Spell Descriptions 147
Cleric Undead Hit Dice
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 7 9 11 12 – – – – – – – – – – –
2 5 7 9 11 12 – – – – – – – – – –
3 3 5 7 9 11 12 – – – – – – – – –
4 T 3 5 7 9 11 12 – – – – – – – –
5 T T 3 5 7 9 11 12 – – – – – – –
6 T T T 3 5 7 9 11 12 – – – – – –
7 T* T T T 3 5 7 9 11 12 – – – – –
8 T* T* T T T 3 5 7 9 11 12 – – – –
9 T* T* T* T T T 3 5 7 9 11 12 – – –
10 D T* T* T* T T T 3 5 7 9 11 12 – –
11 D D T* T* T* T T T 3 5 7 9 11 12 –
12 D D D T* T* T* T T 3 5 7 9 11 12 –
13 D* D D D T* T* T* T T 3 5 7 9 11 12
14 D* D* D D D T* T* T* T T 3 5 7 9 11
15 D* D* D* D D D T* T* T T T 3 5 7 9
If the roll is greater than, or equal to, the listed ¶¶ An asterisk denotes that twice the usual number
number, then undead totaling no more than 1d6 + of undead are turned.
the level of the casting Cleric in Hit Dice, will flee
to the best of their ability for the duration of the If the turning was successful and there are still
spell. Surplus Hit Dice are lost (so if the Cleric is unturned undead remaining, the Cleric can roll to
turning four creatures of two Hit Dice each, and the turn additional undead every Round until he fails a
roll is a 7, then only three are turned). If there are turning roll or the spell ends.
undead of multiple Hit Dice values, only one roll is
made, and the roll is applied to all types. Lower Hit Regardless of the result, as long as the Cleric
Dice undead are always turned before greater Hit is concentrating (neither movement nor fighting
Dice undead. nor other spellcasting allowed) and holding his
¶¶ A “T” signifies that no roll is necessary; the holy symbol before him, undead creatures cannot
approach within ten feet of him, and if already
undead are automatically turned. within that distance, will back away.
¶¶ A “D” signifies that the power of the Cleric is so
Attacking or approaching a turned undead crea-
great that the undead are instantly destroyed, ture will negate the effects of the spell and allow the
rather than turned. Alternately, a Cleric can creature to act freely.
instead choose to command the undead, and in
this case they become the Cleric’s loyal slaves
until destroyed. Note that intelligent undead
creatures are allowed a saving throw versus Magic
to avoid a “D” result; if successful, the creature is
simply turned.
¶¶ A “–” signifies that a Cleric of that level cannot
turn an undead creature of that many Hit Dice.
148 Rules & Magic
Unseen Servant Vision
Magic-User Level 1 Magic-User Level 7
Duration: 6 Turns +1 Turn/level Duration: Instantaneous
Range: 0 Range: 0
An Unseen Servant is an invisible, mindless, shape- This spell calls upon the greater Powers of the uni-
less force that performs simple tasks at the caster’s verse to impart knowledge unto the caster. The
command. It can run and fetch things, open unstuck caster must have a specific question in mind when
doors, and hold chairs, as well as clean and mend. casting, and if the spell is successful, the caster falls
It can open only normal doors, drawers, lids, and into a hallucinogenic daze as the information floods
the like. It can lift 20 pounds or drag 40 pounds. his mind.
The Servant cannot attack in any way, and it cannot
be killed because it is a magical force, not a living To determine the results of the spell, roll on the
thing. table. Bonuses to the roll are given for the sacrifice
of valuable items (+1 per 1,000 sp value of a single
Vanish item) and the sacrifice of intelligent beings (+1 per
level or Hit Dice of the sacrifice; does not have to
Magic-User Level 7 be a single being). A roll of 1 can never be adjusted
Duration: Permanent to greater than 2.
Range: Touch
By casting this spell, a Magic-User can teleport an Roll Result
object as per the spell Teleport, or even banish the 1 The request offends the Power, and
object to the spirit plane, in which case the object is the Magic-User is disintegrated
replaced in the material plane with small stone that 2 Failure: caster is affected by a Geas to do
matches the object’s shape. A total of 50 pounds the bidding of the Power consulted
per level, not to exceed a volume of 3' cubed per 3–5 No information gained
level, can be caused to vanish in this manner. If 6–10 Ambiguous: only partial information
the spell Dispel Magic is cast upon the stone item or periphery information is imparted
that replaced the object of the Vanish spell, it might 11–20 Success: the vision is accurate
bring back the original item. and detailed
Veil Wall of Fire
Magic-User Level 6 Magic-User Level 4
Duration: 1 Turn/level Duration: 1 Round/level
Range: 10'/level Range: 80' or 0
The caster instantly changes the appearance of a This spell calls up a blazing inferno of flame in the
20' square area, including creatures in it if desired. shape of a wall. One side of the conflagration emits
The illusion is maintained for the spell’s duration. the searing heat that one would expect, but the
The caster can make the subjects appear to appear other side merely emits a gentle warmth. Passing
as anything he that he wants them to. They look, through the flames inflicts 2d6 damage. Creatures
feel, and smell just like the creatures the spell makes as far as ten feet from the hot side of the wall suffer
them resemble, or the area looks, feels and smells 1d6 points of damage. Undead creatures suffer
like a different area as desired. Affected creatures worse, taking twice the ordinary damage that the
resume their normal appearances if slain. This spell wall would inflict. The wall persists for as long
can also be used to mimic the effects of Halluci- as the caster concentrates upon it, or, if concen
natory Terrain, but the illusion does hold up even tration is not maintained, will remain for 1 Round
under physical inspection. The spell True Seeing or per caster level. The caster can evoke a wall of fire
similar magical effects will reveal the illusion for in one of two shapes, a wall or a ring. The size of a
what it is. straight wall is up to 20' square per caster level. A
Spell Descriptions 149
ring has a radius of up to five feet per caster level accustomed to hot conditions. The wall cannot be
(with the caster in the center) and is 20' high. If evoked so that it appears where objects are, and it
the caster manifests the spell as a wall, the effect must rest on a solid surface.
is stationary. The ring-shaped wall moves with the
caster. Wall of Iron
Wall of Fog Magic-User Level 5
Duration: Permanent
Magic-User Level 2 Range: 120'
Duration: 5 Rounds +1 Round/level With this spell the caster can cause a flat, vertical
Range: 30' iron wall to spring into being. The wall inserts itself
The caster of this spell creates an opaque, fog-like into any surrounding nonliving material if its area
vapor in a 20' cube area per caster level. All beings is sufficient to do so. The wall cannot be conjured
caught within the vapor cannot see beyond 2'. so that it occupies the same space as a creature or
Strong winds of natural or magical origin can dissi- another object. It must always be a flat plane. If not
pate the Wall of Fog before its duration has expired. supported, the wall has a 50% chance of falling in
either direction, smashing any creatures under it. A
Wall of Force wall of iron is ¼" thick per caster level. Total area
can be 15' square per caster level, and the area can
Magic-User Level 5 be doubled if the thickness is halved. Like any iron
Duration: 1 Turn wall, this wall is subject to rust, perforation, and
Range: 30' other natural phenomena.
This spell creates an airtight invisible wall of able to
resist most attacks. The wall cannot move after the Wall of Stone
spell is cast, and it is immune to damage of all kinds,
including most spells. Even Dispel Magic will not Magic-User Level 5
bring the wall down, but Disintegrate immediately Duration: Permanent
destroys it. Breath weapons, spells, mêlée and mis- Range: 120'
sile attacks, electrical attacks, and thermal attacks The caster brings a stone wall into being that can be
cannot pass through the wall in either direction, any form that the caster desires, to a maximum of
and of course physical movement is likewise cur- 1,000 cubic feet. This wall is permanent unless oth-
tailed. The caster can form the wall into any shape erwise destroyed or a Dispel Magic spell is cast upon
which has an area up to one 20' square per level of it. The wall cannot be evoked so that it occupies the
the caster. same space as a creature or another object, and it
must rest on a solid surface.
Wall of Ice
Magic-User Level 4
Duration: 12 Turns
Range: 120'
An immobile, translucent, wall of ice springs into
existence for the duration of the spell. The wall can
be as large as 1,200 square feet, and can be shaped
in any manner and to any dimensions the caster
desires, so that it can be a straight wall or curved
into a protective circle. This wall of ice is impenetra-
ble to monsters with less than 4 Hit Dice. Monsters
with more than 4 Hit Dice suffer 1d6 points of
damage when they break through the wall. The wall
deals double damage to creatures that use fire or are
150 Rules & Magic
Water Breathing* Weird Vortex
Magic-User Level 3 Magic-User 6
Duration: 6 Turns/level Duration: See Below
Range: Touch Range: 120'
The subject of this spell grows gills in his neck, his As this spell is cast, a great storm of light whips
skin takes on a scaly texture, and he gains the abil- around the target and produces a random effect.
ity breathe water freely for the duration of the spell. Roll a 1d20 and consult the following table:
Creatures under the influence of the spell are not 1. A 30' radius fog appears around the target for
granted any additional proficiency at swimming. Air
Breathing (the reverse of Water Breathing) allows 1d4+2 Rounds. All plant material within the
sea creatures to breathe air, but unless they already fog dies instantly, and all living beings within
possess a means to move around on land, it does not it take 1d4 damage per Round.
grant them the ability to do so. 2. The lightstorm electrifies, frying the target for
1d6 damage per caster level. Everyone within
Water Walk 20' is also struck by lightning bolts for half the
number of dice of damage as the main target.
Cleric Level 3 All victims suffer half damage if they make a
Duration: 1 Turn/level saving throw versus Breath Weapon.
Range: Touch 3. The target ages 2d20 years, save versus Magic
The subject of this spell is granted divine favor, for half effect.
allowing him to walk on water, or any kind of liquid, 4. The target's mind is melded with the mind of
as if it were dry land. However, liquid is similarly a Magic-User level 1d10+4, with a full load of
impenetrable to the subject as normal ground, so (randomly determined) spells. The target can
it would be impossible to reach into a pool of water cast any of these spells, but cannot re-memo-
to grab anything, for example. If the liquid is dan- rize them; when they are gone, they are gone.
gerous (lava, acid), the subject is still subject to 5. The target begins dancing uncontrollably for
negative effects of the substance. The subject can 2d6 Rounds, during which time he can take no
end the spell at any time. other action but the dancing. The target will
automatically fail any saving throws during this
Web time.
6. A duplicate of the target appears, with the
Magic-User Level 2 same current Hit Points (and spells, if any)
Duration: 2 Turns/level and equipment and will fight the target to the
Range: 5'/level death.
This spell causes a large volume of sticky, disgust- 7. The subject becomes immaterial, invisible, and
ing strands of goo to shoot forth from the caster’s silent to all but the caster. Forever. Or until dis-
mouth into an area approximately 20 feet square. pelled.
Creatures caught within the web become entangled 8. A duplicate of the target appears, with the
among the gluey fibers. Entangled creatures cannot same current Hit Points (and spells, if any) and
move, but can break loose depending on their equipment. The duplicate will be of the same
Strength. Any being with Strength in a human range mind and attitudes as the original, and a fast
can break free of the webs in 2d4 Turns. Creatures and firm ally.
of higher Strength or magically augmented Strength 9. The target is infected with a Poverty Curse.
above 18 can break free in 4 Rounds. Creatures He must divest himself of all wealth (includ-
larger than ogre size can rip through the web at will. ing luxury or magical items) within 6 Turns or
The strands of a Web spell are flammable. All crea- die. If he ever comes in contact with any of his
tures within flaming webs take 1d6 points of fire discarded wealth, he will die instantly.
damage from the flames for 2 Rounds. After this
time, all surviving creatures are free of the webs.
Spell Descriptions 151
10. A fleshy umbilical cord forms attaching the is in fact an illusion, as per Phantasmal Super-
caster and target. Their Hit Points are then goria, but not under anyone’s control, and no-
added together to form a common pool; when body realizes initially that it is but an illusion.
one dies so does the other. Only a Remove It is on one side or the other, 50%/50% chance
Curse can dissolve the cord and give each char- for each.
acter their proper individuality back.
Witchlamp Aura
11. The target develops explosive blood. When
struck in mêlée, the target's attackers suffer 1d4 Magic-User Level 7
damage for every point of damage they inflict. Duration: 1 Round/level
This lasts until the target has suffered in total Range: 0
the same amount of Hit Points as he had when When the Aura is in effect, any magic cast upon or
this spell was cast on him. including the caster in its area of effect is affected in
the following ways:
12. The target gains 2d100 temporary Hit Points,
but will never succeed at a saving throw until Aimed spells targeted at the caster (like Magic
the temporary Hit Points are lost. Missile) will be deflected. Roll 1d6; on 1–2, the
magic is reflected back at the offending caster. Oth-
13. The target becomes hyper-evolved, suffering a erwise, it is deflected at a random target.
–2 penalty to his Constitution, Dexterity, and
Strength modifiers, and gains a +4 adjustment Magical attacks delivered by touch are always
to his Intelligence modifier and a +2 bonus to reflected back on the attacker.
his Wisdom modifier.
Area effect magic is altered as follows (roll
14. The target de-evolves, suffering a –2 penalty 1d10):
to his Charisma, Intelligence, and Wisdom
modifiers, and gains a +3 adjustment to his Roll Effect
Constitution modifier, a +1 bonus to his Dex- 1–2 Area of effect is doubled and damage
terity modifier, and a +2 bonus to his Strength is halved (if applicable)
modifier. 3–4 Target point of the spell can be re-
determined by the protected Magic-User
15. Food becomes poisonous to the target; only 5 Complete nullification of the incoming
by consuming 10 gold pieces every day can he spell
sustain himself. 6 The incoming spell is unaffected
7–8 Spell is randomly targeted
16. Two vials appear, one red, one blue, halfway 9–10 Area of effect is halved and damage
between the caster and target. If both the caster is doubled (if applicable)
and target toast, one dies (no save), the other
gains a level. Which character gets which result
is entirely random.
17. The caster comes under the total mental domi-
nation of the target.
18. The target's skin becomes as hard as stone. He
gains AC 22 and 3d6 extra Hit Points. When
the extra Hit Points are used up (these extra
Hit Points, as all other “extra” Hit Points, can-
not be healed), the stone covering falls off.
19. A 10 Hit Dice extra-dimensional creature ma-
terializes between the caster and target. It will
serve as a staunch to one of them and an enemy
to the other, 50%/50% chance for each.
20. A 10 Hit Dice extra-dimensional creature ma-
terializes between the caster and the target. It
Wizard Eye Word of Recall
Magic-User Level 4 Cleric Level 6
Duration: 1 Turn/level Duration: Instantaneous
Range: 0 Range: 0
The caster creates The casting of this spell summons the very
an invisible essence of his deity to protect him, and this
magical sensor divine force removes the caster from his
that sends visual current location and delivers him
information, instantly to his
and can see with sanctuary. The
60' dark vision. The arcane eye travels up caster must
to 120' each Turn. The eye can travel in any designate the
direction as long as the spell lasts. Solid sanctuary
barriers block its passage, but it can pass when preparing
through a hole or space as small as 1 inch the spell, and it must
in diameter. be a very familiar place. Any distance can be
traveled with no chance of error. In addition to
Wizard Lock himself, the caster can transport an additional
25 pounds per level of experience.
Magic-User Level 2
Duration: Permanent
Range: Touch
Some doors are never meant to be opened.
This spell magically holds shut a door, gate,
window, or shutter of wood, metal, or stone.
The magic affects the portal just as if it were
securely closed and normally locked. A
Knock spell or Dispel Magic spell can negate
a Wizard Lock spell, but the Wizard Lock
will take effect when a portal opened with a
Knock is closed again.
Appendix
Glossary
155
Firearms
157
The Character Sheet
167
Glossary
Ability Scores The basic characteristics that cp Copper Piece(s), the smallest unit of money.
d# (d4, d6, d8, d10, d12, d20, d30, d%) The vari-
define a character. They are Charisma, Constitution,
Dexterity, Intelligence, Strength, and Wisdom. ous dice used to play LotFP, based on how many
sides those dice have.
AC, Armor Armor Class, a value that represents
Damage A measure of how effective an attack is.
how difficult a character is to damage in combat,
representing a combination of actual armor and the Also, the difference between a character’s current
ability to dodge blows. and maximum Hit Points.
Adventure Any self-contained smaller portion Demi-Human Dwarfs, elves, and halflings; the
of a larger campaign, or alternately, an overall term usually friendly human-like races.
for the happenings during any particular session
whether part of a larger campaign or not. DEX A common abbreviation for Dexterity.
Dungeon A generic term for any contained
Alignment Lawful, Chaotic, or Neutral; a
adventuring area, especially one where movement,
description of which (if any) cosmic power claims exit, or access to outside resources is restricted, as in a
the character’s allegiance. Generally only used to maze. Most often, but not necessarily, underground.
determine the effects of some spells.
Duration The length of game time a particu-
Campaign The sum total of all sessions and
lar effect lasts, usually concerning light sources or
adventures within a milieu, as well as out-of-game spells.
preparation and organization for that milieu done
by a Referee.
CHA A common abbreviation for Charisma. Encounter Any (potential) confrontation
Class The basic character type that defines a
between player characters and NPCs or monsters.
character’s abilities.
Encumbrance A measure of how much equip-
CON A common abbreviation for Constitution.
ment a character is carrying and how much it slows
him down.
155
156 Appendix
Experience Points A measure for determining Player All real-life participants in a game who
a character’s advancement; the game’s “score.” Also are not the Referee.
known as XP.
Referee The real-life participant who runs the
gp Gold Piece(s), the most valuable unit of
campaign, presents the adventure, and administers
money. the rules.
HD Hit Dice. Retainer Any follower or employee of a
Hit Dice The measure of how powerful a non-
character.
human creature is; also, the number of d8s used to
determine their Hit Points. Round Six seconds of time in-game, and the
basic division of time during combat.
Hit Points A measure of how much damage a Saving Throw A roll granted to characters in
character or creature can withstand before dying or certain situations to avoid or mitigate a negative
being knocked out. result such as the effects of a spell.
hp Hit Points. Segment One-second measures of time within a
Initiative The process of determining who acts
mêlée round, when a character actually acts.
first in combat.
Session A single gathering of Players and Referee
INT A common abbreviation for Intelligence.
Level A—The measure of a character’s power, to play the game.
B—The measure of a spell’s power, C—The relative shp Ship Hit Points.
depth and/or difficulty of areas within a dungeon. sp Silver Piece(s), the standard unit of money in
Mêlée Any hand-to-hand combat, with arms or the game. More valuable than copper, but less valu-
able than gold.
not. Non-mêlée combat is called Ranged combat.
STR A common abbreviation for Strength.
Morale A score for NPCs representing their Turn 10 minutes of in-game time.
Turn Undead A common Cleric spell that
bravery in battle, and for Retainers their willing-
ness to put themselves in danger on behalf of their forces the living dead to flee.
patron.
NPC Non Player Character, any character or crea- WIS A common abbreviation for Wisdom.
XP See Experience Points.
ture in the game played by the Referee instead of one
of the Players.
Party The Player Characters and any Retainers
they have.
PC Player Character, any character being played
by a Player.
Firearms
Cost Range
Firearm City Rural Damage Short Medium* Long*
< 25'
Pistol 25 sp 50 sp 1d8 < 50' < 50' < 100'
Arquebus 30 sp 50 sp 1d8 < 50' < 100' < 600'
Musket 40 sp 80 sp 1d8 < 100' < 600'
* Targets at Medium range are –4 to hit, –8 to hit at Long range. Rifled barrels halve the range penalties, but cost twice as much.
Cost
Misc. Equipment City Rural Notes
12 Apostles 5 sp 8 sp Bandolier with 12 shots worth of powder in pre-measured
containers
Artillery 250 sp* –
Fire Bomb 5 sp 7 sp 1d4 damage, ignites flammables; misfire blows up
Gunpowder 3cp 5cp One shot of powder
Gunpowder, Barrel 150 sp - 2500 shots of powder
Match Cord 1 sp 1 sp Per meter of cord; cord burns 10 cm/turn
Powder Horn 1 sp 1 sp Holds 50 shots of powder
Scattershot 1 sp 1 sp Ranges halved, no armor cancellation, 45° area effect doing
1d6 damage, save versus Breath Weapon for half damage
Shot Bag 2 sp 2 sp Bag of 100 round shot
* Per size category.
Cost
Armor City Rural Armor Class Notes
+1
Buff Coat 15 sp 30 sp 14
Pikeman’s Armor 50 sp 100 sp +1
Tassets 25 sp 50 sp 18
Full Armor 1500 sp – +1 +2 to physical damage saving throws
Helm, Lobster Tail Pot 25 sp 50 sp +1 +1 to physical damage saving throws
Morion 15 sp 30 sp – +1 to physical damage saving throws
Secrete 5 sp 10 sp
157
158 Appendix
LotFP Weird Fantasy Role-Playing has, since its Pistols
last printing, taken a decidedly Early Modern focus
in its supplements and adventures. Perhaps the Pistols are about the size of a man’s forearm. One
defining element of the Early Modern period, for pistol counts as an item for encumbrance purposes,
gaming purposes, is the maturation of firearms and but two pistols, called a brace, only counts as one
gunpowder technology. item for encumbrance purposes. A pistol requires
one hand to fire. Pistols never use the matchlock
(For the sake of clarity and to frame this in real- firing mechanism.
world terms, we will say that “The Early Modern
Period” covers 1492–1683, from Columbus dis A pistol can be used as a mêlée weapon, inflicting
covering the New World until the Battle of Vienna. 1d4 points of damage.
Also keep in mind that these rules are in the appen-
dix for a reason; they are entirely optional. The Arquebus
Referee will rule whether firearms are used in the
campaign or not.) Period firearms terminology defied strict defini-
tion, but for our purposes here, the arquebus is a
While gunpowder weapons first appeared handheld long gun which does not require a fork
during the Medieval period, it is in the Early rest in order to fire properly. An arquebus requires
Modern period when firearms technology became two hands to use.
safe, effective strategies and tactics utilizing them
became perfected, and defenses against them were An arquebus can be used as a mêlée weapon.
implemented. This requires two hands and inflicts 1d6 points of
damage.
Yet firearms of the day are neither standardized
in form nor miraculous in effect. For simplicity’s
sake, these rules will cover three forms of fire-
arms: Pistols, Arquebuses, and Muskets, and three
firing mechanism: Matchlocks, Wheellocks, and
Flintlocks.
Firearms 159
Musket be replaced, which means the match (hopefully still
lit!) must be removed from the firing mechanism.
For our purposes, the musket is a large handheld Coordinating all of this in an orderly manner which
long gun which requires a fork rest in order to fire; keeps the lit matchcord away from the gunpowder
not having the rest levies a –2 penalty to hit. Mus- is a 28 step process and takes a great deal of time
kets count as oversized items for encumbrance and attention.
purposes. Muskets require two hands to use.
Because the match must be lit before the gun can
A musket can be used as a mêlée weapon. This be fired, matchlock firearms are often only useful
requires two hands and inflicts 1d6 points of when combat is anticipated. A lit match burns 10 cm
damage. per turn (from each end it burns!), and the light and
smell that the burning match gives off makes stealth
impossible.
Matchlock Matchlocks use the following rules:
¶¶ They take 10 rounds to reload (8 for Fighters),
Matchlocks are considered the default gun type in
Weird Fantasy Role-Playing. Other firearm types plus the character’s Encumbrance value, minus
are considered modifications and upgrades of the the character’s Dexterity modifier. Any round in
matchlock for rules purposes. which the character moves or defends himself
(using his regular Armor class when attacked)
The matchlock firing mechanism is a lit match (a does not count towards the reload time.*
long match cord is standard, often lit at both ends) ¶¶ They suffer double the usual range penalties at
secured in a clamp. When the trigger is pulled, the Medium and Long range (so –4 and –8 to hit,
clamp drops the match into the priming pan, which respectively). Dexterity to-hit modifiers do not
is filled with a small amount of fine gunpowder. The apply for Medium or Long range targets.
ignition of this powder travels through a small hole ¶¶ They have a 2 in 10 chance of misfiring (meaning
(“touch hole”) to ignite the coarser powder in the that the powder discharges, but the bullet does
base of the barrel, firing the gun. not fire). A misfire will require three rounds to
clear before attempting to fire again.**
All firearms of this period are muzzle-loaders, ¶¶ Damp conditions (most dungeons count as being
which means that the gun is reloaded by jamming damp) double the chances of misfiring (which in
the bullet (a round ball), powder, and wadding this case means the powder is too wet to ignite).
to secure it all, down the barrel. A ramrod is very ¶¶ Wet conditions (rain, etc.) quadruples the
often included in the stock below the barrel to aid chances of misfiring (powder too wet to ignite).
in this. The powder in the priming pan must also ¶¶ Wet cord or powder cannot be used until it dries.
¶¶ They ignore 5 points of Armor at short range (at
all ranges for muskets).***
¶¶ The discharge of a firearm causes an immediate
Morale check for all enemy characters and crea-
tures with a Morale of 7 or less.
160 Appendix
* Given how combats in Weird Fantasy Role-Playing Wheellock
are usually small-scale skirmishes, it is probably
easier to just say firearms have a rate of fire of once Wheellocks were invented in the real world around
per combat. Early Modern drills were all about 1500. They use an internal mechanism which allows
making the reloading process as safe and organized the gun to be ready to fire with no outside source of
as possible within large units in open field warfare, ignition while also protecting the firing mechanism
and that is where the rate of fire becomes relevant. and priming pan from the elements. Reloading is
** Note that this misfire roll adds a complication safer with wheellocks than with matchlocks because
to combat. An easy way to handle it when a player the match’s flame, necessary to ignite the powder
character is targeted by someone wielding a match- and so discharge the gun, is not present. It is no less
lock is to declare that the player controlling the complicated because the wheellock’s moving parts
target must roll the misfire die at the time that the still need to be reset. Each wheellock mechanism
attack roll is made. If the player forgets, then there must be handcrafted by a skilled gunsmith, making
is no chance to misfire, but everyone will have an the cost of equipping rank-and-file troops with this
interest in remembering to make the misfire roll superior technology prohibitive.
without the attacker needing to worry about it. Wheellock modification to the firearms rules:
*** “Armor” for this purpose is any external pro- ¶¶ Have no additional misfire chances due to envi-
tection. Armor bonuses due to Dexterity are not
affected. Referees should apply common sense ronmental conditions.
when deciding if a non-human creature’s Armor ¶¶ Increase the base cost of a gun sevenfold.
Class is due to speed or the toughness of its hide. ¶¶ Have a 1 in 4 chance of having the firing mecha-
nism break if used as a club.
Flintlock
Flintlocks were invented around 1610. This basi-
cally replaces the lit match with a small piece of flint
which, when the trigger is pulled, strikes a piece of
steel called the frizzen to cause a spark that ignites
the powder in the priming pan, discharging the gun.
The benefits of not needing to carry, or reload while
holding, a lit match to use firearms are obvious.
Firearms 161
Rifled Barrels
The vast majority of firearms are smoothbore, mean-
ing that the inside of the barrels are smooth. This is
the primary reason why firearms of the period are
so inaccurate at range. Rifling, the addition of spi-
raling grooves inside the barrel to better guide the
bullet and improve accuracy, is an expensive process
because it must be done by hand by experienced
craftsmen. Rifled guns are slower to load as the
same thing that controls a bullet leaving the barrel
makes it impossible to quickly jam shot, powder,
and wadding down the barrel in the first place.
Flintlocks did not become widespread until the Rifling:
1630s and would not dominate the battlefield until ¶¶ Eliminates the increased range penalties of
the 1660s.
Flintlock modification to the firearms rules: firearms.
¶¶ Only a 1 in 10 chance of a misfire (flash in the ¶¶ Doubles the base cost of a gun.
¶¶ The reloading time of a gun increases 1.5 ×.
pan, but the bullet is not fired).
¶¶ Double the base cost of a gun (1.5 × cost after Note
1630 or your campaign world’s equivalent, Cost multipliers are cumulative, so a rifled
normal cost after 1660). wheellock musket would cost:
¶¶ Halve reload times (Fighters round down, all
others round up). 40 sp × 7 × 2 = 560 sp.
162 Appendix
About Firearms
Gunpowder weapons were in use in China in the The average 0-level enemy is likely to use a gun,
early 1200s, in Europe in the late 1200s. While per- no matter what the player characters do. They will
sonal firearms were not standard and ubiquitous also tend to be unarmored while player characters
until the mid-1500s in Europe, the use of cannon may still tend to be old-fashioned and thus, all
was near-universal by 1400, pre-dating full suits of armored up. The gun will counteract the armor,
plate armor. Personal firearms were common on the giving these low-level NPCs a small degree of parity
battlefield by 1450. in combat that traditionally they have never had,
and since they are unarmored, will probably have
One of the difficulties in presenting firearms is an easier time fleeing from the player characters as
that LotFP, the other “clone” systems, and the origi- well.
nal games that they are based on do not measure the
factors that caused the proliferation of firearms. It is Armor
absolutely true that a bow in the hands of a trained
archer has a higher rate of fire, greater accuracy over While armor was on the way out by the end of our
distance, and longer effective range than a pre-19th time period due to the continued improvement of
century firearm has in anyone’s hands. firearms, and mobility became more important than
absorbing punishment, it was still very common
Nevertheless, it is a long, difficult road to becom- throughout the period. Medieval armor had fallen
ing a skilled combat archer, and sustained use of a out of style; campaigns which use these firearms
bow throughout a pitched battle is exhausting. It is rules should increase the cost of all armor and
much easier (and thus much cheaper, in terms of shields in the basic equipment lists by 50%.
military training) to teach a soldier how to use a
gun—just about anyone can become at least a com- However, there are four styles of armor specifi-
petent musketeer if properly trained—and the mere cally used in the Early Modern time period:
use of the weapon will not fatigue soldiers. The size
of armies increased in some cases five times after Buff Coats
the introduction and full integration of firearms into
society, mostly due to the greater ease in adequately The buff coat is a yellow leather jacket used for basic
training soldiers. protection throughout the 17th century.
Since LotFP and similar games do not track ease The buff coat gives a +1 bonus to Armor Class and
of training and combat fatigue at all, encouraging counts as a single item for encumbrance purposes.
the use of firearms in the game might be difficult.
The Referee should keep the following in mind: Helmets
If certain player characters want to stick with Musketeers, artillerists, and similar troops were not
bows, let them. Generals and military theorists were intended to engage in close combat with the enemy,
still promoting the longbow as late as the 1590s since
they knew its advantages. Player characters, especially
Fighters, are highly skilled iconoclasts completely
outside of the military hierarchy who engage in small-
scale skirmishes. Thus, why should they not continue
to use bows if they see the advantages?
Non-Fighter characters may appreciate the added
armor penetration that firearms may provide, espe-
cially since in many situations a single round or two
of missile fire is merely the prelude to closing in for
mêlée combat anyway.
Firearms 163
and armor (cheap enough to be mass-produced, Pikeman’s armor (just the breast and back plates)
anyway) was acknowledged as increasingly futile gives a base Armor Class of 14, +1 if the tassets are
against gunfire, so it became more and more common used (the gorget gives no additional bonuses when
for these troops to not wear any armor at all. used with Pikeman’s armor or Full Armor, but gives
a +1 Armor Class bonus on its own). Pikeman’s
Regardless, helmets were effective in protect- armor counts as an oversized item for encumbrance
ing against shrapnel and other battlefield dangers, purposes, and the tassets count as an additional
resulting in their use long after body armor was normal item.
abandoned. Often heavily identified with the
conquistadors, although they were common Full Armor
throughout Europe, the morion helmet was most
common in the 1500s. In the 1600s a cavalry helmet Noblemen, generals, and certain cavalry units
with neckguard and facemask, known as a capeline (cuirassiers) still wore full plate armor, often finely
or lobster-tail pot, became widely used, as did a decorated and including a helm, covering them
steel skullcap which could be worn unseen under head to toe. Full Armor cannot be combined with
a hat (a “secrete”). any other armor type listed here (although those
feeling like an antiquarian may use a shield).
Lobster tail pots and morions give a +1 bonus to
Armor Class, and each kind of helm gives a different Full Armor gives a base Armor Class of 18, and
bonus to saving throws involving physical damage. counts as two oversized items for encumbrance
Secrete helms are non-encumbering, and other purposes.
kinds of helms count as one item for encumbrance
purposes.
Pikeman’s Armor
Heavy infantry (which in the Early Modern era was
composed mostly of pikemen) and lighter cavalry
were still in need of armor that could protect in
hand-to-hand combat as well as long-range missile
fire. The most common heavy armor of the day con-
sisted of a breast plate, a helmet with some sort of
face guard, a gorget to protect the neck, and tassets,
pieces of plate that protected the upper leg. As time
went on, fewer and fewer pieces of this armor were
worn. By the end of the period it was quite common
for soldiers who bothered to wear armor to only
wear the breast plate.
164 Appendix
Miscellaneous Fire Bomb
Equipment
A fire bomb is a form of projectile used instead of
normal shot. It does not penetrate when it hits the
target, but rather causes a small fireball to explode
upon impact. If a character is carrying this sort of
ammunition and is hit by a fire-based attack, he
must make a saving throw versus Breath Weapon
for each round; for each failure he takes damage as
if struck by a fire bomb.
Apostles Gunpowder Barrels
Using an “apostle” reduces the time needed to load A barrel of gunpowder counts as four oversized
a firearm by one round. If a character wearing the items. A barrel that explodes does 5d8 damage to
apostles is hit by a fire attack, he must make a saving all within 30' (save versus Breath Weapon for half
throw versus Breath Weapon for each unused apos- damage).
tle; for each failure he takes 1 point of damage as the
powder explodes and fragments of the container act Powder Horn
as shrapnel.
A character needs two types of powder in order
Artillery to load a firearm; one type of powder goes down
the muzzle with the wadding and shot, the other
Artillery includes cannon and mortars. It is a field is used in the priming pan. If a character with a
weapon that requires special consideration in trans- powder horn is hit by a fire-based attack, he must
portation and use. Each “size category” of artillery make a saving throw versus Breath Weapon or take
costs 250sp, counts as 25 points for encumbrance 1d3 damage for every 10 shots (round up) worth of
purposes (so a horse attempting to pull a cannon powder remaining in the horn.
is severely encumbered), and takes one barrel of
powder to fire. Firing artillery at individual targets Scattershot Ammunition
is folly, requiring both a natural 20 to hit and even
after that, the target is allowed a saving throw versus This is an informal term for using small pellets or
Breath Weapon to avoid being hit. Fortifications rocks or other ammunition that will not fire as a
and other large stationary targets merely require single projectile.
a normal to-hit roll. If artillery hits, it does 1d6
Ship Hit Points (or 1d6 × 10 regular Hit Points) of
damage per size category. Artillery can only be fired
once per turn per size category of the piece.
page page
5 7
no p q
r s V
w
t u x
y
A bcd page
e f gh 27
ij page page
k 47 37
page
lm 38
z
page
29
page
53
page
53
The Character Sheet
Most of the information on the character sheet is L. Fill-in (and label) one dot for every Cleric
taken straight from this book, and in those cases the spell level able to be cast.
page number reference is listed on the sample sheet
on the previous page. M. Fill in (and label) one dot for every
Magic-User spell level able to be cast.
Some entries require a bit more interpretation,
and those are marked with letters and explained N. Base Attack Bonus is +1 for all classes except
below. Fighters who have a base Attack Bonus of
A. Dwarfs begin with 3 in 6 Architecture skill, (Level +1, up to a maximum of +10).
all others begin with 1 in 6. O. Mêlée Attack Bonus is Base Attack Bonus plus
B. Halflings begin with 3 in 6 Bushcraft skill, the character’s Strength modifier.
all others begin with 1 in 6. P. Ranged Attack Bonus is Base Attack Bonus
C. All characters begin with 1 in 6 Climb skill. plus the character’s Dexterity modifier.
D. All characters begin with 1 in 6 Languages skill
Q. Elves are only surprised 1 in 6 (and so should
and then apply their Intelligence modifier. fill in one pip), all other characters are
E. All characters begin with 1 in 6 Open Doors surprised 2 in 6.
skill and then apply their Strength modifier. R. Mêlée AC is based on a character’s armor type
This skill is not subject to improvement with plus the character’s Dexterity modifier.
Specialist skill points.
F. Elves begin with 2 in 6 Search skill, all others S. Ranged AC is one more than Mêlée AC if the
begin with 1 in 6. character is using a shield.
G. All characters begin with 1 in 6 Sleight
of Hand skill. T. Without Shield AC is the character’s normal
H. All characters begin with 1 in 6 Sneak Attack Mêlée without the shield bonus.
skill.
I. Halflings begin with 5 in 6 Stealth skill, U. Surprised AC is Mêlée without shield or
all others begin with 1 in 6. Dexterity modifiers, with a further 2-point
J. All characters begin with 1 in 6 Tinkering penalty.
skill.
K. These blank dice are for Referees who V. All characters have the Standard Attack Option.
introduce new skills into their campaign. W. Fighters, Dwarfs, and Elves have the +4 Parry
option, all others have the +2 parry option.
X. Only Fighters, Dwarfs,and Elves have the
Press combat option.
Y. Only Fighters, Dwarfs, and Elves have the
Defensive combat option.
Z. Dwarfs ignore the first +1 Enc listing.
167
OPEN GAME LICENSE Version 1.0a non-exclusive license with the exact terms of this System Reference Document © 2000, Wizards of
The following text is the property of Wizards of License to Use, the Open Game Content. the Coast, Inc.; Authors Jonathon Tweet, Monte
the Coast, Inc. and is Copyright 2000 Wizards of 5. Representation of Authority to Contribute: If Cook, Skip Williams, based on original mate-
the Coast, Inc (“Wizards”). All Rights Reserved. You are contributing original material as Open rial by E. Gary Gygax and Dave Arneson.System
1. Definitions: (a)”Contributors” means the Game Content, You represent that Your Contri- Reference Document © 2000-2003, Wizards of
copyright and/or trademark owners who have butions are Your original creation and/or You the Coast, Inc.; Authors Jonathan Tweet, Monte
contributed Open Game Content; (b)”Derivative have sufficient rights to grant the rights conveyed Cook, Skip Williams, Rich Baker, Andy Collins,
Material” means copyrighted material including by this License. David Noonan, Rich Redman, Bruce R. Cordell,
derivative works and translations (including into 6. Notice of License Copyright: You must up- John D. Rateliff, Thomas Reid, James Wyatt, based
other computer languages), potation, modifica- date the COPYRIGHT NOTICE portion of this on original material by E. Gary Gygax and Dave
tion, correction, addition, extension, upgrade, License to include the exact text of the COPY- Arneson.
improvement, compilation, abridgment or other RIGHT NOTICE of any Open Game Content Modern System Reference Document © 2002–
form in which an existing work may be recast, You are copying, modifying or distributing, and 2004, Wizards of the Coast, Inc.; Authors Bill
transformed or adapted; (c) “Distribute” means You must add the title, the copyright date, and Slavicsek, Jeff Grubb, Rich Redman, Charles
to reproduce, license, rent, lease, sell, broadcast, the copyright holder’s name to the COPYRIGHT Ryan, Eric Cagle, David Noonan, Stan!, Christo-
publicly display, transmit or otherwise distrib- NOTICE of any original Open Game Content pher Perkins, Rodney Thompson, and JD Wiker,
ute; (d)”Open Game Content” means the game you Distribute. based on material by Jonathan Tweet, Monte
mechanic and includes the methods, procedures, 7. Use of Product Identity: You agree not to Use Cook, Skip Williams, Richard Baker, Peter Adki-
processes and routines to the extent such content any Product Identity, including as an indication son, Bruce R. Cordell, John Tynes, Andy Collins,
does not embody the Product Identity and is an as to compatibility, except as expressly licensed in and JD Wiker.
enhancement over the prior art and any addi- another, independent Agreement with the owner Castles & Crusades: Players Handbook, Copy-
tional content clearly identified as Open Game of each element of that Product Identity. You agree right 2004, Troll Lord Games; Authors Davis
Content by the Contributor, and means any not to indicate compatibility or co-adaptability Chenault and Mac Golden.
work covered by this License, including transla- with any Trademark or Registered Trademark in Castles & Crusades: Monsters Product Support,
tions and derivative works under copyright law, conjunction with a work containing Open Game © 2005, Troll Lord Games.
but specifically excludes Product Identity. (e) Content except as expressly licensed in another, Basic Fantasy Role-Playing Game Copyright ©
“Product Identity” means product and product independent Agreement with the owner of such 2006–2008 Chris Gonnerman.
line names, logos and identifying marks includ- Trademark or Registered Trademark. The use of New Spells: A Basic Fantasy Supplement Copy-
ing trade dress; artifacts; creatures characters; any Product Identity in Open Game Content does right © 2007 Chris Gonnerman,Ola Berg, Angelo
stories, storylines, plots, thematic elements, not constitute a challenge to the ownership of Bertolli, Jeff Querner, Everett Bradshaw, Emiliano
dialogue, incidents, language, artwork, symbols, that Product Identity. The owner of any Product Marchetti,Ethan Moore, Jim Bobb, and Scott
designs, depictions, likenesses, formats, poses, Identity used in Open Game Content shall retain Abraham
concepts, themes and graphic, photographic and all rights, title and interest in and to that Product OSRICTM © 2006, Stuart Marshall, adapting ma-
other visual or audio representations; names and Identity. terial prepared by Matthew J. Finch, based upon
descriptions of characters, spells, enchantments, 8. Identification: If you distribute Open Game the System Reference Document, and inspired by
personalities, teams, personas, likenesses and Content You must clearly indicate which portions the works of E. Gary Gygax, Dave Arneson, and
special abilities; places, locations, environments, of the work that you are distributing are Open many others.
creatures, equipment, magical or supernatural Game Content. Labyrinth LordTM © 2007–2009, Daniel Proc-
abilities or effects, logos, symbols, or graphic 9. Updating the License: Wizards or its designated tor. Author Daniel Proctor.
designs; and any other trademark or registered Agents may publish updated versions of this Li- Swords & Wizardry Core Rules, © 2008, Matthew
trademark clearly identified as Product identity cense. You may use any authorized version of this J. Finch
by the owner of the Product Identity, and which License to copy, modify and distribute any Open Eldritch Weirdness, Book One, © 2008, Matthew
specifically excludes the Open Game Content; Game Content originally distributed under any J. Finch
(f) “Trademark” means the logos, names, mark, version of this License. Darwin’s World © 2002, RPGObjects; Authors
sign, motto, designs that are used by a Contribu- 10. Copy of this License: You MUST include a Dominic Covey and Chris Davis.
tor to identify itself or its products or the asso- copy of this License with every copy of the Open Mutant FutureTM © 2008, Daniel Proctor and
ciated products contributed to the Open Game Game Content You Distribute. Ryan Denison. Authors Daniel Proctor and Ryan
License by the Contributor (g) “Use”, “Used” 11. Use of Contributor Credits: You may not mar- Denison.
or “Using” means to use, Distribute, copy, edit, ket or advertise the Open Game Content using the Advanced Edition Companion, © 2009–2010,
format, modify, translate and otherwise create name of any Contributor unless You have written Daniel Proctor. Author Daniel Proctor.
Derivative Material of Open Game Content. (h) permission from the Contributor to do so. Lamentations of the Flame Princess: Weird Fan-
“You” or “Your” means the licensee in terms of 12. Inability to Comply: If it is impossible for You tasy Role-Playing Deluxe Edition, © 2010, LotFP.
this agreement. to comply with any of the terms of this License Author James Edward Raggi IV
2. The License: This License applies to any Open with respect to some or all of the Open Game First Level Magic-User Spells Grindhouse Edition
Game Content that contains a notice indicating Content due to statute, judicial order, or gov- Spell Contest: Bookspeak, © 2011 Daniel Smith
that the Open Game Content may only be Used ernmental regulation then You may not Use any First Level Magic-User Spells Grindhouse Edi-
under and in terms of this License. You must af- Open Game Material so affected. tion Spell Contest: Howl of the Moon, © 2011
fix such a notice to any Open Game Content that 13. Termination: This License will terminate Joel Rojas)
you Use. No terms may be added to or subtracted automatically if You fail to comply with all terms Lamentations of the Flame Princess: Weird Fan-
from this License except as described by the Li- herein and fail to cure such breach within 30 days tasy Role-Playing Grindhouse Edition, © 2011,
cense itself. No other terms or conditions may be of becoming aware of the breach. All sublicenses LotFP, Author James Edward Raggi IV
applied to any Open Game Content distributed shall survive the termination of this License. Lamentations of the Flame Princess: Weird Fanta-
using this License. 14. Reformation: If any provision of this License sy Role-Playing Player Core Book: Rules & Magic
3. Offer and Acceptance: By Using the Open is held to be unenforceable, such provision shall © 2013 LotFP, author James Edward Raggi IV
Game Content You indicate Your acceptance of be reformed only to the extent necessary to make Open Content: All text not specified as Product
the terms of this License. it enforceable. Identity
4. Grant and Consideration: In consideration for 15. COPYRIGHT NOTICE Product Identity: All images, graphics, layout
agreeing to use this License, the Contributors Open Game License v 1.0 © 2000, Wizards of the design and the LotFP and Lamentations of the
grant You a perpetual, worldwide, royalty-free, Coast, Inc. Flame Princess names.
MOVEMENT AND ENCUMBRANCE
Character is wearing chain armor +1 Point
plate armor +2 Points
+1 Point
Character is carrying 6 or more di erent items overall +1 Point
11 or more di erent items overall +1 Point
16 or more di erent items overall +1 Point
21 or more di erent items overall +1 Point per item
Character is carrying an oversized item
MOVEMENT PER TURN MOVEMENT PER ROUND
POINTS ENCUMBRANCE EXPLORATION COMBAT RUNNING MILES PER DAY
0–1 24
2 Unencumbered 120' 40' 120' 18
3 Lightly Encumbered 90' 30' 90' 12
4 Heavily Encumbered 60' 20' 60' 6
5+ Severely Encumbered 30' 10' 30' 0
Over Encumbered 0' 0' 0'
MOUNTS
For every Human or Dwarf riding the animal +5 Points (plus rider’s Encumbrance Points)
Elf riding the animal +4 Points (plus rider’s Encumbrance Points)
Hal ing riding the animal +3 Points (plus rider’s Encumbrance Points)
+1 Point
Animal is wearing leather barding +2 Points
chain barding +3 Points
plate barding –10 Points against vehicle load per axle
+1 Point
Animal is pulling a vehicle –5 Points
Per 5 items that the animal is carrying
A Teamster has packed the animal’s load
MOVEMENT PER TURN MOVEMENT PER ROUND
POINTS ENCUMBRANCE EXPLORATION COMBAT RUNNING MILES PER DAY
0–10 48
11–15 Unencumbered 240' 80' 240' 36
16–20 Lightly Encumbered 180' 60' 180' 24
21–25 Heavily Encumbered 120' 40' 120' 12
26+ Severely Encumbered 60' 20' 60' 0
Over Encumbered 0' 0' 0'
Saving Throws Mêlée Attack
Level Paralyze Poison Breath Device Magic Weapons Bonus
15
1–4 14 11 16 12 12
5–8 12 9 14 10 9
Cleric 6 Item Dmg Fighter Others AB
5 0 0 +0
9–12 10 7 12 8 18 Cestus 1d3 –
13–16 8 3 8 4 16 Garrote 1d6 1 1+ +1
17+ 6 2 6 4 14 Lance 1d10 2 +2
0 16 16 16 15 12 Mancatcher – 3 +3
1–3 14 12 15 13 10 Polearm 1d8 4 +4
4–6 12 10 13 11 8 Rapier 1d8 5 +5
Fighter 7–9 10 8 9 9 14 Spear 1d6 6 +6
10–12 8 6 7 7 12 Sta 1d4 7 +7
13+ 6 4 5 5 8 Weapon, Great 1d10 8 +8
1–5 13 13 16 13 6 Weapon, Medium 1d8 +9
6–10 11 11 14 11 4 Weapon, Minor 1d4 9+ +10
Magic-User 11–15 9 9 12 9 14 Weapon, Small 1d6
16–18 6 7 8 5 12 Whip 1d3
19+ 5 6 7 4 10
1–4 14 16 15 14 8
5–8 11 12 14 13 6 Missile Weapons
Specialist 9–12 9 10 12 11 14
13–16 7 8 10 9 12
10 Item Dmg Short Medium Long
8 < 20' < 50' < 80'
17+ 5 6 8 7 6 Blowgun – < 50' < 600' < 900'
0 12 10 15 11 4 Bow, Long 1d6 < 50' < 300' < 450'
1–3 10 8 13 9 17 Bow, Short 1d6 < 50' < 200' < 600'
4–6 8 6 10 7 15 Crossbow, Heavy 1d8 < 50' < 150' < 400'
Dwarf 7–9 6 4 7 5 13 Crossbow, Light 1d6 < 10' < 20' < 30'
10 – 11 4 2 4 3 11 Rock 1d2 < 50' < 300' < 450'
12+ 2 2 2 2 9 Sling 1d4 < 10' < 20' < 30'
0 15 14 17 15 7 Dart 1d4 < 10' < 20' < 60'
1–3 13 12 15 13 5 Spear 1d6 < 10' < 20' < 30'
4–6 11 10 13 11 14 Other rown Weapon
7–9 9 8 9 9 12
Halfling Elf 10–12 7 6 7 7 10
13–16 5 4 5 5 8 Armor Cover
17+ 3 3 3 3 6
0 12 10 15 11 4
Item AC Amount AC Bonus
Magic 25% +2
1 10 8 13 9 None 12 50% +4
2–3 8 6 10 7 Leather 14 75% +7
4–5 6 4 7 5 Chain 16 90% +10
6–7 4 2 4 3 Plate 18
8+ 2 2 2 2 Shield +1 AC in Mêlèe
+2 AC vs. Missiles
Level Paralyze Poison Breath Device
Mystery and Imagination
Adventure and Death
Beyond the veil of reality, beyond the in uence of manipulating politicians,
greedy merchants, iron-handed clergy, and the broken masses that toil for
their bene t, echoes of other realms call to those bold enough, and desperate
enough, to escape the oppression of mundane life. Treasure and glory await
those courageous enough to wrest it from the darkness. But the danger is
great, for lurking in the forgo en shadows are forces far stranger and more
perilous than even civilization. e price of freedom might be paid in souls.
LotFP: Weird Fantasy Role-Playing presents a sinister and horri c twist
on traditional fantasy gaming. Simple enough for a beginner yet meaty enough
for the veteran, this game will make all your worst nightmares come true.
is book is a revision of the Rules & Magic book
originally found in the LotFP: Weird Fantasy Role-Playing boxed set.
It contains all the rules needed to play the game.
is is the rst book of a two book set. e Referee Core Book: Procedures and
Inspirations contains information and guidance about constructing and running
campaigns and adventures.
LamentationS
of the
Flame PrincesS
Weird Fantasy Role-Playing
© James Edward Raggi IV LamentationS
Lamenotf thae tionS of the
Flame PrincesS
Flame PrincesS
Weird Fawnwtwa.sloytfpR.coolme-Playing
Weird Fantasy Role-Playing
LamISBNen-ta- ti-o- nS LFP 1003