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Hurrklings
- HP: ~20
- Speed: Staff 13 / Dagger 7 / Club 10
- Init: +6
- Reach: Staff 8 / Dagger 1 / Club 2.5
- Atk: +4
- Def: -4
- DR: 2
- Dmg: Staff 2d4p+2 / Dagger 2d4p -1 / Club d6p+d4p -1 / Javelin d12p -1
- ToP: 6
- ToP Save: 5v
Wizards who value magic far more than the mental faculties of valuation or reason. They are informed, insightful, confused, and violent. When not incognito, Hurrklings travel in squads with 1d4 enslaved/charmed men-at-arms, laborers, or beggars.
Hurrklings dress in protective garb usually for herders or sewer workers. They will wield the staff, two clubs, or two daggers. Occasionally one will be proficient in javelins. There is a 1-in-20 chance that a Hurrkling is carrying a copy of his or her spellbook.
Hurrklings typically have 800 SP when they are active, or 400 SP if they have been busy. They are not above fireballing themselves to destroy others.
Each mad mage will may employ one of these spell repertoires:
Spell list A
- A (40SP)
- Phantom Irritation
- J (40SP)
- Tireless Run
- 1 (50SP)
- Scorch
- 2 (60SP)
- Disguise
- 3 (70SP)
- Inaudibility
- 4 (80SP)
- Fracture Object
- 5 (90SP)
- Heat Seeking Fist of Thunder
- 6 (100SP)
- Flame Ball
- 7 (110SP)
- Retard Reaction
- 8 (120SP)
- Force Fumbles
- 9 (130SP)
- Polymorph to Primate
- 10 (140SP)
- Fireball
Spell list B
- A (40SP)
- Repair
- J (40SP)
- Bar Portal
- 1 (50SP)
- Translate
- 2 (60SP)
- Perspicillum
- 3 (70SP)
- Veil of Darkness
- 4 (80SP)
- Motion Blur
- 5 (90SP)
- Sense Invisible Beings
- 6 (100SP)
- Mind Reading
- 7 (110SP)
- Low Light Vision
- 8 (120SP)
- Illumination
- 9 (130SP)
- Summoning II
- 10 (140SP)
- Clairvoyance
Spell list C
- A (40SP)
- Feat of Strength
- J (40SP)
- Audible Clamor
- 1 (50SP)
- Throw Voice
- 2 (60SP)
- Charm
- 3 (70SP)
- Unlock
- 4 (80SP)
- Memory Wipe, Lesser
- 5 (90SP)
- Levitation
- 6 (100SP)
- Boost Strength
- 7 (110SP)
- Induce Fratricide
- 8 (120SP)
- Sure Grip Snare
- 9 (130SP)
- Preemptive Retribution
- 10 (140SP)
- Flight