Dave's
Quick and Dirty Lodoss Wars Companion
Rules Translation
For all of you who would like to play Lodoss Wars using the Japanese rules here it is. I am not going to go into very much detail and give long descriptions of what everything is because I'm running short on time. More will follow.
Rules Index
Character Creation
Races
Characteristics
Classes
Life Points and
Magic Points
Skills
Money
Experience
Spells Lists
Shamanic
Sorcery
Common
Priest
Demon
Items
Currency
Weapons
Armor
Shields
Magical Items
Common Items
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Character Creation
Race
First thing you need to do is choose a race for your character. You can
be human, elf, half-elf, or dwarf. There are advantages and disadvantages
to each.
Human- Just look at yourself. Humans can have any character class
they want.
Elf- Wise, beautiful and long lived. They usually make
good shamans or warriors.
Half-Elf- The result of a human and elf mating. They
are usually looked down upon in either culture but they get the best
genetically from both sides. They are very robust and do well as
warriors, sorcerers, and shamans.
Dwarf- A hardy race of people who have adapted to living and
working underground. They have an affinity for creating things with metal
or stone and have adapted so well to living under ground that they have
developed the ability to see without light.
Table 1.1 Racial Bonuses
|
Human |
Elf |
Half Elf |
Dwarf |
ST |
+2 |
-2 |
- |
+4 |
EN |
- |
-2 |
-1 |
+2 |
AG |
- |
+2 |
+1 |
-3 |
IN |
- |
+3 |
+2 |
- |
LU |
+3 |
-2 |
-1 |
+1 |
PB |
- |
+3 |
+2 |
-2 |
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Characteristics
Characteristics are determined by rolling 3D6 and totaling the amount
rolled. The characteristics are as follows.
ST- Strength
EN- Endurance
AG- Agility
IN- Intelligence
LU- Luck
PB- Physical Beauty
CN- Concentration
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Character Class
This is your characters primary profession. Choose one. If you
decide to be a priest then you have to choose a god to server.
Warrior(W)- Fighter
Priest(P)- Cleric.
Faris- The supreme god of Lodoss
Marfa- The earth mother god who administrates healing.
Mairi- The god of war.
Rada- The god of knowledge.
Cha Za- The god of wealth and luck who is prayed to by
gamblers and merchants alike.
Scout(T)- A ranger or thief type character.
Knight(K)- A cavalier or paladin like character.
Shaman(H)- A magic user who's powers are derived from nature spirits.
Sorcerer(S)- Magic user.
Wizard(W)- A magic user capable of using both sorcerer spells and
shamanic spells.
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Life Points and Magic Points
A character that's Life Points (LP) go down to zero or negative dies.
LP's go down whenever a character is hit with a magical or physical attack and
can only be healed back by resting, or healing magic’s from a priest or wizard.
Magic Points (MP) are expanded whenever a priest, wizard, sorcerer, or shaman casts a spell. If they allow their MP to reach zero or negative then they will be confused and tired. MP may be recovered 10% of total MP per hour or rest (ie. if you had 55 MP then you would recover 5 per hour of rest).
Table 1.2 LP/MP
|
LP |
MP |
Warrior |
D10 |
D4 |
Priest |
D8 |
D10 |
Scout |
D6 |
D6 |
Knight |
D8 |
D8 |
Shaman |
D6 |
D10 |
Sorcerer |
D4 |
D10 |
Wizard |
D4 |
D10 |
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Skills
There is a percentage value that determines how well your character is in their
given Character Class. They are as follows.
Fight Skill (FS)
This skill determines how well your character can perform in combat and
determines whether they are able to hit their enemy or not.
FS = ST + AG + Class Base (See table 1.4)
Defense Talent (DE)
This determines your characters ability to avoid being harmed by either
dodging, parrying, and blocking an attack. The use of a shield or magical
item can help increase a characters DE.
DE = (EN + AG) / 2 + Class Base (See table 1.4)
Thief Skill (TS)
This is a characters ability to manage the dexterous and sometime stealthy art
of thieving.
TS = AG * 2 + Class Base (See table 1.4)
Magic Skill (MS)
This skill represents a characters knowledge of the supernatural and magical.
MS = IN + Class Base (See table 1.4)
Resist Magic (RE)
This isn't really a skill. There really is no opposing magic and RE
primarily relies on luck.
RE = LU * 2 + Class Base (See table 1.4)
Damage Bonus (DB)
This is the bonus you get to damage based on your characters strength.
DB = See table 1.3
Table 1.3 Damage Bonus
ST |
DB |
1~5 |
0 |
6~10 |
1 |
11~15 |
2 |
16~20 |
3 |
21~25 |
4 |
Table 1.4 Class Base
Class |
FS |
DE |
TS |
MS |
RE |
Warrior |
30 |
10 |
20 |
5 |
10 |
Priest |
20 |
10 |
5 |
20 |
10 |
Thief |
20 |
5 |
30 |
5 |
10 |
Knight |
25 |
10 |
5 |
20 |
15 |
Shaman |
15 |
5 |
10 |
30 |
10 |
Sorcerer |
5 |
5 |
20 |
30 |
10 |
Wizard |
5 |
5 |
10 |
40 |
10 |
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Money
Once you have gone through the trouble of naming your character, rolling up
characteristics, choosing a class and figuring out skills you're ready to spend
some money on equipment. Here's how you figure out what you have to
spend.
Beginning Gold = 10(IN + LU + PB)
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Gaining Experience
As you adventure you gain experience points for killing monsters and completing
quests. As you reach a certain level of experience your skills and
abilities increase, you get more LP and MP and your character grows.
Table 2.1 Level Advancement
Level |
Required Experience |
1 |
0 |
2 |
1000 |
3 |
2000 |
4 |
4000 |
5 |
8000 |
6 |
16000 |
7 |
32000 |
Experience points are given out by the GM at the end of an adventure. Character level advancement progresses using the followind proceedure.
1) LP and MP increase based on table 1.2.
2) Skills increase by 1/5 the total value (ie. if you had a
FS of 60% your FS skill would go up by 3% at the next level).
3) Shaman, priest, sorcerer, and wizard character classes get
to memorize new incantations at every odd level based on the following tables.
Shaman
Level |
Incantation Level (Shaman Magic) |
1 |
1 |
3 |
2 |
5 |
3 |
7 |
4 |
Sorcerer
Level |
Incantation Level (Sorcerer/Common Magic) |
1 |
1/1 |
3 |
2/2 |
5 |
3/3 |
7 |
4/4 |
Priest
Level |
Incantation Level (Priest Magic) |
1 |
1 |
3 |
2 |
5 |
3 |
7 |
4 |
Wizard
Level |
Incantation Level (Sorcerer/Shaman/Common Magic) |
1 |
1/1/1 |
3 |
2/1/2 |
5 |
2/2/3 |
7 |
3/2/3 |
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Spells
Shamanic Spells
Shamans are people who have an affinity for nature. It takes a special
bond with nature in order to become a shaman and for this reason they have to
make pacts with the spirits of nature in order to be able to call up their
power.
1st Level
Flame Burst
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
5 |
Standard |
-- |
Caster is able to cause a burst of lame to shoot out from his hands. Damage is equal to 1d10 +1 per level of the caster.
Snare
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
5 |
Standard |
10 turns |
Caster is able to command spirits of the earth and cause the enemy’s feet to sink into the ground. This spell has no effect on flying monsters.
Silence
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
3 |
Standard |
10 turns |
The caster is able to command the spirits of the wind and make them refuse carrying the enemies voice, denying them the ability to cast spell.
Willow the Wisp
Range |
MP Cost |
MR Modifier |
Duration |
Special |
5 |
---- |
10 turns |
The caster is able to conjure up a spirit of light.
2nd Level
Shadow
Range |
MP Cost |
MR Modifier |
Duration |
Special |
5 |
---- |
10 turns |
The caster is able to conjure up a patch of shadows.
Invisibility
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
6 |
---- |
10 turns |
The caster is able to manipulate spirits of light in order to appear invisible. The spell doesn't work on creatures that do not rely on vision and is broken once the caster tries attacking or casting another spell.
Push
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
6 |
Standard |
-- |
The caster is able to move an object weighing up to 200kg unless it is a fixed object. They are able to inflict 1d10 damage pushing the object into an enemy or they can inflick 1d10 damage on an enemy by pushing them into an object.
Cloak of Shadows
Range |
MP Cost |
MR Modifier |
Duration |
6 individuals |
5 |
---- |
10 turns |
The caster is able to call up a cloak of shadows that allows him to blend into the darkness. DE+20.
3rd Level
Flame Body
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
7 |
---- |
10 turns |
The caster creates a cloak of flame that burns anybody who comes in contact with him. The flames cause damage of 1d8+1 per level of the caster.
Air Armor
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
5 |
---- |
10 turns |
This spell covers the caster in a thin membrane of air that knocks away all physical attacks. DE+20, AV+2.
Sleep
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
5 |
Standard |
10 turns |
This causes the target to go into a deep sleep. They can only be awakened by a physical blow.
4th Level
Valerie Javelin
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
10 |
---- |
---- |
This spell calls down a spear from the heavens to pierce the chest of the casters enemy. Spell does damage of 4d10+1 per level of caster bypassing AV of target and doing full damage to targets LP.
Fantasy Armor
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
4 |
---- |
10 turns |
This spell allows the caster to focus his thoughts on attacking. FS+50, DE-30.
Confusion
Range |
MP Cost |
MR Modifier |
Duration |
5 meter diameter |
20 |
Standard |
10 turns |
This spell causes the target to be confused and attack the closest object near them or go into a defensive position.
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Sorcery Magic
Sorcery deals in material changes in nature. It takes a great deal of
research in order to create the spells cast by sorcerers, some of which have
been passed down from the legendary kingdom of Kastruel.
1st Level
Energy Bolt
Range |
MP Cost |
MR Modifier |
Duration |
1 Target |
5 |
Standard |
---- |
The caster is able to fling a bolt of energy at his enemy. The spell causes a damage of 1d10+1 per level of the caster.
Shield
Range |
MP Cost |
MR Modifier |
Duration |
6 individuals |
5 |
---- |
10 turns |
The caster is able to create an invisible barrier to attacks he is aware of. DE+20 for all those covered by the shield.
Read Languages
Range |
MP Cost |
MR Modifier |
Duration |
Caster Only |
5 |
---- |
10 turns |
The caster is able to understand any written language with this spell.
Sleep Cloud
Range |
MP Cost |
MR Modifier |
Duration |
3 meter diameter |
5 |
Standard |
10 turns |
Caster is able to cause everything within a radius to fall asleep. Any physical blow will awaken the target. It acts the same as the Shamanic Spell Sleep.
2nd Level
Flame Weapon
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
5 |
---- |
10 turns |
Caster can cover a weapon in flames for increased damage. Spell adds +5 damage to weapon.
Vision
Range |
MP Cost |
MR Modifier |
Duration |
Caster Only |
5 |
---- |
10 turns |
This spell allows the caster to project himself astraly. He appears as a ghostly image that is able to fly at a rate of 20 meters per turn and pass through walls.
Levitation
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
5 |
---- |
10 turns |
The caster is able to levitate through the air at 3 meters per turn. If the spell terminates after the 10 turns and the magic user begins to fall, damage is 1d2 per meter fallen.
Spider Web
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
8 |
Standard |
10 turns |
Caster creates a spider web that entangles a group of enemies.
3rd Level
Summon Dragon Warrior
Range |
MP Cost |
MR Modifier |
Duration |
Summon |
12 |
---- |
10 turns |
The caster is able to call down one of the legendary Dragon Warriors to do battle for them.
Slow
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
5 |
Standard |
10 turns |
Causes an enemies actions to take twice as long. All rolls are at a -10.
Quick
Range |
MP Cost |
MR Modifier |
Duration |
1 individual |
5 |
---- |
10 turns |
Doubles the targets speed. TS+10, FS+10.
Lightening
Range |
MP Cost |
MR Modifier |
Duration |
20 meters diameter |
10 |
Standard |
---- |
Caster is able to call down a bolt of lightening to come down out of the sky and strike a selected hex for massive amounts of damage. Spell causes damage of 3d10 +1 per level of the caster.
4th Level
Fire Ball
Range |
MP Cost |
MR Modifier |
Duration |
5 meters diameter |
15 |
Standard |
---- |
Casts a fireball to consume a group of enemies.
Teleportation
Range |
MP Cost |
MR Modifier |
Duration |
6 individuals |
2 |
---- |
---- |
A mage who is a member of a guild may use this spell to transport himself from one guild house to another.
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Common Magic
The great mage Randal worked for years at the College of Mages in Alania.
He was able to create a form of magic that uses a particular word to manipulate
natural energies called Common Magic.
1st Level
Resist Magic
Range |
MP Cost |
MR Modifier |
Duration |
6 individuals |
5 |
---- |
10 turns |
Increase the casters strength of will and raises his Magic Resistance(MR). RE+30.
Body Protection
Range |
MP Cost |
MR Modifier |
Duration |
1 individual |
3 |
---- |
10 turns |
Caster strengthens the toughness of their skin to resist damage. AV+3.
Light
Range |
MP Cost |
MR Modifier |
Duration |
Within line of sight |
2 |
---- |
3 turns per level of caster |
Creates a small globe of light to illuminate an area of 20 meters.
Detection
Range |
MP Cost |
MR Modifier |
Duration |
10 meters diameter |
5 |
---- |
---- |
Detect secret doors and traps.
2nd Level
Unlock Doors
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
5 |
---- |
once per door |
Unlocks any door.
Enchant Weapons
Range |
MP Cost |
MR Modifier |
Duration |
1 object |
3 |
---- |
10 turns |
Increases the damage and hit rate of a weapon. Spell gives character using enchanted weapon FS+20, damage+3
3rd Level
Super Magic
Range |
MP Cost |
MR Modifier |
Duration |
3 meter diameter |
5 |
Standard |
Once per spell |
Increases the duration of an enchantment or spell. Adds 10 turns to duration of original spell. May only be cast once per spell.
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Priest Magic
Priests are confined by divine laws and pacts with their gods in order to be
able to create miracles to manifest. In order for priests to create
miracles the people present must be believers in some degree.
1st Level
Healing
Range |
MP Cost |
MR Modifier |
Duration |
1 individual |
1 |
---- |
1 individual |
Increases the rate of healing from injuries by strengthening the body. Heals the individual's LP by 1d10+1 per level of caster.
Transfer Mental Power
Range |
MP Cost |
MR Modifier |
Duration |
1 individual |
10 |
---- |
1 individual |
Allows the priest to transfer MP to revive unconscious people. Raises individuals MP by 10. May not be used pump up MP of a perfectly healthy person.
Expell Undead
Range |
MP Cost |
MR Modifier |
Duration |
3 meter diameter |
5 |
Standard |
1 turn |
This incantation causes undead to go away.
2nd Level
Wound
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
5 |
Standard |
---- |
This spell will cause old wounds to open up and damage the priests enemies. It can also be used to counter-act grants of immortality imparted by demons. This spell can only be used against evil beings.
Blessing
Range |
MP Cost |
MR Modifier |
Duration |
6 individuals |
5 |
---- |
10 turns |
Increases the fighting skill(FS) of the person blessed. FS+20.
Purify Weapon
Range |
MP Cost |
MR Modifier |
Duration |
1 object |
4 |
---- |
10 turns |
This spell increases the damage a weapon would do against an evil creature or demon. It can cause the weapon to shine with a holy aura that serves to drive away the undead. FS+10, damage +3. Against undead the weapon gives FS+50 and damage +10.
3rd Level
Cure Injury
Range |
MP Cost |
MR Modifier |
Duration |
1 individual |
5 |
---- |
1 individual |
A stronger spell then healing. Spell heals 3d10+1 per level of caster.
Sunshine
Range |
MP Cost |
MR Modifier |
Duration |
20 meters diameter |
6 |
---- |
10 turns |
Creates a sphere of light that drives away evil monsters. All evil creatures are FS-20 within area of light.
Fake Death?
Range |
MP Cost |
MR Modifier |
Duration |
1 target |
10 |
|
1 turn |
4th Level
Neutralize Poisons
Range |
MP Cost |
MR Modifier |
Duration |
1 individual |
4 |
---- |
1 individual |
May neutralize the affects of a poison on an individual.
Cure Paralysis
Range |
MP Cost |
MR Modifier |
Duration |
1 individual |
4 |
---- |
1 individual |
Cures characters paralyzed by a monster.
Cure Disease
Range |
MP Cost |
MR Modifier |
Duration |
1 individual |
4 |
---- |
1 individual |
Cures all sicknesses.
Spells Specific to Deity
Faris- Command
Range |
MP Cost |
MR Modifier |
Duration |
1 Target |
4 |
Standard |
3 turns |
Ability to mind control the enemy.
Mairi- Battle Song
Range |
MP Cost |
MR Modifier |
Duration |
6 individuals |
5 |
---- |
10 turns |
Priests of Mairi sing a song that raise the morale of a group and increase their abilities by one level during the song. Increases groups FS+20 and damage +5.
Cha Za- Luck
Range |
MP Cost |
MR Modifier |
Duration |
6 individuals |
5 |
---- |
3 turns |
Doubles the groups Luck stat. Luck may be used to add to RE rolls.
Rada- Alarm
Range |
MP Cost |
MR Modifier |
Duration |
30 meter diameter |
5 |
---- |
3 turns |
Gives caster the ability to detect hostile forces within 30 meters. The spell gives the caster specific information on the enemy like the number of enemies and the direction they are traveling.
Marfa- Level Restoration
Range |
MP Cost |
MR Modifier |
Duration |
1 individual |
10 |
---- |
i individual |
This spell allows the caster to restore a level that may have been drained off by a demon.
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Demon Magic
Only dark elves, demons, and dark mages are able to cast these types of magic.
Mind Burst
Range |
MP Cost |
MR Modifier |
Duration |
3 meter diameter |
15 |
standard |
instant |
Drains 2d10 MP from target.
Disease
Range |
MP Cost |
MR Modifier |
Duration |
3 meter diameter |
10 |
standard |
instant |
Inflicts the target with the symptoms of a disease. All actions take twice as long.
Summon Insects
Range |
MP Cost |
MR Modifier |
Duration |
5 meter diameter |
20 |
standard |
instant |
Summons up a hoard of insects that cause damage to a group of people. Insects do 3d10 damage.
Gate
Range |
MP Cost |
MR Modifier |
Duration |
Summon |
30 |
---- |
10 turns |
Creates a portal to hell where demons may be summoned from.
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Combat
Combat in Lodoss progresses in rounds. Each round equals 30 seconds of
real time. A round progresses as follows.
1 Round
Decide Initiative > Attacker's action > Held actions > Update
Character Sheet
1) Decide Initiative
The person with the highest AG goes first followed by the next highest until
you get the the last person. All tied AG stats come down to an initiative
roll on 1d10 to determine who will go first, highest roll wins.
2) Attackers Action
The person who won the initiative roll gets to go first. They may choose
to act at that time or hold their action until after everyone has gone.
3) Held Actions
All people who opted to hold their action may now go.
4) Update Sheet
Fill in LP and MP changes on the character sheet.
After a round is complete you go back to step 1) and start all over again until combat is resolved.
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Actions
Move
You can move a maximum of 100 +AG meters for your entire action during a
round. In a situation where you would like to move and attack in the same
round you are limited to a maximum of 40 meters of movement. Monsters
move equivalent to a normal human being and act as though they have a 10 AG.
Attack
You may attempt to strike at an enemy as your actions. The number of
attacks differ depending on your class and level (see table 3.1). When
attacking you subtract the defenders DE from the attackers FS. You must
then roll bellow this number on 1D100. If you succeed then you have hit
the enemy and must then determine the amount of damage done by the weapon and
adding in whatever damage bonus you may get from table 1.3. If the
defender has armor then you subtract the Armor Value (AV) of the armor from the
amount of damage inflicted. What ever gets through is then subtracted
from LP. Once LP reaches 0 the enemy dies.
Critical Hit
A critical hit results when you roll between 1-10 on 1D100. This type of
hit bypasses all armor and the damage goes straight off of LP.
Table 3.1 Number of Attacks Per Level
Level |
Warrior/Knight |
Priest/Scout/Shaman |
Sorcerer/Wizard |
1 |
1 per round |
1 per round |
1 per round |
3 |
2 per round |
1 per round |
1 per round |
5 |
3 per round |
2 per round |
1 per round |
7 |
4 per round |
2 per round |
2 per round |
Move and Attack
You may move up to a maximum of 40 meters and attack in a combat round but your
FS is cut in half if you do so.
Magic
You may cast a spell. This will be covered in more detail later.
Defense Posture
You can take a defensive posture instead of acting but you aren't able to do
anything else for the rest of the round. If you do you recieve a +20 DE
and +20 RE.
And so on
You may take any action you consider yourself capable of performing in the 30
second round. You can try to pick an enemies pocket, open a door, etc.
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Currency
The Kingdoms of Lodoss use a gold standard in all transactions. The coins
are common in value for all the kingdoms and have a standardized weight and
size. The only difference is Raiden, which uses a larger coin called the
"Raiden". 1 Raiden = 100 GP
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Weapons
There are certain restrictions when it comes to weapons. Certain classes
are unable to use certain weapons.
Class ID Chart
W |
Warrior |
K |
Knight |
P |
Priest |
T |
Thief |
S |
Shaman |
S |
Sorcerer |
Z |
Wizard |
Weapons Table
Weapon |
Damage |
Cost |
Class |
Great Sword* |
d10+4 |
300 |
WKP |
Halberd* |
d10+4 |
200 |
WKP |
Lance |
2d10 |
250 |
K |
Long Sword |
d6+4 |
150 |
WKPT |
Bastard Sword |
d6+4 |
200 |
WKP |
Bastard Sword |
d10+3 |
200 |
WKP |
Short Sword |
d6+2 |
100 |
WKPTH |
Battle Axe |
d6+4 |
120 |
WKP |
Flail |
d6+4 |
80 |
WKPTH |
Mace |
d6+2 |
50 |
WKPTH |
Dagger |
d6 |
10 |
All Classes |
Whip # |
d6+1 |
20 |
T |
Staff |
d6 |
5 |
All Classes |
Bow@ |
d6+1 |
100 |
WKTH |
Crossbow@ |
d10+2 |
300 |
WKT |
Sling@ |
d6-1 |
50 |
WKPTHS |
Arrow |
|
10 arrows for 5 GP |
|
Crossbow Bolt |
|
10 quarrels for 10 GP |
|
Notes:
* Two Handed Weapon
# Whips can also be used to entangle. Roll d100 and use TS to
entangle.
@ Bow has a range of 100 meters, Crossbows have a range of 50 meters,
Sling range is 50 meters.
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Type of Armor |
AV |
Cost |
Class |
Rob |
2 |
20 |
All Classes |
Leather |
4 |
100 |
WKPTH |
Scale Mail |
5 |
250 |
WKPH |
Chain Mail |
6 |
400 |
WKPH |
Plate Mail |
8 |
800 |
WKP |
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Type of Shield |
DE+ |
Cost |
Class |
Small Shield |
4 |
20 |
WKPTH |
Medium Shield |
8 |
50 |
WKPH |
Large Shield |
12 |
100 |
WKP |
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Magical Items
Spider Sword, magical short sword given to the members of the Royal Family of
Alania. It allows the user to cast Spider Web and Gate spells 5 times a
day.
Reflector Shield, this shield was enchanted with the ability to reflect an attack back at the attacker. King Faun used it before he became King of Valice and it current whereabouts is unknown.
Razor Shield +1, this shield not only adds a total bonus of +5 to the users DE but it also adds +1 to bladed attacks by the user.
Rune Staff, one of the staffs used by the wizards of Kastruel, this staff adds +3 to damage and also allows the user to cast Meteor Strike 2 times a day.
Protection Ring gives the user +3 to AV and also allows them to cast Shield spell 2 times a day.
Resistance Ring, adds to magical resistance of user +10%.
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Common Items
Inn costs 5 GP per night
Food costs 2 GP per meal
Pack Horse costs 500 GP
War Horse costs 2000 GP
Oil Lamp costs 1 GP
10 meters rope costs 1 GP
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Lodoss Wars was patterned after AD&D in the first place so there are many similarities. The main thing to note is that the characteristics almost convert at a 1 to 1 basis. See the following
Lodoss Wars Stat AD&D Stat
ST
STR
AG
DEX
EN
CON
IN
INT
LU
----
PB
CHR
CN
WIS
Lodoss War Class AD&D Class
Warrior
Fighter
Sorcerer
Wizard
Priest
Priest
Knight
Paladin
Scout
Thief/Rogue
Wizard and shaman really don't fit in too well in AD&D and need some work. Shaman might translate into Druid with some modification.
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