From: vapspyo@prism.gatech.EDU (Jon W. Hughes)
Newsgroups: rec.games.frp.misc
Subject: TOON Fantasy Supplement (LONG!!)
Date: 25 Jan 93 10:58:08 GMT
Organization: Georgia Institute of Technology

[This is something I've worked on in my spare time for fun.
I'm currently working on a Monster Manual (oh wait, I can't
say that) of sorts to go along with this.  So (shameless
appeal in the hopes of avoiding honest work) if you like this
and make up monsters in your adventures, please send them to
vapspyo@hydra.gatech.edu.  If you find blatant errors or
something else to complain about, send me a note and I will
take care of it for the 2nd edition.

I've never sat down and read the Tooniversal Tour Guide, but
I glanced at it once, wondering if I wanted to buy it.  The
dungeon adventure section struck me as too complicated for
the quick, silly feel that TOON was designed for.  Besides, I
had everything except the spells typed up at that time.  So I
doubt there are too many, if any, similarities between this
and the Tooniversal version.

This is not an official publication of Steve Jackson Games,
and this is done without their permission or knowledge.  If,
however, someone at SJG sees this and wants to hire me, that's
another matter.

But enough of that.  Let's get silly.  JWH]

-------------------------8< cut here 8<----------------------------

TOON: Fantasy Supplement

1st Edition
January 1993

By Jon Hughes
Internet: vapspyo@hydra.gatech.edu

INTRODUCTION

Having played TOON for about 9 months now, I've started
running a campaign based on TOON, and borrowing liberally
from several "real" systems I've used before.  The fantasy
setting makes for great adventures, because almost all
gamers I know cut their eye-tooth on D&D, and still have
fond memories of those games.  But where you used to hide
your characters behind magical protections and did your best
not to do anything stupid, all bets are off.  With their new
found freedom from death, your players will do all sorts of
stuff even _you_ never expected.  Enjoy.



TABLE OF CONTENTS

    i  INTRODUCTION
   ii  CONTENTS
    I  DIFFERENCES FROM TOON
   II  CHARACTERS & CLASSES
  III  EQUIPMENT AND ITS USES
   IV  MAGIC
    V  GENERATING DUNGEONS ON THE FLY
   VI  SUPPLEMENTS


DIFFERENCES FROM TOON

In standard Toon, many concepts are introduced.  Here are some differences
in the rules that should be made to play Fantasy TOON.

FALLING DOWN

When you Fall Down, you sit out the requisite three minutes or so.  If
your remains were recovered and carried by the party, you simply revive,
stand up, and keep going.  All your equipment (unless removed by members
of the party) is still with you.  If, however, your remains were left, or
were unretrievable, after the three minutes you simply reappear around
the next bend in the corridor, but with a maximum of one weapon (magic or
not), one suit of armor (magic or not), and two other items of your
choosing.  All other items you carried are gone.  If one of the items that
goes away was something important to the plot, it will reappear later on.

BELIEFS & GOALS

Introduced in Fantasy TOON are several classes, with their own beliefs and
goals.  Don't be restricted by them.  If you want your character to be a
wizard but still have a goal of hoarding 8-tracks, then go for it.

NATURAL ENEMIES

Use them if you want to.  This might lead to some interesting situations,
for example if the king that is sending you on a quest is an enemy of one
of the party members ("Did I say I wanted you to bring back the head of the
Orc Chief?  I meant to say Ancient Red Dragon.  Is that a problem?").

CHARACTER TYPES

While it is easy to imagine a magic-wielding stork or a pig with armor and
a sword, it is a little harder to envision a dungeon-exploring toaster.  If
the Animator says that only certain types of characters are allowed, trust
him on this.

CHARACTERS & CLASSES

Since TOON is a skill-based game, it is hard to set aside
certian special skills for certain classes.  So rather than
strict "classes" there are guidlines.  The classes are for
role playing purposes, as there are no inherent bonuses in
any classes.  The party's "thief" may be the best at Breaking
Down Doors, and your "wizard" might have the best Fight score
(and some pretty good weapons to boot).  Here are some basic
class outlines.


FIGHTERS

Should carry big weapons, wear lots of armor, think only when
_really_ necessary.  Can carry shields and stuff to absorb the
damage they take.
Good Skills and Shticks to have:  Break Down Door
                                  Fight
                                  Pick Up Heavy Thing
                                  Incredible Strength
Beliefs & Goals:  Make stuff Fall Down.  Turn big stuff into
smaller bits of stuff (espically doors).


DRUIDS

Should dress in green and always have a twig or leaf or something
of Nature to commune with when necessary.  Can also Cast Magic if
they purchase the shtick.  Will try to protect the outdoors and
rejoice in its beauty.
Good Skills and Shticks to have:  Ride
                                  Swim
                                  Hide/Spot Hidden
                                  See/Hear/Smell
                                  Track/Cover Tracks
                                  Sneak
Beliefs & Goals:  Be outdoors whenever possible.  Follow animals
but don't harm them.  Commune with Nature regularly.


MUNCHKINS

Not a race, but rather a personality type, munchkins try to gather
as much gold and magic items as they can.  With their newfound power,
munchkins then go around fighting stuff and collecting better magic
items and more money.  Throughout all of this, however, they'll try
_not_ to Fall Down.  They will get all sorts of magical protections
and armor to keep this from hapenning.  They can act as any other
class, but their primary objective is to collect money and powerful
magic items.
Good Skills and Shticks to have:  Hide/Spot Hidden
                                  Sleight of Hand
                                  Detect Item (Gold)
                                  Detect Item (Magic Items)
Beliefs & Goals:  Gather money.  Hoarde magic items.  Get them from
monsters.  Get them from other characters.  But don't Fall Down.


WIZARDS

To cast spells, they must carry a spell book.  Also, they must buy
the "Cast Magic" shtick (see rules below).  Should wear robes and
pointy hats, and spend as much time researching magical powers as
they can.
Good Skills and Shticks to have:  Dodge
                                  Read
                                  Pass/Detect Shoddy Goods
                                  Cast Magic
Beliefs & Goals:  Get lots of magic stuff.  Use lots of magic
stuff.  Magic is the most powerful force in the universe, and
don't let the party forget it.


THIEVES

Must carry a set of lockpicks to unlock stuff (to unlock, roll on
your Set/Disarm Trap skill).  Can also wear dark bodysuits and
carry ropes and glasscutters and other sneaky stuff like that.
Good Skills and Shticks to have:  Climb
                                  Hide/Spot Hidden
                                  Identify Dangerous Thing
                                  Set/Disarm Trap
                                  Pass/Detect Shoddy Goods
                                  Sleight of Hand
                                  Sneak
                                  Invisibility
                                  Quick Change/Disguise
Beliefs & Goals:  Get lots of stuff.  Steal from other players.
Make other players Fall Down and then steal their stuff.  Do
everything as sneakily as possible.


These are just some general guidelines.  Make up other classes
(with corresponding Beliefs and Goals) if you wish.  Like maybe
a Bard class that goes around playing an instrument and writing
epic ballads about the group's exploits.  Whatever you can think
of, but try to keep it at least a little bit silly.


EQUIPMENT AND ITS USES

GENERAL DELVING EQUIPMENT

Explorers can find laterns, ropes, iron spikes, and the usual
stuff for next to nothing at any town they visit.  If they want
armor and weapons, however, make them pay for it.  


STARTING EQUIPMENT

Each character can pick six (not eight) items to begin with, and
these may not be weapons or armor.  To get these, the character
rolls for one weapon and one piece of armor (both non-magical)
and rolls for two treasures.  These treasures can then by used
to barter for or buy more or better equipment.


WEAPONS

Weapons are used in fights.  When two people are fighting and one
makes his Fight roll and the other fails, the first one does damage
to the second character based on what weapon was being used.
If you want to allow bows and crossbows in your campaign, then treat
them as guns for the sake of combat.  If you want to get really fancy
with special arrows and stuff like that, feel free to.


ARMOR

Armor acts as protection against attacks.  The point value of the
armor is the amount of hit point damage the armor can stop before
it becomes too damaged to be of any worth.  Furthermore, shields
are damaged before suits of armor.
Example:  Grog has a shoddy small shield and a suit of +4 chain
          mail.  In all, he has 12 extra points of protection
          (1 from shield, 11 (7+4) from chain mail).  Nimrod hits
          him for 7 points of damage.  The shield is destroyed, and
          the chain mail can only withstand 5 more points of damage.
          The next action, Nimrod hits again for 8 points of damage.
          The chain mail is ruined, and Grog is hit for 3 points of
          damage.


CURSED EQUIPMENT

Once you have used a cursed piece of equipment, you cannot remove
that item until you either have REMOVE CURSE cast upon the item, or
you fall down.  Some cursed equipment may have conditions upon it that
causes it to disappear before either action mentioned above occurs.
Example:  Grog has a cursed small shield (-2) and a suit of cursed
          leather armor (-4).  He started at 8 hit points, but thanks
          his equipment, he starts out with 2 (-2 from shield, and
          -4 from the leather).  Nimrod hits him for 7 points of
          damage.  Grog Falls Down, and the shield and the leather
          armor will be gone when Grog gets up again.
Note that if you put on enough cursed armor to give you negative
hit points, you Fall Down immediately.


MAGIC

CASTING SPELLS

To cast a spell using the Cast Magic shtick, you must roll against
your skill level of Cast Magic minus the level of the spell.  If you
succeed, the spell goes off as intended.  A roll of "2" is automatic
success.  If you fail, you've "misfired" the spell, and it goes awry
in ways suggested by the spell description (though if the Animator can
think of something better, you're at the mercy of the Animator and his
imagination).
Example:  Haydon tries to cast a FIREBALL spell.  He has a Cast
          Spells shtick of level 7, and FIREBALL is a level 3
          spell.  He needs to roll a 4 (7-3) or less to cast the
          spell successfully.  He rolls a 11 (_big_ misfire), and
          everyone else in the room dives for cover.


GETTING CAST MAGIC

Cast Magic is the shtick that allows you to personally perform feats
of magical ability.  The shtick costs 8 points during the character
generation phase.  It may be improved with Plot Points like any other
shtick.


CASTING FROM SCROLLS

To cast a spell from a scroll, you only need to roll against your Read
skill level minus the level of the spell.  You do _not_ have to have
the Cast Magic shtick to cast spells from scrolls.
Example:  Haydon tries to cast a WISH spell from a scroll.  He has
          a Read skill of level 8, and WISH is a level 6 spell.  He
          needs to roll a 2 (8-6) to cast the spell successfully.
          He rolls a 9 (misfire), and is crushed as the Porsche he
          just wished for falls on him from a great height.


NOTES ON SPELL DESCRIPTIONS

SPELL NAME:  How to refer to a given magical effect.  If the name
             has an (A) following it, this means the misfire is
             really mean but not immediately obvious to the caster,
             so the Animator should make the success rolls for these
             spells secretly.
LEVEL:  How relatively powerful a spell is.
RANGE:  Where the caster can direct the spell.  Examples include:
        NONE:  The spell has no range.  Spell effects cannot be directed.
        TOUCH:  Caster must touch the person/item targeted.
        LOS:  Line Of Sight.  The caster has to see the target to hit it.
        INFINITE:  The caster just thinks of where the spell will take
                   effect and it does so.
AREA OF EFFECT:  What area is affected by the spell.  Examples include:
                 SELF:  Spell effects work on the caster only.
                 ONE PERSON:  The spell works on one person only.
                 GROUP:  Several people/items could be effected.
EFFECTS:  What the spell does when successfully cast.
MISFIRE:  What happens when the spell goes wrong.  The Animator should
          provide appropriate results, which should be both disastrous and
          humorous.

SPELLS

BEFRIEND MONSTER
Level:  4
Range:  TOUCH
Area of Effect:  ONE MONSTER
Effects:  The monster immediately thinks the caster is a good friend
          that would never hurt him, and the monster will try to keep
          the caster from getting hurt.  The effects of the spell last
          until the monster Falls Down or until the caster attacks the
          Monster.
Misfire:  The monster thinks the caster is friendly, all right, and
          will try to take him back to the monster's lair as a pet,
          where the caster will be held and hugged and squeezed and
          loved (for about 1d of damage each hug).  The effects never
          wear off, so the caster must either escape or wait until
          he Falls Down and then avoid the monster after he comes
          back.


BLACK HOLE
Level:  6
Range:  LOS
Area of Effect:  SPECIAL
Effects:  A black hole, about a foot across, appears in front of the
          caster, and he can direct it with his thoughts.  It will
          suck up anything loose it touches (monsters, treasure) or
          tear holes through solid items (walls, doors).  The black
          hole will begin shrinking immediately and will dissappear
          in 1d minutes.
Misfire:  The black hole appears, but the caster has no control over
          it.  It will try to suck everything in the room inside
          itself for 1d seconds, after which time it is gone.  While
          it sucks, every character must find something to hold onto
          to and make a Muscle roll every second the black hole is
          around.  If only some of the characters are pulled through,
          they'll Fall Down from the tidal forces and reappear later.
          If everyone goes through, it turns out the black hole was
          a dimensional transporter, and the characters are now
          somewhere very weird.


CREATE ITEM (A)
Level:  3
Range:  NONE
Area of Effect:  ONE ITEM
Effects:  The spell creates any one item which appears in the air
          in front of the caster (and should be caught before it
          hits the ground).  This item can be normal, magical or
          even cursed.
Misfire:  An item appears, similar to the one desired.  However,
          its function is very different that what the caster wanted,
          but this will only become apparent during a terribly (and
          hopefully dangerous) crisis.


CREATE MONSTER (A)
Level:  6
Range:  LOS
Area of Effect:  ONE MONSTER
Effects:  This spell allows the caster to design a monster that will
          appear before him and will serve the caster.  The limitations
          are that no skill may be above 9, no shtick may be above 8,
          and the monster may not have more than 3 shticks, and not more
          than 12 hit points.  In addition, the monster will have _no_
          possessions when it shows up.  The monster goes away only if
          it Falls Down, but that _type_ of monster is now present in
          the universe, and the others might not be as friendly.
Misfire:  The monster appears just like the caster wanted, and will
          act friendly for a while, but soon, at the worst possible
          moment, it will turn hostile and try to cause the caster to
          Fall Down first, then go after the rest of the party.  If the
          party Falls Down first, the monster will go away.  If the
          monster Falls Down first, it will not reappear.  But remember,
          that _type_ of monster has now been introduced into the world.


CREATE PLOT POINT
Level:  6
Range:  NONE
Area of Effect:  SELF
Effects:  This spell, when successful, gives the caster 1 plot point,
          to be used however he likes.
Misfire:  When the spell fails, the caster loses 1 plot point.  If
          he has none left, then nothing happens.  But for every
          two misfires of the spell, penalize the caster by one
          plot point.  If this means the character has negative
          plot points, so be it.


DESTROY ITEM
Level:  5
Range:  TOUCH
Area of Effect:  ONE ITEM
Effects:  The spell causes any one item touched to immediately
          break and become useless.  This affects magical and/or
          cursed items.
Misfire:  One item in the caster's possession (Animator's choice)
          is rendered useless and valueless by the spell.  However,
          you don't have to tell the caster immediately.


FIREBALL
Level:  3
Range:  LOS
Area of Effect:  BLAST RADIUS
Effects:  Upon casting this spell, a flying ball of fire appears
          and moves towards the target the caster specified.  The
          ball of fire, when it hits, will do 3d damage to the
          person or object hit, and 1d damage to anyone near the
          target.
Misfire:  The ball of fire begins flying around the room, out of
          control.  Everyone in the room must roll one die.  Low
          roller must try to Dodge the fireball.  If he fails,
          he and anyone near him take damage (see above).  If not,
          the fireball continues flying until someone is hit.


FLY (A)
Level:  5
Range:  NONE
Area of Effect:  SELF
Effects:  The caster can now fly through the air without assistance of
          any kind.  The flight last 1d*10 minutes.
Misfire:  The caster thinks he can fly, and will drift off the ground
          the first few times until the Animator lets him fall, at which
          point hopefully the caster is over a bottomless gorge or some
          similar geographic feature.


FORCE SHIELD
Level:  5
Range:  NONE
Area of Effect:  SELF
Effects:  A magical field springs up around the caster, granting him
          4d of additional protection against attacks, which is affected
          before armor.
Misfire:  The magical field appears around the caster, then zaps him
          for 4d of damage before it disappears.


GREATER HEAL
Level:  5
Range:  TOUCH
Area of Effect:  ONE PERSON
Effects:  This spell heals and restores 4d of hit points to the
          character touched.  This will not raise anyone's hit points
          above the original maximum for the character.
Misfire:  The character touched, or the caster, or both, suffer 4d
          of damage.


HEAL
Level:  3
Range:  TOUCH
Area of Effect:  ONE PERSON
Effects:  This spell heals and restores 2d of hit points to the
          character touched.  This will not raise anyone's hit points
          above the original maximum for the character.
Misfire:  The character touched, or the caster, or both, suffer 2d
          of damage.


HOLD PERSON
Level:  4
Range:  LOS
Area of Effect:  ONE PERSON
Effects:  When cast, the spell causes the target to "freeze" and be
          unable to move for three minutes.  There is no way to dispel
          the spell other than making the character Fall Down.
Misfire:  The caster becomes unable to move until he Falls Down.


HYPNOTIZE
Level:  4
Range:  LOS
Area of Effect:  ONE PERSON
Effects:  This spell can be used in one of two ways.  First, the caster
          can plant a suggestion in the victim's mind ("Go jump over the
          cliff.").  Else the caster can plant a delusion in the victim's
          mind, possibly followed by a suggestion ("You are a bird.  Now
          fly across the chasm.").  The effects last 1d hours or until
          the victim Falls Down, whichever comes first.
Misfire:  The caster suffers some delusion told to him by the Animator.
          The effects last 1d hours or until the caster Falls Down,
          whichever comes first.


IDENTIFY (A)
Level:  1
Range:  TOUCH
Area of Effect:  ONE ITEM
Effects:  Upon casting the spell, the caster will know what an item is,
          what it does, is it magical or cursed, and so forth.
Misfire:  The caster gets information on the item, but it should be very
          wrong.  The true nature of the item will only be revealed then
          in battle.


ILLUSION (A)
Level:  2
Range:  LOS
Area of Effect:  SPECIAL
Effects:  When cast successfully, an illusion appears just like the
          caster wanted (a door, a dragon, a pile of gold, or whatever).
          Anyone seeing the illusion that fails a See/Hear/Smell roll
          will believe the illusion is real, and act accordingly.
Misfire:  Unfortunately, whatever was to be just an image has turned out
          to be a reality (a door with lots of monsters awaiting behind,
          a hungry dragon, or a pile of pyrite coins (fool's gold).  Note
          that the reality that appears will be dangerous or at least
          annoying to the party, and never wholly beneficial.


LESSER HEAL
Level:  1
Range:  TOUCH
Area of Effect:  ONE PERSON
Effects:  This spell heals and restores 1d of hit points to the
          character touched.  This will not raise anyone's hit points
          above the original maximum for the character.
Misfire:  The character touched, or the caster, or both, suffer 1d
          of damage.


LEVITATE
Level:  4
Range:  NONE
Area of Effect:  SELF
Effects:  The caster can now raise himself in the air vertically without
          help.  This power lasts 1d*10 minutes.
Misfire:  The caster begins to rise in the air uncontrollable and will not
          stop for 1d minutes, at which point the character will be very
          high in the air (unless stopped previously) and will fall for a
          great deal of damage when the effect wears off.


LIGHT
Level:  1
Range:  NONE
Area of Effect:  MEDIUM RADIUS AROUND CASTER
Effects:  Upon casting this spell, a glowing ball of light appears, casting
          light in all directions to assist delvers in exploring dungeons.
          The ball will hover in the air around the caster, but be warned,
          it's very hot (1d damage for touching it).  The spell lasts for
          1d hours.
Misfire:  Instead of a glowing ball of light, a black sphere appears,
          absorbing all light, generally making life difficult for delvers.
          The ball will not go away for 1d hours, and it's very cold (1d
          damage for touching it).


LIGHTNING CLOUD
Level:  2
Range:  LOS
Area of Effect:  ONE PERSON
Effects:  A thunder cloud appears over the head of the target, and
          lightning strikes him from the cloud, doing 2d damage
          (maybe more if the target is wearing metal armor).
Misfire:  The cloud appears above the head of the caster, and the
          lightning strikes him.


MAGIC MISSILE
Level:  1
Range:  LOS
Area of Effect:  ONE PERSON
Effects:  This spell causes a glowing, magical bolt of energy to appear
          in the caster's hand which immediately flies at the intended
          target and strikes for 1d of damage.
Misfire:  The magic missile begins flying madly about the room.  Everyone
          in the room must roll one die, whoever rolls lowest must either
          Dodge the bolt or be struck for 1d of damage.  If the party
          tries to flee, the magic missile may follow them.


MAGIC SHIELD
Level:  3
Range:  NONE
Area of Effect:  SELF
Effects:  A magical field springs up around the caster, granting him
          2d of additional protection against attacks, which is affected
          before armor.
Misfire:  The magical field appears around the caster, then zaps him
          for 2d of damage before it disappears.


OPEN DOOR
Level:  1
Range:  LOS
Area of Effect:  ONE DOOR
Effects:  This spell causes any one door, gate, portcullis or similar
          obstruction to open.  This would open the door to a vault or
          walk-in safe but would not affect a chest lid.
Misfire:  Any doors in the area immediately close and are magically
          locked and thus very hard to open again.  Treat as a -4 on
          the Break Down Doors skill.


POLYMORPH OTHER
Level:  4
Range:  TOUCH
Area of Effect:  ONE PERSON
Effects:  You change your target (although you might have to make
          a Fight roll to touch them) into a creature or object of
          your choice.  This change lasts until you polymorph them
          again or they Fall Down.
Misfire:  The target change into something that the Animator picks.
          The change lasts until you polymorph the character again or
          they Fall Down.


POLYMORPH SELF
Level:  3
Range:  NONE
Area of Effect:  SELF
Effects:  You change yourself into the creature, person or object
          of your choice.  With your new shape come all respective
          abilities.  This change lasts until you polymorph yourself
          again or you Fall Down.
Misfire:  You change into something that the Animator picks.  The
          change lasts until you polymorph yourself again or you
          Fall Down.


REMOVE CURSE
Level:  5
Range:  TOUCH
Area of Effect:  ONE ITEM
Effects:  If this spell is successfully cast on a Cursed item, the item
          releases its captive and vanishes.
Misfire:  At least one other item carried by the player touched (maybe
          everything) is now Cursed.  Roll for the penalties on the
          newly Cursed items.


SHIMMERING SHIELD
Level:  1
Range:  NONE
Area of Effect:  SELF
Effects:  A magical field springs up around the caster, granting him
          1d of additional protection against attacks, which is affected
          before armor.
Misfire:  The magical field appears around the caster, then zaps him
          for 1d of damage before it disappears.
 

SLEEP
Level:  2
Range:  LOS
Area of Effect:  GROUP
Effects:  Upon successfully casting this spell, 2d characters in
          front of you fall to the ground asleep, and cannot be
          awakened for at least three minutes, unless water or
          _really_ loud (damage causing) noises are used.
Misfire:  The caster falls asleep immediately and cannot be woken
          up for three minutes unless hit with cold water or loud
          noise.


SPEED
Level:  2
Range:  TOUCH
Area of Effect:  ONE PERSON
Effects:  The person affected by this spell now moves incredible fast.
          Before each turn of actions, he rolls 1d and adds 2.  This
          is the number of actions he can do that turn.  Or he may use
          all his actions and run real fast.  The effects last 1d
          minutes.
Misfire:  The person touched becomes incredibly slow.  He must talk
          slow and move slow (1 action every three turns).  The spell
          will wear off in 1d minutes.


SPHERE OF PROTECTION (A)
Level:  6
Range:  NONE
Area of Effect:  SELF
Effects:  This creates an unbreakable sphere around the caster.
          Nothing can hit the caster, but he can shoot spells out
          of the sphere.  The sphere lasts 1d * 10 minutes.
Misfire:  The sphere shows up, and it is unbreakable.  However,
          it reflects all spells back at the caster!  So the
          caster can do nothing to attack monsters outside the
          sphere, and no one can get to him to help him for
          1d * 10 minutes.


STRENGTH
Level:  2
Range:  TOUCH
Area of Effect:  ONE PERSON
Effects:  This spell grants one person twice his normal Muscle (change
          all Muscle related skills accordingly).  In addition, any
          damage the character used to do when striking with a held
          weapon is doubled.  The effects last 1d hours.
Misfire:  The character affected becomes weak, very weak.  Muscle (and
          all related skills) are halved (round down), and the character
          cannot attack with any melee weapon.  Also, the character
          should not be allowed to cart around much equipment, and may
          have to discard some.  The effects last 2d hours.


SUMMON MONSTER
Level:  5
Range:  LOS
Area of Effect:  ONE MONSTER
Effects:  One monster of the caster's choice appears and will do the
          caster's bidding for 1d days before disappearing.
Misfire:  The monster (or a more powerful one) appears right in front
          of the caster and proceeds to attack him.  If the caster Falls
          Down, the monster will then try to leave the area.


TELEKINESIS
Level:  2
Range:  LOS
Area of Effect:  ANY SIZE PILE OF STUFF
Effects:  This spell lets the caster move stuff by thought alone.
          Thus a caster can fight with a sword, pick a lock, or
          open a door without touching any of them.  Note that
          if you try to do something with an object being lifted
          (fight, for example), use your Cast Spells Schtick level
          instead of the appropriate skill.
Misfire:  Something goes wrong.  All the swords in the room fly at
          you an begin to attack.  The heavy chest you were trying
          to lift rises a foot or two then drops on _your_ foot.
          If the Animator can't think something up, then many anvils
          should begin falling out of the air.


TELEPORT OTHERS
Level:  4
Range:  LOS
Area of Effect:  GROUP
Effects:  With this spell you can move a whole group of people or
          things from one place to another instantaneously.  The
          caster can decide who comes and who stays.
Misfire:  If you're lucky, you didn't teleport.  Or maybe you
          teleported as a group and ended up somewhere different.
          Or maybe the group rematerializes as a single creature.
          Who knows what could happen if you roll bad enough.


TELEPORT SELF
Level:  3
Range:  NONE
Area of Effect:  SELF
Effects:  When you successfully cast this spell, it teleports you
          to the place of your choosing.  Anything you are carrying
          at the time also goes with you.
Misfire:  You end up somewhere.  Somewhere very bad that the Animator
          will pick in just a second.


THUMB OF GOD
Level:  6
Range:  INFINITE
Area of Effect:  ONE PERSON
Effects:  The clouds part, and a great light shines down upon the
          target.  Then the Hand of God stretches down from the sky,
          and with a swift, determined motion, He uses His Thumb and
          squashes totally the target.  With the Heavenly Hosts
          singing a rousing chorus, the Hand of God withdraws and
          returns to Heaven.
Misfire:  As above, but the light streams down of the caster, and
          God snuffs _him_ out.  The Thumb of God is unstoppable,
          even by a Sphere of Protection.  If you suck God into a
          Black Hole, that will delay Him for 1d minutes before
          He shows up again.


WISH
Level:  6
Range:  SPECIAL
Area of Effect:  SPECIAL
Effects:  Whatever the caster wants, whatever his heart's desire, it
          will appear or happen.  However, this is only _one_ wish.
          Wishing for more wishes is impossible.  Wishing for a pile
          of Wish scrolls is okay, but good luck getting the spell off
          again.
Misfire:  Three words: duck and cover!!  The worst possible (or even
          impossible) stuff will begin to happen.  Left entirely to
          the Animator's discretion.

SPELLS BY LEVEL

   LEVEL 1

1  IDENTIFY
2  LESSER HEAL
3  LIGHT
4  MAGIC MISSILE 
5  OPEN DOOR
6  SHIMMERING SHIELD


   LEVEL 2

1  ILLUSION
2  LIGHTNING CLOUD
3  SLEEP
4  SPEED
5  STRENGTH
6  TELEKINESIS


   LEVEL 3

1  CREATE ITEM
2  FIREBALL
3  HEAL
4  MAGIC SHIELD
5  POLYMORPH SELF
6  TELEPORT SELF


   LEVEL 4

1  BEFRIEND MONSTER
2  HOLD PERSON
3  HYPNOTIZE
4  LEVITATE
5  POLYMORPH OTHER
6  TELEPORT OTHERS


   LEVEL 5

1  DESTROY ITEM
2  FLY
3  FORCE SHIELD
4  GREATER HEAL
5  REMOVE CURSE
6  SUMMON MONSTER


   LEVEL 6

1  BLACK HOLE
2  CREATE PLOT POINT
3  CREATE MONSTER
4  SPHERE OF PROTECTION
5  THUMB OF GOD
6  WISH


GENERATING DUNGEONS ON THE FLY

Don't have a dungeon prepared for your intrepid adventurers?
Not to worry.  With a handful of six-sided dice and these
handy charts, you can create a dungeon in just minutes (or
roll it up as you go along, the players won't know the difference).
If you ever get tired of drawing the map, then stop where you
are, and either make it a dead end, or leave it unfinished and
just roll up more dungeon should your delvers manage to reach that
point.


THE CHARTS

Starting Point
Roll 3d

  3   Door in invisible wall
  4   Toll booth
  5   Drainplug in river bed
  6   Transporter pad (triggered by the codephrase "Beam me up, Scotty")
  7   Secret door in castle dungeon
  8   Drawbridge (open)
  9   Drawbridge (closed)
 10   Trap door hidden under a giant 'X' on ground
 11   Bridge
 12   Bridge guarded by troll (a Troll Bridge)
 13   Bridge guarded by three Billy Goats Gruff
 14   Carnival huckster selling tickets to dungeon
 15   Stairway down
 16   Stairway up
 17   Stairway to heaven
 18   Make something up


Passages
Roll 1d

  1  Passage goes straight
  2  Passage curves right
  3  Passage curves left
  4  Passage forks
  5  Door
  6  Stairs (up or down, your call)


Door status
Roll 1d for bonus or penalty for Breaking Down Door

  1  Unlocked  (+4)
  2  Unlocked  (+4)
  3  Trapped  (+2) (roll for Trap when opened)
  4  Stuck  (+0)
  5  Locked  (-2)
  6  Magically Locked (-4)


Doors and Rooms
Roll 1d

  1  Small Room  (only 1 door)
  2  Medium Room  (only 1 door)
  3  Big Room  (2 doors total in room)
  4  Huge Room  (1d doors)
  5  Special Room (see below)
  6  More Passages


Special Rooms
These are but a few suggestions.  Please make up special rooms
of your own.
Roll 2d

  2  Treasury (3d Treasures)
  3  Monster's Dining Hall (2d _hungry_ Monsters)
  4  Teleporter room (zaps people away, but not to the same places)
  5  Graveyard/Crypt (3d nasty undead Monsters attack)
  6  Fountain (drinking produces various affects)
  7  Storage Room (Food, basic supplies)
  8  Throne Room
  9  Armory (1d Weapons, 1 Magical Weapon)
 10  Altar (praying might help, but some gods are _angry_ gods...)
 11  Dragon's Home (_huge_ dragon, sleeping on stack of 5d Treasures)
 12  Wizard's Workshop (1d Scrolls)


Room Contents
Roll 2d

  2  Nothing
  3  Trap
  4  Trap and Treasure
  5  Trap, Treasure and Monster
  6  Trap, 2 Monsters, and Treasure
  7  2 Traps, 2 Monsters and Treasure
  8  Monster and Treasure
  9  2 Monsters and 2 Treasures
 10  Monster and Trap
 11  Monster
 12  Monster and 3 Treasures


Traps
Roll 1d

  1  Gas Trap
  2  Arrow/Spear Trap
  3  Pit, Spiked
  4  Pit, Bottomless
  5  Falling Blades
  6  Falling Anvils


Treasures
Roll 1d

  1  Bag of Gold Coins
  2  Bag of Silver Coins
  3  Weapon (1-4) or Armor (5-6)
  4  Magic Weapon (1-4) or Magic Armor (5-6)
  5  Scroll (1d spell level)
  6  Gems


Weapons
Weapon quality: Weapon is shoddy on a roll of 1-4 and will
                break at Animator's discretion.
Roll 2d

  2  Dagger  (Damage: 2 pts)
  3  Club  (Damage: 3 pts)
  4  Hand Ax  (Damage: 1d)
  5  Mace  (Damage: 1d)
  6  Short Sword  (Damage: 1d+1)
  7  Staff  (Damage: 1d)
  8  Sword  (Damage: 1d+2)
  9  Battle Axe  (Damage: 1d+2)
 10  Bastard Sword  (Damage: 1d+4)
 11  Pole Arm  (Damage: 2d)
 12  Two-Handed Sword  (Damage: 2d+1)


Magical Weapons
Weapon quality: Weapon is shoddy on a roll of 1 and will
                _explode_ at Animator's discretion, doing 2d
                points of damage to everyone nearby.
                Weapon is CURSED on a roll of 6 and cannot be
                dropped.  The weapon has penalties for Fight
                and Damage rather than bonuses (roll twice on
                table below).
First, roll to see what type of weapon, then roll below
to find Fight Bonus and Damage Bonus (separate rolls).
Roll 2d

  2  +7
  3  +5
  4  +3
  5  +3
  6  +1
  7  +1
  8  +1
  9  +2
 10  +2
 11  +4
 12  +6


Armor
Armor quality: Armor is shoddy on a roll of 1-4 and will
               break after taking one point of damage.
Roll 2d

  2  Splint Mail (6 pts)
  3  Chain Mail (7 pts)
  4  Partial Plate Mail (10 pts)
  5  Leather Armor (2 pts)
  6  Small Shield (3 pts)
  7  Studded Leather (3 pts)
  8  Banded Mail (8 pts)
  9  Leather Armor (2 pts)
 10  Large Shield (5 pts)
 11  Chain Mail (7 pts)
 12  Full Plate Mail Suit (14 pts)


Magical Armor
Armor quality: Armor is shoddy on a roll of 1 and will fall apart
               (or explode) after 1 point of damage, doing 2d
               points of damage to wearer.
               Weapon is CURSED on a roll of 6 and cannot be
               removed.  The armor has penalties for hit points
               rather than bonuses (roll on Magical Weapons table)
               and will disappear after the character wearing it
               Falls Down.
First, roll to see what type of armor, then roll on the
Magical Weapons table above to find bonus to hit point
protection value of armor.


Quests
Please note that these are only suggestions.  Please come
up with quests and problems of your own.
Roll 1d

  1  Make <Monster> Fall Down
  2  Get <Treasure> from dungeon
  3  Rescue <Character> from <Monster>
  4  Go To <Special Place> in dungeon
  5  Solve <Riddle> found in dungeon
  6  Wake up sleeping princess with a kiss


SUPPLEMENTS

For storylines and plots, try any book of Fairy Tales.
For maps and "factual" stuff, try any module made for another
gaming system.
For "fun" traps, check out the Grimtooth's Series (TRAPS, TRAPS TOO,
TRAPS FORE, TRAPS ATE, and TRAPS LITE).
-- 
Jonathan "Jon" Hughes      | Hair is gray, and the fires are burning.
vapspyo@hydra.gatech.edu   | So many dreams on the shelf.
Quote: Tori Amos, "Winter" | You say, "I wanted you to be proud."
from _Little Earthquakes_  | I always wanted that myself.
Newsgroups: rec.games.frp.misc