THE
                               DRAGONQUEST
                               HOME
                               COMPANION

                                   Compiled by Jerry Stratton
                                   Copyright © 1992 Jerry Stratton


Distribute freely, at no cost to the user or profit for yourself.

SPELLS
44.0 CELESTIAL MAGIC
44.6 SPECIAL KNOWLEDGE SPELLS

Spelljamming (S-14)
	Range:	Self
	Duration:	Concentration/maximum of 1 hour + 1 hour per Rank
	Exp Multiple:	600
	Base Chance:	5%
	Resist:	May not be resisted
Effects: The caster links to a vessel of some kind, and turns this 
vessel into a spelljamming vessel. Any vessel will work. To move the 
vessel requires 1 Fatigue Point per tonnage/rank per hour. Speed in 
wildspace is the jammer's Magic Aptitude, millions of miles per hour. 
Speed can be doubled or trebled with a good roll. Within a larger 
object's Gravity Plane, the vessel may move Magic Aptitude miles per 
hour relative to this object. Speed perpendicular to a Gravity Plane is 
in hundreds of miles per hour.

WILDSPACE: Any area that is not included in a Gravity Plane. Any 
creature flying under it's own power will move at its normal movement 
rate (in miles per hour) times 100,000 miles per hour. A creature that 
normally moves at 10 miles per hour will move at 1 million miles per 
hour.

GRAVITY PLANE: Objects have a Gravity Plane that follows their contour. 
This plane extends in the direction perpendicular to the plane of the 
object, twice the depth of the object. The correct plane to use is the 
largest dimension of the object. Spheres (such as the Earth) have a 
plane extending equally outward. Earth's plane extends twice its 
diameter, for 7,776,057 feet above the Earth's surface. This is 
approximately 1,500 miles. Thus, for a spelljammer with a 15 Magic 
Aptitude to leave Earth's Gravity Plane will take 1 hour: 1,500 miles 
divided by 1,500 miles per hour. At Magic Aptitude 21, with a doubled 
speed, it will take 1,500 divided by 4,200, or 21 minutes. It will take 
the same amount of time to land on the Earth, coming in from wildspace.


PSIONICS

CHARACTER CREATION

PSIONIC THRESHOLDS

WILLPOWER THRESHOLD

Roll d100 for the character's Willpower Threshold. Modify it according 
to the following chart.
	Centaurs:     +26
	Dryads:        +4
	Dwarfs:       +14
	Elves:         -5
	Giants:       +14
	   Storm:      +6
	   Cloud:      +8
	Halflings:     +6
	Men:           +0
	Merfolk:      +14
	Nixons:       +24
	Nymphs:        +4
	Satyrs:        +6
	Shapechangers: -2
	Sphinx:        +4
	Sylphs:        +6
	Unicorns:     +14

Life Aspected and Death Aspected characters subtract 5 from their 
Willpower Threshold.

If the Willpower Threshold is less than or equal to the character's 
Willpower, the character has psionic ability of some sort.

The character can decrease the Willpower Threshold by 1 point per 5,000 
Experience points (10,000 Experience points the first time). This also 
takes 1 month of training with an instructor and 50 silver shillings. 
The Willpower Threshold cannot be reduced to less than 0.

PERCEPTION THRESHOLD

Roll d100. This is the character's Perception Threshold. Life Aspected 
and Death Aspected characters subtract 5 from their Perception 
Threshold.

If the Perception Threshold is less than or equal to the character's 
Perception, the character knows they have psionics (assuming that they 
do) and have some control over their psionic ability.

If the character's Perception Threshold is above the character's 
Perception, the abilities will only show up during stress. If psionic 
ability does show up, it costs double Fatigue and lasts for the duration 
of the stress-causing incident. The game master controls which power 
manifests itself, and should choose one appropriate to the situation as 
the character sees it. The difficulty factors are:
1.	Near Probable Death
2.	Near, Definite Death.
3.	Imminent, Definite Death.

PSIONIC APTITUDE

The character's Psionic Aptitude is Willpower minus Willpower Threshold. 
If either Willpower or Willpower Threshold changes, so will the 
character's Psionic Aptitude. The character cannot use experience or 
training to increase Psionic Aptitude.

PSIONIC DEXTERITY

The character's Psionic Dexterity is Perception minus Perception 
Threshold.

PSIONIC POWERS

The number of powers the character has is limited by the character's 
Psionic Aptitude. There are currently five known classes of Powers.

Players (or the game master) should roll randomly on the chart to see 
which powers the player has, marking off the aptitude cost for each. 
Once the aptitude cost total is greater than or equal to the character's 
Psionic Aptitude, stop rolling. If the character doesn't have enough 
Psionic Aptitude for the final power, the character cannot use that 
power.

If a character has more than one power in the same class, the lower-cost 
powers cost half towards the Psionic Aptitude limit. If a character has 
Telepathy, Push, and Catalyst (all of which are Class A), those Powers 
will only cost 6+3+2, or 11, towards the Psionic Aptitude limit.

If a power is rolled more than once, divide the Experience Cost multiple 
by the number of times the power was rolled. Or allow the player the 
option of re-rolling for a different power.

POWER         PSIONIC APTITUDE COST
Class A (Resist with Willpower)
	Catalyst          6
	Domination        6
	Push              5
	Telepathy         4
Class B (Resist with Physical Strength)
	Pyrokinesis       6
	Telekinesis       4
Class C (Resist with Willpower)
	Spirit Host       6
	Spirit Summoner   8
	Spirit Traveller  5
Class D (Resist with Endurance)
	Healing           8
	Self Control      4
Class E (Resist with Magical Aptitude)
	Sensitive         3
	Teleportation     7
	Temporal Shift   10


WHAT POWERS DOES A CHARACTER HAVE?

Roll on the following table until the character's Psionic Aptitude is 
exceeded. If Psionic Aptitude is ever increased, the character may roll 
again to use up the new points, if there are any left over. There is no 
benefit to not reaching the Psionic Aptitude Limit.

                               True	      Fire Frost Cloud Stone
Power             Human Dwarf Faerie Elf Giant Giant Giant Giant Halfling Orc Goblin Karian
  Catalyst          1    --     --   --   --    --     1    --      --     --   --     1
  Domination        2    1      --   --   --    1-3    --   1-2     --     --   --     2
  Push              3    --     1-2  1-2  --    4-6    2    --      --     --   1      3
  Telepathy         4    --      3   3-4  1-4   --    3-4   --      --     --   2      4   
  Pyrokinesis       5    2-3     4   5    5-10  7-10   --   --     1-4    1-6   3-4   --
  Telekinesis       6    4-5     5   6    --    --     5    3-4    5-7    7-10  5-6    5   
  Spirit Host       7    --     --   --   --    --     --   --      --     --   --    --
  Spirit Summoner   8    --     --   7    --    --     --   --      --     --   --    --
  Spirit Traveler   9    --     --   8    --    --     --   --      --     --   --    --   
  Healing           --   6-7     6   --   --    --     --   5-7     8      --   7      6
  Self-Control      --   8-9     7   9    --    --    6-7   --     9-10    --   8      7   
  Sensitive         10   --      8   --   --    --    8-9   8-9     --     --   9      8
  Teleportation     --   10      9   10   --    --     --   10      --     --   10     9
  Temporal Shift    --   --     10   --   --    --    10    --      --     --   --    10

Shapechangers use the Human table. There are no Shapechangers among the Kari.

USING POWERS

Each Power has a certain number of Effects that may or may not be used. 
In the Tactical Display, the AP cost to Prepare a Psionic Power is the 
number of Effects to be used. The AP cost to Loose a Psionic Power is 2. 
These must be performed on succeeding Pulses. In the Adventure Sequence, 
a Psionic Power takes one minute to perform.

The Fatigue Cost to use a Power is the unmodified Psionic Aptitude Cost, 
per round (Tactical Display) or per minute (Adventure Sequence). The 
Fatigue cost is paid at the time the Power is used, and at the beginning 
of each round thereafter.

Some Powers can be resisted Passively. Some can be resisted Actively, 
and some can be resisted in either way. Resistance is always per 
individual. Even Actively resisting, one individual's success does not 
help any other targets.

If the target rolls less than or equal to their characteristic score, 
Resistance is successful. When Actively resisting, add Willpower to the 
Passive Resistance score. An Actively resisting character can do nothing 
else. It costs 2 Action Points to Actively resist a Psionic Power. If 
the target thinks the Psionic is a Mage, and attempts to Actively resist 
Magic, this almost works -- add half Willpower to the Passive Resistance 
score.

Inanimate objects will not generally resist.

Add the character's Psionic Dexterity to the Base Chance for the Power.

Backfire occurs if the roll is 30 or more greater than the 
modified Base Chance. In the Adventure Sequence, Backfire occurs on a 40 
or more failure.

Special Effects: Special Effects occur if the player rolls 15% or less 
than the required Chance. If between 1 and 5%, there is a bonus of 4 
Ranks to the use. If between 6 and 15%, the bonus is 2 Ranks.


TRAINING

If the character is not currently Psionically Active, Experience Point 
costs are doubled. If the character is not currently Psionically Aware, 
the Experience Point costs are increased by 50%. These are cumulative: 
if both conditions are met, costs are trebled.

Characters cannot decrease their Willpower Threshold below the penalty 
for their Race. They cannot decrease their Perception Threshold below 
zero. The Perception Threshold costs 3,000 Experience Points to reduce 
by 1 point.

Training in Powers requires a number of Experience Points equal to the 
Experience Multiplier times the Rank to be gained. It requires a number 
of weeks of study equal to the Rank to be gained, and payment equal to 
the Experience Point cost divided by 10, in silver shillings. A 
character can train in up to two Powers at a time, and can train without 
a teacher (thus bypassing the silver cost) according to standard 
Dragonquest rules.


STRESS

Psionically Active characters under stress may uncontrollably manifest 
their Power. The chance of this happening is the Base Chance of the 
appropriate power (determined by the gamesmaster), plus Psionic 
Aptitude, multiplied by a number from 1 to 3: 1 for near death, 2 for 
near imminent death (about to lose grip over a 500 foot canyon), and 3 
for near definite death (at the gallows).


EFFECTS

Each Power has a certain number of possible Effects. The character must 
divide Rank up between those Effects. A character with Rank 6 in 
Telekinesis could put 2 Ranks into Mass, 3 Ranks into Range, and 1 Rank 
into Move (for 4 pounds, 8 hexes Range, and 2 hexes of movement).

Characters can use more than one power at a time. The Base Chance is 
reduced by 10 for every other power currently being maintained.
The following Effects are Universal. Each Power has them:
Reduce Resistance: Each point of Rank applied here reduces the target's 
resistance by 3.

Fatigue Cost: Each point of Rank applied here reduces the Fatigue cost 
to use the power by 1. If Fatigue Cost is reduced to zero, this is 
really 1 Fatigue point per 2 rounds. At -1, it is 1 Fatigue point per 4 
rounds, at -2 it is 1 Fatigue point per 8 rounds, etc. In the Adventure 
Sequence, replace 'rounds' with 'minutes.'

Some Effects have an Experience Cost multiplier. Characters with the 
Power cannot automatically use these effects. They must train before 
being able to use them. The cost in Experience, Time, and Cost is the 
base cost for the Power, times the given multiplier. To learn the Move 
effect of Telekinesis, a character will have to pay 250 Experience. To 
learn the Force Emotion effect of Empathy will require 600 Experience.


POWERS

TELEKINESIS
Experience Multiplier: 250
Resistance: Passive

Effect                 Rank   Experience Cost
Base Chance (40)       +3           0
Range (1 Hex)          x2           0
Mass (1 lb)            x2           0
Move (1 Hex)           x2          1x
   Damage: D-10 plus Mass Rank times Move Rank; BC=18. See table 87.1
   for Experience Costs (TK damage). Use Fire combat modifiers table.
Damage (D-6)           +1          2x
Number of Targets (1)  x2           0


PYROKINESIS
Experience Multiplier: 300
Resistance: Passive

Effect                 Rank   Experience Cost
Base Chance (30)       +3           0
Range (1 Hex)          x2           0
Mass (1 lb)            x2           0
Damage (D-5)           +1          1x
   Things near the target take damage as well: -1 to rolled damage per
   foot from target.
Number of Targets (1)  x2           0


TELEPATHY
Experience Multiplier: 200
Resistance: Active

Effect                 Rank   Experience Cost
Base Chance (50)       +3           0
Range (1 Hex)          x2          1x
Damage (D-10)          +1          5x
Talking costs 2 Ranks  --          3x


EMPATHY
Experience Multiplier: 150
Resistance: Active

Effect                 Rank   Experience Cost
Base Chance (60)       +3           0
Range (1 Hex)          x2          1x
Showing costs 1 Rank   --          2x
Force Emotion (costs 2 Ranks, half Base Chance, is Passively resisted
   also)
                        --         4x
	Duration (1 round) x2         4x


PUSH
Experience Multiplier: 350
Resistance: Passive

Effect                 Rank   Experience Cost
Base Chance (25)       +3           0
Range (1 Hex)          x2          1x
Number of Targets (1)  x2           0
Duration (1 second)    x2           0
Senses (1 sense)       +1           0


SENSITIVE
Experience Multiplier: 250
Resistance: None

Effect                 Rank   Experience Cost
Base Chance (30)       +3           0
Range (1 Hex)          x2          1x
Future (1 round)       x2          4x
Past (1 minute)        x2          2x
Combat Sense (+2)      +2          5x
   Adds 2 to chances to strike, subtracts 2 from opponents' chances
   to strike.
Clairvoyance           --          1x
   Range (1 Hex)       x2           0
   Area (1 Hex)        x2           0


SPIRIT TRAVELLER
Experience Multiplier: 300
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (20)       +3           0
Range (1 Hex)          x2          3x
Number of Targets (1)  x2          3x
Second Sight (1 Hex)   x2          1x
Movement (1 Hex)       x2           0
   In the Adventure Sequence, 1 Hex of movement is 1 mile per hour.
Inhabit Other Body     +3          2x
   Base Chance: 5 plus Willpower minus target's Willpower.


CATALYSM
Experience Multiplier: 500
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (30)       +3           0
Range (1 Hex)          x2          1x
Number of Targets (1)  x2           0
Transfer Rate (10%)   +10%          0
   If target is sleeping, half the transfer efficiency. Unconscious
   targets cannot be used.
Inhibit Psionics (0)   -1          3x
   Inhibits all Ranks by Rank; if less than 0, the target can't use that
   power.
Increase Resistance (0) +3         1x
   Also as a shield of Defense Rank against Psionic damage.
Damage Psionic(D-5)     +1         2x
   This does damage to Willpower, not Endurance. Base Chance is 50. See
   table 87.1 for Experience Costs. It uses the Psionic Backfire table
   for Grievous Injuries. Modify the Base Chance by the target's
   Willpower minus 15. This is only effective against target's who are
   Psionically Active.


SPIRIT HOST
Experience Multiplier: 300
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (35)       +3           0
   This assumes that there's a spirit to contact.
Range (1 Hex)          x2           0
   This is the range to the spirit's physical location.
Number of Spirits (1)  x2           0
Control (0)            +3           0
   Host must roll vs. Willpower times 3 each round to retain control and
   be able to force answers. If failed, the host becomes dormant for
   Loss minutes. When pushing the spirit out, the spirit rolls vs.
   Willpower times 2 each round, until unsuccessful (if the spirit wants
   to stay).
Number of Hosts (1)    x2          7x
   This allows using a different person as the spirit's host.
   Range (1 Hex)       x2          7x
      This is the range to the external host.


SPIRIT SUMMONER
Experience Multiplier: 500
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (35)       +3           0
Range (1 Hex)          x2           0
   This is the range to the spirit's physical location.
Control (0)            +3           0
   Host must roll vs. Willpower times 3 each round to retain control and
   be able to force answers. If failed, the spirit is free.
   When dispelling the spirit, the spirit rolls vs. Willpower times 2
   each round, until unsuccessful (if the spirit wants to go free).
Number of Spirits (1)  x2           0


DOMINATION
Experience Multiplier: 400
Resitance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (30)       +3           0
Range (1 Hex)          x2          1x
Number of Targets (1)  x2           0
Level of Control (0)   +2          2x
   The character has absolute control over subjects whose Willpower is
   less than the Level of Control.
Finesse of Control (0) +1          2x
   The subject may use skills at Rank up to the Finesse of Control.
Duration (1 round)     x2          5x


HEALING
Experience Multiplier: 400
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (40)       +3           0
Range (1 foot)         x2          5x
Number of Targets (1)  x2           0
Healing (D-3)          +1           0
Resurrection (D-5)     +1          7x
   This 'heals' wounds that have killed, but don't bring the target up
   above 1 point of Endurance. If the resurrection is unsuccessful
  (doesn't Heal enough to bring the target to 1 Endurance), it has no
   effect.
Restoration (D-4)      +1          4x
   This 'heals' limbs that have been rendered useless. If the
   restoration is not successful, it does nothing.

Healing, Resurrection, and Restoration can only be done once per wound. 
If tried more than once, only damage rolls better than the original are 
counted, and only for the difference.


TELEPORTATION
Experience Multiplier: 350
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (25)       +3           0
Number of Targets (1)  x2          2x
   Range (1 Hex)       x2          3x
      This is the range to the target.
   Mass (1 lb)         x2           0
		This is the mass of the target.
Distance (1 Hex)       x2           0
Added Mass (1 lb)      x2          1x
   This is mass that the character is carrying.
Duration (1 second)    x2          4x
   This is the amount of time the character or target takes to reach the
   destination.


TEMPORAL SHIFT
Experience Multiplier: 600
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (5%)       +3           0
Number of Targets (1)  x2          6x
   Range (1 Hex)       x2          5x
   Mass (1 lb)         x2           0
Duration (1 round)     x2          2x
   The default is 1 minute in the Adventure Sequence.
Go Forward (1 round)   x2          8x
Go Back (1 minute)     x2           0
Added Mass (1 lb)      x2          1x
Time View              --          4x
   This allows the character to see through time without travelling
   through time, alleviating the need to use Mass.

The Fatigue Cost must be paid every round/minute the character (or the 
target) is to remain in the wrong time (unless the Effect of Duration is 
used).


SELF CONTROL
Experience Multiplier: 200
Resistance: None

Effect                 Rank   Experience Cost
Base Chance (60%)      +3           0
Inc Phys Char (1)      +1           0
   (Strength, Endurance)
Heal Wound (1 point)   +1           0
Inc Motive Char (1)    +1          2x
   (Agility, Manual Dexterity)
Inc Action Points (1)  +1/2        3x
Inc Poison Save (3)    +3          1x
Inc Disease Save (3)   +3          1x
Increase Fatigue (2)   +2          1x
Slow (1/2)            x1/2         2x
   This slows the character's metabolism by the chosen rate.


PSIONIC COMBAT

All Psionically Active characters can engage in combat. Only Psionically 
Aware characters can initiate combat.

PSIONIC ATTACK: See table 87.7 for the Experience Cost. It has a Base 
Chance of 35, and a damage of D-4. Damage is increased by 1 for every 3 
points of Psionic Aptitude greater than 15, and decreased by 1 for every 
3 points of Psionic Aptitude less than 15. The Base Chance is increased 
by 1 for every point of Psionic Aptitude above 15, and decreased by 1 
for every point of Psionic Aptitude less than 15.

PSIONIC DEXTERITY (if positive; if negative, it doesn't affect combat) 
can be used to increase the Base Chance to Attack, or to decrease a 
specific opponent's Base Chance. The points can be allocated as desired.

Damage is reduced by 1 for every Doubling beyond 1 Hex from the 
attacker's body that the target's body is. The Base Chance is reduced by 
1 for every Hex beyond the character the target is.

Damage is subtracted from Fatigue first, then Willpower. A character 
cannot lose both Fatigue and Willpower from a single attack.

Stuns occur if a character takes more than one third (round down) 
Willpower points, from either Fatigue or Willpower. The character is 
allowed a save vs. three times Psionic Dexterity if only Fatigue is lost 
from a Stun attack. While Stunned, a character can only Pass (2 AP) 
until a save vs. three times Psionic Dexterity is successful.

Low Attack Rolls: If the roll is between 1 and 5% of the modified 
Chance, the target takes a Grievous Injury: Roll damage, lose this from 
both Willpower and Endurance, and roll on the Psionic Backfire Table.

If the roll is between 6% and 15% of the modified chance, the target 
loses the Damage roll from Willpower.


POSSIBLE PSIONIC COMBAT ACTIONS

A character within a Psionic Melee cannot do anything physical without 
first Withdrawing from the Melee. In order to engage in Psionic Melee, 
one character must Contact another. Any number of characters can be 
engaged in the same Psionic Melee.

(Q)ONTACT: This costs 4 Action Points. If the target is unwilling to be 
drawn into Psionic Melee, the target must save vs. Willpower times 3. 
The person initiating Contact is automatically Shifted to this 
individual, and this individual is automatically Shifted to the 
Contacter. If the individual successfully resists being drawn into 
combat, the Contacter must execute a Shift to return to any previous 
combatant, although that combatant will not have lost contact with the 
Contacter. Contacting adds 10 to the chance to be hit this Pulse.

(S)HIFT: This costs 1 Action Point. It allows the character to 
psionically attack a different target next pulse. It does not allow the 
target to automatically attack back. The target must still execute a 
Shift if a return attack is desired.

(A)SSAIL: This costs 3 Action Points. The character psionically attacks 
the chosen opponent.

(E)VADE: This costs 2 Action Points. The character reduces all chances 
to hit him or her by 10, and by 4 per Rank with Psionic Combat.

(B)OB: This costs 2 Action Points. The character reduces all chances to 
hit him or her by 10, and by 3 per Rank with Telepathy.

(W)ITHDRAW: This costs 3 Action Points. The character attempts to 
withdraw from the Psionic Melee. Roll d10. Add the total of all friendly 
Psionic Dexterities and Psionic Aptitudes, and subtract the total of all 
hostile Psionic Dexterities and Psionic Aptitudes. If the result is 10 
or more, the character successfully withdraws. During the Withdrawal, 
the character is at +10 to be hit.

An unconscious character automatically Withdraws during that Pulse, and 
is subject to the +10 to be hit. Withdrawal, however, is automatic.

(X)ASS: This costs 1 Action Point. The character does nothing.


PSIONIC MELEE MODIFIERS

Target is currently implementing Action B or E:                     -10
Target is currently implementing Action W:                          +10
Target is Stunned:                                                  +20
Attacker has zero Fatigue Points remaining:                         -10
Target has zero Fatigue Points remaing:                             +10
Each Rank Attacker has achieved with Psionic Combat:                 +3
Each Rank target has with Psionic Combat (Using Action E):           -4
Each Rank target has achieved with Telepathy (Using Action B):       -3
Target is currently implementing Action Q:                          +10


WILLPOWER RECUPERATION
If a being expends and/or loses no more than one-half Fatigue Points 
(round down) for two consecutive days, one Willpower Point is regained 
at the end of the second day. Otherwise, one Willpower Point is regained 
at the end of the third day.

If a being is given ministrations from a qualified physician, one day 
less is required to regain Willpower Points.


PSIONIC ABILITIES

SENSES

Senses do not backfire. Add half the character's Psionic Dexterity to 
the base chance (round down). The first time a character trains a 
Psionic Sense, there is an additional Experience Cost of 1,000 
Experience Points. Once this has been paid for one Sense, it doesn't 
need to be paid for any Sense. Senses can only be Actively resisted, 
with Willpower. When sensing psionically active individuals, add their 
Psionic Aptitude to the sense's Base Chance.

AUTOMATIC SENSES

All psionic characters have the chance to detect when another psionic 
character has come within a certain range. The Base Chance of detecting 
is 20%, plus 3% per Rank. The Range to check is 4 Hexes, plus 4 Hexes 
per Rank. The Experience Multiplier with Automatic Psionic Detection is 
150.

On 1-5%, the character knows the direction of the detected psionic: 
North, Northeast, East, Southeast, South, Southwest, West, or Northwest. 
On 6-15%, the character knows the direction to the closest of North, 
South, East, or West.

The chance is rolled for whenever a psionic or a latent psionic enters 
the Range.

LEARNED SENSES
These are senses that any Psionically Active character can learn. There 
require that the character use 4 Action Points, and cost 1 Fatigue Point 
per round/minute, unless otherwise specified.

LOCATE MIND
Experience Multiplier: 300
Base Chance: 30%, +3%/Rank
Radius: 100 Hexes, +100 Hexes/Rank
This allows the user to detect, locate, and track a known mind if that 
mind is within the specified radius. The character knows the direction 
and approximate distance.

DETECT PSIONIC
Experience Multiplier: 200
Base Chance: 50%, +3%/Rank
Radius: 1 Hex, +1 Hex/Rank
This allows the user to detect whether or not there is a psionic in the 
specified area. Once detected, the psionic can be tracked with Locate 
Mind. The character will recognize the detected psionic(s) if they have 
met before. If the character is checking a specific target, there is a 
bonus of 15 to the Base Chance.
6-15%: Divide the psionic's Psionic Aptitude by 10, and round. This is 
the approximate power level of the psionic, and the character knows 
this.
1-5%: The character knows which Classes of powers the psionic has.


MENTAL INJURIES AND BACKFIRE

None of these are treated as Curses, even results from table 30.1. 
Results from 21 to 82 are Psychological. Results from 83 to 100 are 
Physical.

On Table 30.1, results from 61 to 72 are Psychological, from 73 to 95 
are Physical, and from 96-100 are Psychological.

All Physical results, except for Brain Death can be healed by healers 
with the Rank 7 ability Repair Organs, or Psionic Healing with the Heal 
Internal Damage effect. Brain Death can be cured by a Healer with the 
Rank 10 ability Regenerate Vital Organs or Psionic Healing with the 
Resurrection Effect. Healers must also use the Rank 7 ability, 
Resurrection, in order to call the body's spirit back.

Psychological injuries might be able to be cured by some form of magic 
as yet unknown. Otherwise, the character must roll vs. Willpower each 
month. On a successful roll, the injury heals itself. The character is 
also allowed a Willpower roll for previous injuries everytime a new 
injury is gained. Roll for each injury.

01-20 Backfire Table 30.1
21-27 Phobia: Become deathly afraid of something to do with this event.
      Whenever meeting the target of your phobia, you need to save vs.
      Willpower, with a difficulty factor of 1 to 5, depending on how
      much of what you're afraid of is there. If you fail, your only
      desire is to run away, the quickest way possible.
28-34 Hysteria: Gain 'glove hysteria' in a way this event could cause.
      Glove hysteria means that one part of your body refuses to work,
      and may even be locked in a specific position.
35-44 Fugue States: Your mind has decided it doesn't like you, and
      leaves you in a bewildered state for long periods of time.
      Whenever you're in stress, save vs. Willpower, with a difficulty
      factor of 1 to 4, depending on the amount of stress. If you fail,
      your mind blanks out, and you wander aimlessly, without desire or
      purpose, for a number of hours equal to the amount you missed,
      squared.
45-54 Depression: You don't care about a damn thing. Life, who needs it?
      Fortunately, you also just don't have the energy or initiative to
      actively try to kill yourself. When you gain the depression, make
      a save vs. Willpower. If you fail, the depression is on you
      immediately. Otherwise, it appears when you next wake up.
55-64 Mania: Hey! Life is just fuckin' wonderful. So much to do, and so
      little time to do it. Better hurry up if you want to get
      everything done. Be loud, be active, and don't waste time sleeping
      when you could be doing something else. Ignore your body when it
      tells you to sleep. It's just a slackard anyway. You are always
      doing at least medium exercise, you never sleep more than 6 hours
      a night, you never just relax or nap, and even sleeping requires a
      Willpower check at a random difficulty factor of 1 to 5 every
      three hours.
65-69 Obsessive-Compulsive: Choose some action that you commonly perform
      in a situation like this. Then, because you are so worried about
      bad luck/germs/pixies/whatever, create a continually growing
      ritual which must precede that action.
      Example: You know, there could be bugs in your armor. Better look
      through it before you put it on; it'll only take a minute or so.
      After a couple of times, though, you realize there could be bugs
      hiding in the links, as well -- better check them thoroughly
      before putting your armor on; only takes 5-10 minutes or so. Of
      course, soon, you realize that while checking the links, bugs
      could have crawled into a part of your armor you've already
      checked; better go over the armor twice before putting it on....
      Welcome to the asylum, brother.
70-73 Reaction Formation: Take something you like, that has to do with
      this situation. It's wrong. Bad. Evil. Slowly become more and
      more fanatically against this thing or action. Preach about it.
      Never do it, at least when anyone's watching. Take steps to make
      sure that you never have a chance to do it. Make sure no one else
      can, either.
74-76 Split Personality: You develop D5 extra personalities. If you know
      magic, each other personality has a 25% chance of also knowing
      magic. Each other personality does have psionics, but since each
      one might have a different Perception, it might not be aware. Each
      personality has only a 25% chance of knowing each skill you know.
      Experience gained by each personality is not shared. Skills that
      one personality learns are not learned by the others. Every time
      you wake up, save vs. Willpower times 2. If successful, you're
      normal. If unsuccessful, determine which personalty comes up,
      randomly. In stress, personality may change as well -- make a save
      vs. current Willpower, with a difficulty factor of 1 to 4. If
      unsuccessful, roll the new personality randomly (not including the
      old personality, but including the normal personality if that
      wasn't the old one).
77-80 Change Personality: You develop a completely new personality,
      discarding the old one. The new personality has a 50% chance of
      having the same magic college; 50% chance, each, for having each
      skill. If this personality is ever cured, all Experience gained by
      it is lost, as well as any skills it learned or increased.
81-82 Catatonia: Your mind withdraws completely from the world, and your
      body slowly curls into a fetal position. Make a save vs.
      Willpower. If successful, this happens when you next wake up (er,
      don't wake up). Otherwise, it happens now.
83    Megalomania: The party's going to hell in a handbasket. And you're
      the best person to fix that. Once you've got control of the party,
      this country could use a fix-up as well. Hell, why not the world?
84-86 Manic-Depressive: You have states of Mania and Depression (see
      those results) which last D10 days each, separated by a certain
      number of hours of normality -- save vs. Willpower; if you fail,
      you go immediately into the opposite state; otherwise, you have a
      number of hours equal to the amount you made the save by, squared,
      of normality. Stress may also trigger the change, but in this
      case, you go immediately into the next state (manic or depressed).
      Save vs. Willpower, with a difficulty factor of 1 to 4.
87-89 Schizophrenia: You cannot maintain a coherent line of thought, or
      distinguish fantasy from reality. You hear voices, talk to people
      who aren't there, and are a shoe-in for political office.
90-93 Narcolepsy: From now on, whenever you're in stress, save vs.
      Willpower, with a difficulty factor of 1 to 4, or fall asleep.
94-96 Epilepsy: From now on, whenever you're in stress, save vs.
      Willpower, with a difficulty factor of 1 to 4, or go into an
      epileptic fit. This lasts a number of seconds equal to the amount
      you missed the save by. Save vs. the amount missed by, or you
      swallow your tongue, and choke on it -- lose 1 FP per round.
97    Left Brain Dead: You lose control of the right half of your body,
      and all reasoning skills. Magic Aptitude and Perception are
      halved. It costs double Experience to train in these two skills.
      All skills lower than Rank 6 are decreased by half.
98-99 Right Brain Dead: You lose control of the left half of your body,
      and your artistic skills. Willpower and Perception are halved. It
      costs double Experience to train in this two skills. All skills
      greater than Rank 5 are modified to (5+Rank)/2.
100   Brain Death: The body remains alive for d100 hours.



HOUSE RULES

HIGHLAND

5.7 AGE OF CHARACTERS
Human: 15+d10
Halfling: 14+d5
Dwarf: 20+d10
Shapechanger: 14+d5
Giant: 20+2d10
Elf: 40+2d10

5.8 LUCK
Luck is found from the maximum characteristic number from the 
character's Group (see 5.2) and adding d5. The player can modify any of 
the character's rolls by taking points from Luck. Luck is replenished 
after every game session. Players can modify opponents' and gamesmaster 
rolls by taking 2 points from Luck for every point needed. Only player 
characters have Luck.

Different Races have different Lucks:
	Race     Luck Modifier
	Dwarf:        -3
	Elf:          +3
	Giant:        -3
	Goblin:       +3
	Halfling:     +6
	Human:         0
	Orc:           6
	Shape-Changer: 0

5.9 INITIAL LANGUAGES
Players should roll 4d5 and add 3 for the number of points to use for 
allocating Rank in Speaking, and in Reading/Writing. Characters should 
have an 8 (or 7, if the minimum was rolled) in Speaking their native 
tongue (Anglish for most humans). The remainder can be allocated as 
desired.

5.10 PSIONICS THRESHOLDS
Roll d100 each for the Willpower Threshold and the Perception Threshold. 
If the Willpower Threshold is less than or equal to the character's 
Willpower, the character is Psionically Active. If the Perception 
Threshold is less than or equal to the character's Perception, the 
character is Psionically Aware (has control).

The character's Psionic Aptitude is Willpower minus Willpower Threshold.
Psionic Dexterity is Perception minus Perception Threshold.
Players can determine the Psionic Thresholds before determining their 
Primary Characteristics, if they so desire.

6.1 A player may freely choose the gender of their character. Female 
characters reduce Physical Strength by 1 and increase Fatigue by 2.

6.3 In Highland, the chance of choosing the various races is as follows:
	Dwarf:         25
	Elf:           30
	Giant:         06
	Halfling:      25
	Human:        100
	Orc:           10
	Shape-Changer: 04
	Goblin:        15
The Experience Point Multiplier for Goblins is 1.1.

6.5 Elven lifespan is unknown to non-Elves and many young Elves in 
Highland: none have ever died of old age. It is approximately 3,000 
years.

6.6 Giants have Physical Strength and Endurance modified as follows:

Giant     Strength    Endurance
 Cloud    Add 17      Add 23
 Fire     Add 8       Add 13
 Frost    Add 17      Add 18
 Stone    Add 6       Add 5

6.10 A Goblin is a short (3 to 4 feet tall) humanoid with large eyes, 
pointed ears, and skin ranging from brown to pallid grey. Goblins are 
nocturnal (a penalty of 5 to all Base Chances in the light), and are 
feared and hunted by normal humanoid society.

Special Abilities: A Goblin possesses infravision, which allows seeing 
solid red shapes where living beings are located in the dark. Range of 
vision is 60 feet. A Goblin adds 10% to any activity requiring stealth. 
A Goblin takes one-half the Experience Points to progress ranks as a 
thief.

Characteristic      Modifier
Physical Strength      -1
Manual Dexterity       +2
Agility                +1
Endurance              -2
Fatigue                +1
Magical Aptitude       -2
Average Life Span: 67 to 100 Earth Years.


8.6 BEGINNING SKILLS
A character can choose to take 1,000 Experience Points worth of skills 
for 100 points only once ever. This can be done at the beginning of the 
character's existence, or following any adventure.

13.1 A character may Move through up to size contiguous hexes forward at 
a cost of 1 Action Point to enter each hex. A Human can thus move up to 
6 hexes, a Halfling 3, and an Elf 5. See the section on Armor (17.8), 
for a description of sizes.

13.2 A character may Shift into up to Size/3 (round up) contiguous hexes 
by expending 3 Action Points to enter each hex.

16.3 CLOSE COMBAT MODIFIERS TABLE
Rank of Attacker     +1 to Base Chance
Rank of Target if    -1 to Base Chance
 target is using action E

16.7 A Disarm only occurs if the target makes a successful strike check. 
This is never a Grievious Injury. If the d10 roll is 11 or higher, the 
target can choose whether to disarm or riposte.

17.6 STUNNING
If a character takes more than one-third Endurance to Fatigue, he or she 
is stunned only if a save vs. 3 times Manual Dexterity is failed. Even 
if the character is not stunned, a save must be made to see if the 
character drops any prepared weapons (See 19.7)

17.8 In close combat, armor protection values are divided by 2, and 
rounded down. The size of a Goblin is 4. Stone Giants are size 10, Frost 
Giants size 18, Fire Giants size 12, and Cloud Giants size 18.

19.3 Weapon Classes:
	Class A: Thrusting/slashing weapons.
	Class B: Large swinging/slicing weapons.
	Class C: Smashing weapons.
	Class D: Unclassifiable weapons.

23. INFECTION
If the wound is cleaned immediately, the chance of infection drops by 
5%. If alcohol is applied immediately, the chance drops another 5%, and 
if the wound is then securely and expertly bound, the chance drops 5%.
25.1 List of non-affiliated spells.

24 MAGIC
GENERAL KNOWLEDGE SPELLS
 Own General Knowledge Counterspell:    100
 Own Special Knowledge Counterspell:    200

GENERAL KNOWLEDGE RITUALS
 Preparation Ritual:                No Rank
 Ritual Purification:                   200

SPECIAL KNOWLEDGE SPELLS
 General Knowledge Counterspells:       100x?
 Special Knowledge Counterspells:       200x?
 Major Curse:                           750
 Geas:                                  250

SPECIAL KNOWLEDGE RITUALS
 Investment Ritual:                     300
 Ward:                                  400
 Remove Curse:                          500
 Permanent Investment:                2,000
 Permanency:                          1,500

26.1 LEARNING MAGIC
Learning a Spell College is like learning skill. The Experience Cost is 
1,000, and it takes 8 weeks of game time to learn (see 48.1). A 
character can only take one College as a skill. These parts of section 
48 apply to Magical Colleges: 48.1, 48.2, 48.6.

For that 1,000 Experience and training time, characters have the Talents 
associated with their school, the Preparation Ritual, the Ritual 
Purification method, and the two Counterspells associated with their 
school. They also know spell G-1. They must still learn the remaining 
General Knowledge spells and General Knowledge Rituals. It costs half 
the Experience Multiplier to learn these spells/rituals at Rank 0, and 
they must be learned in order. The character cannot learn any Special 
Knowledge spells until all General Knowledge spells are known, and 
cannot learn any Special Knowledge rituals until all General Knowledge 
rituals are known.

A character joining a College at the start of the game, as their 1000 
point Skill, but who doesn't have 100 Experience to spend, still gains 
those Talents, Spells, and Rituals, but the listed Base Chance is halved 
until the character pays the remaining Experience Points.

31.3 Learning Counterspells of other colleges is now part of the new 
34.5, except, of course, for Namers, who have all General Knowledge 
Counterspells as part of their General Knowledge, and all Special 
Knowledge Counterspells as part of their Special Knowledge.

32.3 The Action Point cost to Prepare an invested item is 2. The Action 
Point cost to Loose a spell from an invested item is 3.

34.5 A character may learn spells from a different college, but at 
higher cost and a lowered base chance. Such spells always count for two 
spells for purposes of Magical Aptitude maximums.

Branch          Experience    Time     Monetary     BC
 Same              x1.2       x1.2       x1.2       -5
 Neutral           x1.4       x1.4       x1.4       -10
 Opposed           x2         x2         x2         -25
 Not Affiliated    x1.5       x2         x3         -15

For this purpose only, the Preparation Ritual has an 'Experience 
Multiplier' of 100. Glamour, Cantrip, and Trance each cost 1 slot of 
Magical Aptitude, and non-affiliated characters must know at least one 
of them (either Preparation Ritual, Glamour, Cantrip, or Trance). They 
have an Experience Multiplier of 75.

34.6 A character may not enter any College of Magic unless he or she has 
the Magical Aptitude listed here. Characters need at least this Magical 
Aptitude in order to become a member of the college. This will not 
change even if the college increases or decreases the number of spells 
it teaches as General Knowledge.

THE THAUMATURGIES
	Ensorcelments & Enchantments    17
	Sorceries of the Mind           12
	Illusions                       10
	Naming Incantations             16

THE ELEMENTALS
	Air Magics                      14
 	Water Magics                    19
	Fire Magics                     13
	Earth Magics                    16
 	Celestial Magics
 		Star Mages                 14
 		Dark Mages                 15
 		Shadow Weavers             14

THE ENTITIES
	Black Magics                    19
	Necromantic Conjurations        16
	Greater Summonings              10

36.4 College of Ensorcelments and Enchantments

Spell G-7, Spell of Mass Charming. Duration is Concentration, with no 
maximum.

36.5 COLLEGE OF ENSORCELMENTS AND ENCHANTMENTS
Ritual Q-1, Ritual of Enchantment. Effect is a penalty or bonus of Rank.

39.4 COLLEGE OF NAMING INCANTATIONS.
All General Knowledge Counterspells are part of the General Knowledge 
spells of this college. All Special Knowledge Counterspells are part of 
the Special Knowledge spells of this college (except for the Special 
Knowledge Counterspell vs. Naming Incantations, which is a General 
Knowledge spell). They do count against the number of spells and rituals 
the namer may know.

Since there are 12 Colleges of Magic, the character knows 12 General 
Knowledge Counterspells plus the Naming Special Knowledge Counterspell, 
and, of course, the Preparation Ritual and the Ritual of Purification, 
and their own Ritual of Dissipation.

55 HEALERS
Since there are no healers in Highland anyway, the following really 
doesn't matter.

55.7 A healer must have the majority of the victim's body: body parts 
are not restored. The body can be no more than D+Rank hours dead. If not 
enough of the body is there, a revenant may be created on a successful 
resurrection. Such will only occur after a period of time, and will 
probably seek out the healer for revenge.

55.8 A healer can regenerate every portion of a living being's body.
60.1 Rangers acquire a 'bump' at North, of increasing accuracy as they 
increase Rank.

64 REACTIONS TO ENOUNTERS

64.1 The humanoid and civilized races have the following modifiers to 
Reaction, when they meet in human-dominated or adventurous surroundings.

           Dwarf  Elf  Giant  Halfling  Orc  Goblin
Dwarf       +20   -10   -5      -5      -15    -5
Elf          -5   +10  -15      +5      -20   -10
Giant       -10   -15   +5     -15       -5    -5
Halfling      0   +10    0     +10      -15    -5
Orc         -20   -20  -10     -15       +2   -10
Goblin       -5   -15    0     -10      -10    +3

79 All references to the Adventurers' Guild should be changed to Common 
Sense.

81.1 The value of coins in Highland is different than listed, as are the 
costs for items. Talk to the game master first. However, those costs and 
conversions are correct for starting characters.

84.6 RITUAL OF PERMANENCY
Time to Learn:	5 weeks.
Money to Buy:	20,000 sp
Experience Multiplier:	1,500

This ritual extends the duration of any spell with a duration other than 
concentration, 0, or immediate, to infinite. The spell will remain in 
effect until Dissipated by a Namer, although individuals under a 
Counterspell may be temporarily protected. The Base Chance of 
Dissipation is reduced by 6% per Rank of the Ritual of Permanency.

To perform the ritual, the wizard must endow the spell with 1 point of 
Endurance and 1 point of Magical Aptitude. These points are lost to the 
caster, and can only be regained through Experience. The Base Chance for 
the ritual is 1, plus 1 per Rank, plus 1 for every 4 hours the wizard 
takes to perform the ritual, up to 24 hours (for +6). Upon completing 
the ritual, the spell must be cast. If the spell is unsuccessful, the 
caster cannot passively resist backfire if there is any. The caster must 
also start the ritual over (although if the ritual was successful, the 
item is 'empty' and can have any spell placed in it).

If the ritual is unsuccessful, the wizard only loses Endurance and 
Magical Aptitude if ritual backfires, in which case, loss is automatic, 
and the item cannot be enchanted ever.

The performer of the Ritual and the caster of the spell need not be the 
same person, but they must be of the same College. The spell may be cast 
at any time following the Ritual.

The permanency of General Knowledge spells will require the mixing of 
uncommon, but not rare, ingredients, requiring either adventure, or 
Ritual Rank times Spell Rank times Ordinal Number times 100 Silver 
Shillings . The permanency of Special Knowledge spells will require the 
mixing of rare ingredients, requiring either adventure or Ritual Rank 
times Spell Rank times Ordinal Number times 1,000 Silver Shillings.

84.7 PERMANENT INVESTMENT RITUAL
Time to Learn:	6 weeks
Money to Buy:	30,000 sp
Experience Multiplier:	2,000

This ritual places an infinite number of charges in an item (similar to 
the investment ritual). This costs 1 point of Endurance and 2 points of 
Magical Aptitude, if the ritual is successful or it backfires. If the 
ritual backfires, the item is unable to ever be enchanted.

The base chance is 0, plus 1 per Rank, plus 1 per 4 hours (up to 24 
hours, or +6). If the ritual backfires, treat it as if the spell being 
invested backfired, with no passive resistance.

The base chance of the invested spell is as if the caster were casting, 
at the time of the investment. The investment can be dispelled with the 
Namers' Dissipation Ritual, but the Dissipation Base Chance is reduced 
by 6 for each Rank of this Ritual.

This ritual requires ingredients like the Ritual of Permanency.
This spell is otherwise like the Ritual of Investment, as far as who can 
use the item, Action Point Costs, etc. (see 32.3)


85.4 UPKEEP COST

In Highland, Life-Style costs are as follows:

Life-Style         Expenses per Week
    Subsistence         1/4 sp
    Moderate             1  sp
    Comfortable          2 sp
    Expensive           10 sp
    Extravagant        100 sp and up.

87.1 If a character has used a skill or ability successfully in an 
adventuring situation, time and cost are multiplied by .8.

87.7 EXPERIENCE POINT COST CHART

SPECIAL FIGHTING SKILLS

RANK:             0    1   2   3   4     5     6     7     8     9      10
Unarmed:          30   30  60  120 250   500   1,200 2,500 5,000 9,000  12,000
PSIONICS
Psionic Attack:   600  300 600 900 1,200 2,000 2,500 3,000 4,500 8,000  10,000
TK Damage:        60   30  60  120 240   480   1,000 2,000 4,000 8,000  10,000
Damage Psionics:  100  50  80  100 200   400   800   1,600 4,000 8,000  10,000

Joining a Magical College: 1,000 Experience Points.