diff --git "a/valid.txt" "b/valid.txt" new file mode 100644--- /dev/null +++ "b/valid.txt" @@ -0,0 +1,17736 @@ + + +Players, players, and more players - that's what comprises the D&D phenomenon. And phenomenal is what it is, +as the audience for this, the granddaddy of all role-playing games, continues to expand. +D&D players, happily, come in all shapes and sizes, and even a fair number of women are counted among those +who regularly play the game - making DUNGEONS 8 DRAGONS somewhat special in this regard. This widespread +appeal cuts across many boundaries of interest and background, which means that D&D players are marked by a +wide range of diversity. In fact, one could easily use the analogy that there are as many types of DSD players as +there are D8D monsters (after that, draw your own conclusions!). There are unquestionably fast players, slow +players, clever players, foolish players, cautious players, reckless players, generous players, greedy players, friendly +players, and obnoxious players ... As diverse as this melange of enthusiasts is, they all seem to share one commonality: a real love for DUNGEONS 8 +DRAGONS and a devotion that few other games can claim. This remarkable loyalty is a great factor in the game's +explosion of popularity, and DUNGEONS 8 DRAGONS has become a gaming cult, as avid D&Der's have ceaselessly +"spread the gospel", enrolling new players in expanding groups which just seem to grow and grow. +If you're reading this, then you're a D&D player - and this book is for you! This is the second release of the +ADVANCED DUNGEONS 8 DRAGONS series, and is designed to be a player's book in every respect - giving you all +the background you require on the game system, as well as the information you'll need to go adventuring. Although +this book does not stand alone in terms of supplying all information needed to undertake a campaign, it will +complement the other two parts of the whole (the previously released MONSTER MANUAL and the upcoming +DUNGEON MASTERS GUIDE) to provide the entirety of what will be ADVANCED DUNGEONS 8 DRAGONS (along +with a greatly expanded version of GODS, DEMI-GODS 8 HEROES which will follow). +The sheer bulk of this book may seem considerable (and it is, of course), but there are many things not included. +These things (such as the details of the combat tables, for instance) are those parts of the game that rightly fall +outside the realm of player reference, and thus are included instead in the more voluminous DUNGEON MASTERS +GUIDE. As the author points out, this bit of the "unknown" outside of the players' normal reach will make the game +much more interesting and challenging. +ADVANCED DUNGEONS & DRAGONS is a game that is demanding for players and Dungeon Masters alike, but the +rewards in terms of enjoyment are vast. There is nothing quite like a successful D8D campaign, and its success is +based upon the efforts of all participants. The Dungeon Master is pivotal, of course, but the players are just as +important, for they are the primary actors and actresses in the fascinating drama which unfolds before them. For that +reason, their outlook and their conduct will greatly affect the flavor and tempo of the campaign. Accordingly, they +should do their best to further the success of the entire undertaking. This is often no more than a matter of simple +etiquette, and following a few simple guidelines will suffice to make the game experience more fun for everyone +concerned, to wit: +Be an organized player; have the necessary information on your character readily at hand and available to +the Dungeon Master. +Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with +deference to his position as game moderator. Be prepared to accept his decision as final and remember that +not everything in the game will always go your way! +Cooperate with the other players and respect their right to participate. Encourage new and novice players by +making suggestions and allowing them to make decisions on courses of action rather than dictating their +responses. +If you are unable to participate in an adventure, give the other players and the DM some concrete guidelines +if your character is going to be included in the adventuring group; be prepared to accept the consequences, +good or bad, in any case. +Get in the spirit of the game, and use your persona to play with a special personality all its own. Interact with +the other player characters and non-player characters to give the game campaign a unique flavor and +"life". Above all, let yourself go, and enjoy! +/ +Enough of the preliminaries - let's get on with the game! Let's see now, where did I stash away all those material +components?. . . +Mike Carr +TSR Games & Rules Editor +2 June 1978 +2 +CONTENTS +THE GAME ...................................................................................... 7 +CREATING THE PLAYER CHARACTER ................................................................. 8 +CHARACTER ABILITIES ............................................................................. 9 +Strength .................................................................................... 9 +Intelligence ................................................................................. 10 +Wisdom .................................................................................... 11 +Dexterity ................................................................................... 11 +Constitution ................................................................................. 12 +Charisma ................................................................................... 13 +CHARACTER RACES ............................................................................... 13 +Dwarves .................................................................................... 15 +Elves ....................................................................................... 16 +Gnomes .................................................................................... 16 +Half-Elves ................................................................................... 16 +Halflings ................................................................................... 17 +Half-Orcs ................................................................................... 17 +Humans .................................................................................... 17 +Racialpreferences ............................................................................ 18 +CHARACTER CLASSES ............................................................................. 18 +Cleric ...................................................................................... 20 +Druid ................................................................................... 20 +Fighter ..................................................................................... 22 +Paladin ................................................................................. 22 +Ranger ................................................................................. 24 +Magic-User .................................................................................. 25 +Illusionist ............................................................................... 26 +Thief ....................................................................................... 26 +Assassin ................................................................................ 28 +Monk ...................................................................................... 30 +The Multi-Classed Character ..................................................................... 32 +The Character with Two Classes .................................................................. 33 +ALIGNMENT ..................................................................................... 33 +CHARACTER HIT POINTS ........................................................................... 34 +ESTABLISHING THE CHARACTERS .................................................................... 34 +CHARACTER LANGUAGES .......................................................................... 34 +MONEY ........................................................................................ 35 +TheMonetarySystem .......................................................................... 35 +Money Changing, Banks, Loans and Jewelers ....................................................... 35 +EQUIPPING THE CHARACTER ....................................................................... 35 +ARMOR ........................................................................................ 36 +WEAPONS ...................................................................................... 36 +WeightandDamagebyWeaponType ............................................................. 37 +HIRELINGS ...................................................................................... 39 +HENCHMEN ..................................................................................... 39 +TIME .......................................................................................... 39 +DISTANCE ...................................................................................... 39 +MONSTER, THE TERM ............................................................................. 40 +CHARACTER SPELLS ............................................................................... 40 +SPELL TABLES .................................................................................... 40 +Clerics ..................................................................................... 41 +Druids ...................................................................................... 41 +Magic-Users ................................................................................. 41 +Illusionists .................................................................................. 42 +SPELL EXPLANATIONS ............................................................................. 43 +Clerics ..................................................................................... 43 +Druids ...................................................................................... 54 +Magic-Users ................................................................................. 64 +Illusionists .................................................................................. 94 +SPELL CASTING .................................................................................. 100 +THE ADVENTURE ................................................................................. 101 +DungeonExpeditions .......................................................................... 101 +OutdoorExploration ........................................................................... 101 +TownAdventures ............................................................................. 101 +3 +Encumbrance ................................................................................ 101 +Movement - Time & Distance Factors ............................................................. 102 +Light ....................................................................................... 102 +lnfravision .................................................................................. 102 +Ultravision .................................................................................. 102 +SilentMovement ............................................................................. 102 +InvisibleMovement ........................................................................... 102 +Surprise .................................................................................... 102 +Traps. Tricks. and Encounters .................................................................... 103 +Traps ................................................................................... 103 +Tricks ................................................................................... 103 +Encounters .............................................................................. 103 +Initiative .................................................................................... 104 +Communication .............................................................................. 104 +Negotiation ................................................................................. 104 +Combat .................................................................................... 104 +Turningundead .......................................................................... 104 +MagicalControl .......................................................................... 104 +SpellCombat ............................................................................ 104 +BreathWeaponAttacks ..................................................................... 104 +MagicalDeviceAttacks ..................................................................... 104 +MissileDischarge ......................................................................... 104 +Meleecombat ........................................................................... 104 +ExampleofCombat ........................................................................ 105 +CombatProcedures ........................................................................... 105 +SavingThrow ............................................................................ 105 +Armorclass .............................................................................. 105 +Firststrike ............................................................................... 105 +WeaponFactors .......................................................................... 105 +MonsterAttackDamage .................................................................... 105 +Attack&SavingThrowMatrices ............................................................... 105 +Damage .................................................................................... 105 +FallingDamage .............................................................................. 105 +Healing .................................................................................... 105 +Obedience .................................................................................. 106 +Morale ..................................................................................... 1~ +Mapping ................................................................................... 106 +Organization ................................................................................ 106 +EXPERIENCE ..................................................................................... 106 +POISON ........................................................................................ 107 +SUCCESSFUL ADVENTURES ......................................................................... 107 +APPENDICES +APPENDIX 1 . PSlONlCS ............................................................................ 110 +PsionicAbility ................................................................................ 110 +PsionicPowers ............................................................................... 110 +AttackModes ............................................................................ 110 +DefenseModes ........................................................................... 110 +PsionicDisciplines ............................................................................ 111 +Minor(Devotions) ......................................................................... 111 +Major(Sciences) .......................................................................... 114 +PsionicCombat ............................................................................... 116 +Multiple Psionic Operations ..................................................................... 117 +UseofPsionicPowers .......................................................................... 117 +Recovery of Psionic Strength Points ................................................................ 117 +APPENDIX I1 . BARDS .............................................................................. 117 +BardAbilities ................................................................................ 117 +BardRace ................................................................................... 117 +TheClass ................................................................................... 117 +Bards ...................................................................................... 118 +APPENDIX 111 . CHARACTER ALIGNMENT GRAPH ........................................................ 119 +APPENDIX IV . THE KNOWN PLANES OF EXISTENCE ..................................................... 120 +ThelnnerPlanes .............................................................................. 120 +TheOuterPlanes ............................................................................. 120 +4 +EtherealTravel ............................................................................... 1~ +AstralTravel ................................................................................. 120 +EtherealandAstralCombat ..................................................................... 120 +APPENDIX V. SUGGESTED AGREEMENTS FOR DIVISION OF TREASURE. ...................................... 122 +TABLES AND CHARTS +ArmorClassTable ............................................................ 36 +AssassinsTable: Experience Levelr +Arms ........................................ Clothing ................................................................ 35 +herbs .................................................................. 35 +........................................ 36 +Character Race Table I: character Class Limitations ................................... 13 +character Race Table II: Class Level Limitations ...................................... 14 +Clerics Toble II: Spells Usable b +Druids Table I: Experience Levels. ................................................ Druids Table II: Spells Usable by Experience Level .................................... 21 +21 +............ ,101 +1 I7 +.......................... 103 +Effects of Encumbrance .............................. Effects of Physical Activity on the Recovery of Psionic +Effects on Reaction of Double surpris +Fighters, Paladins& Rangers attacks .......................... 25 +Fighters Table: Experience Levels. ................................................ 22 +Illusionists Toble I: Experience Levels. +Illusionists Table II: Spells Usable by Experience Level. ................................ 26 +IntelligenceTable I: General Information . . +Intelligence Table II: Ability for Magic +Magic-UsersSpells,table of. .. .............................. 41-42 +lllusionistsSpells,Table of.. ....... +Languages Typically Common ................................................... 34 +.......................... MonksTable Ii: MonksAbili +Movement Rate/Distance Travelled Conveni +PaladinsTable I: Experience Levels ....... PaladinsTable II: Spells Usable by Experience +Penaltiesand Bonuses for Race .................................................. 14 +Properties of Light Sources, ..................................................... 102 +Rionic Anock Modes Available ...... ...... ................... 110 +Psionic DefenseModesAvailable .... +Rionic DisciplinesAvailable . . +Starting Money ........ ............................................ 35 +Thieves Table I: Experience Levels. ............................................... Thieves Table II: Thief Function (Plus Racial Adjustmen ..... ........ 28 +Typical Fees Paid for Assassination. ............... ..... ........ 29 +Typical Hirelings ............................. ..... ........ 39 +Weapon Proficiency Table. ..................................................... 37 +W +Weopon Types, General Data & “To Hit” Adjustments ................................. 38 +Hand Held Weapons +Hurled Weapons& missiles ... Weight 8 Damage by Weapon Type. ........................... Wisdom Table I: General Information ............................................. 11 +Wisdom Table II: Adiustmentsfor Clerics. .......................................... 11 +PREFACE +The whole of ADVANCED DUNGEONS 8 DRAGONS was a protect which involved varying degrees of my thought, +imagination, and actual working time over a period of more than a year and one-half. Because of other demands, +the project was perforce set aside for a day or a week or even longer, making it hard to get back to. Knowing that this +would be the case when I began, the MONSTER MANUAL was selected as the first of the three volumes in the +advanced game to work on - hundreds of different creatures lend themselves to segmental treatment. Only after +that book was finished did I begin to put the sheaved reams of notes for the Players and Dungeon Masters books into +order, and that only as the bones - tables, charts and matrices - for rough typing and careful rechecking before a +final manuscript was built around them. +This latter part of the ADVANCED DUNGEONS 8 DRAGONS project I approached with no small amount of +trepidation. After all, the game‘s major appeal is to those persons with unusually active imagination and superior, +active intellect - a very demanding audience indeed. Furthermore, a great majority of readers master their own +dungeons and are necessarily creative - the most critical audience of all! Authoring these works means that, in a +way, I have set myself up as final arbiter of fantasy role playing in the minds of the majority of D&D adventurers. +Well, so be it, I rationalized. Who better than the individual responsible for it all as creator of the ”Fantasy +Supplement” in CHAINMAIL, the progenitor of D&D; and as the first proponent of fantasy gaming and a principal in +TSR, the company one thinks of when fantasy games are mentioned, the credit and blame rests ultimately here. +Some last authority must be established for a very good reason. +5 +There is a need for a certain amount of uniformity from campaign to campaign in D&D. This is not to say that +conformity or sameness is desirable. Nobody wishes to have stale campaigns where dungeons, monsters, traps, +tricks, and goals are much the same as those encountered in any one of a score of other campaigns. Uniformity +means that classes are relatively the same in abilities and approach to solving the problems with which the +campaign confronts them. Uniformity means that treasure and experience are near a reasonable mean. Uniformity +means that the campaign is neither a give-away show nor a killer - that rewards are just that, and great risk will +produce commensurate rewards, that intelligent play will give characters a fighting chance of survival. +No individual can actually dictate the actual operations of a campaign, however, for that is the prerogative of the +Dungeon Master, first and foremost, and to the players in the individual campaign thereafter. In like manner, players +greatly influence the events of each particular campaign, and they must accept a large portion of blame if it is a poor +game, and if the campaign is outstanding, they deserve high praise for helping to shape the game and playing well. +So at best I give you parameters here, and the rest is up to the individuals who are the stuff D8D is made of. +Naturally, every attempt has been made to provide all of the truly essential information necessary for the game: the +skeleton and muscle which each DM will flesh out to create the unique campaign. You will find no pretentious +dictums herein, no baseless limits arbitrarily placed on female strength or male charisma, no ponderous combat +systems for greater "realism", there isn't a hint of a spell point system whose record keeping would warm the heart +of a monomaniacal statistics lover, or anything else of the sort. You will find materialwhich enables the Dungeon +Master to conduct a campaign which is challenging, where the unexpected is the order of the day, and much of what +takes place has meaning and reason within the framework of the game "world". +It is important to keep in mind that, after all is said and done, ADVANCED DUNGEONS 8 DRAGONS is a game. +Because it is a game, certain things which seem "unrealistic" or simply unnecessary are integral to the system. +Classes have restrictions in order to give a varied and unique approach to each class when they play, as well as to +provide play balance. Races are given advantages or limits mainly because the whole character of the game would +be drastically altered if it were otherwise. Everything in the ADVANCED DUNGEONS 8 DRAGONS system has +purpose; most of what is found herein is essential to the campaign, and those sections which are not - such as subclasses of characters, psionics, and similar material - are clearly labeled as optional for inclusion. +What is here is, hopefully, presented in as logical a sequence as possible, clearly, understandably, and with as few +ambiguities as could be managed. Many readers will want more material. There is a wealth of commercial and fan +material available for fulfilling such needs. Similarly, even the most important material herein can be altered and +bent to suit the needs of individual campaigns. Where possible, true guidelines have been laid down to provide the +barest of frameworks for those areas of the campaign which should be the most unusual and unique. Read the work +(or both works if you are a DM) through and assess for yourself what ADVANCED D&D really is. I am convinced that it +does for the old D8D + supplements what GREYHAWK did for D8D when it first appeared, and then some. I have +put into these works what should be the important parts of a superior D&D campaign, cutting out material which +actually adds little or nothing to the game, revising the old, and adding and expanding in the essential areas. +Special thanks are due to the following persons who contributed to the original game or have been so kind as to give +their comments, criticism, and contributions to this game: Dave Arneson, Peter Aronson, Brian Blume, Joe Fischer, +Ernie Gygax, Tom Holsinger, Timothy Jones, Tim Kask, Jeff Key, Rob Kuntz, Len Lakofka, Alan Lucion, Steve Marsh, +Mike Mornard, Doug Schwegman, Dennis Sustare, Dave Sutherland, Dave Trampier, Jim Ward, Tom Wham, Skip +Williams, and all of the good players and kindly Dungeon Masters who have taken the time to talk with me at +conventions or drop me a line in order to pass on their experiences, suggestions and ideas. Also thanks to Judges +Guild, whose suggestions have helped with this work, and whose products have helped D&D. +6 +INTRODUCTION +THE GAME +INTRODUCTION +Even if you are not familior with fantasy role playing games in general, +and DUNGEONS& DRAGONS in particular, you will find this work (with its +companion volumes, MONSTER MANUAL and DUNGEON MASTERS +GUIDE) is a complete game system in itself. It will stand alone, and it has +been written and edited in order to moke the whole as easily understood +as possible without taking anything away from its complexity and +completeness. If, on the other hand, you are a veteran adventurer of many +swords & sorcery campaign games, ADVANCED DUNGEONS 8 DRAGONS +will prove to be superior to any past offerings in the fantasy role playing +game field. You will find it easy to integrate your existing character or +characters into the new system, and at the same time the game will be +both familiar and different. There are nuances not found in previous +efforts. All the necessary information is presented in clear and concise +terms, in a format which logically follows the flow of play. +The characters and races from which the players select are carefully +thought out and balanced to give each a distinct and different approach to +the challenges posed by the game. Advantages and disadvantages, +advancement in level, characteristics and abilities are all detailed and +explained so that selection of a ployer-character type - or the integration +of an existing character - can be done with foreknowledge and +projection. In a similar vein, the individuals running the campaign games, +the Dungeon Masters, will have available more data and guidelines upon +which to build more interesting and detoiled milieux. +Clerics and fighters have been strengthened in relation to magic-users, +although not overly so. Clerics have more and improved spell capability. +Fighters are more effective in combat and have other new advantages as +well. Still, magic-users are powerful indeed, and they have many new +spells. None of these over-shadow thieves. I1 recommended sub-classes +special monk class of character, are included in order to assure as much +variety of approach as possible. Non-human races - dwarven, elven, +gnome, half-elven, half-orcish, and halfling - ore likewise included. Each +offers some advantage and difference, yet has distinct disadvantages, just +as human characters do. But some readers might still be wondering what +fantasy role playing games are all about, so enough about contents and on +to explanations. +ADVANCED DUNGEONS & DRAGONS is a world. Of course, this world is +not complete. It needs organizers and adventurers to order and explore it. +It needs you1 A fantasy role playing game is an exercise in imagination +and personal creativity. The organizer of the campaign, the Dungeon +Master, must use the system to devise an individual and unique world. Into +this world of weird monsters, strange peoples, multitudinous states, and +fabulous treasures of precious items and powerful magic stride fearless +adventurers - you and your fellow players. Inexperienced and of but +small power at first, by dint of hard fighting and clever deeds, these +adventurers advance in ability to become forces to be reckoned with - +high priests or priestesses, lords, wizards and arch-magi, master thieves. +The abilities of each adventurer are fixed, but even such characteristics as +strength, intelligence, and wisdom are mutable in a fantasy world. By +means of group co-operation and individuol achievement, an adventurer +can become ever more powerful. Even death loses much of its sting, for +often the character can be resurrected, or reincarnated. And should that +fail there is always the option to begin again with a new character. Thus +ADVANCED DUNGEONS & DRAGONS is, as are most role playing games, +open-ended. There is no "winner", no final objective, and the campaign +grows and changes as it matures. +This new system provides the Dungeon Master with more and better +material from which to devise the campaign milieu, and that in turn means +a more interesting and imaginative game for the players. A word of advice +is in order here regarding this new system: +Considerable enjoyment and excitement in early play stems from not +knowing exactly what is going on. Being uncertain of how a given +situation will turn out, not knowing every magic item available, and so +forth, adds spice to the game. Later, this knowledge simulates actual +experience, for the seasoned campaigner will have learned through game +play. Under the circumstances, it is strongly urged that players do not +purchase or read the DUNGEON MASTERS GUIDE. Leave discovery of the +information therein to actual adventuring, and you will find that the game +is even more fun! Some of the details of the campaign milieu - worldly +knowledge common to a typical adventurer- will be given to you by your +Dungeon Master. Exploration, travel, and adventure in the "world" will +- druids, paladins, rangers, illusionists, an 6 assassins - as well as the +eventually reveal the secrets heretofore hidden, and the joy of actually +earning them will be well worth the wait. +Enjoy the game, and always bear in mind that it is fantasy. Magical worlds +have a strange way of differing, but while yours may not be quite the +same as the one described here, it is ripe for adventure and plunder. +Cleverness and imagination, along with a bit of luck, will -always prevail +-won't they? +THE GAME +Swords 8 sorcery best describes what this game is all about, for those are +the two key fantasy ingredients. ADVANCED DUNGEONS & DRAGONS is +a fantasy game of role playing which relies upon the imagination of +participants, for it is certainly make-believe, yet it is so interesting, SO +challenging, so mind-unleashing that it comes near reality. +As a role player, you become Falstaff the fighter. You know how strong, +intelligent, wise, healthy, dexterous and, relatively speaking, how +commanding a personality you have. Details as to your appearance your +body proportions, and your history can be produced by you or the Dungeon +Master. You act out the game as this character, staying within your "godgiven abilities", and as molded by your philosophical and moral ethics +(called alignment). You interact with your fellow role players, not as Jim +and Bob and Mary who work at the office together, but as Folstaff the +fighter, angore the cleric, and Filmar, the mistress of magic! The Dungeon +Master will act the parts of "everyone else", and will present to you a +variety of new characters to talk with, drink with, gamble with, adventure +with, and often fight with! Each of you will become an ortful thespian as +time goes by - and you will acquire gold, magic items, and great renown +as you become Falstaff the Invincible! +This game lets all of your fantasies come true. This is a world where +monsters, dragons, good and evil high priests, fierce demons, and even +the gods themselves may enter your character's life. Enjoy, for this game is +what dreams are made of!! +The game is ideally for three or more adult players: one player must serve +as the Dungeon Master, the shaper of the fantasy milieu, the "world" in +which all action will take place. The other participants become +adventurers by creating characters to explore the fantastic world and face +all of its challenges - monsters, magic, and unnamed menaces. As is +typical for most of us in real life, each character begins at the bottom of his +or her chosen class (or profession). By successfully meeting the challenges +posed, they gain experience and move upwards in power, just as actual +playing experience really increases playing skill. Imagination, +intelligence, problem solving ability, ond memory are all continually +exercised by participants in the game. +Although the masculine form of appellation is typically used when listing +the level titles of the various types of characters, these names can easily +be changed to the feminine if desired. This is fantasy - what's in a name? +In all but a few cases sex makes no difference to ability! +As with most other role playing games, this one is not just a singleexperience contest. It is an ongoing campaign, with each playing session +related to the next by results and participant characters who go from +episode to episode. As players build the experience level of their +characters and go forth seeking ever greater challenges, they must face +stronger monsters and more difficult problems of other sorts (and here the +Dungeon Master must likewise increase his or her ability and +inventiveness). While initial adventuring usually takes place in an +underworld dungeon setting, play gradually expands to encompass other +such dungeons, town and city activities, wilderness explorations, and +journeys into other dimensions, planes, times, worlds, and so forth. Players +will add characters to their initial adventurer as the milieu expands so that +each might actually have several characters, each involved in some +separate and distinct adventure form, busily engaged in the game at the +same moment of "Game Time". This allows participation by many players +in games which are substantially different from game to game as +dungeon, metropolitan, and outdoor settings are rotated from playing to +playing. And perhaps a war between players will be going on (with battles +actually fought out on the tabletop with minature figures) one night, while +on the next, characters of these two contending players are helping each +other to survive somewhere in a wilderness. +Each individual campaign has its awn distinct properties and "flavor". A +7 +THE GAME CREATING THE PLAYER CHARACTER +good Dungeon Master will most certainly make each game a surpassing +challenge for his or her players. Treasure and experience gained must be +taken at great risk or by means of utmost cleverness only. If the game is +not challenging, if advancement is too speedy, then it becomes staid and +boring. Conversely, a game can be too deadly and become just as boring, +for who enjoys endlessly developing new characters to march off into +oblivion in a single night of dungeon adventuring?! +Sometimes, however, because of close interaction (or whatever other +reason) two or more Dungeon Masters will find that their games are +compatible to the extent that participants in these individual campaigns +can use the characters created in one to adventure in the others. In such +cases the Dungeon Masters have created a very interesting "world" +indeed, for their milieux will offer interesting differences and subtle shifts +which will pose highly challenging problems to these players. +Ultimately, despite the fact that this is a game system created by someone +else, the game's viability rests principally with the referee. The Dungeon +Master must design and map out the dungeon, town, city, and world maps. +He or she must populate the whole world, create its past history, and even +devise some rationale for what transpired (and will probably happen). As +players, you help immeasurably by participating, by letting the referee +know that you appreciate his or her efforts, and by playing well and in a +sportsmanly fashion. Good play inspires better creations to challenge that +play. +Skilled players always make a point of knowing what they are doing, i.e. +they have an objective. They co-operate - particularly at lower levels or +at higher ones when they must face some particularly stiff challenge - in +order to gain their ends. Superior players will not fight everything they +meet, for they realize that wit is as good a weapon as the sword or the +spell. When weakened by wounds, or nearly out of spells and vital +equipment, a clever party will seek to leave the dungeons in order to rearm themselves. (He who runs away lives to fight another day.) When +faced with a difficult situation, skilled players will not attempt endless +variations on the same theme; when they find the method of problem +solving fails to work, they begin to devise other possible solutions. Finally, +good players will refrain from pointless argument and needless +harassment of the Dungeon Master when such bog the play of the game +down into useless talking. Mistakes are possible, but they are better +righted through reason and logic, usually at the finish of play for the day. +This game is unlike chess in that the rules are not cut and dried. In many +places they are guidelines and suggested methods only. This is part of the +attraction of ADVANCED DUNGEONS 8 DRAGONS, and it is integral to the +game. Rules not understood should have appropriate questions directed to +the publisher; disputes with the Dungeon Master are another matter +entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER +CAMPAIGN. Participants in a campaign have no recourse to the publisher, +but they do have ultimate recourse - since the most effective protest is +withdrawal from the offending campaign. Each campaign is a specially +tailored affair. While it is drawn by the referee upon the outlines of the +three books which comprise ADVANCED DUNGEONS 8 DRAGONS, the +players add the color and details, so the campaign must ultimately please +all participants. It is their unique world. You, the reader, as a member of +the campaign community, do not belong if the game seems wrong in any +major aspect. Withdraw and begin your own campaign by creating a +milieu which suits you and the group which you must form to enjoy the +creation. (And perhaps you will find that preparation of your own milieu +creates a bit more sympathy for the efforts of the offending referee. . . ) +One of the most important items you must have to play the game is a +character record. This can be a specially printed sheet done by TSR and +available in pads, or you can simply use a note pad and design your own +record sheet for your character if your Dungeon Master is agreeable, far he +or she will usually retain at least a copy of all such records. +As information is developed for your character- his or her abilities, race, +class, alignment - it must be accurately recorded. All details of the +capabilities and possessions of the character must be noted. Where +equipment and weapons are carried must be listed. Spells known and +spells memorized for an adventure have to be kept track of. A running +total of experience points must be maintained. All of these subjects are +discussed herein. Ask your DM how records of your character should be +kept, read the rules and commentary, and record the data you develop +according to the rules (and your campaign referee's instructions) in a form +suitable to your DM. +All in all, this is a game for enjoyment. We are certain that it will provide +endless hours of entertainment and excitement. That is the sole purpose +for its creation. So enjoy, and may the dice be good to you! +CREATING THE PLAYER CHARACTER +Each participant in the campaign created by the referee must create one or +more game personas. The game persona of each participant is called the +player character in order to differentiate it from personas created by'the +referee, called non-player characters. The Dungeon Master is advised to +limit player characters to one per participant at commencement of the +campaign, though as play progresses, additional player characters may be +added in a judicious manner. Each player develops the abilities of his or +her character through random number generation (by means of dice +rolling) to determine the basic characteristics of the persona, the abilities. +The player then decides what race the character is, what the character's +class is, the alignment of the character, and what the character's name is +to be. The character will speak certain languages determined by race, +class, and alignment. He or she will have a certain amount of gold pieces +to begin with, and these funds will be used to purchase equipment needed +for adventuring. Finally, each character begins with a certain number of +hit points, as determined by the roll of the die (or dice) commensurate +with the character's class. Class determines the type of die (or dice) rolled. +All characters begin at 1st level. All of this is completely explained in the +following paragraphs. +An Explanation of the Usages of the Term "level": The term level has +multiple meanings in this game system. Although substitute terminology +could have been used in ADVANCED DUNGEONS 8 DRAGONS, +common usage of the term level to include multiple meanings is prevalent +amongst existing players, so the term has been retained herein. The +usages for level are: +Level as an indication of Character power: A player character begins +the game at 1st level, i.e. the lowest possible level for a player +character. The higher the level number, the more powerful the +character is. +level as used to indicate the depth of the dungeon complex beneath +the ground: The 1st level of a dungeon is the first layer of the +underground complex of tunnels, passages, rooms, chambers, and so +forth. It is the 1 st level beneath the ground. Beneath the 1 st level is the +2nd, below that is the 3rd. 4th, Sth, etc. The higher the number, the +lower the dungeon level (and the more hazardous its perils). +Level as a measure of magic spell difficulty: The magic spells +available to some classes of characters are graded by difficulty factor +- which, incidentally, reflects the spells' effectiveness to some +extent. 1st level spells are the basic ones available to beginning +characters. They are generally the least powerful spells. Next come +2nd level spells, then come 3rd level spells, and so on. The highest +level of any type of magic spell is9th level, spells usable only by 18th +level magic-users - lesser magic-users can possibly employ such +spells under certain circumstances which are explained hereafter, +but only at considerable risk. +Level as a gauge of a "monster's'' potential threat: Relatively weak +creatures, monsters with few hit points, limited or non-existent +magical abilities, those which do little damage when attacking, and +those which have weak, or totally lack, venom are grouped together +and called 1st level monsters. Slightly more powerful creatures are +ordered into 2nd level, then comes 3rd. 4th, 5th, and so on all the way +up to 10th level (the highest, which includes the greatest monsters, +demon princes, etc.). +It was initially contemplated to term character power as rank, spell +complexity was to be termed power, and monster strength was to be +termed as order. Thus, instead of a 9th level character encountering a 7th +level monster on the 8th dungeon level and attacking it with a 4th level +spell, the terminology would have been: A 9th rank character encountered +a 7th order monster on the 8th (dungeon) level and attacked it with a 4th +power spell. However, because of existing usage, level is retained +throughout with all four meanings, and it is not as confusing as it may now +seem. +8 +CHARACTER ABILITIES +CHARACTER ABILITIES +CHARACTER ABILITIES (STRENGTH) +STRENGTH TABLE 1. +Each and every character has six principal characteristics, the character's +abilities. These abilities are strength, intelligence, wisdom, dexterity, +constitution, and charisma. (See also APPENDIX I, Psionic Ability.) The +s is between 3 and 18. The premise of the game is +cter is above average - at least in some respects - +and has superior potential. Furthermore, it is usually essential to the +character's survival to be exceptional (with a rating of 15 or above) in no +fewer than two ability characteristics. Each ability score is determined by +random number generation. The referee has several methods of how this +random number generation should be accomplished suggested to him or +her in the DUNGEON MASTERS GUIDE. The Dungeon Master will inform +you as to which method you may use to determine your character's +abilities. The principal abilities are detailed as follows: +Strength: Strength is a measure of muscle, endurance, and stamina +combined. For purposes of relating this ability to some reality, assume that +a character with a strength of 3 is able to lift a maximum of 30 pounds +weight above his or her head in a military press, while a character with 18 +strength will be able to press 180 pounds in the same manner. Strength is +the forte of fighters, for they must be physically powerful in order to wear +armor and wield heavy weapons. Therefore, strength is the major +characteristic (or prime requisite) of fighters, and those fighters with +strength of 16 or more gain a bonus of 10% of earned experience +(explained later). Furthermore, fighters with an 18 strength are entitled to +roll percentile dice in order to generate a random number between 01 and +00 (1 00) to determine exceptional strength; exceptional strength increases +hit probability and damage done when attacking, and it also increases the +weight the character is able to carry without penalty for encumbrance, as +well as increasing the character's ability to force open doors and similar +portals. The tables below give complete information regarding the effects +of strength. Note that only fighters are permitted to roll on the exceptional +strength section of STRENGTH TABLE II: ABILITY ADJUSTMENTS. +STRENGTH TABLE 11.: ABILITY ADJUSTMENTS +ability Hit Prob- Damage +abilit Adjustment +10-1 1 +Ability +3 +4 +5 Here or lower the chora +Score General Information +" +6 +7 +Minim'um strength for o gnome, half-orc or halfling +character +8 Minimum strenqth for a dwarf character +12 +13 +14 +15 +16 +17 +18 +18/01-50 +18/51-75 +Minimum strength tor an assassin or paladin character +Minimum strength fora ranger character +Maximum strength possible for a femal +Maximum strength possible fora femal +half-etf or mole halfling Character +Maximum strength possible for 011 non-fighter characters +Maximum strength possible for a female human or male +gnome character +Maximum strength possible for a male elf or female half-orc +-1 +-1 +none +IOIIQ-EN maximun strength +18/91-99 Maximum stre +half-orc charac +18/00 Maximum human +normal +normal +none +none +12-1 3 normal none +18/01 -50 +1 +3 ++2 +3 +-350 +-150 +-250 +Weight Open Doors Bend Bars/ +Allowance On A Lift Gates +normal 1 -2 1% +normal 1-2 2 % +1-2 4% +7% .n ++loo ++ 200 +-r 350 10% ++ 500 13Yo ++750 ++l,OoO + 1,250 +1-3 +1-3 +1 -A +16% +20% +.. 25% _. +1-4 30% +4(1)' 35% +5 (2)' 40% +*The number in parentheses is the number of chances out of six for the fighter to be able to force open a locked, barred, magically held, or wizard locked +door, but only one attempt ever (per door) may be made, and if it fails no further attempts can succeed. +Notes Regarding Strength Table It: +Hit Probability adjustments refer to the score generated by dice roll in +melee combat. Subtraction from or addition to the number rolled is made +according to the table as applicable. (A full listing of combat tables +appears in the DUNGEON MASTERS GUIDE.) +Damage Adjustment likewise applies to melee combat. The damage done +by scoring a successful hit on an opponent is adjusted downwards or +upwards as applicable. Thus, if a hit would normally score 1-6 points of +damage upon the opponent, and the character's strength was only 3, the +actual damage done would be reduced by 1 point; but, on the other hand, +if the attacker had strength of 18/00, the actual damage done would be +adiusted upwards by 6 hit points, and possible damage would jump from +1-6 to 7-1 2. +Weight Allowance is given in number of gold pieces over and above the +maximum normally stated for unencumbered movement. (See +MOVEMENT.) The conversion ratio of gold pieces to pounds of weight is 10 +to 1. If a character could normally carry 500 gold pieces without +encumbrance, but the character had strength of 17 instead of the normal 8- +11 range, 1,OOO gold pieces could be carried without incurring movement +penalty. +Open Doors indicates the number of chances out of 6 which the character +has of opening a stuck or heavy door on that try. Successive attempts may +be made at no penalty with regard to damage to the character attempting +to force the door open, but each such attempt requires time and makes +considerable noise. +Bend bars/lift Gates states the percentage chance the character has of +bending normal soft iron bars or of lifting a vertically moving gate (such as +a small portcullis barring a passage). The attempt may be made but once, +and if the score required is not made, the character will never succeed in +the task. Example: A character with 16 strength is trapped in a dead end +passoge by a set of iron bars which drop down from the ceiling when a +stone slab is stepped on and triggers the release of the gate. The character +first attempts to lift the gate, a roll of 01-10 indicating success, but the +percentile dice come up 74, so failure is indicated. The character next +attempts to bend the bars in order to squeeze between them, the +percentage chance of success is the same as for lifting the gate, and this +time a 07 is rolled, so the character slips out and is free. +9 +CHARACTER ABILITIES (INTELLIGENCE) +intelligence: Intelligence is quite similar to what is currently known as +intelligence quotient, but it also includes mnemanic ability, reasoning, +and learning ability outside those measured by the written word. +Intelligence dictates the number of languages in which the character is +able to converse.* Moreover, intelligence is the forte of magic-users, for +they must be perspicacious in order to correctly understand magic and +memorize spells. Therefore, intelligence is the major characteristic of +magic-users, and those with intelligence of 16 or more gain a bonus of +10% of earned experience. Spells above 4th level cannot be learned by +magic-users with minimal intelligence, and intelligence similarly dictates +how many spells may be known and what level spells may be known, for +only the highest intelligence is able to comprehend the mighty magics +contained in 9th level spells. The tables below allow ready assimilation of +the effects of intelligence on all characters - and with regard to magicusers in particular. +*Non-human characters typically are able to speak more languages than +are human characters, but intelligence likewise affects the upper limit of +their abilities as well, and there are racial limitations. (See CHARACTER +RACES.) +INTELLIGENCE TABLE 1. +Abilitv +Possible +Number of +Additional +character 0 +character 0 +8 Minimum intelligence for an elf character 1 +7 Minimum intelligence for a gnome +magic spells 3 +13 Minimum intelligence for a ranger +character 3 +14 Minimum intelligence for use of 7th level +magic spells 4 +18 Minimum intelligence for use of 9th level +magic spells 7 +INTELLIGENCE TABLE 11.: ABILITY FOR MAGIC-USERS +Chance to Minimum Maximum +Ability Know Each Number of Number of +Score listed Spell Spells/Level Spells/Level +9 35% 4 6 +10-12 45% 5 7 +13-14 55% 6 9 +19 95% 10 All +or more +Notes Regarding Intelligence Table II: +Each and every magic-user character must employ the Table in order to +determine which and how many of each group of spells (by level) he or +she can learn. At first, only the 1st level group of spells are checked. +Successive level groups are checked only when the character reaches a +level at which the appropriate group of spells is usable by him or her. +CHARACTER ABILITIES (INTELLIGENCE) Chance to Know Each Listed Spell pertains to the percentage chance the +character has by reason of his or her intelligence to learn any given spell +in the level group. The character may select spells desired in any order he +or she wishes. Each spell may be checked only once. Percentile dice are +rolled, and if the number generated is equal to or less than the percentage +chance shown, then the character can learn and thus know that spell (it +may be in his or her spell books - explained hereafter). Example: A +character with an intelligence of 12 desires to know a charm person spell +that he finds in a book or scroll, percentile dice are rolled, but the number +generated is 52, so that spell is not understood and can not be used by the +character (see, however, the paragraph below regarding the minimum +number of spells knowable). +Minimum Number of Spells/Level states the fewest number of spells by +level group a magic-user can learn. If one complete check through the +entire group fails to generate the minimum number applicable according +to intelligence score, the character may selectively go back through the +group, checking each spell not able to be learned once again. This process +continues until the minimum number requirement has been fulfilled. This +means, then, that certain spells, when located, can be learned - while +certain other spells can never be learned and the dice rolls indicate which +ones are in each category. Example: The magic-user mentioned above +who was unable to learn a charm person spell also fails to meet the +minimum number of spells he or she can learn. The character then begins +again on the list of 1st level spells, opts to see if this time charm person is +able to be learned, rolls 04, and has acquired the ability to learn the spell. +If and when the character locates such a spell, he or she will be capable of +learning it. +Maximum Number of Spells/Level is the obverse of the minimum number +which can be known. According to the character’s intelligence, this +maximum number which the magic-user can possibly know (have in his or +her spell books) varies from 6 to an unlimited number. As saon as this +maximum is reached, the character may not check any further in the level +group. +Change in Intelligence: If intelligence goes down or up for any reason, +and such change is relatively permanent, the magic-user must check again +as explained above far known spells by level group. +Acquisition of Heretofore Unknown Spells: Although the magic-user must +immediately cease checking to determine if spells are known after the first +complete check of each spell in the level group, or immediately thereafter +during successive checks when the minimum number of spells which can +be known is reached, it is possible to acquire knowledge of additional +spells previously unknown as long as this does not violate the maximum +number of spells which can be known. New spells can be gained from +captured or otherwise acquired spell books or from scrolls of magic spells. +In the latter event the scroll is destroyed in learning and knowing the new +spell or spells. (This subject is detailed more fully in the section explaining +magic-users as characters.) +10 +CHARACTER ABILITIES (WISDOM) CHARACTER ABILITIES (DEXTERITY) +Wisdom: Wisdom is a composite term for the character’s enlightenment, +judgement, wile, will power, and (to a certain extent) intuitiveness. It has +a certain effect on saving throws against some magical attack modes. It is +of utmost importance to clerics, their maior characteristic, and those with +wisdom of 16 or greater add 10% to earned experience. Furthermore, +clerics with exceptional wisdom (16 or greater) also gain bonus spells over +and above the number they are normally able to use. The two tables which +follow detail the information pertaining to the effects of wisdom. +WISDOM TABLE 1. +Ability +Score General Information +3 +4 +5 Here or +thief +6 +7 +Magical Attack +Adiustment* +-1 +-1 R nene +12 Minimum wisdom foro druid character none +13 Minimum wisdom for a paladin or multiclassed half-elven cleric character none +14 Maximum wisdom for a half-orc character +Minimum wisdom for a ranaer character none +18 Minimum wisdom for use of 7th level +spells +4 +*This adjustment applies to the saving throw of the character in question, +the penalfy for low wisdom, or the bonus for high wisdom, being used to +alter the result of the die roll accordingly. The adjustment applies only to +mental attack forms involving will force, i.e. beguiling, charming, fear, +hypnosis, illusion, magic jarring, mass charming, phantasmal forces, +possession, rulership, suggestion, telepathic attack, etc. +WISDOM TABLE 11.: ADJUSTMENTS FOR CLERICS +Abilitv Spell Chance of +12 +13 +15% +me 10% +none +One 1 st level +05% +0% ._ +14 One 1 st level 0% +0% +0% +0% +I +Spell aonus indicates tne number OT additional spells the cleric is entitled +to according to wisdom ability score. Note that these spells are only +available when the cleric is entitled to spells of the applicable level. Bonus +spells are cumulative, so a cleric with 14 wisdom is entitled to two 1st level +bonus spells, one with 15 wisdom has two 1st and one 2nd level bonus +spells, etc. +Chance of Spell Failure states the percentage chance of failure clerics with +low wisdom risk when casting spells. To determine if a spell fails, +percentile dice are rolled, and if the number generated is equal to or less +than the number shown for failure, the spell is expended and has +absolutely no effect whatsoever. +For additional information regarding clerics, see the section pertaining to +clerics as characters given hereafter (CHARACTER CLASSES). +Dexterity: Dexterity encompasses a number of physical attributes +including hand-eye coordination, agility, reflexes, precision, balance, and +speed of movement. A high dexterity indicates superiority in all of the +above attributes, while a low dexterity might well indicate that one of +these attributes is actually superior, but that the others are very poor. +Dexterity affects a11 characters with regord to initiative in attack, the +projection of missiles from hand or other means, and in defensive +measures. Dexterity is the maior characteristic of the thief class of +character, and it affects their professional activities (such as picking +pockets, opening lacks, and so forth) accordingly. Thieves with a dexterity +ability score of 16 or more gain a bonus of 10% of earned experience. The +two tables which follow outline the effects of dexterity on characters. +DEXTERITY TABLE 1. +Re action / +Ability Attacking Defensive +Score General Information +6 Minimum dexterity tor a halt7 Minimum dexterity for an elf +8 Minimum dexterity for a halfling +magic-user character 0 +1 +c haracter 0 0 +12 Minimum dexterity for on assassin +character 0 0 +13 0 0 +14 Maximum dexterity for a half-orc +3 +4 +5 +16 Minimu +17 Moximu +18 +3 -4 +Notes Regarding Dexterity Table I: +Reaction/Attacking Adjustment is the penalty or bonus for both surprise +(q.v.) situations ond missile combat attacks. +Defensive Adjustment refers to the penalty or bonus applicable to a +character’s saving throws against certain forms of attack (such as fire ball, +lightning bolts, etc.) due to dodging ability. It also applies to the +character‘s parrying and/or dodging ability in missile or melee combat; in +this case the penalty sutracts from the armor class (q.v.) of the character, +making him or her easier to hit, while the bonus adds to the defensive +value of the character’s armor class, making him or her harder ta hit. For +example, a character with plate moil and shield is normally treated as +armor class 2; if the character has 3 dexterity, there is o +4 penalty, so the +armor class changes to 6 (2 + 4). However, if the same character has a +dexterity of 18, there is a bonus of -4, so armor class changes from 2 to a -2 +(2 + -4 = l,O, -1, -2). +11 +CHARACTER ABILITIES (DEXTERITY +DEXTERITY TABLE 11.: ADJUSTMENTS FOR THIEVES +CHARACTER ABILITIES (CONSTITUTION) +penalty or Bonus for: +locating/ +Ability picking opening Removing - moving hiding In +score Pockets locks - traps silently shadows +9 -1 5% -10% -10% -20% -10% +10 -10% -05% -10% -15% -05% +11 -05Y0 0 -05yo - 1 0% 0 +12 +13 +0 +0 +0 +0 +0 +0 +-05% +0 +0 +0 +14 0 0 0 0 0 +15 0 0 0 0 0 +16 0 + 05% 0 0 0 +17 +05% + 10% 0 + 05% -t 05% +18 +lo% +15% + 05% +lo% + 10% +notes Rogardlng dexterity Table 11: +All ”Penalty or Bonus for” categories are fully detailed under CHARACTER CLASSES, Thieves. The penalties and bonuses are applied to the base chances of +success for each named category. Racial adjustments for dwarves, elves, etc. are additional pluses. +Conatitution: Constitution is a term which encompasses the character’s +physique, fitness, health, and resistance. Since constitution affects the +character‘s hit dice and chances of surviving such great system shocks as +being changed by magic spell or resurrected from the dead, it is of +considerable importance to all classes. Constitution scores of above a +certain number are necessary for becoming certain sub-classes of +characters. Effects of constitution are given on the table below. +It is of utmost importance to understand that a character’s initial +constitution score is also the maximum number of times the character can +be raised from the dead/resurrected, and that each such revivification +reduces the character’s constitution score by 1. Although a character’s +constitution can be restored to its former score, or even raised above this +number, by magical means, this in no way alters the initio1 score +limitation, nor does such magical change in constitution restore to the +character additional chances for revivification. Thus, if a character has an +initial constitution of 15, he or she can never be brought back to life by a +raise dead or resurrection spell more often than 15 times. Note that a rod +of resurrection is considered the same as a spell of the same sort. The 16th +death is final and irrevocable without use of some other magical means +such as a wish. +CONSTITUTION TABLE +system resur +ability HitPoint Shock rection +score general lnformatlon adjustment Survival Survival +3 -2 35% 40% +4 -1 40% 45% +5 Here or lower the character +6 Minimum constitution for +can only be an illusionist -1 45% 50YO +Notes regarding Constitutlon table +Hit Point Adjustment indicates the subtraction from or addition to each hit +die for a character. (Hit dice are explained fully under the appropriate +heading.) Note that subtraction can never reduce any hit die below 1, i.e. +if a die is rolled and a 1 comes up, or if a 2 is rolled and the penalty due to +constitution is -2, the die is read as 1 (hit point) regardless of subtractions. +Note also that the only class of characters which is entitled to bonuses +above +2 per hit die is fighters (including the fighter sub-classes paladins +and rangers ). Thus, even though o cleric, magic-user, or thief has a +constitution of 17 or 18, the additional hit points for each hit die due to +superior constitution is +2. +System Shock Survival states the percentage chance the character has of +surviving the following forms of magical attacks (or simple application of +the magic): aging, petrification (including flesh to stone spell), polymorph +any object polymorph others. Example: The wicked necromancer +polymorphs (others) his hireling into a giant roc, with the rather foolish +agreement of the changee; the hireling must make a saving throw based +on his consitution score using the table above. Assuming he survives, o +further saving throw would hove to be made if he was again polymorphed +or dispelled back to original form. The saving throw must be equal to or +less than the percentage shown. +Resurrection Survival shows the percentage chance the character has of +being successfully raised from the dead or resurrected by a cleric. The +score of the percentile dice must be equal to or less than the number +shown on the table, or the character fails to be revivified and is completely +and totally dead forever. Remember that a character can never be raised +from the deadlresurrected a total number of times in excess of the +character’s initial constitution score. +an elf or half-elf character -1 50% 55% +fighter character 0 55% 60% +7 Minimum constitution for a +8 Minimum constitution for a +dwarf character 0 80% 85% +half-orc character 0 85% 90% +13 Minimum constitution for a +14 Minimum constitution for a +ranger character 0 88% 92% +18 +2(+4)’ Wo 100% +*Bonus applies only to fighters; all other classes may be given a maximum +hit point bonus adjustment for constitution of +2. +12 +CHARACTER ABILITIES (CHARISMA) CHARACTER RACES +Charismo: Charisma is the measure of the character's combined physical +attractiveness, persuasiveness, and personal magnetism. A generally nonbeautiful character can have a very high charisma due to strong measures +of the other two aspects of charisma. It is important to all characters, as it +has an effect on dealings with others, principally non-player characters, +mercenary hirelings, prospective retainers, and monsters. It absolutely +dictates the total number of henchmen a character is able to retain. It +affects loyalty of a11 hirelings and retainers. It is the key to leadership. The +following table expresses the facts regarding charisma scores. +CHARISMA TABLE +Ability +Maximum +No. of Loyalty Reaction +Score General Information Henchmen Base Adiustment +3 1 -30% -25yo +4 1 -25% -20% +5 Here or lower the character +can only be an assassin 2 - 20% - 1 5% +6 2 -15% -10% +7 3 -10% -05% +8 Minimum charisma for an +12 Maximum charisma for a +half-orc character* 5 normal normal +13 5 normal +05% +14 6 +05% +lo% +18 15 +40% +35% +*Charisma maximum applies only with respect to non-orcs and non- +**Charisma maximum applies only with respect to non-dwarves (see +half-orcs (see CHARACTER RACES, Half-Orcs). +CHARACTER RACES, Dwarves). +CHARACTER RACE TABLE I.: CHARACTER CLASS LIMITATIONS +Charactor +Class +CLERIC (A)* +Druid IN) +Dwarven Elven Gnome +no no no +no no no +Notes Regarding Charisma Table: +Maximum Number of Henchmen states the number of non-player +characters who will serve as permanent retainers of the player character. +It does not affect the number of mercenary soldiers, men-at-arms, +servitors, and similar persons in the pay of the character. +loyalty Base simply shows the subtraction from or addition to the +henchmen's and other servitors' loyalty (q.v.) scores. +Reaction Adjustment indicates the penalty or bonus due to the character +because of charisma in meeting and dealing with persons and creatures +encountered. For example, the character might encounter a basically +neutral intelligent creature and seek to converse in order to gain some +advantage. If the charisma of the character is low, he or she will be +working under a handicap which will have to be overcome by generous +offers and gifts if a chance of success is hoped for. On the other hand, if +the character's charisma score is high, he or she will begin negotiations +from a strong starting position due to charm and magnetism. +CHARACTER RACES +After a player has determined the abilities of his or her character, it is then +time to decide of what racial stock the character is to be. For purposes of +the game the racial stocks are limited to the following: dwarven, elven, +gnome, half-elven, holfling, half-orc, and human. Each racial stock has +advantages and disadvantages, although in general human is superior to +the others for reasons you will discover as you read on. The Dungeon +Master may have restrictions as to which races are allowed in the +campaign due to the circumstances of the milieu. +Two tables for easy reference are given below in order that you can select +the racial stock of your character based on abilities generated and with an +eye towards what class (q.v.) of adventurer the character will be. Most +non-human races are able to work in two or more classes at the same time, +and some gain ability score bonuses as well, but most are limited as to +how great a level they may attain in a given class, except in the case of a +thief. +Racial Stock of Character +Half-Elven halfling Half-Ore Human +Yes no Yes Yes +ves no no ves +FIGHTER'(A) Yes Yes Ye= Yes Yes Yes Yes +Paladin (LG) no no no no no no Yes +Ranger (G) no no no Yes no no Yes +MAGIC-USER (A) no ves no ves no no ves +IIlUSlOnlSt (A)' no no no no no +MONK (1) no no no no no no Yes +notes regarding Charader race Tabio I: +Character Class names are shown in capital letters if the class is major, sub-classes are shown with the first letter capitalized only. The letter or letters +appearing after each class indicate the alignment (q.v.) possibilities of each character class: (A) means any, (N) means neutral only, (LG) means lawful +good only, (G) means good only, (N to E) means any neutral to any evil alignment, (E) means evil only, and (1) means lawful only. (A)* a cleric cannot be +true neutral unless of the druid subclass. +Racial Stock of Characters shows the seven races of player characters, and reading down each headina gives auick reference -- as to what classes each race is +able to become in regard to their player character role. +A "no" indicates that the race cannot become the character class in question. +A "yes" indicates that the race is able to become the character class in question. +13 +CHARACTER RACES CHARACTER RACES CHARACTER RACE TABLE 11.: CLASS LEVEL LIMITATIONS +Racial Stock of Character +Character +Class dwarven Elven Gnome Half-Elven Halfling Half-Orc Human +(7) 5 no 4 U +no U (6) no U (7) +Druid no no CLERIC (8) +MAGIC-USER no 11' no no no U +Illusionist no no 7' no no no U +MONK no no no no no no U +'Dwarven fighters with less than 17strength are limited to 7th level; those with 17strength are limited to 8th level. +'Elven fighters with less than 17strength are limited to 5th level; those with 17strength are limited to 6th level. +3Gnome fighters of less than 18 strength are limited to 5th level. +4Half-elven fighters of less than 17strength are limited to 6th level; those of 17strength are limited to 7th level. +'Halfling fighters of hairfeet sub-race, as well as all other types of sub-races with strength of under 17, are limited to 4th level. Tallfellows of 17strength and +Stouts of I8 strength can work up to 5th level. Tallfellows that somehow obtain 18 strength can work up to 6th level. +elven magic-users with intelligence of less than 17 are limited to 9th level; those with intelligence of 17are limited to 10th level. +'Half-elven magic-users with intelligence of less than 17 are limited to 6th level; those with intelligence of 17 are limited to 7th level. +'Gnome illusionists with intelligence or dexterity under 17 are limited to 5th level; those with both intelligence and dexterity of 17 are limited to 6th level. +9Half-Orc thieves with dexterity of less than 17 are limited to 6th level; those with dexterity of 17 are limited to 7th level. +Notes Regarding Character Race Table II: +Numbers in Parentheses () indicate that this class exists only as non-player +characters in the race in question. +Numbers - not in parenthesis - indicate the maximum level attainable +by a character of the race in question. +U appearing in a race column indicates that a character of the race in +question has no limitation as to how high the character can go with regard +to level in the appropriate class. +in others. These penalties ond bonuses are applied to the initial ability +scores generated by a player for his or her character as soon as the racial +stock of the character is selected, and the modified ability scores then are +considered as if they were the actual ability scores generated for all game +purposes. These penalties ond bonuses are shown below: +Race Penalty or Bonus +Dwarf +Elf +Half-Orc +Halfling +Constitution + 1; Charisma -1 +Dexterity + 1; Constitution -1 +Strength + 1; Constitution + 1; Charismo -2 +Strength -1; Dexterity + 1 +Penalties and Bonuses for Race: +Certain racial stocks excel in certain ability areas and have shortcomings +There are certain other disadvantages and advantages to characters of +various races; these are described in the paragraphs pertaining to each +race which follow. +14 +CHARACTER RACES +Character Ability Scores by Racial Type: +As noted previously in the section pertaining to character abilities, the +non- and part-human races must meet certain minimum ability scores, and +some races have lower maximum possible scores as well. In order for your +character to be of one of these races, these minimums and maximums +must be met. The minimum scores must have been generated in the initial +abilities rolls, or if bonuses are given for the race, then the minimums must +be met considering such bonuses. Maximums applicable are easily met, +for the ability score is simply lowered to conform to the maximum. +The table below shows these minimum and maximum figures at a glance. +CHARACTER RACE TABLE 111: ABILITY SCORE MINIMUMS 8 MAXIMUMS +Character +Ability +CHARACTER RACES (DWARVES) +CHARACTERS RACE +INTELLIGENCE +Min. 3/3 8/8 7/7 4/4 6/6 3/3 +Max. 1811 8 18/18 1811 8 18/18 18/1 8 17/17 +DEXTERITY +Min. 3/3 7/7 313 616 8/8 3/3 +CHARISMA +Min. +Max. +313 818 313 313 3/3 3/3 +16/16 18/18 18/18 18/18 18/1 8 1211 2 +*As noted previously, fighters of all races might be entitled to an exceptional strength bonus, see CHARACTER ABILITIES, Strength. +Notes Regarding Character Race Table 111: +Minimum Scores indicate the lowest possible roll for consideration of a +character to be of the racial type indicated. Scores below the minimum +indicated are not allowable, so any character with less than the minimum +shown can not be of the appropriate race. +Maximum Scores include racial penalties and bonuses; thus, some races +can exceed the 18 total possible in the initial generation of abilities with +three six-sided dice. Penalties and bonuses for race are taken before +adjusting for maximum score. +The Slash (/) separates the minimums and maximums possible for males, +shown first, and females, shown after the slash, thus: males/females, +minimum and maximum as applicable. A male dwarf needs a minimum +strength of 8, as does a female of that race; a male dwarf can have a +maximum strength of 18, but a female dwarf can have a maximum +strength of 17; this reads as 8/8, 18/17. +CHARACTER RACE DESCRIPTIONS +All of the non-human or part-human races closely resemble humans in +many aspects. It is assumed that similarities are sufficiently apparent so as +to warrant no further comment, and only special racial characteristics +which are dissimilar to humans will be dealt with. Characters differ slightly +within their respective races as a whole. +Dwarves: +The race of dwarves typically dwells in hilly or mountainous regions. For +details of the race in general the reader is referred to ADVANCED +DUNGEONS 8 DRAGONS, MONSTER MANUAL. As player characters, both +dwarves and their cousins the "mountain dwarves" can be considered. +A character of the dwarven race can be a fighter (maximum of 9th level), +a thief, or an assassin (maximum of 9th level). It is also possible for a +dwarven character to opt to work simdltaneously in the fighter and thief +classes; in the latter event the dwarf will be limited to the armor permitted +a thief when performing any functions of that class. Experience will always +be divided between the two classes also, even though the dwarf may no +longer advance upwards in fighting ability level. (Complete information +regarding this subject is given hereunder in the section dealing with +CHARACTER CLASSES.) +Because of their very nature, dwarves are non-magical and do not ever +use magical spells. However, this nature gives them a bonus with regard to +their saving throws (see COMBAT, Saving Throws) against attacks by +magic wands, staves, rods and spells. This bonus is + 1 for every 3% points +of constitution ability. Thus, if o dwarf had a constitution of 7 he or she +would gain a +2 on dice rolls made as saving throws, at 14 constitution +the bonus would be +4, and at 18 constitution the bonus would be the +maximum normally possible, +5. +Similarly, dwarves have exceptional constitutional strength with regard to +toxic substances, ingested or injected Therefore, a11 dwarven characters +make saving throws against poison in the same manner and with the same +bonuses as they do against magical attacks from wands, staves, rods, and +spells. +All dwarves are able to speak the following languages (q...): dwarven, +gnome, goblin, kobold, and orcish; in addition, dwarven characters are +able to speak the "common tongue" of all humankind. However, except +for their alignment language (see ALIGNMENT), they are unable to learn +more than two additional languages regardless of their intelligence +ability. +Dwarves are able to see radiation in the infra-red spectrum, so they can +see up to 60' in the dark noting varying degrees of heat radiation. This +ability is known as "infravision". +Dwarves are miners of great skill. They are able to detect the following +facts when within 10' or less of the particular phenomenon (except +15 +CHARACTER RACES (DWARVES) CHARACTER RACES (GNOMES) Icharacters of above 15 intelligence are able to learn one additional +language for every point of intelligence over 15, i.e. a character with an 18 +intelligence score could learn three additional languages (q.v.). +Elves have the ability to see into the infro-red spectrum, so they are able to +see up to 60' in darkness, noting varying degrees of heat radiation. +Secret or concealed doors are difficult to hide from elves. Merely passing +within 10' of the latter makes an elven character 16 213% (1 in 6) likely to +notice it. If actively searching for such doors, elven characters are 33 1/3% +(2 in 6) likely to find o secret door and 50% likely (3 in 6) to discover a +concealed portal. +As has been shown previously, elven choracters add a bonus of + 1 to their +initial dexterity score. Likewise, os elves are not as sturdy as humans, they +deduct 1 from their initial constitution score. +If alone and not in metal armor (or if well in advance- 90' or more - of +a party which does not consist entirely of elves and/or halflings) an elven +character moves so silently that he or she will surprise (q.v.) monsters 66 +213% (d6, 1 through 4) of the time unless some portal must be opened in +order to confront the monster. In the latter case the chance for surprise +drops to 33 113% (d6, 1-2). +Gnomes: +Idetermination of approximate depth, which can be done at any distance): +Detect grade or slope in passage, +upwards or downwards +Detect new construction 75% probability +or passage/tunnel +Detect sliding or shifting +walls or rooms +75% probability +(d4, score 1-3) +66 2/3% probability +(d6, score 1-4) +Detect traps involving +pits, falling blocks and +other stonework +Determine approximote +depth underground +50% probability +(d4, score 1-2 or +d6, score 1-3) +50% probability +Note that the dwarven character must be actively seeking to determine the +phenomenon in question in order to be able to determine the answer; the +information does not simply spring to mind unbidden. +In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit +opponents who are half-orcs, goblins, hobgoblins, or orcs. When being +attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract +4 from their opponents' "to hit" dice rolls because of the dwarves' small +size and combat ability against these much bigger creatures. +As has already been noted, dwarven characters get a bonus of 1 added to +their initial constitution ability, and a penalty of 1 on their charisma score +due to racial characteristics. It is very important to note the actual charisma +score prior to racial adjustment, however, for dwarven characters do not +suffer charisma penalties, nor are they limited to a 16 charisma maximum +with regard to their own race. For example, let us suppose a player who +has rolled a charisma score of 18 decides to have a dwarven character, +thus reducing charisma score by 1 due to racial characteristics. However, +the highest score possible for a dwarf is 16 (see CHARACTER ABILITIES, +CHARISMA TABLE), so the character's charisma score is recorded as 16 +(le), the parenthetical number being the actual score rolled. With regard +to non-dwarven henchmen, the character is limited to a maximum of 8, +but with regard to dwarves the character has a score of 18 charisma,'so up +to 15 henchmen would serve the character if the additional servitors'(0ver +and above 8) were themselves dwarves. +Elves: +There are many sorts of elves, and descriptions of the differing types are +found in ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL. +Elven player characters are always considered to be high elves, the most +common sort of elf. +A character of elven stock can opt to be a fighter (maximum of 7th level), +o magic-user (maximum of 11th level), a thief, or on assassin (maximum +of 10th level). An elven character can also be multi-classed, i.e. a +fighter/magic-user, a fighter/thief, a magic-user/thief, or a +fighter/magic-user/thief. If the character is multi-clossed, the following +restrictions and strictures apply: Although able to operate freely with the +benefits of armor, weapons, and magical items available to the classes the +character is operating in, any thieving is restricted to the armor and +weaponry usable by the thief class. All earned experience is always +divided equally among the classes of the character, even though the +charocter is no longer able to gain levels in one or more of the classes. +(More detailed information is given in the CHARACTER CLASSES section +hereafter.) +Elven characters have a 90% resistonce to sleep and charm spells (if these +spells are cost upon them a percentile dice roll of 91% or better is required +to allow the magic any chance of having an effect, and even then the +saving throw against spells is allowed versus the charm spell). +When employing either a bow of any sort other than a crossbow, or a short +or long sword, elven characters gain a bonus of + 1 on their die rolls "to +hit". +All elven characters are able to speak the following languoges in addition +to that of their chosen alignment: elvish, gnome, holfling, goblin, +hobgoblin, orcish, gnoll, and the "common tongue" of mankind. Elven +A gnome's preferred habitation is an area of rolling, rocky hills, wellwooded and uninhabited by humans. Details of the race are found in +ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL. +A character of the gnome race can select to be a fighter (maximum of 6th +level), an illusionist (maximum of 7th level), a thief, or an assassin +(maximum of 8th level). It is also possible for a gnome character to be two +classes at the some time (a fighter/illusionist, o fighter/thief, or an +illusionist/thief, for example). In the latter case, the character is restricted +to the wearing of leather armor, regardless of which class combination he +or she has chosen, unless only fighting is performed by the character. As +with ony such multi-class character, gnomes with two charocter classes +must always divide earned experience equally between levels, even +though it might no longer be possible to advance upwards in level in one +of the classes. (See CHARACTER CLASSES for more information regarding +this subject +Similar to their cousins, the dwarves, gnomes are highly magic resistant. A +gnome player character gains a bonus of +1 for every 3% points of +constitution ability score, just as dwarven Characters do. A constitution of 4 +gains a +1, 7 gains a +2, 11 gains a +3, 14 gains a $4. and 18 gains a ++5 bonus to saving throws versus magic wands, stoves, rods, and spells. +Gnome characters are able to speak the following languages in addition +to their alignment language (q.v.) and the "common tongue" of +humanity: dwarvish, gnome, halfling, goblin, kobold, and they can also +communicate with any burrowing mammal (such as moles, bodgers, +ground squirrels, etc.). Gnomes are unable to learn more than two +languages in addition to those noted above, regardless of how high their +intelligence score is. +Gnomes have infravision, the ability to see into the infra-red spectrum, so +a gnome character is able to see up io 60' in the dark, noting varying heat +radiation. +Being miners of exceptional merit, gnomes are able to detect the +following facts when within 10' of the area to be examined, or at any time +with respect to determination of their approximate depth underground: +Detect grade or slope in passage 80% probability +upwards or downwards (d10, score 1-8) +Detect unsafe walls, 70% probability +ceilings, or floors (d10, score 1-7) +Determine approximate 60% probability +depth underground (d 10, score 1-6) +Determine direction of 50% probobility +travel underground (dANY, score any half) +It is important to note that the gnome must be actively seeking to +16 +CHARACTER RACES (GNOMES) +determine the matter in question. The phenomenon does not otherwise +become apparent to the character, for he or she must concentrate on the +subiect to get some form of answer. +In melee combat, gnome characters add 1 to their dice rolls to hit +opponents who are kobolds or goblins. When being attacked by gnolls, +bugbears, ogres, trolls, ogre magi, giants, and/or titans, gnome characters +subtract 4 from their opponents' "to hit" dice rolls because of the gnomes' +small size and their combat skill against these much bigger creatures. +Half-Elves: +Half-elves do not form a race unto themselves, but rather they can be +found amongst both elvenkind and men. For details of the typical half-elf +see ADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL under the +heading Elf. +A character of half-elven race can play as a cleric (maximum of 5th level), +druid, fighter (maximum of 8th level), ranger (maximum of 8th level), +magic-user (maximum of 8th level), thief, or assassin (maximum of 11th +level). A character of half-elven race can also opt to become a multiclassed individual, i.e. clericlfighter, cleric/ranger, cleric/magic-user, +fighter/magic-user, fighte/thief, magic-user/thief, cleric/fighter/magicuser, or a fighter/magic-user/thief. Half-elven characters who choose the +cleric as one of their multi-classes aren't limited by that class' proscriptions +upon weapons usable, but they are quite restricted in level. Half-elven +characters who choose the thief class as one of their multi-roles are limited +to the weaponry and armor of that class when operating as a thief. All +earned experience is always divided evenly between the classes of the +multi-classed character, even though the character is no longer able to +gain levels in one or more of the classes. (See CHARACTER CLASSES, and +consult the various classes for more detailed information pertaining to +half-elven characters operating within the stated classes.) +Half-elven characters have a 30% resistance to sleep and charm spells (if +the spells are cast upon them, a percentile dice roll of 31% or better is +required to allow the magic any chance of having an effect, and even then +the saving throw against spells is allowed versus the charm spell). +All half-elven characters are able to speak the "common tongue" of men, +their alignment language (q.v.), and the following: elvish, gnome, +halfling, goblin, hobgoblin, orcish, and gnoll. Half-elven characters of +above 16 intelligence are able to learn one additional language for every +point of intelligence above 16, so that a 17 intelligence indicates the +character can learn one additional language, and an 18 intelligence +indicates two languages can be learned in addition to those listed above. +Half-elves have the ability to see into the infra-red spectrum, so they are +able to see up to 60' in darkness, noting varying degrees of heat radiation. +Secret or concealed doors are difficult to hide from half-elves, just as they +are noticeable by elves. Merely passing within 10' of a concealed door +gives the half-elven character a 1 in 6 chance (16 213%) chance of spotting +it. If the character is actively seeking to discover such doors, he or she has +a 2 in 6 chance (33 1/3%) of spotting a secret door and o 3 in 6 chance +(So%) of locating a concealed door. +Halflings: +Halflings are very much like small humans, thus their name. As player +characters, it is assumed that any of the sub-races of the race of halflings +can be considered as that of the halfling character in question. Complete +information on halflings is found in ADVANCED DUNGEONS L +DRAGONS, MONSTER MANUAL. +A character of the halfling race can be a fighter, a thief, or a fighter/thief. +As halflings ore unable to work beyond 6th level as fighters, it is most +probable that the character will be a thief or a multi-classed fighter/thief. +In the latter case the character is limited to the armor and weaponry of a +thief whenever any such functions are to be performed during the course +of an adventure. Furthermore, earned experience is always divided +evenly between the two classes, even though the character may no longer +be able to gain additional levels as a fighter. +All halfling characters have a high resistance to magic spells, so for every +3% points of constitution ability the character possesses, he or she gains a ++ 1 on saving throws versus wands, staves, rods, and spells. This converts +CHARACTER RACES (HUMANS) +to the following bonuses for constitution: 4-6 = + 1,7-10 = +2, 11-13 = ++3,14-17 = +4,and 18 = +5. +As halflings also have a similar resistance to poisons of all sorts, they gain +a constitution bonus identical to that for saving throws versus magical +attacks when they make saving throws versus poison, i.e. +1 to +5 +depending on constitution score. +All halfling characters are able to speak the following languages in +addition to mankind's "common tongue" and the alignment language: +dwarven, elven, gnome, goblin, halfling, and orcish. Halflings with intelligence above 16 can learn one additional language for every point of intei-, +ligence they possess above the 16 minimum, so at 17 intelligence the +character can learn one additional language, and at 18 intelligence two +can be learned. +Certain halfling characters have infravision. Those with mixed blood are +assumed to have infravision which functions up to 30' distant, while those +of pure Stoutish blood are able to see heat radiation variation at up to 60' +(normal infravision). +Similarly, halflings of mixed type and those of pure Stoutish blood are able +to note if a passage is an up or down grade 75% (d4, 1-3) of the time, and +they can determine direction 50% of the time. Note that these abilities +function only when the character is concentrating on the desired +information to the exclusion of all other thought and activity. +If alone (or well in advance - 90' or more - of a party which does not +consist entirely of halflings or elves not in metal armor) and not in metal +armor, halfling characters are able to move very silently; thus, if they do +not have to open some form of door or other screen, they will surprise +(q.v.) a monster 66 2/3% (d6, 1-4) of the time. If a door must be opened, +chance for surprise drops to 33 1 /3% (d6,l-2). +Halfling characters must accept a penalty of -1 from their initially +generated strength ability score, and they gain a bonus of + 1 on dexterity. +Half-Ores: +Orcs are fecund and create many cross-breeds, most of the offspring of +such being typically orcish. However, some one-tenth of orc-human +mongrels ore sufficiently non-orcish to pass for human. Complete details +of orcs and crossbreeds will be found under the heading Orc in +ADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL. +As it is assumed that player characters which are of half-orc race are +within the superior lo%, they have certain advantages. A half-orc +character can become a cleric (maximum of 4th level), a fighter +(maximum of 10th level), a thief (maximum of 8th level), or an assassin. It +is also possible for a half-orc character to operate in two classes at the +same time: cleric/fighter, cleric/thief, cleric/assassin, fighter/thief, or +fighter/assassin. When playing a multi-classed character, the half-orc +must abide by the restrictions of the least favorable class with regard only +to armor. All earned experience is always divided equally between the +player's two classes, even though the character might no longer be able to +progress upwards in level in one of the two classes. (See CHARACTER +CLASSES for more information regarding this subject.) +Half-orc characters are able to speak the "common tongue" of humanity, +their alignment language, and orcish as well. These characters are able to +learn a maximum of two additional languages. +Half-orcs have infravision, so that they can detect varying degrees of heat +radiation up to 60' distant in the dark. +As has been shown before, half-orc characters have bonuses of + 1 to both +their strength and constitution scores initially rolled, but they must subtract +a charisma penalty of -2. Note that this penalty is in regard to those nonplayer character henchmen who are not themselves of half-orc race, so +the initial, unaltered, charisma ability score should be recorded (cf. +Dwarves). +Humans: +Human characters are neither given penalties nor bonuses, as they are +established as the norm upon which these subtractions or additions for +racial stock are based. Human characters are not limited as to what class of +character they can become, nor do they have any maximum limit - other +17 +CHARACTER RACES (HUMAN) CHARACTER CLASSES +than that intrinsic to the class - of level they can attain within a class. As +they are the rule rather than the exception, the basic information given +always applies to humans, and racial changes are noted for differences as +applicable for non-human or part-human stocks. +RACIAL REFERENCES +In addition to the various attributes of the races of characters already +mentioned, there are also certain likes and dislikes which must be +considered in selecting o racial type for your character. The dealings which +a character has with various races will be affected by racial preferences to +some extent. Similarly, the acquisition of hirelings by racial type might +prove difficult for some characters if they go outside a narrow field. Your +Dungeon Master will certainly take racial preferences into account during +interaction between your character and the various races which he or she +will encounter. The following table will serve as a guide in determining +which racesyour character will like, be rather indifferent to, or dislike. +Race +DWARVEN +ELVEN +RACIAL PREFERENCES TABLE +Basic Acceptability of Racial Type +Dwarves Elves Gnomes Half-Elves Halflings Half-Orcs Humans +P A G N G' H N +A P T G T A N +GNOME G T P T G H N +HUMAN N N N T N N P +' Only with regard to Tallfellows and Stouts, other halflings are regarded with tolerance (T). +Only Stouts regard dwarves as acceptable, other halflings tolerate them (T). +Only Tallfellows regard elves as good company, other halflings are tolerant (T). +Notes on the Racial Preferences Table: +P: P indicates that the race is generally preferred, and dealings with +the members of the race will be reflected accordingly. +G means that considerable goodwill exists towards the race. +T indicates that the race is viewed with tolerance and generolly +acceptable, if not loved. +G +T: +N: N shows that the race is thought of neutrally, although some +suspicion will be evidenced. +A means that the race is greeted with antipathy. +H tokens a strong hatred for the race in question. +A: +H: +CHARACTER CLASSES (Descriptions, Functions, Levels) +Character class refers to the profession of the player character. The +approach you wish to take to the game, how you believe you can most +successfully meet the challenges which it poses, and which role you desire +to play are dictated by character class (or multi-class). Clerics principally +function as supportive, although they have some offensive spell power +and are able to use armor and weapons effectively. Druids are a sub-class +of cleric who operate much as do other clerics, but they are less able in +combat and more effective in wilderness situations. Fighters generally +seek to engage in hand-to-hand combat, for they have more hit points and +better weaponry in general than do other classes. paladins are fighters +who are lawful good (see ALIGNMENT). At higher levels they gain limited +clerical powers as well. Rangers are another sub-class of fighter. They are +quite powerful in combat, and ot upper levels gain druidic and magic spell +usage of a limited sort. Magic-users cannot expect to do well in hand-tohand combat, but they have a great number of magic spells of offensive, +defensive, and informational nature. They use magic almost exclusively to +solve problems posed by the game. Illusionists are a sub-class of magicuser, and they are different primarily because of the kinds of spells they +use. Thieves use cunning, nimbleness, and stealth. Assassins, a sub-class of +thief, are quiet killers of evil nature. Monks are aesthetic disciples of +bodily training and combat with bare hands. Each class is detailed fully in +succeeding paragraphs. It is up to you to select what class you desire your +character to be. Selection must be modified by abilities generated and +possibly by the race of your character. +The following tables will enable you to determine the major differences +between character classes at a glance. Specific comparisons must be done +in light of the detailed information given in the sections which discuss the +individual classes in question. Note that non-human and semi-human race +characters who are multi-classed are typically bound by the limitations of +the thief class only. That is, a fighterlmagic-user can benefit from both +armor, weaponry and spells; a fighter/thief is limited by the constraints of +the thief class. +18 +CHARACTER CLASSES CHARACTER CLASSES +CHARACTER CLASSES TABLE I: HIT DICE, SPELL ABILITY, AND CLASS LEVEL limit +Class of Hit Die Maximum Number of Class Level +Character Type Hit Dice Spell Ability Limit +CLERIC d8 9 Yes none +Druid d8 14 Yes 14 (The Great Druid) +MAGIC-USER d4 11 none +Illusionist d4 10 none +MONK d4 (+d4)** 17 (+ l)** no 17 (Grand Master of Flowers) +*Clerical spell ability up to 4th level spells, first gained at 9th level. +**The ranger beings with two eight-sided hit dice (2d8), but thereafter goes up one die per level, to the indicated maximum, as do all other classes. The +monk begins with two four-sided dice (2d4), and goes up thereafter as do rangers, at one die per level. +***Druidic spell ability up to 3rd level spells, first gained at 8th level; and magic-user spell ability up to 2nd level, first gained at 9th level. +****At 10th level (72th level with regard to assassins) thieves gain the ability to read magic-users' (and illusionists') spells from scrolls. +Notes Regarding Character Classes Table I.: +Class of Character is self-explanatory. Multi-classes have been omitted, +but certain facts pertaining to them are given hereafter. +Hit Dice Type shows the type of die to be rolled by a character of the +appropriate class at each level of experience (q.v.) he or she has gained +so as to determine how many hit points (q.v.) the character has. Multiclassed characters determine their hit points as fallows: +Roll the hit die (or dice) appropriate to each class the character is +professing. +Total the sum of all dice so rolled, and adjust for constitution (q.v.). +Divide the total by the character's classes (two or three), dropping +fractions under %, rounding fractions of % or greater upwards to the +nextwhale number. +The number derived (quotient) is the number of hit points the +multi-classed character gains with the rise in that experience level. +CHARACTER CLASSES TABLE 11.: ARMOR AND WEAPONS PERMITTED +Class of +Character Armor Shield Weapons* +CLERIC any any club, flail, hammer, mace, staff +Not6 that when multi-classed characters are no longer able to progress in +any given class, they no longer gain the hit dice for that class. (See +CHARACTER HIT POINTS). +Maximum Number of Hit Dice assumes thot the character has no racial +limitation to prevent rise commensurate with the number of hit dice. Note +that additional hit points are still gained with increase in level, even +though no additional hit dice can be, in those cases where there is no class +(or race) level limit. (See CHARACTER HIT POINTS.) +Spell Ability simply indicates whether or not the class of character is able +to employ spells. (For details of spells see CHARACTER SPELLS.) +Class Level Limit tells how high in levels the character can progress in the +class in question. As shown, most character classes do not have any upper +limit, although racial limitations might affect non-human or semi-human +characters +Oil Poison +ves never** +Druid leather wooden club, dagger, dart, hammer, scimitar, sling, spear, staff ? +'This heading includes any magical weapons of the type named unless use by the class in question is specifically proscribed in the description of the magic +weopon. +**This prohibition is strictly for clerics who are not of evil alignment; the latter may use poison if permitted in the campaign by the referee. +***Characters under 5' height cannot employ the longbow or any weopon over 12' in length. Those under 100 pounds of body weight cannot use the heavy +crossbow or pole arms in excess of 200 gold piece weight equivalent, including two-handed swords. +*"*A thief may use a short sword, broad sword, or long sword but not a bastard sword or a two-handed sword. +Note Regarding Poison: The question mark indicates that the use of poisons is possible providing the referee so allows. Uses and limitations are determined +by the referee with suggestions from the DUNGEON MASTERS GUIDE. +19 +CHARACTER CLASSES (CLERIC) CHARACTER CLASSES (DRUID) +the cleric +As has been stated previously in the section detailing CHARACTER +ABILITIES, the principal attribute of a cleric is wisdom. A character must +have a minimum wisdom ability score of 9 (13 if a multi-classed half-elven +cleric but 9 if a multi-classed half-orc cleric). If wisdom ability is greater +than 15, the character adds 10% to experience (9.v.) awarded to him or +her by the referee. Example: A cleric character gains an award of 975 +experience points from the DM after a successful adventure. Because the +character has a wisdom ability score in excess of 15, he or she then adds 98 +experience points (975 X .10 = 97.5, or 98 E.P.) to the 975, for a total of +1,073 E.P. Of course, a cleric will benefit in other ways by having a high +wisdom score. He or she gains bonus spells from high wisdom, as well as a +better chance to avoid the effects of certain magical attacks. +High ability scores in strength and constitution are also desirable for a +character of this class, and good dexterity is likewise of benefit. +This class of character bears a certain resemblance to religious orders of +knighthood of medieval times. The cleric has an eight-sided die (d8) per +level to determine how many hit points (q.v.) he or she has. The cleric is +dedicated to a deity, or deities, and at the same time a skilled combatant +at arms. The cleric can be of any alignment (q.v.) save (true) neutral (see +Druid hereafter) alignment, depending upon that of the deity the cleric +serves. All clerics have certain holy symbols which aid them and give +power to their spells. All are likewise forbidden to use edged and/or +pointed weapons which shed blood. All clerics have their own spells, +bestowed upon them by their deity for correct and diligent prayers and +deeds. +A study of the spells usable by clerics (see CHARACTER SPELLS) will convey the main purpose of the cleric. That is, the cleric serves to fortify, protect, and revitalize. The cleric also has a limited number of attack spells, +some of which are simply the reverse form of curative incantations. Note +that all spells must be spoken or read aloud. In addition, the cleric has the +ability to wear armor, carry effective weaponry, and engage in +hand-to-hand (melee) combat with a reasonable chance of success. +Another important attribute of the cleric is the ability to turn away (or +actually command into service) the undead and less powerful demons and +construction will be only one-half the usual for such a place because of +religious help. If the cleric then clears the surrounding territory and +humans dwell in this area, there will be a monthly revenue of 9 silver +pieces per inhabitant from trade, taxation, and tithes. +CLERICS TABLE I +8-sided +dice for +experience experience accumulated level +Points level Hit Points title +0-1,500 1 1 Acolyte +1,501--3,000 2 2 Adept +3,0016,000 3 3 Priest +6.001--13,000 4 4 Curate +13,001-27,500 5 5 +27,501-55.000 6 6 Canon +55,001-1 10,OOO 7 7 Lama +1 10.001 -225,000 8 8 Patriarch +225,001450,000 9 9 High Priest +450,001675,000 10 9+2 High Priest (10th level) +675,001--900,000 11 9+4 High Priest (1 lth level) +225,000 experience points per level for each additional level beyond the +11 th. +Clerics gain 2 h.p. per level after the 9th. +SPELLS USABLE BY CLASS AND LEVEL-CLERICS +cleric spell level +level 1 2 3 4 5 6 7 +1 1 +2 2 +3 2 1 +4 3 2 +5 3 3 1 +devils. 6 3 3 2 +7 3 3 2 1 +The undead are: ghasts, ghosts, ghouls, liches, mummies, shadows, 8 3 3 3 2 +skeletons, spectres, wights, wroiths, vampires, and zombies. These 9 4 4 3 2 1 +creatures, as well as demons and devils. are detailed in ADVANCED in .- A - - A " 7 " 7 3 +DUNGEONS DRAGONS, MONSTER MANUAL. The matrix showing what 11 5 4 4 3 2 1* +effect clerics of various levels have upon such creatures is for use by the 12 6 5 5 3 2 2 +Dungeon Master only. As a rule of thumb, a cleric is effective against any +undeod monster whose hit dice are not greater than those of the cleric. +Only high level clerics have any hope of driving away or influencing +demons or devils. 16 7 7 7 6 5 3 1 ** +17 8 8 8 6 5 3 1 +Onlv humans will normallv hove clericism as their sole class: thus thev are 18 .-8 8 R 7 b - A 1 +the only clerics with unlimited advancement in level. 19 9 9 9 7 6 4 2 +m 9 9 9 8 7 5 2 +Clerics have nearly as good a prospect of success in melee combat as 21 9 9 9 9 8 6 2 +fighters (the best in such situations). ,. They move upwards in combat ability 22 +~~ 9 9 9 9 9 6 3 +in- steps consisting of three ability levels. similarly they make saving 23 9 9 9 9 9 7 3 +throws la.v.\ .. aaainst moaical and poison attacks in like steps 74 0 0 0 0 0 R 7 , " ., -. - " +25 9 9 9 9 9 8 4 +Clerics can employ a fair number of magic items including most potions; 26 9 9 9 9 9 9 4 +clerical and "protection" scrolls; most rings; some wonds, rods, and 27 9 9 9 9 9 9 5 +staves; many other magical items; and all of the non-edged, non-pointed 28 9 9 9 9 9 9 6 +magical weaponry. As they are able to wear armor, clerics can employ all 29 9 9 9 9 9 9 7 +forms of magic armor and magic shields, too. +When a cleric achieves 8th level (Patriarch or Matriarch) he or she +automatically attracts followers if the cleric establishes a place of worship +-a building of not less than 2,000 square feet in floor area with an altar, +shrine, chapel, etc. These followers are fanatically loyal and serve without +pay so long as the cleric does not change deities and/or alignment. These +followers number between 20 and 200 (2d10, totaled, and multiplied by +10). In addition, there will be followers who are men-at-arms (q.v.), and +your referee will relay the types and numbers at the appropriate time. +Upon reaching 9th level (High Priest or High Priestess), the cleric has the +option of constructing a religious stronghold. This fortified place must +contain a large temple, cathedral, or church of not less than 2500 square +feet on the ground floor. It can be a castle, a monastery, an abbey or the +like. It must be dedicated to the cleric's deity (or deities). The cost of +*Usable only by clerics of 17 or greater wisdom +**Usable only by clerics of 18 or greater wisdom +Tho Druid +The druid is a sub-class of clerics. They are the only absolute neutrals (see +ALIGNMENT), viewing good and evil, law and chaos, as balancing forces +of nature which are necessary for the continuation of all things. As priests +of nature, they must have a minimum wisdom of 12 and a charisma of 15. +Both of these major attributes must exceed 15 if a druid is to gain a 10% +bonus to earned experience. +It will be noted that the spells usable by druids are more attuned to nature +and the outdoors than are the spells of other clerics or magic-users. +20 +CHARACTER CLASSES (DRUID) +Nonetheless, druids serve to strengthen, protect, and revitalize as the +usual cleric does. The more powerful druidic spells, as well as their wider +range of weaponry, make up for the fact that druids are unable to use any +armor or shields other than leather armor and wooden shields (metallic +armor spoils their magical powers). They must speak or read spells aloud. +Due to their involvement with living, growing things, druids have no +power to turn or control undead, demons, or devils. +Druids can be visualized as medieval cousins of what the ancient Celtic +sect of Druids would have become had it survived the Roman conquest. +They hold trees (particularly oak and ash), the sun, and the moon as +deities. Mistletoe is the holy symbol of druids, and it gives power to their +spells. They have an obligation to protect trees and wild plants, crops, and +to a lesser extent, their human followers and animals. Thus, druids will +never destroy woodlands or crops no matter what the circumstances. Even +though a woods, for example, were evilly hostile, druids would not destroy +it, although nothing would prevent them from changing the nature of the +place if the desire and wherewithal existed. In similar fashion, they avoid +slaying wild animals or even domestic ones except as necessary for selfpreservation and sustenance. +If druids observe any creature destroying their charges, the druids are +unlikely to risk their lives to prevent the destruction. Rather, it is probable +that the druids will seek retribution and revenge at a later date as +opportunity presents itself. +In connection with their nature worship, druids have certain innate powers +which are gained at higher level. At 3rd level (Initiate of the 1st Circle), a +druid gains the following obilities: +1. ldentificotion of plant type +2. Identification of animal type +3. Identification of pure water +4. Power to pass through overgrown areas (undergrowth of +tangled thorns, briar patches, etc.) without leaving a +discernible trail and at normal movement rate (q.v.) +At 7th level (Initiate of the 5th Circle), the following additional powers are +gained: +1. Immunity from charm spells cast by any creature basically +associated with the woodlands, i.e. dryads, nixies, sylphs, etc. +Ability to change form up to three times per day, actually +becoming, in all respects save the mind, a reptile, bird or +mammal. +A. Each type of creature form can be assumed but once +per day. +The size of creature form assumed con vary from as +small as a bullfrog, bluejay or bat to as large as a large +snake, an eagle, or o black bear (about double the +weight of the druid). +Each assumption of a new form removes from 10% to +60% (d6, multiply by 10) of the hit points of damage, if +any, the druid has sustained prior to changing form. +2. +8. +C. +Druids have their own secret language, and all speak it in addition to their +other tongues (alignment, common, and others known). Upon becoming a +3rd level druid (Initiate of the 1st Circle), and with each level increase +thereafter, a druid gains a language of his choice: centaur, dryad, elvish, +faun, gnome, green dragon, hill giant, lizardman, manticore, nixie, pixie, +sprite, treantish. +In melee combat, druids fight as clerics, but they do suffer somewhat from +their inability to wear protective armor of metal. They likewise make +saving throws (9.v.) as clerics, but against fire and lightning (electrical) +attacks they get a bonus of +2 on their dice rolls. +Druids can use those magic items not otherwise proscribed which are for +all classes and those for regular clerics which are not written, i.e. books +and scrolls. +At the upper levels there are only a limited number of characters. At 12th +level (Druid) there can be but nine of these nature priests. Each such 12th +CHARACTER CLASSES (DRUID) level druid is the leader of a body of lesser druids and will have an +entourage of three of their underlings, i.e. the lowest (in experience) +Druid (12th level) will have three Aspirants (1st level) to serve him or her, +while the highest (in experience) will have three Initiates of the 7th Circle +(9th level). Initiates of the 8th and 9th Circles are under direct supervision +of the three Archdruids and The Great Druid respectively. +Above all other druids is a lone figure, The Great Druid. The supreme druid +is always attended by nine Initiates of the 9th Circle. +(Note: It is possible that other henchmen and hirelings, as well as +worshippers, will be found with any particular druid. All servitors of upperlevel druids are faithful protectors. They are not otherwise considered +henchmen (q.v.) perse.) +At such time as a druid class ployer character attains experience points +sufficient to advance him or her to Druid (12th level), the corresponding +powers are gained only: +1. If there are currently fewer than nine other characters of Druid +level, or +2. The player character bests one of the nine Druid level +characters in spell or hand-to-hand combat. If the combat is +not mortal, the losing combatant drops the exact number of +experience points necessary to place him or her in the +beginning of the next lower level. +If the player character succeeds, he or she becomes a Druid, with full +powers, and the former Druid (assuming case 2, above) becomes an +Initiate of the 9th Circle. If the player character loses, he or she remains at +lower level and actually has fewer experience points in the bargain. +This process is repeated with respect to a Druid becoming an Archdruid +and for an Archdruid becoming the Great Druid. Multiple attempts to move +upwards are possible as long as the character survives. +DRUIDS (CLERICS) TABLE 1. +8-sided +Dice for +Experience Accumulated +Experience Points Level Hit Points Level Title +0-2,000 1 1 Aspirant +2.001 -4,000 2 -2 Ovate ~ - _. +4,001 - 7,500 3 3 Initiate of the 1st Circle +7,501 - 12,s- le +12,501 - 20,a e +20.001 - 35.a e +35,001 - 60,W 7 7 Initiate ot the 5th circle +60.001 -90,000 0 0 Initiate of the 6th Circle +90,001 - 125,000 9 9 Initiate of the 7th Circle +750,001 - 1,5M),WU 13 13 Archdruid +1,500,001 14 14 The Great Druid +300.000 11 11 lnitiote of the 9th Ci +750,000 12 12 _.. Druid .__ +SPELLS USABLE BY CLASS AND LEVEL-DRUIDS (CLERICS) +Druidic Spell Level +Level 1 2 3 4 5 6 7 +1 +4 4 2 2 +5 4 3 2 +6 4 3 2 1 +10 5 4 3 3 2 +11 5 5 3 3 2 1 +12 5 5 4 4 3 2 1 +21 +CHARACTER CLASSES (DRUID) CHARACTER CLASSES (PALADIN) +Druids as a class do not dwell permanently in castles, or even in cities or +towns. All druids prefer to live in scared groves, dwelling in sod, log, or +stone buildings of smallish size. When attaining levels above the 1 lth, +characters will generally inhabit building complexes set in woodlands and +similar natural surroundings. +The Fighter +The principal attribute of a fighter is strength. To become a fighter, a +character must have a minimum strength of 9 and a constitution of 7 or +greater. A good dexterity rating is also highly desirable. If a fighter has +strength above 15, he or she adds 10% to experience points awarded by +the Dungeon Master. Also, high strength gives the fighter a better chance +to hit an opponent and causes an increased amount of damage. +Fighters.have a ten-sided die (d10) for determination of their hit points per +level. No other class of character (save the paladin and ranger (qq.v.) subclasses of fighters) is so strong in this regard. Fighters ore the strongest of +characters in regards to sheer physical strength, and they are the best at +hand-to-hand combat Any sort of armor or weapon is usable by fighters. +Fighters may be of any alignment - good or evil, lawful or chaotic, or +neutral. +Although fighters do not have magic spells to use, their armor and +weapons can compensate. They have the most advantageous combat +table and generally have good saving throw (q.v.) possibilities as well. +Fighters can employ many magical items, including potions; "protection" +scrolls; many rings; a few wands; one rod; many other magic items; and +all forms of armor, shields and weapons. +When a fighter ottains 9th level (Lord), he or she may opt to establish a +freehold. This is done by building some type of castle and clearing the +area in a radius of 20 to 50 miles around the stronghold, making it free +from a11 sorts of hostile creatures. Whenever such a freehold is established +and cleared, the fighter will: +1. Automatically attract a body of men-at-arms led by an aboveaverage fighter. These men will serve as mercenaries so long +as the fighter maintains his or her freehold and pays the menat-arms; and +2. Collect a monthly revenue of 7 silver pieces for each and +every inhabitant of the freehold due to trade, tariffs, and +taxes. +FIGHTERS TABLE +10-bided +Dice for +Experience experience Accumulated Level +-1 8,ooo 4 4 Hero +18,00145,000 5 5 Swashbuckler +35,001-70,OOO 6 6 Myrmidon +25,001-250,000 +50,001--5oo,ooO +1-125, +500.001-750,ooO 10 lord IlOth Level) +750,001-1 ,000,000 11 9+6 Lord ill th Levelj +250,000 experience points per level for each additional level beyond the +11th. +Fighters gain 3 h.p. per level after the 9th. +The Paladin +A paladin character is a fighter sub-class, but unlike normal fighters, all +paladins must begin as lawful good in alignment (q.v.) and always remain +lawful good or absolutely lose all of the special powers which are given to +them. They have both fighting abilities and limited spell powers (at high +level). To become a paladin a character must be human, have a strength +of not less than 12, a minimum intelligence of 9, a wisdom of 13 or more, a +minimum constitution of 9, and not less than 17 charisma. If a paladin has +both strength and wisdom in excess of 15, he or she gains the benefit of +adding 10% to the experience points owarded by the Dungeon Master. +Law and good deeds are the meat and drink of paladins. If they ever +knowingly perform an act which is chaotic in nature, they must seeka high +level (7th or above) cleric of lawful good alignment, confess their sin, and +do penance as prescribed by the cleric. If a paladin should ever knowingly +and willingly perform on evil act, he or she loses the status of paladinhood +immediately and irrevocably All benefits are then lost, and no deed or +magic can restore the character to palodinhood; he or she is everafter a +fighter. +The benefits of a paladin are: +1. Detect evil at up to 60' distance, as often as desired, but only +when the paladin is concentrating on determining the +presence of evil and seeking to detect it in the right general +direction. +2. Make all saving throws (q.v.) at +2 on the dice. +3. Immunity to all forms of disease. +4. The ability to "lay on hands", either on others, or on his or her +own person, to cure wounds; this heals 2 hit points of damage +per level of experience the paladin has attained, but laying on +hands can be performed but once per day. +5. The ability to cure disease of any sort; this can be done once +per week for each five levels of experience the paladin has +attained, i.e. at levels 1 through 5 one disease per week, at +levels 6 through 10 two diseases, at levels 11 through 15 three +diseases, etc. +6. The continuing emanation of o protection from evil (see +CHARACTER SPELLS) in a 1" radius round the paladin. +Furthermore: +7. +8. +9. +10. +At 3rd level, the paladin gains the power to affect undeod ond +devils and demons as if he or she were a 1 st level cleric, and +this power goes upwards with each level of experience the +paladin gains; sa at 4th level the effect is that of a 2nd level +cleric, at 5th it is that of a 3rd level cleric, etc. (See The Cleric +above.) +At 4th level - or at any time thereafter - the paladin may +call for his warhorse; this creature is an intelligent heavy +warhorse, with 5 +5 hit dice (5d8 plus 5 hit points), AC 5, and +the speed of a medium warhorse (18"); it will magically +oppear, but only one such animal is available every ten years, +so that if the first is lost the paladin must wait until the end of +the period for another. +If a paladin has a "Holy Sword" (a special Magic Sword which +your referee is aware of and will explain to you if the need +arises), he or she projects a circle of power 1" in diameter +when the Holy Sword is unsheathed and held; and this power +dispels magic (see CHARACTER SPELLS, dispel magic) at the +level of magic use equal to the experience level of the +paladin. +At 9th level (through 20th level) of experience, paladins gain +the ability to employ cleric spells (q.v.). They may never use +scrolls of spells, however, except those normally usable by +fighters. +The following strictures apply to poladins: +1. They may never retain more than ten magic items; these may +never exceed: +armor, 1 (suit) +shield, 1 +weapons*, 4 +any other magic items, 4 +'these include daggers, swords, etc.; and such items as magic +bows and magic arrows are considered as but 1 weapon +22 + +CHARACTER CLASSES (PALADIN) +2. They will never retain wealth, keeping only sufficient +treasures to support themselves in a modest manner, pay +henchmen, men-at-arms, and servitors, and to construct or +maintain a small castle. (Your DM will give details of this as +necessary.) Excess is given away, as is the tithe (see 3. below). +An immediate tithe (10%) of all income - be it treasure, +wages, or whatever - must be given to whatever charitable +religious institution (not a clerical player character) of lawful +good alignment the paladin selects. +Paladins will have henchmen of lawful good alignment and +none other; they will associate only with characters and +creatures of good alignment; paladins can join a company of +adventurers which contains non-evil neutrals only on a singleexpedition basis, and only if some end which will further the +cause of lawful good is purposed. +If possible, paladins will take service or form an alliance with +lawful good characters, whether players or not, who are +clerics or fighters (of noble status). +3. +4. +5. +Paladins do not attract a body of men-at-arms to service as do regular +fighters. +CHARACTER CLASSES (RANGER) +Unlike other fighter-types, rangers have eight-sided hit dice (d8) but at +first level they get two, rather than but one, hit dice. It should also be noted +that rangers get 11 hit dice rather than the 9 of other fighter-types. In +addition to considerable prowess as fighters, rangers have druidic and +magical spell capabilities when they attain high level; thus, they are very +formidable opponents, for they have other abilities and benefits as well: +PALADINS (FIGHTERS) TABLE 1. +1 0-Sided +Dice for +Experience Experience Accumulated Level +Points Level Hit Points Title +12,001-24,ooO 4 4 Defender +24.001 A5.000 5 5 Warder +45,001-95.000 6 6 Guardian +700,001-1,050,000 10 9+3 Paladin (10th level) +1,050,001-1,400,ooO 1 1 9+6 Paladin (1 lth level, etc.) +350,000 experience points per level for each additional level above the +11 th. +Paladins gain 3 h.p. per level after the 9th. +SPELLS USABLE BY CLASS AND LEVEL - PALADINS (FIGHTERS) +Paladin Clerical spell Level +Level 1 2 3 A +12 2 2 +13 2 2 1 +14 3 2 1 +18 3 3 3 1 +19 3 3 3 2 +20' 3 3 3 3 +'Maximum spell ability +The Ranger +Rangers are a sub-class of fighter who are adept at woodcraft, tracking, +scouting, and infiltration and spying. All rangers must be of good +alignment (q.v.), although they can be lawful, chaotic, or neutral +otherwise. A ranger must have strength of not less than 13, intelligence of +not less than 13, wisdom of not less than 14, and a 14 or greater +constitution. If the ranger has ability scores of greater than 15 in strength, +intelligence and wisdom, he or she gains the benefit of adding 10% to +experienc +24 +1. +2. +3. +4. +5. +6. +7. +When fighting humanoid-type creatures of the "giant class", +listed hereafter, rangers add 1 hit point for each level of +experience they have attained to the points of damage scored +when they hit in melee combat. Giant classcreatures are: +bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, +ogres, ogre magi, orcs, and trolls. Example: a 5th level ranger +hits a bugbear in melee combat, and the damage done to the +opponent will be according to the ranger's weapon type, +modified by strength, and +5 (for his or her experience level) +because the opponent is a bugbear - a "giant class" +humanoid. +Rangers surprise (q.v.) opponents 50% of the time (d6, scare +1 through 3) and are themselves surprised only 161/3% of the +time (d6, score 1). +Tracking is possible both outdoors and underground in +dungeons and like settings: +a. Underground the ranger must have observed the +creature to be tracked within 3 turns (30 minutes) of the +commencement of tracking, and the ranger must begin +tracking at a place where the creature was observed: +Creature's Action Chance to Track +going along normal passage or room 65% +passes through normal door or uses stairs 55% +goes through a trap door 45% +goes up or down a chimney or through +concealed door 35% +passes through a secret door 25% +Outdoors there is a base 90% chance of a ranger being +able to follow a creature, modified asfollows: +-for each creature above 1 in the party +-for every 24 hours which have elapsed +b. +being tracked + 02% +between making the track and tracking -1 0% +-for each hour of precipitation -25% +At 8th level, rangers gain limited druidic spell ability, and +additional spells are added through 17th level. +At 9th level rangers gain limited magic-user spell ability, as +with druidic spell ability. Rangers cannot read druid or magicuser spells from magic scrolls in any event. +At 10th level (Ranger Lord), rangers are able to employ all +non-written magic items which pertain to clairaudience, +clairvoyance, ESP, and telepathy. +Also at 10th level, each ranger attracts a body of 2-24 +followers. Note that these henchmen once lost, can never be +replaced, although mercenaries can be hired, of course. These +followers are determined by the DM who then informs the +ranger. +The following restrictions and strictures apply to rangers: +1. Any change to non-good alignment immediately strips the +ranger of all benefits, and the character becomes a fighter, +with eight-sided hit dice, everafter, and can never regain +ranger status. +2. Rangers may not hire men-at-arms, servants, aides, or +henchmen until they attain 8th or higher level. +No more than three rangers may ever operate together at any +time. +3. +CHARACTER CLASSES (RANGER) +4. Rangers may own only those goods and treasure which they +can carry on their person and/or place upon their mount; all +excess must be donated to a worthy communal or institutional +cause (but never to another player character). (cf. Paladin +above.) +Although rangers do not attract a body of mercenaries to serve them +when, and if, rangers construct strongholds, they conform to the fighter +class in other respects. +RANGERS (FIGHTERS) TABLE 1. +&Sided +Dice for +experience Accumulated +10,001 - 20,000 4 5 Courser +20.001 ~ - 40.000 5 6 Tracker +40,001 - 90,000 6 7 Guide +325,001 - 650,000 10 11 Ranqer Lord +650,001 - 975,000 11 11 + 2 Ranger Lord (1 1 th level) +975,001 - 1,300,000 12 11 + 4 Ranger Lord (12th level) +325,000 experience points per level for each additional level above the +12th. +Rangers gain 2 h.p. per level after the 10th. +SPELLS USABLE BY CLASS AND LEVEL - RANGERS (FIGHTERS) +Spell Level +Ranger Druidic Magic-User** +Level 1 2 3 1 2 +8 1 +9 1 1 +10 2 1 +11 2 +12 2 1 +2 +2 +13 2 1 2 1 +17* 2 2 2 2 2 +‘maximum spell ability +‘‘The ranger must check as to which spells he or she can learn, just as if he +or she were a magic-user. +FIGHTERS’, PALADINS’, 8 ‘RANGERS’ ATTACKS +PER MELEE ROUND TABLE +Attacks per +Level Melee Round* +Fighter 7-12 3/2 rounds +Paladin 7-12 3/2 rounds +Ranger 8-14 3/2 rounds +*With any thrusting or striking weapon +Note: This excludes melee combat with monsters (q.v.) of less than one +hit die (d8) and non-exceptional (0 level) humans and +semi-humans, i.e. a11 creatures with less than one eight-sided hit +die. All of these creatures entitle a fighter to attack once for each +of his or her experience levels (See COMBAT). +CHARACTER CLASSES (MAGIC-USER) +The Magic-User +It is absolutely essential to have high intelligence for a character who is a +magic-user - especially if a broad selection of spells is to be had, as well +as the use of the highest level spells. A magic-user must have an +intelligence of no less than 9 and a minimum dexterity of 6. For details of +the effects of intelligence an spell use, see CHARACTER ABILITIES. A +magic-user with intelligence of 16 or mare also gains the benefit of adding +10% to experience points awarded to him or her by the Dungeon Master. +Magic-users draw upon arcane powers in order to exercise their +profession. While they have mighty spells of offensive, defensive, and +informational nature, magic-users are very weak in combat. They have but +four-sided dice (d4) to determine how many hit points of damage they can +withstand, and magic-users have the least favorable table and progression +as regards missile and melee combat. Furthermore, they can wear no +armor and have few weapons they can use, for martial training is so +foreign to magic-use as to make the two almost mutually exclusive. Magicusers can be of any alignment (explained hereafter). +When a magic-user begins his or her profession, the character is usually +assumed to possess a strange tome in which he or she has scribed the +formulae for some of the spells known to the character. This spell book, +and each book later added (as the magic-user advances in levels of +ability, a book of spells for each higher level of spells which become +usable will have to have been prepared through study and research), must +be maintained by the magic-user. He or she must memorize and prepare +for the use of each spell, and its casting makes it necessary to reabsorb the +incantation by consulting the proper book of spells before it can again be +cast. (See CHARACTER SPELLS for more details.) As with a11 other types of +spells, those of magic-users must be spoken or read aloud. +There are many powerful items of magic which only this class of character +can employ. Most magic scrolls, wands, staves, and many of the +miscellaneous items of magic are usable only by this class. Thus, while +magic-users are not strong in combat with weapons, they are possibly the +most fearsome of all character classes when high levels of ability are +finally attained. Survival to that point can be a problem, however, as lowlevel magic-users are quite weak. +When a magic-user attains 1 lth level (Wizard) or higher, he or she may +enchant items or scribe magic scrolls. This process requires the undivided +attention of the magic-user for quite long periods of time - weeks to +months - and it is also costly. As the Dungeon Master is carefully +instructed to keep exact record of game time spent in such activity, the +magic-user will effectively remove himself or herself from a number of +adventures while enchanting items or inscribing scrolls of magic spells. As +this relative inactivity means that the character will not get experience +points and treasure (monetary or magical) gained from adventures which +toke place during the inactive period, it is not usual for a Wizard to +manufacture many items or scrolls. However, as occasional enchantment +of items or penning of magic scrolls will take place, your referee has +complete information on the process, including probabilities, time +required, materials needed, and costs. +It is possible for a magic-user of 12th or higher level to construct a +stronghold and clear the countryside in a 10 or 20 mile radius of all +monsters, thus ruling an area much as a noble. If this is accomplished, a +revenue of 5 silver pieces per inhabitant per month is generated in the +territory ruled. +MAGIC-USERS TABLE 1. +4-sided +Dice for +Experience Points Level Hit Paints +Experience Accumulated +level title +0 - 2,500 1 1 Prestidigitator +2,501 - 5,000 2 2 Evoker +5,001 - 10,m 3 3 Coniurer +10,001 - 22,500 4 4 Theurgist +22,501 - 40,000 5 5 Thaumaturgist +40.001 - 60.000 c 6 Maaician - 60.001 - 90,000 7 7 Enchanter +90,001 - 135,Ooo 8 8 Warlock +135,001 - 250,000 9 9 Sorcerer +250,001 - 375.000 10 10 Necromancer +3751001 - 750;000 11 11 Wizard +750,001 - 1.1 25,000 12 11+1 Wizard (12th level) +25 +CHARACTER CLASSES (MAGIC-USER) +2,250,001 - 2,625,OOO 16 11 +S Wizord (16th level, +2,625,001 - 3,000,000 17 11 +6 Wizard (17th level) +3,000,001 - 3,375,000 18 11 +7 Wizard (18th level +or Mage) +or Arch-Mage) +375,000 experience points per level for each additional level beyond the +18th. +Magic-Users gain 1 h.p. per level after the 1 1 th. +CHARACTER CLASSES thief +- miscellaneous magic items usable by every class of +characters, crystal balls (but not with any added powers), a11 +robes (excluding robe of the arch-rnogi), and books and +similar written works readable by magic-users +- artifacts which are not proscribed items with respect to +illusionists (such as armor, swords, axes, etc.) +- magic daggers +Illusionists are capable of manufacturing those magical items which create +or sustain illusion. They may do so at 10th level (Illusionist) and above; this +is done in much the same manner in which regular magic-users create +magic items. +SPELLS USABLE BY CLASS AND LEVEL - MAGIC-USERS +Magic-Users Magic-Users Spell Level +level 123456789 ~ +1- +2- +21 +7 4321---- +8 4332- _-_ +9 43321---- +10 44322---- +11 44433---- +19 ._ AAA441--- +13 55"42- +14 55 421 +15 55 521 +16 55555321- +17 55555332- +18 555553321 +22 555555443 +23 555555553 +24 555555554 +28 666666666 +29 777766666 +The Illusionist +Illusionists form a sub-class of magic-users, and in most respects they +conform to the characteristics of the latter. To be an illusionist, a character +must have a minimum intelligence of 15 and a minimum dexterity of 16 (a +high manual dexterity is required in casting of the spells used by this +class). An important difference between illusionists and magic-users is +thot the former do not gain any experience bonus for having high scores in +their required abilities of intelligence and dexterity. +While being equal, or even slightly inferior, to normal magic-users in most +respects, illusionists have different and highly effective spells to employ. A +perusal of the number and types of spells usable by illusionists (see +CHARACTER SPELLS) will reveal that they are at least as powerful as +normal magic-users and possibly slightly more potent at very high levels. +The power of illusionists due to their spells is offset, however, by the +limitations placed upon the magic items they can use. The magical items +usable by illusionist class characters are enumerated below: +all potions not restricted to fighters only +illusionist scrolls and magic-user scrolls which contain spells +usable by illusionists +- +- +- all rings +- rod of cancellation, staff of striking, and wands of enemy +detection, fear, illusion, magic detection, metal 8 mineral +detection, secret door 8 trap detection, wonder +ILLUSIONISTS (MAGIC-USERS) TABLE 1. +4-sided +Dice for +Experience Experience Accumulated Level +Points Level Hlt Points Title +,250 +,500 +9,001-1 8,OOO 4 4 Master Trickster +18,00135,000 5 5 Ca bo1 ist +35,00160,000 6 6 Visionist +1-95 +1-14 +1-22 +220,001440,000 10 10 I I lusion ist +440,001 660,OOO 11 10+1 Illusionist (11th level) +660,001--880,000 12 10+2 Illusionist (12th level) +220,000 experience points per level of experience beyond the 12th. +lllusionistsgain 1 h.p. per level after the 10th. +SPELLS USABLE BY CLASS AND LEVEL - ILLUSIONISTS (MAGIC-USEE) +Illusionists Illusionist Spell Level +Level 1 234567 +1 1 +2 2 +3 2 1 +4 32 +5 421 +6 4 3 1 +10 5432 1 +11 54332 +17 5555322 +23 5555555 +24 6666555 +The Thief +The profession of thief is not dishonorable, albeit is neither honorable nor +highly respected in some quarters. The major ability for a thief is dexterity, +and a character must hove not less than a 9 to become a thief. High +intelligence is also desirable. Any thief character with a dexterity greater +26 +CHARACTER CLASSES (THIEF) CHARACTER CLASSES (THIEF) +than 15 gains the benefit of being able to add a bonus of 10% to +experience points awarded to him or her by the referee. A glance at the +CHARACTER ABILITY section preceding this will reveal that high dexterity +also benefits thieves in the performance of their class functions. These +functions are detailed a bit later. +All thieves are neutral or evil, although they can be neutral good (rarely), +and of lawful or chaotic nature. Most thieves tend towards evil. +Thieves are principally meant to take by cunning and stealth. Thieves have +six-sided hit dice (d6). They are, however, able to wear light (leather) +armor and use a fair number of weapons. Although they fight only slightly +more effectively than do magic-users, they are able to use stealth in +combat most effectively by back stabbing. This ability is explained +hereafter. +The primary functions of a thief are: 1) picking pockets, 2) opening locks, +3) finding/removing traps, 4) moving silently, and 5) hiding in shadows. +These functions are basically self-explanatory. The chance for success of +any performance is based on the ability level of the thief performing it. +This is modified with respect to picking pockets by the experience level of +his or her victim and by the powers of the observer with respect to hiding +in shadows. +These functions are detailed as follows: +1. +2. +3. +4. +5. +Picking pockets (or folds of a garment or a girdle) also +includes such activities as pilfering and filching small items. It +isdone by light touch and sleight of hand. +Opening locks includes figuring out how to open sliding +puzzle locks and foiling magical closures. It is done by picking +with tools and by cleverness, plus knowledge and study of +such items. +Finding/removing traps pertains to relatively small +mechanical devices such as poisoned needles, spring blades, +and the like. Finding is accomplished by inspection, and they +are nullified by mechanical removal or by being rendered +harmless. +Moving silently is the ability to move with little sound and +disturbance, even across a squeaky wooden floor, for +instance. It isan ability which improves with experience. +Hiding in shadows is the ability to blend into dark areas, to +flatten oneself, and by remaining motionless when in sight, to +remain unobserved. It is a function of dress and practice. +Secondary functions of a thief are: 1) listening at doors to detect sounds +behind them, 2) ascending and descending vertical surfaces such as walls, +and 3) back stabbing those who happen upon the thief in the performance +of his or her profession. +These functions are described as follows: +1. Listening at doors includes like activity at other portals such as +windows. It is accomplished by moving silently to the door and +pressing an ear against it to detect sound. +Ascending and descending vertical surfaces is the ability of +the thief to climb up and down walls. It assumes that the +surface is coarse and offers ledges and cracks for toe and hand +holds. +2. +3. Back stabbing is the striking of a blow from behind, be it with +club, dagger, or sword. The damage done per hit is twice +normal for the weapon used per four experience levels of the +thief, i.e. double damage at levels 1-4, triple at 5-8, quadruple +at levels 9-12, and quintuple at levels 13-16. Note that striking +by surprise from behind also increases the hit probability by +20% (+4 on the thief's "to hit" die roll). +Additional abilities which accrue to thieves are: +1. All thieves, regardless of alignment, have their own language, +the "Thieves' Cant". This language is known in addition to +others which may be learned because of race and/or +intelligence. +2. At 4th level (Burglar), thieves are able to read 20% of +languages, and this ability increases by 5% with each +additional level of experience until an 80% probability is +attained. This enables the possible reading of instructions and +treasure maps without having to resort to a magic item or +spell. +At 10th Level (Master Thief), thieves are able to decipher +magical writings and utilize scrolls of all sorts, excluding those +of clerical, but not druidic, nature. However, the fact that +thieves do not fully comprehend magic means that there is a +25% chance that writings will be misunderstood. Furthermore, +magic spells from scrolls can be mispronounced when uttered, +so that there is an increasing chance per level of the spell that +it will be the reverse of its intent, +3. +These primary, secondary, and tertiary functions are displayed on a table +hereafter. +Thieves cannot build strongholds as some other classes of characters do. +They can, however, build a tower or fortified building of the small castle +type (q.v.) for their own safety; but this construction must be within, or not +more than a mile distant from, a town or city. +Any thief character of 10th or greater level may use his small castle type +building to set up a headquarters for a gang of thieves, and he or she will +accordingly attract from 4-24 other thieves. However, this will bring the +enmity of the local Thieves Guild, and they will struggle to do away with +the rival organization. Once begun, warfare will end only when and if a11 +the Master Thieves on either or both sides are dead, or if the thief +character removes to another locale. +THIEVES TABLE I +(-Sided +Dlce for +Experience Accumulated +Experience pionts Level Hit Points Level title +5,001 - 10,OOO 4 4 Robber +10,001 - 20,OOO 5 5 Burglar +20,001 - 42,500 6 6 Filcher +42,501 -70.000 7 7 Sharper +70,001 - 110,OOO 8 8 Magsman +110,001 - 160,OOO 9 9 Thief +160.001 - 220,000 10 10 Master Thief +220,001 - 440,000 11 10+2 Master Thief (1 1 th level) +440,001 -660,000 12 10+4 Master Thief (12th level) +220,000 experience points per level for each additional level beyond the +12th. +Thieves gain 2 h.p. per level after the 10th. +27 +CHARACTER CLASSES (THIEF) CHARACTER CLASSES (ASSASSIN) +THIEF FUNCTION TABLE (PLUS RACIAL ADJUSTMENTS) +base Chance to +level Find/ +of tho Opon remove move hide in Hoar Climb Road +Thiof Pick Pockets Locks traps silently Shadows noise Walls languages +1 1 0% +2 15% +3 20% +4 45% 37% 35% 33% 25% 15% 88% 20% +5 50% 42% 40% 40% 31 % 20% 90% 25% +5% +0% +-^, +6 55% 47% 45% 37% 20% 92% 30% +10 80% 67% 63~0 78Yo 63% 30% 99YO 50% +11 90% 72% 70% 86% 70% 35% 99.1 Yo 55% +12 100% 77% 75% 94% 77% 35% 99.2% 60% +16 125% 97% 99% 50% 99.6% 80% +17 125% 99% 99 YO 99% 99% 55% 99.7% 80% +race of +tho Thiof +Dwarf + 10% +15% -10% -5% +Elf + 5% -5% + 5% + 10% + 5% +halfling + 5% + 5% + 5% +lo% +15% + 5% -15% -5% +half-orc -5% + 5% + 5% +notes regarding Thiof Function table +Percentile dice are rolled to determine whether the thief is successful or +not. Any score equal to or less than the percentage shown for the +appropriate level of thief performing the designoted function will indicate +success. +Picking Pockets fails if a score obove the percentoge shown for the level of +thief attempting the function is generated. If the score is 21% or more +above the number shown, the victim notices the thief's ottempt. The +potential victim reduces the thief's chances for success by 5% for every +level of experience he or she is obove the 3rd, i.e. -5% ot 4th level, etc. For +example, a high level thief (Master Thief, 12th level) is plonning to pick +the pockets of a magic-user he has noticed nearby. The base chance for +success is 100%, the thief is a half-elf ond adds 10% for racial ability; the +thief OISO has 18 dexterity ability score, so another 10% is added. This totols +a nice, safe 120% - can't faill However, the victim happens to be 12th +level also, so the subtraction is 9 X -5% = -45%. This brings the chance for +success down to 75%. A good chance, but if 96% or higher is rolled, the +thief will be noticed, and . . . Success gains an item from the victim; the +item is determined at random from a list of possessions unless the exact +location of a particular item is known by the thief. +Opening locks may be attempted by any given thief but once per lock. If +the score generated exceeds the adiusted (for ability and race) base +score, the thief has failed; and no amount of trying will ever enable him or +her to succeed with that lock, although the thief may try again when he or +she has risen to a higher level of experience. Success opens the lock. +Finding/Removing Traps is accomplished in exactly the same manner as +opening locks. Roll for eoch function separotely (a trap must be located +before removal can be attempted). One try only per thief is allowed. +Success deactivates the trap. +Moving Silently can be attempted each time the thief moves. It can be +used to approach an area where some creature is expected, thus +increasing chances for surprise (9.v.). or to approach to back stab, or +simply done to pass some guard or watchman. Failure (a dice score in +excess of the adiusted base chance) means that movement was not silent +(see SURPRISE). Success means movement was silent. +Hiding in Shadows cannot be accomplished under direct observation. It +can be accomplished with respect to creatures with infravision (q.v.) only +if some heat producing light source is near to the creature or to the thief +28 ++ 5% + 5% -1 0% +attempting to so hide. Success makes the thief virtually invisible until he or +she moves. Note thot spells such os detect invisibility or true seeing will +reveol a thief hiding in shadows if such sight is directed towards him or +her. +Heoring Noise is simply listening intently. The thief and his or her +accomplices must themselves be quiet (but not silent as in moving). This +function can be repeated as often as desired. It requires a full minute to +listen, i.e. one-tenth of a normal turn, or time equol to a melee round. +Note that sleeping creatures, undeod, and many other creatures do not +make sounds discernible through o portal. Success informs the heorer thot +someone or something awaits beyond the portal. +Climbing walls is ottempted whenever needed and desired. It is assumed +that the thief is successful until the mid point of the climb. At that point the +dice ore rolled to determine continued success. A score in excess of the +adjusted base chance indicates the thief has slipped and fallen. (Your +referee will inform you of what amount of domage has been done from +the fall.) Success indicates that safe ascent or descent has been +accomplished. Note that in some cases a third d10 will have to be rolled to +determine the success or foilure. +Reoding Longuoges can be attempted but once. Failure - a score greater +than the percentoge chance shown for the experience level of the thief - +means that the language is not understood and no amount of reading will +make it comprehensible. However, the thief con try again with eoch new +experience level he or she gains. +Tho Assassin +Assassins are a sub-class of the thieves, and they hove the functions of the +latter as well as their own. Thus, to be an assassin, a character must hove a +minimum strength of 12, an intelligence of I I or more, and o dexterity +score of not less than 12. Assassins do not gain any experience bonuses for +having high ability scores. +Just as do thieves, assassins have six-sided dice (d6) for determining the +number of hit points (q.v.) they can sustain. Assossinsore evil in alignment +(perforce, as the killing of humans and other intelligent life forms for the +purpose of profit is basically held to be the antithesis of weal). They con, of +course, be neutral as regards lawful and chaotic evil. As mentioned above, +assassins have thieving capabilities and their own ability functions. +Because they can use any sort of shield and weapon, they are generally +superior to thieves in combat. +CHARACTER CLASSES (ASSASSIN) CHARACTER CLASSES (ASSASSIN) +12th level (Chief Assassin) and have 18 intelligence to be able +to speak four olignment languages. The assassin may select +from the following languages: +CHAOTIC NIL NEUTRAL EVIL +CHAOTIC GOOD NEUTRAL GOOD +CHAOTIC NEUTRALITY NEUTRALITY +LAWFUL EVIL DRUIDIC +LAWFUL GOOD THIEVESCANT +LAWFUL NEUTRALITY +An assassin character need not be a member of the Assassins Guild of the +town or city he or she dwells in, but all non-player assassin characters are +members of such guilds. There is one such guild in most towns and cities, +and each controls an area of from 10 to 100 miles radius around the +headquarters town or city. Any assassin discovered in a guild area who is +not a member of the local Assassins Guild will be invited to join, thus +coming under the authority and command of the Guildmoster Assassin. +The assossin character need not join, but he or she will be under sentence +of death if the character performs on assassination while not a guild +member. Further discussion of Assassins' Guilds is given later. +The primary function of assassins is killing. They may use poison - +ingested or insinuated by weapon. Poison ingested must be put into the +food or drink, and the character performing this action must detail exactly +when, where, and how the poisoning will be done. The DM will then +adjudicate the action. Poisoned weapons (see POISON) used run the risk +of being noticed by others. All non-assassins within 10' of the bared +weapon have a 10% cumulative chance each per melee round (q.v.) of +noting the poison and attacking the poison-using assassin and/or calling +for the city watch. (There is a 20% chance for attacking the assassin, a 50% +chance for calling for the watch, and a 30% chance for shouting for the +watch and then attacking the assassin.) +Example: An assassin draws a dagger with a poisoned blade. The first +melee round it can be seen by two persons. The percentile dice are rolled +for each, but unless 10 or less is rolled, they do not notice the venom. The +next melee round the two first seeing the weapon have a 20% chance of +noticing the poison, and any others seeing it for the first time have but a +1OOh chance. If ony onlooker does see the poison, percentile dice are +rolled: a score of 01 to 20 indicates attack, 21 to 70 indicates a hue and cry +for the watch, and 71-00 indicates both. +Assassins attack on the same combat tables as thieves do, including back +stabbing. However, if they surprise (q.v.) a victim, they may attack on the +ASSASSINATION TABLE. This gives a roughly 50% chance of immediately +killing the victim; and if this fails, normal damage according to weapon +type and strength ability modifiers still accrues to the victim. Thus, if a +poisoned weapon is used, the victim must also make the saving throw +versus poison or die. The assassin decides which attack mode he or she +will use: assassination, back stabbing, or normal melee combat. +Primary abilities of assassins which enhance their function are those of +being able to speak alignment languages and being able to disguise, as +follows: +1. Assassins with intelligence of 15 or more are able to learn an +alignment tongue (even those special languages of druids and +thieves). This ability is gained at 9th level (Assassin) and +with each advance in experience level thereafter. The +moximum number of alignment languages which can be +spoken by an assassin is four - one for each point of +intelligence above 14, i.e. one at 15, two at 16, three ot 17, and +four at 18 intelligence. Note: An assossin would hove to be of +2. Disguise can be donned in order to gain the opportunity to +poison or surprise a victim - or for other reasons. The assassin +can disguise himself or herself so as to appear to be a human, +semi-human, or humanoid creature of either sex. Disguise can +lower height by two or three inches, or raise it by up to four or +five inches. It can make the assassin look slimmer or appear +much heavier. Disguise can make the assassin appear to be +virtually any class of character, a simple pilgrim, a merchant, +etc. There is a chance, however, that the victim, or one of his +or her henchmen or guards, will notice the disguise. There is a +base chance of 2% per day of a disguised assassin being +spotted. This chance goes upwards by 2% if the assassin is +posing as another class, another race, and/or the opposite sex +(maximum of 8% chance). Each concerned party (victim, +henchmen, bodyguards) in proximity to the assassin will be +checked for, immediately upon meeting the disguised assassin +and each 24 hour period thereafter. The chance for spotting a +disguised assassin goes downward by 1% for each point below +24 of combined intelligence and wisdom of the observer +concerned, i.e. a victim with an intelligence and wisdom +combined total of 20 has reduced his or her chances of +spotting the disguised assassin by 4%. The reverse is also true; +intelligence and wisdom above a combined total of 30 +increase the chance of detection by 1% per point. Note: True +seeing or a wand of enemy detection will discover an +assassin, as will detect evil, or know olignment in some cases. +The secondary function of the assassin is spying. This mission can be +coupled with the stealing of some item. +Tertiary functions of assassins are the same as thieves. They have all +abilities and functions of thieves; but, except for back stabbing, assassins +perform thieving at two levels below their assassin level, i.e. a 3rd level +assossin has the thieving abilities of a 1st level thief, a 4th level assassin +the abilities of a 2nd level thief, etc. +Performing an assassination will gain experience points for the character +-awarded for both the fee paid and the level of the victim. These awards +are determined by the referee on the basis of a formula given in +ADVANCED DUNGEONS I DRAGONS, DUNGEON MASTERS GUIDE. +Typical fees paid (in gold pieces) for assassination are: +MINIMUM FEES FOR ASSASSINATION +level +of level of Victim +Assassin 0 1.2 3.4 5-6 7-9 10.12 13-1 5 16+ +4 100 200 300 450 600 750 ... +5 1 50 300 450 700 900 1100 1300 1500 +6 250 500 750 lo00 1300 1600 2000 2500 +10 1200 2400 3600 4800 6OOo 8000 loo00 15000 +11 1700 3500 5100 7000 9Ooo 12000 1 5000 2oooo +'Important, popular, and/or noble victims will be considered as being above their actual level with respect to fee. for example, an elder of a town who is +generous and just (thus popular) might be only 4th level, but for purposes of payment for assassination the character would be considered at three times +actual level. +29 +CHARACTER CLASSES (ASSASSIN) CHARACTER CLASSES (MONK) +An assassin character cannot have any hirelings until he or she attains 4th +level; at that time lower level assassins may be taken into service. Upon +attaining 8th level, the character may also include thieves amongst his or +her hirelings. Upon attaining 12th level, the character may hire any class +desired. Of course, only neutral or evil characters will serve an assassin. +The total number of henchmen is that dictated by the character's charisma +score. "Followers" are also possible, but these come only at the two +uppermost levels of the assassin class. +In order for an assassin character to gain experience levels above the 13th +(Prime Assassin), he or she must have the requisite experience paints and +then either assassinate the local Guildmaster Assassin (14th level) or +challenge him or her to a duel to the death. likewise, a 14th level player +character assassin can journey to the place where the Grandfather of +Assassins (15th level) has his or her headquarters and slay him or her by +assassination or in a duel. Note that duplicity, trickery, ambush, and all +forms of treachery are considered as fair by assassins. A higher level +character can accept a challenge and then have the challenger slain by +archers, for instance. +As Guildmaster (or Guildmistress) Assassin, a character will have a body of +guild members which numbers between 7-28. Upon change of leadership +it is 75% likely that each guild member will leave the area. Thus, it will be +necessary far the new Guildmaster to allow new members into the guild. +These new assassins will all be 1st level and must be worked up in +experience levels. The maximum number of such "followers" of the local +guild will be set by your referee. They are in addition to normal +henchmen. Note that guild membersare loyal only to strength, power, and +profit. +The headquarters of a guild is always within a large town or big city. It +must not be a noticeable fortress or an ostentatious place. It is typically a +worehouse or other nondescript structure, with safeguards and traps +odded. This avoids attention and unwanted notoriety. All expenses of +maintoining the guild and its members - excluding the Guildmaster - +are assumed to be fully paid for by normal guild activities. Any +improvements, changes, the expenses of the leader, and a11 other special +costs must be borne by the Guildmaster Assassin. +The headquarters of the Grandfather of Assassins can be virtually +anywhere and of any form - cavern, castle, monastery, palace, temple, +you name it. However, if it is a large and obvious place, the headquarters +must be located well away from all communities - such as in the midst of +a murky woods, a dismal marsh or fen, o lonely moor, o deserted island, Q +remote coast, or far into forsaken hills or atop a mountain. Upon attaining +the headship of all assassins, the new Grandfather or Grandmother must +pay all remaining followers of the former head 1000 gold pieces for each +of their experience levels, destroy the old headquarters, and construct a +new one somewhere else. +ASSASSINS (THIEVES) TABLE +experionco +experoence Points level +1, +3, +6,001-1 2,000 4 +12.001-25.ooO 5 +6-sided +dice for +Accumulated +Hit Points level title +4 Murderer +5 Thua +25;001-50:000 6 6 killer +300,001425,000 10 10 Expert Assassin +425,001-575.000 11 11 Senior Assassin +575.001-750,OOO 12 12 Chief Assassin +75O.OOl-1 ,OOO,OOO 13 13 Prime Assassin +1,500,001 and Over 15 , Grandfather of Assassins +1,000,001-1,500,000 14 Guc ldmaster Assassin +The Monk +The monk is the most unusual of all characters, the hardest to qualify for, +and perhaps, the mast deadly. That is why the class is given out of +alphabetical order at the end of the section pertaining to character classes. +To be a monk a character must have the following minimum ability scores: +strength 15, wisdom 15, dexterity 15, and constitution 1 1. Monks never gain +any experience points bonuses. Dexterity gives them no armor class +adjustment +Monks are monastic aesthetics who practice rigorous mental and physical +training and discipline in order to become superior. Therefore they must +always be lawful in alignment, although they can be evil, good, or neutral +with respect to their approach to lawfulness. A monk who for any reason +lases this lawful alignment loses all monk abilities and must begin again +as a first level character. Non-player character monks will be aligned as +follows: 50% lawful good, 35% lawful neutral, 15% lawful evil. +A brief study of CHARACTER CLASSES TABLES I and II will reveal that the +monk appears to be quite weak, even considering that at the topmost level +a monk can have 18, albeit four-sided, hit dice (an average of 45 hit points +without constitution score additions, if any) and has a good selection of +weapons to choose from. Monks have no spell ability, cannot wear armor +or use a shield, and not even flaming ail is usable by them. This seems to +make a weak character class indeed. But this impression is false, for monks +have their own special attack and defense capabilities, certain other +powers, and most of the abilities of the thief class and some clerical-type +capabilities as well. So, while the class has drawbacks, it is very strong. +With respect to combat, monks attack on the same table as thieves. +However, they add one-half of a hit point per level of experience to the +amount of damage they score when they successfully attack an opponent +with a weapon. This simulates their study and knowledge of weapons and +anatomy. A 1st level monk scores x + % HP of damage, where x equals +the damage done by the weapon used and HP equals the number of hit +points of damage. A 2nd level monk does x + 1 when he or she scores a +hit, a 3rd level x + 1 %, and so on all the way to Grand Master of Flowers +who scores x + 8% HP damage. Monks of median level and above +actually fight better without weapons, using their open hands, despite the +weapon damage bonus they receive. +Open hand combat damage is shown on MONKS TABLE II below. In +addition, the monk has a chance to stun, or even kill, an opponent. An +opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of +the monk's "to hit" die score exceeds the minimum number required for a +hit by 5 or more, i.e. if 15 is required, a score of 20 would indicate o stun. +The "to hit" scores rolled by the monk are never modified by any strength +ability bonuses. The chance to kill is a percentage which equals the armor +class (AC) of the opponent, modified by the number of experience levels +above seven which the monk has attained. AC -1 is a negative chance for +killing, as an example, but a monk of 9th level (two above 7th) would +allow a 1% chance of killing. Note that 1) the monk must score o hit, and 2) +the hit must stun the opponent, and 3) the percentile dice score must be +equal to or less than the armor class of the stunned opponent, modified by +the monk's levels over 7th, in order to score a kill. +Open hand fighting also allows the monk multiple attacks at such time as +the monk has attained the 4th or higher experience level. +Monks make saving throws on the table used by thieves, but they gain +certain advantages: Non-magical missiles (arrows, bolts, bullets, thrown +daggers, thrown javelins, thrown spears, etc.) which would normally hit +can be dodged ar knocked aside if the monk is able to make his or her +saving throw against petrification for each such potential hit. In other +respects, if a monk makes his or her saving throw against an attack farm, +the monk will sustain no damage from the attack, even if the attack farm +was a fireball, far instance. At 9th level (Master of the North Wind) or +higher, a monk who fails to make his or her saving throw will still sustain +but one-half the total potential damage which the attack form could +deliver, if possible. That is, a fireball would do 50% of total damage, but +the gaze of a basilisk would still petrify the monk. +At 1st level of experience, a monk is as likely to be surprised as any other +character, i.e. 33 1/3%. This chance goes down to 32% at 2nd level, and it +thereafter goes down 2% per level, so there is only a 30% chance of +surprising a 3rd level monk, 28% chance at 4th level, 26% chance at 5th +level, etc. +Monks have the following thief abilities which they perform at identical +level of experience to that of a thief, i.e. a 1st level monk performs as a 1st +level thief, a 2nd level monk as a 2nd level thief, etc. The abilities are: +1. Open Locks +30 +CHARACTER CLASSES (MONK) CHARACTER CLASSES (MONK) +2. Find/Remove Traps +3: Move Silently +4. Hide in Shadows +5. HearNoise +6. Climb Walls +Although the chance of falling while climbing walls is the same as that of +a thief of equal level, monks can escape taking damage as follows: +- At 4th level (Disciple), a monk can fall up to 20' if he or she is +within 1' of a wall. +- At 6th level (Master), a monk can fall up to 30' if he or she is +within 4' of a wall. +- At 13th level (Moster of Winter), a monk can fall any distance +if he or she is within 8' of a wall. +The monk must have an opportunity to periodically make contact with the +wall during the descent. The wall is used by the monk to slow the fall so +that no hit points of damage are sustained from the fall. Note that when +reference to a wall is made, any similar surface, such as a tree trunk, cliff +face, and the like, are equally useful to the monk. +The other abilities of monks ore shown on the MONKS ABILITY TABLE +below. +MONKS TABLE II: MONKS ABILITY TABLE +Effective +Armor +MONKS TABLE I: EXPERIENCE POINTS AND levels +4-sided Dice +for +Experience Accumulated +Exverience Points Level Hit Points Level .. title . +0 - 2,250 2 t' . 2,251 - 4,750 3 I +4,751 - 10,000 4 I +10.001 - 22,500 +22,501 - 47,500 +47,501 - 98,000 +500,001 - 700,000 +700,001 - 950,000 +950,001 - 1,250,000 +4 5 Disciple +5 6 Immaculate +6 7 Master +10 11 Moster of the +West Wind +11 12 Master of the +South Wind +12 13 Master of the +East Wind +2,750,001 - 3,250,000 16 17 Master of Spring +3,250,001 & + 17 18 Grond Master of +Flowers +Open Hand +per Melee Hand special +Attacks Open +Abilities +B +Immaculate +Master A A n +5 7 19" 5/4 2-7 C +Moster of the Nort +Master of the West Wind +Master of the South Wind 11 2 25" A-1 7 I +master of +aster of 1 +Master of Spring 16 -2 30" 4 5-30 +Grand Master of Flowers 17 -3 32" 4 8-32 +*Listings with a slash indicate extra attacks after the appropriate number of rounds, i.e. 514 means 5 attacks per 4 rounds, with the additional attack coming +at the end of the round sequence. +Notes Regarding Special Abilities: +Each special obility is designoted by a capital letter. +The ability to speak with animals as druids do which begins at +3rd level of experience. +The ability to mask the mind so that ESP has only a 30% chance +of success. This power begins at 4th level, ond with each level +of experience which the monk gains thereafter, the chance for +success of ESPing the monk's thoughts drops by 2%, i.e. 28% +chance of success on a 5th level monk, 26% on a 6th level, etc. +At 5th experience level a monk is not subject to diseases of +any sort, nor is he ever affected by haste or slow spells. +The ability to use self-induced catalepsy to appear deod. This +can be done perfectly, as the 6th (or higher) level monk is +oble to lower his or her body temperature and heart rate. The +monk is able to maintain this state for twice the number of +turns (10 minute periods) which equal his level, i.e. 12 turns at +6th level, 14 at 7th, etc. +E. +F. +G. +H. +31 +At 7th level the monk gains the ability to heal damage on his +or her body. The amount of damage which can be healed is 2- +5 hit points (d4 + l), and this amount increases by 1 hit point +with each experience level gained thereafter, i.e. 3-6 HP at 8th +level, 4-7 at 9th, etc. This may be done once per day. +The ability to speak with plants as druids do. This power is +attained at 8th level. +Beguiling, charms, hypnosis, and suggestion spells have only +a 50% chance of affecting a monk of the 9th level of +experience. That is, the monk is 50% resistant to such magic. +This resistance increases 5% pe? level thereafter, so that at +10th level such spells have but a 45% chance of affecting the +monk, 40% at 11th level, and so on. Saving throws apply if +resistance fails. +Telepathic and mind blast attacks (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Mind Flayer) +upon a monk of 10th or higher level are made as if the +character had an 18 intelligence, due to the monk's mental +discipline. +CHARACTER CLASSES (MONK) CHARACTER CLASSES (MULTI-CLASSES) +1. At 11th and higher levels of experience monks are not +affected by poison of any type. +Geas and quest spells have no effect upon monks of 12th or +higher level. +The last ability gained, and perhaps the most terrible power, is +that fabled attack which enables the monk to set up vibrations +in the body of the victim, and the monk can then control such +vibrations so as to cause death to occur when the monk stops +them. Known as the "quivering palm", the monk merely +touches his victim to set up the deadly vibrations. The victim +can be virtually any creature. This power is limited as follows: +J. +K. +1. It can be attempted but once per week, and the monk +must touch the intended victim within 3 melee rounds +or the power is drained for one week. +It has no affect on the undead or creatures which can +be hit only by magical weaponry. +The victim cannot have more hit dice than the monk +using the power, and in any event, the total hit points of +the victim cannot exceed those of the monk by more +than 200%, or the power has no effect. +The command to die (the control of the vibrations) must +be given by the monk within a set time limit, or else the +vibrations simply cease of their own accord and do no +damage whatsoever. The time limit of death command +is one day per level of experience the monk has gained +at the time the power is used. +2. +3. +4. +There are a number of strictures which monk characters must abide by. +These restrictions apply to 1) armor and weapons, 2) treasure, 3) magic +items usable, 4) strength ability adjustments, 5) henchmen, and 6) +advancement in level, asfollows: +1. +2. +3. +4. +5. +6. +Armor, as previously stated, cannot be worn. Weapons usable by +monk characters are shown on CHARACTER CLASSES TABLE II; +weapons not listed cannot be used. +Monks, much like paladins (q.v.), may not retain more than a small +fraction of whatever treasure they gain. A monk may possess no more +than two magic weapons and three other magic items (see 3 below) +at any time. While monks may retain money sufficient for their +modest needs, and to support their henchmen (see 5 below), a11 other +treasure and excess magic items must be bestowed upon (non player) +religious institutions. (See also Followers hereafter.) +Magic items usable by monks include all magical varieties of +weapons listed (unless proscribed), rings, and those miscellaneous +magic items which are usable by thieves. No other magic items of any +sort may be employed by monks. +Monks do not gain any bonuses, either with respect to increasing "to +hit" probability or to increase hit points of damage, for strength +ability. +Until attaining the rank of Master, monks may not have any hirelings +or henchmen at all. At 6th level of experience, monks may hire +persons on a short-duration basis - for the duration of a single +adventure only. At this level, they may also acquire up to two +henchmen. Henchmen may be fighters (but not paladins nor rangers), +thieves, or assassins. With each level of experience above the 6th +which the monk attains, he or she may add one additional henchman, +until the maximum number established by the monk's charisma score +is reached. Monks will gain followers upon attaining 8th level; this is +discussed hereafter. +There can be only a limited number of monks above 7th level (Superior Master). There are three 8th level (Master of Dragons) and but one +of each higher level. When a player character monk gains sufficient +experience points to qualify him or her for 8th level, the +commensurate abilities are attained only temporarily. The monk must +find and defeat in single combat, hand-to-hand, without weapons or +magic items, one of the 8th level monks - the White, the Green, or +the Red. The same must be done at the ninth and higher levels. The +loser of these combats loses enough experience points to place him or +her at the lowest number possible to attain the level just beneath the +new level. The monk character will know where to locate the higher +level monks; and he or she must proceed immediately to do combat or +else lose experience points equal to the number which will place him +or her at the lowest number possible to have attained the level just beneath that of the monk he or she should have sought out but did not. +That is, the player character drops to 7th level in the above case and +must then work upwards once again. +Followers: When a monk player character attains the 8th level of +experience, he or she will gain a number of monks as followers upon +defeating the monk which held the 8th level position that the player +character has now gotten. He or she will attract from 2-5 1st level monks if +the player character has a monastery or monastery-like building to use as +a headquarters. These followers may be worked upwards in levels of +experience. The player character will attract 1 or 2 additional monks of 1st +level for each additional level of experience the player gains. +While followers of a monk are as loyal as his or her other henchmen, they +automatically leave service when they attain the level of Superior Master +(7th). +All followers will be of the exact same alignment as the monk player +character. If he or she changes alignment, the current followers will +desert, but new ones can still be gained by advancement in level. +The monastery or monastery-like headquarters of the monk can be that of +the character he or she defeated to attain 8th or higher level, or it can be a +building specially constructed by the monk player character after attaining +8th or higher level. In the latter case, the monk may retain up to 250,000 +gold pieces value in treasure in order to finance construction of the place. +He or she may also retain sufficient funds thereafter to maintain such a +place. +Note that monk followers require no support, upkeep, or pay of any sort. +The Multi-Classed Character +The game assumes that only non- or semi-human characters can be +multi-classed, and only certain class combinations are possible, depending +on the race of the character. Although these are listed in the section +dealing with each race of character, multi-class character possibilities are +also shown below in order to aid in selection of your character's class or +multi-class. Cleric combinapions (with fighter types) may use edged +weapons. +Cleric/Fighter: This combination is strong in defensive and revitalization +capabilities, plus the offensive missile and melee combat power of the +fighter. Hit points average will be good. Half-elves and half-orcs may be +cleric/fighters. +Cleric/Fighter/Magic-user: One of the best of the multi-class options, this +gives good offensive and defensive spell capability plus the fighter's +melee combat strength. Half-elves may be cleric/fighter/magic-users. +Cleric/Ranger: See cleric/fighter above. This combination is potent in outdoor situations as well. Half-elves may be cleric/rangers. +Cleric/Magic-user: This combination gives the character a great variety +and selection of spells, as well as the use of armor and more weapons. Hit +points are somewhat better than those of the magic-user class alone. +Half-elves may be cleric/magic-users. +Cleric/thief: This is a combination of classes which gives both defensive +and stealth potential. Hit points are improved with regard to the thief class +only. As with all thief class combinations, however, any functions as a thief +are under the restrictions of that class with regard to armor, i.e. only +leather armor and no shield. Half-orcs may be cleric/thieves. +Cleric/Assassin: Seemingly strange, this combination is quite +understandable when the race which can operate in these two classes at +the same time is noted. The combination gives great potential in defensive +and stealth situations and very powerful assassination attack capabilities. +Hit points are good because of clerical hit dice. Half-orcs may be clerical +assassins. +Fighter/Magic-user: Obviously, this combination allows excellent armor +32 +CHARACTER CLASSES (MULTI-CLASSES) ALIGNMENT +protection, the use of weaponry, and spells. Hit points are good on the +average (5% + 2% = 8 + 2 = 4 hit points per double-classed level). Elves +and half-elves may be fighter/magic-users. +Fighter/lllusionist: See Fighter/Magic-user above. Gnomes may be +fighter/illusionists. +Fighter/thief: By combining these two classes- the armor, weapons, and +combat capabilities of the fighter with the stealth and other abilities of the +thief - a very effective character is created, even though thieving +functions restrict the character to leather armor and no shield. Hit points +are good. Dwarves, elves, gnomes, half-elves, halflings, and half-orcs may +be fighter/thieves. +Fighter/Assassin: This combination gives excellent missile and melee +combat ability, plus assassination and stealth potential. Hit points are +good. Half-orcs may be fighter/assassins. +Fighter/Magic-user/Thief: Combat, spell, and stealth capab +given to the character who opts this multi-class combination. This is a very +powerful mix. Hit points are good (5% + 2% + 3% = 11% + 3 = 4) on +the average. Elves and half-elves may be fighter/magic-user/thieves. +Magic-user/Thief: This combination does ngt offer all of the options open +to a fighter/magic-user/thief, but advancement is usually more rapid. +Average hit points are fair, i.e. 3 per level. Elves and half-elves may be +magic-user/thieves. +IllusionisVThief: See Magic-User/Thief above. Gnomes may be +illusionist/thieves. +The Character With Two Classes +Unlike multi-classed characters who are of non- or semi-human race, the +character with two classes must be human. To attain the second class, the +character must switch his or her profession at some point. Thereafter no +progression in the original class is possible. +In order to switch from one class to another, the character must have an +ability score of 15 or more in the principal attribute(s) ability of the +original class and a 17 or 18 in the principal attribute(s) of the class +changed to. Note that nearly any combination of classes is thus possible, +i.e. cleric 8 fighter, cleric & paladin, cleric & ranger, etc. Alignment will +preclude some combinations. +When the character opts to cease his or her old profession and become a +new class, the character retains the number of hit dice (and the +commensurate hit points) due to a character of the level of his or her class. +However, all other functions of the character are at 1st level of +experience, for that is his or her ability in the newly espoused class. +Furthermore, if, during the of any adventure, the character resorts +to the use of any of the cap s of functions of his or her former class, +the character gains no experience for the adventure. Having switched +classes, the character must perform strictly within the parameters of his or +her new profession. Reversion to the former class negates all experience +potential for the new class with respect to the course of recent activities, +i.e. the adventure during which original profession functions were +resorted to. +At such time as the character has attained a level of experience in his or +her new class which exceeds the character's former class level, the following benefits are gained: +1. A hit die appropriate to the new class is gained for each +increase in level of experience, up to the maximum normal for +the class in question (and thereafter hit points are likewise +gained), and +2. The character may mix functions freely and still gain +experience, although restrictions regarding armor, shield, +and/or weapon apply with regard to operations particular to +one or both classes. +Example: A character with ability scores of 15 strength, 17 intelligence, 12 +wisdom, 10 dexterity, 16 constitution, and 7 charisma is begun as a fighter. +After attaining 6th level, the player switches the character to magic-user. +This allows the character to retain six ten-sided hit dice, but in all other +respects he or she must be a 1st level magic-user, wearing no armor, +carrying those weapons usable by his or her new class, and using spells to +combat opponents. When 7th level of experience is gained, however, the +character gets a four-sided hit die for additional hit points he or she can +sustain at the new level. Furthermore, the character can now carry (but not +wear) armor and weapons not normally usable by magic-users, and resort +to their use if the need arises and not be penalized in respect to +experience as a magic-user, for he or she has already surpassed in the +new class the disciplines of the former. Thus, no harm accrues to his or her +experience as a magic-user. Note that this does not allow spell use while +armor clad, such as an elven fighter/magic user is able to-do. +A 1 I G N M E N T +After generating the abilities of your character, selecting his or her race, +and deciding upon a class, it is necessary to determine the alignment of +the character. It is possible that the selection of the class your character +will profess has predetermined alignment: a druid is neutral, a paladin is +lawful good, a thief can be neutral or evil, an assassin is always evil. Yet, +except for druids and paladins, such restrictions still leave latitude - the +thief can be lawful neutral, lawful evil, neutral evil, chaotic evil, chaotic +neutral, neutral, or even neutral good; and the assassin has nearly as +many choices. The alignments possible for characters are described below. +Chaotic Evil: The major precepts of this alignment are freedom, +randomness, and woe. Laws and order, kindness, and good deeds are +disdained. life has no value. By promoting chaos and evil, those of this +alignment hope to bring themselves to positions of power, glory, and +prestige in a system ruled by individual caprice and their own whims. +Chaotic Good: While creatures of this alignment view freedom and the +randomness of action as ultimate truths, they likewise place value on life +and the welfare of each individual. Respect for individualism is also great. +By promoting the gods of chaotic good, characters of this alignment seek +to spread their values throughout the world. +Chaotic Neutral: Above respect for life and good, or disregard for life and +promotion of evil, the chaotic neutral places randomness and disorder. +Good and evil are complimentary balance arms. Neither are preferred, +nor must either prevail, for ultimate chaos would then suffer. +Lawful Evil: Creatures of this alignment are great respecters of laws and +strict order, but life, beauty, truth, freedom and the like are held as +valueless, or at least scorned. By adhering to stringent discipline, those of +lawful evil alignment hope to impose their yoke upon the world. +lawful Good: While as strict in their prosecution of law and order, +characters of lawful good alignment follow these precepts to improve the +common weal. Certain freedoms must, of course, be sacrificed in order to +bring order; but truth is of highest value, and life and beauty of great +importance. The benefits of this society are to be brought to all. +lawful Neutral: Those of this alignment view regulation as all-important, +taking a middle road betwixt evil and good. This is because the ultimate +harmony of the world -and the whole of the universe - is considered by +lawful neutral creatures to have its sole hope rest upon law and order. Evil +or good are immaterial beside the determined purpose of bringing all to +predictability and regulation. +Neutral Evil: The neutral evil creature views law and chaos as unnecessary +considerations, for pure evil is all-in-all. Either might be used, but both are +disdained as foolish clutter useless in eventually bringing maximum +evilness to the world. +Neutral Good: Unlike those directly opposite them (neutral evil) in +alignment, creatures of neutral good believe that there must be some +regulation in combination with freedoms if the best is to be brought to the +world - the most beneficial conditions for living things in general and +intelligent creatures in particular. +True Neutral: The "true" neutral looks upon all other alignments as facets +of the system of things. Thus, each aspect - evil and good, chaos and law +- of things must be retained in balance to maintain the status quo; for +things as they are cannot be improved upon except temporarily, and even +then but superficially. Nature will prevail and keep things as they were +meant to be, provided the "wheel" surrounding the hub of nature does +not become unbalanced due to the work of unnatural forces - such as +human and other intelligent creatures interfering with what is meant to be. +Naturally, there are all variations and shades of tendencies within each +alignment. The descriptions are generalizations only. A character can be +33 +ALIGNMENT +basically good in its "true" neutrality, or tend towards evil. It is probable +that your campaign referee will keep a graph of the drift.of your character +on the alignment chart. This is affected by the actions (and desires) of your +character during the course of each adventure, and will be reflected on +the graph. You may find that these actions are such as to cause the +declared alignment to be shifted towards, or actually to, some other. +Changing Alignment: +While involuntary change of alignment is quite possible, it is very difficult +for a character to voluntarily switch from one to another, except within +limited areas. Evil alignment can be varied along the like axis. The neutral +character can opt for some more specific alignment. Your referee will +probably require certain stringent sacrifices and appropriate acts - +possibly a quest, as well - for any other voluntary alignment change. In +fact, even axial change within evil or good, or radial movement from +neutrality may require strong proofs of various sorts. +Further voluntary change will be even more difficult. Changing bock to a +forsaken alignment is next to impossible on a voluntary basis. Even +involuntary drift will bring the necessity of great penance. +CHARACTER LANGUAGES +CHARACTER HIT POINTS +Each character has a varying number of hit points,' just as monsters do. +These hit points represent how much damage (actual 01: potential) the +character can withstand before being killed. A certain amount of these hit +points represent the actual physical punishment which can be sustained. +The remainder, a significant portion of hit points at higher levels, stands +for skill, luck, and/or magical factors. A typical man-at-arms can take +about 5 hit points of damage before being Killed. Let us suppose that a 10th +level fighter has 55 hit points, plus a bonus of 30 hit points for his +constitution, for a total of 85 hit points. This IS the equivalent of about 18 hit +dice for creatures, about what it would take to kill four huge warhorses. It +is ridiculous to assume that even a fantastic flghter can take that much +punishment. The some holds true to a lesser extent for clerics, thieves, and +the other classes. Thus, the majority of hit paints aresymbolic of combat +skill, luck (bestowed by supernatural powers), and magical forces. +Hit points are determined by hit dice. At 1s Q character has but one +hit die (exception: rangers and monks begi fwo dice each). At each +successive level another hit die is gained, i.e. the die is rolled to determine +how many additional hit points the character gets. Hit points can be +magically restored by healing potions, cure woundsspells rings of +regeneration, or even by wish spells. However, a charccter's hit points can +never exceed the total initially scored by hit dice, constitution bonus (or +penalty) and magical devices. For example, if a character has 26 hit points +at the beginning of an adventure, he 0' she cannot drink o potion or be +enchanted to above that number, 26 in this case. +As an example, let us assume that the character with 26 hit points +mentioned above is engaged in on adventure. Early in the course of +exploring the dungeon, he or she falls into +six-sided die (ld6) of damoge - 4 hit points +drops to 22 hit points. Next, he or she takFq +combat, so the character drops to 7 hit points +cure serious wounds spell on the characte +example, depending upon the die roll) of his or her lost hit points, so the +character has a total of 17. later activities reduce the character to 3 hit +points, but the party uses a wish spell to restore all members to full hit +points, so at that time the character goes up to 26 once more. . +Rest also restores hit points, for it gives the body a chance to heal itself and +regain the stamina or force which adds the skill, luck, and magical hit +points. +Your character's class will determine which sort of die you will roll to +determine hit points. In some campaigns the referee will keep this total +secret, informing players only that they feel "stror)g", "fatigued" or "very +weak", thus indicating waning hit points. In other campains the Dungeon +Master will have players record their character's hit points and keep track +of all changes. Both methods are acceptable, and it is up to your DM as to +which will be used in the campaign you participate in. +ESTABLISHING THE CHARACTER +By determining abilities, race, class, alignment, and hit points you have +created your character. Next you must name him or her, and possibly give +some family background (and name a next of kin as heir to the +possessions of the character if he or she should meet an untimely death) to +personify the character. Having done all that, your Dungeon Master will +introduce your character to the campaign setting. In all likelihood, +whether the locale is a village, town, or city, your character will have to +acquaint himself or herself with the territory. +The first step will often be getting into the place i.e. a gate guard +demanding to know what business you have in the town or city. Thereafter +it will be necessary to locate a safe and reasonably priced place in which +to lodge - typically an inn of some sort, but perhaps a rented cot, a loft or +even chambers at a hostel. Since the location selected will have to serve +as base and depot, it must be relatively safe from intrusion or burglary. +Once a headquarters has been found, your character can set about +learning the lay of the land, and attempt to find the trade establishments +needed to supply the desired equipment for adventuring. Perhaps it will +also be necessary to locate where other player characters reside in order +to engage in joint expeditions. +In any event, your character created, personified, and established will be +ready to adventure once equipment is purchased and relations with other +player characters are settled. If player characters are not immediately +available, or if they are not co-operative, it is advisable that men-at-arms +be hired. Hirelings of this sort, as well as henchmen (q.v.), ore detailed in +the sections entitled HIRELINGS and HENCHMEN. +CHARACTER LANGUAGES +All humans, as well as those semi-humans and non-humans in close +contact with people, speak the "common tongue". This language is +spoken by all states in the central campaign area, but your referee may +well have areas in which the common tongue is different from that which +your character speaks. +In addition to the common tongue, all intelligent creatures able to +converse in speech use special languages particular to their alignment. +These olignrnent languages are: Chaotic Evil, Chaotic Good, Chaotic +Neutral, lawful Evil, Lawful Good, Lawful Neutral, Neutral Evil, Neutral +Good, and Neutrality. The alignment of your character will dictate which +language he or she speaks, for only one alignment dialect can be used by +a character (cf. CHARACTER CLASSES, The Assassin). If a character +changes alignment, the previously known longuage is no longer able to +be spoken by him or her. +In addition to the above, druids (q.v.) have their own special tongue, and +thieves have their secret speech, the Thieves' Cant. +Therefore, a character will speak at least two languages - common and +olignment. He or she might also be able to converse in the special patois +of druids or thieves. Semi-human and non-human characters ore able to +speak racial tongues as well. (See CHARACTER RACES.) In most +campaigns, it is likely that open alignment speech will be frowned upon as +a serious breach of social etiquette. +A character can learn additional languages. Even the rather slow (80 I.Q.) +can learn one odditionol language. However, his vocabulary, usage, and +ability to translate must, perforce, be limited. The very bright can learn +five, six, or even seven. (For details of the number of tongues which can +be learned see CHARACTER ABILITIES, Intelligence.) Here is how a new +language is learned: +The character must find a person (human, semi-human, or non-human) or +talking creature who speaks the language which is to be learned. The +character must then be in close proximity to his or her instructor for up to +one year, and prior to that period the language can be learned one month +early for each point of intelligence above 12. Thus, a chorocter with 13 +intelligence learns the new longuage in 11 months, 14 intelligence learns +in 10 months, all the way to 18 intelligence which requires but six months +to learn. Only one new language can be studied at any given time. +Which languages are knowable in a campaign is strictly up to the DM who +runs it. The following list gives some of the languages typically used: +Dwarvish +Elvish +Goblin +Halfling Lizardman +Hobgoblin Ogrish +Kobold Orcish +34 +CHARACTER LANGUAGES EQUIPPING THE CHARACTER +All of the above may not normally be available due to campaign +circumstances, and languages not listed might be common. Consult your +Dungeon Master. Note that if, for example, you capture a centaur or +talking dragon of some sort, it is possible to learn the appropriate creature +tongue. +Starting Money +Your character is unusual, exceptional as compared to the norm. This +applies to abilities and funds as well. Thus, he or she will have a large +supply of coins with which to purchase equipment and supplies to begin +adventuring. The possible number of gold pieces with which a player +begins depends upon the character class: +Cleric +Fighter +Magic-user +Thief +Monk +30-180g.p. (3d6) +50-200 g.p. (5d4) +20- 80 g.p. (2d4) +20-120 g.p. (2d6) +5- 20 g.p. (5d4) +To determine the number of gold pieces your character has at the start, +simply roll the appropriate dice and total the sum (adding a decimal place +if necessary). +Most of these funds will quickly be spent on the costs of staying in the +adventuring area and acquiring the equipment which will be used for +adventuring. (See BASIC EQUIPMENT AND SUPPLIES COSTS table +hereafter.) +The Monetary System +The basic unit of exchange is the gold piece (g.p. hereafter). There are +coins of lesser and greater value, and these are shown on the table below. +It is also common to use gems of various sorts and values as coin. +10 copper pieces (c.P.) +20 silver pieces (s.P.) +2 electrum pieces (e.p.) +1 platinum piece (p.p.) += 1 silver piece += 1 g.p. += 1 g.p. += 5 g.p. +Thus: +200c.p. = 20s.p. = 2e.p. = 1 g.p. = 1/5p.p. +It is assumed that the size and weight of each coin is relatively equal to +each other coin, regardless of type. +Your character will most probably beadventuring in an area where money +is plentiful. Think of the situation as similar to Alaskan boom towns during +the gold rush days, when eggs sold for one dollar each and mining tools +sold for $20, $50, and $100 or more! Costs in the adventuring area are +distorted because of the law of supply and demand - the supply of coin is +high, while supplies of equipment for adventurers are in great demand. +Money Changing, Banks, Loans 8 Jewelers +Large sums of lower value coins can be changed to a smaller number of +larger value coins, and vice versa, at a relatively small cost - typically 3% +of the transaction. This is done at the money changer‘s. The money +changer will also score as a banker, keeping funds and giving a marker to +vouch for the amount Note that bankers will not usually give any interest. +Bankers will give loans according to the reliability, reknown, status, and +material possessions of the individual. An unknown and low-level +character is unlikely to get a loan without giving security for the value of +the amount borrowed. Furthermore, the interest rate will be high - +typically 10% per month ar even 5% per week. A well-known and +propertied character can typically get large loans at relatively low interest +- 1 % per week or thereabouts. +Jewelers, and gem merchants, will buy and sell jewelry and gems. The +buying price will usually be 20% under the actual value of the piece or +stone. +Characters should carefully shop around whenever possible ta determine +which establishment offers them the best value. +EQUIPPING THE CHARACTER +Careful selection of equipment and supplies for characters is very +important. Often there will not be sufficient funds to purchase everything +desired, so intelligent choices will have to be made. Also, the choice of +equipment should always be done with respect to encumbrance (see +MOVEMENT) restrictions. +In many campaigns it is necessaryfor the characters to shop in a number of +places in order to obtain everything they desire. A few games will have a +trader’s establishment in which everything, or nearly everything, can be +found, but the average costs will be higher because these traders are +middle-men. +As in most dealings, the buyer should always beware. Things may be as +they appear or they might be otherwise. . . +A list of goods typically desired by characters follows. +BASIC EQUIPMENT AND SUPPLIES COSTS +Armor +Banded +Chain +Helmet, great +Helmet, small +Leather +Padded +Plate +Arms +Arrow, normal, single +Arrow, normal, dozen +Arrow, silver, single +Axe, battle +Axe, hand or throwing +Bardiche +Bec de corbin +Bi I I-Guisarme +Bow, composite short +Bow, composite, long +Bow, long +Bow, short +Crossbow, heavy +Crossbow, light +Dagger and scabbard +Dart +Fauchard +Fauchard - Fork +Flail, footman’s +Flail, horseman’s +Fork, Military +Glaive +Glaive-Guisarme +Guisarme +Guisarme - Voulge +Halberd +Hammer, Lucern +Hammer +Clothing +Belt +Boots, high, hard +Boots, high, soft +Boots, low, hard +Boots, low, soft +Cap +Herbs +Belladona, sprig +Garlic, bud +Ring 30 g.p. +Scale 45 g.p. +Shield, large 15 g.p. +Shield, small 10 g.p. +Shield, small, wooden 1 g.p. +Splinted 80 g.p. +Studded 15 g.p. +Javelin +Lance +Mace, footman‘s +Mace, horseman’s +Morning Star +Partisan +Pick, Military, footman’s +Pick, Military, horseman’s +Pike, awl +Quarrel (or Bolt), light, +single +Quarrel (or Bolt), heavy, +score +Ranseur +Scimitar +Sling & Bullets, dozen +Sling Bullets, score +Spear +Spetum +Sword, bastard, +& scabbard +Sword, broad, & scabbard +Sword, long & scabbard +Sword, short & scabbard +Sward, two-handed +Trident +Voulge +Cloak 3 s.p. +2 9.P. Girdle, broad +1 S.P. Girdle, normal +1 S.P. Hat +8 s.p. Robe +1 s.p. +5 s.p. +2 9.P. +10 s.p. +7 s.p. +6 s.p. +4 s.p. Wolvesbane, sprig 10 s.p. +5 c.p. +35 +EQUIPPING THE CHARACTER WEAPONS +livestock +Chicken +cow +Dog, guard +Dog, hunting +Donkey +Goat +Hawk, large +Hawk, small +Horse, draft +Horse, heavy war +Horse, light war +3 c.p. +10 g.p. +8 S.P. +19.P. +25 g.p. +17 g.p. +40 g.p. +18 g.p. +30 g.p. +150 g.p. +300 g.p. +Horse, medium war +Horse, riding (light) +Mule +ox +Pigeon +Piglet +Pig +Pony +Sheep +Songbird +225 g.p. +25 g.p. +15 g.p. +20 g.p. +2 c.p. +1 S.P. +3 9.P. +2 S.P. +4 c.p. +15 g.p. +monster. Although a creature might be given a very high armor class +because of its exceptionally thick hide, armor plating, chitinous +exoskeleton, or the like, other factors are considered in such ratings. For +example, the size of the creature, its speed, its agility, and perhaps its +supernatural (extra-dimensional or multi-planed existence) aspects are +considered in the armor class of all non-human type monsters. Therefore, +a monster with an armor class of 2 will not be carrying a shield. +Armor types are given on the table below. Note that the inclusion of a +shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack +from the front where the character can interpose it between himself and a +blow. +- A small shield can be counted against only one attack per +melee round. +Miscellaneous Equipment L Items +Backpack, leather +Box, iron, large +Box, iron, small +Candle, tallow +Candle, wax +Case, bone, map or scroll +Case, leather, map or scrc +Chest, wooden, large +Chest, wooden, small +Lantern, bullseye +Lantern, hooded +Mirror, large metal +Mirror, small, silver +Oil, flask of +Pole, 10' +2 S.P. +9 9.P. +1 c.p. +1 s.p. +5 S.P. +28 g.p. +dl 15 s.p. +17s.p. +8 s.p. +12 g.p. +7 S.P. +10 g.p. +20 g.p. +1 S.P. +3 c.p. +Pouch, belt, large 1S.P. +Pouch, belt, small 15 s.p. +Quiver, 1 doz. orrows cap. 8 s.p. +Quiver, 1 score arrows cap. 12 s.p. +Quiver, 1 score bolts cap. 15 s.p. +Quiver, 2 score bolts cap. 1 g.p. +Rope, 50' 4 s.p. +Sack, large 16 c.p. +Sack, small 10 c.p. +Skin for water or wine 15 s.p. +Spike, iron, large 1 c.p. +Thieves' picks & tools 30 g.p. +Tinder Box, with flint & steel 1 g.p. +Torch 1 C.P. +Provisions +Beer, small, pint 5 c.p. Rations, iron, 1 week +Food, merchant's meal 1 s.p. Rations, standard, 1 week 3 g.p. +Ale, pint 1 s.p. Mead, pint 5 s.p. +5 S.P. +Food, rich meal 19.P. Wine, pint, good 10 s.p. +Grain, horse meal, 1 day 1 s.p. Wine, pint, watered 5 s.p. +Religious Items +Beads, Prayer 1 g.p. Symbol, Holy*, wooden 7 s.p. +Incense, stick 1 g.p. Water, Holy*, vial 25 g.p. +Symbol, Holy*, iron 2 9.P. or Unholy +Symbol, Holy", silver 50 g.p. +Tack and Harness +Barding, chain 250 g.p. Saddle 10 g.p. +Barding, leather 100 g.p. Saddle Bags, large 4 S.P. +Barding, plate 500 g.p. Saddle Bags, small 3 9.P. +Bit and Bridle 15 s.p. Saddle Blanket 3 s.p. +Harness 12 s.p. +Transport +Boat, small 75g.p. Ship, merchant, large 15,000g.p. +Boat, long 150g.p. Ship, merchant,small 5,000g.p. +Galley, large 25,000 g.p. Wagon 150 g.p. +Barge (or Raft), small 50 g.p. Galley, small 10.000 g.p. +Cart 50 g.p. Ship, war 20,000 g.p. +ARMOR +Armor, along with the use of a shield, is the basis for determination of how +easily a character can be struck by an opponent's weapon. Other factors +modify this, of course. Dexterity and magical effects are the two principal +modifiers. +Do not confuse armor which is worn with the armor class (AC) rating of u +- A normal-sized shield can effectively be counted against two +attacks per melee round. +A large shield is counted against up to three attacks per melee +round. +- +Attacks from the right flank and rear always negate the advantage of the +shield. +The cost of armor and shield varies. Generally speaking, the better the +protection, the greater the expense. +Note: Magic armor negates weight, so that movement does not consider +any encumbrance from magic armor. There are otherwise various types of +magic armor. +ARMOR CLASS TABLE +Armor Class +Type of Armor +None +Shield only +leather or padded armor +leather or padded armor + shield/ +Studded leather or ring mail + shield/ +Scale mail + shield/chain mail +Chain mail + shield/splint mail/ +Splint or banded mail + shield/ +Plate mail + shield +studded leather/ring mail +scale mail +banded mail +plate mail +Rating +10 +9 +8 +7 +6 +5 +4 +3 +2 +For each + 1 of magic armor or magic shield, a decrease in armor class of +1 is given. For example, a non-armored character with a + 1 shield is AC 8, +a +2 shield AC7, etc. The same is true with regard to pluses of magic +armor of any type. A +1 converts to a 5% probability. Thus +2 equals a +10% lesser likelihood of being hit. Magic plate mail +3 and magic shield ++5 are equal to AC -6, or can be treated as AC 2 with a subtraction of 8 +from attackers' "to hit"dice rolls. +WEAPONS +The choice of weapons used by your character might be circumscribed by +the class of your character, but selection is otherwise a matter of your +preferences based on various factors presented hereafter. Of course, the +initial cost of the weapon might affect your selection at the beginning. +Beyond this consideration, there are factors of size and weight. The +damage inflicted by the weapon is important, as is the amount of space +required to wield it. These details are given hereafter. +Weapon Proficiency +At the start, your character will be able to employ but a limited number of +weapons. The number is determined by class. When the character moves +up in levels of experience to the next higher combat melee table, he or +she is assumed to have acquired proficiency in an additional weapon. The +new weapon is of his or her choice. Note that proficiency with a normal +weapon is subsumed in using a magical weapon of the same type. If +proficiency with any given weapon is not held by the character it is used +at a penalty as shown on the table which follows. +36 +WEAPONS +WEAPON PROFICIENCY TABLE Notes Regarding Weapon Proficiency Table: +WEAPONS Class of +Character +CLERIC +Druid +FIGHTER +Paladin +Ranger +MAGIC-USER +Illusionist +THIEF +Assassin +MONK +Initial Number +of Weapons +2 +2 +4 +3 +3 +1 +1 +2 +3 +1 +Non-proficiency +Penalty +-3 +-4 +-2 +-2 +-2 +-5 +-5 +-3 +-2 +-3 +Added +Proficiency in +Weapons Per level +1/4 levels +1 /5 levels +1/3 levels +1/3 levels +1/3 levels +1/6 levels +1/6 levels +1/4 levels +1/4 levels +1/2 levels +Initial Number of Weapons shows the number which the character may +select to be proficient with, i.e. a cleric could select a flail and staff, club +and mace, or any combination of two permitted weapons. +Non-proficiency Penalty indicates the subtraction from the character’s “to +hit“ dice which applies to attacks by the character using such a weapon in +missile or melee combat. (See COMBAT.) +Added Proficiency in Weapons gives the number of additional weapons +the character can use with proficiency upon attaining the indicated +number of levels above the 1st. Thus, at 1st level a cleric can use two +weapons with proficiency, at 5th level the cleric selects another for a total +of three, at 9th level the total is four, at 13th five, etc. +WEIGHT AND DAMAGE BY WEAPON TYPE +Weapon Type Approximate Weight in Gold Pieces Damage VI. Opponent NOTES Size S or M Size L +Arrow 2 1-6 1 -6 +Axe, Battle 75 +Axe, Hand or throwing 50 +Bardiche 125 +Bec de corbin 100 +Bt II-Guisarme +Bo Stick +Club +Dagger +150 2-8 1-10 includes Scorpion +15 +30 +10 +1-6 +1-6 +1-4 +1 -3 +1-3 +1 -3 +Dart- 5 1-3 1-2 +Glarve 75 I -6 I - IU includes Couteaux de Breche +Glaive - Guisarme +Guisarme +Guisarme-Voulge +100 +BO +150 +2-8 +2-8 +2-8 +2-1 2 +1-8 includes Bill/Bill Hook +2-8 includes Lochaber Axe +Lance‘ (medium horse) 100 2-7 2-12 +Lance* (heavy horse) +Mace, footman‘s +Mace, horseman’s +150 +100 +50 +3-9 +2-7 +1-6 +3-1 8 +1 -6 +1-4 +Morning Star 125 2-8 2-7 includes Godentag and Holy Water Sprinkler +Partisan 80 1-6 2-7 includes Bohemian Ear-Spoon +Pick, Military, footman’s 60 +Pick, Military, horseman’s 40 +Pike, Awl 80 +Quarrel (or Bolt), light 1 +Quarrel (or Bolt), heavy 2 +Ranseur 50 +Scimitar 40 +SI ino bu I let 2 +2-3 +2-8 +1-8 +2-5 +2-/ +2-8 +1-8 +2-7 +includes Chauves Souris, Ransom, Rhonca, Roncie, Runka +includes Cutlass, Sabre, Sickle-sword, Tulwar, etc. +- Sling stone 1 1-4 1-4 +Spear** 40-60 1-6 1-8 +Spetum 50 rseque, Korseke +Staff, Quarter 50 +Sword, Bastard 100 +Sword, Broad 75 +Sword, Long +Sword, Short +Sword, Two-handed +Trident +Voulge +60 +35 +250 +50 +125 +1-8 +1 -6 +1-10 +2-7 +2-8 +1-12 +1-8 includes all painted cutting 8 thrusting weapons with blade +length between 15” and 24”. +3-1 8 +3-1 2 +2-8 +Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to +receive a charging opponent. +This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. +** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge. +37 +WEAPONS WEAPONS +WEAPON TYPES, GENERAL DATA, AND “TO HIT” ADJUSTMENTS +Hand Held +Weapon Type +a +a +B +Bec de corbin +Bi I I-Gu isar me +Space Speed Armor Class Adjustment +Length Required Factor 2 3 4 6 7 8 9 IO +co U 9 +2 +2 +2 0 0 0 0 0 -1 +e+ 2’ IO 0 0 0 0 0 0 +I 0 0 +Bo Stick c. 5’ 3’ 3 -9 -7 -5 -3 -1 0 +I 0 +3 n n 0 +I Club +Dagger 2 -3 -3 -2 +I +3 +Fouchard 8 -2 -2 -1 -1 -1 +4 -5 -4 -3 . -., ., “I +Fouchard-rorK +Fist or Open Hand +0 L 8 -1 -1 -1 0 0 0 +1 0 +I +2’ + 1 -7 -5 -3 -1 0 0 +2 0 +4 +0 +l +l +Gloive-Guisarme +Guisorme +8’ + 1’ 9 -1 -1 0 0 0 0 0 0 0 +6’+ 2’ 8 -2 -2 -1 -1 0 0 0 -1 -1 +c 2%‘ +c 1%’ +Jo Stick c 3’ 2’ 2 -8 -6 -4 -2 -1 0 +1 0 +2 +Lance (heavy horse) c 14’ 1’ 8 +3 +3 +2 +2 +2 +I +I 0 0 +Morninq star c. 4 5’ 7 0 +1 +1 +l +I +1 +I +2 +2 +0 +0 +Partisan 7’ + 3‘ 9 0 0 0 0 0 0 0 0 0 +Pick, Military, Footman’s c 4‘ 4‘ 7 +2 +2 +I +1 0 -1 -1 -1 -2 +Scimitar c 3’ 2’ 4 -3 -2 -2 -1 0 0 +1 +1 +3 +Spear 5’-13‘+ 1‘ 6-8 -2 -1 -1 -1 0 0 0 0 0 +0 +0 0 +0 0 +0 +I +2 +0 +2 +Sword, long c 3‘12’ 3’ 5 -2 -1 0 0 0 0 +Sword, short c 2‘ 1’ 3 -3 -2 -1 0 0 0 +1 +ltalics indicate weapon capable of dismounting o rider on a score equal to or greater than the ”to hit” score. +*Weapon capable of disarming opponent on a score required to hit AC 8 +**Treat as long sword if used one-handed. +Any weapon strikes at +2 against an opponent‘s back (or similarly unseen); against stunned, prone, and motionless opponents, any weapon strikes at +4. +Hurled Weapons +and Missiles +I +Bow, long +Bow, short ++3 +3 +3 ++I +2 +2 +2 -7 -5 -3 -2 -1 -1 -1 0 0 +18 ; -2 -1 0 +3 +3 -5 -4 -3 +I +2: 1 -1 0 +I ,1 I? L7 LA LA f4 +Club +PI, +dart +Hommer +Rate of fire is based on the turn (for table-top miniatures) or the melee round. Ranges are: S = Short, M = Medium, L = long. +Armor Class Adjustment is based on the weapon or missile being discharged at short range. adjust by-2 at all medium ranges, -5 at all long ranges. +38 +HIRELINGS DISTANCE +HIRELINGS +At any time, a character may attempt to hire various different sorts of +workers, servants, or guards. The success of such hiring is entirely +dependent upon availability of the type desired, wage and bonus offers, +and to some extent the character’s charisma. Typical hirelings are: +Alchemist Blacksmith Linkboy Teamster +Armorer Crossbowman Man-at-arms Valet +Bearer Engineer Steward +Your character will have to locate the whereabouts of whatever type of +hirelings he or she desires to take into service, and it will be up to your +character to determine wages and salaries in the area he or she is in. +Employment can be by the hour, day, week, month, or year according to +the desires of the character and agreeability of the persons to be hired. +Your referee will handle all such matters as they occur. +Note that the number of hirelings is in no way limited by charisma, and +hirelings differ considerably from henchmen who are discussed +immediately hereafter. The loyalty of hirelings is quite similar to that of +henchmen, though, and the discussion of the loyalty of henchmen can be +applied to hirelings of all sorts. (See HENCHMEN hereafter.) +HENCHMEN +As discussed in the preceding section regarding CHARACTER ABILITIES, +charisma has a great effect on the number of henchmen a character is +able to attract. +A henchman is o more or less devoted follower Qf a character. In return for +the use of his or her abilities and talents, the henchman receives support, +lodging, and a share of his or her master’s or mistress‘ earnings - in the +form of stipends or as a shore of treasure taken. Henchmen are always of a +character race and character class, but are never player characters. +The alignment of o henchman should be compatible with that of the player +character whom he or she serves. Difference in alignment will certainly +affect the loyalty of all henchmen, if alignment is radically different. +It will usually be necessary for your character to visit various inns and +drinking establishments in search of henchmen. It is also possible that a +number of notices will have to be posted, perhaps in conjunction with the +employment of a crier to announce_ the employment offered. The cost of +such is often high - in rounds of drinks, food, tips, gratuities, bribes, fees +and so forth. These costs are in addition to actual sums paid to the +henchman eventually employed. Locating non-human characters such as +dwarves, elves, and the like might be even moreprotracted, difficult, and +costly than the hiring of human and semi-human henchmen. This depends +on campaign circumstances - such as whether or not non-humans are +common in the area and whether or not non-humans tend to associate +with humans ond frequent the inns and tavern +Once a henchman is brought into your character’s service, it will be +necessary to pay a wage plus support and upkeep. Your referee will +inform you as to such costs. When a henchman accompanies your +character on adventures, he or she must be given a portion of treasure, +both money and magic, just as a player character would. However, the +share can be lesser, for all of the henchman’s expenses are paid for by his +or her master or mistress. Naturally, it is a good idea to give o henchman +as much treasure as possible, for in that way the henchman gains +experience points. +Experience awarded to henchmen is usually much less than that which +would be given to a player character. This is because the henchmen are +acting under the direction of their master or mistress. So you should expect +that your character’s henchmen will get about 50% of the experience +points which their share in the slaying of opponents and garnered treasure +actually totals - possibly even less if your character bore the brunt of the +action and closely directed the henchmen. The loyalty of henchmen is +based on many factors. Charisma of the player character is very important. +Remuneration - support, upkeep, wages, bonuses, and sharing of +treosure - plays a big part also. The involvement of henchmen in +adventuring is important, as are the activities of the character (ond whot +he requires of the henchmen) during the course of adventuring. For +example: +Assuming the character has above average charisma, he or she could be +somewhat less thon generous in remunerotion and still have henchmen +with about average loyalty. If remuneration or activity were above the +minimum required, loyalty would be correspondingly higher. If both +remuneration and activity were exceptional, the loyalty base of henchmen +would be likewise exceptional. Actions to protect the lives and welfare of +henchmen, or saving the life of or resurrecting henchmen, give loyalty +above average. +Disloyalty will come into play in combat and other stress situations. +Disloyal henchmen will betray or desert their master or mistress. (See +MORALE.) +Time in the campaign is very important. Your referee will keep strict +account of the time consumed by various Characters, for it is likely to +seporate them, since not all participants ore likely to play at the same +actual time. Time costs characters money in support, upkeep, and wage +payments. It takes time to adventure, to heal wounds, to memorize spells, +to learn languages, to build strongholds, to create magic items - a very +long time in the last given case. +In adventuring below ground, a turn in the dungeon lasts 10 minutes (see +also MOVEMENT). In combat, the turn is further divided into 10 melee +rounds, or simply rounds. Rounds are subdivided into 10 segments, for +purposes of determining initiative (q.v.) and order of ottocks. Thus o turn is +10 minutes, a round 1 minute, and a segment 6 seconds. +Outdoors, time is measured in days, usually subdivided into daylight +(movement) and night (rest) periods. Thus, while actual time playing is +about the same for a dungeon adventure, the game time spent is much +greater in the case of outdoor adventures. +DISTANCE +For purposes of the game distances are basically one-third with respect to +spell arid missile range from outdoors to indoors/underground situations. +Thus most ranges are shown as inches by means of the symbol “, i.e. l“, +etc. Outdoors, 1” equals 10 yards. Indoors 1” equals 10 feet. Such a ratio is +justifiable, to some extent, regardless of game considerations. +Actual effective range of an arrow shot from a longbow is around 210 +yards maximum, in clear light and open terrain. Underground, with little +light and low ceilings overhead, a bowshot of 210 feet is about maximum. +Archery implies arching arrows. Slings are in this category as are hurled +darts and javelins, all arching in flight to achieve distance. Crossbows are +a notable exception, but under the visibility conditions of a dungeon +setting, a yards to feet conversion is not unreasonable. +Magic and spells ore, most certainly, devices of the game. In order to +make them fit the constrictions of the underground labyrinth, a one for +three reduction is necessary. It would be folly, after all, to try to have such +as effective attack modes if feet were not converted to yards outdoors, +where visibility, movement, and conventional weapons attack ranges are +based on actual fact. (See MOVEMENT.) +Distance scale and areas of effect for spells (and missiles) are designed to +fit the game, The tripling of range outdoors is reasonable, as it allows for +recreation of actual ranges for hurled javelins, arrows fired from +longbows, or whatever. In order to keep magic spells on a par, their range +is also tripled. IT IS IMPERATIVE THAT OUTDOOR SCALE BE USED FOR RANGE +ONLY, NEVER FOR SPELL AREA OF EFFECT (which is kept at 1” = 10’) UNLESS +A FIGURE RATIO OF 1 :10 OR 1 :20 (1 casting equals 10 or 20 actual creatures +or things in most cases) IS USED, AND CONSTRUCTIONS SUCH AS +BUILDINGS, CASTLES, WALLS, ETC. ARE SCALED TO FIGURES RATHER THAN +TO GROUND SCALE. Note that the foregoing assumes that a ground scole +of 1” to 10 yards is used. +Movement scale is kept as flexible as possible in order to deal with the +multitude of applications it has,,i.e. dungeon movement (exploring and +otherwise), city travel, treks through the outdoors, and combat situations +arising during the course of any such movements. Your referee will have +information which will enable him or her to adjust the movement rate to +the applicable time scale for any situation. +39 +MONSTER, THE TERM SPELL TABLES (CLERIC) +memorize each spell, verbal and somatic components, and supply himself +or herself with any required materials as well. Such memorization requires +the character to consult his or her spell books in order to impress the +potent, mystical spell formulae upon the mind. Additional items for the +material component must then be acquired, if necessary. +Spells of any sort must therefore be selected prior to setting out on an +adventure, for memorization requires considerable time. (Your Dungeon +Master will inform you fully as to what state of refreshment the mind of a +spell caster must be in, as well as the time required to memorize a given +spell.) As a rule of thumb, allow 15 minutes of game time for +memorization of one spell level, i.e. a 1st level spell or half of a 2nd level +spell. Such activity requires a mind rested by a good sleep and nourished +by the body. +Once cast, a spell is totally forgotten. Gone. The mystical symbols +impressed upon the brain carry power, and speaking the spell discharges +this power, draining all memory of the spell used. This does not preclude +multiple memorization of the same spell, but it does preclude multiple use +of a single spell memorized but once. When a spell caster shoots his or her +spell-bolt, so to speak, it is gone. +As previously shown in the CHARACTER CLASSES section, the number of +spells usable by a character depend upon class and level. Details of spell +casting are given later in the section an combat (q.v.). +The nature and components of the various spells are given in the section +immediately after the spell tables. These spell descriptions also contain +such information as is pertinent, i.e. range, duration, effect, etc. Your +Dungeon Master may add to or delete from a spell(s) and may even add or +delete entire spells. He will inform you of these changes prior to selecting +spells or when new spells become available to your character. +Material components for spells are assumed to be kept in little pockets, +stored in the folds and small pockets of the spell caster's garb. Of course, +some materials are too bulky, and in these cases the materials must be +accounted for carefully. Also, some materials are rare, and these must be +found and acquired by the spell user. +Special cases which pertain to each class of spell-using character type will +be noted before each set of spell explanations. +MONSTER, THE TERM +It is necessary to stress that the usage of the term "monster" is generic for +any creature encountered during the course of adventuring. A monster can +be exactly what the name implies, or it can be a relatively harmless +animal, a friendly intelligent beast, a crazed human, a band of dwarves, a +thief - virtually anything or anyone potentially threatening or hostile. +When your referee indicates your character has encountered a monster, +that simply indicates a confrontation between your character and some +type of creature is about to take place. The results of such a meeting will +depend on many factors, including the nature of the monster and your +character's actions. All monsters are not bad ... +CHARACTER SPELLS +The casting of spells, clerical and magical, is a very important aspect of +play. Most spells have a verbal component, and so must be uttered. Most +spells also have a somatic (movement of the caster's body, such as +gesturing) component. Some spells have a third component, that of +material. +Clerical spells, including the druidic, are bestowed by the gods, so that the +cleric need but pray for a few hours and the desired verbal and somatic +spell components will be placed properly in his or her mind. First, second, +third, and even fourth level spells are granted to the cleric through +meditation and devout prayer. This spell giving is accomplished by the +lesser servants of the cleric's deity. Fifth, sixth, and seventh level spells can +be given to the cleric ONLY by the cleric's deity directly, not through some +intermediary source. Note that the cleric might well be judged by his or +her deity at such time, as the clerk must supplicate the deity for the +granting of these spells. While the deity may grant such spells full +willingly, a deed, or sacrifice, atonement or abasement may be required. +The deity might also ignore a specific spell request and give the cleric +some other spell (or none at all). Your Dungeon Master will handle this +considering a cleric's alignment and faithfulness to it and his or her deity. +Note that some cleric spells (and all druid spells) also require material +ingredients in order for the desired effect to take place. Such components +must be supplied by the cleric (or druid), as material is not bestowed. +Magical spells, those of the magic-user and illusionist, are not bestowed +by any supernatural force. Rather, the magic-user (or illusionist) must +SPELL TABLES +CLERICS +Number 1st Level 2nd Level 3rd Level +5 Detect Evil Hold Person Cure Disease +6 Detect Magic Know Alignment Dispel Magic +10 Remove Fear Snake Charm prayer +11 Resist Cold +12 Sanctuary +Speak With Animals Remove Curse +Spiritual Hammer Speak With Dead +Number 4th Level 5th Level 6th Level 7th Level +1 Cure Serious Wounds Atonement Aerial Servant Astral Spell +2 Detect lie Commune Animate object +3 Divination Cure Critical Wounds Blade Barrier Earthquake +Control Weather +4 Exorcise +5 lower Water +6 Neutralize Poison +Dispel Evil +Flame Strike +Insect plague +Conjure Animals Gate +Find The Path +Heal Reaenerate +Holy (Unholy) Word +10 Tongues True Seeing Word Of Recall Wind Walk +40 +SPELL TABLES (DRUID) SPELL TABLES (MAGIC-USERS) +Number 1st level 2nd level +DRUIDS (Clerics) +3rd level Ath level +. , I. barkski n +Charm Person Or +Mammal +Create Water pits +r pits +4 Entangle +5 Faerie Fire +Cure Light Wounds +feign Death +6 Invisibility To Fire Trap +10 Purity Water produce tiame +call lightning +Cure Disease +Hold Anim +1O'Radius +Neutralize Poison +Plant Growth +Protection From +._. +Cure Serious Wounds +Dispel Maqic +Pass Without Tr Locate Plants +Predict Weather Obscurement +- . _, r +11 Shillelagh +12 Speak With Animals +Trip +Warp Wood +summon insects +Tree +Water Breathing +protection From +Lightning +Repel Insects +Speak With Plants +Number 5th level 6th level 7th level +5 +animal growth +Animal Summoning II Anti-Animal Shell +Anti-Plant Shell conjure Fire Elemental +Commune With Nature +Control Winds +Cure Critical Wounds +Feeblemind Control Weather +- - 6 Insect Plague +10 wall UT rire +Fire Seeds creeping doom +MAGIC-USERS +number 1 st level 2nd levle 3rd level 4th level 5th level +audible galmer +Continual Light Clairaudience +Darkness 15' Radius Clairvoyance - -8 - , .. +fool gold t +Forget F +lnvisib F ., I +omprenena Languages detect evil uispei Magic dimension Door +5 Dancing Lights Detect Invisibility Explosive Runes Enchanted Weapon Cloudkill +Extensi +Io1 +lY +knock Gust w Wind Fire Trap +11 Friends Leomund's Trap Haste Fumble Feeblemind +12 Hold Portal old perso +Pyrotechnics Lightning Bolt Monster Summoning 11 +Hound +17 Mending Ray Of Enfeeblement Monster Summoning I Plant Growth Passwall +Phanta +Protect il 10' +Protection From Norma +Slow +22 Read Magic Strength Suggestion Wall Of Fire Wall Of Force +23 Shield Web Tongues Wall Of Ice wall Of Iron +locte object lntravision +Magic Mouth +Mirror Image Leomunds Tiny Hut +24 Shocking Grasp Wizard Lock Water Breathing Wizord Eye Wall Of Stone +20 unseen servant +29 Ventriloquism +30 Write +41 +SPELL TABLES (MAGIC-USERS) SPELL TABLES (ILLUSIONIST) +Number 6th level 7th level 8th level 9th level +1 Anti-Magic Shell Bigby‘s Grasping Hand Anti path y/Sympathy Astral Spell +2 Bigby‘s Forceful Hand Cacodemon Bigby’s Clenched Fist Bigby’s Crushing Hand +3 Control Weather Chorm Plants Clone Gate +4 +5 +6 +Death Spell +Disintegrate +Enchant An Item +Delayed Blast Fireball Glassteel +drawnij j’s Instant Incendiary Cloud +Duo-Dimension Mass Charm +Summons +I mprisonment +Meteor Swarm +Monster Summonina - VI1 +7 Extension 111 Limited Wish Maze Power Word, Kill +8 Geas Mass invisibility Mind Blank Prismatic Sphere +9 Glassee Monster Summoning V Monster Summoning VI Shope Change +10 Globe Of lnvulnerabilitv Mordenkainen’s Sword Otto’s Irresistible Dance Temporal Stasis +11 Guards And Wards +12 Invisible Stolker +Phase Door +Power Word. Stun +Permanency Time Stop +~ polymorph Anv Obiect Wish I -r ,-I-- +13 Legend Lore Reverse Gravity Power Word, Blind +14 Lower Water Simulacrum Serten‘s Spell Immunity +15 Monster Summoning IV Statue Symbol +16 Move Earth Vanish trap The Soul +ILLUSIONISTS (Magic-Users) +Number 1 rt level 2nd Level 3rd level +1 Audible Glamer Blindness Continual Darkness +2 Change Self Blur Continual Light +3 Color Spray Deafness Dispel Illusion +4 +5 +6 +Dancing Lights +Darkness +Detect Illusion +Detect Magic +Fog Cloud +hypnotic Pattern +Fear +Hallucinatory Terrain +lllusionary script _. I -- r - - ,I - +7 Detect Invisibility Improved Phantasmal Force Invisibility 10’ Radius +8 Gaze Reflection Invisibillty Non-detection +9 Hypnotism Magic Mouth Paralyzation +10 Light +11 Phantasmal Force +12 Wall Of Fog +Mirror Image +Misdirection +Ventriloquism +Number 4th level 5th level 6th level +Rope Trick +Spectral Force +Suggestion +7th level +1 Confusion Chaos cojure Animals Alter Reality +2 Dispel Exhaustion Demi-Shadow Monsters Demi-Shadow Magic Astral Spell +3 Emotion major Creation Mass Suggestion prismatic Spray +4 improved Maze Permanent II usion Prismatic Wall +Invisibility +5 Massmorph Proiected Image Programmed I I lusion Vision +42 +SPELL EXPLANATIONS +SPELL EXPLANATIONS +Each spell is presented here in exactly the same format. The spell is first +identified by name and type of magic it involves. Thereafter its level, +range (distance it can be cast), duration, area of effect, components, casting time, and saving throw are shown. Finally, an explanation of the spell +and a description of its effects are given in some detail. +Range is shown in inches (See DISTANCE) or as "touch", which indicates +the caster must physically contact the recipient of the spell with his or her +hand. +Duration is given as number of turns, rounds, or simply"instantaneous", as +in the case of a lightning bolt which lasts only a brief moment. (See TIME.) +Area of Effect shows how large an area the spell covers, or how many +persons or creatures it will affect. +Components, as previously mentioned, are verbal (V), somatic (S), and/or +material (M). This indicates which ore part of the spell. +Casting Time shows the number of melee rounds, or segments of a melee +round, required to cast the spell. Remember that there are 10 segments to +o melee round, 10 melee rounds to a turn. Some spells require additional +time and preparotion. +Saving Throw tells whether a saving throw is possible, and if it is possible, +whether success negates (neg.) the spell or reduces its effects by 50% (%). +CLERIC SPELLS (IST LEVEL) +First level spells +CLERIC SPELLS +Notes Regarding Cleric Spells: +All material components required for the various spells are used by +completion of the spell in question with the notable exceptions of standard +religious items, i.e. religious symbols and prayer beads or similar devices. +The reversal of some spells might well place the cleric in a questionable +position with respect to alignment. The use of spells which promote weal +must be shunned by evil clerics in many cases. Likewise, spells which are +baneful may be used only at peril by clerics of good alignment. Incautious +use of spells will change the clerk's alignment, if such usage continues +unchecked, and it is up to the player to guard his or her character's +alignment with care. In any event, the cleric must decide which +application of a reversible spell will be used prior to learning it, i.e. it is +not possible to have one spell both ways. In like manner, the mere request +for a spell (or its opposite) through prayer will not guarantee that the spell +will be given to the cleric. As the spell level becomes higher, confidence +will decrease that that deity will concur. +Your Dungeon Master might alter the material components of spells, +require only religious abjuncts as material, or just do away with them. +Consult your referee in this regard and ask his ruling and reasoning. +bless (Conjuration/Summoning) Reversible +Level: I +Range: 6" +Duration: 6 melee rounds +Area of Effect: 5" X 5" +Explanation/Description: Upon uttering the bless spell, the caster raises the +morale of friendly creatures by +l. Furthermore, it raises their "to hit" +dice rolls by +l. Ablessing, however, will affect only those not already +engaged in melee combat. This spell can be reversed by the cleric to a +curse upon enemies which lowers morale and "to hit" by -1. The caster +determines at what range (up to 6") he or she will cast the spell, and it +then affects all creatures in an area 5" square centered on the point the +spell was cast upon. In addition to the verbal and somatic gesture +components, the bless requires holy water, while the curse requires the +sprinkling of specially polluted water. +Command (Enchantment/charrn) +Level: I Components: V +Range: I" . .. . Casting Time: I segment +Duration: I round +Area of Effect: One creature +Explanation/Description: This spell enables the cleric to isSue a command +of a single word. The command must be uttered in a language which the +spell recipient is able to understand. The individual will obey to the best of +his/her/its ability only so long as the command is absolutely clear and +unequivocal, i.e. "Suicide!" could be a noun, so the creature would ignore +the command. A command to "Die!" would cause the recipient to fall in a +faint or cataleptic state for 1 round, but thereafter the creature would be +alive and well. Typical command words are: back, halt, flee, run, stop, fall, +fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a +command. Creatures with intelligence of 13 or more, and creatures with 6 +or more hit dice (or experience levels) are entitled to a saving throw +versus magic. (Creatures with 13 or higher intelligence and 6 hit +dice/levels do not get 2 saving throws!) +create Water (Alteration) Reversible +Level: I Components: V, S, M +Range: I" Casting Time: I round +Duration: Permanent Saving Throw: None +Area of Effect: Up to 27 cubic feet +Explanation/Description: When the cleric casts a create water spell, four +gallons of water are generated for every level of experience of the caster, +i.e. a 2nd level cleric creates eight gallons of water, a 3rd level twelve +gallons, a 4th level sixteen gallons, etc. The water is clean and drinkable +(it is just like rain water). Reversing the spell, destroy water, obliterates +without trace (such as vapor, mist, fog or steam) a like quantity of water. +Created water will last until normally used or evaporated, spilled, etc. +Water can be created or destroyed in an area as small as will actually +contain the liquid or in an area as large as 27 cubic feet (one cubic yard). +The spell requires at least a drop of water to create, or a pinch of dust to +destroy, water. Note that water cannot be created within a living thing. +Cure light Wounds (Necromantic) Reversible +Level: I Components: V, S +Range: Touch +Duration: Permanent Saving Throw: None +Area of Effect: Character touched +Explanation/Description: Upon laying his or her hand upon a creature, the +cleric causes from 1 to 8 hit points of wound or other injury damage to the +creature's body to be healed. This healing will not affect creatures without +corporeal bodies, nor will it cure wounds of creatures not living or those +which can be harmed only by iron, silver, andfor magical weapons. Its +reverse, cause light wounds, operates in the same manner; and if a person +is avoiding this touch, a melee combat "to hit" die is rolled to determine if +the cleric's hand strikes the opponent and causes such a wound. Note that +cured wounds are permanent only insofar as the creature does not sustain +further damage, and that caused wounds will heal - or can be cured - +just as any normal injury will. Caused light wounds are 1 to 8 hit points of +damage. +Components: V, S, M +Casting Time: 1 round +Saving Throw: None +Saving Throw: Special +Casting Time: 5 segments +43 +CLERIC SPELLS (1ST LEVEL) CLERIC SPELLS (1ST LEVEL) +Detect Evil (Divination) Reversible +Level: 1 +Range: 12“ +Duration: J turn + % turn/level +Area of Effect: 1 ” path +Explanation/Description: This is a spell which discovers emanations of evil, +or of good in the case of the reverse spell, from any creature or objest For +example, evil alignment or an evilly cursed object will radiate evil, but a +hidden trap or an unintelligent viper will not. The duration of a detect evil +(or detect good) spell is 1 turn + % turn (5 rounds, or 5 minutes) per level +of the cleric. Thus a cleric of 1st level of experience can cast a spell with a +1 % turn duration, at 2nd level a 2 turn duration, 2% at 3rd, etc. The spell +has a path of detection 1” wide in the direction in which the cleric is +facing. It requires the use of the cleric’s holy (or unholy) symbol as its +material component, with the cleric holding it before him or her. +Components: V, S, M +Casting Time: J round +Saving Throw: None +Purify Food 0 Drink (Alteration) Reversible +Level: 1 Components: V, S +Range: 3“ +Duration: Permanent Saving Throw: None +Area of Effect: J cubic foot/level, +Casting Time: 1 round +1 “ square area +Explanation/Description: When cast, the spell will make spoiled, rotten, +poisonous or otherwise contaminated food and/or water pure and suitable +for eating and/or drinking. Up to 1 cubic foot of food and/or drink can be +thus made suitable for consumption. The reverse of the spell putrefies food +and drink, even spoiling holy water. Unholy water is spoiled by purify +water. +Detect Magic (Divination) +Level: I +Range: 3” +Duration: 1 turn +Area of Effect: I” path, 3” long +Explanation/Description: When the detect magic spell is cast, the cleric +detects magical radiations in a path 1” wide, and up to 3” long, in the +direction he or she is facing. The caster can turn 60’ per round. Note that +stone walls of 1’ or more thickness, solid metal of but 1/12’ thickness, or 3’ +or more of solid wood will block the spell. The spell requires the use of the +cleric’s holy (or unholy) symbol. +light (Alteration) Reversible +Level: I Components: V, S +Range>: 12” +Duration 6 turns + J turn/level +Area of Effect: 2” radius globe +Explanation/Description: This spell causes excitation of molecules so as to +make them brightly luminous. The light thus caused is equal to torch light +in brightness, but its sphere is limited to 4” in diameter. It lasts for the +duration indicated (7 turns at 1st experience level, 8 at 2nd, 9 at 3rd. etc.) +or until the caster utters a word to extinguish the light. The light spell is +reversible, causing darkness in the same area and under the same +conditions, except the blackness persists for only one-half the duration that +light would last. If this spell is cast upon a creature, the applicable magic +resistance and saving throw dice rolls must be made. Success indicates +that the spell affects the area immediately behind the creature, rather than +the creature itself. In all other cases, the spell takes effect where the caster +directs as long as he or she has a line of sight or unobstructed path for the +spell; light can spring from air, rock, metal, wood, or almost any similar +substance. +Components: V, S, M +Casting Time: 1 round +Saving Throw: None +Casting Time: 4 segments +Saving Throw: None +Protection From Evil (Abiuration) Reversible +Level: 1 +Range: Touch +Duration: 3 rounds/level +Area of Effect: Creature touched +Components: V, S, M +Casting Time: 4 segments +Saving Throw: None +Explanation/Description: When this spell is cast, it acts as if it were a +magical armor upon the recipient. The protection encircles the recipient at +a one foot distance, thus preventing bodily contact by creatures of an +enchanted or conjured nature such as aerial servants, demons, devils, +djinn efreet, elementals, imps, invisible stalkers, night hags, quasits, +salamanders, water weirds, wind walkers, and xorn. Summoned animals +or monsters are similarly hedged from the protected creature +Furthermore, any and all attacks launched by evil creatures incur a penalty +of -2 from dice rolls ”to hit” the protected creature, and any saving throws +caused by such attacks are made at +2 on the protected creature‘s dice. +This spell can be reversed to become protection from good, although it still +keeps out enchanted evil creatures as well. To complete this spell, the +cleric must trace a 3’ diameter circle upon the floor (or ground) with holy +water for protection from evil, with blood for protection from good - or in +the air using burning incense or smoldering dung with respect to +evil/good +Remove Fear (Abiuration) Reversible +Level: 1 Components: V, S +Range: Touch +Duration: Special Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: By touch, the cleric instills courage in the spell +recipient, raising the creature’s saving throw against magical fear attacks +by +4 on dice rolls for 1 turn. If the recipient has already been affected by +fear, and failed the appropriate saving throw, the touch allows another +saving throw to be made, with a bonus of + 1 on the dice for every level of +experience of the caster, i.e. a 2nd level cleric gives a +2 bonus, a 3rd +level +3, etc. A “to hit” dice roll must be made to touch an unwilling +recipient. The reverse of the spell, cause fear, causes the victim to flee in +panic at maximum movement speed away from the caster for 1 round per +level of the cleric causing such fear. Of course, cause fear can be +countered by remove fear and vice versa. +Casting Time: 4 segments +Resist Cold (Alteration) +Level: 1 +Range: Touch +Duration: J turn/level +Area of Effect: Creature touched +Components: V, S, M +Casting Time: J round +Saving Throw: None +Explanation/Description: When this spell is placed on a creature by a +cleric, the creature’s body is inured to cold. The recipient can stand zero +degrees Fahrenheit without discomfort, even totally nude. Greater cold, +such as that produced by a sword of cold, ice storm, cold wand, or white +dragon’s breath, must be saved against. All saving throws against cold are +made with a bonus of +3, and damage sustained is one-half (if the saving +throw is not made) or one-quarter (if the saving throw is made) of damage +normal from that attack form. The resistance lasts for 1 turn per level of +experience of the caster. A pinch of sulphur is necessary to complete this +spell. +Sanctuary (Abiuration) +Level: 1 +Range: Touch +Duration: 2 rounds + J +Area of Effect: One creature +Explanation/Description: When the cleric casts a sanctuary spell, any +opponent must make a saving throw versus magic in order to strike or +otherwise attack him or her. If the saving throw is not made, the creature +will attack another and totally ignore the cleric protected by the spell. If +the saving throw is made, the cleric is subject to normal attack process +including dicing far weapons to hit, saving throws, damage. Note that this +spell does not prevent the operation of area attacks (fireball, ice storm, +etc.). During the period of protection afforded by this spell, the cleric +cannot take offensive action, but he or she may use non-attack spells or +otherwise act in any way which does not violate the prohibition against +offensive action. This allows the cleric to heal wounds, for example, or to +bless, perform an augury, chant, cast a light in the area (not upon an +opponent!), and so on. The components of the spell include the cleric’s +holy/unholysymbol and a small silver mirror. +Components: V, S, M +Casting Time: 4 segments +Saving Throw: None +round/level +44 +CLERIC SPELLS (2ND LEVEL) CLERIC SPELLS (2ND LEVEL) ISecond Level Spells: +Augury (Divination) +Level: 2 +Range: 0 +Duration: Special +Components: V, S, M +Casting Time: 2 rounds +Saving Throw: None +Explanation/Description: The cleric casting an augury spell seeks to divine +whether an action in the immediate future (within 3 turns) will be for the +benefit of, or harmful to, the party. The base chance for correctly divining +the augury is 70%. plus 1 % for each level of the cleric casting the spell, i.e. +71% at 1st level, 72% at 2nd, etc. Your referee will determine any +adjustments due for the particular conditions of each augury. For example, +assume that a party is considering the destruction of a weird seal which +closes a portal. Augury is used to find if weal or woe will be the ultimate +result to the party. The material component for augury is a set of geminlaid sticks, dragon bones, or similar tokens, or the wet leaves of an +infusion which remain in the container after the infused brew is +consumed. If the last method is used, a crushed pearl of at least 100 g.p. +volue must be added to the concoction before it is consumed. +Chant (Conjuration/Summoning) +Level: 2 Components: V, S +Range: 0 +Duration: Time of chanting +Area of Effect: 3" radius +Explanation/Description: By means of the chant, the cleric brings into +being a special favor upon himself or herself and his or her party, and +causes harm to his or her enemies. Once the chant spell is completed, a11 +attacks, damage and saving throws made by those in the area of effect +who are friendly to the cleric are at + 1, while those of the cleric's enemies +are at -1. This bonus/penalty continues as long as the cleric continues to +chant the mystic syllables and is stationary. An interruption, however, such +as an attack which succeeds and causes damage, grappling the chanter, or +a magical silence, will break the spell. +Detect Charm (Divination) Reversible +Level: 2 Components: V, S +Range: 3" +Duration: 1 turn +Area of Effect: One creature +Explanation/Description: When used by a cleric, this spell will detect +whether or not a person or monster is under the influence of a charm spell. +Up to 10 creatures can be thus checked before the spell wanes. The reverse +of the spell protects from such detection, but only a single creature can be +so shielded. +Find Traps (Divination) +Level: 2 Components: V, S +Range: 3" +Duration: 3 turns +Area of Effect: 1 " path +Explanation/Description: When a cleric casts a find traps spell, all trapsconcealed normally or magically - of magical or mechanical nature +become visible to him or her. Note that this spell is directional, and the +caster must face the desired direction in order to determine if a trap is laid +in that particular direction. +Casting Time: I turn +Saving Throw: None +Casting Time: I round +Saving Throw: None +Casting Time: 5 segments +Saving Throw: None +Hold Person (Enchantment/Charm) +Level: 2 +Range: 6" +Duration: 4 rounds + 1 +Area of Effect: One to three +Components: V, S, M +Casting Time: 5 segments +Saving Throw: Neg. +round/level +creatures +Explanation/Description: This spell holds immobile, and freezes in places, +from 1-3 humans or humanoid creatures (see below) for 5 or more melee +rounds. The level of the cleric casting the hold person spell dictates the +length of time the effect will last. The basic duration is 5 melee rounds at +1st level, 6 rounds at 2nd level, 7 rounds at 3rd level, etc. If the spell is cast +at three persons, each gets a saving throw at the normal score; if only two +persons are being enspelled, each makes their saving throw at -1 on their +die; if the spell is cast at but one person, the saving throw die is at -2. +Persons making their saving throws are totally unaffected by the spell. +Creatures affected by a hold person spell are: brownies, dryads, dwarves, +elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs. hobgoblins, +humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. +The spell caster needs a small, straight piece of iron as the material +component of this spell. +Know Alignment (Divination) Reversible +Level: 2 +Range: I" +Duration: 1 turn +Area of Effect: One +creature/found +Components: V, S +Casting Time: I round +Saving Throw: None +Explanation/Description: A know alignment spell enables the cleric to +exactly read the aura of a person - human, semi-human, or non-human. +This will reveal the exact alignment of the person. Up to 10 persons can be +examined with this spell. The reverse totally obscures alignment, even +from this spell, of a single person for 1 turn, two persons for 5 rounds, etc. +Certain magical devices will negate the ability to know alignment. +Resist Fire (Alteration) +Level: 2 +Range: Touch +Duration: I turn/level +Area of Effect: Creature touched +Explanation/Description: When this spell is placed upon a creature by a +cleric, the creature's body is toughened to withstand heat, and boiling +temperature is comfortable. The recipient of the resist fire spell can even +stand in the midst of very hot or magical fires such as those produced by +red-hot charcoal, a large amount of burning oil, flaming swords, fire +storms, fire balls, meteor swarms, or red dragon's breath - but these will +affect the creature, to some extent. The recipient of the spell gains a bonus +of +3 on saving throws against such attack forms, and all damage +sustained is reduced by 50%; therefore, if the saving throw is not made, +the creature sustains one-half damage, and if the saving throw is made +only one-quarter damage is sustained. Resistance to fire lasts for 1 turn for +each level of experience of the cleric placing the spell. The caster needs a +drop of mercury as the material component of this spell. +Components: V, S, M +Casting Time: 5 segments +Saving Throw: None +Silence, 15' Radius (Alteration) +Level: 2 Components: V, S +Range: 12" +Duration: 2 rounds/level +Area of Effect: 30'diameter sphere +Explanation/Description: Upon casting this spell, complete silence prevails +in the area of its effect. All sound is stopped, so all conversation is +impossible, spells cannot be cast, and no noise whatsoever issues forth. +The spell can be cast into the air or upon an object. The spell of silence +lasts for 2 rounds for each level of experience of the cleric, i.e. 2 rounds at +1st level, 4 at 2nd, 6 at 3rd, 8 at 4th and so forth. The spell can be cast upon +a creature, and the effect will then radiate from the creature and move as +it moves. If the creature is unwilling, it saves against the spell, and if the +saving throw is made, the spell effect locates about one foot behind the +target creature. +Slow Poison (Necromantic) +Level: 2 +Range: Touch +Duration: I hour/level +Area of Effect: Creature touched +Explanation/Description: When this spell is placed upon a poisoned +individual it greatly slows the effects of any venom, even causing a +supposedly dead individual to have life restored if it is cast upon the victim +within a number of turns less than or equal to the level of experience of +the cleric ofter the poisoning was suffered, i.e. a victim poisoned up to 10 +turns previously could be temporarily saved by a 10th or higher level cleric +Casting Time: 5 segments +Saving Throw: None +Components: V, S, M +Casting Time: I segment +Saving Throw: None +45 +CLERIC SPELLS (2ND LEVEL) +who cast slow poison upon the victim. While this spell does not neutralize +the venom, it does prevent it from substantially harming the individual for +the duration of its magic, but each turn the poisoned creature will lose 1 hit +point from the effect of the venom (although the victim will never go +below 1 hit point while the slow poison spell's duration lasts). Thus, in the +example above, the victim poisoned 10 turns previously has only 10 hit +points, so when the 10th level cleric casts the spell, the victim remains with +1 hit point until the spell duration expires, and hopefully during that period +a full cure can be accomplished. The material components of this spell are +the cleric's holy/unholy symbol and a bud of garlic which must be crushed +and smeared on the victim's bare feet. +Snake Charm (Enchantment/Charm) +Level: 2 Components: V, S +Range: 3" +Duration: Special Saving Throw: None +Area of Effect: Special +Explanation/Description: When this spell is cast, a hypnotic pattern is set +up which causes one or more snakes to cease all activity except a semierect postured swaying movement. If the snakes are charmed while in a +torpor, the duration of the spell is 3 to 6 turns (d4+2); if the snakes are not +torpid, but are not aroused and angry, the charm lasts 1 to 3 turns; if the +snakes are angry and/or attacking, the snake charm spell will last from 5 +to 8 melee rounds (d4+4). The cleric casting the spell can charm snakes +whose hit points are less than or equol to those of the cleric. On the +average, a 1st level cleric could charm snakes with a total of 4 or 5 hit +points; a 2nd level cleric 9 hit points, a 3rd level 13 or 14 hit points, etc. The +hit points can represent a single snake or several of the reptiles, but the +total hit points cannot exceed those of the cleric casting the spell. +Speak With Animals (Alteration) +Level: 2 Components: V, S +Range: 0 +Duration: 2 rounds/level +Area of Effect: One animal within +Casting Time: 5 segments +Casting Time: 5 segments +Saving Throw: None +3" radius of cleric +Explanation/Description: By employing this spell, the cleric is empowered +to comprehend and communicate with any warm or cold-blooded animol +which is not mindless (such as an amoeba). The cleric is able to ask +questions, receive answers, and generally be on amicable terms with the +animal. This ability lasts for 2 melee rounds for each level of experience of +the cleric employing the spell. Even if the bent of the animal is opposite to +that of the cleric evil/good, good/evil), it and any others of the same kind +with it will not attack while the spell lasts. If the animal is neutral or of the +same general bent as the cleric (evil/evil, good/good), there is a +possibility that the animal, and its like associates, will do some favor or +service for the cleric. This possibility will be determined by the referee by +consulting a special reaction chart, using the charisma of the cleric and his +actions as the major determinants. Note that this spell differs from speak +with monsters (q...), for it allows conversation only with basically normal, +non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so +on. +Spiritual Hammer (Invocation) +Level: 2 +Range: 3" +Duration: I roundAeve1 +Area of Effect: One opponent +Explanation/Description: By calling upon his or her deity, the cleric casting +a spiritual hammer spell brings into existence a field of force which is +shaped vaguely like a hammer. This area of farce is hammer-sized, and as +long as the cleric who invoked it concentrates upon the hammer, it will +strike at any opponent within its range as desired by the cleric. The force +area strikes as a magical weapon equal to one plus per 3 levels of +experience of the spell caster for purposes of being able to strike +creatures, although it has no magical plusses whatsoever "to hit", and the +damage it causes when it scares a hit is exactly the same as a normal war +hammer, i.e. 1-6 versus opponents of man-size or smaller, 1-4 upon larger +opponents. Furthermore, the hammer strikes at exactly the same level as +the cleric controlling it, just as if the cleric was personally wielding the +weapon. As soon as the cleric ceases concentration, the spiritual hammer +is dispelled. Note: If the cleric is behind an opponent, the force can strike +Components: V, S, M +Casting Time: 5 segments +Saving Throw: Special +46 +CLERIC SPELLS (3RD LEVEL) +from this position, thus gaining all bonuses for such an attack and negating +defensive protections such as shield and dexterity. The material +component of this spell is a normal war hammer which the cleric must hurl +towards opponents whilst uttering a plea to his or her deity. The hammer +disappears when the spell is cast. +Third level Spells: +Animate Dead (Necromantic) +Level: 3 +Range: I" +Duration: Permanent +Area of Effect: Special +Components: V, S, M +Casting Time: I round +Saving Throw: None +Explanation/Description: This spell creates the lowest of the undead +monsters, skeletons or zombies, from the bones or bodies of dead humans. +The effect is to cause these remains to become animated and obey the +commands of the cleric casting the spell. The skeletons or zombies will +follow, remoin in an area and attack any creature (or just a specific type of +creature) entering the place, etc. The spell will animate the monsters until +they are destroyed or until the magic is dispelled. (See dispel magic spell). +The cleric is able to animate 1 skeleton or 1 zombie for each level of +experience he or she has attained. Thus, a 2nd level cleric can animate 2 +of these monsters, a 3rd level 3, etc. The act of animating dead is not +basically a good one, and it must be used with careful consideration and +good reason by clerics of good alignment. It requires a drop of blood, a +piece of human flesh, and a pinch of bone powder or a bone shard to +complete the spell. +Continual light (Alteration) Reversible +Level: 3 Components: V, S +Range: 12" +Duration: Permanent Saving Throw: None +Area of Effect: 6" radius globe +Explanation/Description: This spell is similar to a light spell, except that it +lasts until negated (by a continual darkness or dispel magic spell) and its +brightness is very great, being nearly as illuminating as full daylight. It can +be cast into air, onto an object, or at a creature. In the third case, the +continual light affects the space about one foot behind the creature if the +latter makes its saving throw. Note that this spell will blind a creature if it is +successfully cast upon the visual organs, for example. Its reverse causes +complete absence of light. +Create Food 8 Water (Alteration) +Level: 3 Components: V, S +Range: I" Casting Time: I turn +Duration: Permanent Saving Throw: None +Area of Effect: I cubic foot/level +Explanation/Description: When this spell is cast, the cleric causes food +and/or water to appear. The food thus created is highly nourishing, and +each cubic foot of the material will sustain three humon-sized creatures or +one horse-sized creature for a full day. For each level of experience the +cleric has attained, 1 cubic foot of food and/or water is created by the +spell, i.e. 2 cubic feet of food are created by a 2nd level cleric, 3 by a 3rd, 4 +by a 4th, and so on; or the 2nd level cleric could create 1 cubic foot of food +and 1 cubic foot of water, etc. +Cure Blindness (Abjuration) Reversible +Level: 3 Components: V: S +Range: Touch +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: By touching the creature afflicted, the cleric +employing the spell can permanently cure most forms of blindness. Its +reverse, cause blindness, requires a successful touch upon the victim, and +if the victim then makes the saving throw, the effect is negated. +Cure Disease (Abjuration) Reversible +Casting Time: 6 segments +Casting Time: I round +Level: 3 +Range: Touch +Components: V, S +Casting Time: I turn +CLERIC SPELLS (3RD LEVEL) CLERIC SPELLS (3RD LEVEL) +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: The cleric cures most diseases - including those +of a parasitic, bacterial, or viral nature - by placing his or her hand upon +the diseased creature. The affliction rapidly disappears thereafter, making +the cured creature whole and well in from 1 turn to 1 week, depending on +the kind of disease and the state of its advancement when the cure took +place. The reverse of the cure disease spell is cause disease. To be +effective, the cleric must touch the intended victim, and the victim must +fail the saving throw. The disease caused will begin to affect the victim in +1-6 turns, causing the afflicted creature to lose 1 hit point per turn, and 1 +point of strength per hour, until the creature is at 10% of original hit points +and strength, at which time the afflicted is weak and virtually helpless. +Dispel Magic (Abjuration) +Level: 3 +Range: 6“ +Duration: Permanent +Area of Effect: 3”cube +Components: V, S +Casting Time: 6 segments +Saving Throw: None +Explanation/Description: When a cleric casts this spell, it neutralizes or +negates the magic it comes in contact with as follows: A dispel magic will +not affect a specially enchanted item such as a scroll, magic ring, wand, +rod, staff, miscellaneous magic item, magic weapon, magic shield, or +magic armor. It will destroy magic potions (they are treated as 12th level +for purposes of this spell), remove spells cast upon persons or obiects, or +counter the casting of spells in the area of effect. The base chance for +success of a dispel magic spell is 50%. For every level of experience of the +character casting the dispel magic above that of the creature whose magic +is to be dispelled (or above the efficiency level of the object from, which +the magic is issuing), the base chance increases by 5%, so that if there are +10 levels of difference, there is a 100% chance. For every level below the +experience/efficiency level of the creature/object, the base chance is +reduced by 2%. Note that this spell can be very effective when used upon +charmed and similarly beguiled creatures. It is automatic in negating the +spell caster’s own magic. +Feign Death (Necromantic) +Level: 3 +Range: Touch +Duration: J turn + J round/level +Area of Effect: One person +Explanation/Description: Except as noted above, this spell is the same os +the third level magic-user spell, feign death (q.v.). Note that a character of +any level may be affected by the cleric casting this spell, and that the +material components are a pinch of graveyard dirt and the cleric‘s +holy/unholy symbol. +Components: V, S, M +Casting Time: 2 segments +Saving Throw: None +Glyph of Warding (Abjuration-Evocation) +Level: 3 Components: V, S, M +Range: Touch Costing Time: Special +Duration: Permanent until Saving Throw: Special +Area of Effect: 25 square feet per +discharged +level of the spell caster +Explanation/Description: A glyph of warding is a powerful inscription +magically drawn to prevent unauthorized or hostile creatures from +passing, entering, or opening. It can be used to guard a small bridge, ward +an entry, or as a trap on a chest or box. When the spell is cast, the cleric +weaves a tracery of faintly glowing lines around the warding sigil. For +every square foot of area to be protected, 1 segment of time is required to +trace the warding lines from the glyph, plus the initial segment during +which the sigil itself is traced. A maximum of a 5’ X 5’area per level can +be warded. When the spell is completed, the glyph and tracery become +invisible, but any creature touching the protected area without first +speaking the name of the glyph the cleric has used to serve as a ward will +be subject to the magic it stores. Saving throws apply, and will either +reduce effects by one-half or negate them according to the glyph +employed. The cleric must use incense to trace this spell, and then sprinkle +the area with powdered diamond (at least 2,000 g.p. worth) if it exceeds +50 square feet. Typical glyphs shock for 2 points of electrical damage per +level of the spell caster, explode for a like amount of fire damage, +paralyze, blind, or even drain a life energy level (if the cleric is of high +enough level to cast this glyph). +locate object (Divination) Reversible +Level: 3 +Range: 6” + J”/level +Duration: J roundAeve1 +Area of Effect: Special +Components: V, S, M +Casting Time: 1 turn +Saving Throw: None +Explanation/Description: This spell aids in location of o known or familiar +object. The cleric casts the Spell, slowly turns, and knows when he or she is +facing in the direction of the object to be located, provided the object is +within range, i.e. 7” for 1st level clerics, 8‘ for 2nd, 9” for 3rd, etc. The +casting requires the use of o piece of lodestone. The spell will locate such +objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or +stairway. By reversal (obscure object), the cleric is able to hide an object +from location by spell, crystal ball, or similar means. Neither application of +the spell will affect a living creature. +Prayer (Conjuration/Summoning) +Level: 3 +Range: 0 +Duration: I round/level +Area of Effect: 6“ radius +Components: V, S, M +Casting Time: 6 segments +Saving Throw: None +Explanation/Description: This spell exactly duplicates the effects of a chant +with regard to bonuses of + 1 for friendly attacks and saving throws and -1 +on like enemy dice. However, once the prayer is uttered, the cleric can do +other things, unlike a chant which he or she must continue to make the +spell effective. The cleric needs a silver holy symbol, prayer beads, or a +similar device as the material component of this spell. +Remove Curse (Abjuration) Reversible +Level: 3 Components: V, S +Range: Touch +Duration: Permanent Saving Throw: Special +Area of Effect: Special +Explanation/Description: Upon casting this spell, the cleric is usually able +to remove a curse - whether it be on an obiect, a person, or in the form of +some undesired sending or evil presence. Note that the remove curse spell +will not affect a cursed shield, weapon or suit of armor, for example, +although the spell will typically enable the person afflicted with any such +cursed item to be rid of it. The reverse of the spell is not permanent; the +bestow curse lasts for 1 turn for every level of experience of the cleric +using the spell. It will lower one ability of the victim to 3 (your DM will +determine which by random selection) 50% of the time; reduce the +victim’s “to hit” and saving throw probabilities by -4 25% of the time; or +make the victim 50% likely per turn to drop whatever he, she, or it is +holding (or simply do nothing in the case of creatures not using tools) 25% +of the time. It is possible for a cleric to devise his or her own curse, and it +should be similar in power to those shown. Consult your referee. The +target of a bestow curse spell must be touched. If the victim is touched, a +saving throw is still applicable and if it is successful, the effect is negated. +Casting Time: 6 segments +47 +CLERIC SPELLS (3RD LEVEL) CLERIC SPELLS (4TH LEVEL) +speak With The Dead (Necromantic) +Level: 3 Components: V, S, M +Range: 1 Casting Time: 1 turn +Duration: Special Saving Throw: None +Area of Effect: One creature +Explanation/Description: Upon casting-a speak with the dead spell, the +cleric is able to ask several questions of a dead creature in a set period of +time and receive answers according to the knowledge of that creature. Of +course, the cleric must be able to converse in the language which the dead +creature once used. The length of time the creature has been dead is a +foctor, since only higher level clerics can converse with the long-dead. +Likewise, the number of questions which can be answered and the length +of time in which the questions con be asked are dependent upon the level +of experience of the cleric. The cleric needs a holy symbol and burning +incense in order to cast this spell upon the body, remains, or portion +thereof. +Level of +Experience +up to 7th +7th - 8th +9th - 12th +13th- 15th +16th - 20th +21st and up +Maximum Length of +Time Dead +1 week +1 month +1 year +10 years +100 years +1 ,ooO years +Time +Questioned +1 round +3 rounds +1 turn +2 turns +3 turns +6 turns +Number of +Questions +2 +3 +4 +5 +6 +7 +Fourth level Spells: +Cure Serious Wounds (Necromantic) Reversible +Level: 4 Components: V,S +Range: Touch Casting Time: 7segments +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: This spell is a more potent version of the cure +light wounds spell (q.v.). Upon laying his or her hand upon a creature, the +cleric causes from 3 to 17 (2d8+1) hit points of wound or other injury +damage to the creature's body to be healed. This healing will affect only +those creatures listed in the cure light wounds spell explanation. Cause +serious wounds, the reverse of the spell, operates similarly to the cause +light wounds spell, the victim having to be touched first, and if the touch is +successful, it will inflict 3 to 17 hit points. +Detect lie (Divination) Reversible +Level: 3 +Range: 3" Casting Time: 7segments +Durotion: 1 round/level +area of Effect: One person +Explanation/Description: When the cleric employs this spell, the recipient +is immediately able to determine if truth is being spoken. The spell lasts +one round for each level of experience of the cleric casting the detect lie. +Gold dust is necessary for this spell. Its reverse, undetectable lie, makes +bald-face untruths seem reasonable, or simply counters the detect lie spell +powers. The reverse spell requires brass dust as its material component. +Divination (Divination) +Components: V, S, M +Saving Throw: None +Level: 4 +Range: 0 +Duration: Special +Area of Effect: Special +Components: V, S, M +Casting Time: 1 turn +Saving Throw: None +Explanation/Description: Similar to an augury spell, a divination spell is +used to determine information regarding an area. The area can be a small +woods, large building, or section of a dungeon level. In any case, its +location must be known. The spell gives information regarding the relative +strength of creatures in the area; whether a rich, moderate or poor +treasure is there; and the relative chances for incurring the wrath of evil or +good supernatural, super powerful beings if the area is invaded and +attacked. The base chance for correct divination is 60%, plus 1 % for each +level of experience of the cleric casting the spell, i.e. 65% at 5th level, 66% +at 6th, etc. The Dungeon Master will make adjustments to this base chance +considering the facts regarding actual area being divined. If the result is +not correct, inaccurate information will be obtoined. The material +components of the divination are a sacrificial creature, incense, and the +holy symbol of the cleric. If an unusually potent divination is attempted, +sacrifice of particularly valuable gems or jewelry and/or magic items may +be required. +Exorcise (Abjuration) +level: 4 Components: V, S, M +Ronge: I Casting Time: I- 100+ turns +Duration: Permanent Saving Throw: None +Area of Effect: One creature or +obiect +Explanation/Description: The spell of exorcism will negote possession of a +creature or an object by any outside or supernatural force. This includes +control of a creature by some force in an obiect, possession by magic iar +(q.v.) spell, demonic possession, curse, and even charm, for the exorcise +spell is similar to a dispel magic spell. Furthermore, it will affect a magical +item if such is the object of the exorcism. Thus a soul obiect of ony sort +which comes under successful exorcism will make the life force of the +creature concerned wholly inhabit its nearest material body, wholly ond +completely. (Cf. ADVANCED DUNGEONS 8 DRAGONS, MONSTER +MANUAL, Demon.) The exorcise spell, once begun, cannot be interrupted, +or else it is spoiled and useless. The base chance for success is a random +1% to 100%. Each turn of exorcism the dice are rolled, and if the base +chance number, or less, is rolled, the spell is successful. Bose chance of +success is modified by -1% for each level of difference between the +cleric's level of experience and the level of the possessor or possessing +mogic. where the smaller number is the cleric's level. In the obverse, a ++1% cumulative is added. The referee can determine base chance +according to the existing circumstances if he or she so desires. Moteriol +components for this spell ore the holy object ofthe cleric and holy water +(or unholy, in the case-of evil clerics, with respect to object and water). A +religious artifact or relic can increase the chance of success by from 1% to +50%, according to the power of the artifact or relic. +lower Water (Alteration) Reversible +Level: 4 +Range: 12" +Duration: 1 turn/level +Area of Effect: 1 " X I " +square/level area +Components: V, S, M +Casting Time: 1 turn +Saving Throw: None +Explanation/Description: The cleric casting a lower water spell causes +water or similar fluid in the area of effect to sink away. Lowering is 5% of +original effect for every level of experience of the cleric, i.e. 40% ot 8th +level, 45% at 9th, 50% at loth, etc. The effect of the spell lasts for 1 turn for +each level of experience of the cleric casting it. Likewise, the area of +effect increases by level of experience, an 8th level cleric affecting an +area of 8" X 8", a 9th level an area of 9" X 9", and so forth. Material +components of this spell are the cleric's religious symbol and a pinch of +dust. The reverse of the spell causes the water or similar fluid to return to +its normal highest level, plus one foot for every level of experience of the +cleric casting it. +Neutralize Poison (Alteration) Reversible +level: 4 Components: V, S +Range: Touch +Duration: Permanent Saving throw None +Area of Effect: Creature touched or +1 cubic foot of substance/2 levels +Casting Time: 7 segments +Explanation/Description: By means of a neutralize poison spell, the cleric +detoxifies any sort of venom in the creature or substance touched. Note +that an opponent, such as a poisonous reptile or snake (or even an +envenomed weapon of an opponent) unwilling to be so touched requires +the cleric to score a hit in melee combat. Effects of the spell are permanent +only with respect to poison existing in the touched creature at the time of +the touch, i.e. creatures (or objects) which generate new poison will not +be permanently detoxified. The reversed spell, poison, likewise requires +an attack (a "to hit" touch which succeeds), and the victim is allowed a +saving throw versus poison. If the latter is unsuccessful, the victim is killed +by the poison. +CLERIC SPELLS (4TH LEVEL) CLERIC SPELLS (5th LEVEL) 1protection From Evil, 10' Radius (Abjuration) Reversible +Level: 4 +Range: Touch Casting Time: 7segments +Duration: 1 turn/level +Area of Effect: 20'diametersphere +Explanation/Description: The globe of protection of this spell is identical in +all respects to a protection from evil (q.v.) spell, except that it +encompasses a much larger area and the duration of the protection from +evil, 10'radius spell is greater. To complete this spell, the cleric must trace +a circle 20' in diameter using holy water or blood, incense or smouldering +dung as according to the protection from evil spell. +Spook With Plants (Alteration) +Level: 4 +Range: 0 +Duration: 1 round/level +Area of Effect: 6" diameter circle +Explanation/Description: When cast, a speak with plants spell enables the +cleric to converse, in very rudimentary terms, with all sorts of living +vegetables. Thus, the cleric can question plants as to whether or not +creatures have passed through them, cause thickets to part to enable easy +passage, require vines to entangle pursuers, and similar things. The spell +does not enable the cleric to animate non-ambulatory vegetation. The +power of the spell lasts for 1 melee round for each level of experience of +the cleric who cast it. All vegetation within the area of effect are under +command of the spell. The material components for this spell are a drop of +water, a pinch of dung, and a flame. +Components: V, S, M +Saving Throw: None +Components: V, S, M +Casting Time: 1 turn +Saving Throw: None +Sticks To Snakos (Alteration) Reversible +Level: 4 Components: V,S,M +Range: 3" Casting Time: 7segments +Duration: 2 roundsAevel Saving Throw: None +Area of Effect: 1 cubic " +Explanation/Description: By means of this spell the cleric is able to change +1 stick to a snake for each level of experience he or she has attained, i.e. a +9th level cleric can change 9 sticks into 9 snakes. These snakes will attack +as commanded by the cleric. There must, of course, be sticks or similar +pieces of wood (such as torches, spears, etc.) to turn into snakes. Note that +magical items such as staves and spears which are enchanted are not +affected by the spell. Only sticks within the area of effect will be changed. +The probability of a snake thus changed being venomous is 5% per level of +experience of the spell caster, so that there is a 55% probability of any +given snake created by the spell being poisonous when sticks are turned to +snakes by an 11 th level cleric, 6OYo at 12th level, etc. The effect lasts for 2 +melee rounds for each level of experience of the spell caster. The material +components of the spell are a small piece of bark and several snake +scales The reverse changes snakes to sticks for the duration appropriate, +or it negates the sticks to snakes spell according to the level of the cleric +countering the spell, i.e. a 10th level cleric casting the reverse spell can +turn only 10 snakes back to sticks. +Tongues (Alteration) Reversible +Level: 4 Components: V, S +Ronge: 0 Casting Time: 7segments +Duration: 1 turn +Area of Effect: 6" diameter circle +Explanation/Description: Thk spell enables the cleric to speak the +language of any creature inside the spell area, whether it is a racial +tongue or an alignment language. The reverse of the spell cancels the +effect of the tongues spell or confuses verbal communication of any sort +within the area of effect. +Fifth level spells: +Atonement (Abjuration) +Saving Throw: None +Level: 5 +Ronge: Touch +Duration: Permanent +Area of Effect: One person +Components: V, S, M +Casting Time: 1 turn +Saving Throw: None +Explanation/Description: This spell is used by the cleric to remove the onus +of unwilling or unknown deeds from the person who is the subject of the +atonement. The spell will remove the effects of magical alignment change +as well. The person for whom atonement is being made must be either +truly repentant or not in command of his or her own will so as to be able to +be repentant. Your referee will judge this spell in this regard, noting any +past instances of its use upon the person. Deliberate misdeeds and acts of +knowing and willful nature cannot be atoned for with this spell. The +material components of this spell are the cleric's religious symbol, prayer +beads or wheel or book, and burning incense. +Icommune (Divination) +Level: 5 +Range: 0 +Duration: Special +Area of Effect: Special +Components: V, S, M +Casting Time: 1 turn +Saving Throw: None +Explanation/Description: By use of a commune spell the cleric is able to +contact his or her divinity - or agents thereof - and request information +in the form of questions which can be answered by a simple "yes" or +"no". The cleric is allowed one such question for every level of experience +he or she has attained. The answers given will be correct. It is probable +that the referee will limit the use of commune spells to one per adventure, +one per week, or even one per month, for the "gods" dislike frequent +interruptions. The material components necessary to a commune spell are +the cleric's religious symbol, holy/unholy water, and incense. +cure Critical Wounds (Necromantic) Reversible +Level: 5 Components: V, S +Range: Touch +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: The cure critical wounds spell is a very potent +version of the cure light wounds spell (9.v.). The cleric lays his ar her hand +upon a creature and heals from 6 to 27 (3d 8+3) hit points of damage from +wounds or other damage. The spell does not affect creatures excluded in +the cure light wounds spell explanation. Its reverse, cause serious wounds, +operates in the same fashion as other cause wounds spells, requiring a +successful touch to inflict the 6-27 hit points of damage. Caused wounds +heal as do wounds of other sorts. +dispel Evil (Abjuration) Reversible +Level: 5 +Range: Touch +Duration: 1 round/level +Area of Effect: Creature touched +Casting Time: 8 segments +Component: V, S, M +Casting Time: 8 segments +Saving Throw: Neg. +Explanation/Description: The cleric using this spell causes summoned +creatures of evil nature, or monsters enchanted and caused to perform evil +deeds, to return to their own plane or place. Examples of such creatures +are: aerial servants, demons, devils, djinn, efreet, elementals, and +invisible stalkers. Note that this spell lash for 1 melee round for each level +of experience of the caster, and while the spell is in effect all creatures +which could be affected by it attack at a -7 penalty on their "to hit" dice +when engaging the spell caster. The reverse of the spell, dispel good, +functions against summoned or enchanted creatures of good alignment or +sent to aid the cause of good. The material components for this spell are +the cleric's religious object and holy/unholy water. +flame strike (Evocation) +Level: 5 +Range: 6" +Duration: I segment +Area of Effect: 1"diameter by3" +Components: V, S, M +Casting Time: 8 segments +Saving Throw: % +high column +Explanation/Description: When the cleric calls down a flame strike spell, a +column of fire roars downward in the exact location called for by the +caster. If any creature is within the area of effect of a flame strike, it must +make a saving throw. Failure to make the save means the creature has +sustained 6-48 (6d8) hit points of damage; otherwise, 3-24 (3d8) hit points +of damage are taken. The material component of this spell is a pinch of +sulphur. +49 +CLERIC SPELLS (5TH LEVEL) CLERIC SPELLS (6TH LEVEL) +Insect Plague (Conjuration/Summoning) +Level: 5 +Range: 36" +Duration: I turn/level +Area of Effect: 36" diameter, 6" +Components: V, S, M +Casting Time: I turn +Saving Throw: None +high cloud +Explanation/Description: When this spell is cast by the cleric, a horde of +creeping, hopping, and flying insects swarm in a thick cloud. These insects +obscure vision, limiting it to 3". Creatures within the insect plague sustain +1 hit point of damage for each melee round they remain in it due to the +bites and stings of the insects, regardless of armor class. The referee will +cause all creatures with fewer than five hit dice to check morale. Creatures +with two or fewer hit dice will automatically move-at their fostest possible +speed in a straight line in a random direction until they are not less than +24" distant from the cloud of insects. Creatures with fewer than five hit +dice which fail their morale check will behave likewise. Heavy smoke will +drive off insects within its bounds. Fire will also drive insects away; a wall +of fire in a ring shape will keep the insect plague outside its confines, but a +fire ball will simply clear insectsfrom its blast area for 1 turn. Lightning and +cold/ice act likewise. The plague lasts for 1 turn for each level of +experience of the cleric casting the spell, and thereafter the insects +disperse. The insects swarm in an area which centers around a summoning +point determined by the spell caster, which point can be up to 36" distant +from the cleric. The insect plague does not move thereafter for as long as it +lasts. Note that the spell can be countered by casting a dispel magic upon +the summoning point. A cube of force (a special magic item) would keep +insects away from a character seeking the center of the swarm, but +invisibility would afford no protection. The material components of this +spell are a few grains of sugar, some kernels of grain, and a smear of fat. +Plane Shift (Alteration) +Level: 5 Components: V,S,M +Range: Touch +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Casting Time: 8 segments +(special) +Explanation/Description: When the plane shift spell is cost, the cleric +moves himself or herself or some other creature to another plane of +existence. The recipient of the spell will remain in the new plane until sent +forth by some like means. If several persons link hands in a circle, up to +seven can be affected by the plane shift at the same time. The material +component of this spell is o small, forked metal rod - the exact size and +metal type dictating to which plane of existence the spell will send the +affected creature(s) to. (Your referee will determine specifics regarding +how and what planes are reached.) An unwilling victim must be touched +in order to be sent thusly; and in addition, the creature also is allowed a +saving throw, and if the latter is successful the effect of the spell is +negated. +Quest (Enchantment/Charm) +Level: 5 +Range: 6" +Duration: Until fulfilled +Area of Effect: One creature +Explanation/Description: The quest is a spell by means of which the cleric +requires the affected creature to perform a service and return to the cleric +with proof that the deed was accomplished. The quest can, for example, +require the location and return of some important or valuable obiect, the +rescue of a notable person, the release of some creature, the capture of a +stronghold, the slaying of a person, the delivery of some item, and so +forth. If the quest is not properly followed due to disregard, delay, or +perversion, the creature affected by the spell loses 1 from its saving throw +dice far each day of such action, and this penalty will not be removed until +the quest is properly discharged or the cleric cancels it. (There are certain +circumstances which will temporarily suspend a quest, and other which +will discharge or cancel it; your Dungeon Master will give you appropriate +information as he need to know arises.) The material component of this +spell is the cleric's religious symbol. +Components: V, S, M +Casting Time: 8 segments +Saving Throw: Neg. +Raise Dead (Necromantic) Reversible +Level: 5 Components: V, S +Range: 3" Casting Time: I round +Duration: Permanent Saving Throw: Special +Area of Effect: One person +Explanation/Description: When the cleric casts a raise dead spell, he or +she can restore life to a dwarf, gnome, half-elf, halfling, or human. The +length of time which the person has been dead is of importance, as the +cleric can raise dead persons only up to a certain point, the limit being 1 +day for each level of experience of the cleric, i.e. a 9th level cleric can +raise a person dead for up to 9 days. Note that the body of the person must +be whole, or otherwise missing parts will still be missing when the person +is brought back to life. Also, the resurrected person must make a special +saving throw to survive the ordeal (see CHARACTER ABILITITIES. +Constitution). Furthermore, the raised person is weak and helpless in any +event, and he or she will need one full day of rest in bed for each day he +or she was dead. The somatic component of the spell is a pointed finger. +The reverse of the spell, slay living, allows the victim a saving throw, and if +it is successful, the victim sustains damage equal only to that caused by a +cause serious wounds spell, i.e. 3-17 hit points. An evil cleric can freely use +the reverse spell; a good cleric must exercise extreme caution in its +employment, being absolutely certain that the victim of the slay living +spell is evil and that his or her death is a matter of great necessity and for +good, otherwise the alignment of the cleric will be sharply changed. Note +that newly made undead, excluding skeletons, which fall within the days +of being dead limit are affected by raise dead spells cast upon them. The +effect of the spell is to cause them to become resurrected dead, providing +the constitution permits survival; otherwise, they are simply dead. +True Seeing (Divination) Reversible +Level: 5 Components: V,S,M +Range: Touch Casting Time: 8 segments +Duration: I round/level Saving Throw: None +Area of Effect: 12"sightrange +Explanation/Description: When the cleric employs this spell, all things +within the area of the true seeing effect appear as they actually are. Secret +doors become plain. The exact location of displaced things is obvious. +Invisible things and those which are astral or ethereal become quite +visible. Illusions and apparitions are seen through. Polymorphed, +changed, or magicked things are apparent. Even the aura projected by +creatures becomes visible, so that the cleric is able to know whether they +are good or evil or between. The spell requires an ointment for the eyes. +The ointment is made from very rare mushroom powder, saffron, and fat. +The reverse of the spell, false seeing, causes the person to see things as +they are not, rich being poor, rough smooth, beautiful ugly. The ointment +for the reverse spell is concocted of oil, poppy dust, and pink orchid +essence. For both spells, the ointment must be aged for 1-6 months. +Sixth level Spells: +Aerial Servant (Conjuration/Summoning) +Level: 6 +Range: I" +Duration: I day/level +Area of Effect: Special +Components: V, S +Casting Time: 9 segments +Saving Throw: None +Explanation/Description: This spell summons an invisible aerial servant +(see ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL) to do +the bidding of the cleric who coniured it. The creature does not fight, but it +obeys the command of the cleric with respect to finding and returning with +whatever obiect or creature that is described to it. Of course, the obiect or +creature must be such as to allow the aerial servant to physically bring it to +the cleric or his or her assign. The spell caster should keep in mind the +consequences of having an aerial servant prevented, for any reason, from +completion of the assigned duty. The spell lasts for a maximum of 1 day for +each level of experience of the cleric who cast it. The aerial servant returns +to its own plane whenever the spell lapses, its duty is fulfilled, it is +dispelled, the cleric releases it, or the cleric is slain. The cleric must have a +protection from evil spell, or be within a magic circle, thaumaturgic +triangle, or pentagram when summoning an aerial servant unless the +cleric has his or her religious symbol or a religious artifact or relic to use to +50 +CLERIC SPELLS (6TH LEVEL) +control the creature. Otherwise, the creature will slay its summoner and +return from whence it came. The aerial servant will always attack by +complete surprise when sent on a mission, and gain the benefit of 4 free +melee rounds unless the creature involved is able to detect invisible +objects in which case a six-sided die is rolled, and 1 = 1 free round, 2 = 2 +free rounds, 3 = 3 free rounds, 4 = 4 free rounds, and 5 or 6 = 0 free +rounds (the opponent is not surprised at all). Each round the aerial servant +must dice to score a hit, and when a hit is scored, it means the aerial +servant has grabbed the item or creature it was sent to take and bring back +to the cleric. If a creature is involved, the aerial servant's strength is +compared to the strength of the creature to be brought. If the creature in +question does not have a strength rating, roll the appropriate number of +the correct type of hit dice for the aerial servant and for the creature it has +grabbed. The higher total is the stronger. +CLERIC SPELLS (6TH LEVEL) Animate object (Alteration) +Level: 6 Components: V, S +Range: 3" Casting Time: 9segments +Duration: I round/level +Area of Effect: I cubic foot/level +Explanation/Description: This powerful spell enables the cleric casting it to +imbue inanimate obiects with mobility and o semblance of life. The +animated obiect, or obiects, then attack whomever or whatever the cleric +first designates. The object can be of any material whatsoever - wood, +metal, stone, fabric, leather, ceramic, glass, etc. The speed of movement +of the obiect is dependent upon its means of propulsion and its weight. A +large wooden table would be rather heavy, but its legs would give it +speed. A rug could only slither along. A jar would roll. Thus a large stone +pedestal would rock forward at 1" per round, a stone statue would move +at 4" per round, a wooden statue 8' per round, on ivory stool of light +weight would move at 12". Slithering movement is about 1" to 2" per +round, rolling 3" to 6" per round. The damage caused by the attack of an +animated obiect is dependent upon its form and composition. Light, supple +obiects can only obscure vision, obstruct movement, bind, trip, smother, +etc. Light, hard obiects con fall upon or otherwise strike for 1-2 hit points of +damage or possibly obstruct and trip as do light, supple obiects. Hard, +medium weight obiects con crush or strike for 2-8 hit points of damage, +those larger and heavier doing 3-12, 4-16, or even 5-20 hit points of +damage. The frequency of attack of animated objects is dependent upon +their method of locomotion, appendages, and method of attack. This +varies from as seldom as once every five melee rounds to as frequently as +once per melee round. The armor class of the obiect animated is basically +a function of material and movement ability with regard to hitting. +Damage is dependent upon the type of weapon and the obiect struck. A +sharp cutting weapon is effective against fabric, leather, wood and like +substances. Heavy smashing and crushing weapons are useful against +wood, stone, and metal obiects. Your referee will determine all of these +factors, as well as how much damage the animated object can sustain +before being destroyed. The cleric can animate 1 cubic foot of material for +eoch level of experience he or she has attained. Thus, a 14th level cleric +could animate one or more obiects whose solid volume did not exceed 14 +cubic feet, i.e. o large statue, two rugs, three chairs, or a dozen average +crocks. +Saving Throw: None +Blade Barrier (Evocation) +Level: 6 Components: V, S +Range: 3" +Duration: 3 rounds/level +Area of Effect: Special +Explanation/Description:The cleric employs this spell to set up a wall of +circling, razor-sharp blades. These whirl and flash in endless movement +around an immobile point. Any creature which attempts to pass through +the blade borrier suffers 8-64 (8d8) hit points of damage in doing SO. The +barrier remains for 3 melee rounds for every level of experience of the +cleric casting it. The borrier can cover any area from as small os 5' square +to os lorge as 2 square, i.e. 20'X20' under ground, 60'X60' outdoors. +Casting Time: 9 segments +Saving Throw: None +conjure Animals (Conjuration/Summoning) +Level: 6 Components: V, S +Range: 3" Casting Time: 9segments +Duration: 2 rounds/level +Area of Effect: Special +Saving Throw: None +Explanation/Description: The conjure animals spell enables the cleric to +summon o mammal, or several of them, to his locale in order that the +creature(s) can ottock the cleric's opponents. The coniured animal(s) +remain in the cleric's locale for 2 melee rounds for each level of experience of the cleric conjuring it (them), or until slain. The spell caster can, by +means of his incantation, call up one or more mammals with hit dice +whose total does not exceed his or her level. Thus, a cleric of 12th level +could conjure one mammal with 12 hit dice, two with 6 hit dice each, three +with 4 hit dice eoch, 4 with 3 hit dice each, six with 2 hit dice each, or 12 +with 1 hit die eoch. For every + 1 (hit point) of a creature's hit dice, count +1/4 of a hit die, i.e. a creature with 4 +3 hit dice equals a 4 3/4 hit dice +creature. The creature(s) summoned by the spell will unfailingly attack the +opponent(s) of the cleric by whom the spell was cast. +Find The Path (Divination) Reversible +Level: 6 +Range: Touch +Duration: I turn/level +Area of Effect: Creature touched +Explanation/Description: By use of this spell, the cleric is enabled to find +the shortest, most direct route that he or she is seeking, be it the way to or +from or out of a locale. The locale can be outdoors or underground, a trap +or even a maze spell. The spell will enable the cleric to select the correct +direction which will eventually lead him or her to egress, the exact path to +follow (or actions to take), and this knowledge will persist as long as the +spell lasts, i.e. 1 turn for each level of experience of the cleric casting find +the path. The spell frees the cleric, ond those with him or her from a maze +spell in a single melee round ond will continue to do so as long as the spell +lasts. The material component of this spell is a set of divination counters of +the sort favored by the cleric - bones, ivory counters, sticks, carved runes, +or whatever. The reverse, lose the path, makes the creature touched totally +lost and unable to find its way for the duration of the spell, although it can +be led, of course. +Heal (Necromantic) Reversible +Level: 6 Components: V, S +Range: Touch +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: The very potent heal spell enables the cleric to +wipe away disease ond injury in the creature who receives the benefits of +the spell. It will completely cure any and all diseases and/or blindness of +the recipient and heal all hit points of damage suffered due to wounds or +injury, save 1 to 4 (d4). It dispels o feeblemind spell. Naturally, the effects +can be negated by later wounds, injuries, and diseases. The reverse, harm, +infects the victim with a disease and causes loss of all hit points, as +damoge, save 1 to 4 (d4), if a successful touch is inflicted. For creatures not +affected by the heal (or horm) spell, see cure light wounds. +Part Water (Alteration) +Components: V, S, M +Casting Time: 3 rounds +Saving Throw: None +Casting Time: I round +Level: 6 +Range: 2"/level +Duration: I turn/level +Area of Effect: special +Components: V, S, M +Casting Time: I turn +Soving Throw: None +Explanation/Description: By employing a port water spell, the cleric is able +to cause water or similar liquid to move aport, thus forming a trough. The +depth and length of the trough created by the spell is dependent upon the +level of the cleric, and a trough 3' deep by 1' by 2" (20' or 20 yards) is +created per level, i.e. at 12th level the cleric would port water 36' deep by +12' wide by 24" (240' or 240 yards) long. The trough will remain as long as +the spell lasts or until the cleric who cast it opts to end its effects (cf. dispel +magic The material component of this spell is the cleric's religious +symbol. +Speak With Monsters (Alteration) +Level: 6 +Range: 3" radius +Duration: I round/level +Components: V, S +Casting Time: 9 segments +Saving Throw: None +Explanation/Description: When cost, the speak with monsters spell allows +the cleric to converse with any type of creature which has any form of +communicative ability That is, the monster will understand the intent of +51 +CLERIC SPELLS (6TH LEVEL) CLERIC SPELLS (7TH LE VEL) +what is said to it by the cleric. The creature or creatures thus spoken to will +be checked by your referee in order to determine reaction. All creatures of +the some type as thot chosen by the cleric to speak to can likewise +understand if they are within range. The spell lasts for 1 melee round per +level of experience of the cleric casting it, and during its duratian +conversation can take place as the monster is able and desires. +StoneTell (Divination) +Level: 6 +Range: Touch +Duration: I turn +Area of Effect: One cubic yord of +Components: V, S, M +Casting Time: J turn +Saving Throw: None +stone +Explanation/Description: When the cleric costs a stone tell upon an area, +the very stones will speak and relate to the caster who or what has touched +them as well as telling what is covered, concealed, or simply behind the +place they are. The stones will relate complete descriptions as required. +The material components for this spell are a drop of mercury and a bit of +clay. +Word Of Recall (Alteration) +Level: 6 +Range: 0 +Duration: special +Area of Effect: Special +Components: V +Casting Time: J segment +Saving Throw: None +Explanation/Description: The word of recall spell takes the cleric instantly +back to his or her sanctuary when the word is uttered. The sanctuary must +be specifically designated in advance by the cleric. It must be a well +known place, but it can be any distance from the cleric, above or below +ground. Transportation by the word of recall spell is infallibly safe. The +cleric is able to transport, in addition to himself or herself, 250 gold pieces +weight cumulative per level of experience. Thus, a 15th level cleric could +transport his or her person and 3,750 (375 pounds) gold pieces weight in +addition; this extra matter can be equipment, treasure, or living material +such as another person. +Seventh level Spells: +Astral Spell (Alteration) +Level: 7 +Range: Touch +Duration: Special +Area of Effect: Special +Components: V, S +Casting Time: 3 turns +Saving Throw: None +Explanation/Description: By means of the astral spell a cleric is able to +project his or her astral body into the Astrol Plane, leaving his or her +physical body and material possessions behind on the Prime Moteriol +Plone, (the plane on which the entire universe and all of its parallels have +existence). Only certain magic items which have multi-planed existence +can be brought into the Astrol Plone. As the Astrol Plone touches upon all +of the first levels of the Outer Planes, the cleric can travel astrally to any of +these Outer Planes as he or she wills. The cleric then leaves the Astrol +Plone, forming a body on the plone of existence he or she .has chosen to +enter. It is also possible to travel astrally anywhere in the Prime Moterial +Plone by means of the astral spell, but a second body cannot be formed on +the Prime Material Plone. As a general rule, a person astrally projected +con be seen only by creatures on the Astrol Plane. At all times the astral +body is connected to the material by a silvery cord. If the cord is broken, +the affected person is killed, astrally and materially, but generally only the +psychic wind can normally cause the cord to break. When a second body is +formed on a different plane, the silvery cord remains invisibly attached to +the new body, and the cord simply returns to the latter where it rests on the +Prime Moteriol Plone, reviving it from its state of suspended onimation. +Although astrally projected persons are able to function on the Astrol +Plane, their actions do not affect creatures not existing on the Astrol Plane. +The spell lasts until the cleric desires to end it, or until it is terminated by +some outside means (dispel magic or destruction of the cleric’s body on +the Prime Moterial Plone). The cleric can take up to five other creatures +with him or her by means of the astral spell, providing the creatures are +linked in a circle with the cleric. These fellow travelers are dependent +upon the cleric and can be stranded. Travel in the Astral Plone con be slow +or fast according to the cleric‘s desire. The ultimate destination arrived at is +subject to the conceptualization of the cleric. (See APPENDIX IV, THE +KNOWN PLANES OF EXISTENCE, for further informotion on the Astral +Plane and astral projection.) +Control Weather (Alteration) +Level: 7 +Range: 0 +Duration: 4-48 hours +Area of Effect: 4- 16 square miles +Explanation/Description: The control weother spell allows a cleric to +change the weother in the area he or she is in at the time the spell is cast. +The spell will affect the weather for from 4 to 48 hours (4d12) in an area of +from 4 to 16 square miles (4d4). It requires 1 turn to cast the spell, and an +additional 1 to 4 (d4) turns for the effects of the weather to be felt. The +control weother spell will not radically change the temperature, i.e. from +below zero to a 100 degree temperature heat wave. The weather control +possible depends upon the prevailing conditions: +Components: V, S, M +Casting Time: J turn +Soving Throw: None +CLEAR WEATHER +Very clear +Light clouds or hazy +Clear weather +Cloudy +Mist/Light rain/small I hai I +Sleet/Light snow +Partly cloudy +Deep clouds +Fog +Heavy rain/large hail +Driving sleet/Heavy snow +PARTLY CLOUDY WEATHER +CLOUDY WEATHER +HOT WEATHER +Warm weather +Sweltering heal +WARM WEATHER +Hot weather +Cool weother +Warm weather +Cold weather +COLD WEATHER +Cool weather +Arctic cold +COOL WEATHER +CALM +Deod calm +Light breeze +Colm +Strong wind +STRONG WIND +Light wind +Gale +Strong wind +Storm +Gale +HurricaneTyphoon +LIGHT WIND +GALE +STORM +All three aspects of the weather (clouds/precipitation, temperature, and +wind) can be controlled, but only os shown. For example, o day which is +clear worm, and with light wind can be controlled to become hazy, hot, +and calm. Contradictions are not possible - fog and strong wind, for +example. Multiple control weather spells can be used only in succession. +The moterial components for this spell are the cleric’s religious symbol, +incense, and prayer beads or similar prayer objects Obviously, this spell +functions only in areas where there are appropriate climatic conditions. +earthquake (Alteration) +Level: 7 +Ronge: 12“ +Duration: J round +Area of Effect: %“diometer/level +Explanation/Description: When this spell is cast by a cleric, a local tremor +of fairly high strength rips the ground. The shock is over in one melee +round. The earthquake affects all terrain, vegetation, structures, and +creatures in its locale. The area of effect of the eorthquoke spell is circular, +the diameter being %” for every level of experience of the cleric casting +it, is. o 20th level cleric casts on earthquake spell with a 10” diameter +area of effect: +Components: V, S, M +Casting Time: J turn +Saving Throw: None +Effects are as follows: +TERRAIN +Cove or cavern Collapses roof +Cliffs -Crumble causing landslide +Ground - Cracks open, causing creatures to +fall in and be killed as follows: +-Size S- 1 in 4 (d4) +-Size M- 1 in 6 (d6) +-SizeL-1 inE(d8) +Marsh -Drains water off to form muddy, +Tunnel -Caves in +rough ground +52 +CLERIC SPELLS (7TH LEVEL) +VEGETATION +Small growth -No effect +Trees - 1 in 3 are uprooted and fall +STRUCTURES +All structures - Sustain from 5 to 60 points (5312) +of structural damage; those taking full +domage are thrown down in rubble +CREATURES +See above +The material components for this spell are a pinch of dirt, a piece of rock, +and a lump of clay. +gate (Conjuration/Summoning) +CLERIC SPELLS (7TH LEVEL) +Level: 7 +Range: 3" +Duration: Special +Area of Effect: Special +Components: V, S +Casting Time: 5 segments +Saving Throw: None +Explanation/Description: The casting of a gate spell has two effects: first, it +causes an ultra-dimensional connection between the plane of existence +the cleric is on and that plane on which dwells a specific being of great +power, the result enabling the being to merely step through the gate, or +portal, from its plane to that of the cleric; second, the utterance of the spell +attracts the attention of the dweller on the other plane. When casting the +spell, the cleric must name the demon, devil, demi-god, god, or similar +being he or she desires to make use of the gate and come to the cleric's +aid. There is a 100% certainty that something will step through the gate. +The actions of the being which comes through will depend on many +factors, including the alignment of the cleric, the nature of those in +company with him or her, and who or what opposes or threatens the cleric. +Your Dungeon Master will have a sure method of dealing with the +variables of the situation. The being gated in will either return +immediately (very unlikely) or remain to take action. +Holy (Unholy) Word (Conjuration/Summoning) +Level: 7 Components: V +Range: 0 +Duration: Special Saving Throw: None +Area of Effect: 3"radius +Casting Time: I segment +Explanation/Description: The utterance of a holy (unholy) word has +tremendous power. It drives off evil (good) creatures from other planes, +forcing them to return to their own plane(s) of existence. It further affects +other creatures of differing alignment as follows: +creatures +Hit Dice or +level general +less than 4 kills +4to7+ paralyzes 1-4 +turns +Etoll+ stuns 2-0 +rounds +12 or more deafens 1-4 +rounds +Eff ects +Attack +move Dice spells +-50% -4 +-25% -2 50% chance +of failure +Affected creatures must be within the 6" diameter area of effect centering +on the cleric casting the spell. +regenerate (Necromantic) Reversible +Level: 7 Components: V, S, M +Range: Touch Casting Time: 3 rounds +Duration: permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: When a regenerate spell is cast, body members +(fingers, toes, hands, feet, arms, legs, tails, or even the heads of +multi-headed creatures), bones, or organs will grow back. The process of +regeneration requires but 1 round if the member(s) severed is (are) +present and touching the creature, 2-8 turns otherwise. The reverse, +wither, causes the member or organ touched to shrivel and cease +functioning in 1 round, dropping off into dust in 2-8 turns. As is usual, +creatures must be touched in order to have harmful effect occur. The +material components of this spell are a prayer device and holy/unholy +water. +restoration (Necromantic) Reversible +Level: 7 Components: V, S +Range: Touch +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: When this spell is cast, the life energy level of +the recipient creature is raised upwards by one. This subsumes previous +life energy level drain of the creature by some force or monster. Thus, if a +10th level character had been struck by a wight and drained to 9th level, +the restoration spell would bring the character up to exactly the number of +experience points necessary to restore him or her to 10th level once again, +and restoring additional hit dice (or hit points) and level functions +accordingly. Restoration is only effective if the spell is cast within 1 +day/level of experience of the cleric casting it of the recipient's loss of life +energy. The reverse, energy drain, draws away a life energy level (cf. +such "undead" asapectre, wight, vampire). The energy drain requires the +victim to be touched. A restoration spell will restore the intelligence of a +creature affected by a feeblemind spell (q.v.). +resurrection (Necromantic) Reyersible +Level: 7 Components: V, S, M +Range: Touch Casting Time: I turn +Duration: Permanent Saving Throw: None +Area of Effect: Person touched +Explanation/Description: The cleric employing this spell is able to restore +life and complete strength to the person he/she bestows the resurrection +upon. The person can have been dead up to 10 years cumulative per level +of the cleric casting the spell, i.e. a 19th level cleric can resurrect the bones +of a person dead up to 190 years. See raise dead for limitations on what +persons can be raised. The reverse, destruction, causes the victim of the +spell to be instantly dead and turned to dust. Destruction requires a touch, +either in combat or otherwise. The material components of the spell are +the cleric's religious symbol and holy/unholy water. Employment of this +spell makes it impossible for the cleric to cast further spells or engage in +combat until he or she has had one day of bed rest for each level of +experience of the person brought back to life or destroyed. +Casting Time: 3 rounds +Symbol conjuration +Level: 7 +Range: Touch +Duration: I turn/level +Area of Effect: Special +Components: V, S, M +Casting Time: 3 segments +Saving Throw: Neg. +Explanation/Description: The cleric casting this spell inscribes a symbol in +the air or upon any surface, according to his or her wish. The symbol glows +for 1 turn for each level of experience of the cleric casting it. The particular +symbol used can be selected by the cleric at the time of casting, selection +being limited to: +HOPELESSNESS - Creatures seeing it must turn back in dejection +and/or surrender to capture or attack unless they +save versus magic. Its effects last for 3 to 12 turns. +PAIN +PERSUASION +- Creatures affected suffer -4 on "to hit" dice +and -2 on dexterity ability score due to wracking +pains. The effects last for 2-20 turns. +- Creatures seeing the symbol become .of the +same alignment as and friendly to the cleric who +scribed the symbol for from 1 to 20 turns unless a +saving throw versus magic is made. +The material components of this spell are mercury and phosphorus. (cf. +eighth level magic-user symbol spell.) +53 +CLERIC SPELLS (7TH LEVEL) DRUID SPELLS (1ST LEVEL) +Wind Walk (Alteration) +Level: 7 +Range: Touch +Duration: 6 turns/level +Area of Effect: Special +Components: V, S, M +Casting Time: 1 round +Saving Throw: None +Explanation/Description: This spell enables the cleric, and possibly one or +two other persons, to alter the substance of his or her body to cloud-like +vapors. A magical wind then wafts the cleric along at o speed of up to 60" +per turn, or as slow as 6" per turn, as the spell caster wills. The wind walk +spell lasts as long as the cleric desires, up to a maximum duration of 6 turns +(one hour) per level of experience of the caster. For every 8 levels of +experience the cleric has attained, up to 24, he or she is able to touch +another and carry that person, or those two persons, along with the wind +walk. Persons wind 'walking are not invisible but appear misty and are +transparent. If fully clothed in white they are 80% likely to be mistaken for +clouds, fog, vapors, etc. The material components of this spell are fire and +holy/unholy water. +DRUID SPELLS +Notes Regarding Druid (Cleric) Spells: +The religious symbol of druids is mistletoe. Of lesser importance is holly. +Some magical power resides in oak leaves. All of the druidic spells with a +material component assume the use of mistletoe, as gathered by the druid +character in the manner described hereafter. Lesser mistletoe, as well as +holly and oak leaves, will reduce spell effectiveness asfollows: +SPELL SPELL AREA OF +ITEM RANGE DURATION EFFECT +Lesser mistletoe 100% 75%* 100% +Borrowed mistletoe 75%* 50%** 100% +Holly 75%* W%** 75%* +Oak leaves 50%** 50% 50%** +or + 1 on saving throw, if any, if category is not applicable +** or f2 on saving throw, if ony, if category is not applicable +Greater mistletoe, that is, mistletoe which is properly harvested by the +druid, must be gathered by the druid as follows. On Midsummer's Eve, the +druid must locate his mistletoe, cut it with a gold or silver sickle and catch +it in a bowl before it touches the ground. +lesser mistletoe is that which is not harvested on the eve of midsummer, or +that which the druid takes in a way which is not prescribed (such as picking +by hand). +Borrowed mistletoe is any mistletoe which is not personally harvested by +the druid. +Holly and oak leaves must be gathered by the druid, but these may be +picked or gathered in any manner. +First Level Spells: +Animal Friendship (Enchantment/Charm) +Level: 1 +Range: I" +Duration: Permanent Saving Throw: Neg. +Area of Effect: One animal +Components: V, S, M +Casting Time: 6 turns +Explanation/Description: By means of this spell the druid is able to show +any animal which is of atjeast animal intelligence (but not above +semi-intelligent rating) that the druid is disposed to be its friend. If the +animal does not make its saving throw versus magic immediotely when +the spell is begun, it will stand quietly while the druid finishes the spell. +Thereafter, it will follow the druid about, and he or she can teach it 3 +specific "tricks" or tasks for each point of intelligence it possesses. (Typical +tasks are those taught a dog or similar pet, i.e. they cannot be complex.) +Training for each such "trick" must be done over a period of 1 week, and +all must be done within 3 months of acquiring the creature. During the +training period the animal will not harm the druid, but if the creature is left +alone for more than 3 days it will revert to its natural state and act +accordingly. The druid may use this spell to attract up to 2 hit dice of +animal(s) per level of experience he or she possesses. This also means +that the druid can never have more hit dice of animals so attracted and +trained than are equal to or less than twice his or her levels of experience. +Only neutral animals can be attracted, befriended, and trained. The +material components of this spell are mistletoe and a piece of food +attractive to the animal subject. +detect Magic (Divination) +Level: 1 +Range: 0 +Duration: 12 rounds +Area of Effect: l"path, 4" long +Explanation/Description: Except as noted above, this spell is the same as +the first level cleric spell of the same name. +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +detect Snares & Pits (Divination) +Level: 1 +Range: 0 +Duration: 4 rounds/level +Area of Effect: 1 " path, 4" long +Explanation/Description: Upon casting this spell, the druid is able to detect +snares & pits along the 1" wide by 4" long area of effect path and thus +avoid such deadfalls. Note that in the underground only simple pits, not all +forms of traps, would be detected by means of this spell. Outdoors, the +spell detects all forms of traps - deadfalls, missile trips, snares, etc. The +spell lasts 4 melee rounds for each level of experience of the druid casting +it, i.e. 4 rounds at the 1 st level, 8 at the 2nd, 12 (1 turn plus 2 rounds) ot the +3rd, etc. +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +Entangle (Alterat ion) +level: 1 +Range: 8" +Duration: 1 turn +Area of Effect: 4"diameter +Components: V, S, M +Casting Time: 3 segments +Saving Throw: 1/2 +Explanation/Description: By means of this spell the druid is able to cause +plonts in the area of effect to entangle creatures within the area. The +grosses, weeds, bushes, and even trees wrap, twist, and entwine about +creatures, thus holding them fast for the duration of the spell. If any +creature in the area of effect mokes its saving throw, the effect of the spell +is to slow its movement by 50% for the spell duration. +Faerie Fire (Alteration) +Level: 1 Components: V +Range: 8" +Duration: 4 rounds/level +area of Effect: 12 linear feet/level +- Casting Time: 3 segments +Saving Throw: None +within a 4" radius +Explanation/Description: When the druid casts this spell, he or she outlines +an object or creature with a pale glowing light. The completeness of the +lining is dependent upon the number of linear feet the druid is able to +affect, about 12' per level (Le. one 6' man or two 3' kobolds). If there is +sufficient power, several objects or creatures con be covered by the faerie +fire, but one must be fully outlined before the next is begun, and all must +be within the area of effect. Outlined obiects or creatures (including those +otherwise invisible) are visibleot 8" in the dark, 4" if the viewer is near a +bright light source. Outlined creatures are easier to strike, thus opponents +gain +2 on "to hit" dice. The faerie fire con be blue, green, or violet +according to the word of the druid at the time he or she costs the spell. The +faerie fire does not itself cause any harm to the object or creature lined. +Invisibility To Animals (Alterotion) +Level: 1 +Range: Touch +Components: S, M +Casting Time: 4 segments +54 +DRUID SPELLS (IST LEVEL) +Duration: I turn + I round/level +Area of Effect: Creature touched +Explanation/Description: When an invisibility to animals spell is cast by a +druid, the recipient of the magic becomes totally undetectable with +respect to normal animals with intelligence under 6. Normal animals +includes giant-sized varieties, but it excludes any with magical abilities or +powers. The magicked individual is able to walk amongst animals or pass +through them as if he or she did not exist. For example, this individual +could stand before the hungriest of lions or a tyrannosaurus rex and not be +molested or even noticed. However, a nightmare, hell hound, or winter +wolf would certainly be aware of the individual. The material component +of thisspell is holly rubbed over the individual. +Saving Throw: None +Locate Animals (Divination) +Level: 1 +Range: 0 +Duration: I round/level +Area of Effect: 2"path 2" +Components: V, S, M +Casting Time: I round +Saving Throw: None +Iong/level +Explanation/Description: The druid with a locate animals spell is able to +determine the direction and distance of any of the desired animals within +the area of effect. The sought after animal can be of any sort, but the druid +must concentrate on the sort desired. The cleric faces in a direction, thinks +of the animal desired, and he or she then knows if any such animal is +within spell range. During a round of spell effect duration, the druid must +face in only one direction, i.e., only a 2" wide path can be known. The +spell lasts 1 round per level of experience of the druid, while the length of +the path is 2" per level of experience. +Pass Without Trace (Enchantment/Charm) +Level: 1 +Range: Touch +Duration: I turn/level +Area of Effect: Creature touched +Explanation/Description: When this spell is cast, the recipient can move +through any type of terrain - mud, snow, dust, etc. -and leave neither +footprint nor scent. Thus, tracking a person or other creature covered by +this dweomer is impossible. The material components of this spell are a +leaf of mistletoe (which must be burned thereafter and the ashes +powdered and scattered) and a sprig of pine or evergreen. Note: The area +which is passed over will radiate a dweomer for 6-36 turns after the +affected creature passes. +Components: V, S, M +Casting Time: I round +Saving Throw: None +Predict Weather (Divination) +Level: I +Range: 0 +Duration: 2 hours/level +Area of Effect: Nine square miles +Explanation/Description: When a predict weather spell is cast by a druid, +he or she gains 100% accurate knowledge of the weather (sky, +temperature, precipitation) in a nine square mile area centering on the +druid. For each level of experience of the druid casting the spell, two hours +advance weather can be forecast. Thus, at 1st level the druid knows what +the weather will be for two hours; at second level he or she knows the +weather for 4 hours in advance, etc. +Components: V, S, M +Casting Time: I round +Saving Throw: None +Purify Water (Alteration) Reversible +Level: I Components: V, S +Range: 4" +Duration: Permanent Saving Throw: None +Area of Effect: 1 cubic foot/level, +Casting Time: I round +I " square area +Explanation/Description: This spell makes dirty, contaminated water clean +and pure, suitable for consumption. Up to one cubic foot per level of the +druid casting the spell can be thus purified. The reverse of the spell, +contaminate water, works in exactly the same manner, and even +holy/unholy water can be spoiled by its effects. +DRUID SPELLS (2ND LEVEL) +Shillelagh (Alteration) +Level: I +Range: Touch +Duration: 7 round/level +Area of Effect: One normal oaken +Components: V, S, M +Casting Time: 1 segment +Saving Throw: None +club +Explanation/Description: This spell enables the druid to change his own +oaken cudgel into a magical weapon which is +1 to hit and inflicts 2-8 hit +points of damage on opponents up to man-sized, 2-5 hit paints of damage +on larger opponents. The druid must wield the shillelagh, of course. The +material components of this spell are an oaken club, any mistletoe, and a +shamrock leaf. +speak With Animals (Alteration) +Level: I Components: V, S +Range: 0 +Duration: 2 round/level +Area of Effect: One animal type in +Casting Time: 3 segments +Saving Throw: None +4" radius of druid +Explanation/Description: Except as noted above, this spell is the same as +the second level cleric spell of the same name. +Second level Spells: +Barkskin (Alteration) +Level: 2 Components: V,S,M +Range: Touch Casting Time: 3 segments +Duration: 4 rounds + 7 Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: When the druid casts the barkskin spell upon a +creature, its armor class improves 1 place because the creature's skin +becomes as tough as bark. In addition, saving throws versus all attack +forms except magic increase by + 1. This spell can be placed on the druid +casting it or on any other creature he or she touches. In addition to +mistletoe, the caster must have a handful of bark from an oak as the +material component of the spell. +Charm person Or Mammal (Enchantment/Charm) +Level: 2 Components: V, S +Range: 8" +Duration: Special Saving Throw: Neg. +Area of Effect: One person or +round/level +Casting Time: 4 segments +mammal +Explanation/Description: This spell will affect any single person or +mammal it is cast upon. The creature then will regard the druid who cast +the spell as a trusted friend and ally to be heeded and protected. The spell +does not enable the druid to control the charmed creature as if it were an +automaton, but any word or action of the druid will be viewed in its most +favorable way. Thus, a charmed creature would not obey a suicide +command, but might believe the druid if assured that the only chance to +save the druid's life is if the creature holds back an onrushing red dragon +for "just a round or two". Note also that the spell does not empower the +druid with linguistic capabilities beyond those he or she normally +possesses. The duration of the spell is a function of the charmed creature's +intelligence, and it is tied to the saving throw. The spell may be broken if a +saving throw is made, and this saving throw is checked on a periodic basis +according to the creature's intelligence: +Intelligence score +3 or less +4to6 +7to9 +10 to 12 +13 to 14 +15to 16 +17 +18 +19 or more +period between checks +3 months +2 months +1 month +3 weeks +2 weeks +1 week +3 days +2 days +1 day +55 +DRUID SPELLS f2ND LEVEL) DRUID SPELLS f2ND LEVEL) +If the druid harms, or attempts to harm, the charmed creature by some +overt action, or if a dispel magic (q.v.) is successfully cast upon the +charmed creature, the charm will be broken automatically. The spell +affects all mammalian animals and persons. The term person includes all +bipedal human and humanoid creatures of approximately man-size, or +less than man-size, including those affected by the hold person spell +(q.v.). If the recipient of the charm person/charm mammal spell makes its +saving throw versus the spell, its effect is negated. +Create Water (Alteration) +Level: 2 Components: V, S +Range: I” Casting Time: I turn +Duration: Permanent Saving Throw: None +Area of Effect: 1 cubic foot/level +Explanation/Description: The druid can create pure, drinkable water by +means of a create water spell. He or she creates 1 cubic foot of water for +each level of experience attained. The woter con be created ot a +maximum distance of 1” from the druid. +Cure light Wounds (Necromantic) Reversible +Level: 2 Components: V,S, M +Range: Touch +Duration: Permanent Saving Throw: None +area of Effect: Character touched +Explanation/Description: With the exception of the fact that the druid must +have mistletoe (of any sort) to effect this spell, it is the same as the first +level cleric cure light wounds spell. +Casting Time: 4 segments +Feign Death (Necromantic) +Level: 2 +Range: I” +Duration: 4 rounds +2 +Area of Effect: One creature +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +rounds/level +Explanation/Description: Except as noted above, this spell is the same as +the third level magic-user feign death spell (q.v.) . The material +component is a piece of dead oak leaf (in addition to mistletoe, of course). +Fire Trap (Evocation) +Level: 2 +Range: Touch +Duration: Permanent until Saving Throw: +discharged +Area of Effect: Object touched +Components: V, S, M +Casting Time: 1 turn +Explanation/Description: This spell is the same as the fourth level +magic-user fire trap spell (q.v.) except as shown above and for the fact +that the material components are holly berries ond a stick of charcoal to +trace the outline of the closure. +Heat Metal (Alteration) Reversible +Level: 2 +Range: 4” +Duration: 7 rounds +Area of Effect: Special +Components: V, S, M +Casting Time: 4 segments +Saving Throw: None +Explanation/Description: By means of the heat metal spell, the druid is +able to excite the molecules of ferrous metal (iron, iron alloys, steel) and +thus cause the affected metal to become hot. On the first round of the +spell, the effect is merely to cause the metal to be very warm and +uncomfortable to touch, and this is also the effect on the last melee round +of the spell’s duration. The second and sixth (next to the last) round effect +is to cause blisters and damage; the third, fourth, and fifth rounds the +metal becomes searing hot, causing disability and damage to exposed +flesh, as shown below: +Per Round of Exposure Metal +Temperature Damage Disability +very warm none none +hot 1-4 hit none +points +searing 2-8 hit hands or feet +points 2-8 days +head +1-4 turns +unconsciousness +body +1-4 days +Note also that materials such as wood, leather, or flammable cloth will +smoulder and burn if exposed to searing hot metal, and such materials will +then cause searing damage to exposed flesh on the next round. Fire +resistance (potion or ring) or a protection from fire spell totally negates the +effects of a heat metal spell, as will immersion in water or snow, or +exposure to a cold or ice storm spell (qq.v.). For each level of experience +of the druid casting the spell, he or she is able to affect the metal of one +man-sized creature, i.e. arms and armor, or a single mass of metal equal +to 500 gold pieces in weight, cumulative. The reverse, chill metal, counters +a heat metal spell or else causes metal to act as follows: +Per Round of Exposure +Metal +Temperature Damage Disability +cold none none +icy 1-2 hit +points +freezing 1-4 hits +points +none +amputation of +fingers, toes, +nose, or ears +The chill metal spell is countered by a resist cold spell, or by any great +heat, i.e. proximity to a blazing fire (not a mere torch), a magical flaming +sword, a wall of fire, etc. +locate Plants (Divination) +Level: 2 +Range: 0 +Duration: I turn/level +Area of Effect: I” diameter/level +Components: V, S, M +Casting Time: I round +Saving Throw: None +circle +Explanation/Description: When this spell is used by a druid, he or she is +able to locate any desired type of plant within the area of effect. Note: the +plant type must be singular and concentrated upon. The spell’s area of +effect centers on, and moves with, the druid. +56 +DRUID SPELLS (2ND LEVEL) +Obrcuroment (Alteration) +Level: 2 Components: V, S +Range: 0 +Duration: 4 round/level +Area of Effect: Special +Explanation/Description: This spell causes a misty vapor to arise around +the druid. It persists in this locale for 4 rounds per level of experience of +the druid casting the spell, and it reduces visibility of any sort (including +infravision) to 2' to 8' (2d4). The area of effect is a cubic progression based +on the druid's level of experience, a 1" cube at 1st level, a 2" cube at 2nd +level, a 3" cube at 3rd level, and so on. Underground, the height of the +vapor is restricted to l", although the length and breadth of the cloud is +not so limited. A strong wind will cut the duration of an obscurement spell +by 75%. +Produce Flame (Alteration) +Level: 2 +Range: 0 +Duration: 2 rounds/level +Area of Effect: Special +Explanation/Description: A bright flame, equal in brightness to a torch, +springs forth from the druid's palm when he or she casts a produce flame +spell. This magical flame lasts for 2 melee rounds for each level of the +druid casting the spell. The flame does not harm the druid's person, but it is +hot, and it will cause combustion of inflammable materials (paper, cloth, +dry wood, oil, etc.). The druid is capable of hurling the magical flame as a +missile, with a range of 4". The flame will flash on impact, igniting +combustibles within a 3' diameter of its center of impact, and then +extinguish itself. The druid can cause it to go out any time he or she +desires, but fire caused by the flame cannot be so extinguished. +Trip (Enchantment/Charm) +Level: 2 +Range: Touch +Duration: I turn/level +Area of Effect: One IO' long obiect +Explanation/Description: The spell caster must use a length of vine, a stick, +pole, rope, or similar object to cast this magic upon. The trip spell causes +the obiect to rise slightly off the ground or floor it is resting on and trip +creatures crossing it if they fail to make their saving throw versus magic. +Note that only as many creatures can be tripped as are actually stepping +across the magicked obiect, i.e. a 3' long piece of rope could trip only 1 +man-sized creature. Creatures moving at a very rapid pace (running) +when tripped will take 1-6 (d6) hit points of damage and be stunned for +2-5 (d4+ 1) rounds if the surface they fall upon is very hard, but if it is turf +or non-hard they will merely be stunned for 2-5 segments. Very large +creatures such as elephants will not be at all affected by a trip. The obiect +magicked will continue to trip all creatures passing over it, including the +spell caster, for as long as the spell duration lasts. Creatures aware of the +object and its potential add +4 to their saving throw when crossing it. The +obiect is 80% undetectable without magical means of detection. +Warp Wood (Alteration) +Casting Time: 4 segments +Saving Throw: None +Components: V, S, M +Casting Time: 4 segments +Saving Throw: None +Components: V, S, M +Casting Time: 4 segments +Saving Throw: Neg. +DRUID SPELLS (3RD LEVEL) +Third level spells: +Level: 2 +Range: I "/level +Duration: Permanent +Area of Effect: Special +Components: V, S, M +Casting Time: 4 segments +Saving Throw: None +Explanation/Description: When this spell is cast the druid causes a volume +of wood to bend and warp, permanently destroying its straightness, form, +and strength. The range of a warp wood spell is 1" for each level of +experience of the druid casting it. It affects approximately a fifteen inch +shaft of wood of up to one inch diameter per level of the druid. Thus, at 1st +level, a druid might be able to warp a hand axe handle, or four crossbow +bolts, at 5th level he or she could warp the shaft of a typical magic spear. +Note that boards or planks can also be affected, causing a door to be +sprung or a boat or ship to leak. +Call lightning (Alteration) +Level: 3 components: V,S,M +Range: 0 Casting Time: I turn +Duration: 1 turn/level Saving Throw: +Area of Effect: 72"diameter +Explanation/Description: When a call lightning spell is cast, there must be +a storm of some sort in the area - a rain shower, clouds and wind, hot and +cloudy conditions, or even a tornado. The druid is then able to call down +bolts of lightning from sky to ground. Each bolt will cause damage equal to +2 eight-sided dice (2d8) plus 1 like die (d8) for each level of experience of +the druid casting the spell. Thus, a 4th level druid calls down a six-die +(6d8) bolt. The bolt of lightning flashes down in a perpendicular stroke at +whatever distance the spell caster decides, up to the 36" radial distance +maximum. Any creature within a 1" radius of the path or the point where +the lightning strikes will take full damage, unless a saving throw is made, +in which case only one-half damage is taken. full/half damage refers to +the number of hit dice of the lightning bolt, i.e. if it is of eight dice strength, +the victim will take either eight dice (8d8) or four dice (4d8), if the saving +throw is made, of damage. The druid is able to call one bolt of lightning +every 10 melee rounds (1 turn), to a maximum number of turns equal to +the level of experience he or she has attained, i.e. 1 bolt/turn for each +level of experience. Note: This spell is normally usable outdoors only. +Cure disease (Necromantic) Reversible +Level: 3 Components: V, S, M +Range: Touch Casting Time: I round +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: This spell is the same as the 3rd level cleric cure +disease spell (q.v.), with the exception that the druid must have mistletoe +to effect it. It is reversible to cause disease also. +Hold Animal (Enchantment/Charm) +Level: 3 +Range: 8" +Duration: 2 rounddlevel +Area of Effect: One to four animals +Explanation/Description: By means of this spell the druid holds one to four +animals rigid. Animals affected are normal or giant-sized mammals, birds, +or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. +That is, apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and +similar animals are subiect to this spell. The hold lasts for 2 melee rounds +per level of experience of the druid casting it. It is up to the druid as to how +many animals he or she wishes to hold with the spell, but the greater the +number, the better chance each will have of not being affected by the +spell. Note that a maximum body weight of 400 pounds (100 pounds with +respect to non-mammals)/animal/level of experience of the druid can be +affected, i.e. an 8th level druid can affect up to four 3,200 pound mammals +or a like number of 800 pound non-mammals such as birds or reptiles. Each +animal gets a saving throw: if only 1 is the subject of the spell, it has a +penalty of -4 on its die roll to save; if 2 are subiect, they each receive a +penalty of -2 on their die rolls; if 3 are subiect, they each receive a penalty +of -1 on their die rolls; if 4 are subject, each makes a normal saving throw. +Neutralize Poison (Alteration) Reversible +Level: 3 Components: V, S +Range: Touch +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: This spell is the same as the 4th level cleric +neutralize poison spell (q.v.). +Plant Growth (Alteration) +Level: 3 Components: V, S, M +Range: 16" Casting Time: I round +Duration: Permanent Saving Throw: None +Area of Effect: 2" X 2"square +Components: V, S, M +Casting Time: 5 segments +Saving Throw: Neg. +Casting Time: 5 segments +area/level +57 +DRUID SPELLS (3RD LEVEL) +Explanation/Description: When a plant growth spell is cast by the druid, he +or she causes normal vegetation to grow, entwine, and entangle to form a +thicket or jungle which creatures must hack or force a way through at a +movement rate of 1" per, or 2" per with respect to larger than man-sized +creatures. Note that the area must have brush and trees in it in order to +allow this spell to go into effect. Briars, bushes, creepers, lianas, roots, +saplings, thistles, thorn, trees, vines, and weeds become so thick and +overgrown in the area of effect as to form a barrier. The area of effect is 2" +X 2" square per level of experience of the druid, in any square or +rectangular shape that the druid decides upon at the time of the spell +casting. Thus an 8th level druid can affect a maximum area of 16" X 16" +square, a 32" X 8' rectangle, a 64" X 4" rectangle, 128 X 2" rectangle, +etc. The spell's effects persist in the area until it is cleared by labor, fire, or +such magical means as a dispel magic spell (q.v.). +Protection From fire (Abjuration) +Level: 3 Components: V, S, M +Range: Touch Casting Time: 5 segments +Duration: Special Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: The effect of a protection from fire spell differs +according to the recipient of the magic - the druid or some other creature. +If the spell is cast upon the druid, it confers complete invulnerability to +normal fires (torches, bonfires, oil fires, and the like) and to exposure to +magical fires such as demon fire, burning hands, fiery dragon breath, fire +ball, fire seeds, fire storm, flame strike, hell hound breath, meteor swarm, +pyrohydra breath, etc. until an accumulation of 12 hit points of potential +damage per level of experience of the druid has been absorbed by the +protection from fire spell, at which time thespell is negated. Otherwise the +spell lasts for 1 turn per level of experience of the druid. If the spell is cast +upon another creature, it gives invulnerability to normal fire, gives a +bonus of +4 on saving throw die rolls made versus fire attacks, and +reduces damage sustained from magical fires by 50%. +Pyrotechnlcs (Alteration) +Level: 3 Components: V, S, M +Range: 16" Casting Time: 5 segments +Duration: Special Saving Throw: None +Area of Effect: 10 or 100 times the +fire source +Explanation/Description: A pyrotechnics spell can have either of two +effects. It produces a flashing and fiery burst of glowing, colored aerial +fireworks which lasts 1 segment per experience level of the druid casting +the spell and temporarily blinds those creatures in the area of effect or +under it or within 12" of the area (and in any event in unobstructed line of +sight); or it causes a thick writhing stream of smoke to arise from the fire +source of the spell and form a choking cloud which lasts for 1 round per +experience level of the druid casting it, covering a roughly globular area +from the ground or floor up (or conforming to the shape of a confined +area), which totally obscures vision beyond 2'. The spell requires a fire of +some sort in range. The area of pyrotechnics effect is 10 times the volume +of the fire source with respect to fireworks, 100 times with respect to +smoke. In either case, the fire source is immediately extinguished by the +employment of the spell. +Snare (Enchantment/charm) +Level: 3 +Range: Touch +Duration: Permanent until +triggxred +Area of Effect: 2'diameter circle +plus 1/6'per level of the spell +caster +Components: V,S,M +Casting Time: 3 rounds +Saving Throw: None +Explanation/Description: This spell enables the druid to make a snare +which is 90% undetectable without magical aid. The snare can be made +from any supple vine, a thong, or a rope. When the snare spell is cast upon +it, the cordlike obiect blends with the background of its location. One end +of the snare is tied in a loop which will contract about 1 or more of the +limbs of any creature stepping inside the circle (note that the head of a +worm or snake could aka be thus ensnared). If a strong and supple tree is +neaby, the snare will be fastened to it, and the dweomer of the spell will +cause it to bend and then straighten when the loop is triggered, thus +DRUID SPELLS (3RD LEVEL) +cousing 1-6 hit points of damage to the creature trapped, and.lifting it off +the ground by the trapped member(s) (or strangling it if the head/neck +triggered the snare). If no such sapling or tree is available, the cord-like +obiect will tighten upon the member(s) and then enwrap the entire +creature, doing no damage, but tightly binding it. The snare is magical, SO +for 1 hour it is breakable only by storm giant or greater strength (23); each +hour thereafter, the snare material loses magic so as to become 1 point +more breakable per hour - 22 after 2 hours, 21 after 3,20 after 4 - until 6 +full hours have elapsed. At that time, 18 strength will break the bonds. +After 12 hours have elapsed, the materials of the snare lose all of the +magical properties, and the loop opens, freeing anything it had held. The +druid must have a snake skin and a piece of sinew from a strong animal to +weave into the cord-like obiect from which he or she will make the snare. +Only mistletoe is otherwise needed. +stone Shapo (Alteration) +Level: 3 Components: V, S, M +Range: Touch Casting Time: 1 round +Duration: Permanent Saving Throw: None +Area of Effect: Three cubic feet, +plus one cubic foot per level +Explanation/Description: This spell is exactly the same os the fifth level +magic-user spell, stone shape (q.v.), except as noted above and for the +requirement of mistletoe as an additional component to enable a druid to +cast the spell. +Summon insects (Conjuration/Summoning) +Level: 3 +Range: 3" +Duration: 1 round/level +Area of Effect: Special +Components: V, S, M +Casting Time: I round +Saving Throw: None +Explanation/Description: When a summon insects spell is cast by a druid, +he or she attracts flying insects 70% of the time. The exact insects called +will be bees, biting flies, hornets, or wasps if flying insects are indicated, +or biting ants or pinching beetles if non-flying insects are determined. A +cloud of the flying type, or a swarm of the crawling sort, will appear after +the spell is cast. They will attack any creature the druid points to. The +attacked creature will sustain 2 hit points of damage per melee round, and +it can do nothing but attempt to fend off these insects during the time it is +so attacked. The summoned insects can be caused to attack another +opponent, but there will be at least a 1 round delay while they leave the +former recipient and attack the new victim, and crawling insects can travel +only about 12' per round (maximum speed over smooth ground). It is +possible in underground situations that the druid could summon 1-4-giant +ants by means of the spell, but the possibility is only 30% unless giant ants +are nearby. The materials needed for this spell are mistletoe, a flower +petal, and a bit of mud or wet clay. +tree (Alteration) +Level: 3 +Range: 0 +Duration: 6 turns + 1 turn/level +area of Effect: Personal +Explanation/Description: By means of this spell the druid is able to assume +the form of a small living tree or shrub or that of a large dead tree trunk +with but a few limbs. Although the closest inspection will not reveal that +this plant is actually a druid, and for all normal tests he or she is, in fact, a +tree or shrub, the druid is able to observe all that goes on around his or her +person just as if he or she were in human form. The spell caster may +remove the dweomer at any time he or she desires, instantly changing +from plant to human form, and having full capability of undertaking any +action normally possible to the druid. Note that all clothing and gear +wordcarried change with the druid. The material components of this spell +are mistletoe and a twig from a tree. +Components: V, S, M +Casting Time: 5 segments +Saving Throw: None +water breathing (Alteration) Reversible +Level: 3 +Range: Touch +Duration: 6 turns/level +Area of Effect: Creature touched +Components: V, S, M +Casting Time: 5 segments +Saving Throw: None +58 +DRUID SPELLS (3RD LEVEL) +Explanation/Description: The recipient of a water breathing spell is able to +freely breathe underwater for the duration of the spell, i.e. 6 turns for each +level of experience of the druid casting the spell. The reverse, air +breathing, allows water breathing creatures to comfortably survive in the +atmosphere for an equal duration. +DRUID SPELLS (4TH LEVEL) +temperature surrounding the druid can be altered by 9 degrees Fahrenheit +per level of experience of the spell caster, either upwards or downwards. +Thus, a 10th level druid could raise the surrounding temperature from 1 to +90 degrees, or lower it by from 1 to 90 degrees. The spell lasts for a number +of turns equal to 4 plus the level of experience of the druid, i.e. when cast +by a 10th level druid the spell persistsfar 14 turns. +Fourth level Spells: +Animal Summoning I (Conjuration/Summoning) +Level: 4 +Range: 4"/level +Duration: Special +Area of Effect: Special +Components: V,S,M +Casting Time: 6 segments +Saving Throw: None +Explanation/Description: By means of this spell, the druid calls up to eight +animals of whatever sort the druid names when the summoning is made, if +such type are within spell range. These animals can have no more than +four hit dice each. The animals summoned will aid the druid by whatever +means they possess, staying until a fight is over, a specific mission is +finished, the druid is safe, he or she sends them away, etc. The druid may +try three times to summon three different sorts of animals, i.e. suppose that +wild dogs are first summoned to no avail, then hawks are unsuccessfully +called, and finally the druid calls for wild horses which may or may not be +within summoning range. Your referee will determine probabilities if the +presence of a summoned animal type is not known. Other than various +sorts of giant animals, fantastic animals or monsters cannot be summoned +by this spell, i.e. no chimerae, dragons, gorgons, manticores, etc. +Call Woodland Beings (Conjuration/Summoning) +Level: 4 +Range: 12" + ]"/level +Duration: Special Saving Throw: Neg. +Area of Effect: Special +Explanation/Description: By means of this spell the druid is able to +summon certain woodland creatures to his or her location. Naturally, this +spell will only work outdoors, but not necessarily only in wooded areas. +The druid begins the incantation, and the spell must be continued +uninterrupted until some called creature appears or 2 turns have elapsed. +(The verbalization and somatic gesturing are easy, so this is not +particularly exhausting to the spell caster.) Only 1 type of the following +sorts of beings can be summoned by the spell, and they will came only if +they are within the range of the call: +Components: V, S, M +Casting Time: Special +2-8 brownies +1-4 centaurs +1-4 dryads +1-8 pixies +1-4 satyrs +1-6 sprites +1 treant +1 unicorn +(Your referee will consult his outdoor map or base the probability of any +such creature being within spell range upon the nature of the area the +druid is in at the time of spell casting.) +The creature(s) called by the spell are entitled to a saving throw versus +magic (at -4) to avoid the summons. Any woodland being answering the +call will be favorably disposed to the spell caster and give whatever aid it +is capable of. However, if the caller or members of the caller's party are of +evil alignment, the creatures are entitled to another saving throw versus +magic (this time at +4) when they came within 1" of the druid or other +evil character with him or her, and these beings will seek immediately to +escape if the saving throw is successful. In any event, if the druid requests +that the summoned creatures engage in combat on behalf of the druid, +they are required to make a loyalty reaction score based on the druid's +charisma and whatever dealings he or she has had with the called +creature(s). The material components of this spell are a pinecone and 8 +holly berries. +Control Temperature, 10' Radius (Alteration) +Level: 4 +Range: 0 +Duration: 4 turns + I turn/level +Area of Effect: 20'diameter sphere +Explanation/Description: When this spell is cast by the druid, the +Components: V, S, M +Casting Time: 6 segments +Saving Throw: None +Cure Serious Wounds (Necromantic) Reversible +Level: 4 components: V, S, M +Range: Touch Casting Time: 6 segments +Duration: Permanent Saving Throw: None +Area of Effect: creature touched +Explanation/Description: This spell is the same as the 4th level cleric cure +serious wounds spell (q.v.), with the exception of the fact that the spell +requires the use of any sort of mistletoe. +Dispel Magic (Abjuration) +Level: 4 Components: V,S,M +Range: 8" +Duration: Permanent Saving Throw: None +Area of Effect: 4" cube +Explanation/Description: Except as noted above, this spell is the same as +the 3rd level cleric dispel magic spell (q.v.). +Hallucinatory Forest (Illusion/Phantasm) Reversible +Level: 4 Components: V, S, M +Range: 8" Casting Time: 6 segments +Duration: Permanent Saving Throw: None +Area of Effect: 4" square/level +Explanation/Description: By casting this spell the druid causes the +appearance of an hallucinatory forest to came into existence. The +illusionary forest appears to be perfectly natural and is indistinguishable +from a real forest. Other druids - as well as such creatures as centaurs, +dryads, green dragons, nymphs, satyrs, and treants - will recognize the +forest for what it is. All other creatures will believe it is there, and +movement and order of march will be affected accordingly. The +hallucinatory forest will remain until it is magically dispelled by a reverse +of the spell or a dispel magic. The area shape is either rectangular or +square, in general, at least 4" deep, and in whatever location the druid +costing the spell desires. The forest can be of less than maximum area if +the druid wishes. One of its edges will appear up to 8" away from the +druid, according to the desire of the spell caster. +Hold Plant (Enchantment/Charm) +Level: 4 +Range: 8" +Duration: I round/level +Area of Effect: Special +Explanation/Description: The hold plant spell affects vegetable matter as +follows: 1 ) it causes ambulatory vegetation to cease moving; 2) it prevents +vegetable matter from entwining, grasping, closing, or growing; 3) it +prevents vegetable matter from making any sound or movement which is +not caused by wind. The spell effects apply to all forms of vegetation, +including parasitic and fungoid types, and those magically animated or +otherwise magically empowered. It affects such monsters as green slime, +molds of any sort, shambling mounds, shriekers, treants, etc. The duration +of a hold plant spell is 1 melee round per level of experience of the druid +casting the spell. It affects from 1 to 4 plants- or from 4 to 16 square yards +of small ground growth such as grass or mold. If but one plant (or 4 square +yards) is chosen as the target for the spell by the druid, the saving throw of +the plant (or area of plant growth) is made at a -4 on the die; if two plants +(or 8 square yards) are the target, saving throws are at -2; if three plants +(or 12 square yards) are the target, saving throws are at -1; and if the +maximum of 4 plants (or 16 square yards of area) are the target, saving +throws are normal. +Casting Time: 6 segments +Components: V, S, M +Casting Time: 6 segments +Saving Throw: Neg. +Plant Door (Alteration) +Level: 4 +Range: Touch +Components: V, S, M +Casting Time: 6 segments +59 +DRUID SPELLS (4TH LEVEL) DRUID SPELLS (5th LEVEL) +Duration: 7 turn/level +Area of Effect: special +Explanation/Description: The plant door spell opens a magical portal or +passageway through trees, undergrowth, thickets, or any similar growth - even growth of a magical nature. The plant door is open only to the druid +who cast the spell, druids of a higher level, or dryads. The door even +enables the druid to enter into a solid tree trunk and remain hidden there +until the spell ends. If the tree is cut down or burned, the druid must leave +before the tree falls or is consumed, or else he or she is killed also. The +duration of the spell is 1 turn per level of experience of the druid casting it. +If the druid opts to stay within an oak, the spell lasts 9 times longer, if an +ash tree it lasts 3 times as long. The path created by the spell is up to 4' +wide, 8' high and 12'/level of experience of the druid long. +Produce Fire (Alteration) Reversible +Level: 4 +Range: 4" +Duration: 7 round +Area of Effect: 72'square +Explanation/Description: By means of this spell the druid causes a +common-type fire of up to 12' per side in area boundary. While it lasts but +a single round, the fire produced by the spell will cause 1-4 hit points of +damage on creatures within its area; and it will ignite combustible +materials such as cloth, oil, paper, parchment, wood and the like so as to +cause continued burning. The reverse, quench fire will extinguish any +normal fire (coals, oil, tallow, wax, wood, etc.) within thearea of effect. +Protection From Lightning (Abjuration) +Level: 4 Components: V, S, M +Range: Touch Casting Time: 6 segments +Duration: Special . Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: This spell is exactly the same as the 3rd level +protection from fire spell (q.v.) except that it applies to electrical/lightning +attacks. +Repel Insects ( Abjuration-Alteration) +Level: 4 +Range: 0 +Duration: 7 turn/level +Area of Effect: 70' radius of the +Saving Throw: None +Components: V, S, M +Casting Time: 6 segments +Saving Throw: None +Components: V, S, M +Casting Time: I round +Saving Throw: None +spell caster +Explanation/Description: When this spell is cast the druid creates an +invisible barrier to all sorts of insects, and normal sorts will not approach +within 10' of the druid while the spell is in effect, although any giant +insects with 2 or more hit dice will do so if they make a saving throw versus +magic, and even those which do so will sustain 1-6 hit points of damage +from the passing of the magical barrier. Note that the spell does not in any +way affect arachnids, myriapods, and similar creatures - it affects only +true insects. The material components of the repel insects spell are +mistletoe and one of the following: several crushed marigold flowers, a +whole crushed leek, 7 crushed stinging nettle leaves or a small lump of +resin from a camphor tree. +Speak With Plants (Alteration) +Level: 4 +Range: 0 +Duration: 2 rounds/level +Area of Effect: 8"diameter circle +Components: V, S, M +Casting Time: 7 turn +Saving Throw: None +Explanation/Description: Except as noted above, and that the material +component is that typically druidic (mistletoe, etal.), the spell is the same +as the 4th level cleric spell speak with plants. +Fifth level Spells: +Animal growth (Alteration) Reversible +Level: 5 +Range: 8" +Components: V, S, M +Casting Time: 7segments +Duration: 2 rounddlevel +Area of Effect: Up to 8 animols in a +Saving Throw: None +2" square area +Explanation/Description: When this spell is cast, the druid causes all +animals, up to a maximum of 8, within a 2" square area to grow to twice +their normal size. The effects of this growth are doubled hit dice (with +resultant improvement in attack potential) and doubled damage in +combat. The spell lasts for 2 melee rounds for each level of experience of +the druid casting the spell. Note that the spell is particularlyuseful in +conjunction with a charm person or animal or a speak with animals spell. +The reverse reduces animal size by one half, and likewise reduces hit dice, +attack damage, etc. +Animal Summoning I1 (Conjuration/Summoning) +Level: 5 +Range: 6"/level +Duration: Special +Area of Effect: Special +Components: V, S, M +Casting Time: 7segments +Saving Throw: None +Explanation/Description: This spell is the same in duration and effect as +the 4th level animal summoning I spell, except that up to six animals of no +more than eight hit dice each can be called, or 12 animals of no more than +four hit dice each can be called. +Anti-Plant Shell (Abiuration) +Level: 5 +Range: 0 Casting Time: 7segments +Duration: 7 turn/level +Area of Effect: 76'diameter +Components: V, S, M +Saving Throw: None +hemisphere +Explanation/Description: The anti-plant shell spell creates an invisible +barrier which keeps out all creatures or missiles of living vegetable +material. Thus, the druid (and any creatures within the shell) is protected +from attacking plonts or vegetable creatures such as shambling mounds or +treants. The spell lasts for one turn per level of experience of the druid. +Commune With Nature (Divination) +Level: 5 +Range: 0 +Duration: Special +Area of Effect: Special +Components: V, S, M +Casting Time: 7 turn +Saving Throw: None +Explanation/Description: This spell enables the druid to become one with +nature in the area, thus being empowered with knowledge of the +surrounding territory. For each level of experience of the druid, he or she +may "know" one fact, i.e. the ground ahead, left or right, the plants +ahead, left or right, the minerals ahead, left or right, the water +coursedbodies of water ahead, left or right, the people dwelling ahead, +left or right, etc. The spell is effective only in outdoors settings, and +operates in a radius of one half mile for each level of experience of the +druid casting the commune with nature spell. +control Winds (Alteration) +level: 5 Components: V,S,M +Range: 0 Casting Time: 7segments +Duration: 7 turn/level Saving Throw: None +Area of Effect: 4"/level radius +hemisphere +Explanation/Description: By means of a control wind spell the druid is able +to alter wind force in the area of effect. For every level of his or her +experience, the druid is able to increase or decrease wind force by 3 miles +per hour. Winds in excess of 30 miles per hour drive small flying creatures +(those eagle-sized and under) from the skies and severely inhibit missile +discharge. Winds in excess of 45 miles per hour drive even man-sized +flying creatures from the skies. Winds in excess of 60 miles per hour drive +all flying creatures from the skies and uproot trees of small size, knock +down wooden structures, tear off roofs, etc. Winds in excess of 75 miles per +hour are of hurricane force and cause devastation to all save the strongest +stone constructions. A wind above 30 miles per hour makes sailing +difficult, above 45 miles per hour causes minor ship damage, above 60 +miles per hour endangers ships, and above 75 miles per hour sinks ships. +There is an "eye" of 4" radius around the druid where the wind is calm. A +60 +DRUID SPELLS (STH LEVEL) DRUID SPELLS (6TH LEVEL) +higher level druid can use a control winds spell to counter the effects of a +like spell cast by a lower level druid (cf. control weather). The spell +remains in force for 1 turn for each level of experience of the druid casting +it. Once the spell is cast, the wind force increases by 3 miles per hour per +round until maximum speed is attained. When the spell is exhausted, the +force of the wind diminishes at the same rote. Note that while the spell can +be used in underground places, the "eye" will shrink in direct proportion +to any confinement of the wind effect, i.e. if the area of effect is a 48 +radius, and the confined space allows only a 46" radius, the "eye" will be +a 2" radius; and any space under 44" radius will completely eliminate the +"eye" and subiect the spell caster to the effects of the wind. +Insect Plague (Con juration/Summoning) +Level: 5 +Range: 32" +Duration: I turn/level +Area of Effect: 32" diameter, 4" +Components: V, S, M +Casting Time: I turn +Saving Throw: None +high cloud +Explanation/Description: Except as noted above, and other than the fact +that the material component needed for the spell is mistletoe or the holly +or oak leaves substitute, the spell is the same as the 5th level cleric insect +plague spell (q.v.) . +Pass plant (Alteration) +Level: 5 Components: V, S, M +Range: Touch Casting Time: 7segments +Duration: Special Saving Throw: None +Area of Effect: Special +Explanation/Description: By using this spell, a druid is able to enter a tree +and move from inside it to another of the same type which lies in +approximately the direction desired by the spell user and is within the +range shown below: +Type of Tree +Oak +Ash +Yew +Elm +Linden +deciduous +coniferous +other +Range of +Area of Effect +60" +54" +48" +42" +36" +30" +24" +18 +The tree entered and that receiving the druid must be of the same type, +living, and of girth at least equal to the druid. Note that if the druid enters +a tree, suppose an ash, and wishes to pass north as far as possible (54"), +but the only appropriate ash in range is south, the druid will pass to the ash +in the south. The pass plant spell functions so that the movement takes only +one segment (6 seconds) of a round. The druid may, at his or her option, +remain within the receiving tree for a maximum of 1 round per level of +experience. Otherwise, he or she may step forth immediately. Should no +like tree be in range, the druid simply remains within the tree, does not +pass elsewhere, and must step forth in the applicable number of rounds. +(See plant door for effects of chopping or burning such a tree.) +Sticks to Snakes (Alteration) Reversible +Level:5 . Components: V, S, M +Range: 4" Casting Time: 7segments +Duration: 2 rounds/level Saving Throw: None +Area of Effect: 1"cube +Explanation/Description: Except as noted above, and for the fact that the +material component of the spell is typical for druids, this is the same as the +4th level cleric sticks to snakes spell (q.v.). +Transmute Rock to Mud (Alteration) Reversible +Level: 5 Components: V, S, M +Range: 16" Casting Time: 7segments +Duration: Special Saving Throw: None +Area of Effect: 2" cube/level +Explanation/Description: This spell turns natural rock of any sort into an +equal volume of mud. The depth of the mud can never exceed one-half its +length and/or breadth. If it is cast upon a rock, for example, the rock +affected will collapse into mud. Creatures unable to levitate, fly, or +otherwise free themselves from the mud will sink and suffocate, save for +lightweight creatures which could normally pass across such ground. The +mud will remain until a dispel magic spell or a reverse of this spell, mud to +rock, restores its substance - but not necessarily its form. Evaporation will +turn the mud to normal dirt, from 1 to 6 days per cubic 1" being required. +The exact time depends on exposure to sun, wind and normal drainage. +The mud to rock reverse will harden normal mud into soft stone (sandstone +or similar mineral) permanently unless magically changed. +Wall of Fire (Evocation) +Level: 5 +Range: 8" +Duration: Special +Area of Effect: Special +Components: V, S, M +Casting Time: 7segments +Saving Throw: None +Explanation/Description: The wall of fire spell brings forth a blazing +curtain of magical fire of shimmering color - yellow-green or amber in +case of druidical magic. The wall of fire inflicts 4 to 16 hit points of +damage, plus 1 hit point of damage per level of the spell caster, upon any +creature passing through it. Creatures within 1" of the wall take 2-8 hit +points of damage, those within 2" take 1-4 hit points of damage. Creatures +especially subject to fire may take additional damage, and undead always +take twice normal damage. Only the side of the wall away from the spell +caster will inflict damage. The opaque wall of fire lasts for as long as the +druid concentrates on maintaining it, or 1 round per level of experience of +the druid in the event he or she does not wish to concentrate upon it. The +spell creates a sheet of flame up to 2" square per level of the spell caster, +or as a ring with a radius of up to %" per level of experience from the +druid to its flames, and a height of 2". The former is stationary, while the +latter moves as the druid moves. +Sixth level Spells: +Animal Summoning 111 (Con juration/Summoning) +Level: 6 +Range: 8"/level +Duration: Special +Area of Effect: Special +Components: V, S, M +Casting Time: 8 segments +Saving Throw: None +Explanation/Description: This spell is the same in duration and effect as +the 4th level animal summoning I spell except that up to 4 animals of no +more than 16 hit dice each can be summoned, or eight of no more than 8 +hit dice, or 16 creatures of no more than 4 hit dice each can be summoned. +Anti-Animol Shell (Abjuration) +Level: 6 +Range: 0 +Duration: I turn/level +Area of Effect: 20'diameter +Components: V, S, M +Casting Time: I round +Saving Throw: None +hemisphere +Explanation/Description: By casting this spell the druid brings into being a +hemispherical force field which prevents the entrance of any sort of +animal matter of normal (not magical) nature. Thus, a giant would be kept +out, but undead could pass through the shell of force, as could such +monsters as aerial servants, demons, devils, etc. The anti-animol shell lasts +for 1 turn for each level of experience the druid has attained. +conjure Fire Elemental (Conjuration/Summoning) Reversible +Level: 6 +Range: 8" +Duration: I turn/level +Area of Effect: Special +Components: V, S, M +Casting Time: 6 rounds +Saving Throw: None +Explanation/Description: Upon costing a conjure fire elemental spell, the +druid opens a special gate to the Elemental Plane of Fire, and a strong fire +elemental (see ADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL) is summoned to the vicinity of the spell caster. It is 85% likely that a 16 +61 +DRUID SPELLS (6TH LEVEL) +die elemental will appear, 9% likely that 2 to 4 salamanders (q.v.) will +come, a 4% chance exists that an efreeti (q.v.) will come, and a 2% chace +exists that a huge fire elemental of 21 to 24 hit dice (d4 + 20) will appear. +Because of the relationship of druids to natural and elemental forces, the +conjuring druid need not fear that the elemental force summoned will turn +on him or her, so concentration upon the activities of the fire elemental (or +other creatures summoned) or the protection of a magic circle is not necessary. The elemental summoned will help the druid however possible, +including attacking opponents of the druid. The fire elemental or other +creature summoned remains for a maximum of 1 turn per level of the +druid casting the spell - or until it is sent back by attack, a dispel magic +spell or the reverse of the spell (dismiss fire elemental). Only a druid can +dismiss summoned salamanders, efreeti, or ultra-powerful elementals. +Cure Critical Wounds (Necromantic) Reversible +Level: 6 Components: V, S, M +Range: Touch Casting Time: 8 segments +Duration: Permanent Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: This spell is the same as the 5th level cleric cure +critical wounds spell (q.v.), with the exception of the fact that the spell +requires the use of any sort of mistletoe. +Feeblemind (Enchantment/Charm) +Level: 6 Components: V, S +Range: 16" +Duration: Permanent Saving Throw: Neg. +Area of Effect: One creature +Casting Time: 8 segments +DRUID SPELLS (6TH LEVEL) +Explanation/Description: A spell which is solely for employment against +those persons or creatures who use magic spells, feeblemind causes the +victim's brain to become that of a moronic child. The victim remains in this +state until a heal, restoration or wish spell is used to do away with the +effects. The spell is of such a nature that the probability of it affecting the +target creature is generally enhanced, i.e. saving throws are lowered. +Type of Spells Used Saving Throw +by target Creature adjustment +Cleric fl +Druid -1 +Magic-user (human) -4 +illusionist -5 +Combination or non-human -2 +Note that the spell has no material component. +Fire Seeds (Coniuration) +Level: 6 +Range: 4" +Duration: Special Saving Throw: !4 +Area of Effect: Special +Explanation/Description: The spell of fire seeds creates special missiles or +timed incendiaries which burn with great heat. The druid may hurl these +seeds up to 4" or place them to ignite upon a command word. Acorns +become fire seed missiles, while holly berries are used as the timed +incendiaries. The spell creates up to four acorn fire seeds or eight holly +berry fire seeds. The acorns burst upon striking their target, causing 2 to 16 +hit points (2d8) of damage and igniting any combustible materials within a +1" diameter of the point of impact. Although the holly berries are too light +to make effective missiles, they can be placed, or tossed up to 6' away, to +burst into flame upon a word of command. The berries ignite causing 1 to 8 +hit points (d8) of damage to any creature in a %" diameter burst area, and +their fire ignites combustibles in the burst area. The command range for +holly berry fire seeds is 4". All fire seeds lose their power after the +expiration of 1 turn per level of experience of the druid casting the spell, +i.e. a 13th level druid has fire seeds which will remain potent for a +maximum of 13 turns after their creation. Targets of acorn fire seeds must +be struck by the missile. If a saving throw is made, creatures within the +burst area take only one-half damage, but creatures struck directly always +take full damage. Note that no mistletoe or other material components +beyond acorns or holly berries are needed for this spell. +Components: V, S, M +Casting Time: I round/seed +Transport Via Plants (Alteration) +level: 6 +Range: Touch +Duration: Special +Area of Effect: Special +Components: V, S +Casting Time: 3 segments +Saving Throw: None +Explanation/Description: By means of this spell, the druid is able to enter +any large plant and pass any distance to a plant of the same species in a +single round regardless of the distance separating the two. The entry plant +must be alive. The destination plant need not be familiar to the druid, but +it also must be alive. If the druid is uncertain of the destination plant, he or +she need merely determine direction and distance, and the transport via +plant spell will move him or her as near as possible to the desired location. +There is a basic 20% chance, reduced 1% per level of experience of the +druid, that the transport will deliver the druid to an allied species of plant +from 1 to 100 miles removed from the desired destination plant. if a +particular destination plant is desired, but the plant is not living, the spell +fails and the druid must come forth from the entrance plant within 24 +hours. Harm to a plant housing a druid can affect the druid (cf. plant door). +Turn Wood (Alteration) +level: 6 +Range: 0 +Duration: 4 rounds/level +Area of Effect: 12" wide path. 2" +Components: V, S, M +Casting Time: 8 segments +Saving Throw: None +long/level +Explanation/Description: When this spell is cast, waves of force roll forth +from the druid, moving in the direction he or she faces, and causing all +wooden obiects in the path of the spell to be pushed away from the druid +to the limit of the area of effect. Wooden objects above three inches +diameter which are fixed firmly will not be affected, but loose objects +(movable mantlets, siege towers, etc.) will move back. Objects under 3 +inchesdiameter which are fixed will splinter and break and the pieces will +move with the wave of force. Thus, objects such as wooden shields, spears, +wooden weapon shafts and hafts, and arrows and bolts will be pushed +back, dragging those carrying them with them; and if a spear is planted in +order to prevent this forced movement, it will splinter. The turn wood spell +lasts for 4 rounds per level of experience of the druid casting it, and the +waves of force will continue to sweep down the set path for this period. +The wooden obiects in the area of effect are pushed back at a rate of 4" +per melee round. The length of the path is 2" per level of the druid, i.e. a +14th level druid casts a turn wood spell with an area of effect 12" wide by +28 long, and the spell would last for 56 rounds (5.6 turns). As usual, the +above assumes the druid is using greater mistletoe when casting the spell. +Note that after casting the spell the path is set, and the druid mdy then do +other things or go elsewhere without affecting the spell's power. +Wall of Thorns (Conjuration/Summoning) +Level: 6 +Range: 8" +Duration: 1 tum/level +Area of Effect: IO"cube/level +Explanation/Description: The wall of thorns spell creates a barrier of very +tough, pliable green tangled brush bearing needle-sharp thorns as long as +a person's finger. Any creature breaking through (or merely impacting +upon) the wall of thorns takes 8 hit points of damage plus an additional +amount of hit points equal to the creature's armor class, i.e. 10 or fewer +additional hit points of damage, with negative armor classes subtracting +from the base 8 hit points of damage. Any creature within the area of +effect of the spell when it is cast is considered to hove impacted on the +wall of thorns and in addition must break through to gain movement +space. The damage is based on each 1" thickness of the barrier. If the wall +of thorns is chopped at, it will take at least 4 turns to cut a path through a +1" thickness. Normal fire will not harm the barrier, but magical fires will +burn away the barrier in 2 turns with the effect of creating a wall of fire +while doing so. (See wall of fire spell.) The nearest edge of the wall of +thorns appears up to 8 distant from the druid, as he or she desires. The +spell lasts for 1 turn for each level of experience of the druid casting it, and +covers an area of ten cubic inches per level of the caster in whatever form +the caster desires. Thus a 14th level druid could creote a wall of thorns 7" +long by 2" high (or deep) by 1" deep (or high), a 1" high by 1" wide by +14" long wall to block a dungeon passage, or any other sort of shape that +suited his or her needs. +Components: V, S, M +Casting Time: 8 segments +Saving Throw: None +62 +DRUID SPELLS (6TH LEVEL) DRUID SPELLS (7TH LEVEL) +Weather Summoning (Conjuration/Summoning) +Level: 6 Components: V, S, M +Range: 0 Casting Time: 1 turn +Duration: Special Saving Throw: None +Area of Effect: Special +Explanation/Description: The druidic weather summoning spell is similar +to the control weather spell (q.v.) of clerical nature. By casting the spell, +the druid calls forth weather commensurate with the climate and season of +the area he or she is in at the time. Thus, in spring a tornado, thunderstorm, +cold, sleet storm, or hot weather could be summoned. In summer a +torrential rain, heat wave, hail storm, etc. can be called for. In autumn, hot +or cold weather, fog, sleet, etc. could be summoned. Winter allows great +cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds +can be summoned near coastal regions in the late winter or early spring. +The summoned weather is not under the control of the druid. It might last +but a single turn in the case of a tornado, or for hours or even days in other +cases. The area of effect likewise varies from about 1 square mile to 100 or +more square miles. Note that several druids can act in concert to greatly +affect weather, controlling winds and/or working jointly to summon very +extreme weather conditions. Within 4 turns after the spell is cast, the trend +of the weather to come will be apparent, i.e., clearing skies, gusts of warm +or hot air, a chill breeze, overcast skies, etc. Summoned weather will +arrive 6 to 17 turns (d12 + 5) after the spell is cast. Anything less than +greater mistletoe as the material component will sharply curtail the +weather extremes desired. +Seventh level Spells: +Animate Rock (Alteration) +Level: 7 +Range: 4" Casting Time: 9segments +Duration: 1 round/level +Area of Effect: 2 cubic feet/level +Explanation/Description: By employing an animate rock spell, the druid +causes a lithic object of a size up to that indicated to move. (See animate +object, the Sixth Level cleric spell.) The animated stone object must be +separate, i.e. not a piece of a huge boulder or the like. It will follow the +desire of the druid casting the spell - attacking, breaking obiects, +blocking - while the magic lasts. It has no intelligence nor volition of its +own, but it follows instructions exactly as spoken. Note that only one set of +instructions for one single action (the whole being simply worded and very +brief - 12 words or so), can be given to the rock animated. The rock +remains animated for 1 melee round per level of experience of the spell +caster, and the volume of rock which can be animated is also based on the +experience level of the druid - 2 cubic feet of stone per level, i.e. 24 cubic +feet at the 12th level. +Components: V, S, M +Saving Throw: None +Chariot Of Sustarre (Evocation) +Level: 7 +Range: I" +Duration: 6 turns + I tum/level +Area of Effect: Special +Components: V, S, M +Casting Time: I turn +Saving Throw: None +Explanation/Description: When this spell is cast by a druid, it brings forth a +large flaming chariot pulled by two fiery horses which appear in a clap of +thunder amidst cloud-like smoke. This vehicle moves at 24" on the ground, +48" flying, and it can carry the druid and up to 8 other man-sized creatures +whom he or she first touches so as to enable these creatures to be able to +ride aboard this burning transport. Creatures other than the druid and his +or her designated passengers will sustoin damage equal to that of a wall +of fire spell if they are within 5' of the horses or chariot, voluntarily or +involuntarily. The druid controls the chariot by verbal command, causing +the flaming steeds to stop or go, walk, trot, run or fly, turning left or right as +he or she desires. Note that the Chariot of Sustarre is a physical +manifestation, and can sustain damage. The vehicle and steeds are struck +only by magical weapons or by water (one quart of which will cause 1 hit +point of damage), they ore armor class 2, and each requires 30 hit points of +damage to dispel. Naturally, fire has absolutely no effect upon either the +vehicle or its steeds, but magical fires will affect the riders if they are +exposed to them (other than those of the chariot itself). In addition to +mistletoe, the druid casting this spell must have a small piece of wood, 2 +holly berries, and a fire source at least equal to a torch. +Confusion (Enchantment/Charm) +Level: 7 +Range: 8" +Duration: I round/level +Area of Effect: Up to 4" by 4" +Explanation/Description: This spell +Components: V, S, M +Casting Time: 9segments +Saving Throw: Special +causes confusion in one or more +creatures within spell range. Confused creatures will react as follows: +die Roll action +01-10 +11-60 +61 -80 +81 -00 +Wander away for 1 turn +Stand confused for 1 round +Attack nearest creature for 1 round +Attack druid or his party for 1 +round +The spell lasts for 1 melee round for each level of experience of the spell +caster. It will affect 2 to 8 creatures, plus a possible additional number of +creatures determined bysubtracting the level or number of hit dice of the +strongest opponent creature within the spell range and area of effect from +the level of the druid who cast the spell of confusion. If a positive number +results, it is added to the random die roll result for number of creatures +affected; a negative number is ignored. All creatures affected will be +those closest to the druid within the area of effect. Each affected creature +must make a saving throw each round, unless they are caused to "wander +away for 1 turn" in which case they will go as far away from the druid as is +possible in one turn of normal movement, as conditions permit. All saving +throws are at -2. Confused creatures act according to the table of actions +shown above, but saving throws and actions are checked at the beginning +of each round. +conjure Earth Elemental (Con juration/Summoning) Reversible +Level: 7 +Range: 4" +Duration: 1 turn/level +Area of Effect: Special +Components: V, S, M +Casting Time: 1 turn +Saving Throw: None +Explanation/Description: When a druid casts a conjure earth elemental +spell, he or she summons an earth elemental of 16 hit dice to do the druid's +bidding. Furthermore, the druid need but command it, and then do as he or +she desires, for the elemental does not regard th& druid who conjured it +with enmity. The elemental remains until destroyed, dispelled, or sent +away by dismissal (cf. conjure fire elemental). +Control Weather (Alteration) +Level: 7 +Range: 0 +Duration: 8-96 hours +Area of Effect: 4-32 square miles +Explanation/Description: The druidic control weother spell is more +powerful than the clerical spell of the same name (q.v.). The spell caster is +able to change weather by two places from the prevailing conditions if +greater mistletoe is used. It otherwise is the same as the 7th level cleric +control weather spell. +Components: V, S, M +Casting Time: 1 turn +Saving Throw: None +Creeping Doom (Conjuration/Summoning) +Level: 7 +Range: 0 +Duration: 4 rounds/level +Area of Effect: Special +Explanation/Description: When the druid utters the spell of creeping +doom, he or she calls forth a mass of from 500 to lo00 (d6 + 4) venomous, +biting and stinging arachnids, insects and myriapods. This carpet-like mass +will swarm in an area of 2" square, and upon command from the druid +will creep forth at 1" per round towards any prey within 8, moving in the +direction in which the druid commanded. The creeping doom will slay any +creature subject to normal attacks, each of thesmall horrors inflicting 1 hit +point of damage (each then dies after their attack), so that up to 1 ,o00 hit +points of damage can be inflicted on creatures within the path of the +creeping doom. If the creeping doom goes beyond 8 of the summoner, it +loses 50 of its number for each 1" beyond 8, i.e. at 10" its number has +Components: V, S, M +Casting Time: 9 segments +Saving Throw: None +63 +DRUID SPELLS (7TH LEVEL) MAGIC-USER SPELLS (IST LEVEL) +shrunk by 100. There are a number of ways to thwart or destroy the +creatures forming the swarm, all of which methods should be obvious. +Finger Ofdeath (Enchantment/Charm) +Level: 7 +Range: 6" +Duration: Permanent Saving Throw: Neg. +Area of Effect: One creature +Explanation/Description: The finger of death spell causes the victim's +heart to stop. The druid utters the incantation, points his or her index finger +at the creature to be slain, and unless the victim succeeds in making the +appropriate saving throw, death occurs. A successful saving throw negates +the spell. +Components: V, S, M +Casting Time: 5 segments +Fire Storm (Evocation) Reversible +Level: 7 +Range: 16" Casting Time: 9segments +Duration: 1 round +Area of Effect: 2"cube/level, , +components: V, S, M +Saving Throw: % +minimum 16 cubic " +Explanation/Description: When a fire storm spell is cast by a druid, o +whole area is shot through with sheets of roaring flame which are equal to +a wall of fire (q.v.) in effect. Creatures within the area of fire and 1" or +less from the edge of the affected area receive 2 to 16 hit points of +damage plus additional hit points equal to the number of levels of +experience of the druid unless they make a saving throw, in which case +they take only one-half damage. The area of effect is equal to 2 cubic " +per level of the druid, i.e. a 13th level druid can cast a fire storm which +measures 13" by 2" by 1". The height of the storm is 1" or 2"; the balance +of its area must be in length and width. The reverse spell, fire quench, +smothers double the area of effect of a fire storm with respect to normal +fires, and with respect to magical fires it has a 5% chance per level of the +caster of extinguishing a magical fire (such as a fire storm) of proportions +up to the normal area of effect of the non-reversed spell. +Reincarnate (Necromantic) +Level: 7 Components: V, S, M +Range: Touch Casting Time: 1 turn +Duration: Permanent Saving Throw: None +Area of Effect: Person touched +Explanation/Description: Druids have the capability of bringing back the +dead in another body if death occurred no more than a week before the +casting of the spell. The person reincarnated will recall the majority of his +or her former life and form, but the class they have, if ony, in their new +incarnation might be different indeed. Abilities and speech are likewise +often changed. The table below gives the reincarnation possibilities of this +spell: +Die Roll +01 -03 +04-08 +09-1 2 +13-1 6 +17-19 +24-28 +20-23 +29-31 +32-34 +35-36 +37-40 +41 -44 +45-58 +59-61 +62-64 +65-68 +69-70 +71 -75 +76-80 +81 -85 +86-00 +incarnation +badger +bear, black +bear, brown +boar, wild +centaur +dryad +eagle +elf +faun +fox +gnome +hawk +human +lynx +owl +pixie +raccoon +stag +wolf +wolverine +use magic-user reincarnation +table +Any sort of player character can be reincarnated. If an elf, gnome or +human is indicated, the character must be created. When the corpse is +touched, the new incarnation will appear in the area within 1 to 6 turns. +(Cf. sixth level magic-user spell reincarnation.) +Transmute metal lo Wood (Alteration) +Level: 7 +Range: 8" Casting Time: 9segments +Duration: Permanent Saving Throw: Special +Area of Effect: One metal object +Explanation/Description: The transmute metal to wood spell allows the +druid casting it to change an object from metal to wood. The volume of +metal is equal to a maximum weight of 80 gold pieces per level of +experience. Magical objects of metal are only 10% likely to be offectedby +the spell. Note that even a dispel magic spell will not reverse the spell +effects. Thus, a metal door changed to wood would be forevermore a +wooden door. +Components: V, S, M +MAGIC-USER SPELLS +Notes Regarding Magic-User Spells: +magic-users employ a greater variety of material components than do +other character classes employing spells, i.e. clerics and druids. Some of +the required components will be difficult to find and/or expensive, but +alternative spells can always be chosen. +The relatively short casting time for those spells with a material +component assumes that the magic-user has decided upon which spell he +or she will employ, and the material or materials needed are at hand in +the numerous pockets and folds of the magic-user's garb. If this is not the +case, there will be a delay commensurate to the situation. It has been +recommended to the referee that actual time relate to the game time in +such situations if at all possible. If it takes 6 seconds to decide on which +spell to cast, 1 segment of the round is gone. Having to search through a +pack to locate some component is as good as wasting 5 segments - 30 +seconds. +Substitute materials might be allowed. This is up to your Dungeon Master. +It should be noted that such substitution could affect spell range, duration, +area of effect, effect, etc. +In general, reversible or multiple application spells require the magic-user +to determine which form he or she is memorizing prior to the adventure. +Consult your referee in this regard. +First Level Spells: +Affect Normal Fires (Alteration) +Level: 1 +Range: %"/level +duration 1 round/level +Area of Effect: 3'diameter fire +Components: V, S +Casting Time: 1 segment +Saving Throw: None +Explanation/Description: This spell enables the magic-user to cause small +fires - from as small as a torch or lantern to as large as a normal bonfire +of 3' maximum diameter - to reduce in size and light to become matchlike or increase in light so os to become as bright as a light spell. Reducing +the fire will cut fuel consumption to half normal, and increasing the fire +will double consumption, Note that heat output is not altered in either +case1 +Burning Hands (Alteration) +Level: 1 +Range: 0 +Duration: 1 round +Area of Effect: Special +Components: V, S +Casting Time: 1 segment +Saving Throw: None +Explanation/Description: When the magic-user casts this spell, jets of +searing flame shoot from his or her fingertips. Hands can only be held so +64 +MAGIC-USER SPELLS (IST LEVEL) +as to send forth a fan-like sheet of flames, as the magic-user's thumbs +must touch each other and fingers must be spread. The burning hands send +out flame jets of 3' length in a horizontal arc of about 120" in front of the +magic-user. Any creature in the area of flames takes 1 hit point of damage +for each level of experience of the spellcaster, and no saving throw is +possible. Inflammable materials touched by the fire will burn, i.e. cloth, +paper, parchment, thin wood, etc. +Charm Person (Enchantment/Charm) +Level: 1 Components: V,S +Range: 12'' +Duration: Special Saving Throw: Neg. +Area of Effect: One person +Explanation/Description: Except as shown above, this spell is the same as +the second level druid spell, charm person or mammal (q.v.), but the +magic-user can charm only persons, i.e. brownies, dwarves, elves, gnolls, +gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, +kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. All other +comments regarding spell effects apply with respect to persons. +Comprehend languages (Alteration) Reversible +Level: 1 +Range: Touch +Duration: 5 round/level +Area of Effect: One written object +or speaking creature +Casting Time: 1 segment +Components: V, S, M +Casting Time: I round +Saving Throw: None +Explanation/Description: When this spell is cast, the magic-user is able to +read an otherwise incomprehensible written message such as a treasure +map (but not a magical writing, other than to know it is "magic") or +understand the language of a speaking creature. In either case, the magicuser must touch the object to be read or the creature to be understood, and +the spell does not enable the spell caster to write or speak the language. +The material components of this spell are a pinch of soot and a few grains +of salt. The reverse, confuse languages, prevents comprehension or +cancels a comprehend languages spell. +Dancing lights (Alteration) +Level: 1 +Range: 4" + 1 "/level +Duration: 2 rounds/level +Area of Effect: Special +Explanation/Description: When a dancing lights spell is cast, the magicuser creates, at his or her option, from 1 to 4 lights which resemble either +A) torches and/or lanterns (and cast that amount of light), 8) glowing +spheres of light (such as evidenced by will-0-wisps), or C) one faintly +glowing, vaguely man-like shape, somewhat similar to that of a creature +from the Elemental Plane of Fire. The dancing lights move as the spell +caster desires, forward or back, straight or turning corners, without +concentration upon such movement by the magic-user. The spell will wink +out if the range or duration is exceeded. Range is a base of 4" plus 1" for +each level of the magic-user who cast the spell. Duration is 2 melee rounds +per level of the spelt caster. The material component of this spell is either a +bit of phosphorus or wytchwood or a glowworm. +Components: V, S, M +Casting Time: 1 segment +Saving Throw: None +MAGIC-USER SPELLS (1ST LEVEL) +detect Magic (Divination) +Level: 1 Components: V, S +Range: 0 +Duration: 2 rounds/level +Area of Effect: I" path, 6" long +Explanation/Description: The only differences between this spell and the +first level cleric detect magic spell are noted above (duration, area of +effect, and no material component). +Casting Time: 1 segment +Saving Throw: None +Enlarge (Alteration) Reversible +level: I +Range: %"/level +Duration: 1 turn/level +Area of Effect: Special +Components: V, S, M +Casting Time: 1 segment +Saving Throw: Neg. +Explanation/Description: This spell causes instant growth of a creature or +object Enlargement causes increase in both size and weight. It can be cast +upon only a single creature or obiect. Spell range is E'' for each level of +experience of the magic-user, and its duration is 1 turn per level of +experience of the spell caster. The effect of the enlargement spell is to +increase the size of a living creature (or a symbiotic or community entity) +by 20% per level of experience of the magic-user, with a maximum +additional growth of 200%. The effect on obiects is one-half that of +creatures, i.e. 10% per level to a 100% maximum additional enlargement. +The creature or object must be seen in order to effect the spell. The +maximum volume of living material which can be initially affected is 10 +cubic feet - for non-living matter, 5 cubic feet - per level of the magicuser. While magical properties are not increased by this spell - a huge ++1 sword is still only +1, a staff-sized wand is still only capable of its +normal functions, a giant-sized potion merely requires a greater fluid +intake to make its magical effects operate, etc. - weight, mass and +strength are. Thus, a table blocking a door would be heavier and more +effective; a hurled stone would have more mass (and be more hurtful +providing enlargement took place just prior to impact); chains would be +more massive; doors thicker; a thin line turned to o sizable, longer rope; +and so on. Likewise, a person 12' tall would be as an ogre, while an 18' tall +person would actually be a giant for the duration of the spell. The reverse +spell, reduce, will negate the effects or actually make creatures or objects +smaller in the same ratios as the regular spell application functions. +Unwilling victims of the spell, or its reverse, are entitled to a saving throw, +which, if successful, indicates the magic does not function, and the spell is +wasted. The material component of this spell is a pinch of powdered iron. +Erase (Alteration) +Level: 1 Components: V, S +Range: 3" +Duration: Permanent Saving Throw: Neg. +Area of Effect: One scroll or two +Casting Time: 1 segment +facing pages +Explanation/Description: The erase spell removes writings of either +magical or mundane nature from a scroll or one or two pages or sheets of +paper, parchment or similar surfaces. It will not remove explosive runes or +a symbol (see these spells hereafter), however. There is a basic chance of +65 +MAGIC-USER SPELLS (IST LEVEL) MAGIC-USER SPELLS (IST LEVEL) +50%. plus 2% per level of experience of the spell caster with respect to +magical writings, plus4% per level for mundane writing, that the spell will +take effect. This represents the saving throw, and any percentile dice score +in excess of the adjusted percentage chance means the spell fails. +Feather Fall (Alteration) +Level: I Components: V, M +Range: I"/level +Duration: I segmentAevel +Area of Effect: Special +Explanation/Description: When this spell is cast, the creature(s) or +objects affected immediately assumes the mass of a feathery piece of +dawn. Rate of falling is thus instantly changed to a mere constant 2' per +second or 12' per segment, and no damage is incurred when landing when +the spell is in effect. However, when the spell duration ceases, normal rate +of fall occurs. The spell can be cast upon the magic-user or some other +creature or object up to the maximum rarge of 1" per level of experience +of the spell caster. It lasts for 1 segment for each level of the magic-user. +The feather fall affects an area of 1 cubic inch, and the maximum weight +of creatures and/or objects cannot exceed a combined total equal to a +base 2,000 gold pieces weight plus 2,000 gold pieces weight per level of +the spell caster. example a 2nd level magic-user has a range of 2", a +duration of 2 segments, a weight maximum of 6,000 gold pieces (600 +pounds) when employing the spell. The spell works only upon free-falling +or propelled obiects. It will not affect a sword blow or a charging creature, +but it will affect a missile. The material component is a small feather or a +piece of down somewhere on the person of the spell caster. +Find Familiar (Conjuration/Summoning) +Level: I +Range: I mile/level +Duration: Special Saving Throw: Neg. +Area of Effect: As spell range +Explanation/Description: A familiar is of certain benefit to a magic-user, as +the creature adds to the spell caster's hit points, it conveys its sensory +powers to its master, and it con converse with and will serve as a +guard/scout/spy as well. However, the magic-user has no control over +what sort of creature will answer the summoning, or if any at all will come, +and the power of the conjuration is such that it can be attempted but once +per year. At such time as the mogic-user determines to find a familiar, he +or she must stoke up a brass brazier with charcoal, and when this is +burning well, add 100 g.p. worth of incense, herbs (basil, savory, and +catnip for sure), and fat. When these items are burning, the spell caster +begins his or her incantation, and it must be continued until the familiar +comes or th& casting time is finished. Your referee will secretly determine +a11 results. The magic-user has absolutely no control over what sort of a +creature appears to become his or her familiar. This will be determined on +the table below: +Casting Time: 1/10 segment +Saving Throw: None +Components: V, S, M +Casting Time: 1-24 hours +Die +Roll (d20) +1-4 +5-6 +7-8 +9-10 +11-12 +13-14 +15 +16-20* +Familiar Sensory Powers +cot, black +crow excellent vision +hawk very superior distance vision +owl, screech night vision equals human daylight visual +toad wide angle vision +weasel superior hearing & very superior olfactory +special - see sub-table below for details +no familiar available within spell range +excellent night vision & svperior hearing +ability, superior hearing +power +*Subtract 1 from the die score for each 3 levels of experience +of the spell caster, and if the score is 15 or less roll again +using d16, and if o 16 is rolled then the result is final. +If a score of 15 is rolled, use the table below for a special familiar: +Alignment of +Magic-User Result of Special Familiar +chaotic evil or +neutral chaotic quasit (see ADBD, MONSTER MANUAL) +chaotic good, +neutral, or neutral pseudo-dragon (see ADBD, MONSTER +good MANUAL) +lawful neutral or +lawful good brownie (see ADBD, MONSTER MANUAL) +lawful evil or +neutral evil imp (see ADBD, MONSTER MANUAL) +Normal familiars hove 2-4 hit points and armor class of 7 (due to size, +speed, etc.). Each is abnormally intelligent and totally faithful to the +magic-user whose familiar it becomes. The number of the familiar's hit +points is added to the hit point total of the magic-user when it is within 12" +of its master, but if the familiar should ever be killed, the magic-user will +permanently lose double that number of hit points. +If a special familiar is indicated, details of the powers it conveys ore given +in ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL for all except the brownie. This creature becomes a friend and companion to the +magic-user, and he or she will gain dexterity equal to the brownie's (18) +andthe advantage of never being surprised, as well as +2 on all soving +throws. Note that special familiars are entitled to a saving throw versus +magic when summoned by the spell, and if they succeed, they will ignore +the spell, and NO familiar will be available that year to the caster. +A familiar will fight for the life of the magic-user it serves only in a lifeand-death situation, and imps and quasits will be 90% likely not to do so at +the risk of their own life. +Friends (Enchantment/Charm) +Level: I +Range: 0 +Duration: I roundAevel +Area of Effect: I" + I"/level of +Components: V, S, M +Casting Time: 1 segment +Saving Throw: Special +spell caster radius sphere +Explanation/Description: A friends spell causes the magic-user to gain a +temporary increase of 2-8 points in charisma - or a temporary lowering of +charisma by 1-4 points- depending on whether creatures within the area +of effect of the spell make - or fail - their saving throw versus magic. +Those that fail their saving throw will be very impressed with the spell +caster and desire greatly to be his or her friend and help. Those that do not +fail will be uneasy in the spell caster's presence and tend to find him or her +irritating. Note that this spell has absolutely no effect on creatures of +animal intelligence or lower. The components for this spell are chalk (or +white flour), lampblack (or soot), and vermillion applied to the face +before casting the spell. +Hold Portal (Alteration) +level: I Components: V +Range: 2"Aevel +Duration: I round/level +Area of Effect: 80 square +Casting Time: 1 segment +Saving Throw: None +feet/level +Explanation/Description: This spell magically bars a door, gate or valve of +wood, metal or stone. The magical closure holds the portal fast just as if it +were securely stopped and locked. The range of the spell is 2' per level of +experience of the caster, and it lasts for 1 round per level. Note that any +extra-dimensional creature (demon, devil, elemental, etc.) will shatter, +such a held portal. A magic-user of four or more experience levels higher +than the spell caster can open the held portal at will. A knock spell (q.v.) or +dispel magic spell (q.v.) will negate the hold portal. Held portals can be +broken or battered down. +Identify (Divination) +level: I +Range: 0 +Duration: I segment/level +Area of Effect: One item +Components: V, S, M +Casting Time: I turn +Saving Throw: Special +Explanation/Description: When an identify spell is cost, one item may be +66 +MAGIC-USER SPELLS (IST LEVEL) MAGIC-USER SPELLS (IST LEVEL) +touched and handled by the magic-user in order that he or she may +possibly find what dweomer it possesses. The item in question must be +held or worn as would be normal for any such obiect, i.e. a bracelet must +be placed on the spell caster's wrist, a helm on his or her head, boots on +the feet, a cloak worn, a dagger held, and so on. Note that any +consequences of this use of the item fall fully upon the magic-user, +although any saving throw normally allowed is still the privilege of the +magic-user. For each segment the spell is in force, it is 15% + 5% per level +of the magic-user probable that 1 property of the object touched can +become known - possibly that the item has no properties and is merely a +ruse (the presence of Nystul's Magic Aura or a magic mouth being +detected). Each time a property can be known, the referee will secretly roll +to see if the magic-user made his or her saving throw versus magic. If the +save was successful, the property is known; if it is 1 point short, a false +power will be revealed; and if it is lower than 1 under the required score +no information will be gained. The item will never reveal its exact plusses +to hit or its damage bonuses, although the fact that it has few or many such +plusses can be discovered. If it has charges, the oject will never reveal +the exact number, but it will give information which is +/-25% of actual, +i.e. a wand with 40 charges could feel as if it had 30, or 50, or any number +in between. The item to be identified must be examined by the magic-user +within 1 hour per level of experience of the examiner after it has been +discovered, or all readable impressions will have been blended into those +of the characters who have possessed it since. After casting the spell and +determining what can be learned from it, the magic-user loses 8 points of +constitution. He or she must rest for 6 turns per 1 point in order to regain +them. If the 8 point loss drops the spell caster below a constitution of 3, he +or she will fall unconscious, and consciousness will not be regained until +full constitution is restored 24 hours later. The material components of this +spell are a pearl (of at least 100 g.p. value) and an owl feather steeped in +wine, with the infusion drunk and a live miniature carp swallowed whole +prior to spell casting. If a luckstone is powdered and added to the infusion, +probability increases 25% and all saving throws are made at +4. +Jump (Alteration) +Level: I Components: V, S, M +Range: Touch Casting Time: I segment +Duration: Special Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: When this spell is cast, the individual is +empowered to leap up to 30' forward or 10' backward or straight upward. +Horizontal leaps forward or backward are in only a slight arc - about +2'/10' of distance traveled. The jump spell does not insure any safety in +landing or grasping at the end of the leap. For every 3 additional levels of +experience of the magic-user beyond the lst, he or she is able to empower +1 additional leap, so a 4th level magic-user can cast a jump spell which +enables the recipient to make 2 leaps, 3 leaps at 7th level, etc. All leaps +must be completed within 1 turn after the spell is cast, for after that period +has elapsed the spell wears off. The material component of this spell is a +grasshopper's hind leg, one for each leap, to be broken when the leap is +made. +light (Alteration) +Level: I Components: V, S +Range: 6" +Duration: I turn/level +Area of Effect: 2" radius globe +Explanation/Description: With the exceptions noted above, this spell is the +same as the first level cleric light spell (q.v.). +Magic Missile (Evocation) +Level: I Components: V, S +Range: 6" + I"/level +Duration: Special Saving Throw: None +Area of Effect: One or more +Casting Time: I segment +Saving Throw: None +Casting Time: I segment +creatures in a IO square foot area +Explanation/Description: Use of the magic missile spell creates one or +more magical missiles which dart forth from the magic-user's fingertip and +unerringly strike their target. Each missile does 2 to 5 hit points (d4+ 1 ) of +damage. If the magic-user has multiple missile capability, he or she can +have them strike a single target creature or several creatures, as desired. +For each level of experience of the magic-user, the range of his or her +magic missile extends 1" beyond the 6" base range. For every 2 levels of +experience, the magic-user gains an additional missile, i.e. 2 at 3rd level, +3 at 5th level, 4 at 7th level, etc. +Mending (Alteration) +Level: I Components: V, S, M +Range: 3" Costing Time: I segment +Duration: Permanent Saving Throw: None +Area of Effect: One object +Explanation/Description: This spell repairs small breaks in obiects. It will +weld a broken ring, chain link, medallion or slender dagger, providing but +one break exists. Ceramic or wooden objects with multiple breaks can be +invisibly rejoined to be as strong as new. A hole in a leather sack or +wineskin is completely healed over by a mending spell. This spell will not +repair magic items of any kind. The material components of this spell are +two small magnets of any type (lodestone in all likelihood) or two burrs. +Message (Alteration) +Level: I +Range: 6" + I"/level +Duration: 5 segments + I +Area of Effect: 7/4"path +Explanation/Description: When this +segment/level +Components: V,S,M +Casting Time: I segment +Saving Throw: None +spell is cast, the magic-user can +whisper a message and secretly, or openly, point his or her finger while so +doing, and the whispered message will travel in a straight line and be +audible to the creature pointed at. The message must fit spell duration, +and if there is time remaining, the creature who received the message can +whisper a reply and be heard by the spell caster. Note that there must be +an open and unobstructed path between the spell caster and the recipient +of the spell. The material component of the spell is a short piece of copper +drawn fine. +Nystul's Magic Aura (Illusion/Phantasm) +Level: I +Range: Touch +Duration: I day/level +Area of Effect: Special +Components: V, S, M +Casting Time: I round +Saving Throw: Special +Explanation/Description: By means of this spell any one item of a weight +of 50 g.p. per level of experience of the spell caster can be given an aura +which will be noticed if detection of magic is exercised upon the object. If +the object bearing the Nystul's Magic Aura is actually held by the creature +detecting for a dweomer, he, she or it is entitled to a saving throw versus +magic, and if this throw is successful, the creature knows that the aura has +been placed to mislead the unwary. Otherwise, the aura is simply magical, +but no amount of testing will reveal what the magic is. The component for +this spell is a small square of silk which must be passed over the object to +bear the aura. +Protection From Evil (Abjuration) Reversible +Level: I +Range: Touch +Duration: 2 rounddlevel +Area of Effect: Creature touched +Explanation/Description: With the differences shown above, and the +requirement of powdered iron and silver as the material components for +tracing the magic circle for protection from evil, the spell is the same as the +first level cleric protection from evil spell (q.v.). +Components: V, S, M +Casting Time: I segment +Saving Throw: None +Push (Conjuration/Summoning) +Level: I +Range: I" + 7/4"/level +Duration: Instantaneous Saving Throw: Neg. +Area of Effect: Special ~ +Explanation/Description: Upon pronouncing the syllables of this spell, the +magic-user causes an invisible force to strike against whatever object he +or she is pointing at. The force of the push is not great, being 1 foot pound +Components: V, S, M +Casting Time: I segment +67 +MAGIC-USER SPELLS (1ST LEVEL) MAGIC-USER SPELLS (1ST LEVEL) per level of the magic-user casting the spell, but it can move small obiects +up to 1' in a direction directly away from the caster, topple an obiect under +the proper conditions, or cause a creature to lose its balance. An example +of the latter use is causing a creature attacking to lose its balance when it +is attacking, for if the creature foils its saving throw, it will not be able to +attack that round. Of course, the mass of the creature attacking cannot +exceed the force of the push by more than a factor of 50, i.e. a 1st level +magic-user cannot effectively push a creature weighing more than 50 +pounds. A push spell employed against an obiect held by a creature will +cause it to subtract the force of the spell in foot pounds (1, 2, 3, etc.) from +its chance to hit or add to opponent saving throws as applicable if the +creature foils to make its saving throw against magic when the spell is cast. +The material component of this spell is a small pinch of powdered brass +which must be blown from the palm prior to pointing at the obiect of the +spell. +Read Magic (Divination) Reversible +level: I +Range: 0 +Duration: 2 rounds/level +Area of Effect: Special +Explanation/Description: By means of a read magic spell, the magic-user +is able to read magical inscriptions on objects - books, scrolls, weapons +and the like - which would otherwise be totally unintelligible to him or +her. (The personal books of the magic-user, and works already magically +read, are intelligible.) This deciphering does not normally invoke the +magic contained in the writing, although it may do so in the case of a curse +scroll. Furthermore, once the spell is cast and the magic-user hos read the +magical inscription, he or she is thereafter able to read that particular +writing without recourse to the use of the read magic spell. The durotion of +the spell is 2 rounds per level of experience of the spell caster. The +material component for the spell is a clear crystal or mineral prism. Note +that the material is not expended by use. The reverse of the spell, +unreadable magic, makes such writing completely unreadable to any +creature, even with the aid of a read magic, until the spell wears off or the +magic is dispelled. The material components for the reverse spell are a +pinch of dirt ond a drop of water. +Components: V, S, M +Casting Time: I round +Saving Throw: None +Shield (Evocation) +Level: I Components: V, S +Range: 0 +Duration: 5 rounddlevel +Area of Effect: Special +Explanation/Description: When this spell is cast, an invisible barrier before +the front of the magic-user comes into being. This shield will totally negate +magic missile attacks It provides the equivalent protection of armor class2 +against hand hurled missiles (axes, darts, javelins, spears, etc.), armor +class 3 against small device-propelled missiles (arrows, bolts, bullets, +manticore spikes, sling stones, etc.), and armor class 4 against all other +forms of attack. The shield also adds +1 to the magic-user's soving throw +dice v3. attacks which are basically frontal. Note that all benefits of the +spell accrue only to attacks originating from the front facing the magicuser, where the shield can move to interpose itself properly. +Casting Time: I segment +Saving Throw: None +Shocking Grasp (Alteration) +Level: I Components: V, S +Ronge: Touch +Duration: One touch +Area of Effect: Creature touched +Explanation/Description: When the magic-user costs this spell, he or she +develops o powerful electrical charge which gives o jolt to the creature +touched. The shocking grasp delivers from 1 to 8 hit points damage (d8), +plus 1 hit point per level of the magic-user, i.e. a 2nd level magic-user +would discharge a shock causing 3 to 10 hit points of damage. While the +magic-user must only come close enough to his or her opponent to lay o +hond on the opponent's body or upon on electrical conductor which +touches the opponent's body, o like touch from the opponent does not +discharge the spell. +Sleep (Enchantment/Charm) +Level: I +Range: 3" + I"/level +Duration: 5 roundsAeve1 +Area of Effect: Special +Explanation/Description: When a magic-user casts a sleep spell, he or she +will usually cause a comatose slumber to come upon one or more +creatures [other than undead and certain other creatures specifically +excluded (see ADVANCED DUNGEONS 8 DRAGONS, MONSTER +MANUAL) from the spell's effects]. All creotures to be affected by the +sleep spell must be within a 3" diameter circle. The number of creatures +which can be affected is a function of their life energy levels, expressed os +hit dice and hit points: +Casting Time: I segment +Saving Throw: None +Components: V, S, M +Costing Time: I segment +Saving Throw: None +Creatures +Hit Dice +up to 1 +1+1 to2 +24-1 to3 +3+1 to4 +4+1 to4+4 +Number Affected +By Sleep Spell +4-16 (4d4) +2-8 (2d4) +1-4 (ld4) +1-2 (Yzd4, round off) +0- 1 (d4,3 or4) +The area of effect is determined by the range and area center decided +upon by the spell caster. Slopping or wounding will awaken affected +creatures, but noise will not do so. Awakening requires 1 complete melee +round. Note that sleeping creatures con be slain automatically at a rote of +1 per slayer per melee round. The material component for this spell is o +pinch of fine sand, rose petols, or a live cricket. +Spider Climb (Alteration) +Level: I +Range: Touch +Duration: I round + I round/level +Area of Effect: Creature touched +Explanation/Description: A spider climb spell enables the recipient to +climb and travel upon vertical surfaces just as a giant spider is able to do, +i.e. at 3" movement rote, or even hang upside down from ceilings. Note +that the affected creature must have bare hands and feet in order to climb +in this manner. During the course of the spell the recipient cannot handle +obiects which weigh less than 50 g.p., for such obiects will stick to the +creature's hands/feet, so a magic-user will find it virtually impossible to +cast spells if under a spider climb dweomer. The material components of +this spell are a drop of bitumen and a live spider, both of which must be +eaten by the spell recipient. +Tenser's Floating Disc (Evocation) +Level: I +Ronge: 2" +Duration: 3 turns + I turn/level +Area of Effect: Special +Explanation/Description: With this spell, the caster creates the circular +plane of null-gravity known as Tenser's Floating Disc after the famed +wizard of that appellation (whose ability to locate treasure and his greed +to recover every copper found ore well known). The disc is cuncave, 3' in +Components: V, S, M +Casting Time: I segment +Saving Throw: None +Components: V, S, M +Costing Time: I segment +Saving Throw: None +68 +MAGIC-USER SPELLS (IST LEVEL) MAGIC-USER SPELLS (2ND LEVEL) +diameter, and holds 1 ,ooO g.p. weight per level of the magic-user casting +the spell. The disc floats at approximately 3' above the ground at all times +and remains level likewise. It maintains a constant interval of 6' between +itself and the magic-user if unbidden. It will otherwise move within its +range, as well as along with him at a rate of 6", at the command of the +magic-user. If the spell caster moves beyond range, or if the spell duration +expires, the floating disc winks out of existence and whatever it was +supporting is precipitated to the surface beneath it. The material +component of the spell is a drop of mercury. +Unseen Servant (Conjuration/Summoning) +Level: 1 +Range: 0 +Duration: 6 turns + 1 turn/level +Area of Effect: 3"radius of spell +Components: V, S, M +Casting Time: 1 segment +Saving Throw: None +caster +Explanation/Description: The unseen servant is a non-visible valet, a +butler to step and fetch, open doors and hold chairs, as well as to clean +and mend. The spell creates a farce which is not strong, but which obeys +the command of the magic-user. It can carry only light-weight items - a +maximum of 200 gold pieces weight suspended, twice that amount +moving across a relatively friction-free surface such as a smooth stone or +wood floor. It can only open normal doors, drawers, lids, etc. The unseen +servant cannot fight, nor can it be killed, as it is a force rather than a +creature. It can be magically dispelled, or eliminated after taking 6 hit +points of magical damage. The material components of the spell are a +piece of string and a bit of wood. +Ventriloquism (illusion/Phantasm) +Level: I Components: V,M +Range: I"/level, maximum 6" +Duration: 2 rounds + I +Area of Effect: One object +Explanation/Description: This spell enables the magic-user to make it +sound as if his or her voice - or someone's voice or similar sound - is +issuing from someplace else, such as from another creature, a statue, from +behind a door, down a passage, etc. The spell caster is able to make his or +her voice sound as if a different creature were speaking or making the +noise; of course, in a language known by him or her, or a sound which the +caster can normally make. With respect to such voices and sounds, there is +a 10% chance per point of intelligence above 12 of the hearer that the ruse +will be recognized. The material component of the spell is a small cone of +parchment. +Write (Evocation) +Level: 1 +Range: 0 +Duration: 1 hour/level +Area of Effect: One magical spell +Casting Time: I segment +Saving Throw: None +roundAeve1 +Components: V, S, M +Casting Time: I round +Saving Throw: Special +inscription +Explanation/Description: By means of this spell a magic-user might be +able to inscribe a spell he or she cannot understand at the time (due to +level or lack of sufficient intelligence) into the tome or other compilation +he or she employs to maintain a library of spells. The magic-user must +make a saving throw versus magic to attempt the writing of any spell, +2 +if it is only up to 1 level greater than he or she currently uses, 0 at 2 levels +higher, and -1 per level from 3 levels higher onwards. If this throw fails, +the magic user is subiect to ld4 of damage for every level of the spell he or +she was attempting to transcribe into his or her magic book, and +furthermore be knocked unconscious for a like number of turns. This +damage, if not fatal, can only be healed at the rate of 1-4 points per day, +as it is damage to psyche and body. Furthermore, a spell will toke 1 hour +per level to transcribe in this fashion, and during this period, the magicuser is in a trance state and can always be surprised by any foe. In addition +to the writing surface upon which the spell is to be transcribed, the spell +caster needs a fine ink composed of rare substances (minimum cost 200 +g.p. per bottle, if avoilable at all without manufacture by the magic-user). +Second level Spells: +Audible glamer (Illusion/Phantasm) +Level: 2 Components: V, M +Range: 6" + I"/level +Duration: 2 roundsAeve1 +Area of Effect: Hearing range +Explanation/Description: When the audible glomer spell is cast, the magicuser causes a volume of sound to arise, at whatever distance he or she +desires (within range), and seeming to recede, close, or remain in a fixed +place as desired. The volume of sound caused, however, is directly related +to the level of the spell caster. The relative noise is based upon the lowest +level at which the spell can be cast, 3rd level. The noise of the audible +glamer at this level is that of 4 men, maximum. Each additional experience +level adds a like volume, so at 4th level the magic-user can have the spell +cause sound equal to that of 8 men, maximum. Thus, talking, singing, or +shouting, and/or walking, marching or running sounds can be caused. The +auditory illusion created by an audible glamer spell can be virtually any +type of sound, but the relative volume must be commensurate with the +level of the magic-user casting the spell. A horde of rats running and +squeaking is about the same volume as 8 men running and shouting. A +roaring lion is equal to the noise volume of 16 men, while a roaring +dragon is equal to'the noise volume of no fewer than 24 men. If a +character states that he or she does not believe the sound, a saving throw +is made, and if it succeeds, the character then hears nothing, or possibly +just a faint sound. Note that this spell is particularly effective when cast in +conjunction with phantasmal force (see below). The material component +of the spell is a bit of wool or a small lump of wax. +Continual light (Alteration) +Level: 2 Components: V, S +Range: 6" +Duration: Permanent Saving Throw: None +Area of Effect: 6"radius globe +Explanation/Description: This spell is the same as the third level cleric +spell continual light, except that the range is only 6", not 12", and it +cannot be reversed by the caster. +Darkness, 15' Radius (Alteration) +Level: 2 Components: V, M +Range: I"/level +Duration: I turn + I round/level +Area of Effect: I %" radius globe +Explanation/Description: This spell causes total, impenetrable darkness in +the area of its effect. lnfravision or ultravision are useless. Neither normal +nor magical light will work unless a light or continual light spell is used. In +the former event, the darkness spell is negated by the light spell and vice +versa. The material components of this spell are a bit of bat fur and either +a drop of pitch or a piece of coal. +Detect Evil (Divination) Reversible +Level: 2 Components: V, S +Range: 6" +Duration: 5 rounds/level +Area of Effect: I " path +Explanation/Description: Except as noted above, this spell is the same as +the first level cleric detect evil (q.v.). +Detect Invisibility (Divination) +Level: 2 +Range: I"/level +Duration: 5 rounds/level +Area of Effect: I " path +Explanation/Description: When the magic-user casts a detect invisibility +spell, he or she is able to clearly see any obiects which are invisible, as +well as astral, ethereal, hidden, invisible or out of phase creatures. +Detection is in the magic-user's line of sight along a 1" wide path to the +range limit. The material components of this spell are a pinch of talc and a +small sprinkling of powdered silver. +Casting Time: 2 segments +Saving Throw: Special +Casting Time: 2 segments +Casting Time: 2 segments +Saving Throw: None +Casting Time: 2 segments +Saving Throw: None +Components: V,S,M +Casting Time: 2 segments +Saving Throw: None +69 +MAGIC-USER SPELLS (2ND LEVEL) +ESP (Divination) +Level: 2 +Range: %"/level, 9" maximum +Duration: I round/level +Area of Effect: One creature per +Components: V, S, M +Casting Time: 2 segments +Saving Throw: None +probe +Explanation/Description: When an ESP spell is used, the caster is able to +detect the surface thoughts of any creatures in range - except creatures +with no mind (as we know it), such as all of the undead. The ESP is stopped +by 2 or more feet of rock, 2 or more inches of any metal other than lead, or +a thin sheet of lead foil. The magic-user employing the spell is able to +probe the surface thoughts of 1 creature per turn, getting simple instinctual +thoughts from lower order creatures. Probes can continue on the same +creature from round to round. The caster can use the spell to help +determine if some creature lurks behind a door, for example, but the ESP +will not always reveal what sort of creature it is. The material component +of this spell is a copper piece. +Fools Gold (Alteration) +Level: 2 +Range: I" +Duration: 6 turns/level +Area of Effect: I cubic foot per +Components: V, S, M +Casting Time: I round +Saving Throw: None +level of the magic-user +Explanation/Description: Copper coins can temporarily be changed to gold +pieces, or brass items turned to solid gold for the spell duration by means +of this dweomer. Note that a huge amount of copper or brass can be +turned to gold by the spell - assume 4,000 g.p. are equal to a cubic foot +for purposes of this spell. Any creature viewing fools gold is entitled to a +saving throw which must be equal to or less than its intelligence score, but +for every level of the magic-user the creature must add 1 to his dice score, +so it becomes unlikely that fools gold will be detected if it was created by a +high level caster. If the "gold" is struck hard by an object of cold-wrought +iron, there is a slight chance it will revert to its natural state, depending on +the material component used to create the "gold": if a 50 g.p. citrine is +powdered and sprinkled over the metal to be changed, the chance that +cold iron will return it to its true nature is 30%; if a 100 g.p. amber stone is +powdered, there is a 25% chance that iron will dispel the dweomer; if a +500 g.p. topaz is powdered, the chance drops to 1OYo; and if a 1 ,000 g.p. +oriental (corundum) topaz is powdered, there is only a 1% chance that the +cold iron will reveal that it is fools gold. +MAGIC-USER SPELLS (2" LEVEL) +Forget (Enchantment/Charm) +Level: 2 Components: V, S +Range: 3" +Duration: Permanent Saving Throw: Neg. +Area of Effect: 2" X 2" +Explanation/Description: By means of this dweomer the spell caster causes +creatures within the area of effect to forget the events of the previous +round (1 minute of time previous to the utterance of the spell). For every 3 +levels of experience of the spell caster another minute of past time is forgotten. Naturally, forget in no way negates any charm, suggestions, +geases, quests, or similar spells, but it is possible that the creature who +caused such magic to be placed upon the victim of a forget spell could be +forgotten by this means. From 1-4 individuol creatures can be affected by +the spell, at the discretion of the caster. If only 1 is to be affected, the +recipient saves versus mogic at -2 on the dice; if 2 are spell objects, they +save at -1; and if 3 or 4 ore to be made to forget by this dweomer, they +save normally. A clerical heal or restoration spell, specially cast for this +purpose, will restore the lost memories, as will a wish, but other means +will not serve to do so. +Casting Time: 2 segments +lnvisibiilty (Illusion/Phantasm) +Level: 2 Components: V, S, M +Range: Touch Casting Time: 2 segments +Duration: Special Saving Throw: None +Area of Effect: Creature touched +Explanation/Description: This spell causes the recipient to vanish from +sight and not be detectable by normal vision or even infravision. Of +course, the invisible creature is not magically silenced with respect to +noises normal to it. The spell remains in effect until it is magically broken +or dispelled, or the magic-user or the other recipient cancels it or until he, +she or it attacks any creature. Thus, the spell caster or recipient could open +doors, talk, eat, climb stairs, etc., but if any form of attack is made, the +invisible creature immediately becomes visible, although this will allow +the first attack by the creature because of the former invisibility. Even the +allies of the spell recipient cannot see the invisible creature, or his, her or +its gear, unless these allies can normally see invisible things or employ +magic to do so. Note that all highly intelligent creatures with 10 or more hit +dice, or levels of experience, or the equivalent in intelligence/dice/levels +have a chance to automatically detect invisible objects. The material +components of the invisibility spell are an eyelash and a bit of gum arabic, +the former encased in the latter. +Knock (Alteration) +Level: 2 Components: V +Range: 6" +Duration: Special Saving Throw: None +Area of Effect: 10 square +Casting Time: I segment +feet/level +Explanation/Description: The knock spell will open stuck or held or wizardlocked doors. It will also open barred or otherwise locked doors. It causes +secret doors to open. The knock spell will also open locked or trickopening boxes or chests. It will loose shackles or chains as well. If it is used +to open a wizbrd-locked door, the knock does not remove the former spell, +but it simply suspends its functioning for 1 turn. In all other cases, the knock +will permanently open locks or welds - although the former could be +closed and locked again thereafter. It will not raise bars or similar +impediments (such as a portcullis). The spell will perform two functions, +but if a door is locked, barred, and held, opening it will require two knock +spells. +Leomund's Trap (illusion/Phantasm) +Level: 2 Components: V, S, M +Range: Touch Casting Time: 3 rounds +Duration: Permanent Saving Throw: None +Area of Effect: Object touched +Explanation/Description: This false trap is designed to fool the dwarf +and/or thief attempting to pilfer or otherwise steal the spell caster's goods. +It enables the magic-user to place a dweomer upon any small mechanism +or device such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any +examination by a character able to detect traps will be 80% likely to note +the Leomund's Trap and believe it to be real. This probability reduces by +4% for each level of experience of the examiner beyond the first. If the +supposed "trap" is then to be removed, it is only 20% likely that the +creature attempting it will believe he or she has succeeded, +4% +probability per level of experience of the remover. Of course, the spell is +illusory, nothing will happen if the trap is ignored, and its primary purpose +is to frighten away thieves or make them waste precious time. The +material component of the spell is a piece of iron pyrite touched to the +object to be "trapped". Only one Leomund's Trap may be placed within a +50' by 50' area. +levitate (Alteration) +Level: 2 +Range: 2"Aevel +Duration: I turnNevel +Area of Effect: Special +Components: V, S, M +Casting Time: 2 segments +Saving Throw: Neg. +explanation/description When a levitate spell is cast, the magic-user can +place it upon his or her person, or upon some other creature, subject to a +maximum weight limit of 1,000 gold pieces equivalence per level of +experience, Le., a third level magic user can levitate up to 300 pounds +(3,000 g.p.) maximum. If the spell is cast upon the person of the magicuser, he or she can move vertically at a rate of 20' per round. If cast upon +another creature, the magic-user can levitate it at a maximum vertical +movement of 10' per round. Horizontal movement is not empowered by +this spell, but the recipient could push along the face of a cliff, for +example, to move laterally. The spell caster can cancel the spell as +desired. If the recipient of the spell is unwilling, that creature is entitled to +a saving throw to determine if the levitate spell affects it. The material +component of this spell is either a small leather loop or a piece of golden +wire bent into a cup shape with a long shank on one end. +70 +MAGIC-USER SPELLS (2ND LEVEL) MAGIC-USER SPELLS (2ND LEVEL) +Locate object (Divination) Reversible +Levek 2 +Range: 2"Aevel +Duration: I round/level +Area of Effect: Special +Explanation/Description: This spell is the same as the third level cleric +locate object (q.v.) except that its range differs. +Magic Mouth (Alteration) +Level: 2 Components: V, S, M +Range: Special Casting Time: 2 segments +Duration: Special Saving Throw: None +Area of Effect: One object +Explanation/Description: When this spell is cast, the magic-user empowers +the chosen object with an enchanted mouth which suddenly appears and +speaks the message which the spell caster imparted upon the occurrence +of a specified event. The magic mouth can speak any message of 25 words +or less in a language known by the spell caster, over a 1 turn period from +start to finish. It cannot speak magic spells. The mouth moves to the words +articulated, so if it is placed upon a statue, for example, the mouth of the +statue would actually move and appear to speak. Of course, the magic +mouth can be placed upon a tree, rock, door or any other object excluding +intelligent members of the animal or vegetable kingdoms. The spell will +function upon specific occurrence according to the command of the spell +caster, i.e. speak to the first creature that touches you - or to the first +creature that passes within 30'. Command can be as general or specific +and detailed as desired, such as the following: "Speak only when an +octogenerian female human carrying a sack of groat clusters sits crosslegged within 1'"' Command range is %" per level of the magic-user, so a +6th level magic-user can command the magic mouth to speak at a +maximum encounter range of 3", i.e. "Speak when a winged creature +comes within 3'." Until the speak command can be fulfilled, the magic +mouth will remain in effect, thus spell duration is variable. A magic mouth +cannot distinguish invisible creatures, alignments, level or hit dice, nor +class, except by external garb. The material component of this spell is a +small bit of honeycomb. +Mirror Image (illusion/Phantasm) +Level: 2 Components: V, S +Range: 0 +Duration: 2 rounds/level +Area of Effect: 6' radius of spell +Components: V, S, M +Casting Time: 2 segments +Saving Throw: None +Casting Time: 2 segments +Saving Throw: None +caster +Pyrotechnics (Alteration) +Level: 2 Components: V, S +Range: 12'' +Duration: Special Saving Throw: None +Area of Effect: 10 or IO0 times the +Casting Time: 2 segments +fire source used +Explanation/Description: With the exception of the differences noted +above, this spell is the same as the third level druid spell pyrotechnics +(q.v.1. +Ray Of Enfeeblement ( Enchantment/Charm) +Level: 2 Components: V, S +Range: I" + 1/4"/level +Duration: I roundAevel +Area of Effect: One creature +Explanation/Description: By means of a ray of enfeeblement, a magicuser weakens an opponent, reducing strength - and attacks which rely +upon it - by 25% or more. For every level of experience beyond the third +of the magic-user casting the spell, there is an additional 2% strength +reduction, so that at 4th level, strength Isss is 27%. Range and duration of +the spell are also dependent upon the level of experience of the spell +caster. For example, if a creature is struck by a ray of enfeeblement, it will +lose the appropriate percentage of hit points of damage it scores on +physical attacks (missiles, thrusting/cutting/crushing weapons, biting, +clawing, goring, kicking, constriction, etc.). Your referee will determine +any other reductions appropriate to the affected creature. If the target +creature makes its saving throw, the spell has no effect. +Casting Time: 2 segments +Saving Throw: Neg. +Explanation/Description: When a mirror image spell is invoked, the spell +caster causes from 1 to 4 exact duplicates of himself or herself to come into +being around his or her person. These images do exactly what the magicuser does, and as the spell causes a blurring and slight distortion when it is +effected, it is impossible for opponents to be certain which are the +phantasms and which is the actual magic-user. When an image is struck by +a weapon, magical or otherwise, it disappears, but any other existing +images remain intact until struck. The images seem to shift from round to +round, so that if the actual magic-user is struck during one round, he or she +cannot be picked out from amongst his or her images the next. To +determine the number of images which appear, roll percentile dice, and +add 1 to the resulting score for each level of experience of the magic-user: +25 or less = 1 mirror image, 26-50 = 2, 51-75 = 3,75 or more = 4. At the +expiration of the spell duration all images wink out. +Rope Trick (Alteration) +Level: 2 +Range: Touch +Duration: 2 turns/level +Area of Effect: Special +Components: V, S, M +Casting Time: 2 segments +Saving Throw: None +Explanation/Description: When this spell is cast upon a piece of rope from +5' to 30' in length, one end of the rope rises into the air until the whole is +hanging perpendicular, as if affixed at the upper end. The upper end is, in +fact, fastened in an extra-dimensional space, and the spell caster and up +to five others can climb up the rope and disappear into this place of safety +where no creature can find them. The rope cannot be taken into the extradimensional space if six persons have climbed it, but otherwise it can be +pulled up. Otherwise, the rope simply hangs in air, and will stay there +unless removed by some creature. The persons in the extra-dimensional +space must climb down the rope prior to the expiration of the spell +duration, or else they are dropped from the height to which they originally +climbed when the effect of the spell wears out. The rope can be climbed +by only one person at a time. Note that the rope trick spell allows climbers +to reach a normal place if they do not climb a11 the way to the rope's upper +end, which is in an extra-dimensional space. The material components of +this spell are powdered corn extract and a twisted loop of parchment. +Scare (Enchantrnent/Charm) +level: 2 +Range: I" +Duration: 3- I2 rounds +Area of Effect: One creature +Components: V, S, M +Casting Time: 2 segments +Saving Throw: Neg. +Explanation/Description: When this spell is directed at any creature with +fewer than 6 levels of experience/hit dice, it must save versus magic or +fall into a fit of trembling and shaking. The frightened creature will not +drop any items held unless it is encumbered. If cornered, the spell +recipient will fight, but at -1 on "to hit" and damage dice rolls and all +saving throws as well. Note that this spell does not have any effect on +elves, half-elves, the undead (skeletons, zombies, ghouls, shadows, +ghasts, wights, wraiths), larvae, lemures, manes, or clerics of any sort. The +material component used for this spell is a bit of bone from an undead +skeleton, zombie, ghoul, ghost or mummy. +Shatter (Alteration) +Level: 2 +Range: 6" +Components: V, S, M +Casting Time: 2 segments +71 +MAGIC-USER SPELLS (2ND LEVEL) MAGIC-USER SPELLS (3RD LEVEL) +Duration: Permanent Saving Throw: Neg. +Area of Effect: One object +Explanation/Description: The shatter spell affects non-magical objects of +crystal, glass, ceramic, or porcelain such as vials, bottles, flasks, jugs, +windows, mirrors, etc. Such objects are shivered into dozens of pieces by +the spell. Objects above 100 gold pieces weight equivalence per level of +the spell caster are not affected, but all other obiects of the appropriate +composition must save versus a "crushing blow" or be shattered. The +material component of this spell is a chip of mica. +Stinking Cloud (Evocation) +Level: 2 +Range: 3" +Duration: I round/level +Area of Effect: 2" X 2" X 2" +Components: V, S, M +Casting Time: 2 segments +Saving Throw: Special +cloud +Explanation/Description: When a stinking cloud is cast, the magic-user +causes a billowing mass of nauseous vapors to come into being up to 3" +distant from his or her position. Any creature caught within the cloud must +save versus poison or be helpless due to nausea from 2 to 5 rounds (d4 + +1). Those which make successful saving throws are helpless only for as +long as they remain within the cloud, and for the round after they emerge, +because of its irritating effects on visual and olfactory organs. The material +components of the spell is a rotten egg or several skunk cabbage leaves. +Strength (Alteration) +Level: 2 +Range: Touch +Duration: 6 turns/level +Area of Effect: Person touched +Explanation/Description: Application of this spell increases the strength of +the character by a number of points- or tenths of points after 18 strength +is attained and the character is in the fighter class. Benefits of the strength +spell last for the duration of the magic. The amount of additional strength +accruing to a character upon whom this spell is cast depends upon his or +her class and is subiect to all restrictions on strength due to race, sex or +class. +Components: V, S, M +Casting Time: I turn +Saving Throw: None +Class +CLERIC +FIGHTER +MAGIC-USER +THIEF +MONK +Minimum-Maximum +Strength Gain +1 -6 (d6) +1-4 (d4) +1-4 (d4) +1-8 (d8) +1-6 (d6) +If a fighter (paladin or ranger as well) has an 18 strength already, from +10% to 80% is added to his extraordinary strength roll. All Strength addition +scores above 18 are likewise treated as 1 equalling an extra 10% on the +extraordinary strength rating. The material component of this spell is a few +hairs or a pinch of dung from a particularly strong animal -ape, bear, ox, +etc. +Web (Evocation) +Level: 2 +Range: %"/level +Duration: 2 turns/level +Area of Effect: Special +Explanation/Description: A web spell creates a many-layered mass of +strong, sticky strands similar to spider webs, but far larger and tougher. +These masses must be anchored to two or more points-floor and ceiling, +opposite walls, etc. - diametrically opposed. +The web spell covers a maximum area of 8 cubic inches, and the webs +must be at least 1" thick, so a mass 4" high, 2" wide, and 1" deep may be +cast. Creatures caught within webs, or simply touching them, become stuck +amongst the gluey fibers. Creatures with less than 13 strength must remain +fast until freed by another or until the spell wears off. Far every full turn +entrapped by a web, a creature has a 5% cumulative chance of suffocating +to death. Creatures with strength between 13 and 17 can break through 1' +Components: V, S, M +Casting Time: 2 segments +Saving Throw: Neg. or % +of webs per turn. Creatures with 18 or greater strength break through 1' of +webs per round. (N.B. Sufficient mass equates to great strength in this +case, and great mass will hardly notice webs.) Strong and huge creatures +will break through 1' of webs per segment. It is important to note that the +strands of a web spell are flammable. A magic flaming sword will slash +them away as easily as a hand brushes away cobwebs. Any fire - torch, +flaming oil, flaming sword, etc. - will set them alight and burn them +away in a single round. All creatures within the webs will take 2-8 hit +points of damage from the flames, but those freed of the strands will not +be harmed. Saving throw is made at -2. If the saving throw versus web is +made, two results may have occurred. If the creature has room to escape +then he is assumed to have jumped free. If there is no room to escape then +the websare only % strength. The material component of this spell is a bit +of spider web. +Wizard lock (Alteration) +Level: 2 Components: V, S +Range: Touch +Duration: Permanent Saving Throw: None +Area of Effect: 30 square +Casting Time: 2 segments +feet/level +Explanation/Description: When a wizard lock spell is cast upon a door, +chest or portal, it magically locks it. The wizard-locked door or object can +be opened only by breaking, a dispel magic, a knock spell (qq.v.), or by a +magic-user 4 or more levels higher than the one casting the spell. Note +that the last two methods do not remove the wizard lock, they only negate +it for a brief duration. Creatures of extra-dimensional nature do not affect +a wizard lock as they do a held portal (see hold portal). +Third level Spells: +Blink (Alteration) +Level: 3 +Range: 0 +Duration: I round/level +Area of Effect: Personal +Components: V, S +Casting Time: I segment +Saving Throw: None +Explanation/Description: By means of this spell, the magic-user causes his +or her material form to "blink" out and back to this plane once again in +random period and direction during the duration of each minute the spell +is in effect. (Cf. ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL, Blink Dog.) The segment of the round that the spell caster "blinks out" +is determined by random roll with 2d4, and during this same segment he +or she will appear again 2' distant from his or her previous position. +(Direction is determined by roll of d8: 1 = right ahead, 2 = right, 3 = right +behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = +ahead.) If some object is already occupying the space where the spell +caster is indicated as "blinking" into, his or her form is displaced in a +direction away from original (round starting) position for any distance +necessary to appear in empty space, but never in excess of an additional +10'. If that extra distance still dictates the magic-user and another solid +object are to occupy the same space, the spell caster is then trapped on the +ethereal plane. During and after the blink segment of a round, the spell +caster can be attacked only by opponents able to strike both locations at +once, e.g. a breath weapon, fireball, and similar wide area attack forms. +Those not so able can only strike the magic-user if they managed to attack +prior to the "blink" segment. The spell caster is only 75% likely to be able +to perform any acts other than physical attack with a hand-held stabbing or +striking weapon during the course of this spell. That is, use of any spell, +device, or item might not be accomplished or accomplished in an incorrect +manner or in the wrong direction. Your referee will determine +success/failure and the results thereof according to the particular action +being performed. +clairaudience (Divination) +Level: 3 +Range: Special +Duration: I round/level +Area of Effect: Special +Components: V, S, M +Casting Time! 3 segments +Saving Throw: None +Explanation/Description: The clairaudience spell enables the magic-user +to concentrate upon some locale and hear in his or her mind whatever +noise is within a 6" radius of his or her determined clairaudience locale +center. Distance is not a factor, but the locale must be known, i.e. a place +72 +MAGIC-USER SPELLS f3RD LEVEL) MAGIC-USER SPELLS f3RD LEVEL) familiar to the spell caster or an obvious one (such as behind a door, +around a corner, in a copse of woods, etc.). Only sounds which are +normally detectable by the magic-user can be heard by use of this spell. +Only metal sheeting or magical protections will prevent the operation of +the spell. Note that it will function only on the plane of existence on which +the magic-user is at the time of casting. The material component of the +spell is a small silver horn of at least 100 g.p. value, and casting the spell +causes it to disappear. +Clairvoyance (Divination) +Level: 3 +Range: Special +Duration: 7 round/level +Area of Effect: Special +Explanation/Description: Similar to the clairaudience spell, the +clairvoyance spell empowers the magic-user to see in his or her mind +whatever is within sight range from the spell locale chosen. Distance is not +a factor, but the locale must be known - familiar or obvious. Furthermore, +light is a factor whether or not the spell caster has the ability to see into the +infrared or ultraviolet spectrums. If the area is dark, only a 1" radius from +the center of the locale of the spell's area of effect can be clairvoyed; +otherwise, the seeing extends to normal vision range. Metal sheeting or +magical protections will foil a clairvoyance spell. The spell functions only +on the plane on which the magic-user is at the time of casting. The +material component of the spell is a pinch of powdered pineal gland from +a human or humanoid creature. +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +Dispel magic (Abjuration) +Level: 3 +Range: 12" +Duration: Permanent +Area of Effect: 3"cube +Components: V,S +Casting Time: 3 segments +Saving Throw: None +Explanation/Description: Except as noted above, this spell is the same as +the third level cleric spell dispel magic (q.v.). +Explosive Runes (Alteration) +Level: 3 +Range: Touch +Duration: Special +Area of Effect: 7"radius +Components: V, S +Casting Time: 3 segments +Saving Throw: !4 +Explanation/Description: By tracing the mystic runes upon a book, map, +scroll, or similar instrument bearing written information, the magic-user +prevents unauthorized reading of such. The explosive runes are difficult to +detect, 5% per level of magic use experience of the reader, thieves having +only a 5% chance in any event. When read, the explosive runes detonate, +delivering a full 12 to 30 (6d4 + 6) hit points of damage upon the reader, +who gets no saving throw, and either a like amount, or half that if saving +throws are made, on creatures within the blast radius. The magic-user who +cast the spell, as well as any other magic-users he or she instructs, can use +the instrument without triggering the runes. Likewise, the magic-user can +totally remove them whenever desired. They can otherwise be removed +only by a dispel magic spell, and the explosive runes last until the spell is +triggered. The instrument upon which the runes are placed will be +destroyed when the explosion takes place unless it is not normally subject +to destruction by magical fire. +Feign Death (Necromantic) +level: 3 +Range: Touch Components: V, S +Duration: 6 rounds + I round/ +Area of Effect: Creature touched +Casting Time: 7 segment +level Saving Throw? None +Explanation/Description: By means of this spell, the caster or any other +creature whose levels of experience/hit dice do not exceed the magicuser's own level can be put into a cataleptic state which is impossible to +distinguish from actual death. Although the person/creature affected by +the feign death spell can smell, hear, and know what is going on, no +feeling or sight of any sort is possible; thus, any wounding or mistreatment +of the body will not be felt and no reaction will occur and damage will be +only one-half normal. In addition, paralysis, poison, or energy level drain +will not affect the individuaVcreature under the influence of this spell, but +poison injected or otherwise introduced into the body will become +effective when the spell recipient is no longer under the influence of this +spell, although a saving throw is permitted. Note that only a willing +individual can be affected by feign death. The spell caster is able to end +the spell effects at any time desired, but it requires 1 full round for bodily +functions to begin again. +Fireball (Evocation) +Level: 3 Components: V, S +Range: 10" + I"/level +Duration: Instantaneous Saving Throw: !4 +Area of Effect: 2"radius sphere +Explanation/Description: A fireball is an explosive burst of flame, which +detonates with a low roar, and delivers damage proportionate to the level +of the magic-user who cast it, i.e. 1 six-sided die (d6) for each level of +experience of the spell caster. Exception: Magic fireball wands deliver 6 +die fireballs (6d6), magic staves with this capability deliver 8 die fireballs, +and scroll spells of this type deliver a fireball of from 5 to 10 dice (d6 + 4) +of damage. The burst of the fireball does not expend a considerable +amount of pressure, and the burst will generally conform to the shape of +the area in which it occurs, thus covering an area equal to its normal +spherical volume. [The area which is covered by the fireball is a total +volume of roughly 33,000 cubic feet (or yards)]. Besides causing damage +to creatures, the fireball ignites all combustible materials within its burst +radius, and the heat of the fireball will melt soft metals such as gold, +copper, silver, etc. Items exposed to the spell's effects must be rolled for to +determine if they are affected. Items with a creature which makes its +saving throw are considered as unaffected. The magic-u,ser points his or +her finger and speaks the range (distance and height) at which the fireball +is to borst. A streak flashes from the pointing digit and, unless it impacts +upon a material body prior to attaining the prescribed range, flowers into +the fireball If creatures fail their saving throws, they all take full hit point +damage frqm the blast. Those who make saving throws manage to dodge, +fall flat or roll aside, taking '/1 the full hit point damage - each and every +one within the blast area. The material component of this spell is a tiny +ball composed of bat guano and sulphur. +Flame Arrow (Conjuration/Summoning) +Level1 3 +Range: Touch +Duration: 1 segment/fevel +Area of Effect: Each arrow/bolt +Casting Time: 3 segments +I +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +touched +Explanation/Description: Once the magic-user has cast this spell, he or she +is able to touch one arrow or crossbow bolt (quarrel) per segment for the +duration of the flame arrow. Each such missile so touched becomes magic, +although it gains no bonuses "to hit". Each such missile must be +discharged within 1 round, for after that period flame consumes it entirely, +and the magic is lost. Fiery missiles will certainly have normal probabilities +of causing combustion, and any creature subject to additional fire damage +will suffer + 1 hit point of damage from any flame arrow which hits it. The +material components for this spell are a drop of oil and a small piece of +flint. +Fly (Alteration) +level: 3 +Range: Touch +Duration: 1 turn/level + 1-6 turns +Area of Effect: Creature touched +Explanation/Description: This spell enables the magic-user to bestow the +power of magical flight. The creature affected is able to move vertically +and/or horizontally at a rate of 12" per move (half that if ascending, twice +that if descending in a dive). The exact duration of the spell is always +unknown to the spell caster, as the 1-6 turns variable addition is +determined by the Dungeon Master secretly. The material component of +the fly spell is a wing feather of any bird. +Gust Of Wind (Alteration) +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +Level: 3 +Range: 0 +Components: V, S, M +Casting Time: 3 segments +73 +MAGIC-USER SPELLS (3RD LEVEL) MAGIC-USER SPELLS (3RD LEVEL) +Duration: 1 segment +Area of Effect: l"pth, 1"per +level in length +Saving Throw: None +Explanation/Description: When this spell is cast, a strong puff of air +originates from the magic-user and moves in the direction he or she is +facing. The force of this gust of wind is sufficient to extinguish candles, +torches, and similar unprotected flames. It will cause protected flames - +such as those of lanterns - to wildly dance and has a 5% chance per level +of experience of the spell caster to extinguish even such lights. It will also +fan large fires outwards 1' to 6' in the direction of the wind's movement. It +will force back small flying creatures 1" to 6" and cause man-sized ones to +be held motionless if attempting to move into its force, and similarly slow +large flying creatures by 50% for 1 round. It will blow over light objects. Its +path is 1" wide by 1" of length per level of experience of the magic-user +casting the gust of wind spell i.e. an 8th level magic-user causes a gust of +wind which travels 8. The material component of the spell is a legume +seed. +Haste (Alteration) +Level: 3 +Range: 6" +Duration: 3 rounds + 1 +Area of Effect: 4" X 4" area, 1 +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +roundAeve1 +creature/level +Explanation/Description: When this spell is cost, affected creatures +function at double their normal movement and attack rates. Thus, a +creature moving at 6" and attacking 1 time per round would move at 12" +and attack 2 times per round. Spell casting is not more rapid. The number +of creatures which can be affected is equal to the level of experience of +the magic-user, those creatures closest to the spell caster being affected in +preference to those farther away, and a11 affected by haste must be in the +designated area of effect. Note that this spell negates the effects of a slow +spell (see hereafter). Additionally, this spell ages the recipients due to +speeded metabolic processes. Its material component is a shaving of +licorice root. +Hold Person (Enchantment/Charm) +Level: 3 Components: V +Range: 12" +Duration: 2 rounds/level +Area of Effect: One to four persons +Explanation/Description: Similar to the second level cleric hold person +(q.v.), this spell immobilizes creatures, w.ithin range, as designated by the +magic-user. If three or four persons are attacked, their saving throws are +normal; but if two are attacked, their saving throws are made at -1; and if +only one creature is attacked, the saving throw versus the hold person +spell is made at -3 on the die. Partial negation of a hold person spell, such +as would be possible by a ring of spell turning, causes the spell to function +as a slow spell (q.v.) unless the saving throw is successful. Creatures +affected by the spell are: brownies, dryads, dwarves, elves, gnolls, +gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, +kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. +Casting Time: 3 segments +Saving Throw: Neg. +lnfravision (Alteration) +Level: 3 +Range: Touch +Duration: 12 turns + 6 turnsAeve1 +Area of Effect: Creature touched +Components: V, S, M +Casting Time: J round +Saving Throw: None +Explanation/Description: By means of this spell the magic-user enables the +recipient of infrovision to see light in the infrared spectrum. Thus, +differences in heat wave radiations can be seen up to 6". Note that strong +sources of infrared radiation (fire, lanterns, torches, etc.) tend to blind or +cast "shadows" just as such light does with respect to normal vision, so the +infrovision is affected and does not function efficiently in the presence of +such heat sources. (Invisible creatures are not usually detectable by +infrovision, as the infrared light waves are affected by invisibility, just as +those of the ultraviolet and normal spectrums are.) The material +component of this spell is either a pinch of dried carrot or an ago?=. +Invisibility, 10' Radius (Illusion/Phantasm) +Level: 3 Components: V, S, M +Range: Touch Casting Time: 3 segments +Duration: Special Saving Throw: None +Area of Effect: 10' radius of +creature touched +Explanation/Description: This spell is essentially the same as invisibility +(4.v.). Those affected by it cannot see each other. Those affected creatures +which attack negate the invisibility only with respect to themselves, not +others made invisible, unless the spell recipient causes the spell to be +broken. +leomund’s Tiny Hut (Alteration) +Level: 3 +Range: 0 +Duration: 6 turns/level +Area of Effect: 10'diometersphere +Explanation/Description: When this spell is cast, the magic-user causes an +opaque sphere of force to come into being around his or her person, holf +of the sphere projecting above the ground or floor surface, the lower +hemisphere passing through the surface. This field causes the interior of +the sphere to maintain at 70' F. temperature in cold to 0" F., and heat up to +105" F. Cold below 0" lowers inside temperature on a 1 for 1 basis, heat +above 105' raises the inside temperature likewise. The tiny hut will withstand winds up to 50 m.p.h. without being harmed, but wind force greater +than that will destroy it. The interior of the tiny hut is a hemisphere, and +the spell caster can illuminate it dimly upon command, or extinguish the +light as desired. Note that although the force field is opaque from positions +outside, it is transparent from within. In no way will Leomund's Tiny Hut +provide protection from missiles, weapons, spells, and the like. Up to 6 +other man-sized creatures can fit into the field with its creator, and these +others can freely pass in and out of the tiny hut without harming it, but if +the spell caster removes himself from it, the spell will dissipate. The +material component for this spell is a small crystal bead which will shatter +when spell duration expires or the hut is otherwise dispelled. +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +lightning Bolt (Evocation) +Level: 3 +Range: 4" + 1"Aevel +Duration: lnstontaneous +Area of Effect: Special +Components: V, S, M +Casting Time: 3 segments +Saving Throw: M +Explanation/Description: Upon casting this spell, the magic user releases a +powerful stroke of electrical energy which causes damage equal to 1 sixsided die (d6) for each level of experience of the spell caster to creatures +within its area of effect, or 50% of such damage to such creatures which +successfully save versus the attack form. The range of the bolt is the +location of the commencement of the stroke, i.e. if shot to 6", the bolt +would extend from this point to n inches further distance. The lightning +bolt will set fire to combustibles, sunder wooden doors, splinter up to 1' +thickness of stone, and melt metals with a low melting point (lead, gold, +copper, silver, bronze). Saving throws must be made for objects which +withstand the full force of a stroke (cf. fireball). The area of the lightning +bolt's effect is determined by the spell caster, just as its distance is. The +stroke can be either a forking bolt 1" wide and 4" long, or a single bolt %" +wide and 8" long. If a 12th level magic-user cast the spell at its maximum +range, 16" in this case, the stroke would begin at 16" and flash outward +from there, as a forked bolt ending at 20" or a single one ending at 24". If +the full length of the stroke is not possible due to the interposition of CI nonconducting barrier (such as a stone wall), the lightning bolt will double +and rebound towards its caster, its length being the normal total from +beginning to end of stroke, damage caused to interposing barriers +notwithstanding. Example: An 8' stroke is begun at a range of 4", but the +possible space in the desired direction is only 3%"; so the bolt begins at +the 3%" maximum, and it rebounds 8" in the direction of its creator. The +material components of the spell are a bit of fur and an amber, crystal or +glass rod. +Monster Summoning I (Conjuration/Summoning) +Level: 3 +Range: 3" +Components: V, S, M +Casting Time: 3 segments +74 +MAGIC-USER SPELLS (3RD LEVEL) +Duration: 2 rounds + I +Area of Effect: Special +round/level +Saving Throw: None +Explanation/Description: Within 1-4 rounds of casting this spell, the magicuser will cause the appearance of from 2-8first level monsters (selected at +random by the referee, but whose number may be either randomly +determined or selected personally by the referee, according to the +strength of the monster randomly determined). These monsters will +appear in the spot, within spell range, desired by the magic-user, and they +will attack the spell user’s opponents to the best of their ability until he or +she commands that attack cease, or the spell duration expires, or the +monsters are slain. Note that if no opponent exists to fight, summoned +monsters can, if communication is possible, and if they are physically +capable, perform other services for the summoning magic-user. The +material components of this spell are a tiny bag and a small (not +necessarily lit) candle. +Phantasmal Force (Illusion/Phantasm) +Level: 3 +Range: 8” + I“/level +Duration: Special Saving Throw: Special +Area of Effect: 8 square inches + I +Components: V, S, M +Casting Time: 3 segments +square inch/level +Explanation/Description: When this spell is cast, the magic-user creates a +visual illusion which will affect all believing creatures which view the +phantasmal force, even to the extent of suffering damage from +phantasmal missiles or from falling into an illusory pit full of sharp spikes. +Note that audial illusion is not a component of the spell. The illusion lasts +until struck by an opponent - unless the spell caster causes the illusion to +react appropriately - or until the magic-user ceases concentration upon +the spell (due to desire, moving, or successful attack which causes +damage). Creatures which disbelieve the phantasmal force gain a saving +throw versus the spell, and if they succeed, they see it for what it is and +add +4 to associates’ saving throws if this knowledge can be +communicated effectively. Creatures not observing the spell effect are +immune until they view it. The spell can create the illusion of any object, +or creature, or force, as long as it is within the boundaries of the spell’s +area of effect. This area can move within the limits of the range. The +material component of the spell isa bit of fleece. +Protection From Evil, lo’ Radius (Abjuration) Reversible +level: 3 +Range: Touch +Duration: 2 rounds/level +Area of Effect: IO’radius sphere +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +around creature touched +Explanation/Description: This spell is the same as the first level protection +from evil spell except with respect to its area of effect. See also the first +level cleric protection from evil spell for general information. +Protection From Normal Missiles (Abiuration) +level: 3 +Range: Touch +Duration: 1 tum/level +Area of Effect: Creature touched +Components: V, S, M +Casting Time: 3 segments +Soving Throw: None +Explanation/Description: By means of this spell, the magic-user bestows +total invulnerability to hurled and projected missiles such as arrows, axes, +bolts, javelins, small stones and spears. Furthermore, it causes a reduction +of 1 from each die of damage inflicted by large and/or magical missiles +such as ballista missiles, catapult stones, and magical. arrows, bolts, +javelins, etc. Note, however, that this spell does not convey any protection +from such magical attacks as fireballs, lightning bolts, or magic missiles. +The material component of this spell is a piece of tortoise or turtle shell. +Slow (Alteration) +Level: 3 +Range: 9” + I”/level +Duration: 3 rounds + I +Area of Effect: 4” X 4” area, I +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +round/level +creature/level +75 +MAGIC-USER SPELLS (4TH LEVEL) +Explanation/Description: A slow spell causes affected creatures to move +and attack at one-half of the normal or current rate. Thus, it negates a +haste spell (q.v.), has cumulative effect if cast upon creatures already +slowed, and otherwise affects magically speeded or slowed creatures. The +magic will affect as many creatures as the spell caster has levels of +experience, providing these creatures ate within the area of effect +determined by the magic-user, i.e. the 4” X 4“ area which centers in the +direction and at the range called for by the caster. The material +Component of this spell is a drop of treacle. +Suggestion (Enchantmen/charm) +level: 3 Components: V, M +Ronge: 3“ +Duration: 6 turns + 6 turns/level +Area of Effect: One creature +Explanation/Description: When this spell is cast by the magic-user, he or +she influences the actions of the chosen recipient by utterance of a few +words - phrases, or a sentence or two - suggesting a course of action +desirable to the spell caster. The creature to be influenced must, of course, +be able to understand the magic-user’s suggestion, i.e., it must be spoken +in a language which the spell recipient understands. The suggestion must +be worded in such a manner as to make the action sound reasonable; a +request asking the creature to stab itself, throw itself onto a spear, +immolate itself, or do some other obviously harmful act will automatically +negate the effect of the spell. However, a suggestion that a pool of acid +was actually pure water, and a quick dip would be refreshing, is another +matter; or the urging that a cessation of attack upon the magic-user‘s party +would benefit a red dragon, for the group could loot a rich treasure +elsewhere through co-operative action, is likewise a reasonable use of the +spell’s power. The course of action of a suggestion can continue in effect +for a considerable duration, such as in the case of the red dragon +mentioned above. If the recipient creature makes its saving throw, the +spell has no effect. Note that a very reasonable suggestion will cause the +saving throw to be made at a penalty (such as -1, -2, etc.) at the discretion +of your Dungeon Master. Undead are not subject to suggestion. The +material components of this spell are a snake’s tongue and either o bit of +honeycomb or a drop of sweet oil. +Tongues (Alteration) Reversible +Level: 3 Components: V, M +Range: 0 +Duration: I round/level +Area of Effect: 6”diameter circle +Explanation/Description: Except as noted above, this spell is the same as +the fourth level cleric spell, tongues (q.v.). Also, the material component is +a small clay model of a ziggurat, which shatters when the spell is +pronounced. +Water Breathing (Alteration) Reversible +Level: 3 +Range: Touch +Duration: 3 turns/level +Area of Effect: Creature touched +Explanation/Description: Except as noted above, and that the material +component of the spell is a short reed or piece of straw, this is the same as +the third level druid spell, water breathing (q.v.). +Casting Time: 3 segments +Saving Throw: Neg. +Casting Time: 3 segments +Saving Throw: None +Components: V, S, M +Casting Time: 3 segments +Saving Throw: None +Fourth level Spells: +Charm Monster (Enchantment/Charm) +level: 4 +Range: 6“ +Duration: Special +Area of Effect: Special +Components: V, S +Casting Time: 4 segments +Saving Throw: Neg. +Explanation/Description: This spell is similar to a charm person spell (q.v.), +but it will affect any living creature - or several creatures of lesser level +as explained hereafter. The magic-user casts the charm monster spell, and +any affected creature regards the spell caster as friendly, an ally or +companion to be treated well or guarded from harm. If communication is +possible, the charmed creature will follow reasonable requests, +MAGIC-USER SPELLS (4TH LEVEL) MAGIC-USER SPELLS (4TH LEVEL) +instructions, or orders most faithfully (cf. suggestion spell). Affected +creatures will eventually come out from under the influence of the spell, +and the probability of such breaking of a charm monster spell is a function +of the creature’s level, i.e. its number of hit dice: +that the magic-user wears or carries, subject to a maximum weight equal +to 5,000 gold pieces of non-living matter, or half that amount of living +matter, is transferred with the spell caster. Recovery from use of a +dimension door spell requires 7 segments. Monster level +or Hit Dice +1st or up to 2 +2ndorupto3f2 +3rd or up to 4 + 4 +4th or up to 6 +5th or up to 7 + 2 +6th or up to 8 + 4 +7th or up to 10 +8th or up to 12 +9th or over 12 +Percent Chance/ +Week of Breaking Spell +5% +10% +15% +25% +35% +45% +60% +75% +90% +Naturally, overtly hostile acts by the person charming the monster will +automatically break the spell, or at the very least allow the monster a new +saving throw versus the charm. The spell will affect from 2-8 1st level +creatures, 1-4 2nd level creatures, 1 or 2 3rd level, or 1 creature of 4th ar +higher level. +Confusion (Enchantment/Charm) +Level: 4 +Range: 12” +Duration: 2 rounds + I +Area of Effect: Up to 6”X6” +Explanation/Description: Except as noted above, this spell is identical to +the seventh level druid spell, confusion (q.v.). However, it affects a basic +2-16 creatures. Its material component is a set of three nut shells. +Dig (Evocation) +Level: 4 +Range: 3“ +Duration: I round/level +Area of Effect: 5’ cube per level of +Components: V, S, M +Casting Time: 4 segments +Saving Throw: Special +round/level +Components: V, S, M +Casting Time: 4 segments +Saving Throw: Special +the magic-user +Explanation/Description: A dig spell enables the caster to excavate 125 +cubic feet of earth, sand, or mud per round. The hole thus dug is a cube 5’ +per side. The material thrown from the excavation scatters evenly around +the pit. If the magic-user continues downward beyond 5’, there is a chance +that the pit will collapse: 15%/additional 5’ in depth in earth, +35%/additionalS depth in sand, and 55%/additional5’ depth in mud. Any +creature at the edge (1’) of such a pit uses its dexterity score as a saving +throw to avoid falling into the hole, with a score equal to or less than the +dexterity meaning that a fall was avoided. Any creature moving rapidly +towards a pit area will fall in unless it saves versus magic. Any creature +caught in the center of a pit iust dug will always fall in. The spell caster +uses a miniature shovel and tiny bucket to activate a dig spell and must +continue to hold these material components while each pit is excavated. +Dimension Door (Alteration) +Level: 4 Components: V +Range: 0 +Duration: Special Saving Throw: None +Area of Effect: Spell caster +Explanation/Description: By means of a dimension door spell, the magicuser instantly transfers himself or herself up to 3” distance per level of +experience of the spell caster. This special form of teleportation allows for +no error, and the magic-user always arrives at exactly the spot desired - whether by simply visualizing the area (within spell transfer distance, of +course) or by stating direction such as ”30 inches straight downwards,” or +“upwards ta the northwest, 45 degree angle, 42 inches.” If the magic-user +arrives in a place which is already occupied by a solid body, he or she +remains in the Astral plane until located by some helpful creature willing +to cast a dispel magic upon the person, for he or she is stunned and cannot +successfully perform any spell casting. If distances are stated and the spell +caster arrives with no support below his or her feet (i.e., in mid-air), falling +and damage will result unless further magical means are employed. All +Casting Time: I segment +Enchanted Weapon (Alteration) Reversible +Level: 4 Components: V, S, M +Range: Touch +Duration: 5 roundsAeve1 +Area of Effect: Weapon(sJ touched +Explanation/Description: This spell turns an ordinary weapon into a +magical one. The weapon is the equivalent of a fl weapon but has no +bonuses whatsoever. Thus, arrows, axes, bolts, bows, daggers, hammers, +maces, spears, swords, etc. can be made into enchanted weapons. Two +small (arrows, bolts, daggers, etc.) or one large (axe, bow, hammer, +mace, etc.) weapon can be affected by the spell. Note that successful hits +by enchanted missile weapons cause the spell to be broken, but that +otherwise the spell duration lasts until the time limit based on the level of +experience of the magic-user casting it expires, i.e. 40 rounds (4 turns) in +the case of an 8th level magic-user. The material components of this spell +are powdered lime and carbon. +Casting Time: I turn +Saving Throw: None +Extension I (Alteration) +Level: 4 Components: V +Range: 0 +Duration: Speciol Saving Throw: None +Area of Effect: Speciol +Explanation/Description: By use of an extension I spell the magic-user +prolongs the duration of a previously cast first, second, or third level spell +by 50%. Thus, a levitation spell can be made to function 1 Vi turns/level, a +hold person spell made to work for 3 rounds/level, etc. Naturally, the spell +has effect only on such spells where duration is meaningful. +Casting Time: 2 segments +Fear (illusion/Phantasm) +Level: 4 +Range: 0 +Duration: Special Saving Throw: Neg. +Area of Effect: 6” long cone, 3” +diameter at end, %’ at base +Components: V, S, M +Casting Time: 4 segments +Explanation/Description: When a feor spell is cast, the magic-user sends +forth an invisible ray which causes creatures within its area of effect to turn +away from the spell caster and flee in panic. Affected creatures are likely +to drop whatever they are holding when struck by the spell; the base +chance of this is60% at 1st level (or at 1 hit die), and each level (or hit die) +above this reduces the probability by 5%, 1.e. at 10th level there is only a +15% chance, and at 13th level 0% chance. Creatures affected by fear flee +at their fastest rate for the number of melee rounds equal to the level of +experience of the spell caster. The panic takes effect on the melee round +following the spell casting, but dropping of items in hand will take place +immediately. Of course, creatures which make their saving throws versus +the spell are not affected. The material component of this spell is either the +heart of a hen or a white feather. +Fire Charm (Enchantmen/charm) +Level: 4 +Range: I“ +Duration: 2 rounds/level +Area of Effect: 30‘ diameter of fire +Explanation/Description: By means of this spell the magic-user causes a +normal fire source such as a brazier, flambeau, or bonfire to serve as a +magical agent, for from this source he or she causes a gossamer veil of +multi-hued flame to circle the fire at 5’ distance. Any creatures observing +the fire or the dancing circle of flame around it must save versus magic or +be charmed into remaining motionless and gazing, transfixed at the +flames. While so chormed, creatures are subiect to suggestion spells of 12 +or fewer words, saving against their influence at -3. The fire charm is +broken by any physical attack upon the chormed creature, if a solid obiect +is interposed between the creature and the veil of flames so as to obstruct +Components: V, S, M +Casting Time: 4 segments +Saving Throw: Neg. +76 +MAGIC-USER SPELLS (4TH LEVEL) +vision, or when the duration of the spell is at an end. Note that the veil of +flame is not a magical fire, and passing through it incurs the same type +and amount of damage as would be sustained from passing through its +original fire source. The material component for this spell is a small piece +of multicolored silk of exceptional thinness which the dweomercraefter +must throw into the fire source. +MAGIC-USER SPELLS (4TH LEVEL) +awkward. Running creatures will trip and fall, those reaching for an item +will fumble and drop it, those employing weapons will likewise +awkwardly drop them. Recovery from a fall or of a fumbled object will +typically require the whole of the next melee round. Note that breakable +items might suffer damage when dropped. If the victim makes his or her +saving throw, the fumble will simply moke him or her effectively operate +at one-half normal efficiency (cf. slow spell). The material component of +thisspell isadabof solidified milkfat. Fin sheild: (Evocation-Alteration) +Level: 4 +Range: 0 +Duration: 2 rounds + I +Area of Effect: Personal +round/level +Components: V, S, M +Casting Time: 4 segmenk +Saving Throw: None +Explanation/Description: By casting this spell the magic-user appears to +immolate himself or herself, but the flames are thin and wispy, shedding +light equal only to half that of a normal torch (15’ radius of dim light), and +colored blue or green if variation A is cast, violet or blue if variation B is +employed. Any creature striking the spell caster with body or hand-held +weopons will inflict normal damage upon the magic-user, but the attacker +will take double the amount of damoge so inflicted! The other spell +powers depend on the variation of the spell used: +A) The flames are hot, and any cold-based attacks will be saved +against at $2 on the dice, and either half normal damage or +no damage will be sustained; fire-based attacks are normal, +but if the magic-user fails to make the required saving throw +(if any) against them, he or she will sustain double normal +damage. The material component for this variation is a bit of +phosphorous. +The flames are cold, and any fire-based attack will be saved +against at f2 on the dice, and either half normal damage or +no damage will be sustained; cold-based attacks are normal, +but if the magic-user fails to make the required saving throw +(if ony) against them, he or she will sustain double normal +domage. The material component for this variation is a live +firefly or glow worm or the tail portions of 4 dead ones. +B) +Fire Trap (Evocation) +Level: 4 +Range: Touch +Duration: Permanent until +Area of Effect: Object touched +Explanation/Description: Any closable item (book, box, bottle, chest, +coffer, coffin, door, drawer, and so forth) is affected by a fire trop spell, +but the item so trapped cannot have a second spell such as hold portal or +wizord lock placed upon it except as follows: if a fire trap/hold portal is +attempted, only the spell first cast will work, and the other will be negated +(both negated if cast simultaneously). If o fire trop is cast after a wizord +lock, the former is negated, if both are cast simultoneously both are +negated, and if a wizard lock is cost after placement of o fire trop there is o +50% chonce that both spells will be negated. A knock spell will not affect a +fire trop in any way - as soon as the offending party enters/touches, the +trap will discharge. The caster can use the trapped object without +discharging it. When the trap is discharged there will be an explosion of 5’ +radius, and all creatures within this orea must make saving throws versus +mogic. Damage is 1-4 hit points plus 1 hit point per level of the magic-user +who cost the spell, or one-half the total amount for creatures successfully +saving versus magic. The item trapped is NOT harmed by this explosion. +There is only 50% of the normal chonce to detect a fire trop, ond failure to +remove it when such action is attempted detonates it immediately. To +place this spell, the caster must trace the outline of the closure with a bit of +sulphur or saltpeter. +Components: V, S, M +Casting Time: 3 rounds +Soving Throw: 5 +dischorged discharged +Fumble (Enchantment/Charm) +Level: 4 +Range: I”/level +Duration: I roundAevel +Area of Effect: I creoture +Explanation/Description: When a fumble spell is cast, the magic-user +causes the recipient of the magic to suddenly become clumsy and +Components: V, S, M +Casting Time: 4 segments +Saving Throw: 5 +Hallucinatory Terrain (illusion/Phantasm) +Level: 4 Components: V, S, M +Range: 2”Aevel Costing Time: I turn +Duration: Special Saving Throw: None +Area of Effect: I ” X I ” squore +area/level +Explanation/Description: By means of this spell the magic-user causes an +illusion which hides the actual terrain within the area of the spell’s effect. +Thus, open fields or a road can be made to look as if a swamp or hill or +crevasse or some other difficult or impassoble terrain existed there. Also, a +pond can be made to appear as a grassy meadow, a precipice look as if it +were a gentle slope, or a rock-strewn gully made to look as if it were a +wide and smooth road. The hallucinatory terrain persists until a dispel +magic spell is cast upon the orea or until it is contacted by on intelligent +creature. Each level of experience of the magic-user enables him or her to +affect a larger area. At 10th level, a magic-user can affect an area up to +10 X 10” square, while at 12th level the spell caster affects a 12” X 12” +square area. The material components of this spell are a stone, a twig, and +a bit of green plant - leaf or grass blade. +Ice Storm (Evocation) +Level: 4 +Range: I”/level +Duration: I round +Area of Effect: Special +Components: V, S, M +Costing Time: 4 segments +Saving Throw: None +Explanation/Description: When this spell is cast, the magic-user causes +either great hail stones to pound down in an area of 4” diameter and +inflict from 3 to 30 (3d10) hit points of damage on any creatures within the +area of effect; or the ice storm can be made to cause driving sleet to fall in +an area of 8” diameter and both blind creatures within its area of effect for +the duration of the spell and cause the ground in the area to be icy, thus +slowing movement within by 50% and making it 50% probable thot a +moving creature will slip and fall when trying to move. The material +components for this spell are a pinch of dust and o few drops of water. +(Note that this spell will negate a heat metal spell (q.v.), but its first +application will also cause damage in the process.) +Marrmorph (illusion/Phantasm) +Level: 4 +Range: I”/level +Duration: Special +Area of Effect: I I’ X I” +square/level +Components: V, S, M +Casting Time: I turn +Saving Throw: None +Explanation/Description: When this spell is cast upon willing creatures of +man-size or smaller, up to 10 such creatures per level of experience of the +magic-user can be made to appear as normal trees of any sort. Thus, o +company of creatures can be made to appear as a copse, grove, or +orchard. Furthermore, these massmorphed creatures can be passed +through - and even touched - by other creatures without revealing the +illusion. Note, however, that blows to the creoture-trees will reveal their +nature, as damage will be sustained by the creatures struck and blood will +be seen. Creatures massmorphed must be within the spell‘s area of effect. +Unwilling creatures are not affected. The spell persists until the caster +commands it to cease or until a dispel magic is cast upon the creatures. The +material component of this spell is a handful of bark chips. +Minor Globeof Invulnerability (Abjuration) +Level: 4 +Range: 0 +Duration: I round/level +Area of Effect: 1“diametersphere +Components: V, S, M +Casting Time: 4 segmenk +Saving Throw: None +77 +MAGIC-USER SPELLS (4TH LEVEL) +Explanation/Description: This spell creates a magical sphere around the +caster which prevents any first, second or third level spells from +penetrating, i.e. the area of effect of any such spells does not include the +area of the minor globe of invulnerability. However, any sort of spells can +be cast out of the magical sphere, and they pass from the caster of the +globe, through its area of effect, and to their target without effect upon the +minor globe of invulnerability. Fourth and higher level spells are not +affected by the globe. It can be brought down by a dispel magic spell. The +material component of the spell is a glass or crystal bead. +Monster Summoning II (Conjuration/Summoning) +Level: 4 +Range: 4" +Duration: 3 rounds + I +Area of Effect: Special +round/level +Components: V, S, M +Casting Time: 4 segments +Saving Throw: None +Explanation/Description: This spell is similar to the third level monster +summoning I spell (q.v.). Its major difference is that 1-6 second level +monsters are conjured up. The material components ore the same as those +of the lesser spell. There is also a 1-4 round delay. +Plant Growth (Alteration) +level: 4 Components: V, S +Range: l"/level +Duration: Permanent Saving Throw: None +Area of Effect: 1 " X 1 " square +Casting Time: 4 segments +area/level +Explanation/Description: Except as noted above, this spell is the same as a +third level druid spell, plant growth (q.v.). +Polymorph Other (Alteration) +Level: 4 +Range: %"/level +Duration: Permanent Saving Throw: Neg. +Area of Effect: One creature +Explanation/Description: The polymorph other spell is a powerful magic +which completely alters the form and ability, and possibly the personality +and mentality, of the recipient. Of course, creatures with a lower +intelligence cannot be polymorphed into something with a higher +intelligence, but the reverse is possible. The creature polymorphed must +make a "system shock" (cf. CONSTITUTION) roll to see if it survives the +change. If it is successful, it then acquires all of the form and abilities of +the creature it has been polymorphed into. There is a base 100% chance +that this change will also change its personality and mentality into that of +the creature whose form it now possesses. For each 1 point of intelligence +of the creature polymorphed, subtract 5% from the base chance. +Additionally, for every hit die of difference between the original form and +the form it is changed into by the spell, the polymorphed creature must +adjust the base chance percentage by +/-5% per hit die below or above +its own number (or level in the case of characters). The chance for +assumption of the personality and mentality of the new form must be +checked daily until the change takes place. (Note that all creatures +generally prefer their own form and will not willingly stand the risk of +being subjected to this spell!) If a one hit die orc of 8 intelligence is +polymorphed into a white dragon with 6 hit dice, for example, it is 85% +(100% - [5% X 8 intelligence] + [(6 - 1) X 5%] = 85%) likely to actually +become one in all respects, but in any case it will have the dragon's +physical and mental capabilities; and if it does not assume the personality +and mentality of a white dragon, it will know what it formerly knew as +well. Another example: an 8th level fighter successfully polymorphed into +a blue dragon would know combat with weapons and be able to employ +them with prehensile dragon forepaws if the fighter did not take on +dragon personality and mentality. However, the new form of the +polymorphed creature may be stronger than it looks, i.e. a mummy +changed to a puppy dog would be very tough, or a brontosaurus changed +to an ant would be impossible to squash merely from being stepped on by +a small creature or even a man-sized one. The magic-user must use a +dispel magic spell to change the polymorphed creature back to its original +form, and this too requires a "system shock" saving throw. The material +component of this spell is a caterpillar cocoon. +Components: V, S, M +Casting Time: 4 segments +MAGIC-USER SPELLS (4TH LEVEL) +Polymorph Self (Alteration) +Level: 4 Components: V +Range: 0 +Duration: 2 turns/level +Area of Effect: The magic-user +Explanation/Description: When this spell is cast, the magic-user is able to +assume the form of any creature - from as small as a wren to as large as a +hippopotomus - and its form of locomotion as well. The spell does not +give the other abilities (attack, magic, etc.), nor does it run the risk of +changing personality and mentality. No "system shock" check is required. +Thus, a magic-user changed to an owl could fly, but his or her vision would +be human; a change to a black pudding would enable movement under +doors or along halls and ceilings, but not the pudding's offensive or +defensive capabilities. Naturally, the strength of the new form must be +sufficient to allow normal movement. The spell caster can change his or +her form as often as desired, the change requiring only 5 segments. +Damage to the polymorphed form is computed as if it were inflicted upon +the magic-user, but when the magic-user returns to his or her own form, +from 1 to 12 (d12) points of damage are restored. +Casting Time: 3 segments +Saving Throw: None +Rary's Mnemonic Enhancer (Alteration) +Level: 4 +Range: 0 +Duration: 1 day +Area of Effect: The magic-user +Explanation/Description: By means of this spell the mogic-user is able to +memorize, or retain the memory of, three additional spell levels, i.e. three +spells of the first level, or one first and one second, or one third level spell. +The magic-user can elect to immediately memorize additional spells or he +or she may opt to retain memory of a spell cast by means of the Enhancer. +The material components of the spell are a piece of string, an ivory plaque +of at least 100 g.p. value, and an ink composed of squid secretion and +either black dragon's blood or giant slug digestive juice. All components +disappear when the spell is cast. +Components: V, S, M +Casting Time: I turn +Saving Throw: None +Remove Curse (Abjuration) Reversible +Level: 4 +Range: Touch +Duration: Permanent +Area of Effect: Special +Components: V, S +Casting Time: 4 segments +Saving Throw: Special +Explanation/Description: Except as noted above, this spell is the same as +the third level cleric spell, remove curse (q.v.). +Wall Of Fire (Evocation) +Level: 4 +Range: 6" +Duration: Special +Area of Effect: Special +Components: V, S, M +Casting Time: 4 segments +Saving Throw: None +Explanation/Description: This spell differs from the fifth level druid spell, +wall of fire (q.v.) only as indicated above and as stated below: the flame +color is either violet or reddish blue, base damage is 2-12 hit points (plus 1 +hit point per level), the radius of the ring-shaped wall of fire is 1" + 1/4" +per level of experience of the magic user casting it, and the material +component of the spell is phosphorus. +Wall Of Ice (Evocation) +Level: 4 +Range: l"/level +Duration: 1 turn/level +Area of Effect: Special +Components: V, S, M +Casting Time: 4 segments +Saving Throw: None +Explanation/Description: When this spell is cast, a sheet of strong, flexible +ice is created. The wall is primarily defensive, stopping pursuers and the +like. The wall is one inch thick per level of experience of the magic-user. It +covers a 1" square area per level, i.e. a 10th level magic-user would cause +a wall of ice up to 10" long and 1" high, or 5" long and 2" high, and so +forth. Any creature breaking through the ice will suffer 2 hit points of +78 +MAGIC-USER SPELLS (4TH LEVEL) +damage per inch of thickness of the wall, fire-using creatures will suffer 3 +hit points, cold-using creatures only 1 hit point when breaking through. If +this spell is cast to form a horizontal sheet to fall upon opponents, it has the +same effect as an ice storm's (q.v.) hail stones in the area over which it +falls. Magical fires such as fireballs and fiery dragon breath will melt a +wall of ice in 1 round, though they will cause a great cloud of steamy fog +which will last 1 turn, but normal fires or lesser magical ones will not +hasten its melting. The material component of this spell is a small piece of +quartz or similar rock crystal. +Wizard Eye (Alteration) +Level: 4 +Range: 0 +Duration: 1 round/level +Area of Effect: Special +Components: V, S, M +Casting Time: 1 turn +Saving Throw: None +Explanation/Description: When this spell is employed, the magic-user +creates an invisible sensory organ which sends visual information to him +or her. The wizard eye travels at 3" per round, viewing an area ahead as a +human would or 1" per round examining the ceiling and walls as well as +the floor ahead and casually viewing the walls ahead. The wizard eye can +"see" with infrovision at lo', or it "sees" up to 60' distant in brightly lit +areas. The wizard eye can travel in any direction as long as the spell lasts. +The material component of the spell is a bit of bat fur. +Fifth Level Spells: +Airy Water (Alteration) +Level: 5 +Range: 0 +Duration: 1 turn/level +Area of Effect: 2" diameter sphere +Components: V, S, M +Casting Time: 5 segments +Saving Throw: None +or4" diameter hemisphere +Explanation/Description: The airy water spell turns normal liquid such as +water or water based infusions or solutions to o less dense, breathable +substance. Thus, if the magic-user were desirous of entering an +underwater place, he or she would step into the water, cast the spell and +sink downwards in a globe of bubbling water which he or she and any +companions in the spell's area of effect could move freely in and breathe +just as if it were air rather than water. The globe will move with the spell +caster. Note that water breathing creatures will avoid a sphere (or +hemisphere) of airy water, although intelligent ones can enter it if they +are able to move by means other than swimming, but no water-breathers +will be able to breathe in an area affected by this spell. There is only one +word which needs to be spoken to actuate the magic, and the material +component of the spell is a small handful of alkaline or bromine salts. +Animal Growth (Alteration) Reversible +Level: 5 Components: V, S +Range: 6" +Duration: 1 round/level +Area of Effect: up to 8 animals in a +Casting Time: 5 segments +Saving Throw: None +2" square area +Explanation/Description: Except as noted above, and for the fact that the +material component of the spell is a pinch of powdered bone, this is the +same as the fifth level druid spell animal growth (q.v.). +Animate Dead (Necromantic) +Level: 5 +Range: I" +Duration: Permanent +Area of Effect: Special +Components: V, S, M +Casting Time: 5 rounds +Saving Throw: None +Explanation/Description: Except as noted above, this spell is the same as +the third level cleric spell animate dead (9.v.). +Bigby's Interposing Hand (Evocation) +Level: 5 +Range: l"/level +Duration: 1 round/level +Area of Effect: Special +Components: V, S, M +Casting Time: 5 segments +Saving Throw: None +79 +MAGIC-USER SPELLS (STH LEVEL) +Explanation/Description: Bigby's Interposing Hand is a large to huge-sized +magic member which appears and places itself between the spell caster +and his or her chosen opponent. This disembodied hand then remains +between the two, regardless of what the spell caster does subsequently or +how the opponent tries to get around it. The size of the Hand is +determined by the magic-user, and it can be human-sized all the way up +to titan-sized. It takes as many hit points of damage ro destroy as the +magic-user who cast it. Any creature weighing .less than 2,000 pounds +trying to push past it will be slowed to one-half normal movement. The +material component of the spell is a glove. +Cloudkill (Evocation) +Level: 5 Components: V, S +Range: I" +Duration: 1 round/level +Area of Effect: 4" wide, 2" high, +Casting Time: 5 segments +Saving Throw: None +2"deep cloud +Explanation/Description: This spell generates a billowing cloud of ghastly +yellowish green vapors which is so toxic as to slay any creature with fewer +than 4 + 1 hit dice, cause creatures with 4 + 1 to 5 + 1 hit dice to save +versus poison at -4 on the dice roll, and creatures up to 6 hit dice +(inclusive) to save verus poison normally or be slain by the cloud. The +cloudkill moves away from the spell caster at 1" per round, rolling along +the surface of the ground. A wind will cause it to alter course, but it will not +move back towards its caster. A strong wind will break it up in 4 rounds, +and a greater wind force prevents the use of the spell. Very thick +vegetation will disperse the cloud in two rounds, i.e. moving through such +vegetation for 2". As the vapors are heavier than air, they will sink to the +lowest level of the land, even pour down den or sinkhole openings; thus, it +is ideal for slaying nests of giant ants, for example. +Conjure Elemental (Conjuration/Summoning) +Level: 5 +Range: 6" +Duration: 1 turn/evel +Area of Effect: Special +Components: V, S, M +CastingTime: 1 turn +Saving Throw: None +Explanation/Description: There are actually four spells in one as respects +conjure elemental. The magic-user is able toronjure an air, earth, fire or +water elemental with this spell - assuming he or she has the material +component for the particular elemental. A considerable fire source must +be in range to conjure that type of elemental; a large amount of water +must be likewise available for conjuration of a water elemental. Conjured +elementals are very strong - see ADVANCED DUNGEONS 8 DRAGONS, +MONSTER MANUAL - typically having 16 hit dice (16d8). It is possible to +conjure up successive elementals of different type if the spell caster has +memorized two or more of these spells. The type of elemental to be +coniured must be decided upon before memorizing the spell. The +elemental conjured up must be controlled by the magic-user, i.e. the spell +caster must concentrate on the elemental doing his or her commands, or it +will turn on the magic-user and attack. The elemental, however, will not +cease a combat to do so, but it will avoid creatures when seeking its +conjurer. If the magic-user is wounded or grappled, his or her +concentration is broken. There is always a 5% chance that the elemental +will turn on its conjurer regardless of concentration, and this check is made +at the end of the second and each succeeding round. The elemental can +be controlled up to 3" distant per level of the spell caster. The elemental +remains until its form on this plane is destroyed due to damage or the +spell's duration expires. Note that water elementals are destroyed if they +move beyond 6" of a body of water. The material component of this spell +(besides the quantity of the element at hand) is a small amount of: +Air Elemental - burning incense +Earth Elemental -soft clay +Fire Elemental - sulphur and phosphorus +Water Elemental -water and sand +N.B. Special protection from uncontrolled elementals is available by +means of a pentacle, pentagram, thaumaturgic triangle, magic circle, or +protection from evil spell. +Cone Of Cold (Evocation) +Level: 5 +Range: 0 +Components: V, S, M +Casting Time: 5 segments +MAGIC-USER SPELLS (5TH LEVEL) MAGIC-USER SPELLS (5TH LEVEL) +Duration: Instantaneous +Area of Effect: Special +Saving Throw: 5 +Explanation/Description: When this spell is cast, it causes a cone-shaped +area originating at the magic-user's hand and extending outwards in a +cone %" long per level of the caster. It drains heat and causes 1 four-sided +die, plus 1 hit point of damage (ld4 + 1). per level of experience of the +magic-user. For example, a 10th level magic-user would cast a cone of +cold causing 1Od4 + 10 hit points of damage. Its material component is a +crystal or glass cone of very small size. +Contact Other Plane (Divination) +Level: 5 +Range: 0 +Duration : Special +Area of Effect: Special +Components: V +Casting Time: I turn +Saving Throw: None +Explanation/Description: When this spell is cast, the magic-user sends his +or her mind to another plane of existence in order to receive advice and +information from powers there. As these powers are located at random, +and resent such contact in any case, only brief answers will be given. +(Your DM will answer all questions with a "yes", "no", "maybe", +"never", "irrelevant", etc.) The character can contact an elemental plane +or some plane further removed. For every 2 levels of experience of the +magic-user one question may be asked. Contact with minds far removed +from the plane of the magic-user increases the probability of the spell +caster going insane or dying, but the chance of the power knowing the +answer, as well as the probability of the being telling the correct answer, +are likewise increased by moving to distant planes: +Plane +Elemental +1 removed +2 removed +3 removed +4 removed +5 removed +6 removed +7 removed +8 removed +9 or more +removed +likelihood +of Insanity* +20% +5% +10% +15% +20% +25% +30% +35% +40% +50% +likelihood +of Knowledge +90%*** +60% +65% +70% +75% +80% +85% +90% +95% +98% +Probability +of Veracity** +75% +65% +67% +70% +73% +75% +78% +81 % +85% +90% +* For every. 1 point of intelligence over 15, the magic user reduces +probability of insanity by 5%. +** If the answer is unknown, and the answer is not true, the being will +answer definitely. If truth is indicated, it will answer "unknown." +***Assumes knowledge of questions pertaining to the appropriate +elemental plane. +Insanity will strike as soon as 1 question is asked. It will last for 1 week for +each removal of the plane contacted, 10 weeks maximum. There is a 1% +chance per plane that the magic-user will die before recovering unless a +remove curse spell is cast upon him or her. +Distance Distortion (Alteration) +Level: 5 +Range: I"/level +Duration: I turn/level +Area of Effect: 100square "per +Components: V, S, M +Casting Time: 6 segments +Saving Throw: None +level +Explanation/Description: This spell can only be cast when the magic-user +has an earth elemental conjured up, but the elemental will not react +hostilely to co-operation with the spell caster when he or she announces +that his or her intent is to cast a distance distortion spell. The magic places +the earth elemental in the area of effect, and the elemental then causes +the area's dimensions to be distorted in either of two ways: 1) the area will +effectively be one-half the distance to those travelling over it, or 2) the +area will be twice the distance to those travelling across it. Thus a 10' X +100' corridor could seem as if it was but 5' wide and 50' long, or it could +appear to be 20' wide and 200' long. When the spell duration has elapsed, +the elemental returns to its own plane. The true nature of an area affected +by distance distortion is absolutely undetectable to any creatures travelling +along it, although the area will radiate a dim dweomer, and a true seeing +spell will reveal that an earth elemental is spread within the area. +Material needed for this spell is a small lump of soft clay. +Extension II (Alteration) +Level: 5 +Range: 0 +Duration: Special +Area of Effect: Special +Components: V +Casting Time: 4 segments +Saving Throw: None +Explanation/Description: This spell is the same as the fourth level +Extension I spell, except it extends the duration of first through fourth level +spells by 50%. +Feeblemind (Enchantment/Charm) +Level: 5 +Range: I"/level +Duration: Permanent Saving Throw: Neg. +Area of Effect: One creature +Components: V, S, M +Casting Time: 5 segments +Explanation/Description: Except as noted above, this spell is the same as +the sixth level druid spell, feeblemind (q.v.). The material component of +this spell is a handful of small clay, crystal, glass or mineral spheres. +Hold Monster (Enchantment/Charm) +Level: 5 +Range: M "/I eve I +Duration: I round/level +Area of Effect: One to four +monsters (creatures) +Components: V, S, M +Casting Time: 5 segments +Saving Throw: Neg. +Explanation/Description: This spell immobilizes from one to four creatures +of any type within spell range and in sight of the spell caster. He or she can +opt to hold one, two, three or four monsters. If three or four are attacked, +each saving throw is at normal; if two are attacked, each saving throw is at +-1 on the die; and if but one is attacked, the saving throw is at -3 on the +die. (Partially-negated hold monster spell effects equal those of a slow +spell.) The material component for this spell is one hard metal bar or rod +for each monster to be held. The bar or rod can be small, i.e. the size of a +three-penny nail. +Leomund's Secret Chert (Alteration, Conjuration/Summoning) +Level: 5 Components: V,S,M +Range: Special Casting Time: I turn +Duration: 60 days Saving Throw: None +Area of Effect: One chest of about +2'X2'X3'size +Explanation/Description: In order to cast this spell the magic-user must +have an exceptionally well-crafted and expensive chest constructed for +him by master craftsmen. If made principally of wood, it must be of ebony, +rosewood, sandalwood, teak or the like, and all of its corner fittings, nails, +and hardware must be of platinum. If constructed of ivory, the metal +fittings of the chest may be of gold; and if the chest is fashioned from +bronze, copper, or silver, its fittings may be of electrum or silver. The cost +of such a chest will never be less than 5,000 g.p. Once Constructed, the +magic-user must have a tiny replica (of the same materials and perfect in +every detail) made, so that the miniature of the chest appears to be a +perfect copy. One magic-user can have but one pair of these chests at any +given time, and even wish spells will not allow exception! +While touching the chest and holding the tiny replica, the caster chants the +spell. This will cause the large chest to vanish into the ethereal plane. The +chest can contain one cubic foot of material per level of the magic-user no +matter what its apparent size. Living matter makes it 75% likely that the +spell will fail, so the chest is typically used for securing valuable spell +books, magic items, gems, etc. As long as the spell caster has the small +duplicate of the magic chest, he or she can recall the large one from the +ethereal plane to the locale he or she is in when the chest is desired. If the +80 +MAGIC-USER SPELLS (5TH LEVEL) MAGIC-USER SPELLS (5TH LEVEL) +miniature of the chest is lost or destroyed, there is no way, including a +wish, that the large chest will return. +While on the ethereal plane, there is a 1% cumulative chance per week +that some creature/being will find the chest. If this occurs there is 10% +likelihood that the chest will be ignored, 10% possibility that something +will be added to the contents, 30% possibility that the contents will be +exchanged for something else, 30% chance that something will be stolen +from it, and 20% probability that it will be emptied. In addition, when the +secret chest is brought back to the Prime Material Plane, an ethereal +window is opened and remains open for 5 hours, slowly diminishing in +size. As this hole opens between the planes there is a 5% chance that some +ethereal monster will be drawn through, with a 1% cumulative reduction +in probability each hour thereafter until the window is gone. However, no +creature on the Prime Material Plane can locate the chest, even with a +gem of seeing, true seeing, etc. +If Leomund's Secret Chest is not retrieved before spell duration lapses, +there is a cumulative chance of 5% per day that the chest will be lost +forever, i.e. 5% chance for loss at 61 days, 10% at 62 days, and so forth. +Magic Jar (Possession) +Level: 5 Components: V, S, M +Range: I"/level Casting Time: I round +Duration: Special Saving Throw: Special +Area of Effect: One creature +Explanation/Description: Magic jar is a very unusual spell. It enables the +magic user to take over the mind of the victim and thus control the +creature's body. In fact, if the body is human or humanoid, the magic-user +can even use the spells he or she knows. The possessor can call upon +rudimentary knowledge of the possessed, but not upon the real +knowledge, i.e. a possessor will not know the language or spells of the +possessed. The spell caster transfers his or her life force to a special +container (a large gem or crystal), and from this magic jar the life force +can sense and attack any creature within the spell range radius, but what +the creature is, is not determinable from the magic jar. The special life +force receptacle must be within spell range of the magic-user's body at the +time of spell casting. Possession takes place only if the victim fails to make +the required saving throw. Failure to possess a victim leaves the life force +of the magic-user in the magic jar. Possession attempts require 1 round +each. If the body of the spell caster is destroyed, the life force in the magic +jar is not harmed. If the magic jar is destroyed, the life force is snuffed out. +Returning to the real body requires 1 round, and can only be done from a +magic jar in spell range of the body. The saving throw versus a magic jar +spell is modified by comparing combined intelligence and wisdom scores +(intelligence only in non-human or non-humanoid creatures) of the +magic-user and victim. +Difference +Negative 9 or + +Negotive 8 to 6 +Negative 5 to 3 +Negative 2 to 0 +Positive 1 to 4 +Positive 5 to 8 +Positive 9 to 12 +Positive 13 or + +Die Adjustment ++4 ++3 ++2 ++1 +0 +-1 +-2 +-3 +A negative score indicates the magic-user has a lower score than does his +or her intended victim; thus, the victim has a saving throw bonus. The +81 +magic jar is the spell's material component. Note that a possessed creature +with any negative difference or a positive difference less than 5 is entitled +to a saving throw each round to determine if it is able to displace the +possessor's mind, a positive difference of 5 to 8 gains a saving throw each +turn, a positive difference of 9 to 12 gains a saving throw each day, and a +positive difference of 13 or better gains a saving throw each week. If the +magic jarred creature regains control of its mind, the magic-user is trapped +until he or she can take over the mind for control or escape. +monster Summoning 111 (Con j uration/Su mmon i ng) +Level: 5 +Range: 5" +Duration: 4 rounds + I +Area of Effect: Special +round/level +Components: V, S, M +Casting Time: 5 segments +Saving Throw: None +Explanation/Description: When this spell is cast, 1-4 third level monsters +are summoned, coming within 1-4 rounds. See monster summoning I for +other details. +Mordenkainen'r Faithful Hound (Con juration/Summoning) +Level: 5 Components: V, S, M +Range: I" Casting Time: 5 segments +Duration: 2 rounds/level Saving Throw; None +Area of Effect: Special +Explanation/Description: By means of this spell the magic-user summons +up a phantom watchdog which only he or she can see. He or she may then +command it to perform as guardian of a passage, room, door, or similar +space or portal. The phantom watchdog will immediately commence a +loud barking if any creature larger than a cat approaches the place it +guards. As the Faithful Hound is able to detect invisible, astral, ethereal, +out of phase, duo-dimensional, or similarly non-visible creatures, it is an +excellent guardian. In addition, if the intruding creature or creatures allow +their backs to be exposed to the phantom watchdog, it will deliver a +vicious attack as if it were a 10 hit dice monster, striking for 3-18 hit points +of damage, and being able to hit opponents of all sorts, even those +normally subject only to magical weapons of +3 or greater. The Faithful +Hound cannot be attacked, but it can be dispelled. Note, however, that the +spell caster can never be more than 3" distant from the area that the +phantom watchdog is guarding, or the magic is automatically dispelled. +The material components of this spell ore a tiny silver whistle, a piece of +bone, and a thread. +passwall (Alteration) +Level: 5 +Range: 3" +Duration: 6 turns + I turn/level +Area of Effect: special +Components: V, S, M +Casting Time: 5 segments +Saving Throw: None +Explanation/Description: A passwall enables the spell caster to open a +passage through wooden, plaster, or stone walls; thus he or she and any +associates can simply walk through. The spell causes a 5' wide by 8' high +by 10' deep opening. Note several of these spells will form a continuing +passage so that very thick walls can be pierced The material component +of this spell is a pinch of sesame seeds. +Stone Shape (Alteration) +Level: 5 Components: V, S, M +Range: Touch Casting Time: I round +Duration: Permanent Saving Throw: None +Area of Effect: One cubic foot per +level +Explanation/Description: By means of this spell the magic-user con form +an existing piece of stone into a shape which will suit his or her purposes. +For example, a stone weapon can be made, a special trapdoor fashioned, +or an idol sculpted. By the same token, it would allow the spell caster to +reshape a stone door, perhaps, so as to escape imprisonment, providing +the volume of stone involved was within the limits of the area of effect. +While stone coffers can be thus formed, secret doors made, etc., the +fineness of detail is not great. The material component of this spell is soft +clay which must be worked into roughly the desired shape of the stone +object and then touched to the stone when the spell is uttered. +MAGIC-USER SPELLS (STH LEVEL) +telekinesis (Alteration) +MAGIC-USER SPELLS (6TH LEVEL) +Wall Of Force (Evocation) +Level: 5 +Range: I"/level +Duration: 2 rounds + I +round/level +Area of Effect: 250 g.p. +weight/level +Components: V, S +Casting Time: 5 segments +Saving Throw: None +Explanation/Description: By means of this spell the magic-user is able to +move objects by will force, by concentrating on moving them mentolly. +The telekinesis spell causes the desired object to move vertically or +horizontally. Movement is 2" the first round, 4" the second, 8' the third, +16" the fourth, and so on, doubling each round until a maximum +telekinetic movement of 1,024" per round is reached. (Heavy objects +travelling at high speed can be deadly weapons!) Note that telekinesis +can be used to move opponents who fall within the weight capacity of the +spell, but if they are able to employ as simple a counter-measure as an +enlarge spell, for example (thus making the body weight go over the +maximum spell limit), it is easily countered. Likewise, ambulation or some +other form of motive power if the recipient of the spell is not able to +ambulate, counters the effect of telekinesis, provided the velocity has not +reached 16" per round. The various Bigby's . . . Hand spells will also +counter this spell, as will many other magics. +Teleport (Alteration) +Level: 5 Components: V +Range: Touch +Duration: Instantaneous Soving Throw: None +Area of Effect: Special +Explanation/Description: When this spell is used, the magic-user instantly +transports himself or herself, along with a certain amount of additional +weight which is upon, or being touched by, the spell caster, to a wellknown destination. Distance is not a factor, but inter-plane travel is not +possible by means of a teleport spell. The spell caster is able to teleport a +maximum weight of 2,500 g.p. equivalence, plus an additional 1,500 g.p. +weight for each level of experience above the 10th. i.e. a 13th level +magic-user teleports a maximum weight of 7,000 g.p. (700 pounds). If the +destination area is very familiar to the magic-user (he or she has a clear +mental picture through actual proximity to and studying of the area) it is +unlikely that there will be any error in arriving exactly in the place desired. +lesser known areas (those seen only magically or from a distance) +increase the probability of error. Unfamiliar areas present considerable +peril. This is demonstrated below: +Casting Time: 2 segments +Destination +Area Is +Very familiar +Studied carefully +Seen casually +Viewed once +Never seen +Probability of Teleporting +High OnTarget low +01 -04 05-98 99-00 +01 -08 09-96 97-00 +01-16 17-92 93-00 +01 -32 33-84 85-00 +01-02 , 03-99 00 +Teleporting high means the magic-user will arrive 1" above ground for +every 1 % he or she is below the lowest "On Target" probability - only 2" +when the destination is very familiar, and as high as 32" if the destination +area was never seen. Any low result means the instant death of the magicuser if the area into which he or she teleports to is solid. Note that there is +no possibility of teleporting to an area of empty space, is. a substantial +area of surface must be there, whether a wooden floor, a stone floor, +natural ground, etc. +Transmute Rock To Mud (Alteration) Reversible +Level: 5 Components: V, S, M +Range: I"/level Casting Time: 5 segments +Duration: Special Saving Throw: None +Area of Effect: 2 cubic "/level +Explanation/Description: Except as noted above, and that the material +components for the spell are clay and water (or sand, lime and water for +the reverse), this spell is the same as the fifth level druid spell, transmute +rock to mud. +Level: 5 +Ronge: 3" +Duration: I turn + I roundNeve1 +Area of Effect: 2O'squore/level +Explanation/Description: A wall of force spell creates an invisible barrier +in the locale desired by the caster, up to the spell's range. The wall of force +will not move and is totally unaffected by any other spells, including +dispel magic, save a disintegrate spell, which will immediately destroy it. +Likewise, the wall of force is not affected by blows, missiles, cold, heot, +electricity, or any similar things. Spells or breath weapons will not pass +through it in either direction. The magic-user can, if desired, shape the +wall to a hemispherical or spherical shape with an area equal to his or her +ability, moximum of 20 square feet per level of experience. The material +component for this spell is a pinch of powdered diamond. +Wall Of Iron (Evocation) +Components: V, S, M +Casting Time: 5 segments +Saving Throw: None +Level: 5 +Range: %"/level +Duration: Permanent +Area of Effect: Special +Components: V, S, M +Casting Time: 5 segments +Saving Throw: None +Explanation/Description: When this spell is cast, the magic-user causes a +vertical iron wall to spring into being. Typically, this wall is used to seal off +a passage or close a breach, for the wall inserts itself into any surrounding +material if its area is sufficient to do so. The wall of iron is one quarter of +an inch thick per level of experience of the spell caster. The magic-user is +able to evoke an area of iron wall 15 square feet for each of his or her +experience levels, so at 12th level a wall of iron 180 square feet in area +can be created. If the wall is created in a location where it is not +supported, it will fall and crush any creature beneath it. The wall is +permanent, unless attacked by a dispel magic spell, but subject to all +forces a normal iron wall is subject to, i.e. rust, perforation, etc. The +material component of this spell is a small piece of sheet iron. +Wall Of Stone (Evocation) +Level: 5 +Range: K"/level +Duration: Permanent +Area of Effect: Special +Components: V, S, M +Casting Time: 5 segments +Soving Throw: None +Explanation/Description: This spell creates a wall of granite rock which +merges into adjoining rock surfaces if the area is sufficient to allow it. It is +typically employed to close passages, portals, and breaches against +opponents. The wall of stone is 1/4' thick and 20' square in area per level +of experience of the magic-user casting the spell. Thds, a 12th level magicuser creates a wall of stone 3' thick and 240 square feet in surface area (a +12' wide and 20' high wall, for example, to completely close a 10' X 16' +passage). The wall created need not be vertical nor rest upon any firm +foundation (cf. wall of iron); however, it must merge with an existing +stone formation. It can be used to bridge a chasm, for instance, or as a +ramp. The wall is permanent unless destroyed by a dispel magic spell or by +normal means such as breaking, chipping or a disintegrate spell. The +material component is a small block of granite. +Sixth level Spells: +Anti-Magic Shell (Abjuration) +Level: 6 Components: V, S +Range: 0 +Duration: I turnNeve1 +Area of Effect: I'/level diameter +sphere +Explanation/Description: By means of an anti-magic shell, the magic-user +causes an invisible barrier to surround his or her person, and this moves +with the spell caster. This barrier is totally impervious to 011 magic and +magic spell effects (this includes such attack forms as breath weapons, +gaze weapons, and voice weapons). It thus prevents the entrance of spells +or their effects, and it likewise prevents the function of any magical items +or spells within its confines. It prevents the entrance of charmed, +summoned, and conjured creatures. However, normal creatures (assume a +Casting Time: I segment +Saving Throw: None +82 +MAGIC-USER SPELLS (6TH LEVEL) +normal troll rather than one conjured up, for instance) can pass through +the shell, as can normal missiles. While a magic sword would not function +magically within the shell, it would still be a sword. +Bigby’s Forceful Hand (Evocation) +Level: 6 +Range: I”/level +Duration: I round/level +Area of Effect: Special +Components: V, S, M +Casting Time: 6 segments +Saving Throw: None +Explanation/Description: Bigby’s Forceful Hand is a more powerful version +of Bigby‘s Interposing Hand (q.v.). It exerts a force in addition to +interposing itself, and this force is sufficient to push a creature away from +the spell caster if the creature weighs 500 pounds or less, to push so as to +slow movement to 1” per round if the creature weighs between 500 and +2,000 pounds, and to slow movement by 50% of creatures weighing up to +8,000 pounds. It takes as many hit points to destroy as its creator has. Its +material component isa glove. +Control Weather (Alteration) +Level: 6 +Range: 0 +Duration: 4-24 hours +Area of Effect: 4- 16 square miles +Explanation/Description: Except as noted above, and for the differing +material components, this spell is the same as the seventh level cleric +control weather spell (q.v.). The material components of this spell are +burning incense, and bits of earth and wood mixed in water. +Components: V, S, M +Casting Time: I turn +Swing Throw: None +Death Spell (Conjuration/Summoning) +Level: 6 Components: V, S, M +Range: I”/level Casting Time: 6 segments +Duration: Instantaneous Saving Throw: None +Area of Effect: %“square/level +Explanation/Description: When a death spell is cast, it slays creatures in +the area of effect instantly and irrevocably. The number of creatures which +can be so slain is a function of their hit dice: +Victim’s Hit Dice +less than 2 +2 to 4 +4+1 to6+3 +6+4to8+3 +Maximum Number of Creatures +Affected +4-80 (4d20) +3-30 (3d10) +2-8 (2d4) +1-4 (ld4) +If a mixed group of creatures is attacked with a death spell, use the +following conversion: +Equals Creatures with Hit Dice of: +Creature’s Hit Dice: less than 2 2 to 4 4+ 1 to 64-3 6+4ta 8+3 +6+4to8+3 10 5 2 +4+1 to6+3 8 3 .5 +2 to 4 4 .125 .05 +First, simply roll the dice to see how many creatures of less than 2 hit dice +are affected, kill all these, then use the conversion to kill all 2 to 4 hit dice +monsters, etc. If not enough of the number remains to kill the higher +levels, they remain. This system can be reversed by applying it to higher +hit dice victims first. Example: The 4d20 when rolled indicate a total of 53, +20 of this is used to kill one 6 + 4 to 8 + 3 die creature (20 X .05 = l), 16 +are used to kill two 4 + 1 to 6 + 3 hit dice creatures (16 X .125 = 2), 12 +are used to kill three 2 to 4 die creatures (3 X 4 = 12), and 5 remainder +can be used to kill off 5 less-than-2 dice creatures (5 X 1 = 5), i.e. 20 + 16 ++ 12 + 5 = 53. A death spell does not affect lycanthropes, undead +creatures, or creatures from other than the Prime Material Plane. The +material component of this spell is a crushed black pearl with a minimum +value of loo0 g.p. +83 +MAGIC-USER SPELLS (6TH LEVEL) +Disintegrate (Alteration) +Level: 6 +Range: %“/level +Duration: Permanent +Area of Effect: Special +Components: V, S, M +Casting Time: 6 segments +Saving Throw: Neg. +Explanation/Description: This spell causes matter to vanish. It will affect +even matter (or energy) of a magical nature, such as Bigby‘s Forceful +Hand, but not a globe of invulnerability or an anti-magic shell. +Disintegration is instantaneous, and its effects ore permanent. Any living +thing can be affected, even undead, and non-living matter up to 1” cubic +volume can be obliterated by the spell. Creatures, and magical material +with a saving throw, which successfully save versus the spell are not +affected. Only 1 creature or object ,can be the target of the spell. Its +material components are a lodestone and a pinch of dust. +Enchant An Item (Conjuration/Summoning) +Level: 6 +Range: Touch +Duration: Special +Area of Effect: One item +Components: V, S, M +Casting Time: Special +Saving Throw: Neg. +Explanation/Description: This is a spell which must be used by a magicuser planning to create a magic item. The enchant an item spell prepares +the obiect to accept the magic to be placed upon or within it. The item to +be magicked must meet the following tests: 1) it must be in sound and +undamaged condition; 2) the item must be the finest possible, considering +its nature, i.e. crafted of the highest quality material and with the finest +workmanship; and 3) its cost or value must reflect the second test, and in +most cases the item must have a raw materials cost in excess of 100 g.p. +With respect to requirement 3), it is not possible to apply this test to items +such as ropes, leather goods, cloth, and pottery not normally embroidered, +bejeweled tooled, carved, and/or engraved; however, if such work or +materials can be added to an item without weakening or horming its +normal functions, these are required for the item to be magicked. +The item to be prepared must be touched manually by the spell caster. This +touching must be constant and continual during the casting time which is a +base 16 hours plus an additional 8-64 hpurs (as the magic-user may never +work over 8 hours per day, and haste or any other spells will not alter time +required in any way, this effectively means that casting time for this spell +is 2 days + 1-8 days). All work must be uninterrupted, and during rest +periods the item being enchanted must never be more than 1’ distant from +the spell caster, for if it is, the whole spell is spoiled and must be begun +again. (Note that during rest periods absolutely no other form of magic +may be performed, and the magic-user must remain quiet and in +isolation.) At the end of the spell, the caster will “know” that the item is +ready for the final test. He or she will then pronounce the final magical +syllable, and if the item makes a saving throw (which is exactly the same +as that of the magic-user who magicked it) versus magic, the spell is +completed. (Note that the spell caster’s saving throw bonuses also apply to +the item, up to but not exceeding +3.) A result of 1 on the die (d20) +always results in failure, regardless of modifications. Once the spell is +finished, the magic-user may begin to place the desired dweomer upon +the item, and the spell he or she plans to place on or within the item must +be cast within 24 hours or the preparatory spell fades, and the item must +again be enchanted. +Each spell subsequently cast upon an obiect bearing an enchant an item +spell requires 4 hours + 4-8 additional hours per spell level of the magic +being cast. Again, during casting the item must be touched by the magicuser, and during rest periods it must always be within 1’ of his or her +person. This procedure holds true for any additional spells placed upon the +item, and each successive dweomer must be begun within 24 hours of the +last, even if any prior spell failed. +MAGIC-USER SPELLS (6TH LEVEL) MAGIC-USER SPELLS (6TH LEVEL) +No magic placed on or into an item is permanent unless a permanency +spell is used as a finishing touch, and this always runs a risk of draining a +point of constitution from the magic-user casting the spell. It is also +necessary to point out that while it is possible to tell when the basic +(enchant an item) spell succeeds, it is not possible to tell if successive +castings actually take, for each must make the same sort of saving throw as +the item itself made. naturally items that are charged - rods, staves, +wands, javelins of lightning, ring of wishes, etc. - can never be made +permanent. Scrolls or magic devices can never be used to enchant an item +or cast magic upon an object so prepared. +The material component(s) for this spell vary according to both the nature +of the item being mogicked and successive magicks to be cast upon it. For +example, a cloak of displacement might require the hides of 1 or more +displacer beasts, a sward meant to slay dragons could require the blood +and some other part of the type(s) of dragon(s) it will be effective against, +and a ring of shooting stars might require pieces of meteorites and the +horn of a ki-rin. These specifics, as well as other information pertaining to +this spell, are known by your Dungeon Master. +Extension 111 (Alteration) +Level: 6 +Range: 0 +Duration: Special +Area of Effect: Special +Components: V +Casting Time: 5 segments +Saving Throw: None +Explanation/Description: This spell is the some os the fourth level +Extension I except that it will extend first through third level spells to +double durotion and will extend the duration of fourth or fifth level spells +by 50% of the indicated duration. +Geas (Enchantment/Charm) +Level: 6 Components: V +Range: Touch +Duration: Special Saving Throw: None +Are0 of Effect: Creature touched +Explanation/Description: A geas spell places a magical command upon +the creature (usually human or humanoid) to carry out some service, or +refrain from some action or course of activity, as desired by the spell +caster. The creature must be intelligent, conscious, ond under its own +volition. While a geas connat compel a creature to kill itself, or to perform +acts which are likely to result in certain death, it can cause almost ony +other course of action. The spell causes the geosed creature to follow the +instructions until the geos is completed. Failure to do so will cause the +creature to grow sick and die within 1 to 4 weeks. Deviation from or +twisting of the instructions causes corresponding loss of strength points +until the deviation ceases. A geas con be done away with by a wish spell, +but a dispel magic or remove curse will not negate it. Your referee will +instruct you as to any additional details of a geas, for its casting and +fulfillment ore tricky, and an improperly cast geas is null and void +immediately (cf. wish). +Glascee (Alteration) +Casting Time: 4 segments +Level: 6 +Range: Touch +Duration: I round/level +Area of Effect: Special +Components: V, S, M +Casting Time: I round +Saving Throw: None +Explanation/Description: By means of this spell the magic-user is able to +make a section of metal, stone or wood as transparent as gloss to his gaze, +or even make it into transparent material as exploined hereafter. +Normally, up to four inches of metol can be seen through, stone up to 6' +thick can be made transparent, and 20' of wood can be affected by the +glassee spell. The spell will not work on lead, gold or platinum. The magicuser can opt to make the glassee apply to himself or herself only, and +apply it up to once per round while spell duration lasts; or the caster can +actually make o transporent area, a one-way window, in the materiol +affected. Either case gives a viewing orea 3' wide by 2' high. The material +component of the spell is a small piece of crystal or gloss. +Globe Of Invulnerability (Abjuration) +Level: 6 +Range: 0 +Components: V, S, M +Casting Time: I round +Duration: I round/level +Area of Effect: 1"diametersphere +Explanation/Description: This spell is the same as the fourth level minor +globe of invulnerability (q.v.), except as regards casting time and for the +fact that it prevents the functioning of first through fourth level spells +affecting the magic-user within the globe, while he or she can cast spells +through it, of course. +Saving Throw: None +Guards And Wards (Evocation, Alteration, Enchantment/Charm) +Level: 6 +Range: 0 +Duration: 6 tums/level +Area of Effect: I" radius/level, +extending from 2" diameter +sphere +Components: V, S, M +Costing Time: 3 turns +Saving Throw: None +Explanation/Description: This special and powerful spell is primarily used +to defend the magic-user's stronghold. The following take place in the +area of effect upon casting of the spell: +1. +2. +3. +4. +5. +6. +7. +All corridors become misty, and visibility is reduced to 10'. +All doors are wizard locked. +One door per level of experience of the magic-user is covered by an +illusion as if it were o plain wall. +Stairs are filled with webs from top to bottom. +Where there are choices in direction -such os a cross or side passage +-a minor confusion-type spell functions so as to make it 50% probable +that intruders will believe they are going in the exact opposite direction. +The whole area radiates magic. +The magic-user can place one of the following additional magics: +A. Dancing lights in four corridors, or +8. Magic mouths in two places, or +C. Stinking Clouds in two places, or +D. Gust of wind in one corridor or room, or +E. Suggestion in one place. +Note that items 3 and 7 function only when the magic-user is totally +familiar with the area of the spell's effect. Dispel magic con remove one +effect, at random, per casting of a dispel. A remove curse will not work. +The material components of the spell are burning incense, a small +measure of sulphur and oil, a knotted string, a small amount of umber hulk +blood, and a small silver rod. +Invisible Stalker (Conjuration/Summoning) +Level: 6 Components: V, S, M +Ronge: I" Casting Time: I round +Durotion: Special Saving Throw: None +Area of Effect: Special +Expalantion/Description: This spell summons an invisible stolker from the +Elemental Plone of Air. This 8 hit die monster will obey and serve the spell +caster in performance of whatever tasks are set before it. However, the +creature is bound to serve; it does not do so from loyalty or desire. +Therefore, it will resent prolonged missions or complex tasks, and it will +attempt to pervert instructions accordingly (for complete details of the +invisible stalker, consult ADVANCED DUNGEONS & DRAGONS, MONSTER +MANUAL). The invisible stolker will follow instructions even at hundreds +or thousands of miles distance. The material components of this spell are +burning incense and a piece of horn carved into a crescent shape. +legend lore (Divination) +Level: 6 +Range: 0 +Duration: Special +Area of Effect: Special +Components: V, S, M +Casting Time: Special +Saving Throw: None +84 +MAGIC-USER SPELLS (6TH LEVEL) MAGIC-USER SPELLS (6TH LEVEL) +Explanation/Description: The legend lore spell is used to determine +information availoble regarding a known person, place or thing. If the +person or thing is at hand, or if the magic-user is in the place in question, +the likelihood of the spell producing results is far greater and the casting +time is only 1 to 4 turns. If detailed information on the person, place or +thing is known, casting time is 1 to 10 days. if only rumors are known, +casting time is 2 to 12 weeks. During the casting, the magic-user cannot +engage in other activities other than routine: eating, sleeping, etc. When +completed, the divination will reveal if legendary material is available. It +will often reveal where this material is- by place name, rhyme, or riddle. +It will sometimes give certain information regarding the person, place or +thing (when the object of the legend lore is at hand), but this data will +always be in some cryptic form (rhyme, riddle, anagram, cipher, sign, +etc.). The spell is cost with incense and strips of ivory formed into a +rectangle, but some item must be sacrificed in addition - a potion, magic +scroll, magic item, creature, etc. Noturally, legend lore will reveal +information only if the person, place or thing is noteworthy or legendary. +lower Water (Alteration) Reversible +Level: 6 +Range: 8" +Duration: 5 rounds/level +Area of Effect: %"X %"square +Components: V, S, M +Casting Time: I turn +Saving Throw: None +area/level +Explanation/Description: Except as noted above, and for the facts that the +reverse spell raises water only '/?'/level of experience of the spell caster, +and the material components for the spell are a small viol of water and a +small viol of dust, it is the same as the fourth level cleric spell, lower woter +(q.v.1. +Monster Summoning IV (Conjuration/Summoning) +Level: 6 +Range: 6" +Duration: 5 rounds + I +Area of Effect: Special +round/level +Components: V, S, M +Casting Time: 6 segments +Saving Throw: None +Explanation/Description: This spell summons 1 to 3 fourth level monsters, +and they appear within 1 to 3 rounds. See monster Summoning I for other +detoils. +Move Earth (Alteration) +Level: 6 +Range: I"/level +Duration: Permonent +Area of Effect: Special +Components: V, S, M +Casting Time: Special +Saving Throw: None +Explanation/Description: When cast, the move earth spell moves dirt (clay, +loam, sand) and its other components. Thus, embankments can be +collapsed, hillocks moved, dunes shifted, etc. The area to be affected will +dictate the casting time; for every 4" squore area, 1 turn of casting time is +required. If terrain features are to be moved - os compared to simply +caving in banks or walls of earth - it is necessary that an earth elemental +be subsequently summoned to assist. All spell casting and/or summoning +must be completed before any effects occur. In no event con rock +prominences be collapsed or moved. The material components for this +spell are a mixture of soils (clay, loam, sand) in o small bag, and an iron +blade. +Otiluke's Freezing Sphere (Alteration-Evocation) +Level: 6 +Range: Special +Duration: Special +Area of Effect: Special +Components: V, S, M +Casting Time: 6segments +Saving Throw: Special +Explanation/Description: Otiluke's Freezing Sphere is a multi-purpose +dweomer of considerable power. If the caster opts, he or she may create a +globe of matter at absolute zero temperature which spreads upon contact +with water or liquid which is principally composed of water, so as to freeze +it to a depth of 6 inches over an area equal to 100 square feet per level of +the magic-user costing the spell. The ice so formed lasts for 1 round per +level of the caster. The spell can also be used as a thin ray of cold which +springs from the caster's hand to a distance of 1" per level of the magicuser; this ray will inflict 4 hit points of damage per level of the caster upon +the creature struck, with a saving throw versus magic applicable, and all +damage negated if it is successful (as the ray is so narraw a save indicates +it missed), but the path of the ray being plotted to its full distance, as +anything else in its path must save (if applicable) or take appropriate +damage. Finally, Otiluke's Freezing Sphere can be cast so as to create a +small globe about the size of a sling stone, cool to the touch, but not +harmful. This globe can be cast, and it will shatter upon impact, inflicting +4-24 hit points of cold damage upon all creatures within a lo' radius (anehalf damage if saving throw versus magic is made). Note that if the globe +is not thrown or slung within a time period equal to 1 round times the level +of the spell caster, it automatically shatters and causes cold damage as +stated above. This timed effect can be employed against pursuers, +although it can also prove hazardous to the spell caster and/or his or her +associates as well. The material components of the spell depend upon in +which form it is to be cast. A thin sheet of crystal about an inch square is +needed for the first application of the spell, a white sapphire of not less +than 1,OOO g.p. value for the second application of the spell, and a 1,OOO +g.p. diamond is minimum for the third application of the spell. All +components are lost when the spell is cast. +Part Water (Alteration) +Level: 6 +Range: I"/level +Duration: 5 rounds/level +Area of Effect: Special +Explanation/Description: Except as shown above, ond also that the +material components for this spell are two small sheets of crystal or glass, +this spell is the same as the sixth level cleric spell, part water (q.v.). +Components: V, S, M +Casting Time: I turn +Saving Throw: None +project Image (Alteration, Illusion/Phantasm) +Level: 6 +Range: I"/level +Duration: I round/level +Area of Effect: Special +Components: V, S, M +Casting Time: 6 segments +Saving Throw: None +Explanation/Description: By means of this spell, the magic-user creates a +non-material duplicate of himself or herself, projecting it to any spot +within spell range which is desired. This image performs actions identical +to the magic-user - walking, speaking, spell-costing - as the magic-user +determines. A special channel exists between the image of the magic-user +and the actual magic-user, so spells cast actually originate from the image. +The image can be dispelled only by means of a dispel magic spell (or upon +command from the spell caster), and attacks do not affect it. The image +must be within view of the magic-user projecting it at all times, and if his +or her sight is obstructed, the spell is broken. The material component of +this spell isa small replica (doll) of the magic-user. +Reincarnation (Necromantic) +Level: 6 Components: V, S, M +Range: Touch Casting Time: I turn +Duration: Permanent Saving Throw: None +Area of Effect: Person touched +Explanation/Description: This spell is similar to the seventh level druid +spell of the same name (q.v.). It does not require any saving throw for +system shock or resurrection survival. The corpse is touched, and a new +incarnation of the person will appear in the area in 1 to 6 turns, providing +the person has not been deod for longer than 1 day per level of +experience of the magic-user. The new incarnation will be: +die Roll +01 -05 +06-1 1 +12-18 +19r23 +24-28 +29-33 +34-40 +41 -47 +48-54 +55-59 +60-73 +Incarnation +bugbear +dwarf +elf +gnoll +gnome +goblin +half-elf +half I i ng +half-orc +hobgoblin +human +85 +MAGIC-USER SPELLS (6TH LEVEL) MAGIC-USER SPELLS (7TH LEVEL) +74-79 +80-85 +86-90 +91 -95 +96-00 +kobold +orc +ogre +ogre mage +troll +Note: Very good or very evil persons will not be reincarnated as creatures +whose general alignment is the opposite. The material components of the +spell are a small drum and a drop of blood. +Repulsion (Abjuration) +Level: 6 +Range: I"/level +Duration: I round/2 levels +Area of Effect: I " path +Explanation/Description: When this spell is cast, the magic-user is able to +cause all creatures in the path of the area of effect to move away from his +or her person. Repulsion is at 3" per round, or at the motive speed of the +creature attempting to move towards the spell caster. The repelled +creature will continue to move away for the balance of a complete move +even though this takes it beyond spell ronge. The material component of +this spell is a pair of small magnetized iron bars attached to two small +canine statuettes, one ivory and one ebony. +Spiritwrack (Evocation/Abjuration) +Components: V, S, M +Casting Time: 6 segments +Saving Throw: None +Level: 6 +Range: I" + J'/level +Duration: Special +Area of Effect: Special +Components: V, M +Casting Time: Special +Saving Throw: Special +Explanation/Description: A spiritwrack spell is a very strong +protection/punishment spell against the powerful creatures of the nether +planes (Abyssal, Hades, Hell, etc.), but to employ the magic, the spell +caster must know the name of the being at whom he or she will direct the +energy. Prior to actual utterance of o spiritwrack spell the magic-user must +prepare an illuminated sheet of vellum, carefully inscribed in special inks +made from powdered rubies and the ichor of a slain demon of type I, 11, or +111 and covered with gold leaf in a continuous border. The spell caster must +personally prepare this document, including the being's name thereon. +(This will require from 8-32 hours of time and cost 1,000 g.p. for vellum, +special pens, gold leaf, and other miscellaneous materials alone; the cost +of the powdered rubies is a minimum of 5,000 g.p. for each document.) If +the demon, devil, or other powerful being from a nether outer plane is +present in some form (ond not possessing another creature's body +instead), the magic-user can then begin actuol spell incantation. +Immediately upon beginning the reading of the document, the being +named will be rooted to the spot unless it makes its magic resistance +percentage (adjusted for the level of the magic-user) as a saving throw; +and even if such a saving throw is made, the monster feels greatly +uncomfortable, and if it has not been magically forced to the locale and so +held there, it is 90% likely to retreat to its own (or another) plane, as the +named being is powerless to attack the magic-user while he or she is +reading the spell document. This first part of the document continues for 1 +full round, with the discomfort to the named being becoming greoter at +the end. During the second minute of the incantation, the being named +undergoes acute pain and loses 1 hit point per hit die it possesses. At the +end of this round of reading, the being is in wracking pain. The third and +final round of utterance of the condemnation will cause a loss to the being +of 50% of its existing hit points, horrible pain, and at the end consign it to +some confined space on its own plane - there to remain in torture for a +number of years equal to the level of the magic-user who prepared the +document. +Obviously, the being so dealt with will be the sworn foe of the magic-user +forever afterwards, so the magic-user will be loath to finish the spell but +rather use it as a threat to force submission of the being. Each round of +reading will cause the being forced to listen to be a cumulative 25Yp likely +to concede even without any other offerings or payment. +StoneTo flesh (Alteration) Reversible +Level: 6 +Range: J"/level +Components: V, S, M +Casting Time: 6 segments +Duration: Permanent Saving Throw: Special +Area of Effect: One creature +Explanation/Description: The stone to flesh spell turns ony sort of stone +into flesh - if the recipient stone object was formerly living, it will restore +life (and goods), although the survival of the creature is subiect to the +usual system shock survival dice roll. Any formerly living creature, +regardless of size, can be thus returned to flesh. Ordinary stone can be +likewise turned to flesh at a volume of 9 cubic feet per level of experience +of the spell caster. The reverse will turn flesh of any sort to stone, just as +the stone to flesh spell functions. All possessions on the person of the +creature likewise turn to stone. This reverse of the spell will require a +saving throw be allowed the intended victim. The material components of +the spell are a pinch of earth and a drop of blood; lime and water and +earth are used for the reverse. +Tenser's Transformation ( Alteration-Evocation) +Level: 6 +Range: 0 +Duration: I round/level +Area of Effect: Personal +Components: V,S,M +Casting Time: 6 segments +Saving Throw: None +Explanation/Description: Tenser's Transformation is a sight guaranteed to +astound any creature not aware of its power, for when the magic-user +casts the dweomer, he or she undergoes a startling transformation. The +size and strength of the magic-user increase to heroic proportions, so he or +she becomes a formidable fighting machine, for the spell causes the caster +to become a berserk fighter! The magic-user's hit points double, and all +damage he or she sustains comes first from the magical points gained; so +if damage does not exceed original hit points, none is actually taken, but if +damage beyond the additional amount is sustoined, each point counts as 2 +(double damage). The armor class of the magic-user is a full 4 factors +better than that he or she possessed prior to casting the spell (AC 10 goes +to 6, AC 9 to 5, AC 8 to 4, etc.), all attacks are at a level equal to those of a +fighter of the same level as the magic-user (i.e., the spell caster uses the +combat table normally restricted to fighters), and although he or she can +employ a dagger only in attacking, damage inflicted by the weapon is at ++2 additional hit points, and 2 such attacks per round are mode by the +magic-user. However, it is worth noting that this spell must run its full +course, and the magic-user will continue attacking until all opponents are +slain, he or she is killed, the magic is dispelled, or the Transformation +duration expires. The material component for casting this dweomer is o +potion of heroism (or superheroism) which the magic-user must consume +during the course of uflering the spell. +seventh level Spells: +Bigby's Grasping Hand (Evocation) +Level: 7 +Range: I"/level +Duration: I round/level +Area of Effect: Special +Components: V, S, M +Casting Time: 7segments +Saving Throw: None +Explanation/Description: Bigby's Grasping Hand is a superior version of +the sixth level Bigby's Forceful Hand spell (q.v.), being like it in many +ways. The Grasping Hand can actually hold motionless a creature or obiect +of up to 1,000 pounds weight, or move creatures as a.double strength +Forceful Hand. The material component is a leather glove. +Cacodemon (Conjuration/Summoning) +level: 7 +Range: I" +Duration: Special +Area of Effect: Creature +summoned +Components: V, S, M +Casting Time: Special +Saving Throw: Special +Explanation/Description: This perilous exercise in dweomercraeft +summons up a powerful demon of type IV, V, or VI, depending upon the +demon's name being known to the magic-user. Note that this spell is not of +sufficient power to bring a demon of greater power, and lesser sorts are +not called as they have no known names. In any event, the spell caster +must know the name of the type IV, V, or VI demon he or she is +summoning. As the spell name implies, the demon so summoned is most +angry and evilly disposed. The spell caster must be within a circle of +86 +MAGIC-USER SPELLS (7TH LEVEL) MAGIC-USER SPELLS (7TH LEVEL) +protection (or a thaumaturgic triangle with protection from evil) and the +demon confined within a pentagram (circled pentacle) if he or she is to +avoid being slain or carried off by the summoned cacodemon. The +summoned demon con be treated with as follows: +1 ) The magic-user can require the monster to perform a desired +course of action by force of threat and pain of a spiritwrack +spell (q.v.), allowing freedom whenever the demon performs +the full extent of the service, and forcing the demon to pledge +word upon it. This is exceedingly dangerous, as a minor error +in such a bargain will be seized upon by the monster to +reverse the desired outcome or simply to kill and devour the +summoner. Furthermore, the demon will bear great enmity for +the magic-user forever after such forced obedience, so the +spell caster had better be most powerful and capable. +By tribute of fresh human blood and the promise of 1 or more +human sacrifices, the summoner can bargain with the demon +for willing service. Again, the spell caster is well advised to +have ample protection and power to defend himself or +herself, as the demon might decide the offer is insufficient - +or it is easier to enjoy the summoner's slow death - and +decide not to accept the bargain as offered. Although the +demon will have to abide by a pledge, as his name is known, +he will have to hold only to the exact word of the +arrangement, not to the spirit of the agreement. On the other +hand, only highly evil magic-users are likely to attempt to +strike such a bargain, and the summoned cacodemon might. +be favorably disposed towards such a character, especially if +he or she is also chaotic. +2) +3) The summoned demon can be the object of a trop the soul +spell (q.v.). In this case, the magic-user will not speak with or +bargain for the demon's services, although the cacodemon +might be eager to reach an accord with the dweomercraefter +before he is forced into imprisonment. The trapping of the +demon is risky only if proper precautions have not been taken, +for failure to confine the monster usually means only that it is +able to escape to its own plane. Once trapped, the demon +must remain imprisoned until the possessor of his object of +confinement breaks it and frees him, and this requires one +service from the now loosed monster. If the individual(s) +freeing the demon fails to demand a service when the manster asks what is required of him, the demon is under no constraint not to slay the liberator(s) on the spot, but if a service is +required, the creature must first do his best to perform it and +then return to the Abyss. +The duration of service of any demon must be limited unless the demon is +willing to serve for on extended period. Any required course of action or +service which effectively requires an inordinate period of time to perform, +or is impossible to perform, is 50% likely to free the demon from his +obligations and enable him to be unconstrained in his vengeance upon +the spell caster if he or she is not thereafter continually protected, for a +demon so freed can remain on the plane it was summoned to for as long +as 666 days. +The demon summoned will be exceptionally strong, i.e. 8 hit points per hit +die. +Casting time is 1 hour per type (numeric) of the demon to be summoned. If +there is any interruption during this period, the spell fails. If there is an +interruption while the cacodernon is summoned, it is 10% probable that it +will be able to escape its boundaries and attack the magic-user, this +percentage rising cumulatively each round of continued interruption. +Each demon is entitled to a saving throw versus this summoning spell. If a +score higher than the level of the magic-user summoning is rolled with 3d6 +(2d10 with respect to type VI demons), that particular spell failed to bring +the desired demon. When this occurs, it is certain that the named demon is +imprisoned or destroyed or the name used was not perfectly correct, so the +spell caster will have to call upon another name to bring forth a +cacodemon. +The components of this spell are 5 flaming black candles; a brazier of hot +coals upon which must be burned sulphur, bat hairs, lard, soot, mercuricnitric acid crystals, mandrake root, alcohol, and a piece of parchment with +the demon's name inscribed in runes inside a pentacle; and a dish of +blood from some mammal (preferably a human, of course) placed inside +the area where the cacodemon is to be held. +Charm Plants (Enchantment/charm) +Level: 7 +Range: 3" +Duration: Permanent +Area of Effect: Special +Components: V, S, M +Casting Time: 1 turn +Saving Throw: Neg. +Explanation/Description: The charm plants spell allows the spell caster to +bring under command vegetable life forms, communicate with them, and +these plants will obey instructions to the best of their ability. The spell will +charm plants in a 3" X 1" area. While the spell does not endow the +vegetation with new abilities, it does allow the magic-user to command +the plants to use whatever they have in order to fulfill his or her +instructions, and if the plants in the area of effect do have special or +unusual abilities, these will be used as commanded by the magic-user. The +saving throw applies only to intelligent plants, and it is made at -4 on the +die roll. The material components of the spell are a pinch of humus, a drop +of water and a twig or leaf. +Delayed Blast Fire Ball (Evocation) +Level: 7 +Range: 70" + 7"Aevel +Duration: Special Saving Throw: % +Area of Effect: 2"radius globe +Explanation/Description: This spell creates a fire ball with + 1 on each of +its dice of damage, and it will not release its blast for from 1 to 50 +segments (1110 to 5 rounds), according to the command upon casting by +the magic-user. In other respects, the spell is the same as the third level +fire ball spell (q.v.). +Drawmij'r Instant Summons (Conjuration/Summoning) +Level: 7 Components: V, S, M +Range: Infinite + special Casting Time: 7 segment +Duration: Instantaneous Saving Throw: None +Area of Effect: One small object +Explanation/Description: When this spell is cast, the magic-user teleports +some desired item from virtually any location directly to his or her hand. +The object must be singular, can be no larger than a sword is long, have no +more mass and weight than a shield (about 75 g.p. weight), and it must be +non-living. To prepare this spell, the magic-user must hold a gem of not +less than 5,000 g.p. value in his or her hand and utter all but the final word +of the conjuration. He or she then must have this same gem available to +cast the spell. All that is then required is that the magic-user utter the final +word while crushing the gem, and the desired item is transported instantly +into the spell caster's right or left hand as he or she desires. The item must, +of course, have been previously touched during the initial incantation and +specifically named, and only that particular item will be summoned by the +spell. If the item is in the possession of another creature, the spell will not +work, but the caster will know who the possessor is and roughly where he, +she, or it is located when the summons is cast. Items can be summoned +from other planes of existence, but only if such items are not in the +possession (not necessarily physical grasp) of another creature. For each +level of experience above the 14th, the magic-user is able to summon a +desired item from 1 plane further removed from the plane he or she is +upon at the time the spell is cast, i.e. 1 plane at 14th level, but 2 at 15th, 3 +at 16th, etc. Thus, a magic-user of 16th level could effect the spell even if +the item desired was on the second layer of one of the outer planes, but at +14th level the magic-user would be able to summon the item only if it +were on one of the Elemental Planes or the Astral or the Ethereal Plane. +Components: V, S, M +Casting Time: 7segments +Duo-Dimension (Alteration) +level: 7 +Range: 0 Casting Time: 7segments +Duration: 3 rounds + 7 +Area of Effect: Personal +Components: V, S, M +Saving Throw: None +round/level +Explanation/Description: A duo-dimension spell causes the caster to have +only two dimensions, height and width but no depth. He or she is thus +invisible when a sideways turn is made, and this invisibility can only be +detected by means of a true seeing spell or similar means. In addition, the +duo-dimensional magic-user can pass through the thinnest of spaces as +long as they have the proper height according to his or her actual length - +87 +MAGIC-USER SPELLS (7TH LEVEL) MAGIC-USER SPELLS (7TH LEVEL) +going through the space between a door and its frame is a simple matter. +The magic-user can perform all actions on a normal basis. He or she can +turn and become invisible, move in this state, and appear again next +round and cast a spell, disappearing on the following round. Note that +when turned the magic-user cannot be affected by any form of attack, but +when visible he or she is subject to triple the amount of damage normal +for an attack form, i.e. a dagger thrust would inflict 3-12 hit points of +damage if it struck a duo-dimensional magic-user. Furthermore, the +magic-user has a portion of his or her existence on the Astral Plane when +the spell is in effect, and he or she is subject to possible notice from +creatures thereupon. If noticed, it is 25% probable that the magic-user will +be entirely brought to the Astral Plane by attack from the astral creature. +The material components of this spell are a thin, flat ivory likeness of the +spell caster (which must be of finest workmanship, gold filigreed, and +enameled and gem-studded at an average cost of 5,000 to 10,000 g.p.) and +a strip of parchment. As the spell is uttered, the parchment is given a half +twist and joined at the ends. The figurine is then passed through the +parchment loop, and both disappear forever. +Limited Wish (Con juration/Summoning) +Level: 7 Components: V +Range: Unlimited Casting Time: Special +Duration: Special Saving Throw: Special +Area of Effect: Special +ExpIanation/description: A limited wish is a very potent but difficult spell. +It will fulfill literally, but only partially or for a limited duration, the +utterance of the spell caster. Thus, the actuality of the past, present or +future might be altered (but possibly only for the magic-user unless the +wording of the limited wish is most carefully stated) in some limited +manner. The use of a limited wish will not substantially change major +realities, nor will it bring wealth or experience merely by asking. The spell +can, for example, restore some hit points (or all hit points for a limited +duration) lost by the magic-user. It can reduce opponent hit probabilities +or damage, it can increase duration of some magical effect, it con cause a +creature to be favorably disposed to the spell caster, and so on (cf. wish). +The limited wish can possibly give a minor clue to some treasure or magic +item. Greedy desires will usually end in disaster for the wisher. Casting +time is the actual number of seconds- at six per segment - to phrase the +limited wish. +Mass Invisibility (illusion/Phantasm) +/ +Level: 7 +Range: I "/level +Durotion: Speciol +Area of Effect: Special +Components: V, S, M +Casting Time: 7segments +Soving Throw: None +spell caster, i.e. if cast by a 14th level magic-user, the weapon has the +same hit probability as a sword wielded by o 7th level fighter. The sword +has no magical "to hit" bonuses, but it can hit any sort of opponent, even +those normally struck only by +3 weapons or astral, ethereal or out of +phose; and it will hit any armor class on a roll of 19 or 20. It inflicts 5-20 hit +points on opponents of man-size or smaller, and 5-30 on opponents larger +than man-sized. It can be used to subdue. It lasts until the spell duration +expires, a dispel magic is used successfully upon it, or its caster no longer +desires it. The material component is a miniature platinum sword with a +grip and pommel of copper and zinc which costs 500 g.p. to construct, ond +which disappears after the spell's completion. +Phase Door (Alteration) +Level: 7 Components: V +Range: Touch Casting Time: 7segments +Duration: I usage/2 levels +Area of Effect: Special +Explanation/Description: When this spell is cast, the magic-user attunes his +or her body, and a section of wall is affected as if by a passwall spell +(q.v.). The phase door is invisible to all creatures save the spell caster, and +only he or she can use the space or passage the spell creates disappearing +when the phase door is entered, and appearing when it is exited. The +phase door lasts for 1 usage for every 2 levels of experience of the spell +caster. It can be dispelled only by a casting of dispel magic from a higher +level magic-user, or by several lower level magic-users, casting in concert, +whose combined levels of experience are more than double that of the +magic-user who cast the spell. +Power Word, Stun (Conjuration/Summoning) +Level: 7 Components: V +Range: S"/level +Duration: Special Saving Throw: None +Area of Effect: One creature +Explanation/Description: When o power word, stun is uttered, any creature +of the magic-user's choice will be stunned - reeling and unable to think +coherently or act - for 2 to 8 (2d4) melee rounds. Of course, the magicuser must be facing the creature, and it must be within the spell caster's +ronge of %" per level of experience. Creatures with 1 to 30 hit points will +be stunned for 4-16 (4d4) rounds, those with 31 to 60 hit points will be +stunned for 2 to 8 (2d4) rounds, those with 61 to 90 hit points will be +stunned for 1 to 4 (d4) rounds, and creatures with over 90 hit points will not +be affected Note that if a creature is weakened due to any cause so that +its hit points ore below the usuol maximum, the current number of hit +points possessed will be used. +Saving Throw: None +Casting Time: I segment +ReverseGravity (Alteration) +Explanation/Description: This is the same as an invisibility spell (q.v.) +except that it can hide creatures in a 3" X 3" area, up to 300 to 400 mansized creatures, 30 to 40 giants, or 6 to 8 large drogons. +Monster Summoning V (Conjuration/Summoning) area +Components: V, S, M +Saving Throw: None +Level: +Range: %"/level Casting Time: 7segments +Duration: 1 segment +Area of Effect: 3" X 3"square +Level: 7 +Range: 7" +Duration: 6 rounds + I +Area of Effect: Special +round/level +Components: V, S, M +Casting Time: 6 segments +Saving Throw: None +Explanation/Description: This spell summons 1-2 fifth level monsters, and +they will appear in 1-3 rounds. See monster summoning I for other details. +Mordenkainen's Sword (Evocation) +Level: 7 +Range: 3" +Duration: 1 round/level +Area of Effect: Special +Components: V, S, M +Casting Time: 7segments +Saving Throw: None +Explanation/Description: Upon casting this spell, the magic-user brings +into being a shimmering sword-like plane of force. The spell caster is able +to mentally wield this weapon (to the exclusion of activities other than +movement), causing it to move and strike as if it were being used by a +fighter. The basic chance for Mordenkainen's Sword to hit is the same as +the chance for a sword wielded by a fighter of one-half the level of the +Explanation/Description: This spell reverses gravity in the are0 of effect, +causing all unfixed objects ond creatures within it to "fall" upwards. The +reverse gravity lasts for 1 second (1/6 segment) during which time the +objects and creatures will "fall" 16' up. If some solid object is encountered +in this "fall", the object strikes it in the same manner as a normal +downward fall. At the end of the spell duration, the affected objects and +creatures fall downwards. As the spell affects an area, object tens, +hundreds or even thousands of feet in the air can be affected. The material +components of this spell ore a lodestone and iron filings. +Simulacrum (Illusion/Phantasm) +Level: 7 Components: V, S, M +Range: Touch Casting Time: Special +Duration: Permanent Saving Throw: None +Area of Effect: One creature +Explanation/Description: By means of this spell the magic-user is able to +create a duplicate of any creature. The duplicate appears exactly the same +as the real. There ore differences: the simulacrum will have only 51% to +60% (50% + 1% to 10%) of the hit points of the real creature, there will be +personality differences, there will be areas of knowledge which the +88 +MAGIC-USER SPELLS (7TH LEVEL) +duplicate does not have, and a detect magic spell will instantly reveal it as +a simulacrum, as will a true seeing spell. At all times the simulacrum +remains under the absolute command of the magic-user who created it, +although no special telepathic link exists, so command must be exercised +in the normal manner. The spell creates the form of the creature, but it is +only a zombie-like creature. A reincarnation spell must be used to give the +duplicate a vital force, and a limited wish spell must be used to empower +the duplicate with 40% to 65% (35% + 5% to 30%) of the knowledge and +personality of the original. The level, if any, of the simulacrum, will be +from 20% to 50% of the original creature. The duplicate creature is formed +from ice or snow. The spell is cast over the rough form, and some piece of +the creature to be duplicated must be placed inside the snow or ice. +Additionally, the spell requires powdered ruby. The simulacrum has no +ability to become more powerful, i.e. it cannot increase its levels or +obi I it ies. +Statue (Alteration) +Level: 7 +Range: Touch Casting Time: 7segments +Duration: 6 turns/level +Area of Effect: Creature touched +Explanation/Description: When a statue dweomer is cast, the magic-user +or other creoture is apparently turned to solid stone, along with any +garments and equipment worn or carried. The initial transformation from +flesh to stone requires 1 full round after the spell is cast. Thereafter the +creature can withstand any inspection and appear to be o stone statue, +although a faint magic will be detected from the stone if it is checked for. +Despite being in this condition, the petrified individual can see, hear, and +smell normally. Feeling is only as acute as that which will actually affect +the granite-hard substance of the individual's body, i.e. chipping is equal +to a slight wound, but breaking off one of the statue's arms is another +matter. The individual under the magic of a statue spell con return to +normal state in 1/6 of a segment, and then return to statue state in the +same period if he or she so desires, as long as the spell duration is in +effect. During the initial transformation from flesh to stone, the creature +must make o saving throw of 82% or less, with -1 deducted from the dice +roll score for each point of his or her constitution score, so an 18 +constitution indicates certain success. Failure indicates system shock and +resultant death. The material components of this spell are lime, sand, and +a drop of water stirred by an iron bar such as o nail or spike. +Components: V, S, M +Saving Throw: Special +Vanish (Alteration) +Level: 7 Components: V +Range: Touch +Duration: Special Saving Throw: None +Area of Effect: Special +Explanation/Description: When the magic-user employs this spell, he or +she causes an obiect to vanish. The magic-user can cause the object to be +teleported (see teleport spell) if it weighs up to a maximum of 500 g.p