Based on:
• Swords & Wizardry Continual Light
by Zach Glazar, James M. Spahn, and Erik "Tenkar" Stiene
• 2400 Legends
by Jason Tocci
Part One: Characters & Equipment
Part Two: Combat, Magic, & Adventure
Part Three: Monsters & Treasure
Permission is hereby granted to print out copies of this rulebook for personal use
# Part One: Characters & Equipment
Character creation is done in four easy steps: Choose your type, roll your attributes, then select your class, and finally pick your gear.
## Step One: Choose Your Type
You either are Human or Construct.
Human:
after rolling attributes, set lowest attribute to 15.
Construct: set three attributes to 13
before rolling the others.
## Step Two: Roll Your Attributes
Attributes are generated by rolling 3d6 in the order listed below. Attributes of 15 or higher have a +1 bonus.
Strength: Physical might. Fighters add this bonus to all attack rolls in melee.
Intelligence: Intellectual prowess. Heretics can add this bonus to the required Save of anyone they target with a spell.
Wisdom: Strength of will. Priests with a 15 or higher can cast an additional 1st level spell per day.
Constitution: Physical health. All characters add this bonus to each HD they roll for hp.
Dexterity: Agility and grace. All characters add this bonus to their ranged attacks.
Charisma: Charm and leadership ability. All characters with a bonus begin play with a Torchbearer (HD 1-1).
## Step Three: Choose Your Class
Choose a class to show your area of expertise. Note special abilities and pick one gear set.
### FIGHTER:
Humans or Constructs may be Fighters. You are a warrior trained to use weapons and armor.
| Level | HD | Save | BHB |
|
| 1 | 1+1 | 16 | +0 |
|
| 2 | 2 | 15 | +1 |
|
| 3 | 3 | 14 | +2 |
|
| 4 | 4 | 13 | +3 |
|
| 5 | 5 | 12 | +4 |
|
| 6 | 6 | 11 | +5 |
|
| 7 | 7 | 10 | +6 | |
Fighter Special Abilities: You can use any weapons, wear any armor, and use shields. If your attack exceeds an opponent's hp, you get to apply the overage to another (or more) opponents. You get +1 on saves vs. death and poisons.
Gear Set #1: Battle Axe or Sword, Bow, Chain Armor (+4 hp), Shield (+2 hp).
Gear Set #2: Great Sword (+1 per HD), Crossbow (+1 per HD), Chain Armor (+4 hp).
### PRIEST:
Only Constructs may be Priests. You are a spell-casting servant of the Gods. You can speak for them sometimes. You are programmed with broad magical training and basic combat training that serves you well.
| Level | HD | Save | BHB | 1st Lvl Spells | 2nd Lvl Spells | 3rd Lvl Spells |
|
| 1 | 1 | 14 | +0 | 0 | - | - |
|
| 2 | 1+1 | 13 | +0 | 1 | - | - |
|
| 3 | 2 | 12 | +1 | 2 | - | - |
|
| 4 | 2+2 | 11 | +1 | 2 | 2 | - |
|
| 5 | 3 | 10 | +2 | 3 | 2 | 1 |
|
| 6 | 3+3 | 9 | +2 | 4 | 3 | 1 |
|
| 7 | 4 | 8 | +3 | 4 | 3 | 2 | |
Priest Special Abilities: Once each day you can cast a number of spells as shown above. You can cast any spell at any level as long as you have not cast the full number of spells for that level that day. You get +2 to save rolls vs. magic. *Divination*: Once each day for each of your levels, you can roll a Save to glean knowledge from the Gods: a yes/no answer to a well-defined question. *Command*: Once each day for each of your levels, you can roll a Save to force one person or creature to carry out a simple verbal command.
Gear Set: Mace or Hammer, Chain Armor (+4 hp), Shield (+2 hp).
### HERETIC:
Only Humans may be Heretics. You are a spell-casting enemy of the Gods. Your heresy and humanity have deprived you of a Priest's basic programming but gives you greater insight than the Priests.
| Level | HD | Save | BHB | 1st Lvl Spells | 2nd Lvl Spells | 3rd Lvl Spells | 4th Lvl Spells |
|
| 1 | 1 | 15 | +0 | 1 | - | - | - |
|
| 2 | 1+1 | 14 | +0 | 2 | - | - | - |
|
| 3 | 2 | 13 | +0 | 3 | 1 | - | - |
|
| 4 | 2+1 | 12 | +0 | 3 | 2 | - | - |
|
| 5 | 3 | 11 | +1 | 4 | 2 | 1 | - |
|
| 6 | 3+1 | 10 | +1 | 4 | 2 | 2 | - |
|
| 7 | 4 | 9 | +2 | 4 | 3 | 2 | 1 | |
Heretic Special Abilities: Once each day you can cast a number of spells as shown above. You can cast any spell you know at any level as long as you have not cast the full number of spells for that level that day. When you gain a level, roll 1d6 for the number of spells you will learn at the next level. Thus, at first level, roll 1d6 for the spells you know and also roll 1d6 for the spells you will gain at second level. As soon as you roll the die, pick the spells. You get +2 to save rolls vs. magic. You can Shatter Spells. Roll 3d6 and see below. If the roll is equal or higher than shown below, all spells of listed level will be destroyed. This includes any spells in the process of being cast.
| Spell Level | 1st Lvl Heretic | 2nd Lvl Heretic | 3rd Lvl Heretic | 4th Lvl Heretic | 5th Lvl Heretic | 6th Lvl Heretic | 7th Lvl Heretic |
|
| 1 | 17 | 15 | 13 | 10 | 7 | 3 | 3 |
|
| 2 | - | 17 | 15 | 13 | 10 | 7 | 3 |
|
| 3 | - | - | 17 | 15 | 13 | 10 | 7 |
|
| 4 | - | - | - | 17 | 15 | 13 | 10 |
|
| 5 | - | - | - | - | 17 | 15 | 13 |
|
| 6 | - | - | - | - | - | 17 | 15 |
|
| 7+ | - | - | - | - | - | - | 17 | |
### THIEF:
Humans or Constructs may be Thieves. You're an skillful opportunist and treasure hunter.
| Level | HD | Save | BHB |
|
| 1 | 1 | 15 | +0 |
|
| 2 | 2 | 14 | +0 |
|
| 3 | 2+2 | 13 | +1 |
|
| 4 | 3 | 12 | +1 |
|
| 5 | 4 | 11 | +2 |
|
| 6 | 4+3 | 10 | +2 |
|
| 7 | 5 | 9 | +3 | |
Thief Special Abilities: You may use any weapon, but can only wear leather armor (+2 hp) and do not use shields. You may backstab a surprised foe to get a +4 bonus to hit and inflict double damage.
You begin with a 2:6 chance to:
- hear noises (passive),
- spot details (passive),
- access and alter secure data systems (active),
- bypass physical security (active),
- sabotage or repair equipment (active),
- climb walls and cliffs without tools or rope (active).
Each time you gain an even level you get 2 skill points that you can use to increase your chances for particular skills. Each time you gain an odd level you get 1 skill point. E.g. at second level you could increase 'hear noises' and 'access and alter secure data systems' to 3:6 chances. Then at third level you could increase 'hear noises' again to 4:6. You can't raise your chances above 5:6.
Gear Set #1: Sword and Dagger (-1 per HD), Leather Armor (+2 hp).
Gear Set #2: Dagger (-1 per HD), Bow, Leather Armor (+2 hp).
### OPTIONAL CLASSES
The classes listed below may be used with referee permission. Each optional class functions very similar to one of the standard classes. This determines whether or not a class can be by a non-human character. Note: Optional classes take one extra adventure to level at each level.
Renegades are wandering performers and minstrels. They function exactly as Thieves, except they may cast spells as a Heretic one level lower.
Humans or Constructs may be Renegades.
Monks are wandering mystics. They function exactly as Priests except that they do not wear armor or use shields, they receive +2 hp per level, and they may make unarmed attacks which inflict full HD damage.
Only Constructs may be Monks.
Desperados are wandering mystics. They function exactly as Heretics but cast spells as if one level lower, and use the BHB of Fighters.
Only Humans may be Desperados.
Ninjas are daring infiltrators. They function exactly like Thieves, but use the BHB of fighters.
Humans or Constructs may be Ninjas.
### DUAL-CLASSING
When you have enough experience to go up to a new level in your current class you may choose to instead gain a level in a different class. For example, you may be a Fighter 2 and choose to add Thief 1. Then as Fighter 2 Thief 1 you may choose to add Monk 1 or Heretic 1. You add together the HD of all your class levels and use the best BHB and Save among your different class levels.
## Equipment
Adventurers can purchase or acquire all kinds of weapons, armor and equipment during their exploits. Listed below are commonly and easily purchased pieces of equipment.
### ADVENTURING PACKS
In addition to Starting Gear, choose one Adventuring Pack.
- Pack #1: Backpack, bedroll, flint & steel, torches (6), 50' rope, crowbar, rations (7 days), waterskin, 15 gold pieces.
- Pack #2: Backpack, bedroll, flint & steel, hooded lantern, 2 pints of oil, hammer, iron spikes (12), 10' pole, rations (7 days), waterskin, 15 gold pieces.
- Pack #3: Backpack, extra backpack, iron spikes (12), bedroll, pack mule, rations (7 days), small hammer, waterskin, 10 gold pieces.
### Weapons
Characters (other than Monks) who engage in combat without a weapon inflict a single point of damage per HD. All ranged weapons are considered to come with the necessary ammunition. Ammunition is not tracked.
Missile/ Thrown Weapons (from first to last strike)
| Weapon | Damage | Range | Cost |
|
| Gun | +1 per HD | 3 moves | 20 ₡ |
|
| Dagger | -1 per HD | 1 move | 2 ₡ |
|
| Bow | HD | 2 moves | 15 ₡ |
|
| Sling | -1 per HD | 1 move | 1 ₡ |
|
| Spear | HD | 1 move | 2 ₡ |
|
| Crossbow | +1 per HD | 1 move | 12 ₡ | |
Melee Weapons (from first to last strike)
| Damage | Cost | Weapon |
|
| HD | 1 ₡ | Spear |
|
| HD | Free | Staff (2-H) |
|
| +1 per HD | 30 ₡ | Sword (2-H) |
|
| HD | 15 ₡ | Sword |
|
| HD | 10 ₡ | Mace |
|
| HD | 5 ₡ | Axe |
|
| -1 per HD | 8 ₡ | Sword, Short |
|
| HD | Free | Club |
|
| -1 per HD | 2 ₡ | Dagger |
|
| 1† per HD | Free | unarmed | |
†except for Monks.
### Armor
A character may be able to wear armor, depending on their class. A character can only wear a single set of armor, but may (depending on their class) also use a shield. Modifiers from armor and shield are cumulative.
| Armor Type | hp | Cost |
|
| Leather | +2 | 5 ₡ |
|
| Ring | +3 | 30 ₡ |
|
| Chain | +4 | 75 ₡ |
|
| Plate | +6 | 100 ₡ |
|
| Shield | +2 | 15 ₡ | |
### Adventuring Gear
Listed below are several commonly available items used by adventurers. The referee is encouraged to expand this list to suit their needs, using listed prices as a guide. Torches give off 30' of light for one hour and lanterns give off 30' of light for 4 hours, but require a pint of oil.
Item Cost
Backpack 3 ₡
Bedroll 1 ₡
Crowbar 2 ₡
Flint & Steel 1 ₡
Hooded Lantern 10 ₡
Iron Spikes (12) 5 ₡
Oil (1 Pint) 1 ₡
Item Cost
Pack Mule 5 ₡
Rations (7 days) 15 ₡
Rope (50') 3 ₡
Small Hammer 1 ₡
Ten Foot Pole 2 ₡
Torches (6) 5 cp
Waterskin 1 ₡
## GAINING LEVELS
Characters gain levels by completing adventures. After completing a total number of adventures as shown on the chart below, the character progresses to the appropriate level. Optional classes must complete the total adventures listed in parenthesis to increase in level. All characters begin play at 1st level.
| Level | Total Adventures |
|
| 2 | 2 (3) |
|
| 3 | 5 (7) |
|
| 4 | 9 (12) |
|
| 5 | 14 (18) |
|
| 6 | 20 (25) |
|
| 7 | 27 (33) | |
### Perks:
Here's how Perks work. After attaining 7th level in any class, PCs cannot gain any more levels but still may accumulate game session / adventure "credit" (1 credit per adventure / session - GM choice) for playing and they can spend this "credit" as follows:
- 1 Credit - Add 1 hp to their rolled hp. This perk can be bought a maximum of 10 times. Note, these are not HD and a Constitution Bonus does not apply. Also, see below.
- 2 Credits - Lower Saving Throw by 1 point. This perk can be bought a maximum of 5 times.
- 2 Credits - Priest and Heretic only - Add 1 First Level spell slot. This perk can be bought a maximum of 3 times.
- 2 Credits - Thief Only - Gain a skill point. This Perk may only be bought once.
- 3 Credits - Fighter only - + 1 to BHB - This perk can be bought a maximum of 5 times.
- 3 Credits - Thief Only - Gain a skill point. This Perk may only be bought once.
- 4 Credits - Priest and Thief Only - + 1 BHB. This perk may only be bought a maximum of 2 times.
- 4 Credits - Priest and Heretic only - Add 1 Second Level spell slot. This perk can be bought a maximum of 2 times.
- 5 Credits - Thief Only - Gain a skill point. This Perk may only be bought once.
- 5 Credits - Add 1 hp to their rolled hp. There is no maximum number of times this perk can be bought. Note, these are not HD and a Constitution Bonus does not apply.
- 6 Credits - Priest and Heretic only. Add 1 Third Level spell slot. This perk can only be bought once.
- 7 Credits - Thief Only - Gain a skill point. This Perk may only be bought once.
- 8 Credits - Heretic only. Add 1 Fourth Level spell slot. This perk can only be bought once.
# Part Two: Combat, Magic, and Adventure
Hit points: Each time PCs rest, roll their HD to determine their hit points until the next rest. Monsters have 4 hp per HD.
## SKILLS
What a Thief can do easily is twice as hard for anyone else. A character who is not a Thief has a 1:6 chance to attempt any Thief skill.
## SAVES
A spell, trap, or other hazard may require characters to make a Save. Each class has a Save target number based on its level. Roll that number or higher to succeed on a Save. Success means the character avoids or lessens the intended effect of the hazard.
Monster Saves - Monster Save is calculated by subtracting their HD from 19.
## COMBAT
When the player characters encounter hostile enemies, the order of events is as follows:
1. Leading PC rolls a Save; if they pass, they decide what happens (fight or parley).
2. If it's fight, everybody strikes in weapon order (first missile, then melee); DEX 15+ strike before others.
3. The turn is complete; repeat if the battle has not been resolved.
Attack: Roll HD; add BHB to each die. This is how much you deduct from your target's hp.
0 hp: If a target is reduced below 1 hp, they roll a save. Passing = knocked down; ≥ 1/2 target* = wounded or damaged + knocked down; < 1/2 target = dead.
Healing: If a human is wounded, they can recover through magical healing or by resting for 1d6 weeks. If a construct is damaged, they can be repaired. But each repair is -1 to each HD unless OEM parts are found.
Rest: After combat ends, PCs may rest for a while in order to re-roll all HD for new hit point totals. The minimum hp are 2 per HD.
## TIME AND DISTANCE
A combat turn lasts about ten seconds. Base movement rate for all characters is measured in running feet per combat turn. Dwarves and halflings move at 90 feet. Humans and Elves move at 120 feet. Walking halves this rate and extreme caution halves it again.
## MAGIC SPELLS
(level) = the level at which the spell is cast. Add this to the target number for any save against the spell.
• Awareness: "See" all around you, through barriers and around corners, no roll needed.
• Precognition: Cause yourself or another to roll (level) extra d6 for a Save, attack, or skill; pick the ones you like.
• Psychic Bond: You know the general status and direction of those you care about.
• Psychometry: Touch an object to witness a telling moment from its past.
• Remote Viewing: "See" a place you have been.
• Explosion: Unleash an uncontrolled fireball that does your HD in damage to all in the area (including you).
• Flame Charming: Concentrate to sculpt fire.
• Human Torch: Safely ignite your hand or body. You can deal (level) HD damage with this.
• Thermostat: Control ambient temperature and start/stop fires quickly and precisely.
• Dome: Concentrate to raise a force field a few meters wide. Powerful hits risk breaking it (make a Save to maintain it).
• Ricochet: Concentrate to hold (level) projectiles in midair; roll your HD to fling them back at up to (level) targets.
• Vitakinesis: Knit wounded flesh, roll a Save to avoid passing out.
• Blindspot: Target can’t perceive something.
• Probe: Search someone’s memories.
• Psychic Speech: Multi-way communication with anyone you can see, no roll needed.
• Sleep: Instantly put someone in REM sleep.
• Suggestion: Gentle nudge or subtle belief. If Probing, this can alter or erase a memory.
• Alarm: Trigger all alarm systems in vicinity.
• Bond: Target Construct treats you as a friendly.
• Bypass: Opens one lock, or all locks in the vicinity — your call.
• Ceasefire: Disable all nearby weaponry.
• Command: Force a Construct to take an action (e.g., make a cyber-arm wave).
• Crash: Knock out a Construct or a human wearing a Godcrown.
• Dupe: Generate 1 untraceable, counterfeit credit (₡) at a time; it self-deletes in minutes.
• Flash: Overload a handheld or worn device, breaking it and injuring its bearer.
• Finger: All Constructs in vicinity target your target.
• Follow: Track a target with a worm that jumps between surveillance systems.
• List: Identify and locate all tech nearby — cameras, cyberware, weapons, etc.
• Mute: Block target’s comms, sensory input.
• Puppet: Focus completely to "possess" a drone, self-driving vehicle, or other bot.
• Query: Locate and copy a recorded memory from a bot or a human with a neural link.
• Render: Control local holo-emitters and/or AR feeds to project a brief illusion.
• Sniff: Remotely spy through a specific device (e.g., camera, bot, AR goggles).
• Spike: Trigger stress response in someone with a neural link or nerve mesh.
• Spoof: Generate false ID and credentials stolen from a nearby or pre-selected target.
• Stitch: Summon a medical first responder drone to heal injuries of all people present.
• Wipeout: Erase previous and next few minutes of recordings from nearby cameras
• doIT: Force a Construct to take 1 simple action
• Enhance: Roll a Save to make an athletic feat succeed. You get (level) chances to roll the Save.
• Hold: Immobilize (level) people, creatures, objects
• Levitate: Float slowly, or slow your fall
• Pierce: Shoot a tiny object at bullet-speed
• Shatter: Quickly break an item or robot limb
• Slice: Cut, as if with a 1 meter steel blade
• Thrum: Touch to very slowly atomize matter
• Wall: Quickly build a wall or pillar of debris
• Break: Strike with piercing force — shatter a tree trunk, punch through a car door, etc.
• Copy: Duplicate a small object.
• Chown: An item you specify is recognized as yours, legally and in public opinion. (The previous owner might pretend otherwise.)
• Delete: A small item you touch ceases to exist — a gun, a doorknob, a laptop, etc.
• Find: Unerringly locate an item, either general ("a gun") or specific ("this door’s key").
• Kill: Touch to induce cardiac arrest. No effect on daemons. Being seen using this will turn many principled codebreakers against you.
• Hide: People ignore you as long as you can hold your breath. Daemons fooled only briefly.
• Move: Move with preternatural speed and grace — jump across rooftops, scale walls, etc.
• Ping: Sense everything around you, as if by radar. Helps when someone sneaks up on you.
• Restore: Reveal an injury is not as bad as it looked, removing a hindrance.
• Shift: Momentarily exert invisible force on an object — bend a spoon, guide a bullet, etc.
• Sudo: Force an object to perform or cease its function — stall an engine, unlock a door, etc.
• Suspend: Gently pause someone a short while, as if entranced. No effect on daemons.
• Animate: Enchant (level) clay or wood effigies (or corpses) to act as autonomous servitors for (level) tasks.
• Apport: Teleport a nearby target (which could be yourself) to another place within your eyesight, (level) times.
• Bolt: Strike up to (level) targets with lightning, doing your HD damage per strike.
• Boon: Add your HD to the attacks of (level) targets until the end of combat, or retroactively add (level) to a target's save roll.
• Charm: (level) targets treat you as a friend until something leads them to question this, when they are able to roll a second save.
• Darkness: (level) targets act as if they have no light.
• Disguise: Resemble someone or something; add (level) to the target Save for those interacting with you.
• Flame: Conjures fire to hold in hand or throw for your HD damage, at (level) targets.
• Fog: Conjure a thick cloud, impairing vision. Add (level) to target Save for those in area.
• Hold: Immobilize (level) targets within eyesight.
• Invisibility: Make (level) targets unnoticeable. Those with whom the targets interact get a save, add (level) to the target Save.
• Levitation: Lift and move (level) person-sized target (potentially yourself) at walking speed.
• Light: Conjure a glowing orb, floating nearby. It lasts for (level) hours.
• Mind-reading: Sense the thoughts of a target, who may roll a save against this.
• Phantasm: Conjure (level) creatures or objects that have real effect on any who don't save against the spell.
• Projection: Enter a trance & send your mind out as a floating, intangible, luminous spirit for (level) hours.
• Sleep: Put (level) targets to sleep.
• Transfiguration: Touch someone to transform their body into another shape for (level) hours.
• Warding: Invisible dome or wall; roll a save to pass through.
# Part Three: Monsters & Treasure
## MONSTERS
Work in progress
Monsters are adversaries player characters will face in battle on their adventures.
## TREASURE & MAGICAL REWARDS
Work in progress
During an adventure, it is likely that the player characters will recover some loot ? both mundane and magical. As a general guideline, most monsters carry valuables as determined by the chart below (the value is in ₡ but the treasure may be in silver, copper, jewelry, gems, etc.). The referee should also roll 1d20 for every HD of the monster defeated. If a 20 is rolled, then a magic item of the referee's choosing has been recovered.
Monster HD
1 HD or less
1+1 HD ? 2 HD
2+1 HD ? 4 HD
4+1 HD ? 6 HD
6+1 HD ? 8 HD
8+1 HD ? 10 HD
10+1 or greater
Valuables Recovered
1d6 gold pieces
3d6 gold pieces
6d6 gold pieces
1d6x10 gold pieces
1d6x25 gold pieces
1d6x100 gold pieces
1d6x25o gold pieces
Magic Items
Enchanted items are rare. They fall into four broad categories.
Consumable items are scrolls or potions which, once used, are expended. Scrolls are parchments inscribed with Priest or Heretic spells, which can be used by their respective classes to cast the inscribed spell without having it prepared. Heretics may instead choose to expend the scroll to inscribe it in their spellbook to be prepared and cast later. Potions can be drunk by anyone. If drunk during combat the
character may not attack in the same round. Weapons give a bonus to all to-hit and damage rolls per their specified bonus when used. Armor provides the specified bonus to the wearer's armor class on top of the armor's normal bonus. Miscellaneous items have various effects defined below.
Consumables
- Potion of Giant Strength: +4 bonus to melee damage for one hour.
- Potion of Healing: Heal 1d6+1 HP.
- Potion of Heroism: +2 bonus to Armor Class, to-hit and damage rolls for one hour.
- Potion of Flying: Gain the ability to Fly at twice normal speed for 1 hour.
- Potion of Speed: Double movement rate and attack twice per round for 5 rounds.
Spell Scroll: One randomly determined Priest or Heretic spell is written on the scroll.
Weapons
Magical weapons are ranked as +1, +2, or +3. This bonus is added to all to-hit and damage rolls when using
that weapon. Any melee or missile or thrown weapon can become a magic weapon.
Armor
Magical Armor and Shields have a +1 bonus, which is a beneficial modifier to the user's Armor Class. Any type
of armor or shield can be magical.
Miscellaneous
Bag of Holding: A small belt pouch capable of holding up to 100 lbs.
Book of Heroes: One random attribute increases by 1, then the book vanishes.
Boots of Silence: Wearer is perfectly silent when moving.
Climber's Rope: A 100' long rope that can hold 500 lbs and can be commanded to knot itself.
Endless Torch: Radiates a non-flammable fire that never goes out, even under water.
Goggles of Dark Sight: Wearer can see perfectly in real or magical darkness.
Healer's Staff: Usable by Priests only. Cast Cure Wounds I three times per day.
Luckstone: Bearer gets +1 to all saves.
Magic Wand: Cast one 1st level Heretic spell (chosen by referee), 3 times per day.
Protective Item+1: Either a ring, cloak, or bracer. Grants a +1 bonus to AC and saving throws.
Ring of Invisibility: Wearer can cast Invisibility on self once per day.
Ring of Fire Immunity: Wearer suffers no damage from heat or fire even if magical.
Treasure Hunter's Tools: Usable by Thief only. +1 to all d6 skills.
Warrior's Horn: Usable by Fighter only. Once per day, fighter can summon 1d6 1st level fighter allies who
remain loyal for 5 rounds.
Wizard's Staff: Usable by Heretic only. Detect Magic at will, prepare 1 extra 1st level spell per day.