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

Combat
Actions

Items
Currency
Weapons
Armor
Shields
Magical Items
Common Items

Conversion to AD&D

Return to top of page
Return to main page


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

Return to Index
Return to top of page
Return to main page


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

Return to Index
Return to top of page
Return to main page


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.

Return to Index
Return to top of page
Return to main page


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

Return to Index
Return to top of page
Return to main page


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

Return to Index
Return to top of page
Return to main page


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)

Return to Index
Return to top of page
Return to main page


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

Return to Index
Return to top of page
Return to main page


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.

Return to Index
Return to top of page
Return to main page


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.

Return to Index
Return to top of page
Return to main page


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.

Return to Index
Return to top of page
Return to main page


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.

Return to Index
Return to top of page
Return to main page


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.

Return to Index
Return to top of page
Return to main page


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.

Return to Index
Return to top of page
Return to main page


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.

Return to Index
Return to top of page
Return to main page



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

Return to Index
Return to top of page
Return to main page



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.

Return to Index
Return to top of page
Return to main page


Armor

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

Return to Index
Return to top of page
Return to main page


Shields

Type of Shield

DE+

Cost

Class

Small Shield

4

20

WKPTH

Medium Shield

8

50

WKPH

Large Shield

12

100

WKP

Return to Index
Return to top of page
Return to main page


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%.

Return to Index
Return to top of page
Return to main page


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

Return to Index
Return to top of page
Return to main page


Conversions To AD&D

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.

Return to Index
Return to top of page
Return to main page