creates a pungent, invigorating odor. Fresh sorcerers use it to fortify themselves against
dew grows too high in the mountains for their rivals and improve their ability to study
anyone but an experienced woodsman or their masters dark lore. It was first cultivated
tracker to reach it. The Houses of Healing in by the Black Nmenoreans, who were
Minas Tirith sponsor a yearly expedition to taught its virtues by Sauron himself. In
recover stores of this herb, dispatching a Arnor, possessing, extracting, or consuming
small band of warriors, scouts, trackers, and gwathlas is a crime punishable by death.
herbalists to find sufficient quantities for the Location: Arnor and Angmar
coming year. Find Difficulty Modifier: 0
Location: High in the Mountains near Prepare Difficulty Modifier: -3
regions where snow remains on the ground Fresh Term: 3 weeks
throughout the year. Prepared Term: 1 year
Find Difficulty Modifier: -3 Prepared Cost: 4SP (due to its illegality)
Prepare Difficulty Modifier: 0 Effect: When consumed, this noxious drink
Fresh Term: 1 week sharpens the mind and gives speed to
Prepared Term: 1 month thoughts and ideas, increasing ones Wits
Prepared Cost: 75 cp score by 2 for two hours. Due to its nature
Effect: A single dose of fresh dew can be any who consume this herb are susceptible
administered to one who has fallen to the to Corruption suffering a penalty of -2 to all
Exhausted Weariness Level; doing so Corruption Tests.
returns the subject to Spent. It can also be
used to revive someone from
unconsciousness due to injury.
Naurant
Naurant (Sindarin for red-vein) is a large,
leafy fern with bright red veins running
throughout its leaves. It is used by the
Hwanestad
healers and herbalists of Arnor as a
sedative.
A thin, pale green fungus. Its name means, Location: Arnor, east of the Gwathl River.
literally, healing fungus in Sindarin. Find Difficulty Modifier: 0
Location: This mould grows only among the Prepare Difficulty Modifier: -3
Ents of Fangorn Forest. The smell and feel Fresh Term: 3 days
of its growth pleases most Ents and makes Prepared Term: 2 months
them loath to allow its harvest, but it is not Prepared Cost: 30 cp
unheard of for Ents to gift those in need with Effect: A single dose of naurant causes
it. drowsiness, resulting in a 2 penalty to all
Find Difficulty Modifier: -2 tests until the character goes to sleep. This
Prepare Difficulty Modifier: -2 effect can be resisted with a Vitality Test,
Fresh Term: 1 year though a character may choose to forgo this
Prepared Term: 1 decade test and accept the herbs effects. Once
Prepared Cost: 1 GP asleep, the character recovers lost
Effect: Hwanestad is a powerful antidote to Weariness levels at double the normal rate.
most poisons. When consumed, it grants a
+4 bonus to resist poison effects for the next
24 hours and immediately cures half the
Norrog
damage caused by any poisons in the last A puffy, brown fungus with a gritty, dusty
1d6 rounds. taste. Because of its taste, it is easy to hide
poisons within the prepared fungus. Many
an Orc-chieftain has achieved his office by

44
slipping a dose of poison into his former find it. Anyone who consumes soldiers root
leaders supply of these mushrooms. must make a Bearing Test or be affected as
Location: In deep underground caverns with the Battlefury 3 flaw, for the duration of
throughout Middle-earth. the herbs effect. Furthermore, in a stressful
Find Difficulty Modifier: -1 situation, those under the herbs influence
Prepare Difficulty Modifier: 0 must make a Bearing Test or resort to
Fresh Term: 1 year violence to resolve any problem that
Prepared Term: 1 year presents itself.
Prepared Cost: 3 SP
Effect: A mere handful of norrog (one dose),
even unprepared, can sustain a Man for a
Spirit Fire
day. In addition, when properly gathered and The Men of the region surrounding the
prepared, norrogs natural virtue to lend Lonely Mountain risk many dangers to
vigor to those who consume it is amplified. gather this tall, thin reed, as it has a
After eating prepared norrog a character tremendous ability to lift spirits and impart
gains a +2 bonus to Vitality tests for a renewed vigour to weary limbs. Spirit fire is
number of hours equal to his Vitality score. highly sought-after throughout Middleearth,
and the Men of Laketown rely on its trade for
much of their income. Competition for prime
gathering areas is both vicious and intense.
Soldier s Root Business rivals have been known to resort
to swords when their jealousy and
One of the rarest and most treasured herbs resentment grow too strong for words. The
in all of Middleearth, soldiers root is a small, Orcs of the Misty Mountains also use spirit
stringy plant whose stem and leaf are no fire in their foul liquors. Bands of those
larger than a clover. The plants orange, creatures frequently sally forth to gather
pulpy root is greatly valued for its ability to supplies of the herb, making an already
lend strength to those who eat it. It is known dangerous trade more perilous.
as dagorthond (battle-root) among the Location: The shores of the Long Lake.
Elves at Imladris. Find Difficulty Modifier: -1
Location: Among rocks alongside rivers. Prepare Difficulty Modifier: -2
Find Difficulty Modifier: -4 Fresh Term: 1 week
Prepare Difficulty Modifier: -4 Prepared Term: 1 month
Fresh Term: 1 hour Prepared Cost: 5 SP
Prepared Term: 1 week Effect: A single dose of spirit fire halves test
Prepared Cost: 4SP penalties due to weariness. (Apply any
Effect: When prepared by an herbalist, a modifiers to a characters Weariness penalty
dose of soldiers root imparts a +2 bonus to before halving it.) It also gives a +2 bonus
ones Strength score for 24 hours. Soldiers on all Vitality tests made to resist
root has one serious drawback that leads Weariness. Both effects last until the one
most captains to forbid its use and the Elves who consumed it sleeps.
of Rivendell to purge the plant when they

45
Chapter Four:
Game Mechanics

46
GAME MECHANICS
The ten-sided die (D10) is the one most rooftop. The Chronicler then tells the
commonly used in the game; all Tasks and player to roll a Simple Perception
Tests are resolved with a D10. Basically, a Test. Anars Perception is 3, so
player rolls a D10 and adds the appropriate this is doubled to 6. A D10 is rolled
Attribute and/or skill to the number rolled. If and comes up 6, for a total of 12.
the result is 9 or higher, the action was The Chronicler informs the player
successful. If it is less than 9, the action that Anar cannot help but notice the
failed. A higher total value means a more four City Guardsmen on the roof all
spectacular success, and some actions may aiming shortbows at his chest . . .
be more difficult than others (when modifiers
are applied). If a character does not have the appropriate
skill, she may make an Unskilled Attempt.
Most actions are considered Tasks; these This uses the appropriate Attribute (without
add the values of one Attribute and one skill doubling it) with a minimum penalty of -2.
to a D10. The Chronicler always determines Regardless of the outcome of the attempt,
which Attribute and skill should be used for a the Success Level is never more than
particular action. Tests are used when there Decent (see Outcome Table).
is no appropriate skill. There are two types
of Tests. In a Simple Test, the value of the For example, Anar has no Teamster
Attribute is doubled and added to a D10. In (Chariot) Skill, but is forced to leap into a
a Difficult Test, the value of the Attribute is chariot to escape the Guardsmen hot on his
not doubled before adding it to a D10. The heals. He hits a rut in the cobblestone road,
Chronicler determines which Attribute is and the chariot starts to roll over on its side.
used for the Test, and whether it is a Simple He rolls a D10 and adds his Nimbleness
or a Difficult Test. with the -2 modifier to the roll. As his
Nimbleness is 3, only 1 (Three Nimbleness
Anar wants to climb up the drainpipe minus two for unskilled) is added to
of a three-story building. The whatever comes up on the die. He had
Chronicler decides that this should better roll something high.
be resolved with a Task using
Anars Strength of 4 and Climbing Sometimes a character attempts something
Skill of 2. The player rolls a 4 on a and another character tries to stop her or
D10, and adds 6 (the sum of avoid the action. This is a Resisted Task or
Attribute 4 and Skill 2). The result is Test. It is resolved as a normal Task or Test,
10. Since this is higher than 9, Anar but both sides get to roll. If both rolls fail,
succeeds in making his way to the neither side gets the desired effect. If one

47
fails and one succeeds, the successful relative ease and even a little flair.
character wins. If both rolls are successful, Complex Tasks take 10% less time
the better result wins. Ties are rerolled. to complete. Social Skills gain future
benefits for the character (including
On an unmodified roll of 10, that result is a +1 to further attempts to affect the
added to the total. Further, the player rolls a same people in similar
D6 and subtracts 1. This number is also circumstances).
added to the total. If a 6 is rolled on the D6 13-14Third Level (Good): The
(5 is added to the total), roll the D6 again. Task or Test is completed with
Continue until the D6 result is something ease. Artistic results are appreciated
other than a 6. Truly large numbers can be by connoisseurs and the public.
generated this way. Complex Tasks take 25% less time
to complete. Social Skills gain a +2
On an unmodified roll of 1, nothing is added on future attempts (not cumulative
to the total. Again, a D6-1 is rolled, but this with subsequent high rolls, only the
time the result is subtracted from the prior highest bonus ever applies).
total. Again, repeat this process as long as 6 15-16Fourth Level (Very Good):
is the result of the additional rolls. This can The Task or Test is very successful.
result in very low negative numbers. Complex Tasks are completed in
Sometimes circumstances make an half the time. Social Skills produce a
attempted Task easier or more difficult. In lasting impression and have a +3 on
such a case, a positive or negative modifier future attempts.
determined by the Chronicler may be added 17-20Fifth Level (Excellent):
to the attempt. The following table shows The Task or Test produces excellent
some modifiers that may be used. results. Artistic endeavors lead to
fame and recognition. Social Skills
have a future bonus of +4.
Skill Roll Modifiers 21-23Sixth Level
Routine: No roll needed (Extraordinary):The Task or Test
Easy: +5 to the roll produces amazing results,
Moderate: +3 to +4 to the roll accomplishing far more than
Average: +1 to +2 to the roll intended. Artists gain fame, but all
Challenging: No modifier (this future accomplishments are
includes most combat rolls) measured against this one. Social
Difficult: -1 to -2 to the roll Skills have a future bonus of +5.
Very Difficult: -3 to -5 to the roll Further Levels (Mind-Boggling):
Heroic: -6 to -9 to the roll For every +3 to the total above 23,
Near-Impossible: -10 or more to increase the Success Level by 1,
the roll a result of 9 or more the Social Skills future bonus by 1
generally means that the attempt
was accomplished, but sometimes FEAR TEST
the degree of that success is When facing a fearsome creature or
important. In such a case, take the otherwise experiencing fright first-hand
final result (including all negative players need to pass an Easy Bearing Test,
and positive modifiers) and consult also known as a Fear Test. If the Fear Test
the table below. is failed, the victim succumbs to panic. Most
of the time, the character will freeze up for
Skill Success Table at least a Turn. Alternatively, he may run
away. All tests made while under the
9-10First Level (Adequate): The
influence of fear are made at a -4.
Task or Test is accomplished but is
nothing special.
Certain circumstances make it easier for the
11-12Second Level (Decent):
character to feel afraid. Very gory and
The Task or Test is completed with
gruesome events add penalties of -1 to -4,

48
depending on how graphic the violence is. Anyone may attempt to dodge an attack. If
Hideous creatures may bring penalties of -1 the character has the Dodge Skill, a
to -5. Some beings have alien or thoroughly Nimbleness and Dodge Task is used. If he
evil auras (like the Nazgul) that inspire a does not have that skill, a Difficult
deep, instinctual fear in people: such Nimbleness Test is required. Attacking and
creatures may bring penalties of -2 to -8 to defending are treated as Resisted Tasks.
all Tests to resist fear! Some of the
supernatural creature descriptions include Usually, a character may only take one
specific modifiers to Fear Tests. action per Turn. If she wishes to do more
than one action there is a cumulative -2
penalty. So the first action in a Turn is
resolved normally, a second action taken in
that same Turn incurs a -2, a third action
incurs a -4, and so on. Close combat
(fighting an opponent at arms length or
closer) is a little bit differentone attack and
one defense Task are allowed per Turn.
Beyond that, the cumulative -2 penalty
applies.

Ranged attacks use a Nimbleness and


Ranged Weapon skill Task with modifiers
based on the range. Point blank range adds
+1 to the strike Task and +1 to the Damage
Multiplier. Short range has no modifier.
Medium adds -1 to the strike task. Long
range adds -3 to the strike Task and
reduces the Damage Multiplier by one.
Extreme range adds -6 to the strike Task
and -2 to the Damage Multiplier. Ranged
weapons list their ranges in yards,
separated by slashes (for example, a
longbow has a range of 10/30/50/100/200
yards).

Multiple shots are possible with bows. For


each additional shot fired in a single Turn,
the strike Task suffers a cumulative -2
penalty. The player must declare how many
COMBAT shots he is attempting and makes a single
Combat is broken down into a series of Attack Roll. Subtract the -2 penalty for each
actions called Turns. A Turn lasts one to five arrow fired until the total is brought below 1
seconds of Game Time. Everyone rolls Success Level or the declared amount of
Initiative on a D10 and adds their Dexterity. arrows has been accounted for.
Once initiative is determined, the intended
Tasks and Tests are rolled. Lighting can affect combat. Poor light (a
dark alley or moonlight) gives a -1 to the
In close combat, attacking is a Task using combat Task. Bad lighting (a moonless
Nimbleness and the appropriate skill night) gives a -4. Total darkness is a special
(Brawling, or Hand Weapon). If the target case; roll a D10 and only a 9 or higher
has a hand weapon, he may attempt to strikes the target. If the character makes a
parry with a Nimbleness and Hand Weapon Difficult Perception Test, she can add the
Task. Shields provide a bonus to this task Success Level to the D10 roll. This signifies
(see below). the use of other senses besides sight to hit
the target.

49
Damage is measured in Life Points. If the formula:
Life Points are reduced to 0, the character is
critically injured and risks death. Damage is (Strength x Success Level) +
reduced by armor. In the case of an arrow
or a slashing weapon, damage that makes it Damage Roll
through armor is doubled.
For example an Orc with a Strength
of 4 attacks with a broadsword and
DAMAGE (REVISED) gets 3 Success Levels. He rolls his
Unisystem Combat is inherently deadly damage and gets 6 points. His total
which precludes the kind of Heroics found in damage is (Strength 4x Success
Tolkiens novels. To account for this, Level 3)+6=18. Whatever damage
damage will be handled a bit differently for gets past the characters armor is
this game than in the standard Unisystem multiplied by 2 because a sword is a
Rules. Instead of multiplying melee weapon slashing/piercing weapon
damage by Strength use the following

WEAPONS
Armed Combat Weapons Damage Weight (lbs.) Price
Axe, Battle D8 + 1(5)**& 8 3SP,1sp
Axe, Great D12 + 1(7) **@ 17 4SP,3sp
Small Club/Stick D6 1(2) 2 Free
Club 1d6(3) 4 Free
Huge Club/Pipe/Chair D8(4) & 8 Free
Dagger Small Knife D4 1(1)** 1 2SP,2sp
Dagger, Long Knife D4(2)** 1.5 2SP,3sp
Dagger, Orc /Huge Knife D6(3)** 3 3SP
Halberd D12(6)**@ 14 4SP,1sp
Hammer, War D8(4) & 8 2SP,3sp
Mace, Small D8(4) 7 3SP
Mace D10(5) & 9 3SP,2sp
Mace, Large D12 + 1(7) @ 12 3SP,3sp
Mattock D12(6) @ 15 4 SP
Maul D10(5) & 12 3SP,2sp
Pikestaff D8(4)@ 15 2SP,3sp
Shield (bash) 1d6(3) 4, 8 or 12 see armor
Spear D6(3)**& 7 2SP,3sp
Staff D8(4) 4 Free
Sword, Bastard D10(5)**& 8 3SP,3sp
Sword, Great D12+ 1(7)**@ 11 4SP,2sp

50
Sword, Longsword D8+1(5)** 6 3SP,1sp
Sword, Scimitar D8(4)** 5 3SP,1sp
Sword, Short Sword D6+1(4)** 3 3SP
** Indicates a stabbing/slashing weapon. After penetrating armor (if any), damage is doubled.
& Weapon may be used two-handed, raising the characters effective Strength by 1 when calculating damage.
@ Weapon must be used two-handed.

Ranged Weapons Damage Range (in yards) Weight (lbs.) Price


Arrow, regular or Orc See Bow See Bow 2 (20) 2sp(20)
Longbow D8(4)** 10/30/50/100/200 3 2SP,2sp
Nmenorean Steelbow D10(5)** 7/40/65/150/250 3 Priceless
Shortbow D6(3)** 5/20/40/65/100 2 2 SP
Dagger, Throwing D4(2)** 3/5/8/10/13 1 2SP,2sp
Javelin D6(3)** 5/15/30/50/75 2 3 SP
Spear, thrown D6(3)** 5/10/20/40/60 7 2SP,3sp
Stone, thrown D4(2) 3/7/10/13/20 0.5 Free
** Indicates a stabbing/slashing weapon. After penetrating armor (if any), damage is doubled.
& Weapon may be used two-handed, raising the characters effective Strength by 1 when calculating damage.
@ Weapon must be used two-handed.

Tests as well as Initiative. This penalty also


ARMOR applies to Weariness Tests as well as
If a character wearing armor is attacked he Spellcasting Tests. For each point of
will subtract the Armor Value (AV) from any Strength over 3 a character reduces these
damage he takes. The Encumbrance Value penalties by 1 (this doesnt apply to Casting
(EV) is subtracted from any skills Using Spells however).
Nimbleness including Attack and Defense

Armor Type Armor Value Encumbrance Value Weight Price


Padded/Quilted Cloth Armor 3 None 5 lbs. 1SP
Soft Leather/Skins 4 None 8 lbs. 1SP,2sp
Leather Armor 5 -1 10 lbs. 2SP
Studded Leather Armor 6 -2 15 lbs. 2SP,2sp
Scale/Ring Mail 8 -3 20 lbs. 4SP
Chain Mail 10 -4 30 lbs. 5SP
Chain Mail, Dwarven 12 -4 35 lbs. 7SP
Chain Mail, Mithral 20 -1 8 lbs. Priceless
Plate and Mail 14 -5 40 lbs. 6SP

SHEILDS
Shields can be used to block attacks on the character using the standard parry rules. A character
makes a Parry Test using their Hand Weapon (Shield) skill. Shields provide a Defense Bonus
to this task. If the Parry Test provides more Successes than the attack roll the attack is blocked
without damage to the character or his shield. If the Parry Test succeeds but the Success Level
is less than the Attack Success Levels the Shield takes the damage from the attack normally.
Subtract the damage from the shields Armor Value and then apply the damage to the shields
Damage Capacity. If the Damage Capacity is depleted the shield is destroyed and any damage
remaining is applied to the character as normal.

Shields provide effective cover from missile weapons. As a free action a character may duck for
cover under his shield. The character makes a Dodge Test modified by the shields Defense
Bonus. If successful the missile strikes the shield. Any damage that the missile causes that is
over the Armor Value of the shield is applied to the character as normal. Arrows and Spears do
very little damage to shields so their Damage Capacity is reduced by one per missile that
penetrates.

51
SHIELD TABLE
Shield Size Defense Bonus Armor Value (AV) Damage Capacity Weight Price
Small Shield +1 6 30 6 lbs. 1SP
Medium Shield +2 7 40 10 lbs. 2SP
Large Shield +4 8 50 12 lbs. 3SP

ALTERNATE COMBAT RULES


This is an optional rule that can be ignored There is a -1 to -4 test penalty (based on the
since it adds a bit more complexity to size and noisiness of the battle) to Ride
combat. In combat subtract the Defenders tests in combat, unless the horse possesses
Success Levels from the Attackers the Steady ability (see Mounts of Middle-
Success Levels. If the Defender gets Earth below). If the rider falls off (or is
Successes equal to or greater than the knocked off) his horse, he must make an
attackers then he managed to defend Acrobatics or Jump test as a free action. If
himself and takes no damage as usual. If he fails he falls prone and takes 1d6 falling
the Attacker gets more successes then he damage (2d6 on a disastrous failure); he
uses the remainder after subtracting the avoids damage if he succeeds, and with 3 or
defenders successes to determine damage. more Successes he lands on his feet
(instead of prone).
Also to speed up play GMs may want to get
rid of the Damage Roll in their games. The When in combat while riding the characters
number provided in parentheses after the Weapon Skill can only be used equal to the
damage code on the Weapons Table can be level of his Ride Skill. For example a
substituted as a flat rate of damage instead character with a 5 in Armed Combat has a
of rolling Damage Dice. Ride skill of 2. Therefore he can only use 2
levels of his Armed Combat skill.
For Example: Thardor attacks a
Hillman Marauder with his trusty Ranged Combat tests are more difficult
axe. He makes an Armed while mounted: the attacker suffers a -2
Combat(Axes) Test and ends up penalty, -6 if the mount is moving. A
with 5 Success Levels. In mounted attacker is in a fully advantageous
desperation the Hillman tries to duck position (+3) for Armed Combat tests
out of the way and manages only 3 against a dismounted foe (this benefit is
Successes. Thardor succeeds in negated if the foe is armed with a long-reach
striking his opponent and weapon, like a pikestaff).
determines damage. He subtracts
his 5 Successes from his It is possible to charge while mounted: the
opponents 3 and gets a total of 2. rider may move up to the horses Run
He multiplies that by his Strength of distance and make one attack, and the
5 and adds 5 points of damage from horse is required to make a Run test at -2
the Battle Axe base damage for a (on a disastrous failure the horse trips and
total of 15 points which is doubled falls prone, and the rider also may be thrown
after accounting for armor. If the unless he makes a Ride test at -4).
Hillman had not managed to Furthermore, when making an attack during
generate any successes in defense or immediately after moving (including a
he would have taken 30 points of charge), the rider can substitute the horses
damage before subtracting armor! Strength for his own for the purposes of
determining damage. Also, during a charge,
the mounts Strength is used in the test to
MOUNTED COMBAT determine if the target is knocked prone.
The rider substitutes the horses movement Attacking while moving increases the
rate for his own and uses the horses Run difficulty of any required Ride or Armed
skill for movement tests. Ride tests are Combat tests by -4.
required only in difficult situations (if the
mount is panicked or in combat) and are
normally free actions.

52
COMBAT MANEUVERS FEINT: The art of faking out the adversary
and attacking her from an unexpected
AIMING: Aiming delays the shot action until direction. A Feint counts as a Resisted
near the end of a Turn and automatically Action. It uses a Wits and Armed Combat or
loses Initiative (unless an opponent is Unarmed Combat roll and is resisted by the
aiming as well in which case roll initiative as targets roll adding Perception and either of
normal for the two). The player adds those skills. If the attacker wins, she can add
Perception and the appropriate Ranged a bonus equal to the Success Levels of the
Combat Skill to the roll. The shot action roll Feint roll to her next attack action roll
gets a bonus equal to the Success Levels of against the same opponent.
the Aiming roll.
FULL DEFENSE: Sometimes, fighting is not
DECAPITATION: Decapitation uses a the best option. Going fully defensive allows
Nimbleness and Armed Combat - 5 roll but the character to defend against two attacks
damage is multiplied by five (after Success at no penalty and gives her a +3 bonus to all
Level bonuses are added and armor effects defense actions (dodges and parries). No
subtracted; the slashing/piercing damage attacks are allowed on the Turn the
multiplier of x2 does not apply). If the character goes into Full Defense mode.
damage is enough to bring the victim to -10
Life Points or less, a Survival Test is in FULL OFFENSE: The character attacks
order. If that fails, the head comes off and recklessly, without worrying about defense.
the character is most likely very dead. Best reserved for surprise attacks or suicide
troops. Its also good when several attackers
DISARM: Disarm uses a Resisted Action are going after one target. The character
with a Nimbleness and Armed Combat - 2 gets a +2 bonus on all attacks in that Turn,
roll, or Nimbleness and Unarmed Combat - but cannot defend against any attacks.
3 roll against the Targets Parry action. The
target gets a +1 bonus to defend if the
weapon is being used two handed. If the
character succeeds then the target looses
grip on the weapon and is disarmed.

EFFECTS OF DAMAGE
Characters reduced to 10 Life Points or below are severely injured, and find it hard to continue
fighting; any combat roll suffers a -2 penalty. If reduced below five Life Points, this penalty goes
up to -4.

CONSCIOUSNESS TESTS: When reduced to zero Life Points or below, unconsciousness or


incapacitation (i.e., the character is conscious, but can only lie there and work very hard on
breathing) is likely. The player must make a roll modified by both Bearing and Vitality, with a
penalty of -1 for each of the characters negative Life Points. So, a character at -4 Life Points (she
has taken enough damage to reduce her Life Points to zero, and four more points on top of that)
has a -4 penalty to her Consciousness Test. If successful, she can act normally (with the usual -4
penalty) but any further damage requires another roll (with new and no
doubt greater minuses).

SURVIVAL TESTS: If the character is reduced to -10 Life Points or worse, death is a possibility.
She has to make a Survival Test. This uses Bearing and Vitality (just like Consciousness Tests),
but suffers a -1 penalty for every 10 points that the character is below zero (i.e., a character
reduced to -32 Life Points would have a -3 penalty to her Survival Test). The Hard to Kill Quality
provides a bonus to Survival Tests. If the character passes the Test, she lives. If she doesnt, she
Passes On to the Great Beyond (cue somber music). Remember those Courage Points!

53
SLOW DEATH: If a character is below -10 Life Points and makes a Survival Test, but doesnt get
medical help within a minute, she may still die. Survival Tests are required every minute after the
first, at an additional -1 penalty per minute (so after five minutes, the additional penalty would be -
5; half an hour later, it would be -30, and even a Courage Point may not be enough to save her).
A successful Wits and Treat Wounds roll stabilizes the character, and eliminates any need for
further Survival Tests (based on that injury).

DYING WORDS AND ACTIONS: Characters who fail a Survival Test are most likely unconscious
and incapacitated. This is a huge downer, both for them and for the storyline. Such events should
be marked in a significant wayimmortalized. Thus, a special rule applies. If a character dies, the
player has the option of performing one last deed, or saying some famous last words, at your
discretion. The Last Deed option allows the character to act normally for one or two Turns (no
wound penalties apply). Famous Last Words can take as much as a minute (more likely, they
should consist of a couple of sentences). These are the characters last actsmake them count.

HEALTH LEVEL (Alternate Rules)


These are alternative rules to determine the effects of wounds. These rules are not necessary
and should be considered optional. Health Level is determined by dividing Life Points by 6. This
number is the Damage Threshold for a characters Health Level. The 6 different Health Levels
are Healthy, Dazed, Injured, Wounded, Incapacitated and Near Death. Any left over points after
dividing by 6 are applied to the Near Death Level.

For example: An average man would have 26 Life Points (Str. 2 + Vit. 2) x 4 + 10 =26
It would take 4 points of damage to cause him to fall from the Healthy Wound Level to the
Dazed Level. This character would have 6 points in his Near Death level.

Damage Penalties
As a character is wounded he is less effective. As his Wound Level increases so do the
penalties to accomplish tasks. This does not include Consciousness or Survival Tests (see
below).
Healthy 0
Dazed -2
Injured -3
Wounded -4
Incapacitated -5
Near Death -6

At zero LPs or below, the character is knocked down, stunned and semi-conscious. A
Consciousness Test (Vitality and Bearing minus the number of LPs below zero) is required to
remain conscious. So, at -7 LPs, a Consciousness Test suffers a -7. At - 10 LPs, a Survival Test
is required (Vitality and Bearing minus 1 for every 10 LPs below zero). The Survival Test must be
passed once each minute until the character receives some First Aid. Each additional Test is at a
cumulative -1. If a Survival Test is failed the character is dead.

BLEEDING and STABILIZATION (Alternate Rules)


Healing stabilizes the patient (no more Survival Tests or damage from bleeding), and grants One
Life Point per Success Level of a Wits and Healing Task. If someone does not have the Healing
Skill they may simply use their Wits at no penalty to stabilize the wounded party and stop
additional damage due to bleeding and shock but provide no Life Points for extra Successes.

If a character does not have his wounds tended to he will continue to suffer damage equal to the
Damage Penalty he initially suffered from every 10 minutes (2 points at Dazed, 3 points at
Injured, 4 points at Wounded etc.). All tests for Consciousness and Survival apply to a character
that is reduced below Zero Life Points because he has not had his wounds tended to.

54
For example Melnor is severely injured by an Orc sword reducing him to the Wounded
Level. He and his companions are forced to flee from the Orcs and he has no time to get
his wounds tended to. After fleeing for 20 minutes Melnor suffers 8 more points of
damage as he continues to bleed. He will continue to lose 4 Life Points per 10 minutes
until his wounds are tended to.

RECOVERY
While completely resting, a Stabilized who makes a successful daily Healing check
character who is under Zero Life Points this rate is doubled.
regains One Life Point for each point of
Stamina per Week if under the care of
someone who makes a Successful Wits
WEARINESS
Check. Every character has six Weariness Levels:
Hale, Winded, Tired, Weary, Spent and
If under the care of someone with the Exhausted. A character that exerts himself
Healing skill the character receives an too much for too long risks Weariness. You
additional Life Point per Success Level must make Vitality Tests to resist Weariness
made on a Wits and Heal check. If the Wits depending on the type of action you are
or Healing check is unsuccessful the attempting. If a character fails to succeed
character does not recover any Life Points on the Vitality Test he will gain Weariness
for that week. If the check is fumbled or Levels that will penalize his actions.
there is no one tending to him the patient Weariness Penalties are cumulative with
suffers 1D6 points of additional damage. Wound Penalties. These Levels can be
The character is forced to make a Survival recovered through rest. The amount of time
Test if this reduces them below -10 Life it takes to recover is listed on the table
Points as normal. Characters recover below.
consciousness when their Life Points rise
above zero. An Exhausted character can recover to
Spent if he gets 2 Successes in a Difficult
Once a character rises above Zero Life Vitality Test. This test can be attempted
Points they regain One Life Point per point once each round in a combat situation or
of Vitality per Day thereafter. The character once per minute outside combat. A
cannot do any activities that day that are companion who attempts to revive the
more than the Standard Weariness Rate character may make a Healing Test to help
(see below). Under the care of someone the Exhausted character come around. If
successful the Exhausted characters Vitality
Test becomes Easy instead of Difficult.

55
Weariness Levels
HALE Effect: None Rest Needed: None
WINDED Effect: -1 Rest Needed: 10 Minutes
TIRED Effect: -2 Rest Needed: 1 Hour
WEARY Effect: -4 Rest Needed: 2 Hours
SPENT Effect: -6 Rest Needed: 4 Hours
EXHAUSTED Effect: Character Collapses and can do nothing until he regains
at least one Weariness Level

To determine when and how often a character must make Vitality Tests to resist Weariness
consult the table below. Level refers to the amount of exertion a character is doing, Base Time is
how long a character can continue an activity before prompted to make the first Vitality Test, and
Interval is the amount of time of sustained activity before the next Test is required.

Weariness Rate

LEVEL BASE TIME INTERVAL


EXTREME 10 Minutes 5 Minutes
DEMANDING 1 Hour 30 Minutes
STANDARD 2 Hours 1 Hour
RELAXED 4 Hours 2 Hours

EXTREME-Vigorous activity such as sprinting. Combat is always considered an Extreme


activity
DEMANDING-Sustained activity that requires attention to detail such as studying under
pressure, climbing a mountain or other non-combat physical skills.
STANDARD-Jogging, Healing, searching a room and routine uses of physical skills.
Sustained use of Social Skills fall into this category.
RELAXED-Walking at an easy pace, reading, riding a horse at a leisurely pace and most
academic tests are considered Relaxed.

56
OVERLAND TRAVEL
This optional rule simplifies Weariness for long overland travel. Rather than making many rolls
over time intervals, one Easy Vitality Test or a Running (Marathon) Test is made with the Base
Difficulty of the test equaling the number of miles traveled Divided by 5 (i.e. 20 miles = Base
Difficulty 4). The Tireless Advantage can be added to this roll.

Subtract the amount of Successes rolled from the Base Difficulty to arrive at how many
Weariness Levels are suffered from traveling. If no successes are rolled use the Base Difficulty.
If any Beasts of Burden are used to during the travel (i.e. horses) a bonus of +4 is added to the
roll.
For example: After a day of Travel Alwis has gone 20 miles. He has a Vitality of 2 and is
traveling at a walk on a well traveled road. He rolls a d10 getting a 5 and adding his Vitality x2
plus a modifier of one from a walking travel pace and one for easy ground (5+4+1+1=11)
resulting in 2 successes. Since the Base Difficulty is 4 Alwis suffers a loss of two Weariness
Levels until he can get some rest. If he had been on a horse he would have suffered no loss of
Weariness because of the +4 bonus for riding.

Travel Pace Terrain


Condition Modifier Condition Modifier
Walk +1 Easy Ground +1
Jog/Trot 0 Average Ground 0
Run -1 Rough Ground -1
Sprint/Gallop -2 Very Rough Ground -2

SLEEPING IN THE ROUGH


This optional rule makes camping out in the wilderness more tiring. At the end of each days
travel, one character must make a successful Survival test (narrator may modify depending on
terrain and weather) to find a place where the travelers can get some rest. If failed each of the
characters must make an Easy Vitality Test modified by the table below. On any success, the
character does not suffer additional Weariness; on a failure the character suffers 1 level of
Weariness (2 levels on a disastrous failure).

SLEEPING IN THE ROUGH MODIFIERS


CONDITION MODIFIER
Sleeping on the ground without bedding -4
Insufficient or Interrupted Sleep -2
Insufficient Protection against Cold, Wind or Rain -2
Insufficient Food or Water -2
Sleeping in Leather Armor -2
Sleeping in Mail Armor -4

57
TRAVEL SPEED
TYPE OF TRAVEL SPEED(MPH) HORSE TYPE SPEED(MPH)
WALKING: Pony -.25
Easy Ground* 2.5 Average Horse 0
Average Ground 2.25 Superior Horse +1
Rough Ground** 1.25 Mearas/Elven Horse +1.5 (or more)
Very Rough Ground*** .75 (or slower)
HORSE PACE SPEED(MPH)
RIDING HORSE: Walk 0
Easy Ground* 3 Trot +2
Average Ground 2.75 Run +4
Rough Ground** 1.25 Gallop +8
Very Rough Ground*** Not possible Injury -1 per Damage Penalty Level

RIDING A WAGON: RACE SPEED(MPH)


Easy Ground* 2.75 Dwarf +.2
Average Ground 2.25 Elf +.3
Rough Ground** .5 (or slower) Hobbit -.1
Very Rough Ground*** Not possible Man 0
Orc +.2
*(meadows, plains)
**(hills, low mountains, forest, snow) SIZE OF GROUP SPEED(MPH)
***(mountains, thick forests, swamp) 1-10 +0
11-100 -.1
MODIFIERS SPEED (MPH) 101-1,000 -.2
ENCUMBERANCE: 1,001-5,000 -.3
Light Burden* .2 5,001-or more -.4
Average Burden** 0
Heavy Burden*** Half Normal Rate STEALTHY TRAVEL Half Normal Rate
Very Heavy Burden**** Quarter Normal
TIME OF DAY SPEED(MPH)
*(STRx1-10 lbs.) Daytime 0
**(STRx11-20 lbs.) Nighttime -.5
***( STRx21-30 lbs.)
WEATHER SPEED(MPH)
FOOT PACE SPEED(MPH) Fine/Normal 0
Walk 0 Rainfall -.1
Jog +1 Storm -.3
Run +3 Snowfall -.2 (or more
Sprint +6

COURAGE (New) Survival Test etc.). A player can


Cinematic Unisystems Drama points also choose to do an extra 10 points
become Courage Points with some to damage instead. Only a single
differences listed below. Courage Points point can be spent in this way per
can be spent in several ways. They are turn.
recovered if and when a character acts in a Its Just a Flesh Wound For one
Heroic way. Courage Points spent in a Courage Point the character
particularly Heroic action may be recovered immediately heals half the Life
immediately at the choice of the Chronicler. Point damage he has suffered up to
that point. Effectively the character
Heroic Feat by spending one realizes that he wasnt as hurt as he
Courage Point a character gains a originally believed. This can be
+ 5 to any single test (Attack, used once per day and takes a full
Defense, Fear test, Lore Test,

58
minute of inaction as the character Characters can atone for Corruption by
catches his breath. strongly resisting its taint through honest
The Stuff of Heroes Some tasks repentance and confession or by performing
take courage to even attempt. Such noble and heroic deeds. If a character with
as Attacking the Lord of the Nazgul. Corruption does a particularly noteworthy
A courage point will allow characters and heroic deed out of the goodness of his
to overcome any effects of Fear or heart the Chronicler may reduce his
Intimidation for 3 rounds. Corruption by as many points as he deems
appropriate.
CORRUPTION (New)
Whenever a character succumbs to evil EXPERIENCE
temptations (like Sauruman did) they may People change with time. In the Unisystem,
suffer the effects of Corruption. Eventually, characters live and learn and become more
if no one saves him or he cannot or will not experienced as they participate in the
save himself, he becomes totally Corrupt, a Stories created in the course of the game.
Servant of Darkness. At the Chroniclers After several such Stories, the character will
discretion a player may be forced to make a be more skilled and powerful than he was
Corruption Test (an Easy Bearing Test). If when he began. This is also borne out in
he succeeds he does not gain a point of fiction: the Hobbits from the Lord of the
Corruption. If a natural one is rolled on the Rings trilogy were much tougher, stronger
d10 he suffers two points of Corruption. If a and experienced at the end of their heroic
character achieves more than 3 Success quest.
Levels he reduces his Corruption Points by
one. Character improvement is represented in the
Unisystem by experience points. Experience
Characters with Corruption Points arent points are awarded to each player at the end
visibly different than others but there is of every gaming session. The better the
some indefinable difference that sets most game and the players performance were,
people on edge. For every Corruption Point the more points should be awarded. With
a character has they suffer a -1 to all Social these points, the players can improve their
Skill Tests. The exception to this is characters Attributes, skills and other
Intimidation. The character gets a bonus to elements.
his Intimidation Test per point of Corruption.
If a character gains Corruption Points equal Awarding Experience
to two times their Bearing they are Corrupt. During or at the end of each roleplaying
He becomes an NPC and is controlled by session, the Chronicler awards each player
the Chronicler. with experience points. Outlined nearby are
some guidelines as to how many experience
points should be awarded for a playing
session: average awards range from 2 to 6
experience points, with the higher awards
going to the best roleplayers.

Being There: All characters who


participated in the game session
receive 1 point.
Good Roleplaying: 1 point per
instance.
Advancing the Storyline While
Remaining in Character: 1 to 3
points. This rewards players whose
roleplaying, planning and character
actions helped develop the Story.
Heroic Roleplaying: 1 to 3 points.
Given to players whose characters

59
remained true to themselves even Improving Characters With
when it meant they would suffer for
it. The heroic type who risks his life Experience
for others, or even the coward who So what do players do with all these
runs or surrenders when the wise experience points? They work much like the
course would be to fight are good character points used to create the
examples of this. character. They can be used to raise
Ingenuity Award: 1 to 3 points. Attribute and skill levels, to acquire new
Given to players who used Qualities or reduce or eliminate Drawbacks,
impressive and unexpected tactics or to increase Magic abilities. The cost of
and problem-solving to deal with a these improvements is different than the
plot device. This, however, only cost of acquiring them during character
applies if the devious plan or tactics creation, however. After a character has
were true to the character (not the been defined, it is a lot harder to advance in
player). If the village idiot suddenly some areas. To determine how to improve
starts having spurts of Machiavellian characteristics, refer to the nearby Character
brilliance for no good reason, then Improvement Tabl
no award should be given.

Character Improvement Table


Improvement Point Cost
Attribute see text below
Existing Skill The cost of the next level x 2 (e.g., to go from level 3 to 4 costs 8 points)
New Skill 6 points for level 1
New Specialty 4 points
Quality Same as per character creation x2
Remove Drawback Pay off Double the original value of the Drawback
New Spell or Staff Ability Double the cost at character creation

Improving Attributes
Unlike skills and powers, Attributes represent relatively fixed qualities of a character. As a result,
after character generation, Attributes may be improved no more than one level. If the Attribute
was 5 or less before improvement, the one level increase costs 10 experience points. If the
Attribute was 6 or greater before improvement, the one level increase costs 20 experience points.

Reasons For Improvement


Having enough experience points to raise a characteristic is usually not enough. There must also
be an explanation as to why the character improved in that area, and usually those reasons are
determined in the course of the game. If the character used a skill or Attribute repeatedly in the
previous few game sessions, it would make sense for that skill or Attribute to get better through
practice. To learn a brand-new skill, the character must have spent some time and effort working
on that skill before being allowed to spend the points to acquire it. To acquire a Quality, eliminate
a Drawback or gain new Metaphysical powers, there must have been a series of events or
circumstances that make it sensible for the new characteristic to appear in the character.

Saving Experience Points


The player does not have to spend all earned experience points right away. He can elect to save
them for a later date, perhaps waiting to have enough points to raise a specific characteristic.

60
Chapter Five:
Grimoire

61
Narrator can provide bonuses or penalties to
GRIMOIRE Weariness Tests, increase or decrease the
rate at which a character regains lost
THE SUBTLE MAGIC OF Weariness Levels or Heal from injuries,
MIDDLE-EARTH impose modifiers to Spellcasting Tests, or
Magic exists throughout Middle-Earth. make certain attributes or skills - particularly
Subtle, flavorful and evocative, it is a key Bearing, Insprire or Intimidate - easier or
element of the setting. Players, by under- harder to use.
standing the rules that govern how this
subtle magic works, can find ways to use it,
enhancing both their own abilities and the The Power of Words
chronicle as a whole. In Middle-Earth words themselves can have
power. Gandalfs speaking of the Ring-
inscription in the Black Speech in Rivendale
The Rightness of Things shows how evil words can darken shadows
The Subtle Magic of Middle-Earth has its and make stout hearts quail. On the other
greatest effects when it displays, reflects or hand the invocation of Elbereth or other
reinforces the rightness (or wrongness) of Valar or sometimes other powers -such as
certain actions. It echoes strong emotions, Tom Bombadil-can bring hope and courage
particularly good or kindly ones but also to good folk trapped in dark places.
negative feelings. It helps make the world Narrators can use any appropriate effect
as it should be, in an ideal or romantic from the following list to simulate the power
sense, and it allows That Which Is Right to of words:
show through. For example, it might cause Heighten Courage: When a
flowers to always bloom at a place where character invokes the name of
two heroes confess their love for each other one of the Valar and spends
or ensure that the weather remains clear for Courage on a task he receives a
a Kings coronation. bonus of +6 instead of +5 to
accomplish that task.
Mirror of Nature Inspiration: Speaking or
In Middle-Earth, the weather and other hearing the names of the Valar
natural effects reflect and embody great or other inspiring words grants a
events that take place or the moral qualities +1 bonus to Inspire Tests or
of certain actions. For example when Bearing tests to resist
Sauron sends his forces to war, a dark Intimidation.
storm erupts from the east, blotting out the Pain Evil: Once per encounter
hope of Gondor. But when the Rhohirrim while confronting the Chief
arrive to aid their allies, sunlight breaks Servants of the Enemy or other
through the clouds dispelling the darkness Great Evils (like the Nazgul,
and renewing hope. Shelob or the Mouth of Sauron),
the names of the Valar cause
This subtle magic can affect the land itself. them discomfort giving them a -
In places like Rivendale and Lorien the land 1 penalty to all Tests for a
is bright and beautiful while Saurons number of rounds equal to the
shadow casts a pall over Mirkwood and speakers Bearing divided by 2.
Mordor. The very presence of the Ents, Dispel Despair: If the
manifestations of the spirits of trees, is the character is in a place, such as
ultimate form of this powerful magic. Mordor, where the subtle magic
makes it harder to rest or regain
The Narrator can represent these effects in Weariness Levels, speaking
many ways in a chronicle. Spellcasters, names and words of power can
Elves and other sensitive characters might dispel those effects for one hour
be allowed a Perception, Lore or other once per day.
appropriate test to recognize the shadow
that lies upon the land or its beneficent Of course there are some restrictions on
qualities. To reflect the feel of a region, the invoking words of power. They cannot

62
simply run around shouting Elberath! at the (58 points Maximum) it is not
tops of their lungs getting bonuses sundered when this threshold is
whenever they like. First, invoking the met. In addition his staff is so
power of words takes a full action and can light and easy to handle that he
often take an entire turn. Second, receives an additional free parry
characters can only get the bonus when it is attempt per round. This ability
dramatically appropriate for them to do so- cannot be used in the same
for example facing a powerful, evil foe not round that the staff is used for
when simply facing some Orcs. Third they any other actions or the wizard
must role-play the situation and not just say casts a spell. Cost: 5 Points
My character is shouting Elbereth! I want Spell Patterns: When this
heightened courage. The Narrator has final ability is chosen a wizard
say over the use of Words of Power. selects a spell that has a
Difficulty of 1. Once per day he
can cast that spell without
Staff of Power having to make a Spellcasting
A wizards staff- or rod, wand, or similar Test or incurring any Weariness.
object- grows to reflect his increasing power Additionally this spell doesnt
and ability. When a wizard chooses this count towards the penalty of
ability he forms a deep bond with his staff casting more than one spell per
that transforms it from a personal talisman minute. This ability can be
or trinket to a physical representation of his bought more than once with a
magical skill. specific spell chosen each time.
Cost: 2 Points
A wizards staff is difficult to sunder. A staff Enduring Magic: When this
cannot be destroyed by mundane physical ability is chosen a wizard
means though powerful magic such as a selects a spell that has a
spell or a Dragons fire may ruin it. If a Difficulty of 1. When he casts
wizards staff is destroyed or lost he may that spell its duration is
gain anew one by re-purchasing the base increased by 50%. This ability
Staff of Power 2 point Quality with can be bought more than once
Experience at which point he regains all the with a specific spell chosen
abilities his previous staff possessed. Below each time. Cost: 2 Points
is a list of powers a wizard can imbue into Steady Magic: When this
his staff along with their cost in Character ability is chosen the wizard
Points. selects a spell that has a
Beacon of Hope: A wizards Duration of concentration and
staff serves as a symbol of his Difficulty of 1. When that spell
power and will. The mere sight is cast the staffs magic allows it
of it inspires hope in allies and to persist for Bearing minutes
despair in enemies. The wizard after the wizards concentration
spends a full round holding his is broken. This ability can be
staff aloft which gives him a +4 bought more than once with a
bonus to Inspire and Intimidate specific spell chosen each time.
tests. The wizard can only use Cost: 2 Points
this ability only per scene or Smiting: When a staff is used
battle. Cost: 2 Points to strike an enemy it does
Defence: In battle a wizard damage equal to a Greatsword
wields his blade in one hand (1D12+1 damage). Damage
and his staff in the other. In that pierces armor is NOT
Melee Combat only a wizard doubled however. Cost: 2
counts his staff as a large Points
shield. This has no effect on Strength of the Staff: When
Ranged Combat. While the recovering lost Weariness
staff can only absorb damage Levels a wizard cuts in half the
equal to a large shield per round amount of time needed to

63
restore himself. The staff can Weariness Levels for one
restore a maximum of 3 action. Any additional levels he
Weariness Levels per day using incurs due to his action
this ability. Cost: 2 Points immediately add to his current
Wizards Endurance: Once level of fatigue after he
per day the wizard leans on his completes that action. Cost: 2
staff and ignores the effects of Points

CASTING A SPELL and gets a 4 for a total of 11 which


When a character attempts to cast a spell he is 2 Success Levels. The Spell is
makes a Spellcasting Test (Bearing + successfully cast but he suffers a
Spellcasting + d10). If the test is successful Weariness Level. If Belegon had
the spell goes off. Some spells are more rolled 3 Success Levels he would
taxing than others. They have a Difficulty have been able to cast the Spell
Level indicating how many Weariness without suffering any Weariness. If
Levels are inflicted on the Spellcaster when Belegon was unsuccessful in his
the spell is cast. Subtract the Success Level Spellcasting Test he would suffer
rolled from the Difficulty Level of the Spell. the full 3 Levels of Weariness and
The Spellcaster will take Weariness Levels the spell would not work. If Belegon
equal to the remainder. If the Spellcasting had rolled a 1 during his test he
Test is unsuccessful the character suffers would suffer 4 Levels of Weariness
the full amount of Weariness Levels equal to and the spell would not work.
the Difficulty Level of the Spell and the spell
does not work. If a character rolls an Casting a spell requires great concentration
unmodified 1 on a Spellcasting Test the and leaves a Spellcaster vulnerable to
Spell is not successfully cast and they suffer physical attack. While casting a spell any
Weariness equal to the Difficulty Level +1. opponent who attacks them gains a +4
A Spellcaster suffers a penalty to his bonus to hit them. If a spell has a Duration
Weariness Test if he casts more than one of Concentration then the Spellcaster is
spell per minute. For every Spell he casts vulnerable the whole time he spends
after the first he suffers a cumulative -1 maintaining the spell. While concentrating
penalty to the Spellcasting Test. on a spell a caster can move at a normal
movement rate or even ride a horse but
For example, Belegon attempts to cannot do anything more taxing or complex
cast a spell that has a difficulty of 3. than that.
He has a Spellcasting Level of 2
and a Bearing of 5. He rolls a d10

64
Combining Spells below). The Spell Duration is
Spellcasters may at times wish to combine doubled.
spells to create new effects or overcome the Songs of Power Favored by the
penalties to casting more than one spell per Elves Songs of Power require more
minute. The Narrator has an ultimate say in time to cast (sing) but increases
how and when this may be done. In general the power of a Spell. The Casting
the two spells being combined must have Time for Songs of Power is equal to
similar effects or be related somehow to be one minute or double the listed
combined. To combine spells the caster casting time whichever is longer.
takes the spell with the highest Difficulty and The Spells damage or other
increases it by one. The Casting Time is quantifiable affects are increased by
increased by taking the spell with the 50%. Words of Power are always
longest Casting Time and multiplying it by 2. required in Songs of Power (see
below).
For example, Belegon wishes to
combine Beast Summoning with
Beast Speech. Beast Summoning
is a Difficulty 2 spell. This increased
by one to Difficulty 3. Additionally,
the base casting time of Beast
Summoning is increased from 2
rounds to 4 rounds.

Methods of Spellcasting
When a Spellcaster chooses his
Spellcasting Edge he must choose what Spell Specialties
form of Magic he wishes to use. There are 3 Some magicians and wizards devote special
choices: Wizardry, Rune Casting and effort to studying some particular aspect of
Songs of Power. The Difference between magic. This makes it easier for them to cast
the 3 methods is delineated below. spells of that type and to withstand the
wearying effects of doing so. In game terms
Wizardry All spells can be cast in they do this by taking the Spell Specialty
this method unless otherwise noted. edge. This grants them a bonus of +1 to
This is the most common form of resist Weariness when casting spells that fit
magic and ultimately the most that particular category. Note that some
versatile. spells fall into more than one category.
Rune-Casting Often used by Possible categories include:
Dwarves this method employs
drawing, etching, or engraving Air and Storm: Spells pertaining to
symbols of power onto or into an weather, storms, clouds, fogs, and
object the caster wishes to protect wind such as Fog-Raising, Fog-
or use. Because of this many spells Weaving, Lightning, and Wind
are unavailable to a Rune-Caster Mastery.
such as Lightning because there is Beast and Birds: Spells pertaining
nothing for the caster to write or to animals, birds, and perhaps even
grave a rune on. Casting the rune plants, such as Animal Messenger,
takes more time but lasts longer as Beast Speech, and Beast
well. The Casting Time for Rune- Summoning.
casting is equal to two minutes or Fire, Smoke, and Light: Spells
double the listed casting time pertaining to the various aspects of
whichever is longer. Additionally the fire such as Blinding Flash, Burning
Caster must have an object and Sparks, Create Light, and Kindle
tools in which to inscribe the Runes Fire.
with. Arcane Gestures are always Secret Fire: Spells that manifest
required in Rune-Casting (see the power of goodness and

65
freedom, the powers that the Wise Magic Abilities, innate powers that dont
serve, such as Create Light, Flame require Weariness Tests, Words of
of Arnor, Healing Spell, and Resist Command or Arcane Gestures like spells
Fear. do.
Sorcery: Saurons servants often
specialize in the dark arts of magic, Not every spell can become a magic ability.
such as Blast of Sorcery, Evoke For example, Beast Speech and Mastery of
Fear, and Ruin. Shapes can become abilities but Lightning
Water: Spells pertaining to rivers, and Quench Fire cannot. Generally spells
streams and water in general such that affect ones person can become an
as Fog-Raising, Fog-Weaving and ability while a spell that affects others or the
Watershaping. environment cannot.

To turn a spell into a magical ability one


Sorcery must spend Character Points or Experience
Sorcery is a dark and evil form of Wizardry,
to remove the requirements of Words of
a foul form of magic primarily practiced by
Power and Arcane Gestures as discussed
the Enemy and his servants such as the
above. Once this happens a character must
Witch-King of Angmar and the Mouth of
spend 5 Character Points or 10
Sauron. Sorcery, by its very nature,
Experience to make it a magical ability.
corrupts and twists its users. The Wise and
heroes avoid it at all costs. For each spell of
Sorcery a PC knows he acquires one point
of Corruption. Additionally any time a
character casts a spell of Sorcery he must
make a Corruption Test or gain another
point of Corruption.

Arcane Gestures and Words


of Power
When a character is choosing spells she
must spend the required amount of
Experience or Character points listed under Counter-Spells
each spell. Generally a spell will cost 3
A Spellcaster can cast a Counter-Spell to
Character Points per Difficulty Level
any spell he knows. A Counter-Spell
although there are exceptions to this general
counteracts and dispels the effects of any
rule. Normally casting a spell requires the
spell that he knows although it cant reverse
user to speak Words of Power and make
permanent affects such as wounds caused
Arcane Gestures. If a character is unable to
by Lightning or the destruction wrought by
speak or gesture (for example if he is bound
Sundering.
and gagged) he or she would be unable to
cast a spell. However a player may choose
Casting a Counter-Spell requires the same
to spend additional Experience or Character
Casting Time and Weariness Test as the
Points to remove this restriction. For 3
spell being countered. To attempt a
Character Points each a player may
Counter-Spell make an opposed
remove either the Arcane Gestures or
Spellcasting Test. If the magician casting
Words of Power restrictions of any spell.
the spell gets more successes then his spell
Note that Songs of Power will always require
functions as normal. If the caster of the
a spoken component to the spell while
Counter-Spell wins the spell is stopped.
Rune-casting requires the Spellcaster to
Both characters involved in the Counter-
gesture.
Spell test suffer Weariness as normal based
on the amount of successes made on the
Magical Abilities Spellcasting Test.
Spellcasters sometimes become so attuned
to their magical powers that they become

66
expand the target to cover more than one
Spells type of being; e.g., Orcs and Trolls,
ANIMAL MESSENGER Beasts, Servants of Sauron etc. A Bane
Casting Time: 2 Rounds Spelled weapon provides the wielder a
Range: Touch bonus of +4 to Armed or Ranged Combat
Duration: Bearing x2 Hours tests to hit the specified type of target
Difficulty: 1 Cost: 3 against whom it is enchanted. Also, at the
Method: Wizardry, Songs Narrators discretion, a bane-weapon may
Requisite: Beast Speech or Beast have the ability to pierce or diminish
Summoning protective spells used by the target, such as
Specialty: Beasts Bladeshattering or the Guarding-Spell.
Effect: The caster uses a beast or a bird as
a messenger, having it deliver information to BEAST CLOAK
someone else. The caster must have the Casting Time: 2
creature available to him-either a pet or Range: Touch
companion, or through Beast Summoning or Duration: 2 hours per point of Bearing
other magic. The caster speaks the Difficulty: 1 Cost: 3
message to the creature, describes the Method: Standard, Ability, Song
person to deliver it to, and where that person Specialty: Beasts
can be found. The creature travels and Effect : Traveling long distances in Middle-
searches for a number of hours equal to the earth is fraught with hazards, as much of it,
casters Bearing x2. If the creature gets deserted by Man, Elf, and Dwarf alike, has
close enough to the target it delivers the fallen into wilderness by the Third Age. This
message. If the creature fails to find the spell aids travelers by shielding them from
target before the spell ends the creature the eyes (and other senses) of wild and
returns to its normal pursuits. domesticated beasts. Whenever such
beasts try to spot the target of this spell,
they suffer a penalty to their Observe tests
equal to the combined Bearing modifiers of
the caster and the target. (When casting on
himself, the caster applies his Bearing
modifier twice.) This spell has no effect on
fell beasts, whether they serve the Enemy or
their own ends.

BEAST-SPEECH
Casting Time: 1 Round
Range: Self
Duration: Bearing x2 Minutes
Difficulty: 1 Cost: 3
Method: Wizardry, Songs, Ability
BANE-SPELL
Requisite: none Specialty: Beast
Casting Time: 1 minute
Effect: This Spell grants the Caster the
Range: Touch
ability to speak with birds and animals. He
Duration: Bearing x2 Minutes
can speak with any creature close enough to
Difficulty: 2 Cost: 6
hear him, and that creature automatically
Method: Wizardry, Runes
understands and responds with Wits equal
Requisite: Beast Speech or Beast
to those of a typical Man. Other people
Summoning
listening to the conversation merely hear the
Specialty: None
animal respond with typical animal noises.
Effect: The caster can lay upon a weapon
A Spellcaster can cast this spell on another
the Power to cause special harm to one type
by touch, but only when it is a standard spell
of creature or being. The caster must
not a magic ability.
specify the target affected, e.g. Orcs,
Wolves, Dunlendings etc. By increasing
BEAST SUMMONING
the spells Difficulty by 2 the caster can
Casting Time: 2 Rounds

67
Range: Special Requisite: None Specialty: None
Duration: Special Effect: This spell preserves swords and
Difficulty: 2 Cost: 6 daggers, keeping them from becoming dull,
Method: Wizardry, Songs rusted, pitted, or weakened by the passage
Requisite: None Specialty: Beast of time. A weapon under the protection of
Effect: The caster can call to himself Blade Preservation can still be damaged or
beasts and birds. When he casts the spell, harmed directly, but remains untouched by
he must specify the type of animal he the wear of years. This spell affects one
wishes to summon specifically (horses, blade per casting. The Spellcaster may
thrushes, foxes etc.). For an additional level double the number of blades affected at
of Difficulty the category can be more broad once by raising the difficulty by 1 per
(large four-footed animals, birds etc.). Any increase. The caster can use this spell to
creature within 200 yards times the casters protect other metallic items no larger than a
Bearing x2 that fit the description travel to swords blade at the Narrators option.
him at best possible speed for Bearing x2
minutes. The spell confers no ability to BLADESHATTERING (Sorcery)
command beasts. If the caster asks the Casting Time: 1 round
beasts to perform a task, they consider it Range: 10 yards
and may agree. This a Persuade (Charm) Duration: Instant
test and the Narrator must decide how Difficulty: 1 Cost: 3
difficult the test is based on the situation. If Method: Wizardry, Ability
the caster cannot speak with beasts he will Requisite: None Specialty: Sorcery
suffer a -6 penalty to this test as he attempts Effect: This spell allows the sorcerer to
to use hand signals or other means of cause one blade an axe dagger or sword-
communicating. to shatter or melt into smoke. This causes
no harm to the person holding the blade.

BLAST OF COLD
Casting Time: 2 rounds
Range: 20 yards per point of Bearing
Duration: 2 rounds per point of Bearing
Difficulty: 2 Cost: 6
Requisite: Wind-mastery
Method: Standard, Song
Specialty: Air
Effect : This powerful spell summons the
primeval force of the airspecifically,
the frozen blasts that sweep down from the
far Northto harry ones foes. It is primarily
a creation of the Lossoth of Forochel, but
knowledge of it has disseminated south-
ward, through the Dnedain of the North and
even to some servants of the Enemy. The
caster conjures a blast of freezing air that
affects an area 6 yards in radius, centered
on a point of the casters choosing, within
the range limit of the spell. All living things
caught in the area of effect must make a
Difficult Vitality Test. All who fail suffer a -4
penalty to all physical tests for the duration
BLADE PRESERVATION of the spell. Those who suffer disastrous
Casting Time: 5 Minutes failure suffer the penalty for twice the
Range: Touch duration of the spell (that is to say, they
Duration: Bearing x 100 years continue to suffer the effects of the spell
Difficulty: 1 Cost: 3 even after the freezing blast has died away).
Method: Wizardry, Runes, Song

68
BLAST OF SORCERY (Sorcery) BLESSING OF OROME
Casting Time: 1 round Casting Time: 2 rounds
Range: Bearing x20 yards Range: Touch
Duration: Instant Duration: 2 hours per point of Bearing
Difficulty: 2 Cost: 6 Difficulty: 1 Cost: 3
Method: Wizardry, Ability Method: Standard, Ability, Song
Requisite: None Specialty: Sorcery Specialty: Secret Fire
Effect: The caster fires a blast of sorcerous Effect: This spell draws on the residual
power. The caster makes a simple power of Orom the Great, the Vala who, it
Nimbleness test to hit a target with it, and is said, came often to Middle-earth in the
the target can attempt to dodge. If the beam days before the Eldar awakened and
strikes a target roll 4D6(14) plus Bearing x2 stocked it with noble animals of all kinds. It
for damage. Improvement: For 3 Character grants a temporary +2 bonus to the targets
Points or 6 Experience 1d6(3) damage can Survival and Ride tests and a +1 bonus to
be added. For each 1d6 added the Difficulty his Armed and Ranged Combat tests. In
of the spell is increased by 1. ages past, Orom was revered by the Men
of the North; if either the target or the caster
BLESSING OF AULE is Rohiric, Dnadan, or a Mannish native of
Casting Time: 2 rounds Rhovanion the target instead receives a +2
Range: Touch bonus to his Armed and Ranged Combat
Duration: 2 hours per point of Bearing tests. This spell may not be cast on servants
Difficulty: 1 Cost: 3 of the Enemy.
Method: Standard, Ability, Song
Specialty: Secret Fire BLINDING FLASH
Effect : This spell draws on the residual Casting Time: 1 round
power of Aul the Smith, the Vala who Range: Bearing x 10 yards
created the Dwarves and is the Guardian of Duration: Instant
Forging and Crafting. It grants a temporary Difficulty: 1* Cost: 3*
+2 bonus to the targets Smithcraft tests and Method: Wizardry, Song
a +1 bonus to his Craft tests. If either the Requisite: None Specialty: Fire
target or the caster is a Dwarf (or if both are Effect: This spell creates a bright flash of
Dwarves), the target receives a further light to blind an enemy. If a caster
temporary +2 bonus to his Smithcraft tests. successfully casts this spell he blinds the
This spell may not be cast on servants of the target for 1d6+1 rounds. The target may
Enemy. make a Swiftness Test Difficulty 2 to reduce
the duration by half, rounding up. When
BLESSING OF ELBERETH blind a character suffers a -4 penalty to
Casting Time: 2 rounds attacks and all other actions requiring sight.
Range: Touch The Narrator may impose other penalties or
Duration: 20 minutes per point of Bearing even forbid certain actions as seems
Difficulty: 1 Cost: 3 appropriate. If a caster wishes the spell may
Method: Standard, Ability, Song be improved by spending 3 more Character
Specialty: Secret Fire Points to affect a 10 foot radius. This radius
Effect: This spell draws on the residual can be doubled for every 3 Character spent
power of Varda the Exalted, known in the on top of that. The Difficulty of the spell
Sindarin tongue as Elbereth. It grants a increases to 2 at a 20 feet radius and by one
temporary +2 bonus to the targets tests to per increase after that.
resist sorcery spells and their effects. If
either the target or the caster is an Elf (or if BREAK BINDING
both are Elves), all Armed and Ranged Casting Time: 2 rounds
Combat tests made against the target suffer Range: 5 yards
a 2 penalty (in which case the Narrator Duration: Instant
may require the Elf involved to invoke the Difficulty: 1 Cost: 3
traditional plea, A Elbereth Gilthoniel!). This Method: Wizardry
spell may not be cast on servants of the Requisite: None Specialty: None
Enemy.

69
Effect: With this spell the caster can dispel BURNING SPARKS DAMAGE
the effects of a single casting of the Holding CANDLE 1 Point TORCH 1/2D6
Spell or Spellbinding, freeing those trapped CAMPFIRE 1D6 SM. BONFIRE 1D6
by magic. If the Spellcaster who cast the LG. BONFIRE 2D6
Holding Spell or Spellbinding is present
when he tries this and wishes to stop him,
the two Spellcasters must engage in an
Opposed Bearing test to see whose magic
prevails.

BURDEN OF EVIL Sorcery


Casting Time: 1 round
Range: 5 yards x Bearing radius
Duration: Bearing minutes
Difficulty: 3 Cost: 9
Requisite: None
Method: Standard, Song, Rune, Ability
Specialty: Sorcery
Effect: The oppression of evil abounds
around the most dreaded of the Enemys
servants. The air thickens, weighing down
the spirit and fatiguing all who oppose them.
The caster makes an Intimidate test and
determines how many success he recieves. CALL FELL BEASTS (SORCERY)
This is resisted by a difficult Bearing Test by Casting Time: 2 rounds
all non-corrupted characters within the Range: See text
spells range. Subtract the Casters Success Duration: See text
Levels from the Targets Success Level. Difficulty: 2 Cost: 6
The Target looses a Weariness Level for Method: Standard, Song
each Success Level the Caster has over Specialty: Sorcery
him. Improvement: For every additional 3 Effect : This spell compels all fell beasts
Character Points spent, the caster improves within 200 yards times the casters Bearing
the range of the spell by 5 yards or may gain to travel immediately at the best possible
an additional +2 bonus to the Intimidate test speed to the casters presence, where they
(max +4 total). must remain for a number of minutes equal
to the casters Bearing x2. This spell confers
BURNING SPARKS no ability to converse, communicate with,
Casting Time: 1 Range: 5 Yards control, or compel the beast or beasts
Duration: Instant Difficulty: 1 summoned. Depending on the situation, the
Cost: 3 Method: Wizardry caster may be able to Intimidate the
Requisite: Kindle Fire Specialty: Fire summoned beast into doing its bidding, or
Effect: With this spell the caster can cause may be able to dominate it in a contest of
an existing fire to flare, casting burning will. This spell can be highly dangerous
sparks. Anyone within 10 ft of the fire may to casters without great power and the
suffer injury, but the Spellcaster can decide means to defend themselves. Many fell
to hurt someone while sparing others. The beasts summoned by this spell turn wrathful
damage caused by Burning Sparks depends when compelled to do anything at all, even if
on the size of the fire the caster uses for it it consists of no more than traveling a few
(see table below). Anyone affected by the hundred yards. The Narrator should keep in
spell may reduce the damage sustained by mind that each fell beast has goals and
half by succeeding with a Difficulty 2 instincts of its own which may be at odds
Swiftness Test. Except for with candle with those of the caster. On the other hand,
flames, this spell does not extinguish the fire those vile enough to cast this spell may well
used to fuel it. Also a candle can only be able to bargain with those they summon
damage a single target. on equal footing, offering treasures, slaves,
or other valuable consideration.

70
CALLING harder to see, and therefore harder to strike
Casting Time: Special in combat. All Observe(Spot) tests and
Range: Special physical attack tests against the target suffer
Duration: Special a 4 penalty. Cloak of Shadow does not
Difficulty: 1 Cost: 3 affect magical attacks against the target, but
Method: Wizardry, Song it does affect physical attacks by enchanted
Requisite: None Specialty: None and heroic weapons.
Effect: The caster can grant another
person the ability to call upon him, even over COLD-WARD
long distances, and seek his aid. The caster Casting Time: 1 round
casts the spell by explaining to the other Range: Self
person how to call him. This takes at least a Duration: Concentration
minute and requires the caster to make the Difficulty: 1 Cost: 3
usual test to resist Weariness. The call has Method: Standard
to involve speech, but it could be a simple Specialty: Air, Water
rhyme or song, the casters name uttered Effect : This handy spell first appeared in
with a particular inflection, or a complex the North of Middle-earth in the days when
incantation. The call must take at least two the Nmenorean kingdoms traded and
actions to use. The person taught the spell exchanged knowledge with the Lossoth of
remembers it forever after, unless stronger Forochel. It combines the magical skill of the
magic takes away his memory of it. When Dnedain with the survival craft of the
he uses it, the caster hears it, knows who is Snowmen, and it protects the caster from all
calling him, and knows if that person is in effects of cold and falling snow. It does not
peril. Distance may affect the casters ability alter the weather itself, but instead forms a
to respond. The spell grants no ability to protective barrier against the elements
travel quickly. around the caster.

CHANGING HUE COMMAND (Sorcery)


Casting Time: 2 rounds Casting Time: 2 rounds
Range: Self Range: Bearing x20 yards
Duration: Bearing x 20 minutes Duration: Bearing x2 hours
Difficulty: 1 Cost: 3 Difficulty: 3 Cost: 9
Method: Wizardry, Song, Ability Method: Wizardry, Song, Ability
Requisite: None Specialty: Beasts Requisite: None
Effect: With this spell, the caster can alter Specialty: Sorcery
the color of his skin, hair, eyes, and clothes. Effect: This spell allows the caster to
Within the duration of the spell, he may overwhelm the will of another, dominating
change the hues of any or all of these things his mind and forcing him to do the casters
as often as he wishes, as a free action. bidding. The effect may seem gentle
Proper changes of color can help a words of kindly advice from one offering
character hide in wild areas, providing a wise counsel or inspirational speeches from
bonus of up to +4 to appropriate Stealth a great and noble leader- but the effect is
(Hide) tests. nothing less than the ultimate power of the
Shadow. Anyone in within range of the
CLOAK OF SHADOW caster must make an opposed Bearing test
Casting Time: 1 round against him. The Sorcerer receives a +8
Range: Touch bonus to this roll. If he wins then for the
Duration: 2 rounds per point of Bearing duration of the spell the target must do as
Difficulty: 2 Cost: 3 the Sorcerer says, even if carrying out the
Method: Standard, Song orders given could cause the target harm. If
Specialty: None the Sorcerer loses the test then the target
Effect : In spite of what its name might may proceed as normal.
suggest, this spell is not a work of sorcery.
Rather, it dims the targets form, blending its CORRUPTING AFFLICTION - Sorcery
edges into a hazy halo that surrounds its Casting Time: 1 minute
body. The target of the spell thus becomes Range: Touch

71
Duration: Indefinite provides a +6 bonus to any Craft,
Difficulty: 3 Cost: 12 Smithcraft, Stonecraft, or similar skill for the
Requisite: Corrupted (The caster must forging and creation of one item, object or
himself be overcome and corrupted by evil) work of art. All items successfully created
Method: Standard, Song, Rune, Ability with the help of this spell count as
Specialty: Sorcery masterworks, but the creator may not add
Effect: The caster makes an Intimidate enchantments to them without the Narrators
(Torture) test. By using torturous devices he permission.
can twist an individual to his dark purposes,
thusly corrupting the targets essence. The CREATE LIGHT
victim may oppose with a Bearing vs. Casting Time: 1 round
Torture test. If the caster is the one who Range: Touch
wins, the target will gain a number of Duration: Bearing x 40 min.
Corruption points equal to the difference in Difficulty: 1 Cost: 3
Success Levels rolled. If the target is the Method: Wizardry
one who wins, he applies the bonus to the Requisite: None
result of his next Bearing vs. Torture or Specialty: Fire, Secret Fire
Corruption test influenced by the caster only Effect: The caster may create light,
through the use of this spell or other means; typically on his hand or at the end of a staff.
normal Corruption rules apply. The caster can vary the intensity and color
of the light at will, though it is equal to that of
CORRUPT SURFACE (SORCERY) a strong torch at most, sufficient to light a 20
Casting Time: 1 round foot radius, under most circumstances, or a
Range: 3 yards slightly larger area at night or underground.
Duration: 2 rounds per point of Bearing For every additional 3 Character Points
Difficulty: 3 Cost: 6 spent on this spell the caster can increase
Method: Standard the radius by 20 feet.
Specialty: Sorcery
Effect : This powerful sorcery wears away
at any single, discrete, contiguous, solid
surface on which it is cast, be it of wood,
stone, or even flesh. Example targets
include a single door, structure, or creature.
The target of this spell must make a Vitality
Test every round until Corrupt Surface
expires. If it fails it suffers 1d6(3) points of
damage. In the case of living targets, this
damage bypasses armors damage
absorption. Inanimate targets, however,
receive the full benefit of their Protection
characteristic. Immersing the target of this
spell in water stops its progress; in effect, it
negates any further power it has to cause
damage. In the case of a structure, dousing
a large area is sufficient.
DARK STENCH (SORCERY)
Casting Time: 1 round
CRAFTING SPELL
Range: 10-yard radius
Casting Time: 5 Minutes
Duration: 2 rounds per point of Bearing
Range: Touch
Difficulty: 2 Cost: 6
Duration: see Text
Method: Standard, Song
Difficulty: 1 Cost: 3
Specialty: Sorcery
Method: Wizardry, Runes, Song
Effect : This sorcery enables the caster to
Requisite: None Specialty: None
exude a cloud of stench that sickens all
Effect: This spell, most often used by
within it except for him. It affects every living
Dwarves, enhances and augments the
thing within its area of effect, whether friend
casters skill as a craftsman. When cast it

72
or foe. Each must make a Bearing Test to Specialty: None
resist its effects. Those who fail the test Effect: With this spell, a caster summons
suffer a 2 penalty to all of their test results forth his power, displaying it in ways that all
for the duration of the spell. Those who can see and none can mistake. The effects
suffer disastrous failure are affected for depend on the situation and mood. Thunder
twice the duration of the spell. and lightning may flash from his staff, fire
may fill him, or a great light may surround
DETECT FOE him. Many effects are possible. Whatever
Casting Time: 1 round the appearance of the spell, it grants him a
Range: Self +8 bonus to Inspire and Intimidate tests
Duration: 2 hours per point of Bearing made that round, and half that bonus for
Difficulty: 1 Cost: 3 tests made in the following 1D6+1 rounds.
Method: Standard The bonus is only effective when working
Specialty: Secret Fire with- or against- those able to witness the
Effect : This bit of magical craft helps the Display of Power.
caster divine the presence of servants of the
Enemy. It was first developed by the Elves DULL SENSES
to alert them to the presence of Orcs and Casting Time: 1 round
other foul beings in their woods, and it is Range: 6 yards per point of Bearing
presently popular among those Dnedain Duration: 20 minutes per point of Bearing
who possess dwimmercraft. When casting Difficulty: 2 Cost: 6
Detect Foe, the caster names one type of Method: Standard
enemy Orcs, Wargs, Trolls, or any such. Specialty: None
For the duration of the spell, he receives a Effect: This spell allows the caster to
+8 bonus to all Observe and Search test hamper one targets ability to sense what is
results related to finding the chosen foe. He going on around him. The target must make
also receives a +2 bonus to all Track tests a successful Difficult Bearing Test, or else
related to trailing the chosen foe. he suffers a 2 penalty to all Observe,
Search, Track, and Weather-sense tests for
DISARM the duration of the spell. Dull Senses may
Casting Time: 1 round be cast on any living creature, including
Range: 2 yards per point of Bearing beasts, whether wild, domesticated, or fell.
Duration: Instant
Difficulty: 1 Cost: 3 DUMBNESS (Sorcery)
Method: Standard Casting Time: 2 rounds
Specialty: None Range: Bearing x 5 yards
Effect: This spell causes a single target Duration: Bearing x2 minutes
to lose his grip on one weapon or shield Difficulty: 1 Cost: 3
(casters choice) that he is presently Method: Wizardry, Song
wielding. The item leaps from his hand, and Requisite: None
he may not pick it up until the next round. If Specialty: Sorcery
the item is enchanted or heroic, the wielder Effect: This spell strikes the victim dumb.
is entitled to an opposed Bearing test If the victim achieves 2 successes on a
against the caster. If the caster wins, the Difficult Bearing test the spell is ineffectual.
spell has its normal effect; if the wielder If he fails then for the duration of the spell
wins, he retains his grip on the item. The the victim cannot speak, though he may
size of the item has no bearing on the communicate through gestures or writing.
effectiveness of the spell.
ENHANCE FOOD
DISPLAY OF POWER Casting Time: 1 minute
Casting Time: 1 round Range: Touch
Range: Self Duration: Special
Duration: 1 round Difficulty: 1 Cost: 3
Difficulty: 2 Cost: 6 Method: Wizardry, Ability
Method: Wizardry, Song, Ability Requisite: none Specialty: None
Requisite: any five other spells

73
Effect: This spell improves the taste and already has the skill). The spell only works
quality of food. Alternately the caster can to inspire awe and dread in those who serve
reverse the effects to ruin food: sour ale, the Shadow and are confronted by the
curdle milk, spoil meat, and so on. When caster. At the Narrators option, it may apply
souring or ruining food the spells effects in some situations where the hero needs to
take place and are permanent. When awe those whom he wishes to recruit as
improving food, the duration lasts as long as allies, such as when Gandalf spoke to
the food would normally last. Normal food Thoden and broke Wormtoungues hold
would spoil naturally in a day or two at best over him. The subtle magic of Middle-Earth
in most situations. If cast on beer, the beer may reflect the use of this spell, such as a
remains improved until allowed to go stale, shaft of light breaking through the clouds.
perhaps up to a year if it remains in its keg.
EVOKE FEAR (Sorcery)
Casting Time: 1 round
Range: See Text
Duration: Bearing x2 rounds
Difficulty: 2 Cost: 3
Method: Wizardry, Ability
Requisite: None Specialty: Sorcery
Effect: This spell inspires terror within the
hearts of anyone the caster confronts. It
grants the caster +8 to any Intimidate (Fear)
Tests for the duration of the spell. If
appropriate the subtle magic of Middle-Earth
may reflect the use of this spell. Strom
clouds gather and thunder rumbles, a cold
ENSLAVE BEAST (Sorcery) wind blows out of the East or the like.
Casting Time: 2 rounds
Range: Bearing x 3 yards EXCLUSION
Duration: Bearing x2 days Casting Time: 2 hours
Difficulty: 2 Cost: 3 Range: Touch
Method: Wizardry, Song Duration: Bearing x 2 Years
Requisite: Beast Speech or Beast Difficulty: 3 Cost: 6
Summoning Method: Wizardry, Runes
Specialty: Beasts, Sorcery Requisite: None Specialty: None
Effect: This spell allows a caster to enslave Effect: This spell works a prohibition and
a single large animal (such as a bear or exclusion upon those the caster does not
horse), 1D6+1 Medium animals (wolves, wish to enter an area, go through a door, or
dogs, hunting cats etc.), or up to 50 small open a lock. The caster places the spell
animals (birds, bats, rats etc.). The animals upon the item or area he wishes to protect
can understand his commands and must and defines who may enter or open it. The
follow them regardless of the danger to spell may not be used as a backhanded way
themselves. of detecting things the average person
ordinarily could not. For example the caster
EVOKE AWE cannot define the spell by stating: Anyone
Casting Time: 1 round who does not serve the Shadow may enter
Range: Special freely. The effects of the spell are twofold.
Duration: Bearing x 2 rounds First any tests required to enter or open the
Difficulty: 1 Cost: 3 area suffer a -8 penalty. Second anyone
Method: Wizardry who knowingly violates the spell comes
Requisite: Bearing 4+ under a curse that the caster defines when
Specialty: Secret Fire casting the spell.
Effect: This spell functions like Evoke Fear,
but isnt a form of Sorcery. It grants the FAIR-SEEMING (SORCERY)
caster the skill Intimidate (Power or Mastery) Casting Time: 2 rounds
+4 (or a bonus to the same if the character Range: Self

74
Duration: 20 minutes per point of Wits Farseeing. The object repeats his speech
Difficulty: 2 Cost: 6 as he speaks it. It does not speak on its
Method: Standard, Ability own and cannot be programmed to talk
Specialty: Sorcery when a given condition arises. The caster
Effect : The Enemy and his servants have can cast Voice of Suasion or Voice of
long known that beguilement is sometimes Command through this spell if desired,
the only way short of brute force to bend the though his inability to see the people to
Free Peoples to their will. This sorcery does whom he is speaking may hinder him in that
not alter the physical appearance of the regard.
caster, but subtly twists the minds of those
who come into contact with him, so that they FIERY MISSILE
are more likely to view him favorablyor at Casting Time: 1 round
least to give him the benefit of the doubt. Range: Special
Fair-seeming grants the caster a temporarily Duration: Bearing x 2 Minutes
negates any social penalties due to Difficulty: 2 Cost: 3
Corruption and provides a +4 bonus to his Method: Wizardry
Social Tests. Requisite: Kindle Fire Specialty: Fire
Effect: This spell grants the caster the
FARSEEING power to make small flammable objects,
Casting Time: 5 Min. such as pinecones or small branches, burst
Range: Special into flame so that he can throw them as
Duration: Bearing x 2 Minutes burning missiles. He can create up to one
Difficulty: 3 Cost: 9* missile per 2 points of Bearing, with any
Method: Wizardry, Song color flame he desires. They burn for up to
Requisite: Perception 4+ Two minutes per point of Bearing, and they
Specialty: None each shed the light of a candle. If not used
Effect: With this potent spell, the caster can before the spell expires, the objects simply
see places far away. To cast it, he needs a burn to ashes. Throwing each missile
reflective surface a pool of calm water or a counts as an action. The caster uses his
mirror, for example. If he succeeds in his Nimbleness or Ranged Combat to determine
Spellcasting Test, he can see any location if he hits. A hit causes 1D6+1 damage and
within 100 miles that he can specify by may set clothes, fur or other flammables on
name or reasonable description. He cannot fire.
focus on a specific person or object, only on
a place; nor may he attempt to scry the area FINDING AND RETURNING
where so-and-so is right now. The spell Casting Time: 1 Minute
only grants sight of the designated area. Range: Touch
The caster cannot hear spoken words or Duration: Bearing x 2 Months
other sounds from there and cannot Difficulty: 2 Cost: 3
penetrate darkness. For each additional 3 Method: Wizardry, Runes
points spent on this spell the caster doubles Requisite: None Specialty: None
the range. Effect: This spell protects travelers, making
it more likely that they can find their way to
FARSPEAKING their destination and then return, safe and
Casting Time: 2 rounds unhindered. It grants the recipient the virtue
Range: Bearing x 2 Miles of the Travel Sense edge though he must
Duration: Concentrate make an Easy Wits Test to use it.
Difficulty: 1 Cost: 3 Additionally, he receives a +2 bonus to
Method: Wizardry, Song overcome all obstacles of the road: to climb
Requisite: None Specialty: None cliffs, ford rivers, run and hide from
Effect: With this spell, the caster can cause pursuers, and the like. However, the
his voice to issue from an object, such as a Narrator decides what constitutes an
mirror or stone. The object must be within obstacles of the road for purposes of this
one mile per 2 points of Bearing he spell.
possesses, and he must have seen it
before, either with his own eyes or with

75
FIRE OF UDUN (SORCERY) damage is done. Improvement: For 3
Casting Time: 2 rounds Character Points or 6 Experience 1d6(3)
Range: 6 yards per point of Bearing* damage can be added. For each 1d6 added
Duration: Instant the Difficulty of the spell is increased by 1.
Difficulty: 3 Cost: 9
Method: Standard, Ability, Song FLAME ARROWS
Specialty: Sorcery Casting Time: 1 round
Effect: This sorcery calls upon the fearsome Range: 3 yards
power of the underworld, Udn, to consume Duration: See text
in flame every living thing in its path, Difficulty: 2 Cost: 6
whether friend or foe. It produces a cone of Method: Standard, Runes
fire emanating from the caster and Specialty: Fire
extending 6 yards per point of casters Effect: This spell turns any one projectile,
Bearing. This cone is half as wide as it is whether an arrow, a thrown rock, or a
long. Each living thing within this cone takes boulder thrown by a siege catapult, into a
3d6 damage from the spell and armor is thing of fire. It can be cast on a projectile
innefective. before it is launched, in which case it causes
no damagewhether to bow, hand,
FIRESHAPING catapult, or even an enemyuntil it is shot
Casting Time: 1 round or thrown, or one minute passes and the
Range: Bearing x2 yards effect fades. Alternatively, it can be cast on
Duration: Concentration a projectile in range just as it is hurled. A
Difficulty: 1* Cost: 3 projectile so enchanted causes an additional
Method: Wizardry 1d6 + casters Bearing x2 points of fire
Requisite: Kindle Fire Specialty: Fire damage to whatever it strikes. It also sets
Effect: Casters use this spell to shape fire alight any wooden object (such as a wooden
creating pleasing images of flame. The shield) or structure it strikes. If it strikes an
listed Difficulty assumes the flame is no object or structure made of a non-flammable
larger than a torch. It is increased to 2 for a substance such as stone, however, it
campfire, 3 for a small bonfire and 4 for a causes no additional damage and starts no
large bonfire. For the most part Fireshaping, fire. In any case, the projectiles fire is
is simply for idle amusement or distraction. extinguished after it strikes home.
However, in appropriate circumstances, it
may grant a bonus of +2 to Inspire, FOG-RAISING
Intimidate or Bearing tests. Casting Time: 1 Minute
Range: Bearing x 50 yards.
FLAME OF ANOR Duration: see Text
Casting Time: 1 round Difficulty: 1 Cost: 3
Range: Bearing x 300 yards Method: Wizardry, Song
Duration: Instant Requisite: None
Difficulty: 3 Cost: 9 Specialty: Air and Water
Method: Wizardry Effect: This spell allows a caster to create a
Requisite: character cannot know any thick bank of fog. The natural conditions
Sorcery Spells must be right for fog: there must be a
Specialty: Secret Fire source of water, the proper temperature,
Effect: This spell, one of the most powerful and so forth. Not even the most powerful
spells the Wise have against the Shadow, Spellcaster can create fog out of nothing on
projects a bolt of white light bright enough to a warm sunny day. The fog cloud can have
pierce any gloom. The beam harms a radius of up to Bearing x 60 feet. Once
servants of the Enemy ranging from created it lasts until the caster stops
Nazgul to Orcs and other evil creatures as concentrating or natural conditions remove
well. The caster makes a simple it, whichever comes first. The fog provides a
Nimbleness test to hit a target with it, and penalty of -4 to physical tests while in it.
the target can attempt to dodge. If the beam The fog moves normally, according to the
strikes a target who is a Servant of Evil wind and lay of the land. The caster has no
4D6(14) plus 2 points per point of Bearing of control of the fog once it is created.

76
FOG-WEAVING HEALING SPELL
Casting Time: 2 rounds Casting Time: 1 Minute
Range: Bearing x 20 yards Range: Touch
Duration: Bearing x 2 minutes Duration: see Text
Difficulty: 1 Cost: 3 Difficulty: 2 Cost: 3
Method: Wizardry, Song Method: Wizardry
Requisite: None Requisite: None
Specialty: Air and Water Specialty: Secret Fire
Effect: With this spell, a caster can shape Effect: This spell grants the caster power to
fogs and mists, whether natural ones or heal injuries more quickly. When cast the
ones he created with Fog-Raising. He can spell gives him a bonus of +8 to the Healing
form phantoms of men, dragons and fell Skill and can apply it using standard rules.
beasts, or wondrous tableaus out of fog. When tending to a characters injuries after
Ordinarily this is done for amusement or to casting the Healing Spell the healing rate is
distract enemies, but may provide up to a +2 improved to 3 Life Points of healing per point
bonus to Intimidate tests. of Stamina a day on a successful Healing
Test instead of 2. The spells effects last
FORGETFULNESS (Sorcery) long enough to treat one person for a major
Casting Time: 2 rounds wound or illness or similar condition a
Range: Bearing x 5 yards person Near Death for instance. It could be
Duration: Bearing x2 weeks used to treat 2 Incapacitated people, 4
Difficulty: 2 Cost: 3 Wounded people, 8 Injured people, or 16
Method: Wizardry, Song, Ability Dazed people or similar combination
Requisite: None Specialty: Sorcery thereof- instead.
Effect: This foul spell allows the sorcerer to
cloud a persons memories with a darkness, HEX-SPELL (Sorcery)
preventing a target from recalling who he is, Casting Time: 2 rounds
where he lives, who he knows, or anything Range: Touch
else of use. If the caster succeeds in an Duration: 2 minutes per point of Bearing
opposed Bearing test against the target the Difficulty: 3 Cost: 6
spell takes effect. The Sorcerer receives a Method: Standard, Runes
+2 bonus to this test. Specialty: Sorcery
Effect: This spell inflicts ill-luck upon its
GUARDING-SPELL target. Whenever the target uses Courage to
Casting Time: 1 Minute gain a test bonus the bonus he gains is
Range: Touch three less than it otherwise would be. In
Duration: Bearing x2 minutes most cases, this completely nullifies the
Difficulty: 3 Cost: 6 effects of Courage, but those with edges or
Method: Wizardry, Runes abilities such as Bold or Battle-Hardened
Requisite: None Specialty: None still gain a reduced benefit. This spell
Effect: This spell makes the caster or does not affect other uses of Courage.
anyone upon whom he casts the spell on In addition, the target is also likely to fall
more difficult to injure. All tests to hit him victim to cruel turns of fate while this spell is
suffer a -2 penalty. Furthermore any in effect. At the Narrators discretion the
Courage spent to enhance attempts to target must make frequent tests to avoid
dodge, parry or otherwise protect himself tripping over tree roots, putting his foot in his
grants a +7 bonus instead of the standard mouth, and suffering similar misfortunes.
+5. Anything that can go wrong, will.

77
Effect: With this spell a sorcerer can
paralyze another person using great fear or
terror to freeze them to the spot so they
cannot move or flee. If the caster succeeds
in an opposed Bearing Test, in which he
receives a +2 bonus, the victim remains
paralyzed for the duration of the spell unable
to defend himself or run. Otherwise the
spell has no effect. For an additional 3
character points and an increase of Spell
Difficulty to 3 the Sorcerer can affect a
number of targets equal to his Bearing within
the spells normal range.

IMITATION SPELL
Casting Time: 2 rounds
Range: Bearing x 2 yards
Duration: Concentration
Difficulty: 1 Cost: 3
Method: Wizardry
Requisite: Mimicry 2+ Specialty: None
HIDES VIRTUE Effect: This spell enhances a casters
ability to imitate the voice of others, granting
Casting Time: 1 round +4 to Mimicry tests for that purpose.
Range: Touch Furthermore it allows the caster to imitate 2
Duration: 2 minutes per point of Bearing voices at once, so that some listeners hear
Difficulty: 1 Cost: 3 one voice and others hear another.
Requisite: Beasts and Birds spell specialty
Method: Standard, Ability, Song INTERCEPT MISSILE
Specialty: Beasts
Effect: This spell calls upon the casters Casting Time: 1 round
familiarity with beasts that have tough hides Range: 6 yards per point of Bearing
to grant their protection upon a single target. (measured from caster to source of
Hides Virtue has no visible manifestation, missile)
except perhaps for a soft glow around the Duration: Instant
target. It forms a magical shell that can Difficulty: 1 Cost: 3
absorb a number of points of damage equal Method: Standard, Rune
to the casters Bearingx2. Damage points Specialty: None
marked off against the effect of this spell do Effect: This spell issues a blast that
not go through to the target. Once the shell destroys any single fired missile of any kind
suffers total damage exceeding the number of the casters choice, whether it is an arrow,
of points it can absorb, the target takes a javelin, or a boulder. The caster must be
damage normally and the spell ends. When able to see the source of the missile. If the
the duration of Hides Virtue expires, all projectile is enchanted or heroic, the caster
unused points of damage protection must make an opposed Bearing Test
disappear with it. against the character, creature, or beast
firing or throwing it. If the caster wins, the
HOLDING SPELL (Sorcery) missile is destroyed as per the spells
Casting Time: 2 rounds normal effect; if the attacker wins the attack
Range: Bearing x20 feet is resolved normally. If the enchanted
Duration: Bearing x2 rounds projectile is fired by a siege engine or similar
Difficulty: 2 Cost: 6 device, assume an attacker Bearing modifier
Method: Wizardry of 1. If the projectile is not enchanted or
Requisite: Evoke Fear or Spellbinding heroic, the spell succeeds (unless a counter-
Specialty: Sorcery spell is cast) without any tests. Note that an
arrow fired from an enchanted or heroic bow
is not itself enchanted or heroic for the

78
purposes of this spell. When reckoning the Effect: This spell sharpens the five senses
timing of actions, treat Intercept Missile as a and allows the target of the spell to eliminate
counter-spell to the act of firing a missile or environmental distractions. Keen Senses
throwing a projectile. Intercept Missile may confers a temporary +4 bonus to Observe,
be cast on a shield or suit of armor using the Search, Track, and Weather-sense tests.
Rune method. In this case, all ranged This spell may not be cast on beasts of any
attacks against the wearer or wielder of the kind.
enchanted item receive a 1 penalty. This
effect lasts for 20 minutes per point of KINDLE FIRE
casters Bearing. When the spell expires, the Casting Time: 1 round
runes disappear. This spell may not be cast Range: Touch*
more than once on the same item for Duration: Special
cumulative effect. Difficulty: 1* Cost: 3 *
Method: Wizardry
INVOCATION OF ELBERETH Requisite: None
Casting Time: 2 rounds Specialty: Fire
Range: Touch Effect: By touching some readily flammable
Duration: 2 hours per point of Bearing object the caster can cause it to burst into
Difficulty: 1 Cost: 3 flames, even if it is wet. Living flesh does
Method: Standard, Ability, Song not count as readily flammable but at the
Specialty: Secret Fire Narrators discretion hair, fur or clothing
Effect: This spell grants one temporary may. Once kindled the fire burns normally
Courage point to be used as the target sees and can be quenched normally. For an
fit. The target must use this Courage point additional 3 Character Points and an
within the duration of the spell, otherwise it increase of Difficulty of 2 the caster can
is lost. This spell may not be cast on make this spell function at a range up to 5
servants of the Enemy. feet per point of Bearing. If he uses it as an
attack he must succeed at a Ranged
ITHILDIN FIRE Combat attack test and the target can avoid
Casting Time: 1 minute the effects by Dodging. For 3 more
Range: Touch Character Points a caster can affect multiple
Duration: Bearing x 20 minutes objects up to one object per point of
Difficulty: 1 Cost: 3 Bearing. All objects must be within 10 feet
Method: Wizardry, Ability of the caster.
Requisite: Create Light
Specialty: None LAME (SORCERY)
Effect: This spell activates ithildin, a Casting Time: 1 round
magical, metallic substance Elves made of Range: 4 yards per point of Bearing
mithril. It mirrors only starlight and Duration: 20 minutes per point of Bearing
moonlight and it sleeps until touched by one Difficulty: 2 Cost: 6
who knows this spell. Until, activated, Method: Standard
ithildin remains invisible, and if activated in Specialty: Sorcery
sunlight seems only like faint lines of tracery. Effect: This cruel work of Sorcery can
Only at dusk and night is its true silver cripple even the mightiest warrior. The target
beauty seen. This material was used on the of the spell must make a successful
outlines of the door leading to Moria among Resisted Bearing Test, or else he is
other places. stricken in one of the following ways chosen
by the caster: he loses full use of one arm (
KEEN SENESES 4 to all Nimbleness tests and loss of the
Ambidexterity edge), he loses full use of one
Casting Time: 1 round leg (4 to all Nimbleness tests and all
Range: Touch movement rates and paces are halved), or
Duration: 20 minutes per point of Bearing he is blinded in one eye (4 to Ranged
Difficulty: 1 Cost: 3 Combat and Spot tests).
Method: Standard
Specialty: Beasts

79
LIGHT OF THE VALAR Duration: Bearing x 2 Hours
Casting Time: 1 round Difficulty: 3 Cost: 9
Range: Self Method: Wizardry, Ability
Duration: Bearing modifier in rounds Requisite: Changing Hue + 3 other Animal
Difficulty: 1* Cost: 9* Spells and Lore: Wilderness 5+
Requisite: Blinding Flash, Flame of Anor Specialty: Beasts
Method: Standard, Song Effect: A caster who knows this spell can
Specialty: Secret Fire change his shape to that of any normal bird
Effects: The Spell has three selectable or beast but not a fell beast or being. When
effects; the selected effect(s) will augment the caster changes form he retains his Wits
the Spells Difficulty. First, the spell confers and Bearing but has all the attributes of the
10 points of armor that is stackable with any creature. He retains the use of all his skills,
existing armor or Armor of Heroes edge, though lack of hands or other faculties may
conferring +1 Difficulty. Second, it can allow prevent him from using them. He may
the character to parry/block ranged attacks change back to his normal form at any time,
with a staff or other weapon, conferring a +1 ending the spell. He may not shift from one
Difficulty to the Spellcasting Test. Third, a animal to another. He must first change
brilliant globe of white light surrounds the back to his normal form and cast the spell
caster. The light illuminates an area with a again.
radius equal to the casters Bearing in yards
and imposes a penalty to all attack rolls MIND BARRIER
against the caster equal to the casters Casting Time: 1 round
Bearing. This effect does not confer a Range: Self
Weariness test modifier. Improvement: Duration: 20 minutes per point of Bearing
Each time the caster spends 3 Character Difficulty: 3 Cost: 9
Points (6 Experience) to improve this spell, Requisite: Mind Shield
choose one effect to enhance: add +2 points Method: Standard, Ability
of armor, add a +2 bonus to parry/block test, Specialty: None
or impose a 1 penalty to attacks against Effect: This spell wards the caster against
the caster. Each improved effect confers a serious intrusions into the workings of his
+1 Difficulty Modifier to the Spellcasting test mind, such as the spells Command and
each time it is selected Voice of Command (any such spell that
costs more than 3 points qualifies as
LIGHTNING serious) as well as the spells warded
Casting Time: 2 rounds against by Mind Shield (see below). If the
Range: Bearing x 10 yards intrusive spell allows the target a test to
Duration: Instant resist it, Mind Barrier grants a +2 bonus to
Difficulty: 3 Cost: 9 such tests. If the intrusive spell does not
Method: Wizardry allow a test to resist it, Mind Barrier allows
Requisite: Create Fog Specialty: Air its caster an Opposed Bearing Test
Effect: From his had or staff the caster against the caster of the intrusive spell to
looses a bolt of lightning powerful enough to resist the intrusive spell, though the caster
slay even mighty warriors. The caster of the intrusive spell receives a +4 bonus in
makes a simple Nimbleness test to hit a this test. Mind Barrier may also be cast as a
target with it, and the target can attempt to counter-spell against any of the spells
dodge. Lightning does 5D6(18) points of against which it wards.
damage and armor provides no protection.
Improvement: For 3 Character Points or 6 MIND SHIELD
Experience 1d6(3) damage can be added or
the number of targets can be increased by Casting Time: 1 round
one. For each 1d6 added the Difficulty of the Range: Self
spell is increased by 1. Duration: 20 minutes per point of Bearing
Difficulty: 2 Cost: 6
MASTERY OF SHAPES Method: Standard, Ability
Casting Time: 1 Minute Specialty: None
Range: Self

80
Effect: This spell wards the caster against Once per hour victims may attempt an
relatively minor intrusions into the workings opposed Bearing test against the caster. If
of his mind, such as the spells Divine the victim wins he is free for an hour and
Truthfulness, Reading the Heart, and Voice may move normally.
of Suasion (any such spell that costs only 3
points qualifies as relatively minor). If the
intrusive spell allows the target a test to
resist it, Mind Barrier grants a +2 bonus to
such tests. If the intrusive spell does not
allow a test to resist it, Mind Barrier allows
its caster an opposed Willpower test against
the caster of the intrusive spell to resist the
intrusive spell, though the caster of the
intrusive spell receives a +4 bonus in this
test. Mind Shield may also be cast as a
counter-spell against any of the spells
against which it wards.

MIND SPEECH
Casting Time: 1 Minute
Range: Bearing x 10 yards
Duration: Concentrate MIST OF SPEED
Difficulty: 1 Cost: 3 Casting Time: 1 Hour
Method: Wizardry, Ability Range: Bearing x 20 miles
Requisite: Spoken Thought Duration: Bearing x 2 hours
Specialty: None Difficulty: 4 Cost: 9
Effect: This spell allows a caster the power Method: Wizardry, Song
to talk to another person without speech, Requisite: Fog Raising & Fog Weaving
communicating directly from mind to mind. Specialty: Air
It works with other persons who also know Effect: This spell, a working of great power,
this spell or have it as a magical ability. creates a cloud of thick white mist. The
Communication takes place at the rate of cloud covers an area with a radius of up to
normal speech and all involved in the 100 feet times the casters Bearing,
conversation must maintain line of sight. centered upon a person, object or point of
the casters choosing. While within the
MISDIRECTION cloud, riders and horses alike can ride
Casting Time: 1 Minute nonstop at full speed, without becoming any
Range: Special more tired than traveling at normal speeds
Duration: Bearing x2 hours over the same amount of time. Moreover,
Difficulty: 3 Cost: 9 no their passage makes no noise and no
Method: Wizardry one outside the cloud can see those within,
Requisite: Finding and Returning not even with Farseeing. If the center of the
Specialty: None cloud is mobile, the cloud moves with it.
Effect: This spell sets a web of
enchantment around an area, causing those MORGUL WOUND (SORCERY)
who enter it to become confused and lost or Casting Time: 1
even to draw closer as the caster wishes. Range: 3 yards
The spell affects an area equal to one mile Duration: Instant
per point of Bearing. While the spell Difficulty: 2 Cost: 6
remains in effect the caster automatically Method: Standard, Runes
knows of every thinking being not Specialty: Sorcery
including intelligent animals who enter the Effect: This dark sorcery deepens a wound
area and may chose to affect them with the caused by a weapon upon which it is cast
spell or not. Affected people lose all sense and corrupts the surrounding flesh. Morgul
of direction. Skills and edges such as Wound targets one weapon each time it is
Survival and Travel Sense are of no avail.

81
cast. The next time that weapon inflicts Effect: This spell allows the caster to open
wound damage, it causes an additional 1d6 locked doors, whether they are held by
+ casters Bearing modifier points of magic or simple, mundane latches. The
damage to the victim. In addition, the victim spell opens any normal lock automatically,
must make a Difficult Vitality Test, and if even if the caster doesnt posses the key.
he fails he suffers a 2 penalty to all Doors sealed with a Shutting Spell require
subsequent test results for a number of an opposed Bearing check with the person
minutes equal to the casters Bearing score. who cast the spell. The caster opens the
Morgul Wound may never be cast on a door if he wins the test. Some doors have
weapon of Elven origin. been sealed with extremely powerful
enchantments and may require a Bearing
MOVES AS THROUGH WATER test with 3 or more successes to open.
Casting Time: 1 round
Range: Touch QUENCH FIRE
Duration: 2 rounds per point of Bearing Casting Time: 1 round
Difficulty: 2 Cost: 6 Range: Bearing x 10 yards
Method: Standard Duration: Instant
Specialty: None Difficulty: * Cost: 3
Effect: This spell makes a character, Method: Wizardry
beast, or monster of the casters choice Requisite: None
sluggish and slow to act. The targets Specialty: Fire
movement rate is halved for the duration of Effect: With this spell the caster can
the spell. He must also make a Simple extinguish fires. The difficulty of the
Nimbleness test at the beginning of each Spellcasting check depends on the size of
round or lose 1 action that round. (Additional the fire. See the table below. If the caster
actions may be attempted as normal, at the wishes he can make the fire emit a huge
normal penalties.) gout of fire of any color he desires when he
quenches it. The smoke can fill an area with
NAMING a maximum size of two cubic yards per point
Casting Time: 1 minute of Bearing. This counts as dense smoke for
Range: Touch purposes of calculating its affects on tests.
Duration: Permanent
Difficulty: 2 Cost: 6 SIZE OF FIRE DIFFICULTY
Method: Wizardry TORCH 1
Requisite: Beast Speech CAMPFIRE 2
Specialty: Beasts SM. BONFIRE 3
Effect: With this spell, a caster can give a LG. BONFIRE 4
name to any domesticated beast, such as a RAGING FIRE 5
horse cow or dog. For the rest of its life the
animal answers to that name, clearly OBSCURE
understanding it whenever anyone uses it.
Casting Time: 2 rounds
It also becomes more likely to understand
Range: Touch
and obey commands, provided the person
Duration: 2 years per point of Bearing
uttering the commands treats it well. The
Difficulty: 1 Cost: 3
animals are devoted to those who know its
Method: Runes
name and treat it well. This gives a bonus
Specialty: None
of +8 to Persuade tests made with the
Effect: This spell helps the caster conceal
animal.
any object that he wishes to remain secret
and safe. It inscribes a rune on the object,
OPENING SPELL
and for the duration of the spell, that object
Casting Time: 2 rounds
is hidden from all except the caster himself
Range: Touch
and one other character, whom he names at
Duration: Instant
the time of casting. Anyone other than those
Difficulty: 1 Cost: 3
two receives a 8 penalty when conducting
Method: Wizardry
Search or Spot tests that might locate the
Requisite: None Specialty: None

82
object. The rune disappears when the spell PRESERVE FIRE
expires, or after an authorized character Casting Time: 1 round
finds the object. It is possible to obscure an Range: 4 yards per point of Bearing
item that contains other itemsan envelope, Duration: Concentration
bag, or box, for exampleto hide all of the Difficulty: See Below Cost: 3
items contained within. Method: Standard, Song
Specialty: Fire
Effect: This spell allows the caster to protect
any fire, whether mundane or magical, from
attempts to extinguish it. Any non-magical
attempt to put out the fire being guarded,
such as by throwing water or a blanket on it,
cannot succeed as long as the caster
maintains concentration. The caster cannot
attempt to preserve only part of a fire, such
as one particular log within a campfire. If
another caster uses magically manipulated
water or air to try to extinguish the preserved
fire, the two casters must engage in an
Opposed Bearing Test, with the caster of
POWER OF THE LAND
Preserve Fire receiving a +4 bonus. If
Casting Time: 3 rounds
another caster tries to put out the fire by
Range: 1 mile radius
casting Quench Fire or some other spell that
Duration: Concentration (Max. Bearing x20
directly affects it, the two casters must
min.) Difficulty: 3 Cost: 9
engage in an Opposed Bearing Test, with
Method: Wizardry, Song
the victor determining the fate of the fire.
Requisite: any six other Air, Beast or Water
Using the Song of Power method against
spells
another caster grants the caster of Preserve
Specialty: Air, Beast, Water
Fire a further +2 bonus. Preserve Fire may
Effect: This spell allows the caster to call
also be cast as a counter-spell against
upon the subtle magic of the land and cause
Quench Fire. The Difficulty test required to
it to rise up against his enemies. The
cast the spell depends on the size of the fire
caster must concentrate to maintain the
the caster wishes to preserve (see Table
effect and he must make a new Magic Test
below).
every 5 minutes. When he fails a test, stops
concentrating or reaches the spells
maximum duration the surrounding
environment and weather quickly return to Size of Fire Difficulty
normal. While this spell is in effect the Candle 1
caster can raise or lower the temperature Torch 2
slightly, control the ebb and flow of any
bodies of water (causing a raging flood if Campfire 3
necessary), direct the course and strength of Small Bonfire 4
the winds as you choose and so forth. Large Bonfire 5
Some sample game effects that might occur
Conflagration 6
is a -4 to ranged combat by raising the
winds, halving all movement within the
environment by making the undergrowth RAIN WARD
inhibit movement, interfere with or aid sailing Casting Time: 1 round
or fording by causing water to raise or lower, Range: Self
cause up to a -4 to traveling tests by Duration: Concentration
changing the weather dramatically etc. The Difficulty: 1 Cost: 3
exact game effects of this ability are up to Method: Wizardry
the Narrator. Requisite: None Specialty: Air, Water
Effect: This minor spell gives great comfort
to traveling Spellcasters, granting them the

83
ability to keep themselves from getting wet addition to any Weariness he may suffer
in the rain. It doesnt alter the weather or from casting the spell).
stop the rain from falling, but somehow no
raindrops hit the caster, no matter how RESIST FEAR
strong the storm. The spell will continue to Casting Time: 1 round
work until the caster stops concentrating on Range: Bearing x2 ft. radius
it without any more Spellcasting tests Duration: Bearing x2 rounds
needed. It wont protect the caster from Difficulty: 1 Cost: 3
getting wet in a stream or even from Method: Wizardry, Ability
stepping in a puddle. It also only protects Requisite: None Specialty: Secret Fire
the caster themselves. Effect: This spell strengthens hearts and
banishes terror, allowing those affected to
READING THE HEART stand and face their foes. All friendly or
Casting Time: 1 minute allied people within the area of affect are
Range: 10 feet granted a bonus of +6 to resist fear including
Duration: Instant the caster.
Difficulty: 1 Cost: 3
Method: Wizardry, Ability
Requisite: Bearing or Insight 3+
Specialty: None
Effect: This spell allows the caster to gaze
into the eyes of another person and read
what lies within his heart: his hopes,
dreams, fears, worries, loves, hates, and
temptations. The Wise use this power to
find the ills that lie within a persons soul,
that they might be alleviated or cured.
Sorcerers sometimes learn it to better
torment their victims with the knowledge
gained. In effect every time the spell is cast
the caster can know one of the following:
how much Corruption or Courage a
RESIST FIRE
character has or either a single Quality or
Drawback will be revealed relating to the Casting Time: 1 round
persons character (for example an Arrogant Range: Touch
or Cowardly Drawback would be revealed or Duration: 2 minutes per point of Bearing
Bold or Nerves of Steel but not a physical Difficulty: 2 Cost: 6
trait like Swift Strike or Weapon Mastery) at Method: Standard, Ability
the Narrators discretion. Specialty: Fire
Effect: This cunning example of spell-craft
RENEW harnesses the knowledge of fire to resist its
power. Resist Fire allows its target an Easy
Casting Time: 1 round
Vitality Test to negate totally any non-
Range: Touch
magical fire damage it might suffer. The
Duration: Instant
spell also allows its target a Opposed
Difficulty: 1 Cost: 3
Bearing Test to negate any magical fire
Requisite: Revive
damage it might suffer, as from a spell or an
Method: Standard, Song
enchanted item. If successful, it suffers only
Specialty: None
half damage, but must make the same test
Effect: This spell renews the vigour of body
to avoid each possible secondary effect,
and limb. It provides welcome relief to a
such as being set aflame.
single character or beast worn with the
labors of the road or hard fighting, though it
REVIVE
saps the caster greatly. If successfully cast,
Casting Time: 1 round
the target recovers 2 Weariness Levels, but
Range: Touch
the caster sustains 3 Weariness Levels (in
Duration: Instant

84
Difficulty: 1 Cost: 3 targets Strength score below 0. This spell
Method: Standard may also be cast on beasts and monsters.
Specialty: None
Effect: This spell gives the caster the power SENSE POWER
to infuse strength into the tired limbs of a Casting Time: 1 round
single character or beast, though it saps his Range: Bearing x 5 yards
own strength in equal measure. If Duration: 1 minute
successfully cast, the target recovers 1 Difficulty: 1 Cost: 3
Weariness Level, though the caster of this Method: Wizardry, Ability
spell sustains 1 Weariness Level in addition Requisite: None Specialty: None
to any Weariness he may suffer from casting Effect: While this spell is active the caster
Revive. may make an Observe (Sense Power) test
or Perception test to detect the presence,
power and in very general terms the nature
of another Spellcaster, a creature of
supernatural power, the subtle magic of an
area or the like. The difficulty for the
Perception or Observe test depends on the
level of power displayed.
SENSE POWER DIFFICULTY
VERY STRONG 1 STRONG 2
AVERAGE 3 WEAK 4

SHADOW OF FEAR (SORCERY)


Casting Time: 2 rounds
Range: See Text
Duration: See Text
Difficulty: 2 Cost: 3
Method: Wizardry, Ability
Requisite: Bearing 4+, Intimidate 3+,&
Evoke Fear Specialty: Sorcery
Effect: This spell has two possible results.
First, it extends the range of Evoke Fear to a
range of 300 feet per point of Bearing and it
lets it inflict fear upon the target whether the
caster is aware of them or not. This version
of the spell has the same duration of the
Evoke Fear spell with which it is cast.
Second, the spell can extend the duration of
SAP STRENGTH (SORCERY) the effects of the Evoke Fear instead of its
Casting Time: 1 round range. This version of the spell has a range
Range: 4 yards per point of Bearing of touch. The victim suffers the effects of
Duration: 2 rounds per point of Bearing Fear for a duration equal to the Sorcerers
Difficulty: 1 Cost: 3 Bearing in weeks.
Method: Standard, Song
Specialty: Sorcery SHADOWS AND PHANTOMS (SORCERY)
Effect: This spell taxes the muscle and Casting Time: 1 minute
sinew of a single target, making him less fit Range: See Text
for tasks that require physical strength. The Duration: Bearing x 2 hours
target must make a successful Opposed Difficulty: 1 Cost: 3
Bearing Test, or else he temporarily suffers Method: Wizardry
a 2 penalty to his Strength score and a 1 Requisite: Wizards Guise
penalty to all Armed Combat and Unarmed Specialty: Sorcery
Combat tests. This spell may be cast upon Effect: Sorcerers most often use this spell
the same target multiple times to increase its to create illusions for their servants. For this
effect, although it may never reduce the purpose it functions just like Wizards Guise

85
but it can affect persons other than the Strength Test with two successes to free
caster. The range for such a spell is touch. himself.
The person covered by it may go where he
will without dispelling the illusion. This spell SHELLS VIRTUE
can also aid the caster when he tries to hide, Casting Time: 1 round
gaining a +4 bonus to Stealth(Hide) tests. Range: Touch
He must remain still and the spell doesnt Duration: 2 roundS per point of Bearing
counteract any noise he might make. The Difficulty: 2 Cost: 6
caster may also create completely Requisite: Beasts and Birds spell specialty
illusionary people and even change the Method: Standard, Ability, Song
appearance of the landscape with this spell. Specialty: Beasts
The Narrator may also allow Sorcerers to Effect: Similar to Hides Virtue, this spell
devise other uses for this spell. calls upon the casters familiarity with beasts
blessed with shells or tough hides to grant
SHATTER their protection upon a single target. Shells
Casting Time: 1 round Virtue, however, is more useful in sustained
Range: Bearing x 5 yards combat. The magical protection created by
Duration: Instant this spell absorbs a number of damage
Difficulty: 1 Cost: 3 points equal to the casters Bearing x2 in
Method: Wizardry, Ability each round of the spells duration. Damage
Requisite: None Specialty: None points marked off against the effect of this
Effect: This spell grants a caster the ability spell do not go through to the target. If the
to shatter small objects of wood, glass, horn, target suffers more damage points in one
stone or like substance but not metal. The round than the shell can absorb, the spell
object must not be so large that a strong does not dissipate; the excess damage
man could not easily hold it in one hand. If simply goes through to the target as it
someone is holding the object the caster normally would. At the beginning of the next
wishes to shatter, the two must engage in an action round, the shell may absorb the
opposed Bearing test with the caster prescribed number of damage points all over
receiving a +2 bonus. If the caster wins the again.
object shatters. Otherwise it remains whole.
SHUTTING SPELL
SHEATH OF ICE (SORCERY) Casting Time: 1 minute
Casting Time: 1 round Range: Touch
Range: 3 yards Duration: Bearing x2 hours
Duration: 2 minutes per point of Bearing Difficulty: 1 Cost: 3
Difficulty: 2 Cost: 6 Method: Wizardry, Runes
Method: Standard, Ability Requisite: None Specialty: None
Specialty: Sorcery Effect: With this spell a caster magically
Effect: This unusual sorcery imitates a locks doors preventing anyone from opening
power of the helegrogs, the fearsome them. The door remains shut for the
demons that troubled the far North of duration of the spell. Not even the proper
Middle-earth in times past. Sheath of Ice key can open it. However, the caster can
encases a single target in a block of solid specify a command word that does open the
ice. The target must make an Opossed door when anyone speaks it. Additionally
Nimbleness Test versus the Casters the door can still be broken by strength or
Bearing. If he fails, he is encased in ice. He with weapons. The Opening Spell can also
is then immobile, and cannot move, use be used to open the door as well. See
weapons or enchanted items, or speak so above.
that it may be heard outside the ice
(therefore, the target cannot cast spells, SLUMBER
either). It does not, however, suffocate or Casting Time: 2
otherwise harm the victim. This effect lasts Range: Bearing x 3 yards
for the duration of the spell or until a hot Duration: Bearing x2 hours
flame is applied to the ice for one full round. Difficulty: 2 Cost: 3
The target may also make a Difficult Method: Wizardry, Song

86
Requisite: None Specialty: None Effect: With this spell a caster can
Effect: With this spell a caster can place temporarily bind another persons limbs
one person into a deep sleep from which preventing him from moving or attacking but
they cannot awake on their own. Others can not from talking. If the caster succeeds with
awaken the sleeping person in the usual his Spellcasting test he and the victim must
ways: jostling them, shouting at them, engage in an opposed Bearing Test. If the
splashing water on their faces, and the like. caster wins the victim becomes paralyzed
The Spellcaster and the victim must make and drops to the ground. Otherwise this
opposed Bearing tests with the Spellcaster spell has no effect. The spell lasts as long
getting a bonus of +2. If the caster wins the as the caster concentrates to a maximum of
victim falls asleep. Otherwise there is no Bearing x20 rounds or until he or anything
affect. else physically threatens the victim at which
point the victim is immediately freed. For an
SMITE additional 3 Character Points and a Difficulty
Casting Time: 1 round of 3 the caster can affect Bearing x2 targets
Range: 3 yards with this spell as long as the targets are
Duration: See text within Bearing x2 feet of them.
Difficulty: 3 Cost: 9
Method: Standard SORCERY WARD
Specialty: None Casting Time: 2 rounds
Effect: This spell strengthens the sword-arm Range: Touch
of one engaged in battle and enables him to Duration: 2 minutes per point of Bearing
make one especially mighty blow. The target Difficulty: 3 Cost: 9
of Smite receives a +4 bonus on his next Method: Standard, Song
Armed Combat, Ranged Combat, or Specialty: Secret Fire
Unarmed Combat testwhenever he may Effect: This powerful spell shields the target
deliver itand a damage bonus of 1d6 + from the baleful effects of dark magic. It
casters Bearing x2 if he succeeds. grants the target a bonus of his own Bearing
plus the Casters Bearing to all tests that he
SMOKE WEAVING must make as a result of sorcery spells
Casting Time: 1 round being cast against him. If the sorcery in
Range: Bearing x 10 yards question allows no tests to reduce or negate
Duration: Concentration its effects, the target may make Opposed
Difficulty: 1 Cost: 3 Bearing Test against the caster. If the
Method: Wizardry target wins, he suffers no effect from the
Requisite: None Specialty: Fire sorcery spell. If the caster of the sorcery
Effect: This simple spell, typically used to wins, the spell generates its normal effects.
amuse others, allows the caster to control If the target of Sorcery Ward is attacked by a
the color, shape and movement of smoke. weapon enchanted by one or more sorcery
He cannot create smoke out of thin air, spells, he may make an Opposed Bearing
increase the amount of smoke naturally, or Test against the wielder of that weapon to
make the smoke thicker or denser than it negate the effects of its sorcerous
already is. However, by causing smoke to enchantments. All other effects of the
gather around a targets head a caster can enchanted weapon are not affected.
cause a penalty up to -2 on any test made
by the victim. SPAWN WERES (SORCERY)
Casting Time: 2 rounds
SPELLBINDING Range: 3 yards
Casting Time: 1 round Duration: Instant
Range: Bearing x 3 yards Difficulty: 3 Cost: 9
Duration: Concentrate(Max. Bearing x20 Method: Standard
rounds) Specialty: Sorcery
Difficulty: 2 Cost: 3 Effect: Werewolves are Wargs inhabited by
Method: Wizardry dreadful spirits, fell creatures that can
Requisite: None Specialty: None change shape to seem as wolves or as men,
according to their desire. This spell

87
summons a malevolent spirit to inhabit a
Warg and transform it into a Werewolf. The SPOKEN THOUGHTS
caster must be within 3 yards of the target Casting Time: 2 rounds
Warg in order to use it successfully. He must Range: Self
then make an Easy Bearing Test. If Duration: Bearing x2 hours
successful, the Warg immediately becomes Difficulty: 1 Cost: 3
a Werewolf. If he somehow suffers a Method: Wizardry, Ability
disastrous failure, both the dread spirit and Requisite: None Specialty: None
the Warg refuse absolutely; the caster must Effect: A caster with this spell can
make a Difficult Bearing Test. If he fails, overcome his ignorance of another persons
he suffers 1d6 points of damage and the language, for it reveals to him the thoughts
Warg immediately attacks him. in the mind of another as expressed through
that persons speech. For the duration of
the spell it is as if the caster has 5 ranks in
any language spoken to him. He cannot,
however, read writing he has not learned
normally.

SPRINGTIME
Casting Time: 1 Minute
Range: Bearing x 50 yards
Duration: Concentration
Difficulty: 2 Cost: 6
Method: Wizardry, Song, Ability
Requisite: Power of the Land
Specialty: Secret Fire
Effect: This spell shatters the bonds of
winter, bringing a brief touch of the weather
of fine spring day. Within the area around
the caster frozen waters instantly melt, the
sun shines brightly, the temperature warms
to that of spring and flowers bloom. All
characters other than the Spellcaster
recover lost Weariness levels at twice the
normal rate. The effect doesnt move with
the caster but will remain so long as the
caster maintains concentration on it.

SPAWN WIGHT (SORCERY) STEADY CRAFT


Casting Time: 2 hours Casting Time: 2 rounds
Range: 3 yards Range: Touch
Duration: Instant Duration: 2 hours per point of Bearing
Difficulty: 3 Cost: 9 Difficulty: 1 Cost: 3
Method: Standard Method: Standard, Song
Specialty: Sorcery Specialty: Water
Effect: This hideous sorcery enables a Effect: Sailing upon any of Middleearths
Spellcaster to bind a malevolent, great waters, whether the River Anduin or
disembodied spirit to a corpse, transforming the Bay of Belfalas, or even the inland sea
it into a wight. This spell may be cast only on of Rhn, has its hazards. This spell grants a
the corpses of Men, Orcs, Dwarves, and +4 bonus to all Sea-craft skill tests needed
Hobbits, and it turns a single corpse into a to sail the target vessel. Steady Craft must
Barrow-wight. In addition, the caster suffers be cast on a vessel; it has no effect if cast
a 2 penalty to the Corruption test that he on someone who pilots the vessel.
must make as a result of having cast a
sorcery spell.

88
STEADY HAND SWIFT OF FOOT
Casting Time: 1 Casting Time: 1 round
Range: Touch Range: Touch
Duration: 2 rounds per point of Bearing Duration: 1 round per point of Bearing
Difficulty: 1 Cost: 3 Difficulty: 1 Cost: 3
Method: Standard, Song Method: Standard, Song
Specialty: None Specialty: None
Effect: This spell allows the caster to aid his Effect: This spell grants fleetness of foot to
comrades (or himself ) in any situation a character, beast, or monster of the
where manual dexterity will prove helpful. It casters choice. The targets movement rate
confers a temporary +2 bonus to Craft, is doubled for the duration of the spell. If the
Legerdemain, and Ranged Combat tests. caster wishes to use the Song of Power
This spell may not be cast on beasts or method, he must choose whether the 50%
monsters. If the caster wishes to use the bonus that it grants will apply to the duration
Song of Power method, he must choose or effect of the spell. The caster may not use
whether the 50% bonus that it grants will Song of Power when casting Swift of Foot
apply to the duration or effect of the spell. on himself.
The caster may not use Song of Power
when casting Steady Hand on himself. TRANSFORMATION
Casting Time: 2 rounds
STOUT BODY Range: Bearing x1 yard
Casting Time: 1 round Duration: Instant
Range: Touch Difficulty: 5 Cost: 15
Duration: 2 minutes per point of Bearing Method: Wizardry, Song
Difficulty: 1 Cost: 3 Requisite: Any 10 other Spells
Method: Standard Specialty: None
Specialty: Beasts Effect: With this spell a caster can
Effect: This spell allows the caster to fortify transform a living being into another type of
himself or one of his comrades in a situation creature or object. He cannot alter the
where powers of endurance are important. It creatures sentience. A deer turned into a
grants a +4 bonus to all Vitality tests that the man remains the mind of a deer, and a
target must make for the duration of the Hobbit turned into a frog remains as smart
spell. as he was before, although unable to speak
intelligibly. Nor can the caster kill the victim
STRENGTH OF LIMB by transforming him into an object. A man
turned into a block of wood would remain
Casting Time: 1 round alive. He is just unable to move. Also the
Range: Touch victim retains his Life Points but he may
Duration: 2 round per point of Bearing become more or less vulnerable to attack as
Difficulty: 1 Cost: 3 a result of the transformation. A man turned
Method: Standard, Song into a block of wood would have more Armor
Specialty: None Points than normal while being turned into a
Effect: This spell allows the caster to aid his pile of parchment makes one vulnerable to
comrades (or himself ) in any situation fire. If the spell is successfully cast the
where the force of muscle and sinew will Spellcaster and his target roll a resisted
prove helpful. It confers a temporary +2 Bearing Test with the Spellcaster getting a
bonus to the targets Strength score. This bonus of +6. If he wins the target
spell may be cast on beasts and monsters transforms, otherwise there is no effect.
as well as characters. If the caster wishes to
use the Song of Power method, he must VEIL
choose whether the 50% bonus that it grants Casting Time: 1 Minute
will apply to the duration or effect of the Range: Self
spell. The caster may not use Song of Duration: Bearing x2 hours
Power when casting Strength of Limb on Difficulty: 2 Cost: 3
himself. Method: Wizardry, Ability
Requisite: None

89
Specialty: None Duration: Instant
Effect: This spell shields the caster from Difficulty: 1 Cost: 3
the effects of Farseeing or Sense Power. Method: Standard, Ability
Any who try to observe the caster with Specialty: None
Farseeing cannot see him or even traces of Effect: This spell allows the caster to
him. They may be able to see the major pinpoint the location of any object that
effects of his passing, such as smoke and belongs to him, as long as it is within range
ashes from the fires he has lit, but that is all. at the time of casting. The caster must name
Against Sense Power this spell imposes a -6 a specific object as he casts the spell, such
penalty on the Observe or Perception tests as the front door key to Bag End. If the item
to detect the casters power. has been enchanted with Obscure, the
caster must make a successful Opposed
VEILING SHADOW (Sorcery) Bearing Test against the caster who
Casting Time: 1 minute enchanted it. Virtue of Finding may not be
Range: Bearing x 100 yards used to locate characters, beasts, or
Duration: Bearing x20 min. monsters.
Difficulty: 2 Cost: 3
Method: Wizardry, Song VOICE OF COMMAND
Requisite: None Specialty: Sorcery Casting Time: 1 round
Effect: With this spell a Sorcerer can call Range: Special
down a cloud of darkness to hide the evil Duration: Max. Bearing x 2 hours
acts of himself and his minions. All within Difficulty: 2 Cost: 6
the radius of the spell suffer as if in Method: Wizardry
darkness (-4 to tests). Only Creatures of Requisite: Bearing 4+ Specialty: None
the Shadow who posses Night Vision (Orcs, Effect: Voice of Command allows the
Trolls, the Nazgul etc.) are unaffected. caster to issue a single instruction, order or
command. The command must be simple
and easily expressed, such as Come back
here!, Leave this place! or Drop your
weapons! It must be a single order. The
caster cannot compound two or more orders
into a single sentence. The command only
affects a single individual who must be able
to hear it. The commands effects last until
fulfilled or until Bearing x 2 hours whichever
comes first. If desired, the caster may follow
VICTORY SPELL the spell with Intimidate to convince the
Casting Time: 1 minute target. Under no circumstance can this spell
Range: Touch cause someone to hurt themselves
Duration: Bearing x 2 minutes knowingly.
Difficulty: 2 Cost: 6
Method: Wizardry, Runes VOICE OF SUASION
Requisite: None Specialty: None Casting Time: 1 round
Effect: this spell grants the caster- or any Range: Special
upon whom he confers its powers- the virtue Duration: Bearing x 2 minutes
of victory and triumph. He receives a +2 Difficulty: 2 Cost: 6
bonus on all Armed Combat or Ranged Method: Wizardry, Ability
Combat tests and on Bearing checks to Requisite: None Specialty: None
resist Fear. Furthermore, any Courage Effect: This spell increases the casters
spent to enhance attacks grants a bonus of powers of persuasion. His every word
+7 instead of the normal +5. seems sweat and reasonable, his policies
and opinions worthy of consideration. He
VIRTUE OF FINDING receives a +4 bonus to all uses of Persuade,
though the victim may make an opposed
Casting Time: 2 rounds Bearing check to resist.
Range: 20 miles per point of Bearing

90
VULNERBILITY TO FIRE spell must make Opposed Bearing Test.
Casting Time: 1 round All who fail suffer a 6 penalty to all tests as
Range: 6 yards per point of Bearing long as they remain within 10 yards of a
Duration: 2 minutes per point of Bearing substantial body of water such as a river,
Difficulty: 2 Cost: 6 stream, lake, or sea. They may not cross the
Method: Standard water in a vessel, on foot, or on horseback;
Specialty:: Fire they must either fly or cross at a bridge. If a
Effect: This spell calls upon the primeval target of Water-fear suffers a disastrous
power of fire to daunt anyone who may try to failure from his test to resist the spell, he
resist that power. Vulnerability to Fire affects suffers its effects for twice the duration of
a single target, who must make an the spell.
Opposed Bearing Test. If he fails, he
suffers a 5 penalty to all tests related to WATERSHAPING
resisting fire-based attacks directed against Casting Time: 1 round
him for the duration of the spell. Also, fire- Range: Bearing x100 ft.
based attacks against the target that cannot Duration: Concentration
normally be resisted with tests (such as an Difficulty: 1 Cost: 3
Armed Combat attack with a flaming torch) Method: Wizardry, Song
receive a +5 test bonus. Requisite: None Specialty: None
Effect: With this spell, a caster can shape
VULNERBILITY TO SORCERY (SORCERY) nearby waters. He can form phantoms of
Casting Time: 1 round men, dragons and fell beasts, or wondrous
Range: 6 yards per point of Bearing tableaus out of water. Ordinarily this is done
Duration: 2 minutes per point of Bearing for amusement or to distract enemies, but
Difficulty: 2 Cost: 6 may provide up to a +2 bonus to Inspire or
Method: Standard Intimidate tests. It can also be used to
Specialty: Sorcery slightly slow small ships or boats at the
Effect: This spell daunts anyone who would
resist the power of the Shadow, making
them more susceptible to the use of
Sorcery. Vulnerability to Sorcery affects a
single target, who must make an Opposed
Bearing Test. If he fails, he suffers a 5
penalty to all tests related to resisting
sorcery spells directed against him for the
duration of this spell. Also, all Armed
Combat or Ranged Combat tests against the
target using weapons enchanted by one or
more sorcery spells receive a +5 bonus to
the test result.

WATER FEAR
Casting Time: 1 round
Range: 20 yards per point of Bearing
Duration: 20 minutes per point of Bearing
Difficulty: 3 Cost: 9
Method: Standard, Song
Specialty: Water
Effect: This spell is an enchantment first
woven in Imladris to protect the river borders
that separate it from the outside world.
Whether Master Elrond himself created it, Narrators option.
tales of lore do not say. It may affect two
characters or creatures per point of the WIND MASTERY
casters Bearing modifier. The targets of the Casting Time: 2 rounds

91
Range: Bearing x 50 yards Effect: With this spell a caster can grasp
Duration: Concentration* an object at a distance and move or fling it.
Difficulty: 1 Cost: 3 The object must be one that the caster could
Method: Wizardry, Song lift with his own Strength, such as a pitcher
Requisite: None Specialty: Air of ale or a weapon. The effect is
Effect: With this spell, a caster can control instantaneous, so while the caster can fling
the winds, altering their speed and direction, an object away from him or draw it swiftly to
causing them to rise where the air is calm his hand he cannot move it back and forth or
and stilling them where they are not. He cause it to dart about a room. To determine
cannot create or enhance winds so that they how far a caster can throw an object, he has
are strong enough to cause damage and a Strength of 4 or his Strength whichever is
destruction but he can cause breezes stiff greater. The caster uses a Simple
enough to make people have to lean into Nimbleness Test to aim the thrown item,
them as they walk. He can also use it to although he does not need to do so to draw
help or hinder a ship. Doubling or halving its something to his hand. The spell does not
normal speed under sail. Under the right allow for fine manipulation in either case. If
circumstances it may provide up to a +2 another holds the object that person makes
bonus to Inspire or Intimidate tests. This an opposed Strength test to counter the
spell will last as long as the caster spell (caster has an 8 Strength for this test).
concentrates but they will need to make a
new Weariness test each hour to keep it WORD OF COMMAND
going. Casting Time: Special
Range: Special
WIZARDS GUISE Duration: Special
Casting Time: 1 minute Difficulty: 1 Cost: 9
Range: Self Method: Wizardry
Duration: Bearing x2 hours Requisite: Any 10 other spells
Difficulty: 1 Cost: 3 Specialty: None
Method: Wizardry Effect: By invoking Word of Power a caster
Requisite: None Specialty: None can enhance the power of any other spell.
Effect: This spell allows a character to alter This power comes at a price: the character
his appearance slightly, enhancing a automatically loses one Weariness Level.
disguise so that he may passed unnoticed Any Weariness lost due to failure on the
among other folk. It provides a +4 bonus to Spellcasting test are in addition to this. This
Guise tests. People who have reason to spell requires extra time to use adding 1
suspect he is not what he seems must make time unit to the normal casting times for the
an opposed Perception or Insight test spell it modifies (a spell that normally takes
against the casters Guise skill. 2 rounds to cast would now take 3 rounds,
while a spell that normally takes 1 hour
WIZARDS HAND would take 2). The caster may choose one
Casting Time: 1 rounds of the following effects for the spell: Double
Range: Bearing x 5 yards a Spells range or duration, Cause a spell to
Duration: Instant do maximum damage, or provides a +4 to
Difficulty: 2 Cost: 3 any test needed to cast or use the spell-
Method: Wizardry other than the Spellcasting Test.
Requisite: None Specialty: None

92
There are four basic types of items that may
Enchanting Items be enchanted.
Objects infused with the power of magic are Armor: This includes body armor,
rare and wondrous in Middle-earth. By the shields, and helms.
Third Age, many fine things into which Weapons: Any device used
enchantments had been laid were lost to primarily to make Armed Combat or
catastrophes wrought by time and malice. In Ranged Combat tests qualifies as a
many cases, even the knowledge of how to weapon.
fashion and use them was forgotten. In Miscellaneous Items:
these latter days, only expert craftsmen, Enchantments are not woven into
spellcasters, and the Elves (using their Art arms and armor only, but into all
racial ability) can craft enchanted items. Of manner of useful items. Enchanted
these, the Elves can forge only minor items cloaks and staves do valuable
service to travelers on the road, and
without intensive study, and neither crafts- phials containing magical light can
men nor most spellcasters can make prove useful in dark places.
powerful items without each others help. Talismans and items of everyday
The Vessel use may also receive
enchantments. This category
Only items of the finest workmanship may includes any item that is not a
hold enchantments. Therefore, the first weapon, structure, or piece of amor.
requirement of any vessel for enchantment Structures: Enchantments may be
woven into structures during their
is that it must be a masterwork. This building, but only at great expense.
requires the object to have been crafted with To enchant a door or a gate may
5 or more success on its Craft Test. prove a manageable task for one or
a small team of craftsmen, but

93
weaving magic into an entire
building may take years, even Bane-Spell: One enchanting a weapon with
generations, unless a large team of Bane-spell must declare the type of foe the
talented enchanters is assembled weapon is created to slay. Such an item
for the purpose. No one in Middle- may not target more than one type of foe in
earth not even Sauron himself exchange for +2 to the spells difficulty, as
has had such resources since the when casting Bane-spell normally. Further -
Nmeorean kingdoms were at their more, a weapon enchanted with Bane-spell
heights, but theoretically it is may impart a bonus no higher than the
possible to enchant an entire tower Bearing of the Spellcaster weaving the spell
or fortification. into it. The bonus may not exceed +4, in any
event. The enchantment may be made less
Enchantments powerful than the enchanter is capable of to
Once a vessel is chosen for enchantment, decrease the amount of time needed to
the spells which will be woven into it must be complete it.
selected. There are a number of restrictions
related to these enchantments. Whoever Beast Cloak: This spell may be woven into
wishes to craft an item with the powers of a a cloak. Beasts attempting to detect one
spell must know the spell. More than one wearing a cloak so enchanted suffer a
spell may be woven into an item to give it penalty to their Observe tests equal to the
greater power, but only at the cost of greater Bearing of the enchanter.
time and effort invested in the making. As a
general rule, enchanters may not weave the Blade Preservation: The duration on this
same spell into an item multiple times to spell is so long that it functions normally
compound its effect. Also, sorcery spells and when woven into an enchanted weapon.
non-sorcery spells may never be mixed in
the same item. Blade Shattering: Anyone who makes an
Armed or Ranged Combat test against a
Not every spell may be woven into an person protected by armor with this
enchanted item, for not all spells in the enchantment upon it must make a Simple
Middle-earth Grimoire are fit for such use. Nimbleness test. If that test is unsuccessful,
Some spells may only be woven into certain the attackers weapon is shattered. Anyone
types of items, while many spells are not using a shield or weapon with this
suitable for enchantments at all. enchantment upon it may force a similar test
by successfully parrying an attack.
The Spells for Enchanting Items Table lists
which spells may be used for this purpose, Blast of Cold: A horn enchanted with this
and enumerates the items to which they spell can be blown to create effects identical
may be applied. to the spell. The duration, however, is only
as long as the horn continues to sound.
Generally speaking, placing a spell into an Each round past the first that the blower
item bestows the effects of the spell upon continues, he must make a Simple Vitality
the item. This is not the case for all spells, Test against a -1 penalty equal to the
however, as some do not grant the items number of rounds he has been blowing
they enchant exactly the same powers that consecutively or his lungs give out and he
they display when cast by a spellcaster. must rest (and do nothing else) for one
round.
Most cast spells have limits on their
duration, for example, and when they Blessing of Aul: This spell may be woven
become a permanent part of an item, it into a set of smithing tools. Such tools
dilutes their potency. Others function confer permanently the bonuses described
differently when woven into an item than by the spell.
they do when conjured by a spellcaster.
Blinding Flash: When a phial enchanted
The differences between cast spells and with this spell is thrown, it explodes at the
enchanted spells are enumerated below. point of impact. Every target within a 10-foot

94
radius must make a Easy Vitality test. Create Light: A phial enchanted with Create
Targets that fail are blinded for 1d6 rounds. Light illuminates a 10- foot-radius area as if
Throwing a phial requires a Ranged it were a strong torch. The phial must be
Combat: Thrown Weapons test as if activated by a command word or action
throwing a stone. If the test is unsuccessful, (such as tapping it three times) determined
the phial misses by 2 feet per range by whoever crafts the item. It provides light
increment the phial was thrown, deviating for 10 hours per point of the enchanters
from the intended target in a randomly Bearing score x2. The crafter may not
determined direction. increase the phials area of effect by
weaving Create Light into it multiple times.

Dark Stench: Armor enchanted with this


Sorcery has the constant effect of the spell.

Detect Foe: A weapon or talisman


enchanted with Detect Foe glows with light
when members of the specified race near
the item. This glow is first noticeable (but
very faint) when the designated foes
approach within 500 yards, and increases to
tremendous brightness when the foes are
within sight. Weapons and talismans
Change Hue: Cloaks enchanted with enchanted with Detect Foe do not provide
Change Hue grant a +3 bonus to Stealth their wielders any bonus to Observe,
(Hide) tests. Body armor enchanted with the Search, or Track tests.
spell grants a +1 bonus.
Exclusion: This spell may be woven into a
gate, portal, or similar point of entry (such as
Cloak of Shadow: All physical attack tests the open end of a hallway) into an area the
against one wearing a cloak enchanted with crafter wishes to forbid. The spell functions
this spell suffer a 2 penalty. Magical normally.
attacks are not affected, but attacks by
enchanted weapons are. Farseeing: This spell may be woven into
any object for which looking into it is a
Cold-Ward: Weaving this spell into a cloak common use (such as looking-glasses and
enables it to protect its wearer from cold as crystal spheres). The spell functions
crippling as Middle-earth ever sees, even in normally, with the user of the item taking the
its far North. The cloak need not be woven place of the Spellcaster (that is, the user
from heavy material; it will still protect its must have a Perception of 4+ and make a
wearer from the effects of chill and falling successful Spellcasting Test in order to use
snow. Melting snow will never soak into it the item properly).
and it will never get wet, no matter how long
it is exposed to the elements. Fatigue: Anyone who loses a number of
Wound Points equal to his Vitality from a
Crafting-Spell: This spell may be woven single strike of a weapon enchanted with
into any type of tool used for smithing or this spell also loses one Weariness Level.
crafting, such as hammers, chisels, weaving
instruments, and cutting implements. An Finding and Returning: Holding a staff
enchanted tool grants a +3 bonus to any enchanted with this spell grants you the
appropriate Craft, Smithcraft, or Stonecraft benefits of Finding and Returning. Finding
skill tests. These bonuses are not cum - and Returning can also be enchanted into
ulative if more than one such enchanted tool boots or maps, though in the latter case, the
is used to craft a single item. effects of the spell work only for travelers
passing through the region depicted.

95
Fire of Udn: Weapons enchanted with this Ithildin-Fire: This spell may be used to
sorcery burst into flame when they strike a enchant just about any hard object in order
foe, causing an additional 1d6 points of fire that one may use it as a key to activate
damage. This damage cannot cause ithildin. This object behaves as the spell
flammable objects to burn, however. when touched to that magical substance.

Keen Senses: A helm or circlet enchanted


with this spell provides permanently the
bonuses described by the spell.

Lightning: Weapons enchanted with this


spell crackle with lightning when they strike
a foe, causing an additional 1d6 points of
damage.

Mind Barrier: A helm, circlet, or any other


type of headgear with Mind Barrier woven
into it confers benefits as per the spells
normal function.
Flame Arrow: This enchantment may be
woven into any projectile that is, into any Mind Shield: A helm, circlet, or any other
weapon that can be thrown, shot, or hurled type of headgear with Mind Shield woven
(such as spears, arrows, and stones). into it confers benefits as per the spells
Projectiles thus enchanted do additional normal function.
damage and start fires according to the
normal functioning of the spell. Misdirection: Misdirection may be woven
into a structure as it is being built. The
Flame of Arnor: Enchanting a weapon with enchantment has an area of effect of 50
this powerful spell enables it to do an extra square feet per point of enchanters Bearing,
1d6 + enchanters Bearing x2 of damage and the enchanter must specify the location
whenever it strikes a servant of the Enemy. of the affected area at the time of
A weapon thus enchanted will not grant this construction. All intelligent beings who enter
bonus, however, if it is wielded by a the enchanted area suffer the spells normal
character with Corruption points. effects. In addition, once per hour, each
target of the enchantment must make an
Guarding-spell: All physical attack tests to opposed Bearing test against the Caster.
strike one wearing body armor enchanted by Those who fail act in a fashion determined
a Guarding-spell suffer a 2 penalty. The by the enchanter at the time the
penalty to strike one carrying a helm, shield, enchantment is created (stand still, walk
or talisman so enchanted is 1. When a east, turn around and go back the way they
structure is enchanted with Guardingspell, came, and so on) until they are permitted
all physical attack tests against it suffer a 1 another Bearing test.
penalty.
Morgul wound: A weapon that has had this
Hides Virtue: When woven into leather spell laid into it works deep and hurtful evil
armor, this enchantment increases its on whomever it strikes. A weapon thus
ability to absorb damage by 2 points. enchanted causes additional damage equal
to 1d6 + enchanters Bearing x2. The
Intercept Missile: All ranged attacks weapon also causes a wound so painful that
against someone wearing body armor the victim suffers a 2 penalty to all
permanently enchanted by this spell suffer a subsequent tests until he is healed. Damage
2 test penalty. All ranged attacks against from a weapon enchanted with Morgul
someone wearing a helm or wielding a Wound requires a Difficulty 4 Healing test to
shield permanently enchanted by this spell heal, but only one Healing test is required,
suffer a 1 test penalty. no matter how many times the victim was
struck. It should also be noted that a

96
weapon permanently enchanted by Morgul Bearing tests associated with resisting fear
Wound cannot withstand the touch of the effects. If the enchanter also knows any of
sun, even if it has been enchanted by other Blessing of Aul, Blessing of Elbereth,
spells. Its blade withers into smoke and Blessing of Orom, or Invocation of
disappears if it is exposed to daylight. Elbereth, the talisman grants a +6 bonus.

Sap Strength: Anyone who receives


damage from a weapon that has had this
spell laid into it must make an Easy Bearing
Test. Failure results in a temporary loss of 1
point of Strength. One struck more than
once must make additional Bearing tests or
suffer additional losses, although ones
Strength may never drop below 0 as a result
of being struck by this weapon. This effect
lasts until the victim is fully healed.

Shells Virtue: When woven into leather


armor, this enchantment increases its ability
to absorb damage by 4 points.
Obscure: This spell may be woven into any
miscellaneous item to keep it secret and Smite: Melee weapons that have had this
safe. Anyone searching for the object spell laid into them grant a +2 bonus to all
receives a 4 penalty to Search tests that Armed Combat tests made with them. They
might locate it. The enchanter receives no also cause additional damage equal to the
special privilege if he forgets where he put wielders Bearing when they strike their
the item and must search for it; in this regard target.
an item permanently enchanted with
Obscure at the time of its making differs Smoke-Weaving: This spell may be woven
from an item that has the spell cast on it. into a pipe to allow the user to blow smoke
exactly as if casting the spell. Note,
Opening-Spell: This spell may be however, that using a pipe thus enchanted
used to enchant any hard object to make a show out of blowing smoke is
permanently. Touching that enchanted considered cheating among those fond of
object to any normal lock opens it pipeweed. Its use is particularly frowned
automatically. It cannot open magically upon when engaged in contests of
sealed locks, however. smokeweaving, whether friendly or serious.

Rain-Ward: Any reasonably well made Sorcery Ward: This spell may be woven
cloak can keep the weather at bay, but even into any type of armour. Armor permanently
the finest will soak through with rain enchanted by Sorcery Ward grants a bonus
eventually and chill its wearer. As with Cold- equal to the Wearers Bearing modifier to all
ward, weaving Rain-ward into a cloak will tests made by the wearer of the armor to
keep water from soaking into it, no matter resist the effects of sorcery spells. If the
how hard the downpour or how long it is left sorcery in question allows no tests to reduce
out in the elements. The cloak will always or negate its effects, the wearer may make
remain dry to the touch. an opposed Bearing test against the caster.
If the target wins, he suffers no effect from
Resist Fear: This spell may be woven into the sorcery. If the caster of the sorcery wins,
talismans to give the bearer heart in the face the spell generates its normal effects.
of the Enemys works and designs. The Shields and helms permanently enchanted
enchanter must invoke the name of one of by this spell work in the same way, except
the Valar at the time of making the item to that they grant a bonus equal to half of the
imbue it with his or her blessing. The Wearers Bearing modifier.
talisman grants the bearer a +3 bonus to all SpringTime: A phial enchanted with this
spell contains the essence of the spell,

97
which is released when it is activated by a 1- Small Miniscule, Tiny, Little Items
command word or action (such as tapping it less than one pound, shorter than
three times) determined by the enchanter. 18 inches. Most items a Hobbit hold
The phials effects replicate the normal comfortably in one hand.
functions of the spell, with an area of effect
determined by the Bearing score of the 2- Medium Small, Medium Items
enchanter. These effects last for a total of 1 between two and five pounds,
hour per point of the enchanters Bearing between 18 inches and one-half
score, no matter how many times the phial is yards. Most items a Man could hold
used. Once it has been used for the comfortably in both
prescribed number of hours, its powers
disappear. 3- Large Portable items heavier than
five pounds, between two and five
Victory-Spell: A weapon with Victory-spell yards.
woven into it grants a +2 bonus to all 4 - Mammoth or larger Portable items
combat tests made with it. larger than size factor 3 and all
structures.
Vulnerability To Sorcery: A weapon
enchanted with this spell inflicts the effects Effect Factor: An items effect factor is
of the spell itself upon anyone who sustains based on the general magnitude of its
even a single point of damage from it. magical capabilities. It is determined by
adding up all of the test bonuses and
Wizards Guise: This subtle and clever bit penalties caused by the item (penalties
of Spellcraft may be woven into a cloak. A represented as positive numbers) and all of
cloak thus enchanted replicates the normal the dice of additional damage it causes in
functions of the spell. combat.
The Enchanting Process Spells with additional damage measured by
Once an enchanter has chosen a spell or the enchanters Bearing modifier add 1 to
spells to weave into an enchanted item, the the effect factor, as do spells that cause no
process is begun. damage or do not bestow test bonuses or
penalties (such as Ithildin-fire).
If the enchanter is able to maintain his focus
over the long weeks required, the item will For instance, a weapon enchanted with
be successfully created. Flame of Arnor would have an effect factor
of 2 because it causes its victim 1d6 points
Time of additional damage plus a Bearing
Enchanting an item requires much time and modifier.
patience and cannot be done casually.
There is, however, a formula for calculating Spell Factor: An items spell factor is the
the amount of time that this process will sum of the Spell Cost associated with all of
require, and it consists of three elements. the spells woven into the item, plus the
summed Difficulty Level of all spells woven
Size Factor: The larger the item, the longer into the item.
it takes to weave a permanent enchantment
into it. The Size Factors Table defines the For instance, Flame of Anor requires
size factors for various items based on their 9 Character Points and has a Difficulty of 3.
size category or the size of an equivalent An item enchanted only with that spell has
creature. spell factor 12.

Narrator judgement may be required to The time in weeks required to enchant an


properly categorise some items, but in most item is equal to the sum of the size, effect
cases, the appropriate size factor should be factor and the spell factors.
obvious.
Size Factors For instance, weaving Flame of Arnor into a
Size Equivalent longsword would take 16 weeks based on its

98
size factor 2, effect factor 2, and spell factor recover lost Weariness Levels at any point
12. before he has finished enchanting the item,
he disrupts the process and must start all
over again (unless, as described below,
other Spellcasters are also working on the
enchantment).

On the other hand, the process also comes


to a premature end if he loses all of his
Weariness Levels and becomes Exhausted
before he can complete the item. If the
enchanter can make it through the requisite
number of weeks without interruption,
however, the item is completed and ready
If that seems like rather a long time, for use.
remember that part of an enchanted items
power in Middle-Earth is its rarity. A Teamwork
character may never possess one in his Spellcasters may work as a team to reduce
lifetime, and will probably only see a few. the time needed to lay an enchantment into
They are not easy to make, especially in the an item. All of the enchanters involved must
Third Age, when so much ancient know all of the spells being woven (even if
knowledge of craft has been forgotten, and they divide the labor and work on different
so one encounters them rarely. They are as spells as described below), and none must
precious and valuable as heirlooms, not be away for more than four hours to sustain
commodities to be traded on the open their contribution to it. Each Spellcaster
market. effectively contributes one Spellcaster-
week to the total number of weeks required
An enchanter weaving a spell into an item to create the item for each week of work he
must work at this process continuously, contributes.
eating and sleeping little, taking no time
whatsoever for relaxation or tales by the For instance, if two enchanters enslaved by
hearth. If more than four hours passes when Sauron were to weave Morgul Wound into a
the enchanter cannot devote his full longsword instead of one, the process would
attention to the process of laying in the take Five and one-half weeks instead of 11.
enchantment, the process is fatally disrupted Three such enchanters could complete the
and he must start it all over again. work in 3 weeks.
Fatigue
A working enchanter must make a Vitality When dividing the work in this way, each
test at the beginning of every week during Spellcaster must make Vitality tests against
the process of weaving an enchantment. the normal Weariness each week. If one
The Difficulty is the sum of the Spell enchanter falters at some point in the
Difficulties for every spell he is weaving into process, he falls out of the process and
the item. For instance, the Difficulty for a may not rejoin the effort, and the remaining
cloak with Change Hue would be 1, since time must be made up by those who remain.
that is the Difficulty for that spell. However,
the Difficulty for a cloak with both Change For instance, if one of two enslaved dark
Hue and Rain-ward would be 2, since the enchanters could not sustain his efforts
Difficulty for Rain-ward is 1 as well. beyond three weeks, it would take the
remaining enchanter five more weeks to
Failing a Vitality test causes the enchanter finish. (While they were working together for
to lose Weariness Levels Plus one based on three weeks, they collectively accumulated
his degree of failure. This represents the six of 11 Spellcaster-weeks, and nine more
physical and mental strain required to remain to be finished.)
sustain ones concentration on laying in
enchantments. If the Spellcaster rests to If, at any point, there are no Spellcasters

99
working on the project, it fails and must be Although most Free People capable of
started over. enchanting wondrous items wish only to
bring beauty, utility, and promise into the
A team of Spellcasters may also collaborate world, others have fouler and subtler
on a single item that is to contain multiple motives. As the One Ring was forged with
enchantments by dividing the work between evil intent to dominate the other Rings of
them so that each member is responsible for Power, and as it corrupted the hearts of
laying in different spells. In this case, those who came into its possession, so too
calculate the time needed to complete the may other artefacts of power lead to
enchantment separately for each spell used. suffering and loss.
The various lengths of time then run
concurrently. An additional benefit is that Accursed items are rare. PCs may find them
each enchanter need only make his weekly misplaced in treasure hordes or buried in
Vitality test against the Difficulty of the spell barrows with their unfortunate owners. They
he is working on. may encounter them as gifts given out of
malice rather than friendship. Or they may
For instance, imagine two artificers from not realiseuntil it is too late that they
Minas Tirith collaborating to weave both themselves have unwittingly fashioned such
Change Hue and Rain-ward into the same items.
cloak. If they divided the labour so that one
concentrated on Change Hue and the other Accursed items are created using the same
on Rain-ward, the former would require 13 process by which other enchanted items are
weeks to finish his part, while the latter made. Their accursed nature may be
would need only five weeks. reflected in two ways. First, those who carry,
wield, or use them may suffer the effects of
It is even possible for multiple enchanters to one or more flaws that are part of the items
collaborate on a single enchanting task fiber. Second, they may cause their owners
which has already been divided by spell. to gradually become Corrupt, just as the
One Ring tainted Smagol, Bilbo, and
For instance, if a third spellcaster from Frodo.
Minas Tirith joined the enchanter laying
Change Hue into the cloak described above,
the two of them would complete that Flawed Artifacts
enchantment in six and one-half weeks. The The physical stresses involved in enchanting
whole cloak would thus be done in six and items are severe. These prompt some
one half weeks. enchanters to take shortcuts which
ultimately allow hurtful power to infuse the
Teams of enchanters become especially enchantment.
important when weaving spells into large
structures. It would take a single spellcaster Any time an enchanter fails a Vitality test in
decades of constant effort to lay an the course of enchanting an item, he may
enchantment into a tower the size of chooseafter the roll has been madeto
Orthanc; setting more than one to the task add a +4 bonus to his test result. Such a
would make such a project much more bonus saves him an entire Weariness Level
feasible. Making this process even more and can easily spell the difference between
complicated is the fatigue that sets in over success and failure.
the course of weaving a spell into an
enchanted item. It is strenuous work, and it Each time the caster takes this bonus,
cannot be assumed that an enchanter will however, the item is infused with a flaw,
complete the task without complication, or chosen by the Narrator. Common flaws
even complete it at all before exhaustion associated with items are Covetous (the
overcomes him. bearer seeks to retain the item at all
costs), Battle-fury (found frequently
in enchanted arms), Arrogant (the
Accursed Items bearer believes the item makes him
better than others of his kind), and Coward

100
(the bearer becomes easily frightened that item of power has a corrupting influence
his prize will be taken from him by force of until it is used.
arms.
If the enchanter does not pass his Bearing
The flaw or flaws associated with an test the item gains the trait Corrupting. Any
enchanted item automatically afflict any time the magical powers of a corrupting
character who carries or uses the item as if artifact are used the bearer of the item must
that character himself had the flaw in make a Corruption test. The Difficulty for this
question. If the bearer already has that flaw test is equal to the items Effect Factor. To
he suffers magnified improved effects, if any keep track of this information the Narrator
as determined by the Narrator. A character should record an items corrupting potential
who wishes to act in a manner opposed to after the fashion of Corrupting (Difficulty X).
the nature of the flaw must make a Bearing
test or spend Courage to do so. Any enchanter who wishes may
automatically imbue items he creates with
Corruption the corrupting trait without making the
Even the most well-meaning wizard may Bearing test described above. When this is
accidentally create items which will corrupt done it is that much more difficult to resist
those who use them. The potential of an the items corrupting influence; the
enchanted item to corrupt depends on the Corruption test associated with the item is
magnitude of its power. At the beginning of the effect factor + 1.
the enchanting process the Narrator secretly
tests the enchanters Bearing against a Anyone who creates a corrupting item on
Difficulty equal to the Effect Factor of the purpose must immediately make a
item being created. Succeeding at this test Corruption test himself, against the
is not difficult for wise characters creating Difficulty the corrupting item will have. This
relatively minor enchantments, but as more test is made even if the item is not
powerful items are made the chance of the successfully completed. The malice involved
subtle influence of corruption increases. eats away at those who work baneful magic
That the test is secret is important; it is whether they succeed or fail.
impossible to know whether a newly created
Spells for Enchanting Items
Type of Item Allowable Spells
Armor Beast Cloak (body armor only), Bladeshattering, Change Hue (body
armor only), Cloak of Shadow (body armor only), Dark Stench, Guarding-
spell, Hides Virtue (body armor only), Intercept Missile, Keen Senses
(helm only), Mind Barrier (helm only), Mind Shield (helm only), Resist
Fire (body armor only), Shells Virtue (body armor only), Sorcery Ward,
Veil (body armor only)

Weapon Bane-spell, Blade Preservation, Bladeshattering, Corrupt Surface, Detect


Foe, Fatigue, Fire of Udn, Flame Arrow (projectiles only), Flame of
Anor, Lame, Lightning, Morgul Wound (bladed and pointed melee
weapons only), Sap Strength (melee weapons only), Smite (melee
weapons only), Victory-spell, Vulnerability to Sorcery

Miscellaneous Beast Cloak (cloak), Blast of Cold (horn), Blessing of


Aul (smithing tools), Blinding Flash (phial), Change Hue
(cloak), Cloak of Shadow (cloak), Cold-ward (cloak), Create Light (phial),
Crafting-spell (smithing or crafting tools), Detect Foe (talisman),
Farseeing (looking-glass, crystal sphere), Finding and Returning (boots,
map, staff), Guarding-spell (talisman), Ithilden-fire, Keen Senses
(circlet), Mind Barrier (circlet), Mind Shield (circlet), Obscure, Opening
spell (talisman), Rain-ward (cloak), Resist Fear (talisman), Resist Fire

101
(cloak), Smoke-weaving (pipe), Sorcery Ward (cloak), Springtime (phial),
Veil (cloak),Wizards Guise (cloak)

Structure Exclusion, Fortify Works, Guarding-spell, Hides Virtue, Misdirection,


Resist Fire, Scribe Moon-letters, Shells Virtue, Sorcery Ward

Spellcasting Quality; and the Quality Spell


Familiars Specialty (Birds and Beasts) or the skill Lore
/Wilderness Lore: Wild Beasts 4+.
In Middle-earth, it is not unknown that a
powerful Spellcaster should forge an Note that this restricts keeping a familiar to
unusually close bond with an individual magicians, wizards, and loremasters who
beast, so that the creature functions in many have taken the spellcasting ability.
ways as an extension of his will. Gandalf
formed a particularly close friendship with
the mear Shadowfax during the War of the A Spellcaster may keep one familiar per
Ring, so that the great steed would answer point of his Bearing. There are no absolute
only to him, and even accompanied him restrictions on what creatures may or may
across the Western Seas at the close of the not be familiars. In practice, however,
Third Age. Saruman the White also had a aquatic creatures, insects, livestock, and
particular affinity with carrion birds, which game animals rarely become such.
served him as spies. Radagast the Brown
kept company with many beasts and birds in
and around his home of Rhosgobel, and Introducing the Familiar
although history does not record a familiar Gaining a familiar is a matter of making
relationship with any individual creature, it friends with a beast, gaining its trust, and
seems inconceivable that Radagast did not establishing a relationship with it. But one
keep familiars during his stay in Middle- cannot simply snap ones fingers and expect
earth. a familiar to appear, or go hunting in the wild
for one. A player who wishes for his
In order to keep a familiar, a character must character to gain a familiar should discuss
meet certain requisites: Bearing 4+; the the matter with the Narrator and figure out
how such an animal might enter the

102
chronicle, if no obvious candidates already and continues to act of its own accord. The
exist. character may never try to make that
particular creature his familiar ever again.
It might also be an animal whose life the
character saves by driving away a predator, If the character succeeds in bonding with the
or one found wounded and then healed. It familiar he must then spend 5 Character
could be as simple a matter as encountering Points (or 10 experience points) to complete
a creature of the woods while traveling; it the bond. Once the character has paid
follows the character and refuses to go these points he receives all the benefits of
away. Bonding with a familiar.

In a town or city it may be a stray cat or dog


that wont leave the character alone. In the
case of Shadowfax, Gandalf chose him to The Familiar in Play
ride among all of the King of Rohans Although the familiar and its keeper share a
horses; he then bore Gandalf on crucial close bond, the familiar is ultimately
errands and became his trusted companion. controlled by the Narrator as a non-player
The bottom line is that the appearance of character. Although their close friendship
the familiar should be an element of the colors every interaction between them, the
unfolding chronicle rather than something familiar retains a distinctive animal identity. It
that occurs outside it, and in any event, is a friend and constant companion whose
there must be some material basis for the bond is in some ways more intimate than
animal to become that characters familiar. those that its keeper will share with his
fellow heroes. A player character who
The species of the familiar are up to the abuses this bond may find himself
Narrator alone, though wise Narrators will abandoned by his familiar, with
consider the players desires and characters consequences identical to those if the
personality when introducing the familiar. In familiar had died. Unless there is a
any case, before the next steps in the compelling reason, however, a familiar
bonding process can occur, the Narrator carries out its keepers bidding to the best of
must determine the creatures statistics. its abilities. It cant, of course, do things that
are physically impossible for it to
accomplisha cat cannot scribe a note, for
instance. And while many familiars are
Bonding brave, they do not put themselves in
Once a suitable period of acquaintance has dangers way without cause.
passed, the character must make a bonding
test to see if he has persuaded the creature A character that abuses the friendship and
to follow him on a permanent basis. It is unduly jeopardizes the life and limb of his
ultimately up to the Narrator to determine familiar is likely to find himself abandoned.
when a suitable period of acquaintance has
passed, but the conclusion of the adventure
in which the creature appeared is a good
general rule. The bonding test is a Lore/ The Abilities of Familiars
Wilderness (Wild Beasts or Domesticated Familiars and their keepers gain access to
Beasts) test modified by Bearing rather than the following special capabilities that reflect
Wits. their bond.

The Difficulty is equal to the creatures Intuitive Communication: Familiars and


Vitality divided by 2 rounded up (minimum their keepers share an intuitive ability to
one). For example, a cat with a 2 Vitality and communicate with each other, effectively
would require a single success while a horse reading each others thoughts as long as
with a 7 Vitality would require 4 successes. they remain within 50 yards of one another.
Success indicates that the character and Additionally, keepers may call their familiars
animal become keeper and familiar. On a to them by whistling, singing, calling out, or
failure, the creature rejects the character

103
executing some other mutually understood if they are within 50 yards of each other
signal. when it is cast, unless the keeper is casting
the spell and chooses only to affect himself.
The familiar must make an Observe (Hear) This includes spells which cause direct
test,. The Narrator should determine the damage to either. In the case of spells (such
difficulty based on distance and as Rain-ward) cast by the keeper that last as
environmental conditions. The subtle magic long as the caster maintains concentration,
of Middle-earth assists these callings, the keeper may terminate the spells effect
however, and the noise may be heard and on the familiar while sustaining the effect on
understood over many leagues if himself. He cannot, however, terminate the
circumstances are dire or conditions are effect on himself and maintain the effect on
ideal. the familiar.

Talking With Beasts: Familiars can


communicate with other beasts of their
species, and can use this ability to gather Familiars Over Time
information and recruit help. Saruman used Each time a familiars keeper gains an
this ability to spy on the Company of the Experience Points he may choose to spend
Ring as they headed south from Rivendell. them on the familiar using the same rules
Only one crow served Saruman as a that apply to normal characters instead of
familiar, but it could communicate with other himself.
crows and recruit them to the task.
If a familiar (or keeper) should die, either
Ability Extension: A familiar and its keeper from age or unnatural causes, a relationship
can serve to extend each others senses. that runs deeply and strong is abruptly
When within 50 yards of each other, they severed.
may cooperate when making Search or
Observe tests. Any time one of the pair is The shock this causes goes beyond grief.
entitled to a make a test, both may do so. In The surviving party immediately becomes
addition, while each rolls separately, both Exhausted (though can recover normally),
tests use the higher of the pairs number of suffers a 4 modifier to all tests for one
skill ranks (though each uses his own week, and mayaccording to the
attribute modifier). characters temperament and Narrators
ruling based on the situationbe unwilling
Spell Coverage: Any spell cast on a familiar to bond with another familiar (or keeper)
or its keeper automatically affects the other ever again.

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Chapter 6: Mass
Combat

105
Chapter 7: Mass Combat
Battle Web
This tactical battle system overlays any battlefield with a Battle Web that identifies potential
Arenas of combat and the Paths that connect them.

Battle Webs can be drawn at any scale. They can cover battles between handfuls of units or
keep track of conflicts like the War of the Ring, tracking the movement of troops across all Middle-
Earth.

ARENAS
An Arena is any large section of the battlefield
where units are likely to gather and fight. Each
Arena represents a separate area of conflict,
through events in one Arena can effect the
outcome of conflict in another. In relatively
small conflicts such as the Helms Deep map
above, archers in one Arena can contribute
their Ranged Combat attribute to an adjacent
Arena. Arenas are considered adjacent if a
Path exists between them.

Arenas have two properties, Terrain and Size.


Terrain describes the dominant land feature of
the Arena. A single Arena cannot have more
than one kind of Terrain Type. Size indicates
how many units can normally fit into an Arena.
Because Unit Size varies at different scales of
battle, each battle web must be created with
one of those scales in mind (see Scales of
Conflict Table below).

PATHS
Paths represent the routes armies can take
when moving between different arenas. Each
Path has a Difficulty representing how difficult it is for a unit to move along that path in a single
round. High Difficulty Levels might represent great distances, difficult ground, or a combination of
both. Some Travel Difficulties are so high a unit must make extended tests and take several
rounds to travel along them. The Difficulty Level represents a number of Successes that must be
rolled when a unit uses a Path for Movement. Ranged Combat takes a Penalty equal to this
number when attempting to attack units in adjacent Arenas.

CONSTRUCTING A BATTLE WEB


The first thing you must do is consider the scale of the battle. Will the Battle Web host Skirmish-
sized units, Battle-sized Units or Epic Battle-sized Units? The next step is to take a map and put
the Arenas and Paths on it. Any large, open area is a good place for an Arena. After drawing
Arenas on all the open areas that troops might attack from you should also examine your map for
Fortifications, buildings or other terrain features the battle might be focused on. When
considering the Size of an Arena think about how many Units might be able to squeeze into it.
You must also choose the terrain of each Arena.

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Battle and War
The first thing that must be decided upon in large scale conflicts is the scale of the battle. A scale
will be chosen that has between 10 and 100 units per side.
For example if 3000 Dwarves were to face 8000 Orcs the most likely scale chosen would be the
Battle scale. This would result in 30 units of Dwarves and 80 Orcs. If, however, you want the
conflict to be faster (easier to resolve mechanically) or slower (but more nuanced and perhaps
more rewarding) then move the scale up or down a notch.

For Example in the battle mentioned above you could move the scale of the battle from Battle to
Epic which would result in 3 units versus 8 units and could likely be resolved quickly. If however
you wanted to take the better part of a game session you could change the scale down to
Skirmish which would result in 300 Dwarven units versus 800 Orc units.

Scales of Conflict Table


Scale Unit Suggested
Size EV
Skirmish 10 2500-
Soldiers 25000
Battle 100 25000-
Soldiers 250000
Epic 1000 250000-
Soldiers 1000000

Units
Armies are made up of soldiers and soldiers are organized into units. In game terms each unit
contains warriors who are all of the same race who have the same sort of arms and armor and
perform the same function on the battlefield. For example a unit of Dwarven Heavy Infantry is
composed of Dwarves, outfitted with heavy arms and armor and expected to engage the enemy
on foot.

Unit Attributes
All units have characteristics just like characters do. Unlike characters, however, units only have
a handful of attributes. Each Unit Attribute is described below.
Type: Type is a description of the unit such as Cardolani Heavy Infantry or Orkish Light
Calvary (Warg Riders) ect. Type defines the units race (such as Arthedain, Elven, Orkish
etc.) arms and armor (light, medium and heavy) and if applicable the battlefield function (infantry
or Calvary).
Heavy Units wear heavy armor, are difficult to injure and move very slowly. They are deadlier in
combat than light or medium units. Medium Units have better mobility but wear less armor than
heavies. Light Units are the most mobile of the 3 types of units but the least deadly.
Infantry are foot soldiers who engage the enemy directly and make up the bulk of most armies.
Archers are foot soldiers who stay away from the front lines usually behind the infantry and
assault the enemy with arrows. Calvary are mounted soldiers who are faster than infantry and
typically better armed. Calvary are able to capable of striking swiftly and wheeling away from the
front line out of danger to strike again.
Command: Measures a units training and experience in battle. This attribute is used to execute
Command Maneuvers, which grant a unit tactical superiority on the battlefield and allow it to take
advantage of terrain and positioning.

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Ranged Combat: Measures a units effectiveness with ranged weapons such as bows. It
servers as the bonus to Ranged Combat maneuvers. Ranged Combat can be used on adjacent
Arenas with a Path Difficulty of 3 or less.
Melee Combat: Describes the units effectiveness with melee weapons such as swords and
axes and serves as the bonus to melee combat maneuvers.
Toughness: Is a combination of how hardy and how heavily armored the members of a unit are.
It is used to determine whether a given unit is destroyed if it is imperiled in battle.
Support: Measures a units ability to employ healing and assist its fellows in other ways.
Typically, units with high Support values have low combat values.
Movement: Describes how mobile a unit is. Distances in combat are described as Difficulties
against which the Movement attribute is tested.

Special: Describes a units special abilities, if any. Heavy Calvarys Fell Charge for example
which grants a bonus to the charge maneuver.

Effect Value:
Abbreviated EV, this is an abstract value that lets the Narrator determine at a glance how potent
a given force is on the battlefield. Units with equal EVs are equally potent, in theory. You can
determine most troops Base EV by adding up their Command, Ranged Combat, Melee Combat,
Toughness, Support, and Movement. Some units will have modifications to this number based
on their Special Abilities. Once the base EV is determined multiply it by the number of troops in
the unit: 10 at skirmish level, 100 at battle level, and 1,000 at epic level.

FORMATIONS
To simplify record keeping, collections of units of the same type in the same army are treated as
a single formation. This allows many units to listed on the same line of the army record.

THE ARMY RECORD


Much as characters statistics are recorded on Character Sheets, the statistics of an army are
recorded on an Army Record.

At the top of the army record are spaces for the scale of the battle being fought, the total size (in
units) of the army and the name of the armys leader. There is also space to record the Armys
statistics.

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EXAMPLE UNITS
ARNORIAN UNITS
UNIT/ TYPE C R Me T S Mo EV Special
Heavy Calvary 4 3 9 4 3 6 36 Fell Charge*
Medium Calvary 4 3 7 3 3 7 34 Fell Charge*
Light Calvary 4 3 6 2 3 8 32 Fell Charge*
Heavy Infantry 4 3 8 4 3 3 29
Medium Infantry 4 3 5 3 3 3 24
Light Infantry 4 3 4 2 3 4 22
Medium Archers 4 6 4 3 3 4 27
Light Archers 4 5 4 2 3 5 25
*Fell Charge Units that succeed at a charge maneuver double the charge bonus.
ORKISH UNITS
UNIT/ TYPE C R Me T S Mo EV Special
Medium Calvary 4 3 7 3 2 7 33 Warg Mounted*
Light Calvary 4 3 5 2 2 8 30 Warg Mounted*
Medium Infantry 3 3 5 3 2 3 22 Cave Dweller**
Light Infantry 3 3 4 2 2 4 20 Cave Dweller**
Medium Archers 3 6 3 3 2 4 24 Cave Dweller**
Light Archers 3 5 3 2 2 5 23 Cave Dweller**
*Warg Mounted Units gain a +2 bonus when attempting Flank Maneuvers.
**Cave Dweller These units suffer no penalties for fighting in Caverns terrain.
ELVEN UNITS
UNIT/ TYPE C R Me T S Mo EV Special
Heavy Archers 6 10 5 4 5 4 40 Forest-Friend*
Medium Archers 6 8 5 3 5 5 38 Forest-Friend*
Light Archers 6 7 5 3 5 7 38 Forest-Friend*
* Forest-Friend Elves suffer no penalties for fighting in Forest Terrain.
DWARVEN UNITS
UNIT/ TYPE C R Me T S Mo EV Special
Heavy Infantry 6 3 9 5 5 4 36 Mtn. Native*
Medium Archers 6 5 7 4 5 5 38 Mtn. Native*
*Mountain Dweller These units suffer no penalties for fighting in Mountainous terrain.

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Battle Resolution
Once you have created the Battle Map and picked your units you are ready to fight. Battle is
conducted by performing the following steps, in order. Each step is described in full below.

1. Calculate Terrain and Situational Modifiers.


2. Determine Order of Battle.
3. Determine Leaders Positions.
4. Execute Maneuvers and apply Maneuver Modifiers.
5. Launch attacks against the enemies.
6. Determine Casualties.
7. Determine Leaders Fates.

Each iteration of steps 1-7 makes up one round of battle. The length of the round in game time
depends on the scale of the battle and is shown on the table below.

Battle Rounds
Scale Round Length
Skirmish 15 minutes
Battle 1 Hour
Epic Battle 4 Hours

Step One: Terrain and Situational Modifiers


Terrain and situational Modifiers are determined by Arena. Most situational modifiers apply to an
entire army but Terrain Modifiers might apply to one Arena and not another. Terrain modifiers
applied to a unit in Step One persist until the end of the Battle Round even when units
subsequently move to an Arena with a different Terrain. Also when units of opposing sides are in
the same Arena both sides gain the Terrain Modifier.

Terrain Modifiers
ARTIC Units without the special ability Cold-Hardy suffer -1 penalty to Melee Combat and
a -2 to Ranged Combat.
CAVERNS Units without the special ability Cavern Dweller suffer -2 penalty to Melee
Combat and a -2 to Movement and a -1 penalty to Support when in caverns.
DESERT Units without the special ability Desert Trained suffer -1 penalty to Melee
Combat and a -2 to Movement and a -1 penalty to Support when in a desert.
FOREST Units without the special ability Forest-friend have their Ranged Combat score
reduced to 0 and suffer a -2 penalty to Movement in a forest.
LIGHT FORTIFICATION Fence, moat or short wall. Units defending a Light Fortification
get a +1 bonus to their Toughness, Ranged Combat and Support scores.
MEDIUM FORTIFICATION Keeps, small castles, usually without a moat or outlying
defenses. +1 Toughness and +2 Ranged Combat and Support.
HEAVY FORTIFICATION Castles usually surrounded by walls or a moat. Units gain a
+2 Toughness, Ranged Combat and Support.
LEGENDARY FORTIFICATION Helms Deep, Minas Tirith etc. Units gain +5
Toughness, +3 Support, +2 Ranged Combat.
HILLS+1Melee Combat and +2 Ranged Combat.
MOUNTAINS Unless Units have the Mountain Native ability they suffer a penalty of -2 to
Ranged Combat and Movement.
PLAINS No modifiers.
SWAMP Units suffer a -4 to Movement and -1 to Command.

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Situational Modifiers
AMBUSHED Ambushed units suffer a penalty of -2 Command and -1 to Movement in the
first round of battle only.
BADLY SUPPLIED -2 Command and -1 Toughness.
DISMAYED such as when an army learns of its leader dying or of the defeat has befallen
allies. -1 Melee Combat, Ranged Combat, Command and Toughness.
ENTRENCHED Takes a day +1 Toughness.
ESCAPE BLOCKED Those in a Fortification ignore this condition. -2 Movement and
Command.
EXHAUSTED -1 Toughness and Movement.
LEADERLESS -2 Command.
MERCENARIES -1 Toughness, +2 Melee and Ranged Combat.
NOBLE LED +1Command and Toughness.
OUTNUMBERED Up to two or three to one then -1 Command. More than three to one -2
Command.
RAIN AND SNOW -1 Movement, -2 Ranged Combat.
RECENTLY BEATEN Within the last month or so. -1 Command.
STRUCK FROM REAR -2 Ranged Combat, -1 Command and Movement.
UNTRAINED -2 Command and Toughness, -1 Ranged and Melee Combat and
Movement and Support.
WIND -2 Movement and Command, -1 Ranged Combat.

Step Two: Order of Battle


To determine the Order of Battle the Leader of each side makes an Opposed Siegecraft Test.
The winner has the option to either execute all of his Maneuvers first or defer to his opponent. An
army that has no leader automatically fails the test. If both sides are leaderless then simply roll a
D10 and the highest roll prevails.

Step Three: Leaders Position


Each Leader must determine where he will position himself within his Army. This choice effects
the number of Maneuvers an Army will be able to make, as well as how likely the Leader is to be
captured or injured in combat. Each Leader must select which Arena he will operate from and
then he has 3 options.

OUTSKIRTS The Army can make one extra Leader or Support Maneuver.
THICK OF BATTLE The Army can make one extra Maneuver of any type.
HEART OF BATTLE The Army can make two extra Maneuvers of any type.

Step four: Maneuvers


Each Army may attempt to execute 2 Maneuvers per turn. The Army may also get extra
Maneuvers depending on the Leaders Position. Each Formation may only perform one
Maneuver per battle round. The only exception is when an Army has fewer Formations than the
number of Maneuvers allowed. When this is the case each Formation gets to make a second
Action. If any Maneuvers are left after all units have had second actions then all the remaining
Maneuvers are lost. When a Formation gets a second action they can never perform the same
Maneuver twice even if they failed in the first attempt.

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In order to put Maneuvers into effect a Test must be made. The Formation that is attempting a
Maneuver must make a test using the appropriate Statistic adding in any appropriate Terrain or
Situational Modifiers. If a formations Maneuver is successful the affect is immediately resolved
(in the case of actions which can be immediately resolved) or recorded. The bonuses to
formation attributes that are garnered from Maneuvers last for one battle round unless otherwise
specified.

Some Maneuvers have Formation targets in the other Army that will be affected if the maneuver
is successful. Because Formations vary in size there are penalties for small Formations to effect
larger ones and bonuses for larger Formations to affect smaller ones.

Maneuver Modifiers
Target Formation is Modifier
One Quarter the Size of the Maneuvering Formation -3
One half the Size of the Maneuvering Formation -1
Twice the Size of the Maneuvering Formation +1
Three times the Size of the Maneuvering Formation +2
Four times the Size of the Maneuvering Formation +3
Five or more times the Size of the Maneuvering Formation +4

Maneuvers are characterized by the Maneuver Type: the attribute used to execute them.
Command Maneuvers test a formations Command Attribute, Ranged Combat Maneuvers test
Ranged Combat etc. There are Leader Maneuvers which only Leaders may execute, and which
affect a Leaders Siegecraft Skill.

Some Maneuvers are designated first strike only. They can only be executed by a unit that won
Siegecraft test and opted to act first. Others are designated response only. These can only be
executed by a unit in an army acting last in a round.

MANEUVERS
AID THE WOUNDED
Maneuver Type: Support Maneuver Modifier: -2
Effect: If successful the target formation is relieved of any penalties they are
currently suffering to their Toughness, including those resulting from Terrain and
Situational Modifiers. A formation can target itself with this maneuver. A PC in the
formation may make a Healing Test and add a bonus to the Units Support roll equal
to their Success Levels. The maximum aid is determined by the Players Position in
the formation. See Heroes in Battle below.

ASSAULT FORTIFICATION
Maneuver Type: Command Maneuver Modifier: varies
Effect: Allows a formation to attempt to destroy a fortification and negate the
bonuses its defenders may get from it by deploying siege engines and the like. Only
affects a single Arena per use. The Modifier depends on the type of Fortification
being assaulted. Light (-1) Medium (-3) Heavy (-4) Legendary (-5 or more). A PC in
the formation may make a Stonecraft Test and add a bonus to the Units Command
roll equal to their Success Levels divided by 2. The maximum aid is determined by
the Players Position in the formation. See Heroes in Battle below.

CHARGE
Maneuver Type: Movement Maneuver Modifier: -2
Effect: Charge is just like Move save that the Difficulty is harder because of the
Maneuver Modifier. If successful a unit that successfully performed this maneuver
gets a bonus of +2 to its Melee Combat. A PC in the formation may make an Inspire

112
or Intimidate Test and add a bonus to the Units Movement roll equal to their
Success Levels divided by 2. The maximum aid is determined by the Players Position
in the formation. See Heroes in Battle below.

COMMIT ARCHERS
Maneuver Type: Ranged Combat Maneuver Modifier: Path Difficulty
Effect: Any unit can commit its Ranged Combat to an adjacent Arena with a
connecting Path Difficulty of -5 or less. If successful the formation that executed this
maneuver can declare an attack on a Formation within the targeted Arena during the
Launch Attacks step. A PC in the formation may make a Ranged Combat Test and
add a bonus to the Units Ranged Combat roll equal to their Success Levels. The
maximum aid is determined by the Players Position in the formation. See Heroes in
Battle below.

CONCENTRATE FIRE
Maneuver Type: Ranged Combat Maneuver Modifier: -2
Effect: Can only be used by a formation in the same Arena. If successful the
targeted Formation suffers a -2 Toughness penalty. A PC in the formation may make
a Ranged Combat Test and add a bonus to the Units Ranged Combat roll equal to
their Success Levels. The maximum aid is determined by the Players Position in the
formation. See Heroes in Battle below.

HEARTEN
Maneuver Type: Support Maneuver Modifier: -3
Effect: If successful the targeted Formation receives a +1 to Command and
Toughness. Can only be used on a unit in the same Arena. A PC in the formation
may make an Inspire or Perform Test and add a bonus to the Units Support roll
equal to their Success Levels. The maximum aid is determined by the Players
Position in the formation. See Heroes in Battle below.

INSPIRE
Maneuver Type: Leader Maneuver Modifier: -2
Effect: Success gives all allied Formations in the same Arena as the leader +1 to
Toughness and any one other Attribute the Leader chooses. A PC in the formation
may make a Siegecraft Test and add a bonus to the Units Leadership roll equal to
their Success Levels. The maximum aid is determined by the Players Position in the
formation. See Heroes in Battle below.

MOVE
Maneuver Type: Movement Maneuver Modifier: None (see below)
Effect: When attempting to move from one Arena to another enough successes
equal to the Path Difficulty must be made during a Movement Test. If enough
successes are achieved the unit arrives in the Arena it was moving to. If it fail the
controlling player has the option to remain in the original Arena or turn the test into an
Extended Movement Test. In an Extended Movement Test the acting Formation
records the amount of successes made in its Movement Test. In the next round of
battle it may attempt another Movement Test and add the amount of successes
achieved together. Once the total test result exceeds the Path Difficulty Level the
formation arrives at its destination.

Formations using Extended Tests are considered En Route and cant affect or be
affected by the battle. Even two opposing Formations on the same Path cannot
battle.

Formations may attempt to traverse two Paths with a single Move Maneuver only if
the Arena between them is NOT occupied by an enemy unit. Simply add the two

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Paths Difficulty Levels together and make a Movement Test. If enough successes
are generated the Formation arrives at the destination Arena immediately. If not they
stay in their starting Arena. Extended Tests cannot be used to traverse more than
one Arena.

PRESS THE ATTACK


Maneuver Type: Melee Combat Maneuver Modifier: -3
Effect: To press the attack the maneuvering formation must target the largest
formation in the opposing army. If successful all Allied units in the same Arena
receive a +2 to Melee Combat. A PC in the formation may make a Melee Combat
Test and add a bonus to the Units Melee Combat roll equal to their Success Levels.
The maximum aid is determined by the Players Position in the formation. See
Heroes in Battle below.

RALLY
Maneuver Type: Leader Maneuver Modifier: -2
Effect: Can only be performed in an Arena where a Unit perished or in an adjacent
one and the Leader must be present in the Arena where the Unit is to be rallied. A
leader who succeeds with this maneuver reforms one Unit in his Army that was
destroyed in the previous round of battle. A PC in the formation may make an Inspire
Test and add a bonus to the Units Leadership roll equal to their Success Levels. The
maximum aid is determined by the Players Position in the formation. See Heroes in
Battle below.

RECEIVE CHARGE
Maneuver Type: Melee Combat Maneuver Modifier: -3 RESPONSE ONLY
Effect: If successful negates the bonuses gained through the Charge Maneuver by
an opposing unit and grants a bonus of +2 to Melee Combat to the unit that received
the charge. A PC in the formation may make a Melee Combat Test and add a
bonus to the Units Melee Combat roll equal to their Success Levels. The maximum
aid is determined by the Players Position in the formation. See Heroes in Battle
below.

SHIELD WALL
Maneuver Type: Command Maneuver Modifier: -3
Effect: Only Medium or Heavy Infantry may make this maneuver. If successful no
enemy formation may use its Ranged Combat to attack this unit. A PC in the
formation may make a Siegecraft Test and add a bonus to the Units Command roll
equal to their Success Levels. The maximum aid is determined by the Players
Position in the formation. See Heroes in Battle below.

SINGLE COMBAT
Maneuver Type: Leader Maneuver Modifier: -2
Effect: If successful when two opposing Leaders or Named Characters (PC or
otherwise) are in the same Arena then they meet and fight using the normal rules for
combat between single characters. If both Leaders attempt this maneuver in the
same round then the Modifier is reduced to -1.

STAND FIRM
Maneuver Type: Command Maneuver Modifier: -3
Effect: If successful the unit performing this maneuver receives a +2 to Toughness.
A PC in the formation may make an Inspire Test and add a bonus to the Units
Support roll equal to their Success Levels. The maximum aid is determined by the
Players Position in the formation. See Heroes in Battle below.

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Step five: Launch Attacks
Once both sides have finished Maneuvering battle is joined in each Arena that contains
Formations from opposing sides. It can also occur in Arenas that were the target of a Commit
Archers Maneuver. The side that won the Siegecraft test at the beginning of the round goes first
and all that sides attacks are fully executed in any order that the leader chooses. Then the
opposing sides Formations do the same. Each Formations attack consists of two steps:

CHOOSE TARGET: The attacking Formation chooses a Formation on the opposing side that will
be the target of the attack.

MAKE ATTACK TEST: the attacking formation makes a Ranged or Melee Combat Test. The
attacking formation may normally choose which of these attributes it wants to test, though certain
maneuvers may dictate that one or the other must be used. Subtract the targeted Formations
Toughness from the roll. If attack results in a Success the number of units in the target Formation
equal to the attacking Formation are Imperiled. If 3 or 4 Successes are achieved twice that
number are Imperiled. 5 or more successes Imperils 3 times the amount of attacking units. If the
test fails the attack has no effect.

If the attack Imperils more units than exist in that Formation, the extra Imperilment can be applied
to units in any other formation as long as the second Formations Toughness is less than or equal
to the original target. Imperilment cannot spill over to a third unit.

Alternately, any time an attacker would normally imperil a unit he may choose instead to inflict a
penalty of -1 to the Toughness of a Unit that is already Imperiled. This makes it more likely an
Imperiled unit will not survive when casualties are determined. Such penalties can be stacked if
enough Imperilment is inflicted.
Step Six: Determine Casualties
Once all Formations have attacked, each side must determine how many of its Imperiled units
become Casualties of the battle. Each Imperiled unit makes a Difficult Toughness Test
(Toughness +D10). Each unit that fails the test is destroyed, while each successful unit shakes
off the attack and survives to fight in the next round.

Step Seven: Leaders Fate


Recall each Leaders position and Roll 1D10 on the Leaders Fate table for each Armys leader.
The roll is modified by -1 if the led unit was Imperiled this round and -3 if it was destroyed. If an
Armys Leader is Injured or Wounded the Army becomes Leaderless until that Leader recovers.
In such a case it is possible for a heroic PC or appropriate NPC to assume command of the Army
(the character must have the highest Rank Quality left among likely candidates). In order to
successfully assume command of an army during the chaos of battle a character must make an
Inspire or Intimidate Test. For every Success achieved the character assumes command of a
Formation within the Arena he is currently occupying. He receives a bonus equal to his Rank
Quality. If he succeeds in taking command of all the formation within his Arena he is considered
the leader of that Army.

LEADERS FATE TABLE


1D10 Outskirts Thick of Battle Heart of Battle
1 Captured Captured Captured
2 Wounded Captured Captured
3 Injured Wounded Captured
4 Injured Injured Wounded
5-6 Uninjured Uninjured Injured
7-10 Uninjured Uninjured Uninjured

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Uninjured Nothing happens to the Leader.
Injured The Leader is incapacitated for the next round of battle, but returns
afterward. When the battle is over the Leader will have taken all but one Wound
point in his Injured Wound Level. If Wound Levels arent used then he is reduced to
half of his starting Life Points.
Wounded The Leader is incapacitated for the rest of the battle. When the battle is
over the Leader will have taken all but one Wound point in his Wounded Wound
Level. If Wound Levels arent used then he is reduced to 5 Life Points
Captured The Leader falls into the hands of the enemy.

Heroes in a Battle
Player Characters may choose to be a part of a Formation. Because they are the heroes of the
game they can affect a battle in major ways. Just like a Leader of an Army the PCs must choose
what Arena they will fight in and whether they will fight from the Outskirts, The Thick of Battle or
the Heart of the Battle. A PC that is in a Formation may make a Skill roll as determined by the
type of maneuver that is being attempted (see maneuvers above) and can add a bonus to any
actions of the Formation he is with equal to the Number of Successes rolled. The maximum
bonus provided is determined by the Players placement within the battle as detailed
below.
OUTSKIRTS The Formation can receive a Maximum bonus of +1 to any Maneuver or
Attack roll that round.
THICK OF BATTLE The Formation can receive a Maximum bonus of +2 to any
Maneuver or Attack roll that round.
HEART OF BATTLE The Formation can receive a Maximum bonus of +4 to any
Maneuver or Attack roll that round.

PCs can also be granted the ability to use a Leadership Maneuver if directed by the Leader of the
Army and this uses one of the Armys actions as normal.

When the Leaders Fate Step comes up each PC must make a roll on the Leaders Fate table as
normal. The Narrator can choose to let the effects on the Leaders Fate Table stand or he can
have the Players fight in a normal combat based on their roll on that table. If Injured is rolled the
Player may have to face a couple of opponents while rolling Wounded or Captured might mean
the Player must face overwhelming odds.

Fighting On
Once a round of battle has been resolved each side has the opportunity to withdraw from the field
of battle or fight on. If both sides choose- or are forced, because of their position to press the
battle go through another round. If one or both sides withdraw the battle is over. If one side
wants to withdraw and the other side still wants to press the attack the Chronicler will decide,
based on the circumstances, whether another round of battle must be fought or whether the
fleeing side can successfully escape.

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Chapter 7:
Beasts of Middle-Earth

117
Mounts of Middle-Earth
Mounts can have special qualities that can be used to set the apart and make them memorable.
Thats where the special abilities described below come in. In the game statistic blocks below,
each mount type contains the entry Special Abilities with three numbers listed (1/2/3, for
example). This is the number of Mount Special Abilities recommended for that animal based on
its qualitythe first number is for an animal of regular quality, the second for an animal of
superior quality, and the third for an animal of extraordinary quality. Obviously, regular is a
relative descriptor when talking about a mear or elven-steed, even the lowliest of which receives
a couple special abilities. By way of contrast, only the most extraordinary riding horse should
receive two special abilities. The Mount Special Abilities are described below, and unless noted
otherwise each ability may be selected only once.

MOUNT SPECIAL ABILITIES


Steady: The mount is less likely to panic, receiving a +4 bonus on tests to resist fear. The mount
also never suffers the -1 to -4 penalty for being in combat.

War-trained: The mount is never panicked by the mundane sights, smells, and sounds of battle,
and it is trained to attack in battle without causing a problem for its rider. The mount receives one
extra action per round when ridden, which it can use to attack any target designated by its rider.

Fleet-hoofed: The mount is particularly swift upon its hooves. The horses base movement rate
is increased by +25%.

Mighty Charge: The mount charges with great ferociousness. When charging, the mount (or its
rider) receives a +2 bonus to Armed Combat tests and a successful attack does twice-normal
damage.

Trample Under Hoof: The mount can use its speed and weight to charge over the top of its
opponents. By making a full-round move action through an opponents position, the mount can
knock prone and trample a target, inflicting 2d6 points of damage. The horse must win a Strength
test opposed by the targets Strength test or (if the opponent spends an action) Dodge result.

Mighty Stallion: The mount is a remarkable male specimen. He gains +2 Strength and +1
Stamina.

Swift Mare: The mount is a remarkable female specimen. She gains +2 Nimbleness and +1
Swiftness.

Bellicose Steed: The mount is particularly warlike and revels in battle. The mount gains +2 to
Armed Combat: Natural Weapons. The horse also inflicts +3 extra points of damage on a
successful bite or kick attack.

Majestic Steed: The mount possesses an air of special nobility and majesty. It gains +2 Bearing,
+1 Willpower, and +2 to Intimidate.

Mindful Steed: The mount is particularly alert and prescient. It gains +2 Perception and +2 to
Observe.

Patient Steed: The mount is particularly gentle and careful. It gains Ride (Keep Rider) +2 and
grants the rider +2 on any Ride and falling tests.

Robust Steed: The mount is particularly virile and fit. It gains +1 Vitality (and Health) and +2 to
Jump, Run, and Swim.

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Spirited Steed: The mount possesses a special bravery that allows it to accomplish great deeds.
It gains 1 Courage point. This ability may be taken more than once.

Edge: The mount gains any one Edge approved by the Narrator. Armor of Heroes, Doughty,
Hard to Kill, Hardy, Swift Recovery, Tireless, Valor, and Improved Senses are recommended
choices. This ability may be taken more than once.

Pony
Strength 6 Wits -3
Nimbleness 1 Perception 2
Vitality 4 Bearing -3
Life Points 55 Speed 15
Skills
Armed Combat (Natural Weapons) 1(2), Jump 2 (8), Run (Sprint) 2 (8), Observe (Hear, Spot)
2(4), Run (Sprint) 2 (8), Survival (Plains) 1 (3), Swim 1 (7)
Qualities/Drawbacks
Natural Weapons (Bite D2, Kick D6) Special Abilities (0/1/2)

Riding Horse
Strength 6 Wits -3
Nimbleness 2 Perception 2
Vitality 5 Bearing -2
Life Points 64 Speed 19
Skills
Armed Combat (Natural Weapons) 1(3), Jump 2(8), Run (Sprint) 2(8), Observe (Hear, Spot) 2(4),
Run (Sprint) 2(8), Survival (Plains) 1 (3), Swim 1(7)
Qualities/Drawbacks
Natural Weapons (Bite D2, Kick D6) Special Abilities (0/1/2)
There can be considerable variation in individual animals.

Warhorse
Strength 7 Wits -1
Nimbleness 3 Perception 2
Vitality 6 Bearing 1
Life Points 72 Speed 24
Skills
Armed Combat (Natural Weapons) 2(5), Jump 2(9), Run (Sprint) 2(9), Observe (Hear, Spot) 2(4),
Run (Sprint) 2(9), Survival (Plains) 1 (3), Swim 1(8)
Qualities/Drawbacks
Natural Weapons (Bite D2, Kick D6) Special Abilities (1/2/3)
There can be considerable variation in individual animals.

Elven Steed
Strength 8 Wits 4
Nimbleness 5 Perception 4
Vitality 7 Bearing 4
Life Points 80 Speed 29
Skills
Armed Combat (Natural Weapons) 4(9), Intimidate (Power) 1(5), Jump 6(14), Language:
Understand Sindarin or Quenya 1(5), Run (Sprint) 2(9), Observe (Hear, Spot) 4(8), Run (Sprint)
7(15), Survival (Plains) 3 (7), Swim 2(9)
Qualities/Drawbacks
Natural Weapons (Bite D2, Kick D8) Special Abilities (2/3/4)

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There can be considerable variation in individual animals.

Mule
Strength 7 Wits 0
Nimbleness 1 Perception 1
Vitality 4 Bearing 1
Life Points 59 Speed 10
Skills
Armed Combat (Natural Weapons) 1(2), Jump 2 (9), Observe (Hear, Spot) 2(3), Survival (Plains)
1 (3), Swim 1 (7), Teamster (Carts) 1(8)
Qualities/Drawbacks Special Abilities (0/1/2)
Natural Weapons (Bite D2, Kick D6)

FELL and MAGICAL BEASTS


Barrow-White
Strength 6 Wits 5
Nimbleness 4 Perception 4
Vitality 5 Bearing 6
Dead Points 69 Speed 9
Skills
Armed Combat (Longsword) 2(6), Intimidate (Fear) 2(8), Language (Westron) 2(6),
Observe(Spot) 1(5), Stealth 2(6), Unarmed Combat(Brawling) 2(6)
Qualities/Drawbacks
Hard to Kill (5 Levels), Night Eyed (+2 vs. Darkness Penalties), Hammerhand, Cruel -2,
Vulnerability (Sunlight, takes 2d6 of damage per round )
Special Abilities
Icy Touch: A Barrow-Whites touch is chill and deadly. For every round of contact, the victim
loses a point of Strength and Vitality. The victim can temporarily resist this loss by making a
Difficult Bearing test per round they are exposed to a Whites awful touch. When either attribute
reaches zero the victim falls unconscious for 2d6x10 minutes. Lost points are regained at the
rate of 1 in each attribute per 10 minutes or upon the application of a Healing Spell.
Undead Stamina: Barrow-Whites need never eat or drink, take only half damage from physical
attacks, and heal all injuries at five times the normal rate. Further Barrow-Whites do not have
Weariness Levels and never need make Stamina tests to resist Weariness for any reason
including spellcasting.
Spells: Bladeshattering, Create Light, Evoke Fear, Fog-Raising, Forgetfulness, Holding-Spell,
and Spellbinding. Some extremely powerful Wights know additional spells chosen from the
following list: Blast of Sorcery, Command, Misdirection, Power of the Land, Shadow of Fear,
Slumber, and Veiling Shadow.

Cold-Drake
Strength 13 Wits 9
Nimbleness 8 Perception 8
Vitality 8 Bearing 9
Life Points 164 Speed 32 (64 flying)
Skills
Armed Combat (Natural Weapons) 7(15), Inquire (Interrogate) 4(13), Insight 5(13), Intimidate
(Fear) 10(19), Language (Westron) 5(14), Language (Sindarin) 5(14), Observe (Spot, Smell)
10(18)
Qualities/Drawbacks
Hard to Kill 10, Hardy, Travel Sense, Natural Armor 15, Spellcasting: Wizardry 5

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Special Abilities
Natural Weapons - Claws 3d6***; Maw 5d6***; Tail 2d6 (Target must make a Difficult Strength or
Nimbleness Test to stay on feet when hit by tail)
Slow Healing After 10 years of rest a cold drake heals 10 Life Points per year.
Spells
Beast Speech, Display of Power, Dumbness, Enslave Beast, Forgetfulness, Reading the Heart,
Voice of Suasion

Fire-Drake
Strength 12 Wits 13
Nimbleness 6 Perception 10
Vitality 11 Bearing 12
Life Points 172 Speed 34 (68 flying)
Skills
Armed Combat (Natural Weapons) 8(14), Games (Riddles) 6(19), Inquire (Interrogate) 7(20),
Insight 9(19), Intimidate (Fear) 12(24), Language (Westron) 5(18), Language (Sindarin) 5(18),
Observe (Spot, Smell) 7(17), Persuade (Bewilder) 7(19)
Qualities/Drawbacks
Hard to Kill 10, Hardy, Travel Sense, Natural Armor 18, Spellcasting: Wizardry 5
Special Abilities
Natural Weapons - Claws 3d6***; Maw 5d6***; Tail 2d6 (Target must make a Difficult Strength or
Nimbleness Test to stay on feet when hit by tail)
Invulnerable to Fire Takes no damage from any kind of fire including magical fire.
Bewilder Whenever a firedrake speaks all who can hear it must make an opposed Easy Bearing
Test versus the drakes Persuade (Bewilder) skill. If the drake wins the contest the player loses
an action in a round due to confusion.
Fire Breath As a full round action can breath a cone of fire 50x50 yards in size. All in the cone
of fire take 8d6 fire damage. Armor has no effect on this damage.
Slow Healing After 10 years of rest a firedrake heals 10 Life Points per year.
Spells
Beast Speech, Burning Sparks, Calling, Command, Display of Power, Dumbness, Enslave
Beast, Forgetfulness, Reading the Heart, Voice of Suasion

Winged-Drake
Strength 11 Wits 11
Nimbleness 5 Perception 9
Vitality 9 Bearing 13
Life Points 160 Speed 28 (84 flying)
Skills
Armed Combat (Natural Weapons) 7(12), Games (Riddles) 4(15), Inquire (Interrogate) 6(19),
Insight 7(18), Intimidate (Fear) 11(24), Language (Westron) 5(16), Language (Sindarin) 5(16),
Observe (Spot, Smell) 7(16), Persuade (Bewilder) 8(21)
Qualities/Drawbacks
Hard to Kill 10, Hardy, Travel Sense, Natural Armor 18, Spellcasting: Wizardry 5
Special Abilities
Natural Weapons - Claws 3d6***; Maw 5d6***; Tail 2d6 (Target must make a Difficult Strength or
Nimbleness Test to stay on feet when hit by tail)
Invulnerable to Fire Takes no damage from any kind of fire including magical fire.
Bewilder Whenever a firedrake speaks all who can hear it must make an opposed Easy Bearing
Test versus the drakes Persuade (Bewilder) skill. If the drake wins the contest the player loses
an action in a round due to confusion.
Fire Breath As a full round action can breath a cone of fire 50x50 yards in size. All in the cone
of fire take 8d6 fire damage. Armor has no effect on this damage.
Slow Healing After 10 years of rest a firedrake heals 10 Life Points per year.

121
Wing Buffet All characters within 10 yards (20 yards if the Winged-Drake is hovering) must
make a difficult Strength Test to stay on their feet.
Spells
Beast Speech, Burning Sparks, Calling, Command, Display of Power, Dumbness, Enslave Beast,
Forgetfulness, Reading the Heart, Voice of Suasion

Ents
Strength 12 Wits 3
Nimbleness 3 Perception 5
Vitality 8 Bearing 5
Life Points 130 Speed 22
Skills
Armed Combat (Natural Weapons) 4(7), Healing (trees) 4 (7), Intimidate (Fear) 3(8), Language
(Westron) 2(8*), Language (Entish) 4(9*), Language (Sindarin) 4(9*), Lore/Race (Ents) 3(6),
Observe (Spot, Hear) 2(7),Run(Long Distance) 4(16), Stealth(Hide) 4(7), Survival(Forest) 6(11),
Weather Sense 4 (9)
Qualities/Drawbacks
Gift of Tongues*, Hard to Kill 10, Hammerhand +6, Hardy, Travel Sense
Special Abilities
Armor 10, Natural Weapons (Branches) 2d6 (slashing damage); Trample 4d6 bashing damage;
Shroud A cloud of shadow around the Ent and allies that allows double movement without
fatigue as long as they are within the cloud; Vulnerability to Axes and Fire Both cause x2
damage; Root and Stone Ents can quickly demolish the works of Men.
Spells
Fog-weaving, Misdirection, Power of the Land, Slumber, Spellbinding All are Abilities.

Huorons
Strength 10 Wits 2
Nimbleness 2 Perception 2
Vitality 8 Bearing 3
Life Points 107 Speed * Immobile for the most part
Skills
Armed Combat (Natural Weapons) 4(6), Intimidate (Fear) 3(6), Language (Westron) 1(3),
Language (Entish) 4(6), Language (Sindarin) 4(6), Observe (Spot, Hear) 2(4), Run(Long
Distance) 4(16), Stealth(Hide) 6(8), Survival(Forest) 6(8), Weather Sense 4 (6)
Qualities/Drawbacks
Gift of Tongues*, Hard to Kill 5, Hammerhand +3, Hardy, Travel Sense
Special
Armor 6, Natural Weapons (Branches) 2d6 (slashing damage); Vulnerability to Axes and Fire
Both cause x2 damage, Hates all 2 legged creatures.
Spells
Bladeshattering, Dumbness, Fog-weaving, Misdirection, Slumber, Spellbinding All are Abilities.

Standard Orc
Strength 4 Wits 1
Nimbleness 2 Perception 3
Vitality 4 Bearing 2
Life Points 42 Speed 6
Skills
Armed Combat (Swords) 1(3), Intimidate (Fear) 1(3), Language (Westron) 2(3), Language
(Orkish dialect) 4(5), Lore (Orcs) 3(4), Ranged Combat(Bows) 2(4), Ride(Warg) 2(4), Run(Long
Distance) 2(6), Siegecraft(Siege Engine) 1(2), Stealth(Sneak) 1(3), Track(Scent) 1(4)
Qualities/Drawbacks

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Acute Senses(Smell), Night Vision (+2 vs. penalties of darkness), Armor (2 points of Natural
Armor), Curse of Daylight(-4 to all rolls in bright light), Natural Weapons (Claws D4-1**), Cowardly
-1, Cruel -1

Forest-Breed Orc
Strength 2 Wits 1
Nimbleness 4 Perception 4
Vitality 4 Bearing 2
Life Points 34 Speed 8
Skills
Armed Combat (Swords) 1(3), Intimidate (Fear) 1(3), Language (Westron) 2(3), Language
(Orkish dialect) 4(5), Lore (Orcs) 3(4), Observe(Smell) 1(5), Ranged Combat(Bows) 2(4),
Ride(Warg) 2(4), Run(Long Distance) 2(6), Siegecraft(Siege Engine) 1(2), Stealth(Sneak) 2(4),
Survival (Forest) 3(4), Track(Scent) 1(4)
Qualities/Drawbacks
Acute Senses(Smell), Night Vision (+2 vs. penalties of darkness), Armor (2 points of Natural
Armor), Tireless (+2 vs. Weariness), Curse of Daylight(-4 to all rolls in bright light), Natural
Weapons (Claws D4-1**), Cowardly -1, Cruel -1

Mountain-Breed Orc
Strength 5 Wits 1
Nimbleness 2 Perception 2
Vitality 5 Bearing 2
Life Points 50 Speed 7
Skills
Armed Combat (Swords) 2(4), Climb 2(7), Intimidate (Fear) 1(3), Language (Westron) 2(3),
Language (Orkish dialect) 4(5), Lore (Orcs) 3(4), Observe(Spot) 1(5), Ranged Combat(Bows)
1(3), Ride(Warg) 1(3), Run(Long Distance) 2(6), Stealth(Sneak) 2(4), Survival (Forest) 3(4),
Track(Scent) 1(4)
Qualities/Drawbacks
Acute Senses(Smell), Night Vision (+2 vs. penalties of darkness), Armor (2 points of Natural
Armor), Tireless (+2 vs. Weariness), Curse of Daylight(-4 to all rolls in bright light), Natural
Weapons (Claws D4-1**), Cowardly -1, Cruel -1

Standard Orc Captain


Strength 4 Wits 2
Nimbleness 3 Perception 4
Vitality 4 Bearing 4
Life Points 42 Speed 7
Skills
Armed Combat (Axes) 4(7), Intimidate (Fear) 1(5), Language (Westron) 2(4), Language (Orkish
dialect) 4(6), Lore (Orcs) 3(5), Observe(Spot) 1(5), Ranged Combat(Bows) 1(4), Ride(Warg) 1(4),
Run(Long Distance) 2(6), Siegecraft (Leadership) 2(4), Stealth(Sneak) 2(4), Survival (Forest)
3(4), Track(Scent) 1(4)
Qualities/Drawbacks
Acute Senses(Smell), Night Vision (+2 vs. penalties of darkness), Armor (2 points of Natural
Armor), Tireless (+2 vs. Weariness), Curse of Daylight(-4 to all rolls in bright light), Natural
Weapons (Claws D4-1**), Cowardly -1, Cruel -1

Mountain-Breed Orc Magician


Strength 5 Wits 4
Nimbleness 2 Perception 3
Vitality 5 Bearing 4

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Life Points 50 Speed 7
Skills
Armed Combat (Swords) 3(5), Healing(Treat Wounds) 1(5), Intimidate (Fear) 2(6), Language
(Westron) 2(6), Language (Orkish dialect) 4(8), Lore(Magic) 2(6), Lore (Orcs) 3(7), Observe(Spot)
2(5), Persuade(Oratory) 1(5), Ranged Combat(Bows) 1(3), Ride(Warg) 1(3), Run(Long Distance)
2(7), Siegecraft (Leadership) 2(6), Smithcraft(Weaponsmith) 1(6), Stealth(Sneak) 2(4), Survival
(Mountain) 3(4), Track(Scent) 1(4)
Qualities/Drawbacks
Acute Senses(Smell), Night Vision (+2 vs. penalties of darkness), Armor (2 points of Natural
Armor), Tireless (+2 vs. Weariness), Curse of Daylight(-4 to all rolls in bright light), Natural
Weapons (Claws D4-1**), Cowardly -1, Cruel -1, Fell-Handed (+3 to hit Elves with Swords),
Spellcasting 3
Spells
Beast Summoning, Bladeshattering, Blast of Sorcery, Enslave Beast, Spellbinding

Greater Orcs
Strength 5 Wits 3
Nimbleness 4 Perception 4
Vitality 5 Bearing 4
Life Points 59 Speed 9
Skills
Armed Combat (Axes) 3(7), Intimidate (Fear) 1(5), Language (Westron) 2(5), Language (Black
Speech) 4(7), Language (Orkish dialect) 2(5), Lore (Orcs) 3(6), Observe(Spot) 1(5), Ranged
Combat(Bows) 2(6), Ride(Warg) 1(5), Run(Long Distance) 2(7), Siegecraft (Leadership) 2(4),
Stealth(Sneak) 2(4), Survival (Forest) 3(4), Track(Scent) 1(4)
Qualities/Drawbacks
Acute Senses(Smell), Night Vision (+2 vs. penalties of darkness), Armor (2 points of Natural
Armor), Tireless (+2 vs. Weariness), Natural Weapons (Claws D4-1**), Cruel -2, Fealty (to
Sauron or other patron), Hard to Kill (3 Levels)

Hill-Troll
Strength 7 Wits 1
Nimbleness 1 Perception 2
Vitality 7 Bearing 4
Life Points 81 Speed 8
Skills
Armed Combat (Troll Club) 3(4), Intimidate (Power) 1(5), Language (Westron) 2(5), Observe
(Spot) 1(3), Ranged Combat(Rocks) 2(3), Survival (Forest) 3(4), Track(Scent) 1(3)
Qualities/Drawbacks
Armor 4, Hardy(reduce damage penalties by 2), Hard to Kill (5 Levels), Cruel -1, Vulnerability
(Sunlight turns to stone permanently)

Snow-Troll
Strength 7 Wits 1
Nimbleness 1 Perception 2
Vitality 9 Bearing 4
Life Points 89 Speed 10

Skills
Armed Combat (Troll Club) 3(4), Intimidate (Power) 1(5), Language (Westron) 2(5), Observe
(Spot) 1(3), Ranged Combat(Rocks) 2(3), Survival (Northern Waste) 5(6), Track(Scent) 1(3)
Qualities/Drawbacks
Armor 5, Hard to Kill (5 Levels), Cruel -1, Vulnerability (Sunlight turns to stone permanently)

124
Cave-Troll
Strength 9 Wits -1
Nimbleness 1 Perception 2
Vitality 9 Bearing 4
Life Points 93 Speed 10
Skills
Armed Combat (Troll Club) 3(4), Intimidate (Power) 1(5), Language (Westron) 2(1), Observe
(Spot) 1(3), Ranged Combat(Rocks) 2(3), Survival (Caves) 5(4), Track(Scent) 1(3), Unarmed
Combat(Brawling) 3(4)
Qualities/Drawbacks
Armor 5, Hard to Kill (5 Levels), Hardy (-2 to damage penalties), Night Eyed (+2 vs. Darkness
Penalties), Hammerhand (+5 to HTH damage), Cruel -1, Vulnerability (Sunlight turns to stone
permanently), Battle-Fury -2

Lesser Giant Spider


Strength 3 Wits 1
Nimbleness 4 Perception 3
Vitality 2 Bearing 3
Life Points 30 Speed 18
Skills
Armed Combat (Natural Weapons) 2(6), Climb 7(10), Craft: Trap(Webs) 4(5), Intimidate (Fear)
1(4), Jump 2(5), Language (Westron) 2(3), Observe (Spot) 1(4), Run 5 (8), Stealth (Sneak) 4(8),
Survival (Forest) 4(7)
Qualities/Drawbacks
Natural Weapons (Fangs D6**)
Special Abilities:
Lethal Poison Onset in 1 minute with 10 stages of damage. Each stage (minute) make a
Simple Vitality Test. If successful takes 1/2d6 damage. If unsuccessful take 1d6 damage.
Sickness Poison: - Onset in 1 round with 10 stages of effect. Each round make a Difficult Vitality
Test. If successful lose 1 point of Strength and Vitality. If unsuccessful lose 2 points of Strength
and Vitality. When the character reaches either Zero Strength or Vitality they go unconscious.
Characters will continue to take Strength and Vitality damage even while unconscious. Strength
and Vitality is recovered at 1 point each per minute once the 10 stages are over.
Webs Cutting web strands requires 6 points of damage from an edged weapon; Pulling a strand
apart requires 3 successes with an Easy Strength Test. If wrapped up completely by webbing a
character must make 4 successes on a Difficult Strength check to break free.

Greater Giant Spider


Strength 4 Wits 2
Nimbleness 4 Perception 4
Vitality 4 Bearing 4
Life Points 42 Speed 24
Skills
Armed Combat (Natural Weapons) 2(6), Climb 7(11), Craft: Trap(Webs) 4(6), Intimidate (Fear)
1(5), Jump 2(6), Language (Westron) 2(4), Observe (Spot) 1(5), Run 5 (9), Stealth (Sneak) 4(8),
Survival (Forest) 4(8)
Qualities/Drawbacks
Natural Weapons (Fangs D8**)
Special Abilities:
Lethal Poison Onset in 1 minute with 10 stages of damage. Each stage (minute) make a
Simple Vitality Test -2. If successful takes 1/2d6 damage. If unsuccessful take 1d6 damage.
Sickness Poison: - Onset in 1 round with 10 stages of effect. Each round make a Difficult Vitality
Test -1. If successful lose 1 point of Strength and Vitality. If unsuccessful lose 2 points of

125
Strength and Vitality. When the character reaches either Zero Strength or Vitality they go
unconscious. Characters will continue to take Strength and Vitality damage even while
unconscious. Strength and Vitality is recovered at 1 point each per minute once the 10 stages
are over.
Webs Cutting web strands requires 10 points of damage from an edged weapon; Pulling a
strand apart requires 3 successes with an Easy Strength Test -2. If wrapped up completely by
webbing a character must make 6 successes on a Difficult Strength check to break free.

Warg
Strength 5 Wits 0
Nimbleness 4 Perception 4
Vitality 5 Bearing 4
Life Points 50 Speed 18
Skills
Armed Combat (Natural Weapons) 2(6), Intimidate (Fear) 1(5), Jump 2(7), Language
(Understand Orc Dialect) 1(1), Language (Warg Speech) 4(4), Observe (Spot) 1(5), Run 5 (10),
Stealth(Sneak) 4(8), Survival (Mountains) 4(8), Track(Scent) 4(10)
Qualities/Drawbacks
Acute Senses(Smell), Night Vision (+2 vs. penalties of darkness), Armor (2 points of Natural
Armor), Natural Weapons (Claws/Fangs D6**), Cruel -1

Animals of Middle-Earth
Badger
Strength 0 Wits -1
Nimbleness 4 Perception 4
Vitality 0 Bearing -2
Life Points 14 Speed 10
Skills
Armed Combat (Natural Weapons) 1(5), Climb 4(4), Observe (Hear, Smell) 4(8), Stealth (Hide) 2
(6), Survival (Forest) 3 (7), Swim 1 (1)
Qualities/Drawbacks
Acute Senses (Smell), Night Vision (+2 vs. penalties of darkness), Armor (2 points of Natural
Armor), Natural Weapons (Claws D4-1**, Bite D4**),
Special Ability
Ferocious-When defending their family or territory Badgers get a +2 to hit and damage as well as
to resist fear or intimidation.

Black Bear
Strength 7 Wits 0
Nimbleness 2 Perception 2
Vitality 6 Bearing 3
Life Points 77 Speed 16
Skills
Armed Combat (Natural Weapons) 3(5), Climb 1(8), Intimidate (Fear) 2 (6), Observe (Hear,
Smell) 2(4), Run (Sprint) 2 (9), Survival (Forest) 3 (5), Swim 1 (8)
Qualities/Drawbacks
Acute Senses (Smell), Night Vision (+2 vs. penalties of darkness), Armor (4 points of Natural
Armor), Natural Weapons (Claws D8**, Bite D8**, Hug D10), Hard to Kill 5, Hardy (-2 to damage
penalties),

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Brown Bear
Strength 9 Wits 0
Nimbleness 2 Perception 2
Vitality 8 Bearing 4
Life Points 102 Speed 20
Skills
Armed Combat (Natural Weapons) 3(5), Climb 1(10), Intimidate (Fear) 2 (6), Observe (Hear,
Smell) 2(4), Run (Sprint) 2 (11), Survival (Forest) 3 (7), Swim 1 (10)
Qualities/Drawbacks
Acute Senses (Smell), Armor (4 points of Natural Armor), Natural Weapons (Claws D8**, Bite
D8**, Hug D10), Hardy (-2 to damage penalties), Hard to Kill 8

Birds of Prey (Hawks, Eagles, Owls etc.)


Strength 0 Wits -2
Nimbleness 5 Perception 6
Vitality 3 Bearing 0
Life Points 18 Speed 8 (Ground), 30 (Flight)
Skills
Armed Combat (Natural Weapons) 1(6), Observe (Spot) 6(12), Survival (varies) 2 (8)
Qualities/Drawbacks
Acute Senses (Sight), Natural Weapons (Claws D4**, Beak D4**), Owls add Night Vision (+2 vs.
penalties of darkness)

Carrion Birds (Crows, Ravens)


Strength -1 Wits 0
Nimbleness 4 Perception 4
Vitality 1 Bearing -2
Life Points 18 Speed 5 (Ground), 25 (Flight)
Skills
Armed Combat (Natural Weapons) 1(6), Observe (Spot) 6(12), Survival (varies) 2 (8)
Qualities/Drawbacks
Natural Weapons (Claws D2**, Bite D2**)

Song Birds (Thrushes, Finches etc.)


Strength -3 Wits -2
Nimbleness 6 Perception 4
Vitality -3 Bearing -2
Life Points 10 Speed 3 (Ground), 25 (Flight)
Skills
Armed Combat (Natural Weapons) 1(7), Observe (Spot) 6(10), Survival (varies) 2 (6)
Qualities/Drawbacks
Natural Weapons (Claws 1**, Bite 1**)

Boar
Strength 4 Wits -1
Nimbleness 4 Perception 4
Vitality 4 Bearing 1
Life Points 48 Speed 16
Skills
Armed Combat (Natural Weapons) 1(5), Observe (Hear, Smell) 4(8), Run (Sprint) 1 (5), Stealth
(Sneak) 1 (5), Survival (Forest) 3 (7), Swim 1 (5)

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Qualities/Drawbacks
Armor (2 points of Natural Armor), Natural Weapons (Tusks D6**), Hard to Kill 2

Cats (house)
Strength -2 Wits -1
Nimbleness 7 Perception 4
Vitality 1 Bearing 0
Life Points 10 Speed 8
Skills
Armed Combat (Natural Weapons) 2(9), Climb 5 (12), Run (Sprint) 4 (2), Observe (Spot) 2(6),
Stealth 3 (10), Survival (varies) 2 (6)
Qualities/Drawbacks
Natural Weapons (Claws D2**, Bite D2**), Night Vision (+2 vs. penalties of darkness)

Deer
Strength 4 Wits -1
Nimbleness 6 Perception 4
Vitality 5 Bearing -1
Life Points 46 Speed 22
Skills
Armed Combat (Natural Weapons) 0(6), Jump 2 (6), Run (Sprint) 5 (9), Observe (Spot) 2(6),
Stealth 3 (9), Survival (Forest) 2 (6), Swim 1 (6)
Qualities/Drawbacks
Acute Senses (Smell), Natural Weapons (Antlers D6**, Bite D2**)

Dog
Strength 1 Wits -1
Nimbleness 2 Perception 4
Vitality 2 Bearing 0
Life Points 16 Speed 8
Skills
Armed Combat (Natural Weapons) 2(4), Jump 2 (3), Run (Sprint) 2 (3), Observe (Smell) 3(7),
Run (Sprint) 2 (3), Survival (varies) 2 (6), Swim 2 (3), Track (Scent) 2 (6)
Qualities/Drawbacks
Acute Senses (Smell), Natural Weapons (Bite D4**)
Note that this is an average hunting dog. There is considerable variation in different breeds.

Elk (also moose and reindeer)


Strength 6 Wits -1
Nimbleness 5 Perception 4
Vitality 7 Bearing 0
Life Points 62 Speed 24
Skills
Armed Combat (Natural Weapons) 1(6), Jump 1 (7), Run (Sprint) 4 (10), Observe (Hear) 4(8),
Stealth 0 (5), Survival (Forest) 2 (6), Swim 1 (6)
Qualities/Drawbacks
Natural Weapons (Antlers D8**, Bite D2**)

Fox
Strength -1 Wits 0
Nimbleness 4 Perception 3
Vitality 1 Bearing 0

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Life Points 14 Speed 10
Skills
Armed Combat (Natural Weapons) 1(6), Climb 3 (2), Jump 4 (3), Run (Sprint) 4 (3), Observe
(Hear, Spot) 4(7), Run (Sprint) 2 (3), Survival (Forest) 3 (6), Swim 4 (3)
Qualities/Drawbacks
Natural Weapons (Bite D4**)

Wolf
Strength 3 Wits 0
Nimbleness 4 Perception 4
Vitality 3 Bearing 2
Life Points 34 Speed 14
Skills
Armed Combat (Natural Weapons) 2(6), Intimidate (Fear) 1(3), Jump 2(5), Observe (Scent) 1(7),
Run 5 (8), Stealth(Sneak) 4(8), Survival (various) 4(4), Track(Scent) 4(8)
Qualities/Drawbacks
Acute Senses(Smell), Night Vision (+2 vs. penalties of darkness), Natural Weapons
(Claws/Fangs D6**)

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APPENDIX
Close Combat Test Modifiers
Situation Test Modifier
Defender prone +4
Attacker in better position +1 to +3*
Defender in better position -1 to -3*
Off-hand penalty -6**
* Narrator must determine exact modifier based on situation.
** Off-hand penalty applies whenever combatant relies on non-dominant hand to perform close combat action.

Ranged Combat Test Modifiers


Situation Test Modifier
Range Category:
Point blank +1 and +1 to the Damage Multiplier
Short +0
Medium -1
Long -3 and reduce the Damage Multiplier by one
Extreme -6 and -2 to the Damage Multiplier
Defender prone -4
Attacker in better position +1 to +3*
Defender in better position -1 to -3*
Attacker on horseback -2/ -6 if mount is moving
Off-hand penalty -6**
Target Moving:
Walk/Run -1/-6*
*Narrator must determine exact modifier based on situation.
** Off-hand penalty applies whenever combatant relies on non-dominant hand to perform ranged attack.

Inspiring Fear: Modifiers to Intimidate (Fear) Test Test Modifier


Target is in a stronghold of evil or a place of darkness +2 to 8
Target is near an evil place +1 to 3
Target is at a disadvantage (outnumbered and so on) +2 to 4
The cause of the fear is nearby + 1 to 6
Attacker utters terrifying soliloquy +1 to 6
Appropriate display of power or might +1 to 6
Brandishing the object the target has cause to fear +1 to 4

Resisting Fear: Modifiers to Bearing Test Test Modifier


Target is in a stronghold or a place of goodness +2 to 8
The cause of fear is at a distance +1 to 6
Defender utters an inspiring soliloquy +1 to 6

Physical Test Modifiers


Condition Test Modifier
Clear visibility/ideal lighting 0
Dim lighting (Full Moon, dark alley) -1 to - 2
Dark (Moonless night) -4
Light smoke/fog -2
Dense smoke/fog -4
Weather:
Light rain -1
Heavy rain -3

130
Physical Test Modifiers
Condition Test Modifier
Temperate -0
Uncomfortable heat/cold -2
Extreme heat/cold -4
Terrain:
Flat/unobstructed terrain 0
Uneven/lightly obstructed terrain -2
Broken/heavily obstructed terrain - 4 to - 8
On moving ship/boat -2
Slick surface/uncertain footing -2
Slippery surface/poor footing -4
Equipment Tests:
Adequate equipment -0
Inadequate equipment/inferior tools - 1 to - 4
Using makeshift tools - 5 to - 7
Totally unequipped -8
Well equipped/superior tools + 1 to + 4

Social Test Modifiers


Condition Test Modifier
Subject is:
Loyal/devoted +1 to + 4
Friendly/pacifistic +2
Indifferent +0
Aggressive/unfriendly - 1 to - 4
Hostile/violent - 4 to - 8
Subject has different native tongue -2
Subject of same race as character +2
Subject and character different race -2
Environmental factors make communication difficult - 2 to - 6
Character demonstrates evidence or sincerity + 1 to +4

Money Changing & Price Conversion


100 copper pennies (cp) = 1 silver penny (sp)
5 silver pennies (sp) = 1 Silver Piece (SP)
5 Silver Pieces (SP) = 1 Gold Piece (GP)
Thus: 1GP = 5 SP = 25 sp = 2,500 cp
GEAR
Item Price Shire/Bree Tharbad Minas Tirith Weight
Beasts and Vehicles
Boat 2 sp 1 sp, 20 cp 1 sp, 30 cp 75 lbs.
Cart 2 GP 2 GP 2 GP -
Horse, riding 2 SP 2 SP 1 SP, 2 sp -
Horse, war 4 SP 4 SP 3 SP -
Pony 1 SP 1 sp, 20 cp 3 sp -
Saddle and tack 1 sp 1sp, 20 cp 1 sp 20 lbs.
Wagon 4 GP 4 GP 4 GP -
Food and Drink
Ale, mug 10 cp 15 cp 15 cp -
Food, fine, 1 week 1 sp 1 sp, 20 cp 1 sp, 20 cp 15 lbs.
Food, ordinary, 1 week 40 cp 50 cp 50 cp 15 lbs.

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Item Price Shire/Bree Tharbad Minas Tirith Weight
Food, travel rations, 1 week 20 cp 25 cp 25 cp 8 lbs.
Meal at inn, fine 1 sp, 20 cp 1 sp, 50 cp 1 sp, 50 cp -
Meal at inn, ordinary 60 cp 75 cp 75 cp -
Pipeweed, 1 pouch 50 cp 2 sp 2 sp 0.2 lbs.
Wine, Dorwinion, per glass 80 cp 50 cp 65 cp -
Wine, ordinary, per glass 20 cp 20 cp 25 cp -
Wine, Dorwinion, per skin 1 SP 3 sp 3 sp, 25 cp 3 lbs.
Wine, ordinary, per skin 1 sp 1 sp 1 sp, 25 cp 3 lbs.
Lodging
Inn, fine, one night 1 sp 1 sp 1 sp -
Inn, ordinary, one night 50 cp 50 cp 50 cp -
Miscellaneous
Blanket 30 cp 30 cp 30 cp 3 lbs.
Clothes, fine, 1 suit 2 sp 2 sp 2 sp 5 lbs.
Clothes, ordinary, 1 suit 1 sp 1 sp 1 sp 3 lbs.
Clothes, travelling, 1 suit 1 sp 1 sp 1 sp 4 lbs.
Clothes, very fine, 1 suit 4 sp 4 sp 4 sp 6 lbs.
Dwarven magical toys 3 sp (min.) 1 sp (min.) 3 sp (min.) 0.1 lbs.
Lantern 50 cp 40 cp 50 cp 2 lbs.
Rope 50' 50 cp 50 cp 40 cp 12 lbs.
Torch 10 cp 10 cp 10 cp 1 lbs.

WEAPONS
Armed Combat Weapons Damage Weight (lbs.) Price
Axe, Battle D8 + 1(5)**& 8 3SP,1sp
Axe, Great D12 + 1(7) **@ 17 4SP,3sp
Small Club/Stick D6 1(2) 2 Free
Club 1d6(3) 4 Free
Huge Club/Pipe/Chair D8(4) & 8 Free
Dagger Small Knife D4 1(1)** 1 2SP,2sp
Dagger, Long Knife D4(2)** 1.5 2SP,3sp
Dagger, Orc /Huge Knife D6(3)** 3 3SP
Halberd D12(6)**@ 14 4SP,1sp
Hammer, War D8(4) & 8 2SP,3sp
Mace, Small D8(4) 7 3SP
Mace D10(5) & 9 3SP,2sp
Mace, Large D12 + 1(7) @ 12 3SP,3sp
Mattock D12(6) @ 15 4 SP
Maul D10(5) & 12 3SP,2sp
Pikestaff D8(4)@ 15 2SP,3sp
Shield (bash) 1d6(3) 4, 8 or 12 see armor
Spear D6(3)**& 7 2SP,3sp
Staff D8(4) 4 Free
Sword, Bastard D10(5)**& 8 3SP,3sp
Sword, Great D12+ 1(7)**@ 11 4SP,2sp
Sword, Longsword D8+1(5)** 6 3SP,1sp
Sword, Scimitar D8(4)** 5 3SP,1sp
Sword, Short Sword D6+1(4)** 3 3SP
** Indicates a stabbing/slashing weapon. After penetrating armor (if any), damage is doubled.
& Weapon may be used two-handed, raising the characters effective Strength by 1 when calculating damage.
@ Weapon must be used two-handed.

132
Ranged Weapons Damage Range (in yards) Weight (lbs.) Price
Arrow, regular or Orc See Bow See Bow 2 (20) 2sp(20)
Longbow D8(4)** 10/30/50/100/200 3 2SP,2sp
Nmenorean Steelbow D10(5)** 7/40/65/150/250 3 Priceless
Shortbow D6(3)** 5/20/40/65/100 2 2 SP
Dagger, Throwing D4(2)** 3/5/8/10/13 1 2SP,2sp
Javelin D6(3)** 5/15/30/50/75 2 3 SP
Spear, thrown D6(3)** 5/10/20/40/60 7 2SP,3sp
Stone, thrown D4(2) 3/7/10/13/20 0.5 Free
** Indicates a stabbing/slashing weapon. After penetrating armor (if any), damage is doubled.
& Weapon may be used two-handed, raising the characters effective Strength by 1 when calculating damage.
@ Weapon must be used two-handed.

ARMOR TABLE
Armor Type Armor Value Encumbrance Value Weight Price
Padded/Quilted Cloth Armor 3 None 5 lbs. 1SP
Soft Leather/Skins 4 None 8 lbs. 1SP,2sp
Leather Armor 5 -1 10 lbs. 2SP
Studded Leather Armor 6 -2 15 lbs. 2SP,2sp
Scale/Ring Mail 8 -3 20 lbs. 4SP
Chain Mail 10 -4 30 lbs. 5SP
Chain Mail, Dwarven 12 -4 35 lbs. 3GP
Chain Mail, Mithral 20 -1 8 lbs. Priceless
Plate and Mail 12 -5 40 lbs. 2GP,3SP

SHIELD TABLE
Shield Size Defense Bonus Armor Value (AV) Damage Capacity Weight Price
Small Shield +1 6 30 6 lbs. 1SP
Medium Shield +2 7 40 10 lbs. 2SP
Large Shield +4 8 50 12 lbs. 3SP

QUALITIES AND DRAWBACKS


Name Points Prerequisites
ACCURATE 2-point Quality Weapon Skill 4+
ACCURSED Variable Drawback None
ACUTE/IMPAIRED SENSES 2-point Quality/Drawback None
ADVERSARY Variable Drawback None
ALLIES 1-point/Level Quality None
AMBIDEXTERITY 2-point Quality Nimbleness 4+
ARMOR OF HEROES 2-point Quality None
ARROGANT 2-point Drawback None
ARTISTIC TALENT (Type) 2-point Quality None
ATTRACTIVENESS Variable Quality/Drawback None
BATTLE-FURY 1-point/level Drawback None
BOLD 2-point Quality None
BORN TO THE SADDLE 2-point Quality None
CHARMED LIFE 5-point Quality None
CLOWN 1-point Drawback None
COMMAND 3-points/Level Quality Status
COVETOUS 1- to 3-point Drawback None
CRAFTMASTER 2-point Quality None
CURIOUS 2-point Quality None
CULTURAL CONFLICT 2-point Drawback None

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Name Points Prerequisites
DEPENDANT 2 or 3-point Drawback None
DOUGHTY 1-point Quality Str 4+
DULLARD 2-point Drawback None
DUTY 2-point Drawback None
ELF-FRIEND 1-point Quality None
ELVEN ENCHANTMENT 10-point Quality Must be an Elf
FAITHFULL 1-point/Level Quality None
FEALTY 3-point Drawback None
FELL-HANDED 1-point Quality/Level Weapon skill 6+
FORE-SIGHTED 2-point Quality WITS 5+
FURTIVE 2-point Quality None
GIFT OF TOUNGES 2-point Quality WITS 5+
GOOD LUCK/BAD LUCK 1-point/Level Quality/Drawback None
HAMMERHAND 1-point/level Quality STR 4+
HARD TO KILL 1-point/level Quality None
HARDY 2-point Quality VIT 4+
HEALING HANDS 3-points/Level None
HOARD 2-point/Level None
HONEY-TOUNGED 1-point/Level Quality None
HONORABLE 1- point/Level Drawback None
HONORS INSIGHT 1-point/Level Quality None
HUMORLESS 1-point Drawback None
INCORRUPTIBLE 1-point/Level Quality None
KINDLE SPIRITS 2-point Quality Perform 4+
LOVE 2-to-4-point Drawback None
MENTAL PROBLEMS 1-to 3-point drawback None
OATH 3-point Drawback None
OUTCAST 2-point Drawback None
PHYSICAL DISABILITY Variable Drawback None
QUICK REFLEXES 2-point/Level Quality Nimbleness 3+
RECKLESS 2-point Drawback None
RECURING NIGHTMARES 1-point Drawback None
REKNOWN 1-point/Level Drawback/Quality None
RIVAL 1 or 2-point Drawback None
SECRET Variable Drawback None
SHOWOFF 2-point Drawback None
SITUATIONAL AWARENESS 2-point Quality None
SPELLCASTING 5-points/Level Quality None
SPELL SPECIALTY 2-points per Specialty Spellcasting
STATUS 2 points/level Drawback/Quality None
STAFF OF POWER 2-point Quality + Spellcasting
STERN 2-point Quality None
STIFF-NECKED 1-point Drawback None
SWIFT RECOVERY 2-point Quality/Drawback VIT 4+
SWIFT STRIKE 5-point or 10 point Quality Nimbleness 5+
TIRELESS 1-point/Level Quality None
TRAVEL-SENSE 2-point Quality None
VALLIANT 5-point Quality Bearing 4+
VALA VIRTUE 2-point Quality None
VALOUR 2-point Quality Bearing 4+
WEAPON MASTERY 5-point or 10 point Quality Weapon Skill 4+
WISE 2-point Quality None

134
MASTER SKILLS LIST
Skill Attribute Untrained? Specialties
Acrobatics Nimbleness Y Balance, Swing, Tumble
Appraise Wits N Gems, Gold, Silver, Weapons,
Armor
Armed Combat Nimbleness Y Axes, Maces/Hammers, Spears,
Polearms, Swords, Shields, Knives
Climb Strength Y None
Conceal Wits Y Hide Treasure, Hide Weapon
Craft Nimbleness N Carpentry, Cooking,Pottery,
Painting, Gardening etc.
Debate Wits Y Bargain, Negotiate, Parley
Dodge Nimbleness Y None
Games Varies Y Chess, Riddles, Dice Etc.
Guise Wits N None
Healing Wits Y Treat Illness, Treat Wound
Inquire Bearing Y Converse, Interrogate
Insight Perception Y None
Inspire Bearing Y Leadership, Lift Spirits
Intimidate Bearing Y Fear, Majesty, Power, Torture
Jump Strength Y None
Language Wits N Sindarin, Westron, etc.
Legerdemain Nimbleness N Pick Pocket, Open Lock
Lore Wits N Lore Category (specialty)
Mimicry Bearing N Beasts, Voices
Observe Perception Y Hear, Smell, Spot, Taste, etc.
Perform Bearing Y Compose Verse, Sing, etc.
Persuade Bearing Y Charm, Fast Talk, Oratory
Ranged Combat Nimbleness Y Bows, Slings, Spears, Knives, Axes,
Thrown Stones
Ride Bearing Y Specific Animal
Run Strength Y Sprint, Long Distance
Sea-craft Wits N Boating, Sailing, Shipwright
Search Perception Y None
Siegecraft Wits N Defense, Siege Engine,
Unit Leadership
Smithcraft Strength N Armorsmith, Goldsmith,
Weapon smith, etc.
Stealth Nimbleness Y Hide, Shadow, Sneak
Stonecraft Strength N Building, Fortification, Mining
Survival Perception Y Forests, Mountains, Oceans, etc.
Swim Strength Y None
Teamster Strength Y Carts, Chariots, Wains
Track Wits N Specific Terrain,Specific Animal or Race
Unarmed Combat Nimbleness Y Brawling, Wrestling
Weather-sense Perception N None

135
MASTER SPELL LIST
Spell Time Range Cost Difficulty
Animal Messenger 2 Touch 3 1
Bane-spell 1 min Touch 6 2
Beast Cloak 2 Touch 3 1
Beast Speech 1 Self 3 1
Beast Summoning 2 Special** 6 2
Blade Preservation 5 min Touch 3 1
Bladeshattering [S] 1 10 yds 3 1
Blast of Cold 2 20 yds* 6 2
Blast of Sorcery [S] 2 20 yds* 6 2
Blessing of Aule 2 Touch 3 1
Blessing of Elbereth 2 Touch 3 1
Blessing of Orome 2 Touch 3 1
Blinding Flash 1 10 yds* 3 1
Burden of Evil 1 5 yds* 9 3
Burning Sparks 1 5 yds* 3 1
Call Fell Beasts [S] 2 Special** 6 2
Calling Special** Special** 3 1
Changing Hue 2 Self 3 1
Cloak of Shadow 1 Touch 3 2
Cold Ward 1 Self 3 1
Command [S] 2 20 yds* 6 2
Corrupting Affliction [S] 1 min. Touch 12 3
Corrupting Surface [S] 1 3 yards 6 3
Crafting-spell 5 min Touch 3 2
Create Light 1 Touch 3 1
Dark Stench 1 10 yd. r 6 2
Detect Foe 1 Special 3 1
Disarm 1 2 yds.* 3 1
Display of Power 1 Self** 6 2
Dull Senses 2 6 yds.* 6 2
Dumbness [S] 1 3 yds.* 3 1
Enhance Food 1 min Touch 3 1
Enslave Beast [S] 2 2 yds.* 6 2
Evoke Awe 1 Special** 3 2
Evoke Fear [S] 1 Special** 3 1
Exclusion 10 min Touch 3 3
Fair Seeming [S] 2 Self 6 2
Farseeing 5 min Special** 9 3
Farspeaking 2 Special** 3 1
Fiery Missile 1 Special** 3 2
Finding and Returning 1 min Touch 3 2
Fire of Udun 2 6 yds.* 6 2
Fireshaping 1 1 yds.* 3 1
Flame of Arnor 2 7 yds.* 9 3
Flame Arrow 1 Touch 6 2
Fog-raising 1 min 15 yds.* 3 1
Fog-weaving 2 7 yds.* 3 1
Forgetfulness [S] 2 2 yds.* 3 2
Guarding-spell 1 min Touch 6 3
Healing-spell 1 min Touch 3 2
Hex Spell 2 Touch 6 3
Hides Virtue 1 Touch 3 1

136
Spell Time Range Cost Difficulty
Holding-spell [S] 2 3 yds.* 6 3
Imitation-spell 2 1 yds.* 3 1
Intercept Missile 1 Special 3 1
Invocation of Elbereth 2 Touch 3 1
Ithildin -fire 1 min Touch 3 1
Keen Senses 1 Touch 3 1
Lame [S] 1 4 yds.* 6 2
Light of the Valar 1 Self 9 1*
Kindle Fire 1 Touch 3 1
Lightning 2 5 yds.* 9 3
Mastery of Shapes 1 min Self 9 3
Mind Barrier 1 Self 9 3
Mind Shield 1 Self 6 2
Mind-speech 1 min 1 yds.* 3 1
Misdirection 1 min Special** 6 3
Mist of Speed 1 hour 10 miles* 9 4
Morgul Wound [S] 1 Special 6 2
Moves as Through Water 1 Touch 6 2
Naming 1 min Touch 6 2
Opening-spell 2 Touch 3 1
Obscure 2 Touch 3 1
Power of the Land 3 1 mile 9 3
Preserve Fire 1 4 yds. 3 Special
Quench Fire 1 5 yds* 3 1
Rain-ward 1 Self 3 1
Reading the Heart 1 min 3 yds.* 3 1
Renew 1 Touch 3 1
Resist Fear 1 Self 3 1
Resist Fire 1 Touch 6 2
Revive 1 Touch 3 1
Sap Strength [S} 1 4 yds. * 3 1
Sense Power 1 3 yds.* 3 1
Shadow of Fear [S] 2 Special** 3 2
Shades & Phantoms[S] 1 min Special** 3 2
Shatter 1 2 yds.* 3 2
Sheath of Ice 1 3 yds.* 6 2
Shells Virtue 1 touch 6 2
Shutting-spell 1 min Touch 3 1
Slumber 2 2 yds.* 3 2
Smite 1 3 yds. 9 3
Smoke-weaving 1 1 yds.* 3 1
Sorcery Ward 2 Touch 9 3
Spawn Were [S] 2 3 yds. 9 3
Spawn Wight 2 hours 3 yds. 9 3
Spellbinding 1 2 yds.* 3 2
Spoken Thoughts 2 Self 3 1
Springtime 1 min Special** 6 2
Steady Craft 2 Touch 3 1
Steady Hand 1 Touch 3 1
Stout Body 1 Touch 3 1
Strength of Limb 1 Touch 3 1
Swift of Foot 1 Touch 3 1
Transformation 2 1 yds.* 12 5
Veil 1 min Self 3 1
Veiling Shadow [S] 1 min 35 yds* 3 1

137
Spell Time Range Cost Difficulty
Victory-spell 1 min Touch 6 3
Virtue of Finding 2 20 Miles* 3 1
Voice of Command 1 Special** 6 3
Voice of Suasion 1 Special** 3 2
Vulnerability to Fire 1 6 yds.* 6 2
Watershaping 1 35 yds* 3 1
Wind Mastery 2 50 yds.* 3 1
Wizard's Guise 1 min Self 3 1
Wizard's Hand 1 5 yds.* 6 2
Word of Command 1 Special** 9 **
** see spell description, [S] denotes Sorcery spell, * X-yards per point of Bearing

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