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	<updated>2026-04-26T16:02:02Z</updated>
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	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=278</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=278"/>
		<updated>2024-11-14T11:34:23Z</updated>

		<summary type="html">&lt;p&gt;Hasran: /* What spells can you learn? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Scholastic spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{{rank with level}}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=277</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=277"/>
		<updated>2024-11-14T11:33:42Z</updated>

		<summary type="html">&lt;p&gt;Hasran: /* Method B: By transfer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{{rank with level}}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=229</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=229"/>
		<updated>2024-11-13T11:07:02Z</updated>

		<summary type="html">&lt;p&gt;Hasran: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlerner neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for  arcane spellcasters such as magic-users or illusionists. When playing such a class, the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is read magic, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see simulated dice).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for read magic&lt;br /&gt;
|text=&lt;br /&gt;
2 mL of ink from a giant squid&lt;br /&gt;
1 eagle feather&lt;br /&gt;
dust of crushed crystals&lt;br /&gt;
100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for write&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between 400 ep (200 gp ) and 1,000 ep (500 gp ) .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
Arcane Spells (Classes: Ranger, Magic-user )&lt;br /&gt;
Illusionist Spells (Classes: Illusionist, Jester*)&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
For magic-users at levels 1, 3, 5, 7, 9, 12, 14, 16 &amp;amp; 18&lt;br /&gt;
For illusionists at levels 1, 3, 5, 7, 10, 12 &amp;amp; 14&lt;br /&gt;
For Rangers at levels 9 &amp;amp; 13&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the Intelligence table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy ( MU 3, INT 17)&lt;br /&gt;
|text=&lt;br /&gt;
&lt;br /&gt;
Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MU1, INT 15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=227</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=227"/>
		<updated>2024-11-13T10:58:58Z</updated>

		<summary type="html">&lt;p&gt;Hasran: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlerner neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Learning new spells is an important issue for  arcane spellcasters such as magic-users or illusionists. When playing such a class, the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
Table of contents&lt;br /&gt;
1 When do you learn new spells?&lt;br /&gt;
2 Which spells can you learn?&lt;br /&gt;
2.1 Method A: When leveling up&lt;br /&gt;
2.2 Method B: By transferring&lt;br /&gt;
&lt;br /&gt;
When do you learn new spells?&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is read magic, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see simulated dice).&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: Ink Recipe for read magic&lt;br /&gt;
2 mL of ink from a giant squid&lt;br /&gt;
1 eagle feather&lt;br /&gt;
dust of crushed crystals&lt;br /&gt;
100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: Procedure to determine the availability and price of ink for write&lt;br /&gt;
In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between 400 ep (200 gp ) and 1,000 ep (500 gp ) .&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
What spells can you learn?&lt;br /&gt;
Arcane Spells (Classes: Ranger, Magic-user )&lt;br /&gt;
Illusionist Spells (Classes: Illusionist, Jester*)&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
1.  Probability of learning new spells (d%)&lt;br /&gt;
2.  Known Spells per level (minimum)&lt;br /&gt;
3.  Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
Method A: When leveling up&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
For magic-users at levels 1, 3, 5, 7, 9, 12, 14, 16 &amp;amp; 18&lt;br /&gt;
For illusionists at levels 1, 3, 5, 7, 10, 12 &amp;amp; 14&lt;br /&gt;
For Rangers at levels 9 &amp;amp; 13&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
Method B: By transfer&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the Intelligence table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: Alrik the Preppy ( MU 3, INT 17)&lt;br /&gt;
Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: Rosella from the Fraundorfer Institute (MU1, INT15)&lt;br /&gt;
Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Reaction&amp;diff=225</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Reaction&amp;diff=225"/>
		<updated>2024-11-13T10:54:26Z</updated>

		<summary type="html">&lt;p&gt;Hasran: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Reaction}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Reaktion&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
If the adventuring party attempts to parley or negotiate with the other side during an encounter and there is no compelling reason for combat, the Game Master may randomly determine the other side&#039;s &#039;&#039;&#039;reaction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Roll a d% and try to take the circumstances and the overall situation into account. Compare the total result with the entries on the table.&lt;br /&gt;
&lt;br /&gt;
If a party member is the one who speaks first, their reaction bonus (or penalty!) is taken into account.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=The adventuring party encounters tipsy gnomes.&lt;br /&gt;
|text=Alrik, Nora, Bryn and Kassandra are taking a stroll among the houseboats in Fix at night. A group of drunk, rowdy gnomes are blocking their way and want to try to persuade Bryn to give them his wine. Bryn (CHA 16) wants to keep his wine and move on with his friends without being bothered, so he starts talking to the gnomes. The Game Master wants to use a reaction roll to determine how the gnomes react to Bryn. She rolls a d% and gets a 9. Since Bryn can be quite likable and convincing, he gets a {{bonus|25%}} on the die roll because of his CHA, for a total of 34. The Game Master also thinks that the gnomes have been rather cheerfully drunk up to now, so she adds another 10 to the roll, for a total of 44: Irritable. The gnomes now stop trying to talk Bryn out of his wine, but are a bit irritable about the way they are being treated here: &amp;quot;We are not some random hirelings that you can boss around, we just wanted to have a nice chat!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Depending on the situation, further modifiers may come into play (see [[Loyalty]]).&lt;br /&gt;
&lt;br /&gt;
{{Reaction roll}}&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Encounter&amp;diff=224</id>
		<title>Encounter</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Encounter&amp;diff=224"/>
		<updated>2024-11-13T10:54:10Z</updated>

		<summary type="html">&lt;p&gt;Hasran: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Alrik handicraft|Encounter}}&lt;br /&gt;
{{InfoboxRules&lt;br /&gt;
|german=Begegnung&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
An {{blink|encounter}} may occur in the [[dungeon]] or outdoors between two or more parties. The type of encounter depends on the specific circumstances of the adventure. Some encounters are peaceful, others quickly escalate into combat, and sometimes the situation is less compelling.&lt;br /&gt;
&lt;br /&gt;
The Game Master may use the following [[procedure]] for encounters:&lt;br /&gt;
# Determine [[surprise]] (1d6)&lt;br /&gt;
# Determine distance: Usually, the distance between the parties is 6d4 squares at the beginning of the encounter. If one party is surprised, the result of the die that determined the surprise is subtracted from the number of squares of the distance rolled.&lt;br /&gt;
# Determine the [[reaction]]s of the parties (1d%)&lt;br /&gt;
&lt;br /&gt;
{{Example&lt;br /&gt;
|title=The adventuring party encounters tipsy gnomes.&lt;br /&gt;
|text=Nora, Bryn and Kassandra are taking a stroll among the houseboats in Fix at night. A group of drunk, rowdy gnomes are blocking their way and want to try to persuade Bryn to give them his wine. Alrik&#039;s party, incl. Nora are surprised: they rolled a 2 on a D6 to determine surprise. The gnomes are not surprised. So the GM determines the encounter distance using 6D4 minus 2: they roll a 17-2=15. Therefore, both parties start 15 fields apart when they first notice each other.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=222</id>
		<title>Alrik:Handicraft</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=222"/>
		<updated>2024-11-13T10:48:27Z</updated>

		<summary type="html">&lt;p&gt;Hasran: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ALRIK originally started as a translation of OSRIC.&lt;br /&gt;
&lt;br /&gt;
{{Alrik authors}}&lt;br /&gt;
&lt;br /&gt;
What follows are additional ALRIK rules, clarifications and thoughts, i.e. rules not found in the original English version of OSRIC.&lt;br /&gt;
&lt;br /&gt;
==General Handicraft==&lt;br /&gt;
&lt;br /&gt;
==ADDKON campaign rules: Wild Coast==&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=221</id>
		<title>Alrik:Handicraft</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=221"/>
		<updated>2024-11-13T10:48:12Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;ALRIK originally started as a translation of OSRIC.  {{Alrik authors}}  What follows are additional ALRIK rules, clarifications and thoughts, i.e. rules not found in the original English version of OSRIC.  ==General Handicraft==  ==ADDKON campaign rules: Wild Coast==  =Psi=&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ALRIK originally started as a translation of OSRIC.&lt;br /&gt;
&lt;br /&gt;
{{Alrik authors}}&lt;br /&gt;
&lt;br /&gt;
What follows are additional ALRIK rules, clarifications and thoughts, i.e. rules not found in the original English version of OSRIC.&lt;br /&gt;
&lt;br /&gt;
==General Handicraft==&lt;br /&gt;
&lt;br /&gt;
==ADDKON campaign rules: Wild Coast==&lt;br /&gt;
&lt;br /&gt;
=Psi=&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Sixth_sense&amp;diff=133</id>
		<title>Sixth sense</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Sixth_sense&amp;diff=133"/>
		<updated>2024-11-12T10:16:44Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;As they grow in experience, characters develop a sixth sense enabling them to detect invisible enemies or objects. This ability is applicable against the thief&amp;#039;s ability to &amp;quot;hide in shadows&amp;quot; as well as against magical invisibility. Such characters may even notice that they have been targeted by a scrying spell such as clairvoyance. Probabilities It is only possible to develop this almost superhuman sense from 7th level and up. In addition to the character&amp;#039;s gener...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As they grow in experience, characters develop a sixth sense enabling them to detect invisible enemies or objects. This ability is applicable against the thief&#039;s ability to &amp;quot;hide in shadows&amp;quot; as well as against magical invisibility. Such characters may even notice that they have been targeted by a scrying spell such as clairvoyance.&lt;br /&gt;
Probabilities&lt;br /&gt;
It is only possible to develop this almost superhuman sense from 7th level and up. In addition to the character&#039;s general experience, their intelligence will also contribute to their ability to detect such invisible dangers.&lt;br /&gt;
If both level and intelligence are known, the probability that invisibility detection will be activated can be determined based on the following table.&lt;br /&gt;
Level&lt;br /&gt;
Intelligence (d%)&lt;br /&gt;
&lt;br /&gt;
0-1&lt;br /&gt;
2-4&lt;br /&gt;
5-7&lt;br /&gt;
8-10&lt;br /&gt;
11-12&lt;br /&gt;
13-14&lt;br /&gt;
15-16&lt;br /&gt;
17+&lt;br /&gt;
7&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
05&lt;br /&gt;
8&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
05&lt;br /&gt;
15&lt;br /&gt;
9&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
05&lt;br /&gt;
15&lt;br /&gt;
25&lt;br /&gt;
10&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
05&lt;br /&gt;
15&lt;br /&gt;
25&lt;br /&gt;
35&lt;br /&gt;
11&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
05&lt;br /&gt;
15&lt;br /&gt;
25&lt;br /&gt;
35&lt;br /&gt;
45&lt;br /&gt;
12&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
05&lt;br /&gt;
15&lt;br /&gt;
25&lt;br /&gt;
35&lt;br /&gt;
45&lt;br /&gt;
55&lt;br /&gt;
13&lt;br /&gt;
—&lt;br /&gt;
05&lt;br /&gt;
15&lt;br /&gt;
25&lt;br /&gt;
35&lt;br /&gt;
45&lt;br /&gt;
55&lt;br /&gt;
65&lt;br /&gt;
14&lt;br /&gt;
05&lt;br /&gt;
15&lt;br /&gt;
25&lt;br /&gt;
35&lt;br /&gt;
45&lt;br /&gt;
55&lt;br /&gt;
65&lt;br /&gt;
80&lt;br /&gt;
15+&lt;br /&gt;
15&lt;br /&gt;
25&lt;br /&gt;
35&lt;br /&gt;
45&lt;br /&gt;
55&lt;br /&gt;
65&lt;br /&gt;
80&lt;br /&gt;
95&lt;br /&gt;
&lt;br /&gt;
Monsters&lt;br /&gt;
Monsters can develop this ability as well, simply based on their Hit Dice instead of level. The intelligence of monsters is described in comparison to the average human. The following terms are used, with their numerical equivalent in parentheses: Non- ​(0), Animal ​(1), Semi- ​(2-4), Low ​(5-7), Average ​(8-10), Very ​(11-12), High ​(13-14), Exceptional ​(15-16), Genius ​(17-18), or occasionally even Supra-genius ​(19+) .&lt;br /&gt;
Some monsters have particularly acute perception. The Game Master should treat such monsters as more intelligent or as of higher level than they actually are for the purposes of detection of invisibility.&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Reaction&amp;diff=132</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Reaction&amp;diff=132"/>
		<updated>2024-11-12T10:16:06Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;If the adventuring party attempts to parley or negotiate with the other side during an encounter and there is no compelling reason for combat, the Game Master may randomly determine the other side&amp;#039;s reaction. Roll a d% and try to take the circumstances and the overall situation into account. Compare the total result with the entries on the table. If a party member is the one who speaks first, their reaction bonus (or penalty!) is taken into account. Collapse  Exampl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If the adventuring party attempts to parley or negotiate with the other side during an encounter and there is no compelling reason for combat, the Game Master may randomly determine the other side&#039;s reaction.&lt;br /&gt;
Roll a d% and try to take the circumstances and the overall situation into account. Compare the total result with the entries on the table.&lt;br /&gt;
If a party member is the one who speaks first, their reaction bonus (or penalty!) is taken into account.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: The adventuring party encounters drunk gnomes.&lt;br /&gt;
Alrik, Nora, Bryn and Kassandra are taking a walk among the houseboats in Fix at night. A group of drunk, rowdy gnomes are blocking their way and want to try to persuade Bryn to give them his wine. Bryn (CHA 16) wants to keep his wine and move on with his friends without being bothered, so he starts talking to the gnomes. The Game Master wants to use a reaction roll to determine how the gnomes react to Bryn. She rolls a d% and gets a 9. Since Bryn can be quite likable and convincing, he gets a +25% bonus on the die roll because of his CHA, for a total of 34. The Game Master also thinks that the gnomes have been rather cheerfully drunk up to now, so she adds another 10 to the roll, for a total of 44: Irritable. The gnomes now stop trying to talk Bryn out of his wine, but are a bit irritable about the way they are being treated here: &amp;quot;We are not some random hirelings that you can boss around, we just wanted to have a nice chat!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Depending on the situation, further modifiers may come into play (see Loyalty).&lt;br /&gt;
&lt;br /&gt;
W%&lt;br /&gt;
reaction roll&lt;br /&gt;
≤05&lt;br /&gt;
Violent, the party is attacked&lt;br /&gt;
06-15&lt;br /&gt;
Your money or your life, the party is about to get robbed&lt;br /&gt;
16-25&lt;br /&gt;
Threats, the party has to do the other party a favor&lt;br /&gt;
25-35&lt;br /&gt;
Insults, the group is mocked or provoked&lt;br /&gt;
36-45&lt;br /&gt;
Irritable, the group is treated in an unfriendly manner&lt;br /&gt;
46-55&lt;br /&gt;
Uncertain, the other party does not want to take any risks&lt;br /&gt;
56-65&lt;br /&gt;
Respectful, the other party is polite but does not commit to anything&lt;br /&gt;
66-75&lt;br /&gt;
Friendly, the other party is understanding, may give advice&lt;br /&gt;
76-85&lt;br /&gt;
Cooperative, the other party is willing to cooperate&lt;br /&gt;
86-95&lt;br /&gt;
Helpful, the other party supports the group with advice and action&lt;br /&gt;
≥96&lt;br /&gt;
Enthusiastic, long-term cooperation is possible&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Encounter&amp;diff=131</id>
		<title>Encounter</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Encounter&amp;diff=131"/>
		<updated>2024-11-12T10:15:14Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;An encounter may occur in the dungeon or outdoors between two or more parties. The type of encounter depends on the specific circumstances of the adventure. Some encounters are peaceful, others quickly escalate into combat, and sometimes the situation is less compelling. The Game Master may use the following procedure for encounters: 1.  Determine surprise (1d6) 2.  Determine distance: Usually, the distance between the parties is 6d4 squares at the beginning of t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An encounter may occur in the dungeon or outdoors between two or more parties. The type of encounter depends on the specific circumstances of the adventure. Some encounters are peaceful, others quickly escalate into combat, and sometimes the situation is less compelling.&lt;br /&gt;
The Game Master may use the following procedure for encounters:&lt;br /&gt;
1.  Determine surprise (1d6)&lt;br /&gt;
2.  Determine distance: Usually, the distance between the parties is 6d4 squares at the beginning of the encounter. If one party is surprised, the result of the die that determined the surprise is subtracted from the number of squares of the distance rolled.&lt;br /&gt;
3.  Determine the reactions of the parties (1d%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alrik, Nora, Bryn und Kassndra spazieren nachts zwischen den Hausbooten in Fix umher. Eine Gruppe angetrunkener halbstarker Gnome, verperrt ihnen den Weg und wollen versuchen Bryn zu überreden, ihnen seinen Wein zu überlassen. Alriks Gruppe, sogar Nora, ist überrascht: die Gruppe hat mit 1W6 eine 2 gewürfelt. Die Gnome sind nicht überrascht. Die Spielleitung bestimmt die Distanz also mit 6W4-2. Sie würfelt eine (17-2)=15. Die Gnome und die Abenteuergruppe sind zu Beginn der Begegnung also etwa 15 Außen-Felder (150 Yard/​135 Meter) voneinander entfernt.&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Level_limit&amp;diff=130</id>
		<title>Level limit</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Level_limit&amp;diff=130"/>
		<updated>2024-11-12T10:12:22Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;Some classes reach a maximum permitted level that is independent of race. However, most classes can gain experience and level up indefinitely. To the following classes a relevant maximum level applies, which is always indicated by a level title. Class Maximum level  Level Title Bard 23 Ard-Ollamh Druid 15 The Great Druid Witch* 22 Witch Queen Assassin 15 Grandfather of Assassins Monk 17 Grand Master of Flowers (*Translator’s note:  The Witch is currently not a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some classes reach a maximum permitted level that is independent of race. However, most classes can gain experience and level up indefinitely.&lt;br /&gt;
To the following classes a relevant maximum level applies, which is always indicated by a level title.&lt;br /&gt;
Class&lt;br /&gt;
Maximum level&lt;br /&gt;
&lt;br /&gt;
Level&lt;br /&gt;
Title&lt;br /&gt;
Bard&lt;br /&gt;
23&lt;br /&gt;
Ard-Ollamh&lt;br /&gt;
Druid&lt;br /&gt;
15&lt;br /&gt;
The Great Druid&lt;br /&gt;
Witch*&lt;br /&gt;
22&lt;br /&gt;
Witch Queen&lt;br /&gt;
Assassin&lt;br /&gt;
15&lt;br /&gt;
Grandfather of Assassins&lt;br /&gt;
Monk&lt;br /&gt;
17&lt;br /&gt;
Grand Master of Flowers&lt;br /&gt;
(*Translator’s note:  The Witch is currently not a playable class in the Wild Coast setting)&lt;br /&gt;
&lt;br /&gt;
The various races are subject the following level limits, although the Game Master should consider increasing the maximum level for single class characters by 2 if the chosen class would also be allowed to a multi-class character.&lt;br /&gt;
&lt;br /&gt;
Race&lt;br /&gt;
Level limit [1]&lt;br /&gt;
&lt;br /&gt;
F&lt;br /&gt;
R&lt;br /&gt;
T&lt;br /&gt;
A&lt;br /&gt;
C&lt;br /&gt;
D&lt;br /&gt;
MU&lt;br /&gt;
I&lt;br /&gt;
Psionicist*&lt;br /&gt;
Lizardman&lt;br /&gt;
6 [2]&lt;br /&gt;
—&lt;br /&gt;
∞&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Elf&lt;br /&gt;
5 [2]&lt;br /&gt;
—&lt;br /&gt;
∞&lt;br /&gt;
10&lt;br /&gt;
7&lt;br /&gt;
—&lt;br /&gt;
9 [2]&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Gnome&lt;br /&gt;
5 [3]&lt;br /&gt;
—&lt;br /&gt;
∞&lt;br /&gt;
8&lt;br /&gt;
7&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
5 [4]&lt;br /&gt;
—&lt;br /&gt;
Half elf&lt;br /&gt;
6 [2]&lt;br /&gt;
6 [2]&lt;br /&gt;
∞&lt;br /&gt;
11&lt;br /&gt;
5&lt;br /&gt;
∞&lt;br /&gt;
6 [2]&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Halfling&lt;br /&gt;
4 [2]&lt;br /&gt;
—&lt;br /&gt;
∞&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
6&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
9&lt;br /&gt;
Half ogre&lt;br /&gt;
∞&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
4&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Half orc&lt;br /&gt;
10&lt;br /&gt;
—&lt;br /&gt;
6 [5]&lt;br /&gt;
∞&lt;br /&gt;
4&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Half sea elf&lt;br /&gt;
6 [2]&lt;br /&gt;
6 [2]&lt;br /&gt;
∞&lt;br /&gt;
11&lt;br /&gt;
5&lt;br /&gt;
∞&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Lokathah&lt;br /&gt;
∞&lt;br /&gt;
7 [6]&lt;br /&gt;
10 [7]&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Merman&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
Human&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
∞&lt;br /&gt;
Sea ​​elf&lt;br /&gt;
5 [2]&lt;br /&gt;
—&lt;br /&gt;
∞&lt;br /&gt;
10&lt;br /&gt;
7&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Dwarf&lt;br /&gt;
7 [2]&lt;br /&gt;
—&lt;br /&gt;
∞&lt;br /&gt;
9&lt;br /&gt;
8&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
11&lt;br /&gt;
1. ↑ Note: The principal attribute for F &amp;amp; R is Strength, for T is Dexterity and for MU is Intelligence .&lt;br /&gt;
2. ↑a b c d e f g h i j k If the primary attribute is 17 or higher, the maximum level can be exceeded by one level for each ability score point above 16, up to a maximum of 2 additional levels .&lt;br /&gt;
3. ↑ If the principal attribute is 18 or higher, the maximum level may be exceeded by one level.&lt;br /&gt;
4. ↑ If Dexterity and Intelligence are both 17 or higher, the maximum level may be exceeded by one level. If one of the two ability scores is also 18 or higher, the maximum level may be exceeded by another level.&lt;br /&gt;
5. ↑ If the primary attribute is 17 or higher, the maximum level may be exceeded by one level.&lt;br /&gt;
6. ↑ If the primary attribute is 16 or higher, the maximum level may be exceeded by one level for each attribute point above 15; up to a maximum of 3 additional levels .&lt;br /&gt;
7. ↑ If the primary attribute is 17 or higher, the maximum level may be exceeded by one level for each ability score point above 16; up to a maximum of 3 additional levels .&lt;br /&gt;
&lt;br /&gt;
(* Translator’s note: The Psionicist is currently not a playable class in the Wild Coast setting)&lt;br /&gt;
&lt;br /&gt;
Collapse&lt;br /&gt;
 Note: Higher maximum levels&lt;br /&gt;
As with multi-classing combinations, the originally quite restrictive maximum levels were later relaxed. The Game Master may therefore decide to allow higher maximum levels as well.&lt;br /&gt;
One way to do this is to replace all of the above footnotes with the following text: &amp;quot;If the primary attribute is 16 or higher, you may exceed the level maximum by one level for each attribute point above 15, up to a maximum of 4 additional levels.&amp;quot;&lt;br /&gt;
It should be noted here that the last additional level may only be reached with an ability score of 19, which for many species is only possible through the use of magic items.&lt;br /&gt;
The Game Master may also consider applying such footnote to clerics and druids, where the primary attribute is obviously wisdom.&lt;br /&gt;
For classes for which other attributes play a central role, such as charisma for druids or dexterity for illusionists, you may also allow additional levels for particularly high values ​​in these &amp;quot;secondary attributes&amp;quot;, such provision being formulated as follows: &amp;quot;If the secondary attribute is 17 or higher, the maximum level can be exceeded by one level for each ability score point above 16; up to a maximum of 3 additional levels.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=129</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=129"/>
		<updated>2024-11-12T10:01:41Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;Learning new spells is an important issue for  arcane spellcasters such as magic-users or illusionists. When playing such a class, the following two questions arise: when are you allowed to learn new spells, and which spells can you learn. Table of contents 1 When do you learn new spells? 2 Which spells can you learn? 2.1 Method A: When leveling up 2.2 Method B: By transferring  When do you learn new spells? Magic-users start with four 1st-level spells in t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Learning new spells is an important issue for  arcane spellcasters such as magic-users or illusionists. When playing such a class, the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
Table of contents&lt;br /&gt;
1 When do you learn new spells?&lt;br /&gt;
2 Which spells can you learn?&lt;br /&gt;
2.1 Method A: When leveling up&lt;br /&gt;
2.2 Method B: By transferring&lt;br /&gt;
&lt;br /&gt;
When do you learn new spells?&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is read magic, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see simulated dice).&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: Ink Recipe for read magic&lt;br /&gt;
2 mL of ink from a giant squid&lt;br /&gt;
1 eagle feather&lt;br /&gt;
dust of crushed crystals&lt;br /&gt;
100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: Procedure to determine the availability and price of ink for write&lt;br /&gt;
In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between 400 ep (200 gp ) and 1,000 ep (500 gp ) .&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
What spells can you learn?&lt;br /&gt;
Arcane Spells (Classes: Ranger, Magic-user )&lt;br /&gt;
Illusionist Spells (Classes: Illusionist, Jester*)&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
1.  Probability of learning new spells (d%)&lt;br /&gt;
2.  Known Spells per level (minimum)&lt;br /&gt;
3.  Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
Method A: When leveling up&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
For magic-users at levels 1, 3, 5, 7, 9, 12, 14, 16 &amp;amp; 18&lt;br /&gt;
For illusionists at levels 1, 3, 5, 7, 10, 12 &amp;amp; 14&lt;br /&gt;
For Rangers at levels 9 &amp;amp; 13&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
Method B: By transfer&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the Intelligence table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: Alrik the Preppy ( MU 3, INT 17)&lt;br /&gt;
Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: Rosella from the Fraundorfer Institute (MU1, INT15)&lt;br /&gt;
Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Language&amp;diff=128</id>
		<title>Language</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Language&amp;diff=128"/>
		<updated>2024-11-12T09:52:20Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;n their adventures, the player characters will encounter many different beings and creatures that speak different languages. Languages ​​by Race, Alignment &amp;amp; Class Most races have their own language, and reasonably intelligent creatures that have some form of contact with the human world are likely to speak the common language of humans, which is understood almost everywhere. The common racial languages ​​in OSRIC are those of elves, dwarves, halflings, ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;n their adventures, the player characters will encounter many different beings and creatures that speak different languages.&lt;br /&gt;
Languages ​​by Race, Alignment &amp;amp; Class&lt;br /&gt;
Most races have their own language, and reasonably intelligent creatures that have some form of contact with the human world are likely to speak the common language of humans, which is understood almost everywhere.&lt;br /&gt;
The common racial languages ​​in OSRIC are those of elves, dwarves, halflings, goblins, gnomes, hobgoblins  kobolds, orcs, and gnolls. &lt;br /&gt;
In addition to the languages of the various races, each of the nine alignments has a related commonly used alignment language.&lt;br /&gt;
Some classes learn the following secret languages:&lt;br /&gt;
 Thieves’ Cant — Bard, Thief, Assassin&lt;br /&gt;
 Druidic language — Bard, Druid&lt;br /&gt;
&lt;br /&gt;
Languages during character creation&lt;br /&gt;
When creating a character, the race you choose determines which languages ​​you start the game with. High intelligence allows you to learn additional languages.&lt;br /&gt;
Unless otherwise stated, each race speaks the common language of humans, as well as the language of their alignment.&lt;br /&gt;
The following table lists all other languages ​​with which each species begins the game.&lt;br /&gt;
Race&lt;br /&gt;
Language of ... [1]&lt;br /&gt;
Note [2]&lt;br /&gt;
Lizardman&lt;br /&gt;
Lizard people *&lt;br /&gt;
—&lt;br /&gt;
Elf&lt;br /&gt;
Elves *, Gnolls, Gnomes  Goblins, Halflings, Hobgoblins &amp;amp; Orcs&lt;br /&gt;
INT  16+&lt;br /&gt;
Gnome&lt;br /&gt;
Gnomes *, Dwarves, Goblins, Kobolds &amp;amp; Halflings&lt;br /&gt;
≤2&lt;br /&gt;
Half-elf&lt;br /&gt;
Elves, Gnolls, Gnomes, Goblins, Halflings, Hobgoblins &amp;amp; Orcs&lt;br /&gt;
INT  17+&lt;br /&gt;
Halfling&lt;br /&gt;
Halflings *, Dwarves, Gnomes, Goblins &amp;amp; Orcs&lt;br /&gt;
INT  17+&lt;br /&gt;
Half-ogre&lt;br /&gt;
Ogres&lt;br /&gt;
≤2&lt;br /&gt;
Half-orc&lt;br /&gt;
Orcs&lt;br /&gt;
≤2&lt;br /&gt;
Half-sea elf&lt;br /&gt;
Elves, Gnolls, Gnomes, Goblins, Halflings, Hobgoblins &amp;amp; Orcs&lt;br /&gt;
INT  17+&lt;br /&gt;
Lokathah&lt;br /&gt;
Lokathah *&lt;br /&gt;
—&lt;br /&gt;
Merman&lt;br /&gt;
Merpeople *&lt;br /&gt;
—&lt;br /&gt;
Person&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Sea ​​elf&lt;br /&gt;
Elves *, Gnolls, Gnomes, Goblins, Halflings, Hobgoblins &amp;amp; Orcs&lt;br /&gt;
INT  16+&lt;br /&gt;
Dwarf&lt;br /&gt;
Dwarves *, Gnomes, Goblins, Orcs &amp;amp; Kobolds&lt;br /&gt;
≤2&lt;br /&gt;
1. ↑ The native language is marked with an asterisk (*). Races without an asterisk typically use the common human language as their native language.&lt;br /&gt;
2. ↑ Note: Further restrictions to the maximum additional languages ​​are either a maximum limit of languages ​​that can be learned (e.g. ≤2) regardless of intelligence score or a minimum intelligence score required to learn any additional languages ​​at all.&lt;br /&gt;
Where a minimum intelligence score is specified, characters can learn an additional language if they reach the threshold and another additional language for each point of intelligence above such threshold.&lt;br /&gt;
3. &lt;br /&gt;
Further considerations&lt;br /&gt;
Depending on the campaign world, the Game Master may adapt and add more languages to the above. For example, they could add Giant or Draconic, or decide that Common is less common in their world.&lt;br /&gt;
Languages are essential for communicating, negotiating, and exchanging ideas with other creatures. Some spells based on language, such as command or suggestion, are also dependent on the target understanding the language used by the caster. &lt;br /&gt;
Language barriers can also be overcome magically, for example by using the spells Comprehend Languages ​​or Tongues.&lt;br /&gt;
Collapse&lt;br /&gt;
 Note: Learning new languages&lt;br /&gt;
Depending on intelligence score, a character can learn new languages. To do this, the character must spend up to 1 year in close contact with someone who speaks that language and practice the language to be learned. Each intelligence point above 12 shortens the required time by 1 month.&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Remarks_regarding_turning_undead&amp;diff=63</id>
		<title>Remarks regarding turning undead</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Remarks_regarding_turning_undead&amp;diff=63"/>
		<updated>2024-11-11T21:02:18Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;Here are some comments on Turning the Undead that may be of interest in particular game situations. Table of contents 1 Mixed groups of undead 2 Evil Areas (Optional Rule) 3 Counter-Affecting (Optional Rule) 4 Cleric incapacitated 5 Actions that break the effect  Mixed groups of undead When clerics (or paladins) face a mixed group of undead, the weakest creatures (those with the fewest hit dice) are affected first. The Game Master may also decide that the ent...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some comments on Turning the Undead that may be of interest in particular game situations.&lt;br /&gt;
Table of contents&lt;br /&gt;
1 Mixed groups of undead&lt;br /&gt;
2 Evil Areas (Optional Rule)&lt;br /&gt;
3 Counter-Affecting (Optional Rule)&lt;br /&gt;
4 Cleric incapacitated&lt;br /&gt;
5 Actions that break the effect&lt;br /&gt;
&lt;br /&gt;
Mixed groups of undead&lt;br /&gt;
When clerics (or paladins) face a mixed group of undead, the weakest creatures (those with the fewest hit dice) are affected first. The Game Master may also decide that the entire group is only affected by the &amp;quot;turn undead &amp;quot; attempt when the roll is high enough to affect the most powerful creature in it. This only makes sense if the weaker creatures are conscious enough to be able recognize the more powerful creature as a leader or could be controlled by the later in some way.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: The Vampire Hunt&lt;br /&gt;
An adventuring party hunts a vampire through a dungeon. They eventually corner the creature in a cave where zombies happen to be skulking around. The Game Master decides that a potential turning of undead by the cleric would be resolved separately, since the zombies are just wandering around in the area and have nothing to do with the vampire. A roll to turn undead that would be enough for the zombies (undead type 2) would therefore affect them normally. If the roll to turn undead is high enough to affect the vampire, 2d6 is used to determine the number of creatures affected, with the zombies being counted first. The vampire could still get away with it.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: The Vampire&#039;s Crypt&lt;br /&gt;
This time the party confronts the vampire in the creature’s own tomb. Several shadows are present, the vampire&#039;s deceased nightmarish lovers, as the Game Master knows. Therefore, the GM decides that an attempt to turn the shadows (undead type 4) would have to achieve a result so high that it affects the vampire (i.e. undead type 10). Only when the vampire is destroyed do the shadows count again as undead type 4.&lt;br /&gt;
&lt;br /&gt;
Evil Areas (Optional Rule)&lt;br /&gt;
The deeper the adventurers descend into the dungeons and mazes, the more hostile the environment becomes. Cursed shrines and unholy temples await them. The Game Master may decide that in such evil areas, turning the undead is more difficult until the area is desecrated in some way. Such areas are usually rather small and do not extend over entire dungeon levels.&lt;br /&gt;
In a small shrine (approx. 10×10 squares) the chances of turning could be reduced as if the targeted undead were of a type 1-2 levels more difficult to turn than their actual type, and in a temple (approx. 20×20 squares) as if they are of a type 3-4 levels more difficult to turn than their actual type. The required desecration could be affected by pouring holy water, may require breaking a seal or can be achieved with a spell like blessing, for example, depending on what the Game Master deems sufficient.&lt;br /&gt;
Collapse&lt;br /&gt;
 Example: The Shrine of the God of Death&lt;br /&gt;
The party comes across a shrine of the god of death on dungeon level 2. The 4×4 square (unholy) sanctuary is guarded by 8  skeletons, which are normally undead type 1. Due to the special nature of the area, however, the Game Master treats them as undead type 2 creatures as long as the shrine is active and the skeletons remain within the shrine&#039;s area of ​​effect (turning them is 2 levels more difficult).&lt;br /&gt;
&lt;br /&gt;
Counter-Affecting (Optional Rule)&lt;br /&gt;
Clerics of opposite alignments may attempt to negate the effect of an action by a cleric that affects the dead. To do so, they also roll to &amp;quot;turn undead&amp;quot; on their turn. If the roll succeeds, the undead are freed from the previous effect. Destroyed undead remain destroyed, however. Such counter-affecting may in turn be negated by the other cleric, so the situation can end in a struggle for control of the undead until one of the two clerics fails the roll.&lt;br /&gt;
&lt;br /&gt;
Cleric incapacitated&lt;br /&gt;
If the cleric dies or loses consciousness while creatures affected by Turn Undead are still standing, the effect ends. The undead then go back to doing what they normally would, such as continuing to shuffle around mindlessly or attacking haphazardly in the case of weak, mindless undead.&lt;br /&gt;
&lt;br /&gt;
Actions that break the effect&lt;br /&gt;
If turned creatures are attacked, the effect ends and they act normally again (and will likely attack again). Actions that are not direct attacks but can be interpreted as &amp;quot;hostile actions&amp;quot; can also break the effect. These could include, for example, entering an unholy area that is protected by such undead, forcing open a door they are guarding, or stealing their grave goods and treasures.&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Age&amp;diff=62</id>
		<title>Age</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Age&amp;diff=62"/>
		<updated>2024-11-11T20:59:31Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;Aging  To model the effects of aging, different age groups must be determined for each race Race Starting age by class type [1]  _ _ _ _ Lizardman 0 12+1d4 000 — 000 — 0 20+2d4 Elf 130+5d6 500+10d10 150+5d6 100+5d6 Gnome 0 60+5d4 300+3d12 100+2d12 0 80+5d4 Half-elf 0 22+3d4 0 40+2d4 0 30+2d8 0 22+3d8 Halfling 0 20+3d4 0 40+3d4 0 40+3d4 0 40+2d4 Half-ogre 0 15+1d4 0 20+1d4 000 — 000 — Half-orc 0 13+1d4 0 20+1d4 000 — 0 20+2d4 Half-sea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aging&lt;br /&gt;
&lt;br /&gt;
To model the effects of aging, different age groups must be determined for each race&lt;br /&gt;
Race&lt;br /&gt;
Starting age by class type [1]&lt;br /&gt;
&lt;br /&gt;
_&lt;br /&gt;
_&lt;br /&gt;
_&lt;br /&gt;
_&lt;br /&gt;
Lizardman&lt;br /&gt;
0 12+1d4&lt;br /&gt;
000 —&lt;br /&gt;
000 —&lt;br /&gt;
0 20+2d4&lt;br /&gt;
Elf&lt;br /&gt;
130+5d6&lt;br /&gt;
500+10d10&lt;br /&gt;
150+5d6&lt;br /&gt;
100+5d6&lt;br /&gt;
Gnome&lt;br /&gt;
0 60+5d4&lt;br /&gt;
300+3d12&lt;br /&gt;
100+2d12&lt;br /&gt;
0 80+5d4&lt;br /&gt;
Half-elf&lt;br /&gt;
0 22+3d4&lt;br /&gt;
0 40+2d4&lt;br /&gt;
0 30+2d8&lt;br /&gt;
0 22+3d8&lt;br /&gt;
Halfling&lt;br /&gt;
0 20+3d4&lt;br /&gt;
0 40+3d4&lt;br /&gt;
0 40+3d4&lt;br /&gt;
0 40+2d4&lt;br /&gt;
Half-ogre&lt;br /&gt;
0 15+1d4&lt;br /&gt;
0 20+1d4&lt;br /&gt;
000 —&lt;br /&gt;
000 —&lt;br /&gt;
Half-orc&lt;br /&gt;
0 13+1d4&lt;br /&gt;
0 20+1d4&lt;br /&gt;
000 —&lt;br /&gt;
0 20+2d4&lt;br /&gt;
Half-sea elf&lt;br /&gt;
0 22+3d4&lt;br /&gt;
0 40+2d4&lt;br /&gt;
000 —&lt;br /&gt;
0 22+3d8&lt;br /&gt;
Lokathah&lt;br /&gt;
0 12+1d4&lt;br /&gt;
000 —&lt;br /&gt;
000 —&lt;br /&gt;
0 17+2d6&lt;br /&gt;
Merman&lt;br /&gt;
0 15+1d4&lt;br /&gt;
0 20+1d4&lt;br /&gt;
0 24+2d8&lt;br /&gt;
0 20+1d4&lt;br /&gt;
Human&lt;br /&gt;
0 15+1d4&lt;br /&gt;
0 20+1d4&lt;br /&gt;
0 24+2d8&lt;br /&gt;
0 20+1d4&lt;br /&gt;
Sea ​​elf&lt;br /&gt;
130+5d6&lt;br /&gt;
500+10d10&lt;br /&gt;
000 —&lt;br /&gt;
100+5d6&lt;br /&gt;
Dwarf&lt;br /&gt;
0 40+5d4&lt;br /&gt;
250+2d20&lt;br /&gt;
0 90+4d6&lt;br /&gt;
0 75+3d6&lt;br /&gt;
1. ↑ Warrior classes ; Priest classes ; Arcane classes ; Rogue classes&lt;br /&gt;
Race&lt;br /&gt;
Age group [1]&lt;br /&gt;
&lt;br /&gt;
Young Adult&lt;br /&gt;
Mature&lt;br /&gt;
Middle Aged&lt;br /&gt;
Old&lt;br /&gt;
Venerable&lt;br /&gt;
&lt;br /&gt;
Lizardman&lt;br /&gt;
13-16&lt;br /&gt;
17-44&lt;br /&gt;
45-80&lt;br /&gt;
81-120 (40)&lt;br /&gt;
121-250 (130)&lt;br /&gt;
&lt;br /&gt;
Elf&lt;br /&gt;
101-175&lt;br /&gt;
176-550&lt;br /&gt;
551-875&lt;br /&gt;
876-1200 (325)&lt;br /&gt;
1201-1600 (400)&lt;br /&gt;
&lt;br /&gt;
Gnome&lt;br /&gt;
51-90&lt;br /&gt;
91-300&lt;br /&gt;
301-450&lt;br /&gt;
451-600 (150)&lt;br /&gt;
601-750 (150)&lt;br /&gt;
&lt;br /&gt;
Half-elf&lt;br /&gt;
24-40&lt;br /&gt;
41-100&lt;br /&gt;
101-175&lt;br /&gt;
176-250 (75)&lt;br /&gt;
251-325 (75)&lt;br /&gt;
&lt;br /&gt;
Halfling&lt;br /&gt;
22-33&lt;br /&gt;
34-68&lt;br /&gt;
69-101&lt;br /&gt;
102-144 (43)&lt;br /&gt;
145-199 (55)&lt;br /&gt;
&lt;br /&gt;
Half-ogre&lt;br /&gt;
12-18&lt;br /&gt;
19-40&lt;br /&gt;
41-80&lt;br /&gt;
81-110 (30)&lt;br /&gt;
111-140 (30)&lt;br /&gt;
&lt;br /&gt;
Half-orc&lt;br /&gt;
12-15&lt;br /&gt;
16-30&lt;br /&gt;
31-45&lt;br /&gt;
46-60 (15)&lt;br /&gt;
61-80 (20)&lt;br /&gt;
&lt;br /&gt;
Half-sea elf&lt;br /&gt;
24-40&lt;br /&gt;
41-100&lt;br /&gt;
101-175&lt;br /&gt;
176-250 (75)&lt;br /&gt;
251-325 (75)&lt;br /&gt;
&lt;br /&gt;
Lokathah&lt;br /&gt;
11-14&lt;br /&gt;
15-32&lt;br /&gt;
33-50&lt;br /&gt;
51-70 (20)&lt;br /&gt;
71-99 (29)&lt;br /&gt;
&lt;br /&gt;
Merman&lt;br /&gt;
14-20&lt;br /&gt;
21-40&lt;br /&gt;
41-60&lt;br /&gt;
61-90 (30)&lt;br /&gt;
91-120 (30)&lt;br /&gt;
&lt;br /&gt;
Human&lt;br /&gt;
14-20&lt;br /&gt;
21-40&lt;br /&gt;
41-60&lt;br /&gt;
61-90 (30)&lt;br /&gt;
91-120 (30)&lt;br /&gt;
&lt;br /&gt;
Sea ​​elf&lt;br /&gt;
101-175&lt;br /&gt;
176-550&lt;br /&gt;
551-875&lt;br /&gt;
876-1200 (325)&lt;br /&gt;
1201-1600 (400)&lt;br /&gt;
&lt;br /&gt;
Dwarf&lt;br /&gt;
35-50&lt;br /&gt;
51-150&lt;br /&gt;
151-250&lt;br /&gt;
251-350 (100)&lt;br /&gt;
351-450 (100)&lt;br /&gt;
&lt;br /&gt;
1. ↑ Characters beyond the &amp;quot;Venerable&amp;quot; life stage are still considered venerable. For the &amp;quot;Old&amp;quot; and &amp;quot;Venerable&amp;quot; life stages, the interval length is given in parentheses, as it is important for calculating the maximum age.&lt;br /&gt;
If a character reaches the respective age group, their ability scores ​​are modified as indicated, whereby the specified modifiers for all age groups reached are cumulative. The modifiers are usually given in whole numbers, so that even a fighter with exceptional strength of 18/XX will be reduced to 17 as a result of a −1 negative modifier (exceptions only apply to middle-aged characters).&lt;br /&gt;
Age group&lt;br /&gt;
STR&lt;br /&gt;
DEX&lt;br /&gt;
CON&lt;br /&gt;
INT&lt;br /&gt;
WIS&lt;br /&gt;
Young Adult&lt;br /&gt;
±0&lt;br /&gt;
±0&lt;br /&gt;
+1&lt;br /&gt;
±0&lt;br /&gt;
−1&lt;br /&gt;
Mature&lt;br /&gt;
+1&lt;br /&gt;
±0&lt;br /&gt;
±0&lt;br /&gt;
±0&lt;br /&gt;
+1&lt;br /&gt;
Middle Aged&lt;br /&gt;
−1 [1]&lt;br /&gt;
±0&lt;br /&gt;
−1&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Old&lt;br /&gt;
−2&lt;br /&gt;
−2&lt;br /&gt;
−1&lt;br /&gt;
±0&lt;br /&gt;
+1&lt;br /&gt;
Venerable&lt;br /&gt;
−1&lt;br /&gt;
−1&lt;br /&gt;
−1&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
1. ↑ Fighters with exceptional strength halve their percentage value instead.&lt;br /&gt;
No modification can exceed the maximum ability scores ​​of the race or fall below the minimum ability scores ​​of the race or class. The exception thereto is wisdom, which is the only ability that can exceed the maximum value of the race through aging. Charisma does not change with age.&lt;br /&gt;
There are obviously children of every race, but they typically do not go on adventures and have not yet completed their education. They are therefore not relevant for the considerations presented here. How children should be represented in the game world is therefore up to the Game Master.&lt;br /&gt;
&lt;br /&gt;
Unnatural Aging&lt;br /&gt;
Some monsters, such as ghosts, cause unnatural aging, as do various magical factors. The following magic reduces lifespan and causes the affected person to age as indicated. A potion of longevity or other magical means can reverse unnatural aging to a limited extent.&lt;br /&gt;
Magical Aging Causes&lt;br /&gt;
Aging (years)&lt;br /&gt;
Imbibing a potion of speed&lt;br /&gt;
1&lt;br /&gt;
Under a Haste spell&lt;br /&gt;
1&lt;br /&gt;
Casting Resurrection spell [1]&lt;br /&gt;
3&lt;br /&gt;
Casting Limited Wish spell [1]&lt;br /&gt;
1&lt;br /&gt;
Casting Alter Reality spell [1]&lt;br /&gt;
3&lt;br /&gt;
Casting Gate spell [1]&lt;br /&gt;
5&lt;br /&gt;
Casting Restoration spell [ 1]&lt;br /&gt;
2&lt;br /&gt;
Casting Wish spell [1]&lt;br /&gt;
3&lt;br /&gt;
1. ↑a b c d e f Casting one of these spells from a scroll will not cause unnatural aging. However, inscribing such a spell onto a scroll will cause unnatural aging!&lt;br /&gt;
2. &lt;br /&gt;
Determination of the maximum age&lt;br /&gt;
If the PC does not die from other causes, they will live to old age. The maximum age given for each race serves as a guideline to determine the exact age at which the character will die of old age using the following tables.&lt;br /&gt;
The baseline age is the lower or upper interval limit of the specified age group. The variable age limit is then rolled and added to or subtracted from the baseline age.&lt;br /&gt;
d20&lt;br /&gt;
Baseline age&lt;br /&gt;
Variable age limit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age group&lt;br /&gt;
Interval limit&lt;br /&gt;
&lt;br /&gt;
01-02&lt;br /&gt;
Old&lt;br /&gt;
lowest age&lt;br /&gt;
+1d8 time spans&lt;br /&gt;
03-05&lt;br /&gt;
Old&lt;br /&gt;
highest age&lt;br /&gt;
−1d4 time spans&lt;br /&gt;
06-12&lt;br /&gt;
Venerable&lt;br /&gt;
lowest age&lt;br /&gt;
+1d6 time spans&lt;br /&gt;
13-18&lt;br /&gt;
Venerable&lt;br /&gt;
highest age&lt;br /&gt;
−(1d10−1) time spans&lt;br /&gt;
19-20&lt;br /&gt;
Venerable&lt;br /&gt;
highest age&lt;br /&gt;
+(1d20−1) time spans&lt;br /&gt;
Depending on the interval length of the determined age group, the time span of the variable age limit is determined as follows:&lt;br /&gt;
Interval length&lt;br /&gt;
Time span&lt;br /&gt;
Additional Variation&lt;br /&gt;
&amp;lt;100&lt;br /&gt;
1 year intervals&lt;br /&gt;
—&lt;br /&gt;
100-250&lt;br /&gt;
10 year intervals&lt;br /&gt;
±(1d10−1) years&lt;br /&gt;
&amp;gt;250&lt;br /&gt;
20 year intervals&lt;br /&gt;
±(1d20−1) years&lt;br /&gt;
The additional variation is always given in years and is calculated in the same &amp;quot;direction&amp;quot; as the variable age limit. If the variable age limit is subtracted from the baseline age, the additional variation is also subtracted; if the variable age limit is added, the additional variation is also added.&lt;br /&gt;
&lt;br /&gt;
 Example: Alrik on his deathbed&lt;br /&gt;
After a long life full of adventure and romance, Alrik feels that his body will soon fail him.&lt;br /&gt;
A 16 is rolled on the d20, so Alrik lives as a human until a baseline age of 120 years. To determine the variable age limit, a second roll is made on a d10. This shows a 3, so 2 years are subtracted from Alrik&#039;s baseline age.&lt;br /&gt;
Alrik passes away at the proud age of 118 surrounded by family and friends, who bid farewell to the hero who enriched their lives so much.&lt;br /&gt;
If Alrik had been a dwarf, however, the same dice results would give a base age of 450 years minus 2 decades, since the interval length of venerable dwarves is 100. Another d10 would also need to be rolled to determine the additional variation. So a result of 4 would mean that 3 more years should be abstracted, resulting in a maximum age of 427 years.&lt;br /&gt;
&lt;br /&gt;
Death from old age&lt;br /&gt;
Death from old age is almost impossible to stop. Unless the character&#039;s lifespan is somehow extended, even a revived character will soon die again.&lt;br /&gt;
Unless a spell or magical item explicitly extends lifespan or is a wish, death from old age will not be averted. Once a character&#039;s actual maximum age is reached, then it is final.&lt;br /&gt;
Thus, characters who are confronted with death from old age will have to look for forms of immortality, either by becoming a lich or by living on in the loving memory of their children.&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Alrik:Privacy_policy&amp;diff=37</id>
		<title>Alrik:Privacy policy</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Alrik:Privacy_policy&amp;diff=37"/>
		<updated>2024-11-06T11:38:06Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;Personal data (usually referred to just as „data“ below) will only be processed by us to the extent necessary and for the purpose of providing a functional and user-friendly website, including its contents, and the services offered there.  Per Art. 4 No. 1 of Regulation (EU) 2016/679, i.e. the General Data Protection Regulation (hereinafter referred to as the „GDPR“), „processing“ refers to any operation or set of operations such as collection, recording, org...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Personal data (usually referred to just as „data“ below) will only be processed by us to the extent necessary and for the purpose of providing a functional and user-friendly website, including its contents, and the services offered there.&lt;br /&gt;
&lt;br /&gt;
Per Art. 4 No. 1 of Regulation (EU) 2016/679, i.e. the General Data Protection Regulation (hereinafter referred to as the „GDPR“), „processing“ refers to any operation or set of operations such as collection, recording, organization, structuring, storage, adaptation, alteration, retrieval, consultation, use, disclosure by transmission, dissemination, or otherwise making available, alignment, or combination, restriction, erasure, or destruction performed on personal data, whether by automated means or not.&lt;br /&gt;
&lt;br /&gt;
The following privacy policy is intended to inform you in particular about the type, scope, purpose, duration, and legal basis for the processing of such data either under our own control or in conjunction with others. We also inform you below about the third-party components we use to optimize our website and improve the user experience which may result in said third parties also processing data they collect and control.&lt;br /&gt;
&lt;br /&gt;
Our privacy policy is structured as follows:&lt;br /&gt;
&lt;br /&gt;
I. Information about us as controllers of your data&lt;br /&gt;
II. The rights of users and data subjects&lt;br /&gt;
III. Information about the data processing&lt;br /&gt;
&lt;br /&gt;
I. Information about us as controllers of your data&lt;br /&gt;
The party responsible for this website (the „controller“) for purposes of data protection law is:&lt;br /&gt;
&lt;br /&gt;
Artjom Meriasch&lt;br /&gt;
&lt;br /&gt;
E-Mail-: &#039;&#039;&#039;alrik&#039;&#039;&#039;KLAMMERAFFE&#039;&#039;&#039;nexus&#039;&#039;&#039;MINUS&#039;&#039;&#039;berlin&#039;&#039;&#039;PUNKT&#039;&#039;&#039;de&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
II. The rights of users and data subjects&lt;br /&gt;
With regard to the data processing to be described in more detail below, users and data subjects have the right&lt;br /&gt;
&lt;br /&gt;
to confirmation of whether data concerning them is being processed, information about the data being processed, further information about the nature of the data processing, and copies of the data (cf. also Art. 15 GDPR);&lt;br /&gt;
to correct or complete incorrect or incomplete data (cf. also Art. 16 GDPR);&lt;br /&gt;
to the immediate deletion of data concerning them (cf. also Art. 17 DSGVO), or, alternatively, if further processing is necessary as stipulated in Art. 17 Para. 3 GDPR, to restrict said processing per Art. 18 GDPR;&lt;br /&gt;
to receive copies of the data concerning them and/or provided by them and to have the same transmitted to other providers/controllers (cf. also Art. 20 GDPR);&lt;br /&gt;
to file complaints with the supervisory authority if they believe that data concerning them is being processed by the controller in breach of data protection provisions (see also Art. 77 GDPR).&lt;br /&gt;
In addition, the controller is obliged to inform all recipients to whom it discloses data of any such corrections, deletions, or restrictions placed on processing the same per Art. 16, 17 Para. 1, 18 GDPR. However, this obligation does not apply if such notification is impossible or involves a disproportionate effort. Nevertheless, users have a right to information about these recipients.&lt;br /&gt;
&lt;br /&gt;
Likewise, under Art. 21 GDPR, users and data subjects have the right to object to the controller’s future processing of their data pursuant to Art. 6 Para. 1 lit. f) GDPR. In particular, an objection to data processing for the purpose of direct advertising is permissible.&lt;br /&gt;
&lt;br /&gt;
III. Information about the data processing&lt;br /&gt;
Your data processed when using our website will be deleted or blocked as soon as the purpose for its storage ceases to apply, provided the deletion of the same is not in breach of any statutory storage obligations or unless otherwise stipulated below.&lt;br /&gt;
&lt;br /&gt;
Cookies&lt;br /&gt;
a) Session cookies&lt;br /&gt;
We use cookies on our website. Cookies are small text files or other storage technologies stored on your computer by your browser. These cookies process certain specific information about you, such as your browser, location data, or IP address.&lt;br /&gt;
&lt;br /&gt;
This processing makes our website more user-friendly, efficient, and secure, allowing us, for example, to display our website in different languages or to offer a shopping cart function.&lt;br /&gt;
&lt;br /&gt;
The legal basis for such processing is Art. 6 Para. 1 lit. b) GDPR, insofar as these cookies are used to collect data to initiate or process contractual relationships.&lt;br /&gt;
&lt;br /&gt;
If the processing does not serve to initiate or process a contract, our legitimate interest lies in improving the functionality of our website. The legal basis is then Art. 6 Para. 1 lit. f) GDPR.&lt;br /&gt;
&lt;br /&gt;
When you close your browser, these session cookies are deleted.&lt;br /&gt;
&lt;br /&gt;
b) Third-party cookies&lt;br /&gt;
If necessary, our website may also use cookies from companies with whom we cooperate for the purpose of advertising, analyzing, or improving the features of our website.&lt;br /&gt;
&lt;br /&gt;
Please refer to the following information for details, in particular for the legal basis and purpose of such third-party collection and processing of data collected through cookies.&lt;br /&gt;
&lt;br /&gt;
c) Disabling cookies&lt;br /&gt;
You can refuse the use of cookies by changing the settings on your browser. Likewise, you can use the browser to delete cookies that have already been stored. However, the steps and measures required vary, depending on the browser you use. If you have any questions, please use the help function or consult the documentation for your browser or contact its maker for support. Browser settings cannot prevent so-called flash cookies from being set. Instead, you will need to change the setting of your Flash player. The steps and measures required for this also depend on the Flash player you are using. If you have any questions, please use the help function or consult the documentation for your Flash player or contact its maker for support.&lt;br /&gt;
&lt;br /&gt;
If you prevent or restrict the installation of cookies, not all of the functions on our site may be fully usable.&lt;br /&gt;
&lt;br /&gt;
Contact&lt;br /&gt;
If you contact us via email or the contact form, the data you provide will be used for the purpose of processing your request. We must have this data in order to process and answer your inquiry; otherwise we will not be able to answer it in full or at all.&lt;br /&gt;
&lt;br /&gt;
The legal basis for this data processing is Art. 6 Para. 1 lit. b) GDPR.&lt;br /&gt;
&lt;br /&gt;
Your data will be deleted once we have fully answered your inquiry and there is no further legal obligation to store your data, such as if an order or contract resulted therefrom.&lt;br /&gt;
&lt;br /&gt;
Customer account/registration&lt;br /&gt;
If you create a customer account with us via our website, we will use the data you entered during registration (e.g. your name, your address, or your email address) exclusively for services leading up to your potential placement of an order or entering some other contractual relationship with us, to fulfill such orders or contracts, and to provide customer care (e.g. to provide you with an overview of your previous orders or to be able to offer you a wishlist function). We also store your IP address and the date and time of your registration. This data will not be transferred to third parties.&lt;br /&gt;
&lt;br /&gt;
During the registration process, your consent will be obtained for this processing of your data, with reference made to this privacy policy. The data collected by us will be used exclusively to provide your customer account.&lt;br /&gt;
&lt;br /&gt;
If you give your consent to this processing, Art. 6 Para. 1 lit. a) GDPR is the legal basis for this processing.&lt;br /&gt;
&lt;br /&gt;
If the opening of the customer account is also intended to lead to the initiation of a contractual relationship with us or to fulfill an existing contract with us, the legal basis for this processing is also Art. 6 Para. 1 lit. b) GDPR.&lt;br /&gt;
&lt;br /&gt;
You may revoke your prior consent to the processing of your personal data at any time under Art. 7 Para. 3 GDPR with future effect. All you have to do is inform us that you are revoking your consent.&lt;br /&gt;
&lt;br /&gt;
The data previously collected will then be deleted as soon as processing is no longer necessary. However, we must observe any retention periods required under tax and commercial law.&lt;br /&gt;
&lt;br /&gt;
User posts, comments, and ratings&lt;br /&gt;
We offer you the opportunity to post questions, answers, opinions, and ratings on our website, hereinafter referred to jointly as „posts.“ If you make use of this opportunity, we will process and publish your post, the date and time you submitted it, and any pseudonym you may have used.&lt;br /&gt;
&lt;br /&gt;
The legal basis for this is Art. 6 Para. 1 lit. a) GDPR. You may revoke your prior consent under Art. 7 Para. 3 GDPR with future effect. All you have to do is inform us that you are revoking your consent.&lt;br /&gt;
&lt;br /&gt;
In addition, we will also process your IP address and email address. The IP address is processed because we might have a legitimate interest in taking or supporting further action if your post infringes the rights of third parties and/or is otherwise unlawful.&lt;br /&gt;
&lt;br /&gt;
In this case, the legal basis is Art. 6 Para. 1 lit. f) GDPR. Our legitimate interest lies in any legal defense we may have to mount.&lt;br /&gt;
&lt;br /&gt;
Server data&lt;br /&gt;
For technical reasons, the following data sent by your internet browser to us or to our server provider will be collected, especially to ensure a secure and stable website: These server log files record the type and version of your browser, operating system, the website from which you came (referrer URL), the webpages on our site visited, the date and time of your visit, as well as the IP address from which you visited our site.&lt;br /&gt;
&lt;br /&gt;
The data thus collected will be temporarily stored, but not in association with any other of your data.&lt;br /&gt;
&lt;br /&gt;
The basis for this storage is Art. 6 Para. 1 lit. f) GDPR. Our legitimate interest lies in the improvement, stability, functionality, and security of our website.&lt;br /&gt;
&lt;br /&gt;
The data will be deleted within no more than seven days, unless continued storage is required for evidentiary purposes. In which case, all or part of the data will be excluded from deletion until the investigation of the relevant incident is finally resolved.&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Alrik:Copyrights&amp;diff=36</id>
		<title>Alrik:Copyrights</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Alrik:Copyrights&amp;diff=36"/>
		<updated>2024-11-06T11:21:14Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;{{Alrik}} was originally conceived as a German translation of OSRIC™. All OSRIC™ texts are published under the OSRIC™ Open License and the OPEN GAME LICENSE Version 1.0a by Wizards of the Coast, Inc., as applicable.  {{Alrik authors}}  Images are published as noted with the respective image.  ===OSRIC Open License=== Terms used herein are as defined in the OPEN GAME LICENSE Version 1.0a promulgated by Wizards of the Coast, Inc. Open Game Content may only be Used un...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik}} was originally conceived as a German translation of OSRIC™. All OSRIC™ texts are published under the OSRIC™ Open License and the OPEN GAME LICENSE Version 1.0a by Wizards of the Coast, Inc., as applicable.&lt;br /&gt;
&lt;br /&gt;
{{Alrik authors}}&lt;br /&gt;
&lt;br /&gt;
Images are published as noted with the respective image.&lt;br /&gt;
&lt;br /&gt;
===OSRIC Open License===&lt;br /&gt;
Terms used herein are as defined in the OPEN GAME LICENSE Version 1.0a promulgated by Wizards of the Coast, Inc. Open Game Content may only be Used under and in terms of the Open Game License.&lt;br /&gt;
&lt;br /&gt;
Subject to the other terms of this license, you may do the following:&lt;br /&gt;
&lt;br /&gt;
1. Distribute this document for free or for profit, provided that no change or addition is made other than adding your name as publisher if the product is distributed in print, other than by print on demand.&lt;br /&gt;
&lt;br /&gt;
2. Refer in your own products to the name of this document, and indicate compatibility with the OSRIC system.&lt;br /&gt;
&lt;br /&gt;
3. Produce content that is derivative of the “Licensed IP” material in this document, provided that your product is not a complete game.&lt;br /&gt;
&lt;br /&gt;
4. Include quotations from the rules set forth in the OSRIC system, provided that such quotes do not individually exceed 100 words or collectively comprise more than 10% of your product.&lt;br /&gt;
&lt;br /&gt;
5. Identify parts of your Product Identity as “OSRIC™ Open Content” that may be used by other OSRIC publishers, but only OSRIC publishers, as if it were Open Game Content. Note that Open Game Content may not be limited to OSRIC publishers, only Product Identity.&lt;br /&gt;
&lt;br /&gt;
6. Identify parts of your Product Identity as “OSRIC™ Reference Content,” in which case other publishers may refer to the OSRICReference Content provided that they identify the source of the reference (your work) and note on the cover of their product that your product is required in order to use their product.&lt;br /&gt;
&lt;br /&gt;
7. If a publisher fails to identify OSRIC Open or Reference content, that content will be considered Product Identity, assuming that it is valid Product Identity under the OGL.&lt;br /&gt;
&lt;br /&gt;
If you do any of the foregoing, you must:&lt;br /&gt;
&lt;br /&gt;
1. Comply with the terms of the Wizards of the Coast (“WOTC”) Open Game License with respect to any use of Open Game Content&lt;br /&gt;
&lt;br /&gt;
2. Not violate or infringe upon any trademark of WOTC (moreover, note that the OGL currently prohibits any indication of compatibility with a trademark without written permission).&lt;br /&gt;
&lt;br /&gt;
3. Include the following text prominently on the cover or cover page of your product:&lt;br /&gt;
&lt;br /&gt;
This product uses the OSRIC™ System (Old School System Reference and Index Compilation™). The OSRIC system text may be found at http://www.knights-n-knaves.com/osric. The OSRIC text is copyright of Stuart Marshall. “OSRIC” and “Old School Reference and Index Compilation,”are trademarks of Matthew Finch and Stuart Marshall and maybe used only in accordance with the OSRIC license. This product is not affiliated with Wizards of the Coast.&lt;br /&gt;
&lt;br /&gt;
Complimentary copies of OSRIC material need not be sent to the authors, but it would be nice.&lt;br /&gt;
&lt;br /&gt;
“Licensed IP”means: all of the material herein, with the exception of the artwork, trademarks, and title.&lt;br /&gt;
&lt;br /&gt;
Under no circumstance should this license be construed to violate the terms of the Open Game License, and any term that violates the Open Game License is to be construed as closely as possible to the original intent within the terms of the Open Game License.&lt;br /&gt;
&lt;br /&gt;
=== OPEN GAME LICENSE Version 1.0a ===&lt;br /&gt;
&lt;br /&gt;
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.&lt;br /&gt;
&lt;br /&gt;
1. Definitions: (a)“Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)“Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgement or other form in which an existing work may be recast, transformed or adapted;© “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.&lt;br /&gt;
&lt;br /&gt;
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.&lt;br /&gt;
&lt;br /&gt;
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.&lt;br /&gt;
&lt;br /&gt;
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.&lt;br /&gt;
&lt;br /&gt;
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.&lt;br /&gt;
&lt;br /&gt;
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder&#039;s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.&lt;br /&gt;
&lt;br /&gt;
7. Use of Product Identity: You agree not to use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.&lt;br /&gt;
&lt;br /&gt;
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.&lt;br /&gt;
&lt;br /&gt;
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorised version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.&lt;br /&gt;
&lt;br /&gt;
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.&lt;br /&gt;
&lt;br /&gt;
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.&lt;br /&gt;
&lt;br /&gt;
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.&lt;br /&gt;
&lt;br /&gt;
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.&lt;br /&gt;
&lt;br /&gt;
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable .&lt;br /&gt;
&lt;br /&gt;
15. COPYRIGHT NOTICE&lt;br /&gt;
&lt;br /&gt;
Open Game License v 1 .0a Copyright 2000, Wizards of the Coast, Inc .&lt;br /&gt;
&lt;br /&gt;
System Reference Document copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;
&lt;br /&gt;
OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J. Finch, based on the System Reference Document, inspired by the works of E. Gary Gygax, Dave Arneson, and many others .&lt;br /&gt;
&lt;br /&gt;
The following material was adapted back to the 1e system from the Tome of Horrors copyright 2002 by Necromancer Games, Inc: Aerial Servant from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Al-Mi&#039;Raj from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by Roger Musson, Amphisbaena from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Axe Beak from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Aurumvorax from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Babbler from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by Jeremy Goodwin and Ian McDowell, Bat, Mobat from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Beetle, Giant Boring from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Beetle, Death Watch from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Beetle, Rhinoceros from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Blindheim from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Brownie from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Carbuncle from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Caryatid Column from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Jean Wells, Caterwaul from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Coffer Corpse from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon Eaton, Crabman from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Erica Balsey based on original material by Ian Livingstone, Crypt Thing fromthe Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Dakon from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Ian McDowell, Dark Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Rik Shepard, Dark Stalker from the Tome of Horrors copy- right 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon Muth, Alu from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Cambion from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Disenchanter from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Dracolisk from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Executioner&#039;s Hood from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Eye of the Deep from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Flind from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Fly, from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Gorgimera from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Groaning Spirit from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Jackalwere from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Leech, from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Leprechaun from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Lurker Above from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Mongrelman from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Necrophidius from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon Tilbrook, Nereid from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Nilbog from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Phantom from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Harold Johnson and Tom Moldvay, Piercer from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Poltergeist from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Lew Pulsipher, Quickling from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Rot Grub from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Shedu from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Skeleton Warrior from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Nigel Morgan, Slithering Tracker from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Slug, from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Sprite from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Squealer from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Stunjelly from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Tick, Giant from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Trapper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Troll, Ice from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Russell Cole, Troll, Two Headed from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Oliver Charles McDonald, Vilstrak from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Volt from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Jonathon Jones, Vulchling from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Yellow Musk Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Yellow Musk Zombie from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Yeti from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Green based on original material by E. Gary Gygax, Zombie, Juju from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax.&lt;br /&gt;
&lt;br /&gt;
Psionics copyright 2010 by Courtney Campbell and Nathan Lord.&lt;br /&gt;
&lt;br /&gt;
OSRIC Chapter 1 copyright 2006-08 by Stuart Marshall. OSRIC Chapter 2 copyright 2006-08 by Stuart Marshall. OSRIC Chapter 3 copyright 2006-08 by Stuart Marshall, Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter 4 copyright 2006-08 by Stuart Marshall, Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter 5 copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent Frugéand Matthew James Stanham. OSRIC Chapter 6 copyright 2007-08 by Stuart Marshall, Daniel Proctor and Vincent Frugé. OSRIC appendices copyright 2006-08 by Stuart Marshall and James D. Kramer.&lt;br /&gt;
&lt;br /&gt;
Usherwood Adventures, Usherwood Publishing and the Usherwood Publishing logo are copyright James D. Kramer.&lt;br /&gt;
&lt;br /&gt;
End of License&lt;br /&gt;
&lt;br /&gt;
Designation of Product Identity and Open Game Content:&lt;br /&gt;
&lt;br /&gt;
The terms “OSRIC,” “OSRIC,” and “O .S .R .I .C .” are Product Identity and trademarks; all artwork and formatting is Product Identity. The “Variable Point Rule” Product Identity. Aside from the previous two sentences, Chapters 1, 2 and 3 of this work are Open Game Content. Chapters 4, 5 and 6 are Product Identity to the extent permitted under the OGL and to the extent such material is subject to copyright, except for any text language derived from the SRD or the Tome of Horrors, which is Open Game Content.&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Alrik:General_disclaimer&amp;diff=35</id>
		<title>Alrik:General disclaimer</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Alrik:General_disclaimer&amp;diff=35"/>
		<updated>2024-11-06T11:17:07Z</updated>

		<summary type="html">&lt;p&gt;Hasran: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Declaration as per § 5 TMG:&amp;#039;&amp;#039;&amp;#039;  Artjom Meriasch&amp;lt;br&amp;gt;  Wilhelmstraße 11&amp;lt;br&amp;gt;  70182 Stuttgart - Deutschland  &amp;#039;&amp;#039;&amp;#039;Contact:&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;alrik&amp;#039;&amp;#039;&amp;#039;KLAMMERAFFE&amp;#039;&amp;#039;&amp;#039;nexus&amp;#039;&amp;#039;&amp;#039;MINUS&amp;#039;&amp;#039;&amp;#039;berlin&amp;#039;&amp;#039;&amp;#039;PUNKT&amp;#039;&amp;#039;&amp;#039;de&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Responsible for all contents as per § 55 Abs. 2 RStV:&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  Artjom Meriasch&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Declaration as per § 5 TMG:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artjom Meriasch&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wilhelmstraße 11&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
70182 Stuttgart - Deutschland&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contact:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alrik&#039;&#039;&#039;KLAMMERAFFE&#039;&#039;&#039;nexus&#039;&#039;&#039;MINUS&#039;&#039;&#039;berlin&#039;&#039;&#039;PUNKT&#039;&#039;&#039;de&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Responsible for all contents as per § 55 Abs. 2 RStV:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artjom Meriasch&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Alrik&amp;diff=29</id>
		<title>Alrik</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Alrik&amp;diff=29"/>
		<updated>2024-11-04T15:02:08Z</updated>

		<summary type="html">&lt;p&gt;Hasran: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;&#039;Alrik&#039;&#039;&#039;}}&lt;br /&gt;
[[File:ALRIK&#039;s Helm.svg|250px|class=beispielbild|link=]]&lt;br /&gt;
{{Alrik}} is a German translation of [https://osricrpg.com/ OSRIC™: Old School Reference and Index Compilation™]. However with time we started to include clarifications an and additional articles to help with the game.&lt;br /&gt;
&lt;br /&gt;
{{Note|title={{Alrik}} is a &#039;&#039;&#039;Wiki&#039;&#039;&#039;&lt;br /&gt;
|text={{Alrik}} is living document. If you find stuff that can be improved or works well or you would like to make some additions, you can reach us via the [https://discord.gg/dSmCbsB Discord] of the [https://www.nexus-berlin.de/ Nexus e.V.] or in our message board at [https://pesa-nexus.de/forum/forum/Alrik Disputorium].}}&lt;br /&gt;
&lt;br /&gt;
==Copyrights==&lt;br /&gt;
&lt;br /&gt;
{{Alrik}} was originally conceived as a German translation of OSRIC™. All OSRIC™ texts are published under the OSRIC™ Open License and the OPEN GAME LICENSE Version 1.0a by Wizards of the Coast, Inc., as applicable.&lt;br /&gt;
&lt;br /&gt;
In addition, the {{Alrik}}-Team has lovingly hand-crafted articles on certain topics not covered by OSRIC™. These articles are marked with a golden feather out of Alrik&#039;s helmet {{Aha}} and are published under the CC BY-SA 4.0 license.&lt;br /&gt;
&lt;br /&gt;
Images are published as noted with the respective image.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Alrik Wiki| ]]&lt;br /&gt;
[[de:Alrik]]&lt;/div&gt;</summary>
		<author><name>Hasran</name></author>
	</entry>
</feed>