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Player's Handbook

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95% found this document useful (39 votes)
12K views258 pages

Player's Handbook

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The revised and updated P'.yer's Handbook for the 2nd Edition of the AD&.D® s .. me.

_....__.-
TSR, Inc. TSR Ltd.
POB 756 120 Church End. Cherry Hinton
Lake Geneva Cambridge CBl 3LB
TSIt, Inc.
WI 53147 USA United Kingdom
Special Thanks To:
A vast work like the AD&:IY 2nd Edition each of these people deserves mention for his or her efforts. While
game doesn't spring into being from nothing. Especially not in this there is not enough space to mention exactly what each person did,
case, since this is the 2nd Edition of the game. The AD&;O game each has been important 10 the development of the game. Mark
owes its ~is lence the efforts of many people. ACTtS. Peter Aronson, Jim Bambra, Brian Blume, Mike Breault,
The AD&D game probably never would have existed without the Mike Carr, Sean Oeary, Troy Dmnina. Michael Dobson, Jean-
work of Cary Gygax and Dave Arneson. Together they introduced Louis Fiasson, Joe Fischer, Ed Greenwood, Ernie Gygax, Luke
the world to the concept of role-playing games . Their efforts Gygax, Mary GygaJC , Allen Hammack, Neal Healey, Kevin Hen-
resulted in the DUNGEONS &: DRAGONS- game, forerunner of dryx, J. Eric Holmes, Tom Hoisinger, Jake Jaquet, Harold Johnson.
the AD&D system . Cary GY83JC then went on to be the prindpal T imothy Jones, Tim Kask. Jeff Key, Tom Kirby, Rid:. Krebs, Rob
creator and guiding force of the ADokD rules. His particular vision Kuntz, Terry Kuntz, Dave laforce, Len LakoEka. Jeff Leason. Alan
set the standards for what the ADVANCED DUNGEONS &: Ludon. Francois Marctla-Froideval. Steve Marsh, Dave Mega.rry.
DRAGONS- pme was- and what It wasn't. Frank Mentzer, Tom Moldvay, Roger Moore, Mike Mornard,
A game such as the AD&:D game, or any role-playing game, is Graeme Morris. Bruce Nesmith, Schar Niebling. Will Niebling, Erel
much more than the work of just one man. Many others have writ- Dlus, Jeff Perrin, Penny Petticord, Jon Pickens, Mike Price, Pat
ten rule books. contributed ideas. play tested. criticized, and added Price. Jean Rabe, Paul Reiche lll, Gregory Kihn, Tom Robertson,
I~ir own personal interpretations of what the game is. For their Evan Robinson, John Sapienza, Lawrence Schick, Doug Sch-
efforts, they too deserve credit. New rule books were written by wegman, Carl Smith, Curtis Smith, Ed Sollers, Steve Sullivan, Den-
David ~ Zeb~ Cook (Oriental Advetltun.'s), Jeff Grubb (Manual of nis Sustare, Dave Sutherland, Dave Trampier, Don Turnbull, Jack
the Planes), Tracy Hickman ( DRAGONLANC~ Adventures), Kim Vance, Jean Wells, Tom Wham, Mike Williams, Skip Williams, and
Mohan (Wilderness Survival Guide), DoUSlas Niles (Dungeoneer5 Steve Winter all deserve a share of the Cffilit .
Survival Guide>. Jim Ward (ugmds and Lore, GREYHAW~ Even so. the Jist of those 10 thank is not complete. It can never be
Adventures), and Margaret Weis (DRACQNL4NCea Adven- complete. The AO&:D game is continually evolving-each player
lures). and each OM adds his own touch to the whole. No list of speciaJ
Over the years, there have been many people who have written thanks can be complete without recognizing the most important
rules, edited manuscripts, offered suggestions. and play tested. With contribulol"$ of aJl -the millions of players who, over the years,
an undertaking as large as the AD&:D game, this list is long, but have made the AD&:D game what it is today.

CredIts
2nd EdlUon design: David NZeb~ Cook
Development. Steve Winter and Jon Pickens
PL1ytest CoordinA tion: Jon Pickens
EdJtlng: Mike Breault
P roof~a d lng: Jean Black, Curtis Smith. and James Ward
T~ tting: Kim Janke, linda BaH, Betty Elmore, and Angie Lokotz
GraphiC Design: Unda Bakk
Cover Wustratlon: Jeff Easley
Interior Colo r D1ustrltlons: Douglas ChaH~, Larry Elmore, Craig Farley, John ok Laura
Lakey. Erik O lson, and Jade PeMington
Interior Black &: White Wustratio ns: Jeff Butler, Douglas Chaffee, Jeff Easley. John &: Laura
Lakey. Jean E. Martin . Dave Sutherland
Ke)'Unlng: Colleen O'MaJley and Paul Hanchette

Too numerous to mention by name are the hundreds of players who assisted us in p laylesling the 2nd Edition. Their efforts were invaluable
in improving the manuscript.
Finally, credit musl also be shared. with an)'one who has ever asked a question, offered a suuetion, written an article, or made a comment
about the AD&:D game.
This is a derivative work based on the original ADVANCED DUNGEONS &:. DRAGONS Player!; Handbook and Dungeon Master!; Guide
by Gary Gygax and Urlearthed Arcana and other materials by Gary Gygax and others.

Distributed to the book trade by Random House, Inc., and in C"nada by Random House of Canada. Ltd.
Distributed to the toy and hobby track by resional dwnbutol'J.
Distributed in the United Kingdom by TSR LId.
0).989 TSR. Inc. All Rishtt: Reserved.
0-880l8-71 b-S

This work is prot~ted under the copy right l"wI of the United States of Amerla . Any reproduction or un"uthoriu<! U5e of the m"teri"l or "rtwork p~ted
hemn is prohibited without the vrpress writltn con5eflt of TSR. Inc.
Printed in the U.S.A.
Foreword to the Second Edition
It has been a long time getting here. I don't mean the months, perhaps even years, you may
have waited for a revised, expanded, and improved 2nd Edition of the AD&[)!l game. I mean
the long time it has taken me to reach this point , the writing of the foreword . Forewords are
written la st, so that you can summarize your feelings and experiences about the book you have
written.
It's not accurate to say this is a book that I alone have written . First off, there are a lot of
other names listed in the credits. They, especially the edi tors, cont ributed time and talents that 1
don't have. Improving the organization and readability was one of the reasons we started this
project in the first place. These are tasks that can't be done without talented editors who play
and care about the game. If you discover that it's easier to find rules during your gaming
sessions and that everything seems to make more sense, thank the editors.
Even with the editors, thi s is not our work alone. None of this would ever have come into
being without interested and invol ved players. The people who really decided what needed to be
done for the 2nd Edition are the players who mailed in questions, everyone who wrote an article
for DRAGONiII Magazine, and everyone who button-holed me (or other designers) at
conventions. These were the people who decided what needed to be done, what needed fixing,
what was unclear, and what they just didn't like. I didn't sit in a vacuum and make these
decisions. As the designer and developer, I had to make the final choice, but those choices were
based on your input. And your input is the most valuable asset we have going.
So how do I feel? Excited, exhausted , relieved, and nervous-all at once. It's a great bag of
emotions. I'm excited to see this book come out. I've spent more time on this than 1 have on any
other single work I've done. That leads to exhaustion. The 2nd Edition has demanded and
received hours upon months of attention, Now that it is finall y coming out, the feeling of relief
is beginning to set in . There were times when the task looked impossible, when it seemed it
would never end, or when everything was go ing wrong. Only now , when it's in the final stages
of polishing, am I beginning to realize that it reall y is done. And of course there is nervousness.
The AD&D game is the granddaddy of all role-playing games. You've made it perfectly clear
that you liked the first edition of the AD&D game, even with all its warts. I liked (and still like)
it. So, now with the arrival of 2nd Edition, of course I'm nervous.
None of this comes as any surprise. I volunteered to prepare the 2nd Edition because I wanted
to do someth ing for the game I liked. The ten years of experience I've had in game design has
shown me what works and what doesn't and sometimes even why. At the very start, we
outlined the goals: to make it easier to find things, to make the rules easier to understand, to fix
the things that did not work, to add the best new ideas from the expansions and other sources,
and , most important of all , to make sure the game was still the one you knew and enj oyed. Of
them all, the last was the hardest and most demanding, conflicting as it did with my basic desire
to design things. Fortunately, things didn't rest on me alone. Lots of eager eyes, from those of
fellow designers to those of enthu siastic play testers, minutely examined this book and restrained
me from overzealousness. It hasn't always been easy to walk the fine line between "not enough"
and "too much:'
In the past two years, I've talked to interested players many times, hearing their concerns and
sharing my ideas. It was at the end of one of these talks (at a conven tion in Missoula, Montana ),
just as 1 described some rules change, that one of the listeners smiled and said, "You know,
we've been doing that for years:' And that is what the 2nd Edition is all about-collecting and
organizing all those things that we, as players, have been doing for years.

David "Zeb" Cook


January, 1989

3
Table of Contents

Druid ... . . . .. . .. ..... ....•..........•..•.......... 35


Welcome to the 2nd Edition "OLD'!l G ... me . .•• • •• . 8 Druid Organization ........ . ..... . .. •. . .. ......... 37
Why a Second Edition1 ................................. 8 Rogue ............................................... 38
How the Rule Books are Organized ..................... . . 8 ThW ....... .. ..........................•.......... 38
Learning the Ga me .......................•.... . ........ 8 Bard ........................ . ..........•.. •. ...... 41
The Second Edition AOi::O Game line .................... 8 Multi-Class and Dual-Class Characters ....... • .. • ....... 44
A Nott About Pronouns ................................ 8 Multi-Class Combinations .. ... .... .......•.. • ....... 44
C reating iii C haracter .............. . .................... 8 Multi-Class Benefits and Restrictio ns ... . ...•..•.... . .. 44
Dual-Class Benefits and Restrictions ........... • ....... 45
The Ie.' IASIc..s •• • •••• • • •• . • •• • • • •• • • •• • • . 9
o,.pter 4 : Alignment . • . . . . . . .. . • . • . . . • .•.. 46
The Goal .................•..•..........•..•.......... 9
Required Materials ......... • ..•....... . ..... • .......... 9 Law, Neutrality, and Chaos ...... •.. ........... • ....... 46
An Example of Play ....... . •..•.......... • .. •. . •... ... 10 Good. Neutrality, a nd Evil .............•............... 46
Alignment Combinations .............. •..• ........ .... 46
Gloswry • • . •• .. ... .. .. • . .. • • .. • • • • • • • • • • 11 Non-Aligned Creatures .............. • ..•............ 47
Playing the Character's Alignment ...................... 47
Changing Alignment .................................. 49
Ch..pter 1: PI.yer Ch.u.uter Ability Scores •••••• • t ]
Rolling Ability Scores ....................... ....... ... 13 Ch.a.pter 5 1 Profldendes (Optlon. l) •• •• •• • . •••• 51
Alternative Dice-Rolling Methods ..................... 13
Acquiring Proficiencies .............................. .. 51
The Ability Scart'S .............................•...... 13 Training ... , ......... , ........... , ........... . ....... 51
Strength .............. ..... ................... ... .. 13
Weapon Proficlendes .. , .. .. .. , ."., ." . , . • . , • . ,., ."., 51
Dexterity ...........................•.............. 14
Elfects of Weapon Proficiencles ...... • .. .•..•......... 52
Constitution ...... . ...•..........•..•..•........... 14
Rela ted Weapon Bonus ... , .. ... .... ,., . • ..•... , ..... 52
Intell igence .......................•..•.. •.. .... , .. . . 15
Weapon Specialization . ..... . , . , .... , ...•..•. , •. .. , .. 52
Wisdom ...... , ....... . ......... . •..•..•........ , .. 17
Cost of Specialiution , ...............•..•......... 52
Charisma .............. .... . . ....... , .. • ..• , .. ,., .. 17
Effects of Specialization ., . , .. , . , ... • ' . • ..•..•... , .. 52
What the Numbers Mean ... , ..............•.. • ........ 18
Nonweapon Proficiencies ...... . ..... " . , .•..•. , ...... , 52
Using What You Know ...... .... . , .... • ...•..•.. . .. . 53
Ch.a.pter 2 : PI.a.yer Ch....a.c.ter •• c.es . • . • • .• • • •• •. 20 SecondarySkil1s ..... , .. . ... , .... ,.".,., .•.. • . , .. ,. 53
Minimum and Maximum Ability Scores ......•........ 20 Nonweapon Proficiencies . ....... ....... ...•..•. . .. ,. 54
Racial Ability Ad justments .......... , .. ,.,., •........ 20 Using Nonweapon Proficiencies .... , . , .. , . , .•.. , .... , . 55
Class Restrictions and Level Limits .... .. ........ . .. . . . 20 Nonweapon Proficiency Descriptions . .......•........ . 56
Languages . ..................... , ........ , • . , .. , ... 20
Dwarves . . , ... ,., ................. . ......... . ........ 20 Ch.a.pter 6 1 Money.and Equipment • . •••• • . ••••• 66
Elves .............. . .. . . . ... , . .. ... , ...... , . . ....... , 21
Starting Mo ney .. . ... , ......... , .... , ... , .. ,.,., .. , .. , 66
Gnomes ........ , ..•..•.......•..•.... . .... • ... , ..... 22
Equipment Usts ....... , .. . ............. ,., ...... , .. ,.,66
Half·Elves ......... ,.,. , ...... . . , •..• , . . ............. 22
Clothing .,. , .. ,., .. , .... ,., .. , . ..• ' .•..•. , ...... , .. 66
Halflings , .. . .............•...... .•..•. . • ..... ... ..... 23
Daily Food and Lodging ....... , ... . .. • . , .... ,., .... , 67
Humans . .......... ..... , ... , .... , ................... 23
Household Provisioning .......... • •..•.. •. .. • . , .... , 67
Other Characteristics .................... . ............. 23
Tack a nd Harnt$s ., .. ,., .. ,.,.,." . , . •. . •. , .. , ...... 67
Transport .. ... . , ...... , .... , .... ,., .•.. • . , • . ,., .. ,. 67
Ch.pter 1 : PI.yer Ch.a.r.a.c.ter Cluses . . .. . . . . . . . . 25

--
Miscellaneous Equipment ............. • ..•.. . ... , .. ,. 67
Class Ability Score Requi rements ................ , .... 25 Ani mals .. , .... , .. .... ... ,.,., .. ,., . • , .•. , ......... 68
Class Descriptions .................... , ...... , ........ 26 Services . . ......................................... 68
Warrior .. ,., ..... , .. , ., ................ • ..•.. • ....... 26 Weapons .,., .... ,., .. , .... , .. • , ...... . , .•....... 68-69
Fighter ............................. • ...•.. •....... 26 . .... ....... . . ..... . •... . . ......... ~
Paladin ................... • ..•..•....... • .. • ....... 27 Equipment Descriptions . . , ...... • . , • .. • ... , . , .... , ..... 70
Ranger ....................................... ..... 28 Tack and Harness ...... ,., ...• , .•..•. , ...... , ....... 70
Wiurd: .....................•.. • ....... . ..•.. • ....... 30 Transport , .. , ... " ... "., ...•.. • ..... . .... • ... .... , 70
Mage ........................ • .......... . .......... 31 Miscellaneous Equipment ..... • ............ ,., .... ,., 71
Schools of Magic ............. • ......... .... ..... ... 31 Weapons ................ , .... , .. , ........ , .. ... .... 73
Specia lis t Wizards ..........•..•.. • ............... 31 Armor ., .... ,., .... , .... ,., .. , ........... .. ....... 75
Illusionist .................... . ..•.. • ............... 32 Armor Sizes ,., .... , .. , ......... , .......... , .... ,. 76
Priest ... . ...................... .. ... • •..•.. •.. ....... 32 Getting Into and Out of Annor ... , ............. , ... 76
Cleric ............... . ................ • .. • ..•...... 33 Creatures with Natural Armor Classes ...... , .. , ..... 76
Priests of Specific Myt hoi ..................•.. • ...... 34 Encumbrance (Optional Rule) ...... ,., .... ,., .. ,., .. . .. 76
Requi rements ...........................•......... 34 Basic Encumbrance (Tournament Rule) .. . .... , ., ., .,' .. 78
Weapons Allowed ........ . .............•.. •. .... . 34 Specific Encumbrance (Optional Rule ) .. , ...... , ....... 78
Spells Allowed (S pheres of Influence) ......•. . •...... 34 Encumbrance and Mounts (Tournament Rule ) ... , .. , ., .. 79
Granted Powers .... . .... . .................•...... 35 Magical Anno r ;lIld Encumbrance ..... , ..... , .. , ...... 79
Ethos .... . ................................• .... .. 35 Effects of Encumbrance .. ,., .. ,., .................. ,. 79
Priest Titles ............................ . ......... 35
Balancing It All ...... • ..•... • . .. • .. • .............. 35

4
Table of Contents

Voluntarily Failing Saving Throws ..... • ....•........ 101


Ch.pter 7 : M"'Slc ••••• • . •• •• . •.. . . ... . . .. . 80
Ability Checks as Saving Throws ......... . .•........ 101
Wizard Spells ............ . .. • ...• . ..•....•..•........ 80 Modifying Saving Throws ............ .. ............ 101
Schools o f Malic ..... . .•..•.... . ..•.. . ....•........ 81 Magic Resistance ....................... • .... . ......•. 102
l.e~ Spells ............•.......•....... • ... . . .. . 81 Effects of Magic ResistAnce .......... ' ............... 102
lIlU1ioru .•...............•.......•.•.•.•.... . •..... 82 Whu Magic Resistance Applies .... . ... • .. • .......•.. 102
Priest Spells ............................ • ..... .. . . .. . . 84 Suttasful M.tgic Resistance Rolls ..... .. ..•... . ...... 102
Casting Spells ..........................•..•..... . .. . . 85 Turning Undead .......................•..•.... . ..... 103
Spell Components (OptionOll Rule) ......•..•........ . . 85 Evil Priest. And Undead ............. . .... • . . ........ 103
M~ical Rese.illrch ..................................... 86 In jury and Death .................•....... • .......... 103
Spell Descriptions ..........................•.......... 86 Wounds .......................•.......... • ....... 104
Special Damage ...................•.. • .... . ..•. . ..... 104
Chol.pter 8 : Experience •• • • • •• • ••• • • • . • • • .••• 88 Falling ....................•.......•..•....•....... 104
Paralysis .. . . . . .. . . . .. .. . . . .. . •.• ..•. .•..... . . . . . .. 104
Group Experience Awards ..............•..... .... . . .. . . 88
Energy Drain •................•....•. . . . .. .. ....... lOS
Individu;J] &::perience Awards ..........•.......• . . . .. .. 88
Poison ........................... •... . . .. . ....... lOS
TrAining .............................•... . . . •• . .... . . 88
Where's the Speclficlnfol ..............•... . . ..• . . . .... 88 Treating Poison Victims ......•.......• . ... . . . ..... lOS
Healing .................................. . •......... lOS
Natural Healing .........................•......... lOS
ChApter 9 : CombAt • .. •• . • ..••• . • . . .. . . . • . • 89
Magical Healing .... . . . .............. . ... • ......... lOS
More Th.1n Just Hack·and·Slash ........ . •.. • .. .. .... . 89 Herbalism and Healing Proficiencies .................. lOS
I}dinitions ........ . ..................... • ... .... .. ... 89 Character Deilth ......................... .. • . .•.... . . lOS
The Attack Roll ......... . ........... . . . ....... . .... . . 89 Death From Poison .... . ............. .. .....•..... . lOS
Figuring the To-Hit Number .......................... 89 Deilth From Massive Oilmage ............. . •.. • ...... 106
Modifie~ to the Attack Roll .......................... 90 Inescapable Deilth ..................•.............. 106
Weapon Type vs. Armor Modifiers (Optional Rule) ....... 90 Raising the Deild ....................•............ " 106
The Various Types of Weapons ........•.............. 90
Impossible To-Hit Numbers .......................... 90 ChApter 10: Treuure .. .. ......... ... .. .. . 107
Calculating THACO ................................... 91
Combat and Encounters ................•.. • ..... . ..... 91 T rea.sure T ype-s ••••••• • •••••••••••••••••• • •• • •..•.... 107
Magical Items ...................•.. • ...•• . .• . . . ..... 107
The Combat Round .................... • ....... .. . ... . 91
What You Can Do in One Round .........•..•........ 93 Dividing and Storing Treilsu~ .............•..•........ 109
The Combat Sequence ..................... . ..•........ 93
ChApter I I: £ncounters • . . .. . . ••.. . . •. • • ••• I I I
Initiative ................................• . ..•........ 93
Standard Initiative Procedure ....... . ........•..... . .. 94 The Surprise Roll ...................•....... • ........ 111
Initiative Modifien; .................................. 94 Effects of Surprise ....•................ . ............ 112
G roup Initiative (Optional Rule) ...................... 94 Encounter Distance ........ . •.. • ..... . . • .... . ........ 112
lndividual l nitiative (Optional Rule) ..... . . ...... . .. . . . 9S Encounter Options . . ......•....•..•....•..•.......... 112
Multiple Attadu and Initiative . . .......... .. .. .. . . . .. 9S
Spellcasting and Initiative ............. . ..... . . . . .. . . . 96 ChApter 12 : NPes •• • • • • • • • • • ••• • • • • •• •• •• 114
Weapon Spe«I and Initiative (Optional Rule) ........... 96
Magical Weapon Speeds . ......... . . . ... . ... . .... . . 96 Hirelings ......................... • .......•.......... 114
A ttacking wit.h Two Weapons ......................... . . 96 Followers ......................... . . .... .•....... . .. liS
Movement in Combat ................................. 96 Henchmen ...... . ...................•.. . . . ..•....... lIS
Movement in Melee ................. • .......•... . ... 96 Player Character Oblig.ttions ..........•....... • .... . .. 116
Movement and Missile CombAt ....... • ....... • ....... 96
ChApter I 3 : Vision And light .••• . •• . •• • . • . . . I 11
Charging an Opponent ..............•. . ..... . ... . ... 96
RetreAt ............................................ 97 limits of Vision ...................... . ..•. .• ......... 117
Attacking Without Killing .............................. 97 light ........................ . ....•.......•......... 118
Punching and Wrestling ................•..•......... 97 Infravision ....................... . ..... . . . • ......... 118
OverbeAring .......................... • ..•.. . ...... 98 Using Mirrors ....................................... 118
WeApons in Non-Lethal Combat ............•......... 98
Non-Lethal Combat and Creatures .......•............ 98 C~pter 14: Time And Movement ••• • _ . . • . .•• I 19
Touch Spells And Combat ....................•......... 98
Missile Weapons in Combat ...............•..•.. . ...... 99 Movement ...................................•...... 119
Range ............................................ . 99 Jogging and Running (Optional Rule) ................. 120
-~~ ........................... . •...... ~
CrOS$·Country Movement .......................... 120
Ability Modifien in Missile Combat ................... 99 Swimming .......................................... 120
Firing into a Melee ......................•.......... . 99 Holding Your Breath ...................•..•........ 122
Taking Cover Apinst Missile Fire .........•........... 99 C limbing .......................... • ................ 122
Grenade-like Missiles ................. . .. . . • .. . . . .. 100 C.illculating SUccnJi ............... • ....... • ........ U2
Types of Grenade-like Missiles ......... . . . .. . .. . . . .. 100 Climbing Rates ...................•................ 123
SpedAI DefenRS ........... . ............•....... . .... 100 Types of Surfaces ............•........... . ......... 123
Parrying (Optional Rule) ................. • .... . . . .. . .. 100 Actions While Climbing ............................ 123
The $.tving Throw ......................•.... .. . . . . .. 100 Climbing Tools . .............•.......•............. 124
Rolling Saving T hrows ............. . ............. . . 100 Getting Down . ..............•... . ...•............. 124
Saving Throw Priority .... . .•.. • .......• . ........... 101
5
Table of Contents

Appendix I : Spell Lists •...• ... . .. .•. • . • • •• 126 Appendix 5 ; Wlurd Spells by Sc.hool . .. •. .. . 238

Appendix 2 : Notes on Spells . •• .• • • •••.• . • •• 129 Appendix 6 : Priest Spells by Sphcrc .• . . •• .• . 240

Appendix 3 : WIz.ud Spells •••• • • •• • .. • .. •. • 13 I


Appendix 1 : Spell Index •..••• •• . •• • • • • ..• 141
First· Levd S~1ls........... . .. . .. . . . •..•..•.. •.. ..... 131
~ond-Lev,",1 Spells . .. .............. • ..•... ....... ... 139
Third-Level Spells ... . ............•........... '" ... .. 147
Appendix 8 ; Compllcd Ch...... c.ter
Fourth-level Spells ... ....•. ..... ....... . .....•..... .. 154
Fifth-Level Spells . .............•....••..•.••..•.. .. . . . 164 Gencr.tlon To1.blcs .•• . . .. . • . • . • 2 45
Sixth-level Spells ..... ...• ......... . ...•. . •.. • ....... 173 (Tables 1-9, 13.18, 21 , 22. 24. 26-30. 3J-J6)
Seventh-level Spells ..... ....... ... . .. . . •..•.......... 182
Eighth-Level Spells ...................... .. • . . • ....... 188
Ninth-Level Spells . . ........ . ..... . ..... . .•..•.. .... . 194 Index •••• , . • .• ••• . . , • •• •••.••• • ••• • ••• 249

Appendix 4 : rrlest Spells .. .• .. .. . •.. ... . . • 198


First-level Spells . . ................ ... ................ 198
Second-level Spells ............... • .......... . ....... 202
Third-Level Spells .. .. . . .... ... .... •..•... . . .......... 208
Fourth-Level Spells .......... . . ... .•..•. .•... ...... ... 215
Fifth -Lev~1 Spells .................. .. .•..•..•.... .. ... 221
Sixth-Level Spells ....................•............... 226
Seventh-Level Spells ............... . .. . ..... .. ........ 230

Tables

Table 1: STRENGTH ................................... 14 Table 35: SPECIALIST ATTACKS PER ROUND ......... ... 52
Tabl~ 2: DEXTERITY ...... ....... . .............. . .... .. 14 Table 36: SECONDARY SKILLS ................. .... ..... 53
Table 3: CONSTITlfTION .............................. 15 Table 31: NONWEAPON PROFIC IENCY GROUPS ........ 54
Table 4: INTELLIGENCE ................ . .... . . ....... . 16 Tilble 38: NONWEAPON PROFICIENCY
Table 5: WISDOM ........................ . ............ 11 GROUP CROSSOVERS ......... .. ......... .... S5
Table 6: CHARiSMA ................................... 18 Table 39: TRACKING MODIFIERS ................. .. .... 64
Table 1: RACIAL ABILITY REQUIREMENTS ..... ........ 20 Table 40: MOVEMENT WHILE TRACKING ...... . . • ...... 64
Table 8: RACIAL ABILITY ADJUSTMENTS .............. 20 Tilble 41 : WEAPON CONSTRUCTION ............•..... . 65
Table 9: CONSTITlfTION SAVING THROW BONUSES ... 21 Table 42: STANDARD EXCHANGE RATES ........•..... . 66
Table 10: AVERAGE HEIG HT AND WEIGHT ............. 24 Table 43: INITIAL CHARACTER FUNDS .......•..•...... 66
Table 11 : AGE ... . .... ... ........................... ... 24 Table 44 : EQUIPMENT .............. ... ................ 66
Table 12: AGING EFFECTS ............... . .............. 24 Tilble 45: MISSILE WEAPON RANGES ............•...... 69
Table 13: CLASS ABILITY MINIMUMS ................... 2S Table 46: ARMOR CLASS RATINGS ..................... 15
Table 14: WARRIOR EXPERIENC E LEVELS ............... 26 Table 47: CHARACTER ENCUMBRANCE ................ 16
Table 15: WARRIOR ATTACKS PER ROUND ........ . .... 26 Tiilble 48 : MODIFIED MOVEMENT RATES ................ 18
Table 16: FIGHTER'S FOLLOWERS . ...................... 27 Table 49: CARRYING CAPACITIES OF ANIMALS ......... 78
Table 17: PALADIN SPELL PROGRESS iON ............... 28 Table.50: STOWAGE CAPACITY ............. .... ........ 78
Table18: RANGER ABILITIES ........................... 28 Table 51 : COMBAT MODIFIERS . ........................ 90
Table 19: RANGER'S FOLLOWERS ....................... 29 Table 52: WEAPON TYPE VS . ARMOR MODIFIERS ... . .. . 90
Table 20: WIZARD EXPERIENCE LEVELS ................ . 30 Table 53: CALCULATED THACOS ....................... 91
Table 21: WIZARD SPELL PROGRESSiON .......... . ..... 30 Table 54: THACO ADVANCEMENT ...................... 91
Table 22: WIZARD SPECIALIST REQUIREMENTS ......... 31 Table 55: STANDARD MODIFIERS 10 INITIATIVE ........ 94
Table 23: PRIEST EXPERIENCE LEVELS .................. 33 Table 56: OPTIONAL MODIFIERS TO INITIATIVE ........ 94
Table 24 : PRIEST SPELL PROGRESSION ................. 33 Table 57: ARMOR MODIFIERS FOR WRESTLING ......... 97
Table 2.5 : ROGUE EXPERIENCE LEVElS ....... .. . . .. ..... J8 Table 58: PUNCHING AND WRESnlNG RESULTS ........ 91
Table 26: THIEVING SK ILL BASE SCORES ............... 39 Table 59: COVER AND CONCEALMENT MODIFIERS ..... 99
Table 27: THIEVING SKILL RACIAL ADJUSTMENTS ...... 39 Table 60: CHARACTER SAVING THROWS .............. 101
Table 28: THIEVING SKILL DEXTERITY ADJUSTMENTS .. 39 Table 61 : TURNING UNDEAD .......................... 103
Tiilble 29: THIEVING SKILL ARMOR ADJUSTMENTS ..... . 39 Table 62 : VISIBILITY RANGES ......................... 111
Table 30: BACKSTAB DAMAGE MULTlPLIERS ........... 40 Table 63: LIGHT SOURCES .................. ......... . 118
Table 31: THIEF'S FOLLOWERS . ......................... 41 Table 64 : BASE MOVEMENT RATES . ......... . ......... 119
Table 32: BARD SPELL PROGRESSION .................. 42 Table 65: BASE CLIMBING SUCCESS RATES ............ 122
Table 33 : BARD ABILITIES .............................. 42 Tilble 66: CLIMBING MODIFIERS ................•...... 122
Table 34 : PROFIC IENCY SLOTS . ....... ..... .. .... . .. .. . 51 Table 61: RATES O F CLIMBING ....... ... .............. 123

6
Welcome to the Second Edition AD&.D ' Game

You are reading the key to the most exciting know something that is explained in the
hobby in the world-role· playing games. DMG, he will tell them,
The Se<:ond Edition
These first few pa8~ will introduc:e you Uke the OMG, the MonstroU5 Compen- AD&.D Game Line
to the second edition of the most successful dium is the province of the OM . This gives
role-playing game ever published. If you are complete and detailed information about Quite a few books
a novice role-player, stop right here and the monsters, people, and other creatures and other products are published for the
~ad the section labeled The Real BlUics (on inhabiting the AO&:O world . Some OMs AD&:D game. As a player, you need only
the nexl page). When you understand what don't mind if players read this information, one of them-this book. Every player and
role-playing and the AO.k~ game are all but the game is more fun if players don't OM should have a copy of the Player's
ilboul. come back to this point and read the know everything about their foes - it Handbook, Everything else is either option-
rest of the introduction . If you art' an experi- heightens the sense of discovery and danger al or intended for the Dungeon Master.
t'nctd role-player. skip Th e Real Basics. of the unknown . The Dungeon Master ; Guide is essential \
for the OM and it is for the OM only. Play-
ers who ate not themselves OMs have no
Why a Se<:ond Edition? Learning the Game cause to read the OMG.
Before ans wering If you have played The MOPUtrous Compendium Is not one,
that question, let's define what the second the AO&:O game before. you know almost but several products . The book can be
edition of the AD&: 0 game is and is n OI . everything you need to play the second edi- expanded whenever new compendiums are
released. The fit'lt pack of monsters is essen-
This second edit.ion of the AD&D game is tion. We advise you to read the entire Play-
a lot different from the first edition . The er's Handbook , but th~ biggest changes are tial to the game. It includes the most com-
monly encountered monsten, mythical
presentation of the game has ~n cleaned in these chapters: Charactfilr Classa , Com-
beasts, and legendary creatures. Additional
up. The rules are reorganized, clarified. and bat, and Expfilri.mce. Be sure to read at least
streamlined. Where n«essary, things that those three chapters before siUing down to packs expand on these monsters and give
didn't work have been fixed . Things that did play, the game mOre variety. Specialty
compendiums- those for Greyhawk, the
work haven't been changed. If you come to a term you do nol under-
stand, look for it in the Glossary, which Forgotten Realms. Kara-Tur, etc.-are hiah-
The leCond edition of the AO&O game is
Iy recommended for OMs who play in those
not a statement of what anyone person begins on page 11.
If you have nev~r played the AO&:O settings.
thinks the game should be. It is the result of
Expanded character class books- The
more than three years of discussion , game before, the best way to leam to play
thought, consultation, review, and play- Complete fighter. The Complete Thief.
the game is to find a group of experienced
etc. - provide a lot more detail on these
testing. players and join them . They can get you
Now to the question of "'Why a second immediately into the game and explain character classes than does the Player's
Handbook. These books are entirely
edition1" The AO&O game evolved over things as you need to know them. You don't
need to read anything beforehand . In fact , optional. They are for those players who
the course of 16 years. During that time, the
really want a world of choice for their char-
game grew tremendously through play. it's best if you can play the game for several
acters.
Changes and improvements (and a few mis- hours with experienced players before read-
Adventure modules contain complete
takes) were made. These were published in ing any of the rules. One of the truly mar-
game adventures. These are especially use-
subsequent volumes. By 1988, the game velous things about a role-playing game is
that even though the concept is difficult to ful for OMs who aren't sure how to create
consisted of U hardcover rule books. It was
their own adventures and for OMs who
physically and Intellectually unwieldy (but explain, It is simple to demonstrate,
need an adventure qUickly and don't have
still a lot of fun). The time was right to reof-" U none of your friends are involved in a
time to write one of their own.
pnize and recombine all that information game, the best place to find experienced
into a manageable package. That package is players is through your local hobby store .
the second edition . Role-playing and general gaming dubs are A Note About Pronouns
common and are always eager to accept
new memben. Many hobby stores offer a The male pronoun
How the Rule Books bulletin board t.hrough which OMs can
(he, him, his) is used exclusively throughout
the second edition of the AO&:O game rules.
are Organized advertise for new players and new players
We hope this won't be construed by anyone
can ask for information about new or ongo-
The AO&:O game to be an attempt to exclude females from the
ing games, If there is no hobby store in your
rule boob are intended primarily as refer- game or imply their exclusion . Centuries of
area, check at the local library Or school.
ence boob. Th~ are designed so any spe- use have neutered the male pronoun . In
If you can't find anyone else who knows
cific rule can be found quickly and easily written material it Is dear, condse, and
the AO&:D game, you can teach yourself.
during a game. familiar. Nothing else is,
Read the PlaYfilr's Handbook and create
Everything a player needs to know is in
some charactH!;, Try 10 create a variety of
the Player's Handbook . That's not to say character dasses. Then pick up a pre- Creating a Charader
that all the rules are in this book. But every
packaged adventure module for low-level
rule that a player needs to know in order to To create a charac-
characters, round up two or three friends,
play the game is in this book . ter to play in Ihe AO&D game, proceed, in
and dive into it . You probably will make lots
A few rules have been reserved for the o rder, through Chapters 1 th rough 6 .
Dungfim Master's Guide (OMG). These of mistakes and wonder constantly whether
(Chapter S is opt.ional). These chapters will
you are doing everything wrong. Even if
either cover situations that very ~dom teU you how to generate your character's
you are, don', worry abou t it . The AD&:O
arise or give the Dungeon Master (OM) ability $Cores. race, and class, decide on his
game is big. but eventually you'll bring it
infonnation that players should not have alignment. pick proficiencies, and buy
under control.
bdorehand . Everything else in the DMG is equipment. Once you have done all this,
information that only the Dungeon Master your character is ready for adventurel
needs. U the OM feels that players need to

8
The Real Basics

This SKlion is inlmded for novi« role- After all, even an ogre mighl think twia two, or even Ihree playing sessions to reach
pbyers. U you h;Jve pJ.J.yed role--plilying about attacking Iwo people c.. nying sharp lheir goal ilnd complete the adventure.
games bd"ON! , don't besurprUed if what you swo rds and stout shields. But the game doesn't end when an adven-
read h~e soumU familiar. Finally, lei's put the board somewhere tu re is finished . The same characters un go
G.il.lnes come in a wl~ assortmmt of you can'l see it. Let's give it 10 one of the on to new adventures, Such a series of
type: board games. card games. word playe:n and make thai player the referee. advenlures is called a campaign .
games. pictlUl! 8i1ma, miniilturft ~mH . Inslead of looking at the board , you listen to Remember, the point of an ..dventure is
Even within thest: categories are subcatego- the refelft ilS he describes whilt you can see not to win but to have fun while working
ries. Board gam~, for example. can be from your position on the bO<lrd . You tell toward a common goal. But the length of
divided into path games, real estate games, the referee whal you want 10 do and he any particular adventure need not impose
military simulation games. abstract strategy moves your piece accordingly, As the ref- iIIn ilrtifici..llimil on lhe length of the game .
games, mystery game, ilnd a host of others. ereoe describes your surroundings, try to pic- The AD&D" game embraces more than
Still, in all this mass of games. rolr-- ture them mentally. Close your eyes and enough adventure to keep a group of char-
playing games are unique. They form iI cat· conslruct the Willis of lhe maze .. round acters occupied for years.
egory all their own Ih.. , dOC!Sn', overlap iIIny yourself. Imagine the hobgoblin iI$ the ref·
other category. eree describes it whooping and gamboling
For that reason, role-playing games ilre down the conidor toward you. Now imag-
Required Materials
hard to dncribe. Comparisons don', work ine how you would react in Ihill siluation Aside from a copy
because there isn't anything similar to com- and tellihe referee whal you are going to do of this book, very litt le is needed to play the
pare them to. At least , nol without streich· about it. AD&Ogame.
ing your imagi nat ion well beyond ils We have jusl constructed a simple role· You will need some sort of character
no rmal, everydiilY e:dension . playinggilme. It is not a sophisticated &<lime, record, TSR publishes character record
But then. stretching your imagination is but it hilS the essenlial element that makes iI sheets Ih.. t are quite handy and easy to use,
what rol~playing is all about . So In's try an rol~playing game; The player is placed in but any sheoet of paper will do . Blank pilper,
analogy. the midst of an unknown or dangerous situ- lined paper, or even graph paper can be
Ifn4IIgine that you are pl.. ying .. simple ation cre.. ted by a referee and must work his used. A double-sized sheet of paper (1 1 x 17
board &<lime, called Snakes and Ladders. way Ihrough it . inches), fo lded in half. is ex«1lent . Keep
Your gO<lI is to gd from the boltom to the This is the heart of role-playing. The your character record in pencil, because it
top of the board before all the other playe.rs. player adopts the role of a character and will change tTequently during the game, A
Along the w ..y .. re traps that can send you then guides that character Ihrough an good eraser is a.Iso a must .
sliding b ..ck toward your starting position . adventure, The player makes decisions, A full set o f polyhedral dia is necessary.
There are also ladders that can let you jump inleracts with olher characters and players, A full set consisls of 4-, 6-, 8-, to.., U-, and
ahead, closer to the finish space. So fou, it's and, essentially, ~pretmds~ 10 be his charac- 2()..slded dia. A few exira 6- and l()..sided
pretty simple and prnty Siandard. ler during the course of the game. That dice are a good idea. Polyhedral dia should
Now let's chan~ a few things. Instead of doesn't mean that the player must jump up be available wherever you got Ihis book.
a flat , fealurelHS board with a palh winding and down, dash around, and act like his Througho ut Ihese rules,. the various dJce
from side to side, let's have a maze. You are character. It means that whenever the char- are referred 10 by a code thai is in the fonn:
standing attheentrana, and you know Ihal acter is called on 10 do somelhing or make a , of dice, follo wed by "d.." foUowed by a
Ihere's an exit somewhere, bUI you don't decision, the player pretends that he is in numeral fo r the type of dice, In o ther
know where, You have 10 find It . Ihat situation and chooses an appropriate wo rds, If yo u Ire to roUo ne6-slded die, yo u
Instead of snakes and ladden, we'll put in course of action . wo uld see "roll ld6;'" Five ll-sided d ice are
hidden doors and secret passages. Oon'l roll Physically, the playen and referee (the referred to .. N5 d 12," (If yo u do n' t have fi ve
a die 10 see how far you move; you c.. n OM) should be seated comfortably around a 12" lded d i~, lust roU one five times and
move as rar as you w ..nt . Move down the table w ith the referee at the head . Players add the result...)
corridor 10 the inlers«tion. You can tum need p lenty of room for papers, pencils, When the rules say 10 roll "pt!f"C'entUe
righ t, or lefl, or go str.. ight .. head, or go dice, rule books, drinks, and snacks, The dice" o r "ldtOO; yo u need to generate a
back the way you came. Or, as long as referee needs extra space for his maps, dice, rando m number fro m t to 100. One way to
you're here, you can look for a hidden door. rule books, and asso rted notes. do this is to roll two l().sjded dice of dlffe....
If you find one, It will open into anolher ent colors. Before yo u roIL de:s.igniilte O M
streich of conidor. Th.. t conidor mighllake die .. the tens place and the other as the
you straighl to lhe exit or lead you inlo a The Goal o nes place. RoWng them together enlbles
blind alley. The only way to find oul is 10 Another major dif- yo u to genera Ie a nwnber from 1 to 100 (a
slep in and slart walking. fenma between rol~playing games and result o f "0" o n both dJee is read iiI.S "00" o r
Of course, given enough time, evenlually other games is Ihe ultimate gO<lI. Everyone "100"). Fo r example, if the blue cUe (repre-
you'll find the exil . To k~ lhe game inter- assumes Ihal a game must ~ve a beginning RntJnB the tens place) rolls an "8" and ~
esting. kt's put some other Ihings in the and an end and that the end comes when red dJe (ones place) rolls a "5," the result Is
maze with you . Nasty things . Things like someone wins. That doesn't apply to role- 85. Ano ther, more expensive, w ay to genu ·
vilmpire b..ts and hobgoblins and zombies playing because no one ~wins~ in a rol~ ate a number fro m I to 100 is to buy one 01
ilnd ogres. Of course, we'll give you a sword playing game. The point of playing is not 10 Ihe dJce Ihlt actually have num bers fro m 1
and a shield, so if you meel one of lhese win but to have fun and to 5OCi..lize. 10 100 o n them.
things you can defend yourself . You do An adventure usually has a gO<lI of some At least one player should have .. few
know how 10 use iI sword, don'l youl sorl: proted the villagers from Ihe mon- sheets of graph paper fo r m .. pping Ihe
And there are other players in the maze as sten; rescue the lost princess; explore the group's progress. Assorted pieces of SCTatch
well. They have swords and shields, too. ancient ruins. Typically, this goal can be paper are handy for making quick notes, fo r
How do you suppose anolher player would attained in a reasonable playing time: four passing secret messages to other playen or
react if you chance 10 meet1 He might to eight hours is standard . This might the OM, or for keeping track of odd bit" of
attack, but he also might offer to team up. require the players to get together for one, infonnalion that you don't want cluttering

9
The Real Basics

up your char~cter rKord. OM (rolls several dice behind his rule book, small gong in the comer.
Miniature figures are handy for keeping where players can't see the rnuhs) : Fighter 1: Is the werera! moving7
lUck of wht're everyone is in a confusing sit· Nobody finds anything unusUilI along OM : Not a bit. Cleric, the panel lust
uaUon like a battle. Th~ un be as elabo- the walls. thumped again. You can see a little crack
rate or simple as you like. Some players use Fighter 1: It has to br: here somewhere. In it now.
miniature lead or pewter figurts painted 10 What ilbout the ceiling? Cleric: 00 something quick. you guys.
ruemble their characters. Plastic soldiers, OM: You can't reach the ceiling. 1t'5 about a When this panel starts coming apart, I'm
chess piK'eS, bo.ardgame pawns, di«, or foot ~yond you r reach. gelling off it.
bits of paper n n work just as w,,11. Cleric: Of courser That block isn't a ma rker, Fighler 1: OK already I I step into Ihe room
it's a step. I climb up on the block and ilnd prod the wereut with my shield .
start prodding the ailing. What happens?
An Example of Play OM (rolling a few more dice): You poke OM: Nothing. You see blood on the cot .
To fu rther clarify around for 20 seconds or so, then sud- Fighter 1: Is this the same wererat we fought
what really goes on during an AD&:O- denly part of the tunnel roof shifts . before7
game, read the following example. This is You've found a panel that lifu away. OM: Who knows? All wereral5 look the
typicoilll of the sort of action thai occurs dur- Fighter 1 : Open il very carefully. same to you. Cleric. the panel thumps
ing a playing 56Sion . C leric: I pop it up a few inches and push il again . That crack is looking really big.
Shortly before this example begins. InTH; aside slowly. Can I see anything? Cleric: That's it . I get off the panel. " m mov-
p!;IIyer charilcters fought a skirmish wit h a OM: Your head is still below the level of the ing into the room wit h ev~rybody else.
wererat (a ~alUre similar to a werewolf opening, but you see some dim light OM : There's a ttm1endous smash and you
but which becomes an ~ormous rOIl instead from one side. hea r chunks of rock banging around out
of a wolf). The wereTal W~ wounded and Fighter 1 : We boost him up so he can get a in the corridor. followed by lots of snarl-
fled down a tunnel. The characters are in beller look. ing and squeaking. You Ieot flashes of
punuil. 1M group includn two fishier'S OM : OK. your friends boost you up into the lorchlight and werer.1ll shadows through
ilnd a cleric. Flghter 1 is the group's leader. room ... 1M doorway.
Fighter 1: No, nor We boost him just high Fighter 1: All righi , the other fighler and I
OM: You've been following this tunnel for enough to get his head through the o~­ move up 10 block the doorway, Thai's
about 120 yards. The water on the floor ing. the narrowest area, they can onl y come
is ankle deep ilnd very cold. Now and OM : OK, you boost him up a foot. The two Ihrough it one or two at a time. Cleric,
then you feel something brush against of you are each holding one of his legs. you ,tily in the room and be ready with
your fool. The smell of decay Is getting Cleric, you see another tunnel , pretty your spells.
stronger. The tunnel is gradually filling much like the one you were in, bUI il Fighter 2: At last, ill decent, stand-up fight!
with a cold mist. only goes off in one dir«tion . There's a OM : As the first wererat appeiln in the
Fighter 1; I don't like this at all . Can ~ see
doorway about 10 yards away with a doorway with a spear in his paws, you
anything up ahead that loolulike iI door- he.Jr a slam behind you.
soft light inside. A line of muddy
way, or a branch in the tunnel7 pawprinls Iuds (rom tM hole you're in Cleric: I spin around. Whilt is it?
OM; Within the range of your torchlight,
10 the doorway. OM: The door in the b.ack of the room is
the tunnel is mo~ or less straight . You broken olf its hinges. Standing in the
aeric: Fine. I wantlhe fighters 10 go first.
don't see any branches or doorways. OM: & they're lowering you back 10 the doorway, holding a milce in each P.JW, is
Cleric: The we~r.1It we hit had 10 come thi5 the biggest, ugliest wererat you've ever
block , everyone hears some grunls,
way. There's nowhere else to go. splashing, and clanking weapons coming seen, A couple more pairs of red eyes are
Fighter 1: Unless we missed a hidden door from furth~r down Ihe lower tunnel. shining through the darkness behind
alol\8 the way. I hale this place; It gives They seem to ~ closing fa5t. him . He's licking his chops in a way that
me the creeps. aeric: upr Up! Push me back up Ihrough you rind very unsettling.
Fighter 2: We have to trilck down thOilt were-- the hole! I grab the ledge and haul myself Cleric: Aaaaarrrghr I scream the name of
rat . I uy we keep going. up. I'll help pull the next guy up. my deity at the top of my lungs and then
Fighter 1: OK, We keep moving down the (All tiu'ee characters scramble up through flip over the cot with the dead wererat on
tunneJ . But keep your eyes o~ for any- it so the body lands in front of him. I've
the hole.)
thing that might ~ iI door. OM ; What about the piIInel7 got to have some help here, guys.
OM : Another 30 or 35 yards down the tun- Fighter 1: We push it back into place. Fighter 1 (to fighter 2); Help him, I'll handle
nel. you find iI stone block on the floor. OM, It slides back into its slot wi th a nice, this end of the room . (To OM): I'm
Fighter 1: A block7 I take a clO5t'r look. loud Hclunk .'" The grunting from below attacking Ihe wererill in the doorway.
OM ; It's a cu t block, about 12 by 16 inches,
gets a lo t louder. OM : While fighter 2 is switching positions,
and 18 inches or so high. II looks like a Fighler 1: Creat, Ihey heard it. Cleric, get the big wererat looks at the body on th~
different kind of rock than the rest of the over here and sland on this panel. We're floor and his jaw drops. He loolu back
tun nel. going to check out Ihat doorway. up and says, 'That's Ignatz. He was my
Fighter 2: Where is ill Is it in the cenler of OM: Cleric, you hear some shouting and brother. You killed my brother.H Then he
the tunnel or off 10 the side? shuffling around below you, then there's raises bolh maces ilnd leaps al you.
OM : 1t'5 right up agaWl tM side. a thump and the pilnel you're standing
Fighter 1; Can I move it7 At this point a ferocious melee breaks
on lurches.
OM (checking the character's Strength out. The OM uses the comb.Jt rules to play
Cleric; They're trying to batter il open!
score): Yeah, you can push it around out the battle . If Ihe ch,Jir.Jcters survive, they
OM (to Ihe fighters): When you peN around
without too much trouble. can continue on whiltever course they
lhe doorway. you see a small, dirty room
Fighter 1: Hmmm . This is obviously a choose.
with a smaJl col , a table, and a couple of
marker of lOme sort. I want to check 1:'\5
stools. On the col is a wererat curled up
artil for secret doors. Spread oul and into a ball , Its bOllck is toward you.
e)(amlne the walls,
There's anothe r door in the far wall and a

10
Glossary

Ability ·~ny of the six nillural traits th4at ~ d . abbreviiltion for dice or die. A roll thill HlrclinS - non-player chafilclet'S who work
menl the basic de:finHion of a plilyer chillr- c;alls for .2d6. for l"Xilmple. means Ihat the for a character just fo r money. Hirelings ilre
acler: Strength. Dexterity. Constitution, plilyer rolls two six-sided dice. completely unckr the control of the OM .
lntclligma. Wisdom. and Charisma. A dJ - since there is no such thing as a three- Hit dice -the dia rolled to determine a char·
player dU,filctCfS abilities are determined at s ided die, a roll calling fordJ means to use a acter's hit points. Up 10 a certain level, one
the beginning of iI g.a~ by rolling b-sKled d6, making 1 and 2 be a 1. 3 and 4 bf:. a 2, or more new Hit Dic:e are rolled each lime a
dia (d6s). The scorn continue to be used and .5 and 6 bf:. a 3. characler illtains a new class level. A fighter,
throughout the game as a means of deter- d4 - a four-sided die. for example, has only one 10-sided Hit Die
mining sucass or failure of many actions. d6 - iI sUc-sided die. (ld10) ill 1st level. but when he rises to the
Abillly check - a Id20 roll iI~inst one of d8 - an eight-sided die. 2nd level. the player rolls a second dIO, in-
your character', ability scores (modificn dID - iI ten-sided die . Two d10s can be used creasing the character's hil points.
may be added to or subtracted from the die as percentile dice (q. v .). Hit points - a numhcr representing I . how
roll). A TfSuit Ihilt is ~u.Jl to o r less thiln du . iI twelve-sided die . much dilmage a chiltilcter can suffer before
your character's ilbiJity score indic<ltet thai d2D· a twenty-sided die. being killed, determined by Hit Dice (q.u.) .
the attempted action suc«eds. dIDO · either an actual100-sided die or two The hit points lost to injury can usually be
AC - abbreviation for Armor Class (q .v. ) . different-colored ten-sided dice to be rolled tegilined by rcst o r healing. 2. how much
Alignment • iI factor in defining a player as percentile dice (q. tJ.). damilge a specific attack does, determined
character that reneels his basic attitude 10- DMG - a rderence to the Dungll'o rl Mast"r$ by weapon or monster statistics, and sub-
ward society and the foren of the universe. Guide. tracted from a player's total.
Basically there are nine categories demon- DamOilge - the effect of a successful attack or Inftavlsion - the ability of a rtain character
strating the character's relationship to o rder o ther harmful situation, meuured in hit races or monsters to ~ in the dark . Infra-
vs. chaos and good vs. evil. A player char- points. vision generally works up to 60 fe.'1 in the
actu's alignment is selected by the player Demihuman - a player character who is nol diltkness.
when the character is cruted . human : a dwarf. elf, gnome, half-elf, or Initiative - the righlto attack first in a com-
Ana of effect -the ana in which a magical halfling. bill round. usually detennined by the lownt
spell ora breath weapon works on any aea- De;J( - abbnvia tion for Dc:xterity (q .v.). roll of a 10-sided die. The initia tive roll is
ture unless t hey make a Nvingthrow. Qe.;J(lerily (abbr. On) - an ability score rep- eliminated if surprise (q .v .) is achieved .
Armo r aau {abbr, AO - a rating for lhe rt2llting a combinill.ion of a character's Inl . abbreviation for Intelligence (q .t1 .) .
protective value of a type of armor, figured agili ty, reflvccs, hilnd-eye coordinillion, and Intelligence (abbr. Inl) - an ability $Core rep-
from 10 (no armor at all) to 0 or even -10 the like. resenting a character's memory, reasoning,
(the best magical armo r). The higher the Ou .. I-clau c harac ter - a human who and learning ability.
AC, the more vulnerable the character islo switches character cl~ alter having .111- Italic tYfJ~ - used primarily 10 indicate spells
attack. rcildy progressed severill levels. Only hu· and magical items.
Att.. ck roU - The 1d20 roll used 10 determine mans can be dual-classed. Level- any of several different game factors
if an attack Is successful. Encumbrance · the amount , in pounru, that that are variable in dcgrff, especially: I.
8e:nd b....sfUft gatn roll -the roll of percen- a character is carrying. How much he can c1aS$ level. a measure of the chilrilcter's
tile dice to determine whether a character carry and how being encumbered affects his power, starting at the lSi level as a begin-
sucC'ffds in bending metal bars, Iift.ing a movement rate are based on Stnn&lh and ning adven turer and risins through the ilC·
heavy portcullis, or similar task. The rnull are shown in Tables 47 ilnd 48. Encum- cumulation of vcperiena points 10 the 20th
needed is a funclion of Strength and can be brance is an optionill rule. level or higher. At each level attained, the
found in Table 1. Energy drai n - the abili t y of iI creature, cspe- character receivC$ new powers. 2. spell
Bonus spells - e;J(tra spells at various spell cially undead. to drain energy in the form of level. a measure of the power of iI magical
levels that a priest is entitled to because of class levels from a character, in addition to spell. A magic-using character can use o nl y
high Wisdom; shown in Tilble S. the normal loss of hit points. those spells for which his class level qualifies
Breath we.. pon . the ability of iI dragon or Experience polnls (abbr. XP) - points a char- him. Wizard spells come in nine levels (Ta--
other creilture to spew iI substance out of its acter eilm5 (delermined by Ihe Dunseon ble 21); priesl spells in seven (Table 24).
mouth just by breathing, without making Master) for completing an advCR ture, for loy.. lty baR - a bonus added to o r a penillty
an attad roll. Those in the area of dfect doing something relaled to his class particu- subtracted from the probability t hilt henc h-
must roll a yving throw . larly well, o r fo r solvin& a major problem . men a re going to stay around when the go-
Ch .. - abbreviation for Charismil (q .tJ.) . Eltperience points are accumulated. ena- ins gets tough . Based on the chilracter's
Chance of spell fallun - the percentilge bBns the chilracter 10 rise in level in his Charisma, it is shown in Table 6.
chance that a print spell will rail when cast . claS$. as shown in TOiIblc 14 fo r warriors. TiI- M - abbreviation for malerial componenl
Based on Wisdom, it is shown in Table S. ble 20 for wizards, Table 23 for priests, and (q .v.).
Chance to know spell - the percentilge Table 2S for rogucs. MaSka.) defense adjuslmt'n t - a bonus
chance (or iI wlzilrd to leilm iI new spell. follower - a non-player cha racter who added 10 or a penalty subtracted from sav-
Based on Intelligence, it is shown in Table 4. works for iI character for money but is ini- ing throws vs. spdls thilt altild 1M mind .
Charum. (abbr. Cha) - an ability score ~ tially drawn to his nputOiltion. Based on Wisdom, it is shown in Table S.
rHenting iI character's persuuivenna. per- Gue altack · the ability of a crealure, such Maneuverability cbn - a rankins fo r flying
sonal magnet.ism, ilnd ability to lead. as a basilisk, to attack simply by making eye aeatu rH that reflects their abili ty 10 tum
Common - the language that a ll plilyer chilr- contact with the victim. easily in aerial combat. Eac h cliISS-from a
ilcters in the AD,d,- game world Speilk. Henchmen - non-player characters who top of A to Oil boltom rank of E- has specific
Other Iilnguages ma y require the use of pro- work for a chilracter mainly out of 10Yility statistical abilities in combat.
ficiency slots. and love of ildvcnture. The number of Mate rt .. 1compone nt (Qbbr. M) - ilny specific
Con· abbreviation for Constitution (q . v. ) . henchmen a character can hilve is bilsed on item thill mU5! be handled in some way dul'-
Constitution (abbr. Can) - an ability score Chilris ma a nd is shown in Table 6. The DM ing the casting of a magic spell .
thilt rep~nlS a character's general phy- and the player share conlro\ of Ihe hench-
sique. hardincs.s, ilnd slale of health . men.

11
Glossary

Maxi mum presl- the most weight a charac- Prime requisite· the ability score that is which a spell is a part is shown after the
ter can pick up and raise over h is head . It is a most important to a character class; for 0.- name of t.he spell In the spell section al the
function of Strength iIInd may be fou nd in ample, Strength to a fighler. end of the book.
Table I. Proficiency - a character's lumed skill not Somatic compo ne nt (abbr. S) . the gestures
MIl'IH - combat in which characters are defined by his class but which gives him a that a spellcaster must use to aSI a spt'Cific
fighting in direct contacl , such as with greater percentage chance to accom pUsh a spell. A bound wizard cannot cast a spell re-
swords, claws, or fists, as opposed to fight - specific type of task during an adventure. quiring 50matic components.
ing with missile weapons or spe.lls . Weapon and non weapon proficiency slots Speda Usl - a wizard who concentrates on a
Misfile combat - combat involving the use are acquired as the character rises in level. specific school of magic (q.v.), as opposed
of weapons that shoot missil6 o r il~s thaI as shown in Table 34 . The use of proficien- to a mage, who studies all magic in general.
can be thrown . Because the combat is not cies in the game is optional . SpeU Immunity • protection that certain
~l l>e'-to- loe.w 1M rules are slightly different ProficJency check· the roll of a 20-sided die characters have against illusions or olher
Ihan those for ~ular combat. 10 see if a character su_cceeds in doing a task specific spells. based on high Intelligence
Movement ra le· a number used in calculat- by comparing the die roll to the character's (Table 4) or Wisdom (Table 5).
ing how far and how fast a character can relevant ability score plus or minus any Sphere oflnfiuence · any 01 sixlee:n catego-
move in a ro und . This number is in units of modifiers shown in Table 37 (the modified ries of clerical spells to which a priest may
10 yArds per round outdoors, but it repre-- die r01l must ~ equal to or less than the abil- have major access (he can eventually learn
sents 10 fret indoors. Thus. an MR of 6 is 60 ity sco~ for the action to suc~). them all) or minor access (he an learn only
yards per round in the wilderness, but only q.v. _ ~which see,N or ~ tum to.N Ihe lowe:r level spells). The relevant sphere
60 feet per round in a dungeon . Roilce . a player character's species: human, of influence is shown as the first item in the
MR . abbreviation for movement rate elf, dwarf, gnome, half- elf, or halfling . list of characteristics in the priest spells.
(q .vJ. Race puts some limital.ions on the PC. Str· abbreviation for Strength (q .v.).
Muhl<lau chulcte r . a demihuman who class. Strength (abbr. Sir) - a n ability score repre-
improves in two or more classes at the same R...te of fire (Qbb r. ROF) · number of times a senting a character's muscle power, endur-
lime by dividing experience poinlS ~Iween missile-firing or thrown weapon can be shot a nce, and stamina .
the different classes. Humans anno t ~ in a round . Surprise roU - the roU of a ten-sided die by
multi-classed. Reaction adjuslment - a bonus added to o r the Dunseon Master to determine if a char-
M ythos (pl. myt hol). a complete body of penalty subtracted from a die roll used in acter or group takes anolher by surprise.
belief particular to a certain time o r place, determining the success of a character'. Succasful surprise (a roll of 1. 2, o r 3) can·
including the pantheon of its gods. actio n. Such an adjustment is used espe- cels the roll for initiative on the first round
Neutrl.llty - a philosophial position, or cially in reference to surprise (shown on Ta- of combat .
alignment, of a character that is between be- ble 2 as a function of Dexterity) and the System shock · a percentage chance that a
lief in good or evil, order or chaos. reaction of other intelligence beings to a character survives major magical effects,
Non.player chuacter - any character con- character (shown on Table 6 as a functi o n of such as being petrified. Based on Constitu-
trolled by the OM ins tead of a player. Charisma). tion, it is shown in Table 3.
NPC - abbreviation for non-player charilC- Regenerlltion . a special ability to heal faster THACo • an acronym for '1'0 Hit Annor
te r (q .v.J. than usual, based on an extraordinarily high Class O,~ the number that a character needs
Open doors roU · the roll of a 2~sided die to Constitution, as shown in Table 3. to roll in order to successfully hit a target
~ if a chuacter succeeds in opening a Resista nce · the innllte ability of a ~ing to with AC o.
he.avy o r stud: door or performing a similar withstand attack, luch as by magic . To-hit roU - another name for attack roll
task. The die roll at whicn the character suc- Gnomes, fo r o.ample, have a magic resist- (q .v.).
ceeds can be fou nd in Table 1. ance thllt adds bonuses 10 Iheir saving Tum· in game time, approximalely 10 min-
Opposition school - a school of magic that throws against magk (Table 9). utes; used especially in figuring how long
is directly opposed to a specialist's school of Resurrection survlvill - the percentage various magic speUs may last. In combat, a
choice, thus preventing him from learning chance a character has of being magially tum consists of 10 rounds.
spells from that school, as shown in Table raised from death. Based on Constitution , it Tum undead · a magical ability of a cleric or
22 . is shown in Table 3. paladin to tum away an undead creature,
PC . abbreviation for player character Reversible · of a magic spell, able to ~ cast such as a skeleton o r a vampire.
(q .v.). "backwards," so that the opposite of the V - abbreviation for verbal component
PeKentage (or petcent) chance - a number usual effect is achieved. (q.v.).
between 1 and 100 used to rep~nt the ROF - abbreviation for rate of fire (q .v.). Verbal co mpo ne nt · specific words or
probability of something happening. If a Round · in combat, a segment of time ap- sounds thai must be uttered while casting a
c harac ter is given an X percentage chance of proximately 1 minute long, during which a spell.
an event occurring, the player rolls petan- character can accomplis h one basic action. Weapon JpHd - an initiative modifier used
tile dice (q.v.) . Ten combat rounds equal one tum . in combat that accounts fo r the time re-
Per«>ntile dice· either a lOO-sided die or S • abbreviation fo r somatic component quired to get back into position to reuse a
two 1000ided dice used in rolling a percent- (q.v.). weapon.
age number. If 2dlO are uS«!, they are of dif- SIIvin8 throw - a measure 01 a character'. Wis - abbreviation for Wisdom (q .v.).
ferent colors, and one rep~nts the tens ability to resist (10 -save vs.-) special types Wisdo m (abbr. Wii)' an a bility score repre-
digit while the olher is the ones. of attacks, especially poison, paralyzation, senting a composite of a character's intui·
Playe r chuilcter (abbr. PC) - the characters magic, and breath weapons. Success is usu- tion, judgment , common sense, and will
in a role-playing game who are under the ally determined by the roll of IdlO. power.
control of the players. School of ma8le. One of nine different cate- XP - abb reviat ion for experience pointi
Polson $ilve . a bonus o r a penalty to a sav- gories of magic, based o n the type of magi- (q .v.).
ing throw vs . poison. Based on Constitu- cal energy utilized . Wizards who
tion, it is shown in Table 3. con~nl rate their work on a lingle school
are called Specialists. The spt'Cific school of

.2
To venture into the worlds o( the AO&o- • Method III: Roll Jd6 six times OInd jot
Strength
game, you first need to create a character. down the tolal for each roll. Assign the
The character you create is your alter ego in KOres to your characlers six abilitiH how- Strength (Str) meOl-
the fantasy realms of this game, a make- ever you want . This gives you thechOln~ to sures a chuacter's muscle, enduran~, and
believe person who is under your control cuslom-IOILilor your characler, although you stamina . This abililY is the prime requisite
and through whom you vicariously explore are not guaranteed high scores . of warriors because Ihey must be physiQUy
the world the Dungeon Master (OM) has • Method IV: Roll3d6 twelve limes and jot powerful in order to wear armor and wield
crealed. down all twelve totals . Choose six of these heavy weapons. A fighter with a score of 16
Each character in the AO&:O game has six rolls (generally the six best rolls) and assign o r more in Strength gains a 10 pe~nt bonus
abilities: Slnngth. Dexterity, Constitution, them to your character's abilities however to the experience points he earns.
Intelligence, Wisdom, and Charisma . The you want. This combines the best of meth- Furthermore, any warrior with a Strength
first three abilities represent the physical na- ods II and Ill, but takes somewhat longer. score of 18 is entit led to roll percentile dice
ture of the character, while the second three As OlIn example, Joan rolls 3<16 twelve (see G lossary) to determine exceptional
quantify his menlOilI OInd personality Iraits. times and getsresultsof 12, S , 6, 8, 10, 15, 9, Strength; exceptional Strength improves the
12, 6, 11, 10, and 7 . She chooses the six bnt character's chance 10 hit an enemy, increases
in various places throughout these rules, rolls( lS,12,12,11 , 10, andI0) andthenas. the damage he causes wilh each hit , in-
the following abbreviations are used for signs them to her character's abilities $0 as to creases the weight the character is able to
the ability names: Strength-Str; create the 51rengthsand weaknesses thai she carry without a penalty for encumbrance
De-xterity-Dtx; Constitution-Con; In- wants her character to have (see the ability (see below). and increases the character's
tell.igmce-int; Wisdom-WIS; Charisma descriptions following Ihis section for expla- ability to force open doors and similar por-
-Cha. nations of the abilities). tals.
• Method V: Roll four six-sided dice (4d6). The rest of this §Ktion on Strength con-
Discard the lowest die and total the remain- sists of explanations of the columns in Table
ing three. Repeat this five more limes, then 1. Refer to the table as you read.
Roiling Ability Scores assign the six numbers to the character's H it Proba bility adjustments are added to
Let's first see how abilities however you want. This Is a fast or sublracted from the attack roll rolled on
to generate ability scores (or your character. mel hod that gives you a good character, but Id20 (one 2Q..sided d ie) during combat. A
after which definitions of each ability will you can still get low scores (after all. you bonus (positive num~r) makes the oppo-
be given. could roll Is on all four dice!) . nent easier to hil ; a penalty (negative num-
The six ability scons ue determined ran- • Method VJ: This method un be used if ber) makes him harder to hil.
domly by rolling six-sided dice to obtain a you wantlocreOlite a specific Iype of charOlC- O""HlLle Adj ustmenl ,11$0 appliH to cem-
scon from 3 to 18, There afe sever..l meth- ler. It does not guarante-e thai you will gel bat . The listed number is added to or sub-
ods for rolling up thest" scores. Ihe character you want, but il will improve tracted from the dice rolled to determine the
• Method I: Roll three six-sided dice (Jd6); your chances. damage caused by an attack (rega.rdless of
the total shown on the di~ is your charac- Each ability starts with a Kore of 8. Then subt ractions, a successful attack roll can
ler's Strength ability score. Repeat this for roll seven di~. Thest" di~ can be added to never cause less Ihan 1 point of damage).
Dexterity, Constitution, Int ell igen~, Wis- your character's abililies as you wish . All Forexample, a ShOft sword normally causes
dom, and Charisma, in that order. This the points on a die must be added to the Id6 points of damage (a range of 1 to 6). An
method givt'S a range of scores from 3 to 18, Siilme abililY score. For example, jf a 6 js attacker with Sirength 17 causes one exira
with most results in the 9 to 12 range. Only rolled on one die, all 6 points must be as- poinl of damage, for a r.. nge of 2 to 7 points
a few characters have high KOret (1 Sand signed to one abilily. You can add as many of damage. The damage adjustment also ap-
above), so you should treasun thHe charac- di~ as you want to any ability, but no abil- plies to missile weapons, although bows
ters. ity Kore can exceed 18 points. If you cannot must be specially made to gain the bonus;
make an 18 by exact count on the dice, you crossbows never benefit from the user's
cannOI have an 18 score. Sirengih .
AlternAti ve DIc.e, Rolllng Methods Wel8hl All o wa nce is the weight (in
Method I creates The Ability Scores pounds) a character can carry without being
characters whose ability scores are usuOlilly encumbered (encumbrance measures how a
betweft\ 9 .. nd 12. If you would r.. ther play The six character character's possessions hamper his
a character of truly heroic proportions, ask .abilities are described below. Each descrip- movement - see Glossary). These weights
your OM if he allows players to use optional tion gives an idea of what that .ability en- are expressed in pounds. A character carry-
methods for rolling up characters. These op- compasses. Specific game effects are also ing up to the listed weight can move his full
tion..1 methods are designed to produce given. At the end of each ability description movement r.. te.
above-average ch..rOlcters. is the lable giving all modifiers and game in- M axim um Press is Ihe heaviesl weight a
• M ethod II: Roll 3d(, twice, not.ing the ta- formation for each ability score. The un- characler can pick up and lift over his head .
tal of each roll. Use whichever result you shaded area of lhese tables contolins scorn a A character cannot walk more than a few
prefer for your character's Strength score. player character cOlIn have naturally, with- steps this way. No human or humanoid
Repeat this for Dexterity, Constitulion, In- out the aid of magical devices, spells, or di- creature without ex~ptional Strength can
lellige~ , Wisdom, and Charisma . This al- vine intervention . The blue-shaded ability lift more th .. n twice his body weight over his
lows you 10 pick Ihe besl score from each scores can be obtained only by extraordi- heOlid. In 1987, the world record fo r lifting a
pair, generOlilly ensuring that your character nary means, whether by good fortune (find- weight overhead in a single move was 465
does not have any really low ability scores ing a magical book that raises a score) or ill pounds. A heroic fighler with St renglh
(but low OIbility scores are not all thai bad fortune (an attack by a creature thai lowers 18 / 00 (see Table 1) can lift up 10 480 pounds
anyway!) . a score). the same way clnd he can hold it overhead
for a longer lime!

11
O~n Doors indicates th~ charact ~ r's T.. ble 1: STRENCTH
chance to force open a heavy or stuck door.
When a character tries to force a door open, Ability Hit M ....

-.-,
O.. m..se Wels ht 0 ... Bend Bust
roI11d20. U the result is equal toor less than 5<0'" Prob. Adj. Allow. p.." D~" lilt C .. tH NOles
the listed number, the door opens. A charac·
ter can k~ trying to open a door until it ,
1 -5
-3
1
1 5
3 1
,
1
0 ..
0"
finally opens, but ~ach attempt takes time -3 -1
(exactl y how much is up to the OM) and
3
' -5 -, -1
S
10
10
25 3
0"
0"
makes a lot of noise.
Numbers in parentheses are the chances
(on IdlO) to open a locked, barred, or magi-
cally held door, but onl y one alt~mpl per
door can ever be made. IC it fails, no further
6-7
8-9
1~11
U·13
14·15
No~
No~
-1
.
Normal
Normal
flo...
~~o:
None
None
..'"
35

'S
55
~
115
140
110
;

7
8
~:
,.
'"
'"
,""...
attempts by that character can succeed. 16 Normal +1 10 195 9 10 ..
Bend B.. n/Uft Cates states the character's 17 8$ 2ll> 10
percentage chance (rolled on percentile dice) :~ :~
ia/~-50.
110 255 11
to bend normal, soft iron bars, lift a vertical + 1. +3 135 UIO 11. 20 ..
gate (portcullis), or perform a similar feat of 18/ 51-15 +, +3 160 lOS 13 25 "

".
~nonnous s trength. When the character 18116-90 +, +' 185 330 14 30"
makes th~ attempt, roll percentile dice. If 18/ 91'()c) +, +S 23S 380 15(3)
the number rolled is equal to o r less than the 18/ 00 +3 +6 335 'SO 16(6) '0"
number listed on Table 1, the character 19 +3 +7 '85 640 16(8) SO" Hill Giant
bends the bar or lifts the gate. If the attempt 20 +3 +8 S35 100 11(10) 60 .. Slone G iant
fails , the character can never succeed at thai 21 +. +9 6J5 810 11(12) 70 " Frost Giant
task. A character can, however, try to bend 22 +. +10 785 970 18(14) SO .. Fire Giant
the bars on a gate that he couldn', lift, and 23 +S +11 935 1,130 18(16) 90 " O oud Giant
vice versa . 24 +6 +U 1,235 1,440 19(17) 95 .. Storm Giant
25 +7 +14 1,535 1,150 19(18) 99 .. n ","
tions, beneficial Dexterity modifiers to
Dellterlty Annor Class do not apply. Usually this Constitution
Dexterity (Dex) en- occurs when a character is attacked from A character's Con·
compasses several physica l att ri butes behind 0' when his movement ;, s tilution (Con) score encompasses his phy·
including hand~ye coordination, agility, restricted- attacked while prone, tied up, 51 que, fitness, h~alth , and physical
reaction speed, renexes, and balance. {)ex. on a ledge, climbing a rope, etc.) r('$istanc~ to hardship, In jury, and disease.
teri ty affects a character's reaction 10 a Since this ability affects lhe character's hit
threat or surprise, his accuracy with thrown Table 2: DEXTERITY points and chances of surviving such tre-
weapons and bows, and his ability to dodge mendous s hocks as being physically
MisJiJe
an enemy's blows. It is the prime requ isil~ of reshaped by magic or resurrected from

-.-,
Ability Reaction Att.. tk DefelUiive
rogues and affects their professional skills. death, it is vi tally important to all classes.
Score Adj. Ad j. Adj.
A rogu ~ wil h a {)ext~rity score of 16 or high- Some classes hav~ minimum a ll owabl~
er gains a 10 percent bonus to the experience
points he' earns.
,
1 -6
-, +S
+5
Constitution scores.
A character's initial Constitution score is
Reaction Adjus tmenl modifies the die roll
to see if a character is surprised when he
3
• -,-3-1 -3
-,
-1
+.
+3
+,
the absolute limit to the number of times the
cha racter can be raised or resurrected from
S death . Each such revival reduces the charac·
unexpectedly encounters NPCs. The more
6 0 -~ +~
positive the modifier. the less likely the ler's Constitution score by one. Magic can
7 0
character is to be surprised.
MIHile Attatk Adjustment is used to
modify a character's die roll whenever he

9
0
0
0
0
0
0
restore a reduced Constitution score to its
original value or even higher, but this has no
effect on th e number 0/ times Q chQrQcter
10-14 0 0 0
uses a missile weapon (a bow or a thrown can be revived /Tom death ! Once the charac-
IS 0 0 -1
weapon). A positive number makes il easier ter has exhausted his original Constitution,
16 1 -2
~2
for the character to hit with a missile, while
a negativ~ number makes it ha rder.
Defensive Adjustment applies to a char-
;: +2
+3
+,
+l
+3
-3
-,
-(
no thing short of divine Intervention can
bring him back, and divine intervention is
reserved for only the bravest and mos~
acter's saving throws (see Gloss.ary) against
attacks that can be dodged-lightning bolts.
19
20 +3 +3 -, faithful heron!
For example, Rath's Constitution score at
boulders, etc. It also modifies the character's
21 +, +, -s Ihe start of his adventuring career is 12. He
Annor Class (see Glossary). representing 22 +. +. -s can be revived from death 12 times. U he
23 +, +4 -S
his ability to dodge nonnal missiles and par- +5 +s dies a 13th time, he canno t be rn urncted or
24 -6
ry weapon thrusts. For example, Rath is raised .
25 +S +S -6
wearing chain mail, giving him an Annor Hit Point Ad justment is added 10 o r sub-
Class of 5. If his Dexterity score is 16, his tracted from each Hil Dil" rolled fo r the
Armo r Class is modified by - 2 to 3, mak- character. However, no Hit Die ever yields
ing him harder 10 hit. U his D~xterity score less than 1 hit point. regardless of modifica-
is5, his Armor Class is modified by +2 to 7, tions. If an adjustment would lower the
making him easier to hit. (In some situa· number rolled 10 0 or less, consider the final
14
rnult to be 1. Always use the character'. Table J: CONSTITUTION
current Const itution to determine hit point
bonuses and penalties. Ability Hit Point S)'5tem Resurrection Polson
Only warriors are entitled to a Constitu- Score Adlustment Shock Survival Sa.. Regeneriltion
tion bonus of +3 o r +4 . Non-warrior char- 1 -3 25" 30" -2 Nil
acters who have Constitution scores of 17 or
18 rec~ve onl y +2 per die .
T he Constitution bonus ends when a
character reaches 10th level (9th for war-
2
3

5
-2
-2
-1
-1
..
30"
35 ..

45"
35"
40"
45 ..
SO"
-1
0
0
0
Nil
Nil
Nil
Nil
riors and priesls)-neither the Constitution
bonus nor Hit Dice are added to a charac-
td. hit points after he has passed this level
(see the character dass descriptions that
start on page 25).
7
•9
10
-1
0

0
0
0
SO ..

...."'.
SS ..
.."'..
SS ..

70 ..
75"
0
0
0
0
0
Nil
Nil
Nil
Nil
Nil
If a character's Constitution changes dur- 11 0 75 .. SO .. 0 Nil
Nil
....
ing the coune of adventuring, his hit points 0 80 .. 85 .. 0
may be adjusted up or down to reneet the 13 0 85 " 90" 0 Nil
change. The difference between the charac-
ter'. current hit point bonus Of any) and the
I.I.
14
15
0
+1 90 ..
........
92 ..
94"
0
0
Nil
N il

............
new bonus is multiplied by the character's +2 95" 0 Nil
level (up to 10) and added to o r subtracted 17 +2 ( +3)" 97 .. 0 Nil
from the character's total. If Delsenora's +2 +4· 100 .. 0 Nil
Constitution incn~ (rom 16 to 17, she 19 +2 ( +5'- 100 .. +1 Nil
would gain 1 hit point for every level she
had, up to 10th level.
20
21
+2 ( +5)"
+2 ( +6)'" ....
....
100 ..
100 ..
+1
+2
1J6tums
115 turns
System Shock states the percentage
chance a character has to survi ve magical
effects that rHhape or age his body; pe-irifi-
12
23
24
+2 ( +6)'"
+2 ( +6)' •••
+2 ( +7)·· ..
....
....
100 ..
100 ..
100"
+2
+3
+3
1/ 4 turns
1/ 3 turns
112 turns
cation (and reversing petrification), poly- 25 + 2( + 7) · .. • 100 .. 100" +4 111 turn
morph, magical aging, etc. It can also be
Parenthetical bonus applies to warriors onl y, All o ther c.lasses receive maximum bonus
used to see if the character relains con-
of +2 per die.
sciousness in particularly difficult situa-
•• AllIs rolled for Hit Dice are au!omatically considered 2s.
tions . Fo r example, an evil mage ••• AJl ls and 2s rolled for Hit Dice are iIIutomaticilUy considered 3s.
polymorphs his dim-witted hireling into a •• •• All ls. 21, olond 3s rolled for Hit Dice i1re auto matiCillly considered 4s.
crow. The h i~ling, whose Constitution
SCO~ is 13, has an 85 pen:enl chance to sur-
vive the change. Assuming he survivel, he very hard. One with exuptional intelli-
Intelligence gence (lnt 15 or 16) is noticeillbly i1bove the
must succ.esafull y roll for system shock
again when he is changed back to his origi- Int ell igence (l nl) norm. A genius character is brilliant (Int 17
nal form or else he will die. represents iI character's memory, reilsoning. or 18). A charilcler beyond genius is poten-
Resuneclion Survival lists a character's and learning ability, including areas outside tially more dever and mo re brilli.. nt than
percentage chance to be sUcces5fully rnur- those measured by the written word. Intelli- can possibly be imagined.
rected o r raised from death by magic. The gence dictates the number of languages a However, t.he true capabilities of ill mind
player must roll the listed number or less o n charolocter Cilln learn . Intelligence is the prime lie not In numbers- I.Q.. Intelligence score,
percenti le dice For the character to be requisite of wiurds, who must have keen o r whatever. Millny intelligent, even bril-
revi ved . If the dice roll fails, the character is minds to understand and memorize magical liant , people in the real world fillilto apply
dead, regardless of how many times he has .peUs. A wiUlrd with aQ Intelligence score their minds O"eatively illl\d usefully, thus
p~ousJy b«n revived. Only divine inter- of 16 or higher gains a 10 percent bonus to (ailing far below their own potentiil!. Don't
vention can bring such a character back experience points eillmed . The wizard's rely too heavily on yo ur character'. Intelli-
again. Intelligence dictates which spells he can gence score: you must provide your charac-
Polson S.ve modifies the saving throw learn iIInd the number of spells he can memo- ter with the crea tivity and energy he
v •. poison for humans, elves, gnomes, and riu at one time. Only those of the highest supposedly possessesl
haH-elves. Dwarves and hamings do not use Intelligence cOIn comprehend the mighty Number ollanguages lists the number of
lhis adjustment, since they have special millgic of 9th-level spells. additional languages the character can
resistanCH to poison attacks. The OM has This ability gives only a general indica- speak beyond his na tive language . Every
specific inForma tion on uving throw • . tion of a charillcter's menta l illcuity. A semi- cha racter Cilln speillk his native language, no
Regeneration enables those with special- intelligent chillracter (lnt 3 or 4) Cilln speillk mailer whillt his Intelligence is. This knowl-
ly endowed Constitutions (perhaps by a (with difficulty) and is apt to react Instinc- edge extends only to 5peillking the l.anguilge; •
wish o r millgical item ) to heal at an iIIdvilln«d tively and impulsively. He i. not hopeless as it does not inc.lude ~ading or writing. The
rate, regenenting damage tillken . ~ char- a player character (PC), but playing such a OM must decide if your chillrillcter brgins the •
acter heals 1 point of damillge alter the pas.- character correctly i.s not euy. A character game already knowing these addition~ liIn-
~ of the listed number of turns. However, with low Intelligence (lnt 5-7) could also be guages or if the number shows only how
fire and iIIdd da~e (which arc more: exten- called dull-witted or slow, A very intelligent many languases your character can possi-
sive thilln normal wounds) cannot be regen- person (Int 11 or U) picks up new ideas bly leilrn. The first choke will make com·
erated in this millnner. These injuries must quickly i1nd leillms eillsily. A highly intelli- muniut ion ea.ier, while the second
hul nonn.a1ly or be dealt with by magical gent character (lnt13 or 14) is one who can increases yo ur opportunities for role-
means . solve most problems without even trying playi ng (finding a tutor or creating a reason

15
Table 4: INTELLICENCE why yo u need to know a givm languq e).
, 01 Furthermore. your OM can Umit your lan-
Ability SpcU Chil nce to Mu:. l o f S..U
guage selection based on his campitign . It is
"ore lang. Level Learn Spell SpelWLvl Immunity
perfectly fa ir to rule thitt your fighter from
1 0' the Frozen Wastes hilsn', the tongues of the
2 1
Southlands. simply beause he has never
3 1
met anyone who hou been to the South-
• S
1
1
lands.
6 1
7 1 If the OM allow. ch.anlcten to have pro-
B 1 fidfmdes . this column also indicates the
• 2 4th 6 numbe.r of extra proficiency slots the
10
11
U
2

3
2
5.h
5th
6th
....
35 "
.0 ..

SO ..
7
7
7
charactu gairu due to his Intelligm~.
These extra proficiency .Iots an be used
hown'er the player desin!l. The chilrac-

••
13 3 6.h 55 .. ler never needs 10 spend any proficiency

,.
15
• ••
5
7th
7.h
B.h
....
60 ..

7O ..
II
11
slots to speak his native languitge.

Spell Levellis!s the highest level of spells


tha t ca n be ast by it wizard with this lnlelli·
17 6 B.h 75 .. 14

,.1B 7
8
9th
•• h
....
85 ..
.5 ..
18
All lsl-Ivl illusions
gma.
CJy~ to Le.am Spell is the petemtage

• •• h All probability that a wizard can learn a partial-

........
20 2nd-lvl illusions
21 10 •• h 97 .. All 3rd-lvl illusions lar spell. A check is made as the wizard comes
22 11 ••h All 4th-lvl illusions across new spells, not as he ..dvances in level.
2J 12 ••h All Sth-Ivl iIIusioru To makr the check, the wizard character must
24 15 ••h 100 .. All 6thAvi illusions have aroess to a speI.I book containing the
25 20 ••h 100 .. All 7th-lvl iIlu.ions spell. If the player rolls the listed pen:mtage or
n, his charactf:!' can Jearn the ipC!U and copy
While unable to speak a language, the character can s till comm unica te il into his own spell book. If the wizard fails
by grunts and gestures. the roll, he cannot chedc tNt spell again untU
he advance to the next level (provided he still
has a«eiIlto the spell).

16
any conscious effort from the cha racter. percen tile dice every time t he priest casts a
MAximum NUMber of Bonus Spells indica tes the n umber of a d- spell ; if the n umber rolled is less than o r
Spells per Level di tiona l spells a priest (and only a priest) is equal to the listed chance fo r spell fa ilure,
(Op_,lule) entit led to beca use of his vttre me Wisdom, the spell is expended with absolu tely no ef-
This number indi· Note tha t these spells a re ava ila ble o nl y fect wha tsoever. No te tha t priests wi th Wis-
cates the maximum number of spdls a wiz- when the priest is enti tled to spells of the ap- d o m scores of 13 o r hig he r do n't need to
ard can know from any pvtkular spell prop ria te level. Bonus speJls a re cumula- wo rry about their spells fa iling.
level. Once a wizard has learned the maxi- tive, so a priest wi th a Wisdo m of 15 is Spelllmmunlty gives those extremely wise
mum number of spells he is allowed in a entitled to two 1st-level bonus spells and characters complete protection from certain
given spdl level, he Qrulot add any mo", o ne 2nd-level bonus spell. spdls, spell-like abilities, and magkal [terns as
spells of that level to his.spell book (unless Chance of Spell Failure states the percent- listed . These immunities are cumula tive, so
the optional spell research systml is used). age c ha nce that a ny particular s pell fails that a character with a Wisdom of 2.3 is im-
Once a spr\l ill leamrd, il cannot be un· when cast. Priests wi th lo w Wi5do m scores mune to .iII1l listed spells up to and including
leamfd and replaced by a new spdl. run the risk of ha ving their spells fizzle. Roll those listed o n the 2J Wisdom row.
For example, OeJsenora the mage has an
lntelJiaence of 14. She CWTel'ltiy knows Table 5: WISDOM
seven 3rd-level spells. During an adven-
ture, she finds a musty old spell book on M ISlca l Cha nce

-.-,
the shelves of a clank, forgollen library. Ability Defense Bo nus of Spell Sp<U
Blowing aw.illY the dust, ihe xes a 3td-level Sco re Adjustme nt Spells Fail ure Immunity
spdl she has never seen bd'orel Elcdtfd, I SOo.
60 ..

........
she lits down and camully 5tudies the af'- 2
cane note. Her chance to learn the spell is
60 percent . RoUiOS the dice. Del:senora's
,3 -3 SO"

pla~r rolls a 37. She understands the curi- 5 -1


ous instructions and can copy them into
her own spell book. When she is finished,

7
-1
-1
35 ..
30 ..
she has eight 3rd-level spells. only one
aw.illY from her maximum number_ U the
•• 0
0 0
25
>D ..
die roll had been greater than 60, or she aI· 10 0 0 15 ..
ready had nine 3rd-Ievel spells in her spell 11 0 0 10 ..
book. or the spell had been greater than.
7th level (the ma:,dmum level her InteUi·
U
13 0• 0
151
5 ..
0 ..

...
&en« alloWli her to learn). she could not 14 0 1" 0 ..
have itdcIed it to her collection. 15 +1 2nd 0 ..
1 +2 2nd
Spt"11 Immunity Is gained by t hoSf' with 17 *3 J
18 +, 4th 0 ..
elCceptiona ll y high Intelligence scores .
I.
...
T hose with the imm unity notice some in- +' lsi. 4th 0.. Cause lear, Charm person , Command, Friends,
consistency or int!)(.illct ness in the ill usion o r Hypnotism
Forget, Hold person. Ray 0/ enfeeblement. Scare
phantasm, au to ma tic.ill ily a llowing t hem to
ma ke their saving thro ws. All benefits are
cumulative, thus a cha racter with a 20 Intel-
ligen« is no t fooled by 1st· or 2nd-level illu-
2.
21
22
+'
+'
+'
2nd. 4th
3rd. 5lh
4th. 5th ...
0 .. Fear
Charm mOl1St"r. Con/wion, Emotio" , Fumble. 5ug-
gestion
sion spells. 23 +' 5th, 5th 0 .. Chaos, F"eblemind. Hold monster, Magic jar, Quest
2' +' 6th. 6th 0 .. Geas. Mass suggestion. Rod 0/ rulership
25 +' 6th, 7th 0 .. Artljpathy! symPQthy, DNth s~11, Muss charm
W isdom
W isdom (Wis) de- ber of mercena ry soldiers, men-at-a rms.
scribes a composite of the character's e n- servito rs, or o t her persons in the p.illy of the
ligh ten ment . judgment . guile, willpower, The Charisma (Cha) cha racter,
commo n sense, and intuitio n. It can affect score measures a character's persuasiveness, Loyalty BaSIl shows the subt raction from
1M chara cter's resistance to mag ica l attack. persona l magnetism, a nd ability to lead, It is o r addition to the henchmen's and other ser-
It is the prime requ isite of priests; those wi th not a reflection of physical attracti veness, al- vitors' loya lty scores (in the DMG ). This is
a Wisdo m score of 16 o r higher gain a 10 though a ttract i v~ certainly plays a ro le. crucial d uring battles, when mora le be-
percent bo nus to experience po ints earned. It is importa nt to all characters, but espe- comes important.
Clerics, druids, a nd other priests with Wis- cially to those who must deal with non- Reaction Adjustment ind ica tes the pen-
dom scores of 13 or highe r also gain bonus player c ha racters (N PCs). mercena r y a lty o r bonus d ue to the character because
spells over and a bove the number they are hirelings, reta iners, and intelligent monsters. of C ha risma when dea ling wit h no n-player
normally allowed to use. It dictates the total number of henchmen a characters and intelligent crea tu res. Fo r elC-
Magical Defense Adjustme nt listed o n characte r can reta in and affects the loya lty of ample, R.ill th encounters a centaur, an intelli-
Table 5 applies to saving t hro ws against henchmen, hirelings, a nd reta iners, gent c",ature. Rat h's Charisma is only 6, so
magical spells thai a ttac k the mind: beguil- M uimum Number of He nchmen sta tes he is starting off with o ne strike against hi m.
illg, cllaml, feur, hypnosis, iIlU5ions. posses- tM number of non-player characters who He pro ba bly sho uld try to overcome this
sion, suggestioll . etc . These bon uses a nd will serve as permanent reta iners of the sligh t ha ndica p b y making generous offers
penalties are applied au tomat ically, wit ho ut player cha racter, It does not affect the n um- of gifts o r information .

17
Table 6: CHARISMA ""m not going to bother" attitude (which ;!Ibove.;!Iver-;!Ige scores. There ate even those
tends to irritate others). FortuNltely, R;!Ith's who feel a char.llcter is hopeless if he does
Maxim um natural wit (lnt 13) and t>ex.terity (14) keep not have at lust one ability of 17 or hlgherl
Ability , of Loyalty Re;!lctlo n
5<0«
1
Henchmen
0 ..
' OH AdlustlMnt
-7
him from beil\8 ;!I total 10M.
Thus you might pl;!ly Rath as an irrital·
ing. ~lecky twerp forner- ducking
N«dless to say, t t - players would nevtt
consider playing;!l ch.aracttt wilh an ability
score of 6 or 7.

. .
2 1 -7 -6
lust out of range of those who wanl 10 In truth, fUth's survivability has a lot It'SIi
3 1 -6 .s squash him.

5
1
2
.s
-3
2) Rath has sever;!ll good points- he hu
to do with his ability scores than with your
desire to role.play him, U you give up on
him, of course he won't survive! But if you

7
2
3
-3
-2
-2
-1
studied hard (lnt 13) and pnlcti~ his man--
u;!ll skill, ({)ex 14). Unfortun;!ltely, his
Strength is low (8) from ;!I l;!lck of exudse
take an interftt in the char.llcter and role.
play him well, then even a character- with
8 3 -1 0

10
•• 0
0
0
0
(all those hours spent re;!lding books).
Despite that , Rath's health is still ,ood (Con
13). His low Wisdom and Charism;!l (7, 6)
the lowat possible scores CMI present ;!I fun,
challenging, and all--MOund exciting time.
Does he have: a Charisma of.51 Why? May·
11
12 5
• 0
0
0
0
;!Ire a result of his lack of cont;!lct ;!Ind
involvement with people outside the realm
be he's got an ugly sar. His table manne:tI
could be atrocious. He might mean well but
13 5 0 +1
14
15
•7
+1
+3
+2
+3
of aCiidemics.
Lookins al the scores thi, W;!ly, you could
play Rath asa kindly, naive, and shy prof~
alwaY' manage: losay the wrong thins a! the
wrong time. He could be bluntly honest 10
Ihe point of rudeness, something not likely
8 +. +5
"
,.
17
18

20
10
15
20
25
+.
+8
+10
+12
+.
+7
+8
+.
sorial type who's a good linkerer, always
fiddling with new ideu and invention,.
Obviously, Rath's ability scores (often
ailed · stats") Me not the 8ftattlt in the
world. Yet it is possible to tum these "<lisap-
to endear him to most people. His Dexterily
is a 31 Why11s he NlturaUy clumsy o r blind
as a ball
Don'I give up on a chilracter just because
he has a low SCOft' . Instead, view it as an
21 30 +14 +10
pointing" stats into;!l character who is bolh opportunity to roJe.plity, 10 ae;!lte a unique
22 35 +1' +11
interesting MId Fun to pl;!lY. Too often pl;!ly- and entertainil\8 person.dity in the game.
23 40 +1. +12
era become obsessed with ",ood" stal,. Not only will you have fun Q'e;!lting that
24 45 +20 +13
1btse pJayen immediately give up on a penonality, but other players and the OM
25 50 +20 +14 chanlctcr if he doesn'I have a majo rity of will have fun reacting to him.
Optional Radal Adl&lShnnlL If yout"
OM is using this rule, your chanaers
appatft\t Charisma may be altered when
de.aIina with brings of dilfuen t races.
1boese altentions are given in CNpter- 2
(pqe 20), after the dlffe:rent playu char-
acter racd have been explained.

What the Numbers Mean


Now that you have
finished creating the ability scores fo r your
chanlcter, stop and take a look at them.
What does all this me;!ln1
SuppeR you dKide to name your charae--
ter "Rath" and you tolled the following aba·
ity scores for him;
Strlt"8th 8
Dexterity 14
Constitution 13
Intelligen« 13
Wisdom 7
Charisma 6
R;!Ith has strensths and weaknesses, but it
i, up to you to interpret what the numbers
mun. Her.! arlt lust two different ways these
numbers could be interpreted .
1) Although Rath is in good health (Con
13), he's nOI very slrong (Str 8) because he's
just pl;!lin I;u:y- he n~er wanted 10 exercise
as a youth and now II's too l;!Ite. His low
Wisdom and Charisma scores (7, 6) show
that he lacks the common St'nR 10 apply
himself properly and projects a slothful ,

.8
After creating your character'S ability R,ulilll Ability Adlustments
scorn. you must select a player character
race. This is not a race in the true sense of If you chose to Racial languages
the word: caucasian, black, asian, etc . It is ma ke your charoder a dwarf, elf, gnome, or for demihuma ns can be ha ndled in either of
actually a fantasy species for your haUling, you now have to adjust some of two ways, dept"llding on whether or not
character- human, elf, dwarf, gnome, half- you r characters ability scores. The adjust- your OM USll'$ the optional proficiency sys-
elf, or halfling. Each race is different. Each ments are mandatory; all characters of these tem. Ether way, your cha racter automati-
POSS6Sei special powers and has different races receive the adjustme"ts. cue" if nd- cally knows his native language.
lists of classes to choose from . justmellts rnise or lower your chnrncters Without the proficiency system, your
A ll six of the standard races are described ability scores beyond the minimums nnd character starts advent uring alread y kno w-
in delail in this chapler. In many cases, mlUimz4ms shown on Tnble 7, y ou do no t ing a number of additional languages (the
broad 5talements are made concerning the have to pick a n~ racll'. The adjustme"ts number depends on his Int score, see Table
race in general . Players are not bound by can also raise a score to 19 o r lower it to 2. 4) . The additional languages must be chosen
these generalities. For example, the state- from among those listed in his race's de-
ment that ~dwarves tend to be dour and tac- Ta ble 8: RACIAL ABIUTY scription .
iturn" does not mean that your character ADJUSTMENTS
cannot be a jolly dwarf. It means that the If you use the proficiency system, your
Race Adjustments
garden-variety dwarf is dour and tacitum . +1 Constitution ; -1 Charisma cha racter receives additional languages
Dw.rl
If player characters were just like everyone by using proficiency slot, (see page 51) to
else, they wouldn't be adventurers. Make Elf + 1 Dexterity; - 1 Constitution
Gnome + I Intelligence; -1 Wisdom dete rmi ne ho w m a ny la nguages he
your char.. cter unique and he will be mo re HaUling + 1 Dexterity; -1 Strength knows when he starts adventuri ng (his
fun to play. na ti ve language does not cost a slot), De-
mihumans must choose these la nguages
Clus Restrlctlon.s iIInd level Umlts fro m among those listed i" the following
Minimum And MaxImum
A.blllty S,ores The hu ma n race racial descriptions.
has one special abili ty in the AD&:J)IIgame:
All non-human PC Humans can choose to be of any class- Human PCs generally sta rl the game
races (also called "demihuman ~ races) have warrio r, wizard, priest, or rogue-and can knowing only their regional language-the
minimum a nd maximum requ irements for rise to great level in a ny class. The other language they grew up speaking. The OM
their ability scores. If you want to have a de- races have fewer choices of character classes may decide to allow beginning Pes addi-
mihuman character, the character's ability and usually are limited in the level they can tional languages (up 10 their Inl score limit
scores must be within the allowable range. allain. These restrictions reflect the na tural o r proficiency slot limit), if he feels the PCs
The minimums and maximums for each Tilce tendencies of the races (dwarves like wa r had the opportunity to leam these as they
are listed o n Table '} (the minimums are and fighting and dislike magic, etc.). The grew up. Otherwise, hu man PCs may ltam
listed before the slash; the maximums are limits are high enough so a demi human can addi tional languages as they adven ture.
listed after the slash). You r character's sex achieve power and Importance in at least
has no effect on these minimums or maxi- one claM. A halfling, fo r example, can be.
mums. Dwarves
come the best thief in the land. but he can-
Consull Table'} before making any racial not become a great fighter. Dwa rves are sho rt.
adjustments to your character's ability The limits also exist for play balance. The stocky fellows, easily identified by their size
scores. If the basic scores that you rolled up ability of humans to assume any role and a nd shape. They ave rage 4 to 41/1 ftet tall.
meet the requirements for a particular race, reach any level is their only adva ntage. The They have ruddy cheeks, dark eyes, and
your character can be of that race, even if demihuman races have other powers tha t da rk hai r. Dwarves generally live for 3SO
later modifications change the ability scores make them entertaining to play- years.
so they exceed the maximums or don', meet pa rticularly the ability to be multi-classed Dwarves tend to be dour and tacitum ,
the minimums. Once you satisfy the re- (~ Glos.sary). These powers balance the They are given to hard work and care little
quirements at the start, you never have to enjoyment of play against the ability to rise for m05 t humor. They a re strong a nd brave.
worry about them again. in level. Ask your OM fo r the level limits T hey enjoy beer, ale, mead, and even
Table'} gives the minimum and maximum imposed on non-human characters. stronger dri"k. Their chief love, howe ver, is
scores a newly created character must have precious metal. particularly gold . They
to be a member of a demihuman race. An y pri.u gems, of course!, especially dia monds
character can be a human, if the player so and opaque gems (except pearls. which they
desires. do not like). Dwarves like the earth and dis-
like the sea. Not overly fo nd of elves, they
Table 7: RACIAL ABILITY REQU IREMENTS have a fierce hatred of orcs and goblins.
Their short, stocky builds make them ilI-
Ability Ownf Elf Gnome Half-El f HalOing s uited for riding ho rses or other large
Strength 8/ 18 3/ 18 6/ 18 3/ 18 '7118 • mounts (although ponies present no diffi-
3 / l,} '7118 culty), so they tend to be a triOe dubious
10118 and wary of these aeatures. They are iII-
6118 disposed towa rd magic and have little talent
3117 ror it, but revel in fighting, warcraft , and
Charisma 3117 8/ 18 3/ 18 3118 3118 scientific arts such as engineering.
Though dwarves are suspicious and ava-
• Halning fighters do not roll for exceptional Strength. ricious, their courage a nd tenacity mo~
thaI' compeMate for these shortcomings.

20
Owarves typically dwell in hilly or moun- all other magical itmlS except weapons, a friend (or enemy) is never forgotten. They
tainous regions. They prefer life in the com- shields. armor, gauntlets, and girdles. This prefer to distance themselves from humOilIlS,
forting gloom and solidness that is found penalty does not apply to dwarven clerics have little love for dwarves, and hate the
underground. They have several special using clerical items. evil denizens of the woods.
abilities that relate to their underground In mel~, dwarves add 1 to their dice rolls Their humor is dever, as are their songs
life. and they are noted for being particular- to hit orcs, half-orcs, goblins. and hobgob- and poetry. a\les are brave but never fool-
ly resistant to magics and poisons. lins. When ogres, trolls. 08"' magi, giants. hardy, They eat sparingly; they drink meoJd
A character of the dwarven roJce can be oJ or titans attack dwarves, these monsters and wine. but seldom to excess. While they
cleric. a fighter. or a thief. He can also must subtract 4, from their att;r,ck rolls find well-wrought jewelry a pleasuff to
chOO5f: to be a fighter / cleric or fighter/ thief. because of the dwarves' small site oJnd com- behold. they are not overly interested in
From \ivins underground. dwarves have bat ability against these much bigger crea- money or gain . They find magic and sword-
found it useful to learn the languages of sev- tures. play (or ;r,ny refined combat art) fascinating ,
eral of their neighbors, both friendly and Dwarven infravision enables them to see If they have a weakness it lies in thHe inter-
hostile. The initial languages a dwarf can up to 60 feet in the dark. ests.
learn are common. dwarf. gnome. goblin, Dwarves are miners of great skill. While There are five branches of the elven
kobold. ore:, and any others yo ur OM underground. they can detect the following race: aquatic, gray, high. wood, and dark.
allows. The actual number of languages is information when within 10 feet of the par- Elf player characters are always assumed to
limited by the intelligence of the player ticular phenomenon (but they coJn deter- be of the most common type- high elves-
character (see Table 4) or by the proficiency mine their approximate depth below the although a character can be another type of
slots he allots to languages (if that optional surface at any time), elf with the OM's permission (but the choice
system is used). grants no additional powers), To the eye of
By nature. dwarves are nonmagicai and Detect grade or slope outsiders, the differences between the
never use magical spells (clerical spells are in passage 1-5 on Id6 groups are mostly cosmetic, but most elves
allowed however). This gives a bonus to Detect new tunnel/ passage maintain that there are Important cultural
dwarves' SiIIving throws against attacks construction 1-5 on Id6 differences betw~n the various groups.
from magical wands. staves. roeD, oJnd Detect sliding/ shifting walls Aquatic elves spend their li\les beneath the
spells. This bonus is + 1 for every 3 111 or rooms 1-4 on Id6 waves and have adapted to these condi-
po ints of Constitution score. Thus, for Detect stonework traps. pits, tions. Gray elves are considered the most
exoJmple, if oJ dwarf hn a Constitution score and deadfalls 1-3 on Id6 noble and serious-minded of this brft'd .
of 7 he g.1ins + 2 on SiIIvlng throws. These Determine approx. depth High elves aff the most common. Wood
bonuses are summarued on Table 9. underground 1-3 on ]d6 elves are considered to be wild, tmlperoJ-
mental,.Jnd savage. All others hold that the
Note that the dwarf must deliberately try
Table 9: CONSTITUTION SAVING subterranean dark elves are corrupt and
to make these determinations; the informa-
THROW BONUSES evil. no longer part of the elven community.
tion does not simply spring to mind unbid-
A player character elf can be a cleric,
ConstitulIon Score Saving: Throw Bo nus den.
+1 BecoJuse of their sturdy builds, dwarves fighter. mage, thief, or ranser. In addition.
' -6 an eH Ciln choose to be a multi-class fighter/
7-10 +2 add 1 to their initial Constitution scores.
11 -13 +3 mage, fighter / thief. fighter / mage/ thief, or
Their dour and suspicious natures cause
14-17 +, them to subtract 1 from their initial Cha-
mage/ thief. (The rules governing these
combinations are explained under Multi-
18-19 +S risma scores.
Class Characters, page 44.)
Similarly, dwarves have exceptional EI\les have found it useful to learn the lan-
resistoJnce to toxic substances. All dWoJrven Elves guages of several of the forest'. children,
choJracters make S,Jving throws against poi- both the good and the bad . As initial lan-
Elves tend to be
son with the same bonuses that they get guages, an elf can choose common. elf,
somewhat shorter and slimmer than normal
agoJinst magical attacks (see Table 9). gnome, halfJing, goblin, hobgoblin, on;:.
Also because of their nonmagical nature, humans. Their features are finely chiseled
and delicate, and they speak in melodic and gnoll. The number of languages an elf
however, dwarves have trouble using magi- can learn is limited by his Intelligence (see
tones. Although they appear fr ..gile and
cal itmls. AU magical itelJl5 that are not spe- Table 4) or the profidency slots he allots to
weak, as a race they are quick and strong.
cifically suited to the character's class have a languages (if that optional system is used).
aves often live to be over 1,200 years old.
20 per«nt chance to malfunction when used E1\1en characters have 90 percent resist-
by a dwarf, This check is made each time a although long before this lime they feel
compelled to depart the ffalms of men and ance to sleep and all chDnrt-related spells.
dwarf uses a magical item. A malfunction (See Chapter 9: Combat for an expl.Jnalion
mortals. Where they go is uncertain, but it is
afEeds only the current use; the item may of magic resistance,) This is in addition to
an undeniable urge of their race,
work properly next time. For devices that the normal saving throw allowed against a
oJre continually in operation, the check is Elves are often considered frivolous iIond
aloof. In fact. the y are not. .. !though chanrt spell.
millde the first lime the device is used during When mlploying a bow of .Jny sort other
hum.Jns often find their personalities impos-
an encounter. If the check is passed. the than a crossbow, or when using a short or
device functions normally until it is turned sible to fathom. They concern themselves
with natural beauty, dancing and fro licking, long sword, elves gain a bonus of + 1 to
off. Thus a dwarf would have to check upon their attack rolls.
donning a rolu of blending but would not playing and singing, unless necessity dic-
tates otherwise. They illre not fond of ships An elf can gain a bonus to surprise oppo-
check again until he had taken the robe off nents, but only if the elf is not in met.. 1
and then put it on again . If a cursed item or mines, but enjoy growing things .. nd gaz-
ing at the open sky. Even though elves tend armor. Even then. the elf must either be
mallunctions, the character ~ogniz.es its alone, or with a party comprised only of
cursed natuff and can dispose of the item. toward hoJughtiness and ilITogance at times.
they regard their friends and associates as elves or halflings (also not in metal armor),
Malfunction applies to rods, staves, woJnds, or 90 feet or more away from his party (the
rings, oJmulets. potions, horns. jewels, .Jnd equals, They do not make friends easily, but
group of characters M is with) to g.J.in this
I.
bonus. If he fulfills these conditions. he telligence score (see Table 4) or the profi- some folk . with the good features of each of
moves so silently that opponents suffer a ciency ~I ots he allots to languages (if tha t thei r races. They mingle freely with either
- 4 penalty to thei r surprise die rolls. If the optional system is used ). race, being o nly sli&htly taller tha n the aver-
elf must open a door o r screen to attack, this Uke their cousins the dwarves, gnomes age elf (5 feet 6 inches on average) a nd
penalty is r~uced to - 2. are highly magic resistant. A gnome player weighing about ISO pounds. They typically
Elven infravision enables them to see up character gains a bonus of +1 for every 3 11l live about 160 years. T hey do not have all
to 60 ftet in darkness . points of Constitution score, just as the abilities of the ~ I f, nor do they have the
Secret doors (those constructed so as to dwarves do (see Table 9 ). This bonus ap- flex ibility of unlimited level advancement 01
be hard to notice) and concealed doors plies to saving throws against magical the human . FinOllly, in some of the len-
(those hidden from sight by screens. cur- wands, staves, rods, and spells. civilized na tions, half-elves are viewed wit h
tains, or the like) are difficult to hide from Gnomes also suffer a 20 percent chance suspicion and superstition .
elves. Merely passing wi thin 10 feet of a for fai lure every time they use any magical In general. a half-e lf ha~ the curiosity, in-
concealed door gives an elven character a item except weapons, armor, shields, illu- ventiveness, and ambition of his human an-
one-in-six chance (roll a 1 on Id6) to notice sionist items, and (if th~ character is a thief) cestors and the refined sen~, love of
it . If actively searching fo r such doors. elven items that duplicate Ihleving abili ties. T his natu re, and artistic tastes of his elven ancrs-
characters have a one-in-three chance (roll a check is made each time the gnome attempts tors.
1 or 2 on 1d6) to fi nd a secret door and a to U$lf' the device or, in t he ca$lf' of Half-elves do not fo rm communities
one-In-two chance (roll a 1. 2. o r 3 on Id6) continuous-use devices, each time the d~­ among themselves; rathe r, they can be
to discover a concealed portal. vice is activated. like dwarves, gnomes can fou nd living in both elven and human com-
As stated previously. elven characters ~n~ a cursed item if the devic~ fails to fu nc- munities. The reactions of humans and elves
add 1 to their initial Dexterity scores. Like- lion. to half-elves ranges from intrigued fascina-
wise, as elves are not as sturdy as humans, In melee. gnome characters add 1 to their tion to outright bigotry.
they deduct 1 from thei r initial Constitution a ttack rolls to hit kobolds or goblins. Wh~ Of all the demihuman races. half-elves
scores. gnolls, bugbears, ogres, troils, ogre magi, have the greatest range of choices in charac-
giants, or titans attac k gnomes. these mon- ter class. They tend to make good d ruids
sters must subtract 4 from their attack rolls and rangers. A half-elf can choose to be a
Gnomes because of the gnomes' small size and their cleric, druid. fighter, ranger, mage, special-
Ki n to dwarves, combat skills against these much larger ist wizard, thief, or bard . In addition, a half-
gnomes are noticeably smaller than their creatures. elf can choose from t he folJow ing
distant cousins . Gnomes, as they proudly Gnomish infra vision enables them to see multi-claSli combinations: cleric (or druid) /
mai ntain. are also less rotund than dwarves. up to 60 feet in the dark . fighter. cleric (or druid)/figh te r/ mage,
Their no~s. howeve r, are significantly Being tun nelers of exceptional merit, deric (or druid) / ranger, cleric (or druid)1
larger. Most gnomes have da rk tan or gnomes are able to detect the following mage, fighte r/ mage, fighter/ thief. fighterl
brown skin and white hair. A typical gnome within 10 ftet (exception; They can deter- mage / thief, and mage / th.ief. The half~lf
lives for 350 years. mine their approximate depth or di rection must abide by the rules for multi-claSli char-
Gnomes have lively and sly senses of hu- underground at any time.). They must ~top acters.
mor, especially for prac tical jokes. They and concentrate for one round to use any of Half-elvesdo not have a language of their
have a great love of living things a nd finely these abili ties. own . Their extensive contact with olher
wrought items. particularly gems and jew- races enables them to choose any of the fo l-
Detect grade or slope lOwing languages (plus any other allowed
elry. Gnomes love all sorts of precious
in passage 1-5 on 1d6
stones and are masters of gm1 polishing and by the OM): common. elf, gnome. ha!fling,
Detect unsafe walls, ceiling,
cutting. goblin, hobgoblin, orc, and gnoll. The ac-
and floors 1-7 on 1d10
Gnomes prefer to live in areu of rolling, tua l numbe r of languages the character
Determine approx . depth
rocky hills, well wooded and uninhabited knows is limited by his Intelligence (see Ta-
underground 1-4 on Id6
by humans. Their diminutive stature has ble 4) o r by the number of profici~cy slots
Determine a pprox. direction
made them suspiciOUS of the larger racn- he allo ts to languages (if that optional sys-
underground 1-3 on 1d6
humans and elves-although they are nOI tem is used ).
hostile. They are sly and furtive with those Gnome characters gain a + 1 bonus to Half-elven characters have a 30 percent
they do not know or trust, and somewhat their Inteiligence scores, to reflect their resista nce to sleep and all charm-related
reserved even under the best of circum- highly inquisitive na tu res. T hey suffer a -1 spells.
stanct$. OweJling in mines and burrows, penalty to Wisdom becaUSf!' their curiosity Half-elven iruravision enables them to see
they are sympathetic to dwarves, but find often I~ads them unknowingly into danger. up to 60 f~1 in darkness.
their cousins' aversion to surface dwellers Settet or concealed doors are difficult to
foo lish. hide from half-elves. just as they are from
A gnome character can eled to be a
Half-Elves elves. Merely passing within 10 feet of a
fighter. a thief. a cleric. or an illusionist. A Half-elves a re t he concealed door (one hidden by obstructing
gnome can have two classes. but not three: most common mixed-race beings. The rela- curtains. etc.) gives the ha l f~lven character
fighte r/ thief. illusionist / thief. etc. tionship between df, human, a nd half-elf is a o ne-in·six chance (roll a 1 on Id6) of spot-
Due to his upbringing, a beginning gnome defined as follows : 1) Anyone with both el- ting it. If the character is actively seeking to
character can choose to know the following ven and human ancestors is eithe r a human discover hidden doors, he has a one-in-three
languages, in addition to any others allowed or a half-elf (elves have only elven ances- chance (roll a 1 o r 2 on Id6) of spotting a se-
by the OM: common. dwarf, gnome, half- tors). 2) If there are more human ancestors cret door (o ne constructed to be undetect-
ling, goblin. kobold. and the simple com- than elven, the person is human; if there are able) a nd a one:-in- twochan~ (roll a 1, 2, or
mon speech of burrowing mammals (moles, equal numbers o r more elves, the person is 3 on Idb) of locating a concealed door.
badgers, weasels, shrews, ground squirrt'ls, half-elven.
etc.). The actual number of languages a Half-elves are usuOllly much like their el-
character begins with depends upon his In- ven parent in appeara nce. They are hand-

22
halflings gain a +1 bonuS to their atlack. sex as yourself or of the opposite 86.
Halfllngs rolls when using thrown weapons and Some peopJe feel it is important to know
HaWings are short , slings. whether their character is right .. or left-
generally plump people. very much like A halOing can gain a bonus to surprise handed. Actually, this has no bearing on the
small humans. Their faces are round and opponents, but o nl y if the hillfling is not in play of the: game, since all charactm are
broad and often quite fl orid. Their hair is metal armor. Even then, the hillfling must assumed to be reasonably competent with
typically curly and the tops of their feet are either be alone, o r with a party comprised either hand (that doesn't mean everyone is
covered with coarse hair. Th~ prefer not 10 only of halflings o r elves, or 90 f~t or more trained toright with two~apons) . It is easiest
wear shon whenever possible. Their typical away from his parly to gain this bonus. If he to say that your character has the same hand-
life expectancy is approximately 150 years. fulfills any of these conditions, he causes a edness as you . This will resvlt in the nannal
HalAinw; ,lITe sturdy and industrious. gen- - 4 penalty to opponents' surprise rolls. If a ratio of right- to left-handed peopJe.
erally quiet and peamul. Overailihey pre- door or other SCTffn must be opened, this On occasion It may be useful to know
fer the comforts of home to dangerous penalty is reduced to - 2. your character's height and weight . The best
adventuring. They enjoy good living. rough Depending o n their lineage, cert.illin half- way to determine height and ~ighl is 10
humor, and homespun stories. In fact , they ling characters have infr.illvision . Any half- choose the a ppropriate numbers, subject to
can be a trifle boring at times. Halnings are ling character h.ills a IS percent chance to your OM's approval. If you want a short ,
not forward . but they are observant and have normal infra vision (this means he is pudgy human fighter, you un select an
conversational if in friendl y company. Half- pure Stout ), oul to 60 feet ; failing that appropriate height and weight . Otherwise,
lings set: wealth o nl y as a muns of gaining chance, Ihere is a 25 percent chance that he heights and weights can be generated ran-
c!'ealurecomforts, which they love. Though has limited infra vision (m ixed Stout! domly using Table 10 (next page). Take the
they are not overly brave o r ambitio us, they Tallfellow o r Stout / Hairfeets!ine.illge), effec.. appropriate base score and add the die roll
are generally honest and hard working live o ut to 30 feet . modifier. As with all tables, this C.illn create
when the~ is need. Similarly, halflings with an y Stoutish lOme ridiculous results (one of the problems
Halfling homes are well-furnished bur- blood un note if a passage is an up or down with rilndomnessl and, OIL the same time,
rows, although most of their work is done grade with 15 percent accuracy (roll a 1. 2, cannot account for the fu ll variety of man-
on the surface. Eivesgenerillly like them in a or) on Id4). They can determine direction kind (or demihumankind). The table o nly
patronizing sort of way. Dwarves cheerfully half the time (roll a 1, 2, or 3 on ld6). These reproduces a fairly average range for each
tolerate Ulem, thinking halnings somewhat abilities function only when the character is race. Heights and Wt'ights for de mihuman
soft and harmless. Gnomes, although they concentrating on the desi red information to races not listed on the table must be decided
drink more and eat less, like halnings best, the exclusion of all else, and only if the char- by your OM.
f~ling them kindred spirits. Because hillf- acter is pune or partially Stout.
lings a~ more open and outgoing than any Halfling characters have a penalty of -1 The tallest man on record stood 8 feet
of these other th ree. they get along with oth- to their initially generated Strength scores, 11 .1 inche5, while the tallest woman W.i115
er races far better. and they gain a bonus of + 1 to Dexterity. 8 f~t 1 .25 inches. The shortest man w~
Ther~ are three types of halnings: Hair- only 26.5 inches tall and the shortest
f~ts , Tallfellows, and Stouts. Hairfeets are woman bette:red this at only 24 inches in
the most common type, but for player char-
Humans
height. While the: lightest humans are:
aclers, any of the three is acceptable. Although humans also among the shortl"St, the heaviest
A halfHng character can choose to be a are treated as a single race in the AO&OS man weighed.illn estimated 1,400 pounds
cleric, fighter, thief, o r a multi ..<lass fighterl game, they come in all the varieties we and s tood only 6 feet 1 inch. The heaviest
thief. The halfling must use the rules provid- know on Earth . A humiln PC can have woman is thought to have weighed 880
ed for multiooClass chilracters. whatever racial characteristics the OM pounds. Obviously. these figures indi-
Through their contact with other races, allows. cate that there: is a great deal of variety
halfling characters are allowed to choose Humans have o nl y one special ability: possible for playe:r characters.
initial languages from common, halfling, They can be of any character class and rise
dwarf, elf, gnome, goblin, and o rc, in ilddi- to ilny level in any class. Other PC racl"S Players may 01150 want to know their
tion to any other languages the OM allows. have limited choicl"S in these areas. characters' starting ages. Human characters
The actual number of languages the charac- Huma ns are also more social and tolerant can start at any age thai is agreeable to both
ter knows is limited by his Intelligence (see than most other races, accepting the compa- the player and the OM . However, all begin-
Table 4) or by the number of proficiency ny of elvl"S, dwarvl"S, and the like with ning adventurers are assumed to be at least
slots he allots to languages (if that optional no ticeably IKS complaint . ]6 years old. since they must grow physi-
system is used ). Because of these abilities and tendencies, cally, emotionally, and in practical experi~
All haining characters have a high resist- humans have become Significant powers ence before they are ready to undertake the
ance 10 magical spells, so for every )111 within the world and often rule empires th.illt rigors of an ad venturing life. Table 11 ca n be
points of Constitution score, the character other races (because of their racia l tenden- used to give a starting age (add the variable
gains a +1 bonus on saving throws vs. cies) would find difficult to manilge. die roll to the base starting age to get the
wands, staves, rods, and s pells. These character's slarting ilge) and the possible life
bonuses are summ;ilrized on T;ilble 9.
Halflinp h;ilve;il similar resistance to poi-
Other Characteristics span of a character, assuming a quiet and
peaceful life. Humans are also included on
sons of all sorts, 50 they gain a Constitution After yo u have this list in case you want 10 determine their
bonus identical to that for saving throws vs. selected a race, you may w;ilnt to fill in the ages randomly. The maximum age for a
magical attacks when they make saving details of your character. You ate not cha racter sho uld be secretly dete rmined and
throws vs. poison (i.e., + 1 to +5, depend- required to do 50 . but there a~ many situ.ill- reco rded by tht OM. Player characters milY
ing on Constitution score ). tions in which this information is vital o r ha ve an idea of how long they expect to live,
Hal(lings have a natural talent with slings useful to role-playing. but do not know their true allotted life
and thrown weapons. Rock pitching is a The sex and name of your chilracter are spilns.
favorite sport of m;ilny a halfling child. All up to you. Your character can be of the same
As .11 chaf.JIcter ages, his ability scores are respectively), but the period in which he
affected . Upon reaching on~half of his base would ~ considered a venerable elder of his
muimum age (45 for a human), the charac- people is extended for 40 yean.
ter loses 1 point of Strmgth (or half of his There are a number of other penonal
ex«ptiomU Strength rating) and 1 point of characteristics your character has-hair
Constitution, but gains 1 point each of lntel- and eye color, body shape, voice, noti«able
ligm~ and Wisdom. At two-thirds of his features, and general personality. There are
bas.e muimum age (60 for a human ), the no tables for these things, nor should there
character loses 2 more points of Strength (or be. Your job, as a player. is to add these
all his exceptional Strength and 1 point de tails, thereby creating the type of charac-
more). 2 points of [)exte.rity, and 1 mo re ter you want . You probably know some
point of Constitution, but he gains 1 point from the start (do you want to play a tower-
of Wisdom . Upon reaching the base mui- ing. robU$t warrior. or a slim, unas.sumins
mum age, the character loses 1 more point swordsmanl); others, especially you r char-
from each of Strength, DextU'ity, and Con- acter's penonality. will grow and take form
stitution, while gaining 1 more point in both as you play. Remember, you are an actor
Intelligence and Wisdom . All aging adjust- and your character Is your role!
ments are cumulative . See Table 12 for a
summary of these eHKts.
Table 10: AVERAGE HEIGHT AND WEIGHT
Although many people ~ve claimed to
live to great 218ft, the oldest human of Height In Inches Weight In Poundl
verifiable age was 113 years old in 1988 R"" Base ' Modifier Bue • Modifier
and is Ilil! alivel 43/ 41 Idl0 130/ 1Q.5

T here may be times w hen a magical


devi« or spell adds years to or subtracts
years from a player character's life. This
magical aging can have two different Human 60 / 59 2<110 140/ 100 <>dID
effects. Some maginl aging physically
affects the character. For example, a hASte • Females tmd to be lighter and shorter than male.. Thul. the base numben for height and
spell ages those it affects by one year. This weight are divided into malelfemale values. Note thillt the modifier still allows for a broad
aging is added directly to the player charac- range in each ntegory.
ter'1 current age. He physically acquires the
appea ran~ of himself one year older (a few
more wrinkles, etc.) . Characters who
increase in age from magical effects do not
gain the benefits of increued Wisdom and Table 11: AGE
Intelligence-these an!: a function of the pas-
Stllttlns A~ Maxim um Ase Ranse
~ of game time- but the character don
suffer the phYlical IOSRS to Strmgth, Dex- B"K Age Variable (Bas.e + V.,iable)
terity, and Constitutio n a"ociated with 40 Sd. 2SO +
aging. These are breakdowns of the body's 100 5d6
Iyltenu . Physical age can also be removed 60
in the same m.;lnner. Some potions give
years back to the character. 10 this case, the
physical appearan~ of the character is Human IS 1d. 90 + Zd20
rntored . The c~racter nn regain lost vigor
(Str. [)ex. and Con) as his body is renewed • Upon attaining thil age, an elf does not die. Rather he feeJs compelled to migrate to some
but he does not lose any of the benefits of mysterious, other land, departing the world of men .
aging (Wit and lot).
Magical aging can also work to increase
o r decreu.e the life span of the char.llcter. In
such a case, the actual age of the character is Table 12: AGING EfFECTS
unaffected. All adjustments are made b y the
OM to the character's maximum age (which MJddle Ase' Old Age" Vener"ble" •
only the OM knows) . For example. a human R"" (Ih B.s.e Max.) (If.J BaH Ma •• ) (BIH MIL)
finds a magical fountain that bestows great Ow," 125 yeafl 167 years 2SO years
lo ngevity (10 to 60 years more). The OM
has already determined the human will nat-
Elf
Cnome
1Wf-<l£
175 years
100 yean ,...,.
Z:J3yun 350 yean
200 .....
US
urally live to 103 yean (base 90 + 2d2O, in
this cue 13). The water of the fountain Halning 50 years 67 years 100 yean
bestows 40 more years so that , unless the Human 45 years 60 years 90 yean
charact~ meets a violent md, he will live to
143 yean. He. slillsuffe.rs the effects of aging , -1 Str/ Con; + 1 Int/ Wis
at the usual ages (45. 60, and 90 yurs. •• -2 Str/ De:K. -1 Con: +1 Wis
-1 Str/ De:K/ Con: + l lntlWis

24
After choosing your chariilct ... r's riilce, you The fJln gi'r is a warrior and a woodsman. walking storehouse of gossip, tall t;ales, and
select his chiilracter class. A charact ... r class is He is skilled with weapons and is knowl- lore. He learns a little bit about everything
lik ... a profession or caret'r. It is whal your edgeable in tracking and woodcraft. The that crosses his pad,; he is a jack-of-all-
character has worked and trained at during ranger often protects and guides lost trav- t rades but master of no ne. Whil ... many
his young"'r y...ars. If you wanted to becom... elers and honest peasant-folk. A ra nger bards are scoundrels, their stories and songs
a doclo r, you could no t walk out th... door needs to be strong and wise to the ways of are wdcome almost ev... rywhere.
a nd begin work imm ...diat ... ly. First yo u nature to live a full life.
would ha v ... to get som... training. Th... sam... Wlzard: The wizard strives to be a master
ClASS Ability Sc:ore Requirements
is tru ... of character classes in the AO&:o- of magical energies, shaping them and cast-
gam .... Your charact... r is assumed to hav... ing them as spells. To do so, he studies Each of the charac-
SO ml.' previous training and guidance before strange tongues and obscure facts and de- ter classes has minimum scores in various
beginning his adv ... nturing ca r...... r. Now, vo tes much of his tim ... to magical rtsearch. abilities. A character must satisfy these min-
armed with a little knowledg..., your cha rac- A wiUlird mus t rely on knowledge and wit imums to be of that class. If your character's
te r is r ...ady to make his nam ... and fo rtune. to survive. Wil:ards are rarely seen adven- scores ar ... too low for him to belo ng to an y
The charact... r class.es are d ivided into turing without a retinue of fighters and character class, ask your DM for permission
four groups according to g ... ner;al occupa· men-a t·arms. to reroll one or more of your ability scort'S
tions: w;arrlor, wizard . priest . ;and ro gu .... Because there are diff ... rent types (o r o r to crealI.' an entirely n ... w charact ... r. If you
Within each group are sev... r;a] similar char· schools) of magic. there are different types desperatel y want your character to belong
act... r classes. All classes within a group of wizards. The mllge studies all types of to a particula.r class but have scores that are
share th ... sam... Hit Oic..., as w... ll as combat magic and leams a wide variety of spells. too low, your OM might allow you to in-
and saving throw progressions. Each char- His broad range makes him well suited to c rease these scores to th ... minimum needed.
acter class wit.hin a group has different spe-- the demands of adventuring. The iIIusio'lisl However. you must ask him first . Don',
cial pow ... rs and abilities t hat are available is an lI!Xample of how a wil:ard can 5pecialixe count on the OM allowing you to raise a
o nly to that class. Each player must select a in a particular school of magic, illusion in score above 16 in any case.
group for his character. then a specific class this case .
within that group. Priest: A priest seft to the spiritual needs Ta ble 13: ClASS ABIUTY MINIMUMS
of a community o r localion . Two types of
Warrio r Wizard P riest Rogue Charac''''r
priests-clerics and druids-iilre described
Fighter Mage Cleric T hief Class SI< 0 ", Con In. W" G.
Runger Illusionist Dn4id in the PlAyers HAndbook. Other types can
Bard Fighter 9
Paladin Other Other be created by the OM to suil specific cam-

...
paigns. Paladin' 12 9 13 17
The cleric is a g ...n ... ric priest (of any my-
Rang... r • 13 Il I. 14
Figh ter, mage, c1mc:, a nd thief are the thos) who tends to the needs of a commu- 9
standa rd classes. They are his torical and nity. He is both protecto r and heal ... r. He is
SpeciaJisl " V" V" Vo, Vo, Va< V"
legendary iilrchetypes tha t i i,... common nOI purely defensive, however. When ... vil Ck.ric 9
to man y differen t cultures. Thus th... y are threatens, the cleric is well-$uiled 10 seek it Druid - 12 15
a ppropriate to an y sort of AD&:O game out o n its own ground and destro y it. Thief 9
camp.1ign . AU of th ... other classes are op- Bard' 12 13 15
TM druid c1us is optional; it is a n exam-
tio na l. You r OM may decide tha t one o r ple of how the priest can be adapted to a cer- - Optional char.llcter class. Specialist in-
more of th ... optio nal classes are not a p- tain type of setting. The druid serves the cludes illus io nist.
propriate to his campaign setting. C heck cause of nature and neutrality; the wilder-
with your OM before selecting a n op- ness is his community. He uses his Special
lional character c!.us . powers to protect it and 10 preserve balance
in the world.
To Mlp you choose your character's claD. Rogue The rogue can be found through-
each group and its subord inate classes are o ut the world. wh... rever people gather and
described briefly. The groups and classes ue mon... y changes hands. While many rogues
described in detail later in this chapter. are motivated only by a desire to amass for-
Wa rnor. There an! thret' different classes tune in the easiest wa y possible. some
within the warrior group: fighter, paladin, rogues have noble aims; they use their skills
and ranger. All are w ... n-trained in th ... use of to cornet injustice, spread good will. or
weapons and skilled in the martial a rts. contribute to the success of an adv ... nturing
Th ... fisht ...r is a champion, swordsman, group.
soldier. and brawler. He lives o r dies by his There a re two types of rogues: thieves
knowledg... of weapons a nd tactia. Fighters and bards.
can be found at the front of any battl.... con- To accomplish his goals, fo r good or ill,
testing toe-to-loe with monslers and vil- the thief is a skilled pilfen!r. Cunning, nim-
lains. A good fighter needs to be strong and bleness. and s tealth are his hallmarks.
hnlthy if he hopes to survive . Whether h... tums his ta lent against innocent
The pAltuiin is a warrior bold and pure. th ... passers-by and w...alth y merchants or op-
lI!Xemplar of everything good and true. Lik... pressors and monsters is a choice for the
the fighter. the paladin is a man of combat. thief to mak ....
Howev ... r, the paladin lives for the ideals of Th ... hArd is also a rogue. but he is very
righl~usnes.s. justice, hOnt'Sty, piety. a nd different from the thid'. His strength is his
chivalry. He strives to be a living example of pleasant and channing personality. With it
these virtues so that others might learn from and his wits he makes his way through the
him as well as gain by his actions. world. A bard is a talented musician and a

25
st!/O •
Classes (fighter)

get 1 to 10 (ldlO) hit points per level and can cent bonus to the experience points he urns.
Class Descriptions gain a special Constitution hit point bonus A lso, high Strength gives the fighter a
The complete char- that is a vailable o nl y to warriors. beller chance to hit an opponent a nd en-
acter class descriptions that follow give the The disadva ntage warriors have is that ables him to cau~ mo re damage.
specific, detailed information you need they are restricted in their selection of magi-
about each class. These art' o rganized ac- cal itelTl$ and spells. The fighter is a warrior, an expert in weap-
cordi ng to groups. Information that applies All wa rriors use Table 14 to determine ons and, if he is ckvtT, tactics and strategy.
to the entire group is p r6m ted 0111 t.he start of their advancement in level as they earn ex- Therr are many famous fighten from leg.
the section . Each character class within the perience points. end: HerculH, Perseus, Hiawatha ,
group is then explained . All warriors gain one l(kided hit die per Beowulf, Siegfried, Cuchulain, Little John,
The descriptions usc game terms thai may level from lst through 9th. A fter 9th lfil"Ve/, Tristan, and Sinbad. History is crowded
be unfamiliar to you; many of these are ex- wa rrio~ gai" iust J hit points per le!)el and with great generals and waniors: B Cid.
plained in this text (or you may look the they no longer gain additioPlal hit poi"t boo Hannibal, AJexander the Great, Charle-
terms up in the Glossary). ' l ustS fo r high Constitution scorn . magne, Spartacus. Rkhatd the lio nhart,
Experience Points measure what a cha r- and Belisarius. Your f'8hter could be mod-
acte r has learned and how he has improved T~ble 14: WARRJOR EXPERIENCE eled after atly of these, or he couk:\ M
his skill during t~ course of his adventures. LEVELS unique. A visit to your local library can
Characters cam experience points by com- Hit uncover many heroic fighters.
pleting adve ntures and by doing things spe- Paladin! Dice
cifically rela ted to their class. A fighter, fo r I.e • ., Fighter Ra nger (dl0) Fighters can have any align men t: good
example, earns more experience for charg- 1 0 0 1 o r evil, lawful or chaotic, o r neutral.
ing and battling a monster than does a thief, 2 2,000 2,>.50 2 As a master of weapons, the fighter is the
because the fighter's traini ng emphasizes 3 4,000 4,500 3 only character able to have wea pon spedali-
battle while the thief's emphasizes stealth
a nd cleverness. Characters accu mula te ex·
4
5
8,000
16,000
9 ,000
•5 u tion (explained in Cha pter 5). Weapon
specializatio n ena bles the fighter to u~ a
perience points from adventurt' to adven-
turt'. When t~y accumulate enough. they

1
32,000
64,000
part.icular weapon with exceptional sk.iIl,
improving his chances to hit and cause dam·
ri~ to the next level of experience. gaining 8 125,000 8 age with that weapon. A fighter character is
additional abilities a nd powers. The experi· 9 2SO,000 9 not required to specialize in a weapon; the
ence level tables for each character gro up 10 SOO,OOO choice is up to the player. No other charac-
list the total. accumulated experience points 11 150,000 ter d ass- not even ranger o r paladin- is al·
needed to reach each level. lowed weapon specializatio n .
While fighters cannot cast magical speUs,
Some OMs may require that a character they can use many magical items, including
spend a certain amount of time or mo ney potions, protection scrolls, most rings, and
training before rising to the next experi- all forms of enchanted a rmor, weapons, and
ence level. Your OM will tell you the re-. shields.
quirement5 for advanCU'lent when the When a fight er attains 9th level (becomes
time comes. a "Lord ~), he can auto matically attract men-
at·a rms. These soldiers, having heard of the
Level is a measure of the character's power. All warriors gain the ability to make figh ter, come for the chance to gain fame,
A ~ing character starts at 1st level. To ad· more than o ne mel ~ a ttack per round as adventure, and cash. They are loyal as long
Vat'lCe to the nex t level. the characttT must t hey rise in level. Table 15 shows how man y as they are well·treated, successful, and
eam a requisite number of experience points. melee attacks fighters, paladins, and rang' paid well. Abusive treatment o r a disastrous
Diffemlt character classes improve at differ. ers can make per ro und , as a functio n of campaign can lead to grumbling, dese rtion,
ent rates. Each increase in level improves the their levels. and possibly mutiny. To at tract the me:n , the
character's survivability and skilIs , fighter must have a castle o r stronghold and
Prime R~ulslte is the ability score o r Table 15: WARRIOR MELEE ATTACKS sizeable manor lands around it. A5 he
scores that are most important to a particu- PER ROUND claims and rules this land, soldiers journey
lar class. A fighter must be strong and a to his domain, thereby increasing his power.
mage must be Intelligent; their prime r~ui· WArrior level Att.cblRo und Furthermore, the fighter can tax and de-
sites. therefore, are Strength and Intell i· 1-6 lIround velop these lands, gaining a steady income
gence, respectively. Some character classes 1-12 3 / 2 rounds from them . Your OM has information a bout
have more than one prime requisite. Any 13 &:: up 2f round gaining and running a barony.
character who htu a score of 16 o r more i" In addition to regular men·at-arms, the
6U his prime requisites gairn; a 10 percent boo Fighter 9th·level fighter also a ttracts an elite body-
PI US to his experience point awards. guard (his ~hou.sehold gu ards~). Although
Ability Requ irements: Strength 9 these soldiers are still mercenaries, they
Prime Requisite: Strength haVf' greater loyalty to their Lord than do
Warrior Allowed Races: A ll commo n soldiers. In return, they expect bet··
The warrior group
The prindpal attribute of a fighter is ter treatment a nd mo re pay than the com-
encompasses the character classes of heroes
Strength. To become a figh ter, a character mo n soldier reuives. Alt hough the elite unit
who make their way in the wo rld primarily
must have a minim um Strength score of 9. can be chosen randomly, it is beller 10 ask
by skill at arms: fighters , paladins, a nd
A good Dexterity rating is highly desirable. your OM wha t unit you r fighter a ttracts.
rangers.
A fighttT who has a Sm-ngth score (his This allows him to choose a troop consistent
Warriors are allowed to use any weapon.
prime requisite) of 16 o r more gains a 10 per- with the campaign .
They can wear any type of armo r. Warriors

26
Classes (raladin) \If.
Table 16: FIG HTER'S FOLLOWERS 41-65 20 expert archers; lst-level fight - pe:nanu;ts pre.scribed by the cleric. If a p;tl-
ers with studded leather annor, adin should ever knowingly and willin&iy
Roll perttntile: dice o n uch of the follow- long bows or croubows ( + 2 to perfonn an evil act. he 10S0n tM sta tus of
ins .ubt.lbLes of Table 16: once for the ....ades'
hH, o r bow specialization, if wing paladinhood immedi.Jtel y and irrevocably.
of the troo~ once for troopS,. and once (or a All benefits an then lost ;t.nd no deed or
that optional rule )
bodygu&rd (household guards) unit.
66-99 30 inf;tntry; Ist-Ieve.l fighters with magic can restore the character to pala-
0 .. uader (a nd "'tggHled maslcal plate mail, body shield, spear, dinhood; He is ever after a fighter. Th~
RoU ItentS) short sword chal'lllcter's level re.mains unchanged when
01-40 5th-level fighler. plate mail , 00 OM 's Option (pegasi caval ry, this occurs a nd experience points are. adjust-
shield, battle fUll + 2 eagle riders. demihurnans, siege ed accordingly. Thereafter the character is
41-75 6th-level fighter. platemail. shie/d train, elc.) bound by the rules fo r fighters , He don not
+ I , sprar + 1, dagger + I The OM may design olMr tables th;tt are
gain the benefits of we.apon specialization (if
76-95 6th-level fighter. plat. mail + 1, this is used) since he did not select this for
more appropria te to his campaign , Check
shield. s/Har + I. daggrr + J . plus his character at the start .
with your OM upon reaching 9th level.
l td-level fighter, splint mail, If the paladin commits an evil act while
A fighter can hold property, including a
shield, crossbow of dut~mcr enchanted o r controlled by m;tgic, he loses
castle o r stronghold , long before he reaches
96-99 7th-level figh ler, plQt. mtlil + J, his paladin sta tus until he can atone for the
9th level . However, it is o nly when he reach-
shiel,1 +1. broad sword +2 , d~ . This loss of status means the character
es this level that his name is so widel y
heavy war horse with hOr$e$hoes loses all his special abilities and essentially
kno wn that he att racts the loyalty of other
0/ spud wa rriors.
functio ns as a fighter (without weapon $~
00 OM's Option cialization) of the same level. Regaining his
stat us undoubtedly requires completion of
0 .. P.a.l.. dln some dangerous quest or important mission
RoU Troops/Followers (aU Oth·)evel) to once again prove his wo rth and assuage
Ability R~uirements: Strength 12
01-SO lOavalry with ring mail , shield, J his o wn guilt. He gains no e;o;perience prio r
Constitution 9
javelins. long sword, h.lnd axe; to or during the course of this mission, a nd
Wisdom 13
100 infant ry wi th scale mail. regains his standing as a paladin o nl y upon
Charism;t 11
polearm •. club completing the quest .
Prime Requisites: Strength,
51-15 20 infantry with splint mall, morn-
Chlrorisma
ing star, hand axe; 60 infantry A J»ladin hlros the follOWing sped;tl bene-
RaC6 Allowed; Human
with leather armor. pike. short fit.s:
s word A p<lliadin can deted the presence of evil
76-90 40 infantry with chain mail, heavy The J»ladin is a noble and huoic war- Intent up to 60 f~t away by concentrating
crO$Sbow, short sword; 20 infan- rior, the. symbol of all th;tt is right and on locating evil in a J»rticular direction. He
try with chain mail , light CTOS$- true in the world. As such, he has hl&h can do this as often as desired, but each
bow, military fork ideals that M must maintain at alltiln5. attempt laic." one round . This ability
• 91-99 10 cavalry with banded mail, Throughout legend and history there are detects evil monsters and characters.
shield, lance, bastard sword , fI'Wly heron who could be c;tlled pala- A pAlAdin receives A + I bonus to .U uv·
mace; zo cavalry with scale mail, dins: Roland and the: 12 Peers of Charle- ing throw,"
shield, lance, long sword, mace; magne. Sir Lance:lot, Sir Gawain, and Sir A palAdin is Immune to aU forms of dis-
30 cavalry with studded leather Gala had are. all examples 01 the class. ease. (Note that certain magical armc-
a rmo r, shield, lanu, long sword However, man y brave and heroic sol- tions- Iycan thro py a nd mummy rot-are
00 OM's Option (Ba rbarians, head- di~rs have tried and failed to live up to CUNe$ and not diseases. )
hunters, armed peasants, extra- the ideals of the paladin. It is not an easy A palAdin CAn hul by laying on hAnds.
heavy cava lry, etc,) taskt The paladin restores 2 hit points per experi-
• Player seleds t ype. ence level. He can heal hirnse.lf o r someone
Only a human may become a paladin. He else, but only once per day.
mus t h;tve minimum abi li ty scores of A pAlAdin can CU~ diseAses of all sorts
01. Strength 12, Constitution 9, Wisdom 13,
RoU Elite Units (though not cursed afnictions such as lycan-
and Charisma 11. Strength and Charisma thropy) . This can be done only ona per
01 -10 10 mounted knights : lst -Ievel are the prime requisites of the pa l;tdin . A
lighters with field plate, large week for each five levels of expuien~ (once
paladin must be lawful good in alignment per week at levels 1 through 5, twiCf: per
shield, lan~ , broad sword , morn- and must always re.mai n lawful good. A w~k at levels 6 through 10, etc. ).
ing st;tr. and huvy wu hOrK with paladin who ch;tnges alignment, either
fu ll barding A pal.J.dln is sUlTOunded by .n aura of
deliberately or inadvertently, loses aU his protectio n with a 100foot radius. Within
11-20 10 1st-level elven fighter/ mages Special powers-sometimes only tempo rari- this I'lIIdius, all summoned and Specifically
with ch;tin rnail. long sword, long ly and sometimes forever. H~ can use any
bow. d;tgger evil creatures suffer a -1 penalty to tt\rir
weapon and wear any type of annor. attack rolls, rega rd less of whom they
21-30 IS wardens; 1s t-level rangers with A paladin who has Strength and Cha-
$C;tle m;til , lihield, long sword, attack. Cl'f'alures affected by this ;tUI'lll an
risma scores of 16 o r more. gains a 10 percent spot Its source easily, even if the paladin is
SpeM, long bow bonus to tM experien~ points he earns.
20 bersoerkers: 2nd-level fighters disguised .
Lawfulness and good deeds are. the meat A paladin using _ holy sword proj«ts _
with le;tther armor, shield , battle and drink of a paladin , If a paladin ever
;t)(e, b road swo rd , dagger circle of power 30 feet in diameter when the
knowingly perfonns a chaotic act . he must sword is unsheathed and held. This power
(berserkers receive + 1 bonus to seek a high-level (7th or more) cleric of law-
attack and damage ro lls) dispels hostile magic of a level up to the pal-
ful good alignment. confess his sin . a nd do adin's expvienu level. (A holy sword is a
very s pecial weapon ; if you r paladin

Z7
acquire one, th~ DM will explain its oth~r castle or keep (funds can be set nick for this
pow~rs . ) purpose). All excetl must be donated to the The ranger is a hunter and woodsman
A pili din glln, t.he pow~r to turn church or anot her worthy cause. This who lives by not only his sword, but also
undead.. d~ylls, Ind d~mon' wh~n h~ reach- money can never be given to another player hi' wit" Robin Hood. Orion, Jack the
es 3rd level. He affects these monsters the character or NPC cont rolled by a player. li.nt killer, and the huntrn.ses of Diana
same as does a d~ric two l~v~ls lower -~ . g ., A plladin mWit tIIh~ to whatever chari ta- are examples of range-rs from history and
at 3rd level he has the tuming power of a ble, relilious institution of lawful good legend . The abilities of the ranger make
lst-I~el cl~ric. See th~ section on priests for alignment he serves. A tithe is 10 percent of him particularly good at tracking, wood-
more cktails on this ability. the paladin's income, whether coins, jewels, craft , and spying.
A IN'ladln mly ("IU lor his wlr hOrM upon magical items, wagH, rewards, or taxcs. It
reaching 4th level. or anytime thereafter. must be paid immediately. The ranger must hav~scores not Ins than
This faithful ,teft! neft! not be a horse; it A pludln don nolItt(,lclI body of fol· 13 in Strength. 14 in Corulitution, 13 in
may be whltever sort of cnature i, appro- lowen upon reaching 9th level or building a IJv;terity, and 14 in Wisdom . The prime
priate to the character (as decided by the castle, How~er, he can still hire soldiers requiSite! of th~ ranger are Strength, Dex-
OM) . A paladin's war horse is a very special and specialists. although these mu must be terity, and Wisdom. Rangers are always
animal, bonded by fate to the warrior. The lawful good in comportment . good, but they can be lawful. neutral. or
paladin does no t r~ally ~ca ll ~ the animal, A plladln m.y employ only Ilwfui lood chaotic. It is in the ranger's heart to do lood,
no r dMS the horse instantly appear in front henchmen (or those who act in such a man- but not always by th~ rules.
of him . Rather, the character must find his ner when alignment is unknown). A paladin A ranier who has Strenlth, Dexterity,
war horse in 5Om~ memorable way, most will cooperate with characters of other and Wisdom scores of 16 or more gains a 10
frequently by a specific quest . alignmenls only as long as they behave percent bonw to the expuien~ points he
A paJldln cln ClSt priest spells ona he themselvcs. He will try to show them the earns.
reaches 9th level. He can COIIst only spells of proper way to live through both word and Although the rangu COlIn use any weapon
the combat, divination, healing. and pro- deed. The paJ.adin realizes that most people and we"r any armor, several of his sped.1
tective spheres, (Spheres are explained in simply cannot maintain his high Sl~anis. abilities are usable only when he is wearing
the Priest S«tion. ) The acquisition and cast- Even thieves c.an be tolerated, provided they studded leather or lighter armor.
ing of these spells abid~ by the rules given are not evil and are sinc~rely trying to Although he has the basic skill, of a w.tr-
for priests. reform. He will not abid~ the company of rior, the ranger also has several advantases,
The spell progression and casting level are those who commit evil or unrighteous acts . When wearing studded leather or lighter
listed In Table 17. Unlik~ a priest. the pala- Stealth in the ca use of good is acceptable, armor, a ranger can fight two-handed with
din does not gain extra spells for a high Wis- though only as a last reso rt . no penalty to his attack rolls (see page 96).
dom score. The paladin cannot cast spells Obviously, the ranger cannot use a shield
from clerical or druidical scrolls nor can he when fighting this way. A ranger can Ilill
RAnger filhl with two weapons while wearinl
use priest items unless they are allowed to
the warrior group, Ability heavier armor than studded I~ather, but he
Requirements: Strength 13 suffers the standard attack roll ~alties ,
Table 17: PAlADIN SPEll Dexterity 13 The ranger is a skilled woodsnun . Even If
PROGRESSION Constitution 14 the optional proficiency rules are not used,
Wisdom 14 the ~r has Tracking profidency. If the
Pilldin Casting Pri~51 SpeU Level proficiency rules are used in your clmpalgn,
Prime Requisites: Strength, Dexterity,
Level Level
9 1
1
1
2 J
• RaCfl Allowed :
Wisdom
Human, Elf, Half-elf
the range- r knows Tracking without expend-
ing any points , Furthermore, this sk ill
10 2 2
11 J 2 1
1 2 Table 18: RANGER ABI.UTlES
13 S 2 2 1 Ranier Hide in Moye Cutinl Priest SpeD Levds
,
,. •• ,... ., ..
Leyel Shldows Silently Level 1 1
IS 7 J 2 1 1 '0'' '' U '"
J J 2 1 1

"n ...
9 " J J J 1
"
18 9" 3 3 3 1

.,..
l l ..

.....,".... ......
9"

."
19 J J J 2 S '0"
lQ" J
• Maximum spell ability

7
• 1 1
Thto followi ng strictures apply to pala-
dins.
A pilldin mly nol posRSl mor~ Ihln 10
10
11
U
".
70 .. .. ..
7...

9 . ..
J

S
2
2
2
1
2
2 1
mallclll t~ m l. Furth~rmore . these may nOI
~xceft! on~ suit of armor, on~ shi~ld, four
w~apons (arrows and bolts are nOI count- 14
85'
93 ..
99
99..

,• 3 1 1
ed), and four other TrnIgical items.
A Plladin never retlins wellth, H~ may I. 99 ..
"
99 .. •
9 3 ,""
1
3
keep only enough treasur~ to support him- • Maximum per~tile score
self in a modest manner, pay his henchmen, • • Maximum spell ability
men-a t-arms, and servitors a rusonable
rail'. and to construct or TrnIintain a small

.8
Classes (Ranger) \11-
.
improvH by + 1 fo r every three levels the throw vs. rods fo r the bear, modified by -3 Of course, your OM can assign particular
ranger has earned (Jrd to Sih level, + 1; 6th for Ikomhelm's level. The bear's norma.l ~ creatures, either choosing from the list
to 8th level. +2, etc.). While weariJlg stud· action is unfriendly, but Beomhelm's pres- above or from a ny ot her source. He ca n also
ded leather or lighter armor, the ra~r can en« reduces Ihis 10 neulral. The party wailS rule that «rtain ~atuffS are not found in
try to move silently ~d hide in shadows. pa.tientl y until the bea r wanders off to seek the region-it is highly unlikely that a tiger
His chance to su~ in natural surround· its dinner elsewhere. would COrM wandering through a. lerritory
ings Is given o n Table 18 (modified by the Later, Btomhelm goes to the hone mMket similar to western Europel
rangers face and Dexterity, as given o n TiI- to get a neYI mount. The dealer shows him a These followen arrive over the COUfM' of
bles 21 and 28 on page 39) . When attempt- spirited ho rse, notorious for being vicious and several months. Often they are encountered
ing thest' actions in non -natura l 5tubborn. Beomhdm approaches it carefully, during the ra nger's adven tures (a.lIowing
surroundings (a musty crypt or city st~ts) a.gain speaking soothingly, and mounts the you and you r OM a cha nce to role-play the
the chantt of success is halved . Hiding in 5tallio n with no difficulty. Ridden by initial meeting). While the followers are au-
shadows and moving silmlly are nol possi- Beomhelm, the horse is spirited but well- lo matically loyal and friend ly toward the
ble in any a rmor heavier than studded behaved. Approached by anyone else, the ranger, their future behavior t:kpends on the
leather-the armor is inllnible and makes horse reverts to ils old wa.ys. ranger's treatment of them. In all cases, the
too much noise. A ra nger can learn priest spells, bul o nly ranger does not gain any special method of
In their roles as protectors of good, rang- those of the plant or a nimal spheres (see communicating with his followers. He musl
en tend to focus their effort. against some pa~ 34), when he reaches 8th level (~ Ta­ either have some wa.y of speaking to them
pulleu]ar creature, usually one that ma- ble 18). He gains and usn his spells accord- o r they simpl y mutely accomJlOlny him on
ra uds their ho meland. Bdore advandng to ing 10 the rules given for priests (see pa~ his journeys. (~ Y"Qh , this ~Qr, be." with
2nd level. every ranger must selKt a 5pecies 32). He does not gain bonus spells for a high m" fo r yeArs. Do,,'f know why- he just
enemy. Typical e nemies include giants, Wisdom score, nor is he ever able to use sums fO follolD me Qround. I don't OWn him
orcs, lizard men, trolls, or ghouls: you r OM clerical scrolls o r magical items unless spe-. Qrld CAn 't fell him fO do Qnythin8 he don 'f
has fina.l approval o n the choice. Thereafter, d fica lly not~ othe rwise. WDnt to do , ~ said the griz.dcod old woorumQ"
whenever the ra.n,gerencounle rs thai enemy, Ra nge rs can build cas tles, (orts, O f sitting outside the tQuem.)
he gains a +4 bonus to his attack rolls. This stro ngholds, but do nol galn any special fol- Of course, the ranger is not obligated to
enmity can be con~a led only with great d if- lowers by doing so. take on followe.rs . If he prefers to remain in-
ficulty, so the range r suffen a -4 penalty on At 10th level. a range r attraclS 2d6 101- dependent. he can release his fo llowers at
all encounter reactions with ~a tu res of the lowers. These followen might be normal a ny time . They reluctant ly depart, but
ha.t~ type. Furthermore, the ranger will ac- hu mans, but they are often animals o r even stand ready to answer any call for aid he
tively Rek out this enemy in combat in pref- stranger denizens 01 the land. Table 19 can might put out at a later tirM.
erence to 01.11 other foes unless someone else be uK'CI to determine these, o r your OM like the paladin, the ranger has a code of
presents a much greater da. nger. ma y assign specifi c followers. behavior.
Rangen are ade pt wi th bOlh Iralned and A ra.nger must always retain his good
unta med creaturu, ha ving a limit~ degree Ta ble 19: RANGER'S FOLLOWERS alignment . If the ranger intentionally com-
of animal empathy. If a ranger carefully ap- mits an evil act, he automatically 10SI!5 his
proaches o r tends a.ny na turaI animal, he 01.
RoU FoHowe r ranger status. Thereafter he is considered a
can try to modify the animal'. reactions. (A fighter 01 the sa.me l('Vel (if he has more ex-
01-10 Bear, black
natural a nimal is o ne tha.t ca.n be found in perien~ poinls than a fighter of his level, he
the real wo rld- a bear, snake, ubra, etc.) 11-20 Bear, brown
21 Brownie · loses all the excess experience points ). His
When dealing wi th domeslic or no n- ranger sta tus can never be regained . If the
22-26 Cleric (human)
hostile animals, a ranger can approach the ranger involuntarily commits a n evil act
27-38 Dog/ wolf
animal and befri(!nd it au to matically. He (perhaps in a situation of no choice), he can-
can easily disce rn the qualities of the crea- 39-40 Druid
41-50 Falcon not earn a.ny more experien~ points until he
ture (spoiling the best horse in the corral o r has cleansed himst'lf of tha t evil. This can be
see:in,g that the runt of the litter a.ctually has 51-53 Fighter (e.lf)
54· 55 Fighter (gnome) accomplished by correcting the wrongs he
great promise).

..
56-57 Fighter (halOing) committed, revenging himseU on the person
When dealing with a wild animal or an whoforud him locommit the acl , or releas-
a nimal train~ to a ttack, the ;mimal must .58-6S Fighter (human)
Fighter/ mage «('If)' ing those o ppressed by evil. The ranger in-
roll a saving throw vs. rods to ~ist the stinctively knows what things he must do to
ranger's overt ures. (This table Is used even 67-72 Grea.t ca t (tiger, lion, el<:.) •
13 Hippogriff • regain his status (i.e., the OM creatH a spe-
though the ranger's power is no n-magical. ) cial a.dvenlu re for the character ).
The ranger imposes a - 1 pena.lty o n the die
roll for every threoe experience levels he has "
75
76-80
Pegasus '
Pixie'
Ranger (half-eIO
Furthermore, rangers tend to be toners,
men constantly on the move. They cannot
eam~ ( - 1 at lst to 3rt! , - 2 at 4th to 6th, have henchmen, hirelings, merce:naries, or
etc.). If the creature fails the saving throw, 81-90 Ranger (huma n)
its react.ion can be shifted one category as 91-94 Ra,,,, even servants unlil they reach 8th level.
95 Satyr ' While they can have a ny monetary a mount
the ra nger chooses. Of course, the ranger of lreasure, they canno t have more treasu re
must be a t the fronl of the pa.rty and must 96 Thief (halfli ng)
97 Thief (human ) than they can carry. Excess treasure mUl t ei-
approach the creature fearlessly. ther be co nvert~ 10 a portable form o r d()-
98 Treant •
For example, Beomhelm , a 7th-level nat~ 10 a worlhy institution (an N PC
ranger, is leading his friends through the 99 Wert'bear/ weretiger'
00 Other wildetnt'$$ creature group. not a player character).
woods. On entering a clnrir\3, he spots a
hungry black bear blocking the JlOIl h on the (chosen by the OM )
o ther side. Signaling his frienru to wa.it, • If the ranger already has a follower 01
Beornhelm approachei the beast, whisper- this type, ignore Ihis mull and roil again .
ing soothing words. The OM rolls a saving

29
.stll •
Classes (Wizard)

staves and magic swon:.ls, ~ he reaches 9th Table 20: WIZARD EXPERIENCE UVELS
Wizard levd, a wizard can pen magK:al acrolk and
Level MageJSpedallst Hit Dlc," (d 4)
ll1e wizard group brew potions. He can construct more pDWft'-
1 C 1
mcompuses all speUcasters working in the ful magical items only after he Iw learned the
2 2,SOO 2
various nekh of magic- both those who spe- appropriate speUs (or works wi th 5Ofl'IeOIW
3 5,000 3
cWize in sp«iIic schools of magic: and I~ who kno ....'S them), Your OM shouJo consult
4 10,000 4
who study a b~ ~ of rN.giaJ theories. the Spdl Research and M.lgica1lterns sections
5 20,000 S
Spending their lives in pursuit of aromC' wis-
dom, wiurdi have little time for physical
of the DMG for more information,
No matler what school of magic the wu- •7
40,000
60,000 7

endeavors. They tend to be poor fighlft'5 with
little know~ of _aponry. H~, ~
cofT\f1\Mld powmuJ and <b.ngerous energies
ard is involved in, Intelligence is his prime
requ isite (or one of seveul prime requi-
sites). Characters must have an Intelligence
•• 90,000
135,000
••
10 250,000 '0
with ;II few simple gestures, ~~ components, score of al least 9 10 qualify to be a wizard,
and mystical words. All wizards usc Table 20 to determine n 375,000 10+1
12 150,000 10'H
Spf'Us iI~ l he tools. weapons, and ;umor their advancement in level as Ihey eam
1,125,000 10+3

,.,.
13
of the wizard. He is wt!.Jk in a toe-to-toe experience points. They also use Tablc 21 to
14 1,500,000 10+4
fight , but when prepared he can strike down de termine the levels and numbers of spells
15 1 ,875,000 10 + 5
his foes at iI distance. va nish in an instant , they can cast at each experience Jevll'l.
2,250,000 10+6
All wizards gain o ne four-sided Hit Die

I.
btcome a wholly different crnlure, or even 17 2,625,000 10,+-7
invOIde the mind of an enemy a nd take con- Ud4) per level from lsl lhrough 10th levcls.
J:.OOO,OOO 10+8
trol of his tholl8hts and aclions. No secrets After 10th level, WiUirds eurn lllit point FHr
3,375,000 10 + 9
are safe from a wizard and no forl~ is level and they no long. r gain additional hit
20 3, 7.50,000 10+ 10
secure. Hu qunt for knowltdge and power po int bonuses for high CO rl$titution scores .
often leads him into (ealnu where mo rt;!!l,
were never me.ant to go. Table 2 1.: WIZA.RD SPELL PROGRESSION
WIZards cannot wear any armor, for several Spell Level
Wizard
rusons. Fintly. moll spdls require complicated
sesture ard odd p(IItUIinp by the GtSttl" and
armor restricts the _am's ability to do IMst
uvel
1
1
1
2 3
• S
• 7
• •
2 2
properly. Secondly. the wiurd spent his youth
3 2 1
(and will spend most of his lifel Inmin& ateaTII.'
4 3 2
lansua&es, porins Ihroush okt books, and prac- 5 4 2 1
ticins his spells. This leaves no time for learning
other thinp (like how to wt'M MTI"IOr properly •
7
4
4
2
3
2
2
and \ISII! it ~y ). If the wizard had spent
his lime learning about annor, he wouJd not
have ~ the meagorr skills and powft'S he
•• ,• 3
3
3
3
2
2 1
10 4 4 3 2 2
begins with, lllfft aft even unfOl.Ulded theories
that claim the materials in most armors disrupt
n 4 4 4 3 3
12 4 4 4 4 4 1
thedelicate fabric of a 5pdI as it g;lthers energy;
13 5 S 5 4 4 2
the two cannot exist skit by side in harmony. 4
14 5 5 5 4 2
While this idea b popuJar with the common
people, true wizards know this is simply not ,.
15 5
5
5
S
5
5
5
5
5
5
2
3
1
2 1
true, If it weft, how would they ever be able to
cas/. spdIs requiring iron brazien; or metal
bow.1
,.
I.
17 5
5
S
5
5
5
5
5
5
5
5
5
S
5
5
3
3
3
3
3
3
2
2
3
1
1
For similar reasons, wizards are 5eVerYly
20 S 5 5 5 5 4 3 3 2
restricted in the weapons they can use. lney
aft limited to those that are easy to leam or are
sometimes useful In t~r own research . Leamill8 and casting spells requ ire long and ho w to cast it. He can enter the spell in
Hence, a wiurd can U5e a daggrr o r a staff, study, paticnce, and researc h . Once his his spell book (unless he has al ready learned
items that are tr.tdi tionally useful in rNgical adventuring life begins, a wi;r;ard is largely the maximum number of spells allowed for
studies. Other weapons allowed are darts. responsible for his o wn education; he no t~t level), If t his die roll is higher tha n tM
knives, and slinp (wmpoM that mjuift liule lo nger has a teacher lookin& over his sho ul- character's chance to le .. m the spell, he
skill, little stm'\gth, or both). der and telling him which spell to le<lm next. doesn't understand the spell. Once a spell is
Wizards can use more magical items than This fr~om is not witho ut its price, how- leamed, it cannot be unleamed . It remains
a ny other c harac ters. These include ever. It means thai the wizard mus t find his pari of that character's repertoire fo rever.
potions, rings, wands. rods, scrolls. a nd own source fo r magical knowledge : Thus a char..cter cannOI choose 10 ~ forget ~ a
most miscellaneous magical items. A wizard libraries, guilds, o r captured books and spell so as to replace il with another,
can use a magica l version of any weapon sero lls, A wiza rd's spell book can be a single
allowed to his class but cannot use magical W henever a wizard discovers instructio ns book, a set of boola, a bundle of scrolls, o r
arm or, becau~ no a rmo r is allowed , for a spell he doesn't know, he can try 10 anything else yo ur OM .. Ilows, The spell
Between their spells and magical items. read and understand the Instructio ns. The hook is Ihe wizard's diary, laboralo ry jour-
ho~ver. wizards wield great power. player mus t roll pera:ntile dice, If the result nal, and encyclopedia. containing a reco rd
Finally, all wizards (whether magI'S or spe-- is equal to or less than the percentage chance of everything he knows. Natu rally, it is his
dalists) can create new magical items, ranging to leam a new spell (listed on Table 4, page most trcasured possessio n; without it he is
from simple scrolls OlI o<! potions to powerful 16), the character understands the spelJ almost helpless,

30
Classes (Mage ) \If.
A spell book contains the compUated school of magic lurn highly specialized This diagram illustrates the schools that
instructions for ~8 the spdJ- the spell', 'pell$, but iit 1M ~ ol,pells from oth- oppose each other, See Table 22 and its entry
l'edpe. 10 to speak. Merely readina these er areas.) 'The other side of the coin is that descriptions for more information,
lnItructlons aloud or tryi ng 10 mimic the the mage's ability to learn specialiuci spells Of these schools, eight are areater schools
instructions don not mabie one: to casl the i.limited compared to the specialist's. while the ninth. lesxr di vination, is a minor
spell . Speib satht'f and wpe m)'5ticaJ mer- school. The minor school of lesser divina-
gin; the procedures involnd are very Mages have no historical counl~; tion includes all divination spells of the 4th
demanding. bizarre. and intriate. Before iii they exist only in legend and myth . spell level or leu (available to all wizards).
wizard can actually cast a spell. he must However, play6S can model their char- Greater divinations an those divination
memorize its arane fonn ul ... This locks an acters aIter such legendary flgurn as spells of the 5th . pell ievel or higher.
mugy pattern ror that particular spell into Merlin, Circe, or Medea. Accounts of
his mind. Ona he has the spell memorized, powerful wizards and SOrttreSlet are Speddtst Wlurds
il remains in his memory until he uses 1M rare, since their ~tations are based in A wizard who concentrates his effort in a
exact combination of gestura, wordt. and no small part on the mY5t~ that sur- single school of mask is called a speciali,t.
matHials that lri.ggers lhe releilsc of this rounds lhmI. Thetoe legendary figures There are specialists in each type: of magic.
energy pattft"n . Upon eastina. the energy of worked toward IKtd ends. seldom con· although some are extremely rare, Not aJl
the llpell is 'pml, wiped dean from the wiz· fiding in the normal folk around them . specialists are well-suited to adventuring-
ard', mind . The wizard cannot casl t hat the diviner's spells are limited and not gener-
spell again until he returns to his spell book A mage who has an lntelligen« score of ally useful in dangerous situations. On the
and memorizes it apin . 16 o r higher gains a]O percent bonus to the other hand, player charaders might want to
lnitiial)y the wizard is able to main only iI experience points he earns. consu.lt an NPC diviner before starting an
few of these magical energies in his mind at adventure.
one time. Furthermore. some spells are Specialist wizards have advantages and
more demanding and complex than others; The Se.hools of MaBIe. disadvantages when compared to mages.
these are impossible for the inexperienad Spells an divided Thdr chan« to know spells of tMi.r school
wiurd to memorize. With experienu. the into nine different categories. or schools, of magic is areatly increased, but the Inten·
wizard's talent expimds. He can memorize according to the types of magkaJ energy slve .tudy results in a smaller chana to
more spells and more complex spells. Still, they utilize. Each school has its own special know .pell. outside tMi.r school. The num·
he never escapes his neced to study; the wiz· methods and practices, ber of spells they can cast increucs. but they
ard must always return 10 his spell books to Although they an called schools. schools lose the ability to cast spells of the school in
r"drnh his powers. or magic are not orpnized placa where a opposition to their speci.aJty (opposite it in
Another important power of the wiurd is pel"lOn gOH to study, The word ~Khool ~ the diagram). Their ability to Iftt:arch and
hll ability to rnearch new spell. and con- identifies a magical discipline. A school i. create new spells within their specialty is
strud magical items. Both endeavors are an app roach to magic and spe\lcasting that increased, but the Initial selection of spells
difficul t, time-<:onsuming, costly, occasion- emphasizes a particular 50rt of spell . Practi· in their school may be quite limited, All in
ally even perilous, Through research, a wiz· tioners of a .school of magic may set up a all. players must consider the advantages
ard can create an entirely new spell, subj«t magical university to teach theeir methods to and disadvantages carefully.
to the OM', approvaJ . likewise, by consu.lt· beginners. but this i. not neceswry, Many Not aJl wizards can become specialists.
ina with your OM, your chMader can build powerful wizards leilJ'Tled their craft study. The player character must meet artain
magical items, either similar to those ing under reclusive masters in distant lands. requirements to become a speciaJist. Most
already given in the rules or of your own The nine schools of miigic are Abjunltion. specialist wizards must be Iingle-<:Iassed;
design . Your OM hu information con«rn· Alter.don. Conjur.Hon!Summoning. En- multi-cla.sscd characters cannot become
ing spell research and magical item creation. ch. ntrnen t!Chum.. C reater Divin.Uon. Wu· speciaJists, exapt for gnomes, who seem to
Unlike many other- dIaracten, wizards gain slon. lnvocationiEvoc.tio n. NKf'Omutey, have more of a naturaJ bent for the school of
no special benefits from builcIin8 a fOl'tJ8s or • nd La.se:r Divination. illusion than charact~ of any other raa .
stronghoJd. 'They can own property and Oual-cla.5fi humans CQn choose: to become:
rKlEive the normal benefits, such as monthly Illusion specialists. The dedication to the particular
Income and meromaries for protection . How· Alteration........ I' ... Enchant.lChann school of magic requires all the attention
ever, the reputations of wizards teKi to dis- " .-
GreaterDiv . --~-- Conj . / Summ , and concentration of the character, He does
cowqe people from flocking to their doors. "" I ........ not have time for other clas,s.related pur-
At bet, a wizMd may acquire a few hench.. Invoc./Evoc . .... "" I ........ Abjuration suits.
men and apprentices to help in his work, Necromancy

MaBe T.ble ll! WlZARO SPECIALIST REQU IREM ENTS


Ability Requirements: Intelligence 9
Minimum
Prime: Requisite: Intelligence Ability
Racn Allowed: Human, 8f, R",
Speci.lUst School S<O~ Opposition School{s)
Haif-ell Abjurer Abjuration H 15 Wis Alteration &- Illusion
Mages are the most versatile types of wiz· Conjurer Conj ./ Summ. H.lh E 15 Con G r. Divin . &; Invocation
ards. those who choose not to specialize in Diviner Gr. Divin. H. 1/ "1. E. E 16 Wis ConJ. / Summ.
any single school of magic. This Is both an Ench.n •.,. EiiCh. / Chann H. 'hE.E 16o,a Invoc.!Evoc. 6: NKromancy
advantage and a dlsadvant~_ On the posi- Illusionist Ulusion H,C 160.. Necro., Invoc.!Evoc" Abjur.
tive .Ide, the mage's selection of spells Invoker lnvoc.l Evoc. ti 16 Con Ench .lChann ... Conj .lSurnm.
eNbles him to deal with many different sit- NKromatlCer Neaomancy H 16Wis Illusion&; Ench .lCharm
uation•. (Wizards who .tudy within a single Transmuter Alteration H, II I E 15 Dex Abjurallo n 6: Necromancy

).
In addition. each school has different spell as one level less (for determining the
restrictions on race. ability scores. and difficulty) if the spell falls within the school
schools of magic allowed. Thrse restrictions of the specialist . An enchanter attemptins lo
are given on Table 22 . Note that lesser divi- create a new enchantment spell would have
nation is not available as a specialty. The an easier time of it than an illusionist
spells of this group. vital to the functionina attempting to do the same.
of a wizard. are available to all wizards.
Race lists those races that. either through
a natural tendency or a quirk of fate , are illusionist
allowed to specialize In that art . Note that Ability Requirements: Dexterity 16
the gnome, though unable to be a ~ar Prime Requisite: lntelllgence
mage, can specialize in illusions. Races Allowed : Human, Gnome
Minimum AbWly ICO~ lists the ability
The illusionist is an example of a special-
minimums needed 10 study intensively in
ist . The descriptio n of the illusionist given
that school. All schools require at least Ihe
here can be used as a guide fo r creating wiz·
minimum Intelligence demanded of a mage
ards specializing in other mqical schools.
and an additional prime requisite. as listed . First, the school of illusion is a very
Opposition School(l) always includes the
demanding field of study. To specialize as an
school directly opposite the character's
illusionist , a wizard needs a Dexterity score
school of study in the diagram on page 31 .
of at ~ast 16.
In addition, the schools to either side of this
An illusionist who has an Intelligence of
one may also be disallowed due to the
16 or mo re gains a 10 percent bonus to the
natun! of the character's school. For exam-
experience points he Uf1l5.
ple, an invoker/ evoker cannot lea rn
enchantment / charm or conjuration /
Because the illusionist knows far more
about illusions than the standard wizard. he
summoning spells and cannot use magic:al
is allowed a + 1 bonus when rolling 5aving
items t hat duplicate spells from these
th rows against illusions; other characten
schools.
suffer a -1 penalty when ro lling saving
Being a specialist does have significant
throws against his illusions. (These modi-
advantages to balance the trade-offs the
fiers apply only if the spell allows a 5aving
character must make:. These are listed h~ ;
throw. )
• A specialist gains one additional spell
Through the course of his studies. the illu-
per spell level, provided the additional spell
sionist has become adept at memoriz.ing illu-
is taken in the specialist's school. Thus a lst-
sion spells (though It is still an arduous
I~el illusionist could have two spells-one
being any spell he knows and the other lim- process) . He can memorize an extra illusion
spell at each spell level . Thus as a lst-Ievel
ited to spells of the illusion school.
caster he can memorize two spells, although
• Because specialists have an enhanced
at least one of these must be an illusion spell .
understanding of spells within their school.
lat~, when he ~ to research new
they receive a +1 bonus when making sav-
spells for his collection, he find5 it easier to
ina throws against those spells when cast by
devise new illusion spells to fill specialized
other wizards. Uke:wise. o ther characters
suffer a -1 penalty when making saving needs. Research in oth6 schools is harder
throws against a specialist casting spells and more time consuming for him.
mally, the Intense study of illusion magic
within his school. Both of these modifiers
can be in effect at theNmetimc- e .g ., when prevents the character from mastering the
an enchanter casts an enchantfMRt spell at other clilSSH of spells that are totally alien 10
another enchanter, the modifien cancel the illusion school (those diametrically
each other out . opposite illusion on the diagram) . Thus, the
illusionist cannot learn spells from Ihe
• Specialists receive a bonus of +15 per-
cent when learning spells from their school schools of necromancy, l nvocation / ev~
cation, or abjuration .
and a penalty of -IS percent when learning
As an exam·ple, consider Joinville the illu-
PrIest
spells from other schools. The bonus or pen-
sionist. He has an Intelligence score of 15 . In The priest is a be--
alty is applied to the percentile dice roll the
the cou,. of his travels he cOIptures OIn en· liever and advocate of a 80d from a particu-
player must make when ~ character tries
to leam a new spell (see Table 4). emy wizard's spell book that contains an im- lar mythos. Motf: than just a follower, he
proved invisibility spell, a c:o rl t in u~ 1 light intercedes and acts on behalf of othen,
• Whenever a specialist ~aches a new
spell, OInd a firebllllspeli. none of which are seoeking to use his powers to advance the
spell level, he automatically gains one spell
of his school to add to his spell books. This in Joinville's spell book . He has an 80 per· beliefs of his myth05.
cent chance to learn the improved invisibil- All priests have certain powers; The abil-
spell c~ be selected by the OM or he can
ity spell. Continual light is an alteration ity to asl spells. the strength of arm to
allow the player to pick . No roll for learning
spell, however, so his chance to learn II is defend their beliefs, and special, deity-
the spell need be made. It is assumed that the
onl y .50 percent (consult Table 4 to see where granted powen to aid them in IMir calling.
character ha.s discoverN this new spell dur-
these figures come from). He cannot team While priests are not as fl~ In combat as
ina the course of his rtiearch and study.
the fireball spell , or even transcribe it into warriors. they are trained to use weaponry
• When a specialist wizard attempts to
his speJi book, because it is an evocation in the fight fo r their cause. They can cut
create a new spell (using the rules given in spell .
the DMG). the DM should count the new spells, primarily to further thefr god', aims
Classes (Cleric) \11- •
and protect its adhe rents. They have few of- Ta ble 24: PRIEST SPEU PROGRESSION Clerics are sturdy soldiers, although their
fensive spells. bul these il~ very powerful. selection of weapons is limited . T hey un

•- -, "- ,-..
All priests use eighl-sided Hit Dice (d8s), Priest SpeU Level wea r a n y type of armor and use any shield .
Only priests gain additional spells fo r hav- Level 1 1 J Stand.1ltd clerics, being reluctant to shed
ing high Wisdom scores. All priests have ill I I - - blood or spread violence, are allowed to use
limited ~Iection of weapons and armor, but 2 2 - - - - - - only blunt , b l ud~ning weapons. They can
the restrictions vary according to the my- 3 2 1 - - - - - use a fair number of magic.1l1 items including
thos. r ~' 3 '~ - - -
clerical scrolls, most potions and rings,

~ - - s ome wands and rods, staves, armor,


I~ ~
AI/ priests use Table 2J 10 determine their
advilncemenl in level as they gain experi-
, .! shields, and m.1lgical versions of .1Iny weap-
enet' points, They also all use Table 24 to de- 3 3 2 I ons allowed by their order.

·.
termine how many spells they rec:'f! ivt' at 8 3 3 3 2 - - - Spells are the main tools of the cleric,
each level of experience.
All priest spells all! divided into ]6 cate- • • ':' ':' ';
4 3 1 1 ~
- however, helping him to serve, fortify, pro-
ted, and revitalize those under his care. He
gories called spherH of {ntlumcr. Different
types of priests have attn! to diffe~nt
spheres; no priest can cast spells from every
ffi. ,••, , , ,
13 4
' ~'
;
2
~
2
~1 has a wide variety of spells to choose from,
suitable to many different purposes and
needs. (A priest of a specific mythos proh.1-
sphere of influence . The 16 spheres of influ- 14
•• •• • 5 3 2 I bly hilS a more restricted range of spells-
ence arc as follows : All, Animal, Asirilll, 15 , 4 2
,
1 see page 34 .) A cleric has major .1Iccess to

rrt~ ; ; ; ;
· .,
C harm, Combat , Creation , Divina tion, Ele- 7 every sphere of influence except the plant.
mental, Guardian, Healing. Necromantic,
Plant, Protection, Summoning, Sun, a nd ! • ! animal, weather. .1Ind elemental 5pMcte5 (he
has minor access to the elemental sphere
W~.1Ith~r ( ~pag~ 34). 9 9 8 8 4 2 .1Ind cannot cast spells of the other three
In addition. a priest has ~ithe.r m.1ljor or
minor .1ICCHS tO.1l sph~re . A priest with m.1l-
"
20 9 9 9 8 7 5 2 spheres).
The cleric rewives his speJis as insight di-
jor access to a sph~~ can (~v~n tually) cast • Usable only by priests wi th 17 or greater reedy from his deity (t.hedeity does not need
.1111 spells in th~ s phere. A priest with minor Wisdom . to make a personal appearance to grant the
.1Iccess 10 a spMcr~ can CilSt o nly lsl-, Znd-. •• Usable only by priests with 18 or spells the cleric prays for) , as a !Oign of and
and 3rd-l~ve.1 spells from that sph~(~ . gruter Wisdom. reward for his faith, 50 he must take care not
All priests gain on~ eight-$ided Hit Di~ to abuse his power lest It be tak~n away as
Ud8) per level from lst through 9th . Altllr punishment .
9th level, priests earn 2 hit points per level
Cleric
The cleric is also granted power over
and they no /ongllr gain additional hit point Ability Requ irement: Wisdom 9 undud-evi/ cre.1ltures th;J.t exist in a form
bonuses lor high Constitution sco res . Prime Requisite: Wisdom of non-life, neither dead nor alive. The
Races Allowed: All cleric is charged with defe.1lting thf!Se mock-
Table 23: PRIEST EXPERIENC E LEVELS eries of life. His ability to tum und('ad (see
Th~ most common type of priest is the page 103) enables him to drive away these
Hit
cleric. The cleric m.1ly be an adherent of .1Iny cre.1lturt'$ or destroy them utterly (though a
Dice
Le ve l CleriC" Druid (d 8 )
religion (though if the OM dt'$igns.1l specific cleric 01 evil ;J.lignment can bind the crea-
mythos, the cleric's abilities and spells may tures to his will). Some of the more common
1 0 0 1
1,500 2,000 be changed-~ following) . Clerics are gen- unde.1ld creatures are ghosts, z:ombies, skele-
2 2
erally good. but are not restricted to good; tons, ghouls, and mummies. Vampires and
they can have any align ment .1Icceptable to Ikhes (undead sorcerers) are two of the
their o rder. A cleric must have a Wisdom most powerful undead .
score of 9 or more. High Conslitution and As a cleric advances in level. he gains addi-
Charism.1l are also particul.1ltly useful. tional spells. beller combat skills, and a
A cleric who has a Wisdom of 16 o r more stronger turning ability. Upon reaching 8th
gains a 10 percent bonus to the experience level, the cleric automatically attracts oil fanati -
points he eams. cally loyal group of believers, provided the
character hasest.1lblished a place of worship of
The cleric clClSS is similar to certain reli- significant size. The cleric can build this place
gious o rd~rs of k nighthood of the Middle of worship at any time during his cateef", but
Ages: t h~ Teutonic Knights, the Kn ights he does not attract believers until he reaches
Temp lars, .1Ind Hospltalers. Tht'$l' orders 8th level. These followers are nonnal war-
combined milit.1lry ll11d religious tra ining riors, Oth-level soldiers, ready to fight for the
wi th a code of protection a nd SC!rvice. cleric's cause. The cleric attracts 20 to 200 of
M~mbers were Ir.1lined.1ls kn ights a nd d .... these follo~; they arrive over a period of
voted themselves to the SC!rvi c~ of the several weeks. After the initial followers as-
20 2,700,000 2,000,000 '+22 chu~h . These o rders were frequentl y semble, no new followers trickle in to fill the
found on the o uter edges of the Christian ranks of those who have fallen in service. The
world, ~ ther o n the fring~ of the wilder- DM decides lheexact number and types of fol-
• St-e s«tion on hierophant druids, ness o r In wu-tom lands. Archbishop lowers attracted by the cleric. The character
page 37. Turpin (of Th~ So ng of Roland ) is.1ln l"X- can hire other troops ilS needed, but these are
a mple of such .1l cleric. Simil.1lt orders can not as loyal ilS his followet'5.
also be found in o th~r la nds. such as the . At 9th level, the cleric may receive official
soh~ of Japan. app roval to est.1lblish a religious stronghold,
be it.1l forllfied abbey or a secluded convent .
H
Obviously, the stronghold must contain all possible (the OM always haslh~ final word masters of a plane or particularly meddle-
the trappings of a pl3ce of worship and must in Ihis matter). some Powers often grant spells from this
be dedicated to the servi~ of the cleric's sphere.
cause. However, the construction cost of the Deity Weapon Cha rm spells are those that affect the atti-
stronghold is half the no~1 pri~ , since the Agriculture Bill, fla il, sickle tudes and actions of people. Deities of love,
work has official sanction and much of the Blacksmith War hammer beauty. trickery, and art often iIIl10w access
labor is donated. The cleric can hold prop- Death Sickle to this sphere.
erty and build a stronghold anytime before Disease Scourge, whip Combat spells are those that can be used
reaching 9th level. but this is done without Earth Pick to direclly attack or harm the enemies of the
church sanction and does not receive the Healing Man-catcher, quarterstaff priest o r his mythos . These are often
benefits described above. Hunt Bow and arrows, jav~lin , light granted by deities of war or death .
lanc~ , sling, spear Creation spells enable the priest to pro-
Lightning Dart. javelin. spear duct' something from nothing.. often to ben-
Priests of Sped fie Mythol
Lo.. Bow and an-ows, efit his followers. This sphere can fill many
In the simplest ver- m3n-catch~r diHe:re:nt roles, from a provkl~r to a trick-
siOn of the AO&oe game, clerics serve reli- Nature Club, scimilar, sickle ster.
gions that can be generally described as Oceans Harpoon, spear, trident Divina tion enables the priest to learn the
Hgood H or Hevil. Nothing more needs to be
H
Peace Quarterstaff safest course of action in a particular situa-
said about it; the game will play perfectly Strength Hammer tion, find a hid<kn item, or recov~ long-
we.ll at this level. However, a OM who has Thunder Club, mace, war hammer forgotten information. Deities of wisdom
taken the time to create a detailed campaign W" Battle axe, mac~ , morning and knowledge Iypicilllly have access to this
world has often spent some of that time d~ star, spear, sword sphere.
vising elaborate pantheons. either unique Wind Blowgun, da rt Beme ntal spells are all those that affect
creatiOns or adaptations from history or lit- the four basic elements of creation-earth,
erature. U the option is open (and only your Of course there are many other reasons a air, fire, and water. Nature d~ities, eleme.n-
OM can decide). you may want your char- deity might be associated with a parlicul3r tal deities, those representing or protecting
acter to adhere to a particular mythos, tak- weapon or group of weapons. These are of- various crafts, and the deities of sailors
ing advantage of the detail and color your ten cultural, reneeting the w~apoM used by would all draw spells from this sphere.
OM has provided. If your cha racter follows the people of the area . There may be a par- Guardian spells place magical sentries OVtT
a particular myth05, expect him to have ticular legend associated with the deity, ty- an item or person. These spells are more active
abilities, spells, and restrictions different ing il to soml' powerful artifact weapon than protection spells because they create an
from the generic cleric. (Thor's hammer, for example). The OM has actual guardian creature of some type:. Pro-
Priesthood in any mythos must be de- the final choice in all situations. tective, healing. and trickster deities may all
fined in five categories: requiremen u , grant spells of this sp~.
weapons allowed , spells allowed, granted Spells Allowed He:aling spells are those that cure dis-
powers, and ethos. A priest of a particular mythos is allowed eases, remove afflictions, or heilll wounds.
to cast spells from only a few , related These spells cannot restore life or regrow
Requirements spheres. The priest's deity will have major lost limbs. Healing spells can be reverse<! to
Before a character tiln ~ome a priest of and minor accesses to c~rtain spheres, and cause injury. but such use is restricted to evil
a particular mythos, certain requirements this determines the spells available to the priests. Protective 3nd merciful deities are
must be met. These usually involve mini- priest. (Each deity's access to spheres is de- most likely to grant these spells, while na-
mum ability scores and mandatory align- termined by the OM as he creates the pan- ture deities may have lesser access to them.
ments. All priests, regardless of mythos. theon of his world .) The 16 spheres of Ne<"romantic spells restore to a creillture
must have Wisdom scores of at least 9. Be- influence are defined in the follOWing para- some element of its life-force that has been
yond this, your OM can set other require- graphs. totally destroyed . It might be life, a limb, or
ments as needed. A god of battle, for A priest whose deity grants major access an experience level. These 5peJlS in reverse
example, should require slrong, healthy 10 a sphere can choose from any spell within are powerfully destructive, and are used
priests (13 Su, 12 Con). One wh~ sphere is that sphere (provided he is high enough in only by extremely evil priests. Deities of life
a rt and beauty should demand high Wis- level to cast il), while on~ allowed only mi- or death are: most likely to iIIct in this sphere.
dom and Charisma (16 or better). Most dei- nor access to the sphere is limited to spells of Plant spells affect plants, ranging fTom
ties demand a specific type of behavior from 3rd level o r below in that sphere . The com- simple agriculture (improving Crops and the
their fo llowers, and this will dictate align- bination of major and minor accesses to like) to communicat ing with planl-likecrea.
ment choices. spheres results in a wide variation in the lures. Agricultural and nature: Powers gTant
spells available 10 priests who worship dif- spells in this sphere.
Weapons Allowed ferent deities . Pro t«llon spells create: mystical shidds
Not all mythoi are opposed to the shed- All refers to spe1ls usable by any priest. to defend th~ priest or his charges from evil
ding of blood. Indeed, some require their regardless of mythos. There are no Powers attacks. War and protective deities are most
priests to use swords, spears, o r o ther spe- (deiti('$) of the Sphere of All. This group in- likdy to use these, although one devoted to
cific weapons. A war deity might allow his cludes spells the priest needs to perform ba- mercy and k.indness might also bHtow these
priests to fight with spears or swords. An sic functions. spells.
agricultural deity might emphasize weapons Animal spells are those thai affect or alter Su mmo ning spells serve to call creatures
derived from fann implem~nts -sickles and creatures. It does not include spells that af- from other places, o r even other dimen-
bills, for example. A deity of peace and har- fect peopl~. Deities of na ture and husbandry sions, to the service of the priest. Such serv-
mony might grant only the simplest and typically operate in Ihis sphere. ice is often against the will of the creature,
least harmful weapons- perhaps only las-- As tr,,1 is a small sphere of spells thai so casting these spells often involves great
soes and nels. Given below are some sug- enable movement or communication be- risk. Since crealures summoned often cause
gested weapons, but many more are tw~n the different planes of existence. The

34
Classes (Druid) \!f. •
great h,Jrm and destruction, these spells ane forefront of battles and to actively crusade The druid is an example of a priest de-
sometimes bestowed by war or death against all enemies. A harvest deity may signed for a specific mythos. His powers
powers. want its priests to be active in the fields. The and beliefs are different from those of the
Sun spells a~ those dealing in the basic ethos may also dictate what alignment the cleric. The druid is a priest of nature and
powers of the sola r universe-the purity of priest mus t be. The nature of the mythos guardian of the. wilderness, be it forest .
light and its counterpart darkness . Sun helps define the strictures the priest must plains, or jungle.
spells aft' very common with nature, agri. follow .
cultural. or life-giving powel'5. Requlrements
Wuther spells enable the priest to manip-. Priest TIlles A druid must be human or ha lf~lven . He
ulate Ihe forces of weather. Such manipula- Pril!Sts of differing myt hoi often go by ti- must have a Wisdom score of at least 12 and
tion can be as simple as providing rain to tles and names other than priest . A priest of a Charisma score of 15 or more. Both of
puched fields, or as complex as unbridling nature. for example (especially one based on these abilities are prime rl"quisitl!S.
the power of a raging Imlpe51. No t surpris- Westem European tradition ) could be called
ingly, these tend 10 be the province of nature a druid (see this page). Shama N and witch We.apons Allowed
and ~cu ltural powers and appear in the doctors are also possibilities. A little library Unlike the cleric, the druid is allowed to
repertoire of sea and ocean powers. resea rch will tum up many more unique and H
use onl y "natural annors-leather annor
colorful titles, a few of which are listed here: and wooden shie.lds, including those with
Additional spheres can be created by magical enhancements. All other armors are
Abbess , Abbo t, Ayatoll ah , Bonze,
your OM . The listed spheres an! typical of fo rbidden to him. His weapoN are limited
Brot.her, Dom. Eye of the Law, Friar,
the areas in which deities concentrate their to club. siclde, darl, spear, dagger, scimitar,
Guru, Hajji , Imam, Mendicant. Metro-
interest and power. Spells outside the deily's sling, and staff.
politan, Mullah , Pardoner. Patriarch,
majo r and minor spher" of influence are
Prelate, Prior, Qadi. Rector, Vicar, and
not available to its priests . Spells Allowed
Yogi
Furthennore, the priest can obtain his Druids do not have the same range of
spells at a fas ter or slower pace than the nor- spells as clerics. They have major access to
Balancing It All
ma l cleric . Sho uld the character's ethos the following spheres: all, animal, elemen-
When creating a priest of a specific my-
place emphasis on self- reliance, the spell tal, healing. plan t. and weather. They have
progression is slower. Those deities associ- thos, careful attention must be given to the
minor access to the divination sphere.
ated with many amating and wondrous balance of the character's differmt abilities.
Druids can use all magical items no rmall y
events might grant more spells per level. Of A priest Slrong in one area or having a wide
r.ange of choice must be appropriately weak- allowed priests, except fo r those that are
course, your OM has final say on this, and written (books and scrolls) and anno r and
he must balance the gain or loss of spells ened in .another area so tha t he does not be--
come too powerful compa~ to the other weapoN not nonnally allowed for druids.
against t~ other powers, abilities. and re-
priests in the game. If a war deity allows a
strictions of the character. Granted Powers
priest the use of all weapons and armor. the
cha ... cter should be limited in the spells al- A druid makes most saving throws as a
Granted Powers priest, but he gaiN a bonus of + 2 to all sav-
lowed or powers granted. At the other ex-
Another ilSpect of a specific mythos is the ing throws vs. fire or electrical attacks.
spedal powers available to its pril!Sts. The treme, .a character who follows a deity of
peace should have significant spe.lls and All druids can speak a secret language in
cleric's granted power is the ability to tum addition to any other tongues they know.
granted powers to make. up for his extftmely
undead. This ability, however, is not com- (If the optional proficiency rules are used.
mo n to all priests. Other deities grant limited or non-exiSient choice of weapons. A
druid, for example, has more granted powers this language does not use a proficiency
powers in accordance with their spheres. If slot .) The vocabulary of this druidic lan-
than a normal cleric to compensate for his
your OM is using a specific mythos, he must guage is limited to dealing wi th nature and
decide what power is granted to your priest . limited annor and spt.'11 selection .
natu ... 1 events. Druids jealously guard this
Some possible suggestions are given below. language; it is the one infallible method they
• Inate Be~rker RDge, adding a + 2 b0- Druid
have of recognizing each another.
nus to attack and damage rolls (War) . Ability Requireme.nts: Wisdom 12 Additional powers are granted as the
• Soo thing Word, able to remove fear and Charisma lS druid reaches higher levels:
influence hostile reactions (Peace, Mercy, Pri me Rl"quisitl!S: Wisdom, Charisma • He a n identify plants, animals. and
Healing). Races Allowed: Human . Half~lf pure water wi th perfect accuracy after he
• ChDrm or Fascin"tion, which could act reaches 3rd level.
as a $uggestion spell (Love, Beauty, Art). HistOrically, druids lived among the Ger- • He can pass through overgrown areas
• Inspire FeDr, radiating an au ra of fear manic tribes of Western Europe and Brit- (thick thorn bushl!S, tangled vines, bria.r
similar to the feDr spell (Death). ain during the days of the Roman patches, etc.) without leaving a trail and at
Th~ a re on ly a few of the granted Empire. They acted as advisors to chief- his normal movement rate after he naches
powers that might be available to a charac- tains and held great influence over the 3rd l("Vel.
ter. As with allowed weapons, much de- tribesmen. Central 10 their thinking w~ • He can leam the languages of woodland
pends on the culture of the regio n and the the belief that the e.arth was the mother creatures. These include centaurs, dryads.
tales and legends surrounding the Pawer and source of all Hfe. They reve~ many elves, fauns , gnomes, dragons, giants, liz-
and its priests. natural things-the sun, moon, and cer- ard men , manticores, nixies, pixies, sprites,
tain t~es-as de.ities. Druids in the and treants . The druid can add one lan-
Ethos AD.oe ga me, howeve.r, are o nly guage at 3rd level and one more every time
All priests must live by certain tenets and loosely patterned after these historlal he advances a l("Vel above 3rd . (If the op-
beliefs. These guide the priests' behavio r. Cigure5. lney are not required to behave. tional proficiency rules are used, it is the
Clerics generally try to avoid shedding like or follow the beliefs of historical druid's choice whether or not to spend a
blood and try to aid their communi ty. A druids. proficiency slot on one or more of these lan-
war deity may order its priests to be at the guages. )

3S
Classes (Druid) \lfr
.
• He is immune to charm spells cast by purpose. Mistletoe gathered by other means vants of the G rand Druid.
woodland creatures (dryads. nixies, etc.) halves the effectiveness of a given spell . if it The great druid (14th level) is unique in
after he reaches 7th level. causes damage or has an ana of effect, and his region. He, too, won his poSition from
• He gains the ability to shapechange into grants the target a + 2 bonus to his saving the previous great druid. He is served by
a reptile. bird, or mammal up to three times throw if a saving throw is applkable. three initiates of 11th level.
pa day after he reaches 7th level. Each ani- Druids as a class do not dwell penna- The ascendance of a new great druid usu-
mal (ann (reptile, bird. or mamma)) can be nently in castles, dties, or towns. All druids ally sets off shock waves of turmoil and cha-
used only once per day. The size can vary prefer to live in sacred groves. where they 05 through the druidical hierarchy. The
fro m that of a bullfrog or small bird to as build small sod, log, or stone cottages. advancement of an archdruid creates an
large as a b lack bear. Upon assuming a new opening that is fiercely contested by the
form . the druid heals 10 to 60 percent (ld6 x Druid O rganizatio n druids, and the advancement of a druid cre-
10,.) of all damage he has suffered (round Druids have a worldwide st ructure. At ates an opening in their ranks.
fraclions down) , The druid can only assume their upper levels (12th and above), only a
the form of a nonnal (real world) animal in few druids can hold each level. The G ra nd Druid lind Hieropha nt Druids
its normal proportions. hut by doing so he The highest ranking druid in the world is
lakes on all of that creature's char- Druids, Archdruids, a nd the Grea t Druid the Grand Druid (lSth level) . Unlike great
acteristics-its movement rale and abilities, At 12th level, the druid character acquires druids (several of whom can operate simul-
its Armor Class, number of attacks, and the official title of "druid'" (all druid charac- taneously in different lands), only one per-
damage per attack . ters below 12th level are officially known as son in a world can ever hold this title at one
Thus, a druid could change into a wren to "initiates
M
) .There can be only nine 12th- time. Consequently, only one druid can be
ny across a river, transform Into a black level druids in any g~graphic region (as 15th level at any time.
bear on the opposite side and attack the orcs defined by oceans, seas, and mountain The Grand Druid knows six spells of each
gathered then, and finally change into a ranges; a conlinent may consist of three or level (instead of the nonnal spell progres-
snake to escape into the bushes before more four such regions). A character cannot sion) and also can cast up to six additional
orcs arrive. nach 12th level unless he takes his place as spell levels. either as a single spell or as 5(!V-
The druid's clothing and one item held in o ne of the nine druids. This is possible o nly eralspells whose levels total to six (e.g. , one
each hand also become part of the new if there are curnntly fewer than nine druids 6th-level spell, six 1st-level spells, three 2nd-
body; these reappear when the druid in the ngion, or if the character defeats one level spells, etc.).
resumes his no rmal shape. The items cannot of the nine dru ids in magical or hand-to- The Grand Druid is attended by nine oth-
be used while the druid is in animal form . hand combat , thenby assuming the defeat- er druids who are subject only to him and
• A druid cannot turn undead . ed druid's position. If such combat is not have nothing to do with the hierarchy of
mortal. the loser drops experience points so any specific land or area . Any druid charac-
Ethos that he has exactly 200,000 remaining-just ter of any level can seek the Grand Druid
As protectors of nature, druids are aloof enough to be 11th level. and ask to serve him. Three of t hese nine are
from the complications of the temporal The precise details of each combat are archdruids who roam the world. acting as
world. Their greatest concern is fo r the con- worked out between the two combatants in his messengers and agents. Each of them
tinuation of the orderly and proper cycles of advance. The combat can be magical, non- receives four additional spell levels. The
nature-birth, growth. death, and rebirth. magical . or a mixture of both. It can be remainder are normally druids of 7th to
Druids tend to view all things as cyclic and fought to the death, until only one character 11th level, although the Grand Druid can
thus the battles of good and evil are o nly the is unconscious, until a p redetermined num- request a druid of any level to serve him and
rising and falling tides of time. Only when ber of hit points is lost , or even until the first often considers applications from humble
the cycle and balance an disrupted does the blow is landed, although in this case both aspi ra nts.
druid become concemed . Given this view of players would have to be supremely confi- The position of Grand Druid is not won
things, the druid must be neut ral in align- dent of their abilities . Whatever can be through combat . Instead, the Grand Druid
ment. agreed upon between the characters is legiti- selects his successor from the acting great
Druids are charged with protec;;ting mate, so long as there is some element of druids. The position is demanding, thank-
wilderness-in partkular trees. wild plants, skill and risk. less. and generally unexciting for anyone
wild animals. and crops. By association, When a character becomn a 12th-level except a politician . After a few hundred
tMY are also responsible for their followers druid, he gains three underlings. Their level thousand experience points of such stuff,
and their animals. Druid! recognize that all depftlds on the character's position among any adventurer worthy of the name proba-
creatures (including humans) need food, the nine druids. The druid with the most bly is ready to move o n to something else.
shelter, and protection from harm . Hunt- experience points is served by three initiates For this nason, the Grand Druid reaches
ing, farming, and cutting lumber for homes of 9th level; the second-most experienced 16th level after earning only 500,000 more
are logical and necessary parts of the natu- druid is served by three initiates of 8th level; experience points. Aller reaching 16th level,
ral cycle. However, druids do not tolerate and so on, until the least experienced druid the Grand Druid can step down from his
unnecessary destruction or exploitation of is served by three 1st-level initiates. position at any time. provided he can find a
natun fo r profit. Druids often prefer subtle Only three a rch druids (13th level) can suitable s uccessor (a not her druid with
and devious methods of nvenge against operate in a geographical region. To become 3,000,000 experience points) .
those who defile nature. It is well known an archdruid, a 12th-level druid must defeat Upon stepping down, the fonner Grand
that druids are both very unforgiving and ont- of the reigning archdruids or advance Druid must relinquish the six bonus spell
very patient. into a vacant position. Each of the three levels and all of his ellperience points but 1
Mistletoe is an important holy symbol to archdrulds is served by th ree initiates of (he keeps the rest of his abilitin). He is now
druid! and it Is a necessary part of some 10th level. From among the archdruids of a 16th-level hierophant druid. and begins
spells (those requiring a holy symbol). To be tht- entire world, three are chosen to serve advancing anew (using the progression
fully effective, the mistletoe must be gath- the G rand Druid (see "The Grand Druid and given in Table 23). The character may rise as
e red by the light of the full moon using oil Hierophant Druids" section). These three high as 20th level as a hierophant druid
golden or silver sickJe specially made for the retain their attendees but are themselves ser- (almOlit always through self training).

37
~l/· Classes (Thiel)
.
Beyond 15th level. a druid never gains tionable past or a shady background he'd
any new spells (ignore the Priest Spell Pro- prefl"r was left uninvt'stigated. Thief
greu.ion table from this point o n). Casting Rogues combine a few of the qualities of Ability Requi rement: Dl"xle.rity 9
level continues to riR with uperience. the other character classet . They are Prime Requisite: Dexte.rity
Rather than spells, spell-like powen; are allowed to use a wide variny of magical Races Allowed: All
acquired. items. weapons, and annor.
Thieves come in all rues and mapes,
16t h level: At 16th level, the hierophillOl Rogues have some special abilities that
ready to live off the fat of the land by the
druid pins four powers: ue unique to their group. All rogues tend to
easiest means possible.. In some ways they
• Immunity to all nalural poisons. Natu- be adept at languages and thus have a per·
fal poisons afe ingested or insinua ted ani- centage chance 10 read stra nge writings they are the epitome of roguishness.
null or vtgetable poisons. including monster come across. All are skilled in climbing and
poisons , bUI not mineral poisons o r poison clinging to small cncks and outcroppings- The prolesion of thie.( Is not honoBble,
gas. even more skilled trna n the hardy men of the yet il is not enlirdy dishonorable, d ther.
• Vigorous health for a person of his age. mountains. They are alert and attentive. Many famous folk heroes have been more
The hierophant is no longer subject to the hearing things that ot hers would miss. than a little laro!nous-~ the Fox,
ability score adjust~ls fo r aging. Finally. they are dext rous (and just a little Robin Goodfellow, and Ali o.ba are but a
• The a bility to ah er his a ppearance at b it light-fingered), abll" to perform tricks few. At his be5t , the thief 15 a romantic hero
will. Appeilrance aht!ration is accomplished and filch small items with varying degrl"t'S fired by noble purpose but a UUll" wanting
in one rou nd . A height and weight increase of success. in strftlgth of character. Such a person may
or decrease of 50 peranl is possible, with an Rogues have a number of special abilities. truly strive for good but continually run
apparel'll age from childhood to e?l:treme o ld such itS picking pockets and detecting noise. ilfoul ol temptation.
age . Body and facial features can resemble for which they are given a percentage
any human o r humanoid creature. This chance of success (this chance depends on The thiefs prime requisite is Dexterity; a
alteration is not magical, so it cannol be the class, level. De)Cterity score. and race of characte.r must have. a minimum Kore of 9
detected by any means short of tnl. u~ing . the rogue). W hen a rogue tries to use a spe- to qualify for the class. While high nu mbers
11th ~ve l: The charactl"r gains the bio- cial ability. a percentile dice roll determines in other scores (particularl y Intelligence) aN!
logical ability 10 hibemate . His body func- whethe.r the. attempt succeeds o r fails . Ir the desirable.. they are not neces&ary. The thief
tions slow to the point where the character dice roll is equal to or less than the special can have any alignment e)Ccept lawful good.
may appear dead to a casual observer; aging ability score, the attempt succreds. Other- Many are al least partially neutral.
ceases. The character is completely uncon· wise. it fails . (See this page and page. J9 for A thief with a I)e)C1e.rity score of 16 or
scious during hibernation . He awakens more details .) more gains a 10 percent bonus to the l"'Xpt'ri-
e.ither at a preordained time n will hiber- All rogues U5l" Table. 2S to determine their ence points he eams.
nate for 20 days") or when there is a signifi. advancement in levels as they gain experi- Thieves have a limited selection of weap-
cant change in his environment (the weather ence points. ons. Most o( their time is spent practicing
tums cold . someone hits him wit.h a stick. All rogues gain one six-sided Hit Die thieving skills. The allowed weapons aN!
etc.). (td6) per ll"vel from lsi through 10th. Afttr club, dagger. dart. hand crossbow. knife.
A 11th-leve.l hierophant druid can also 10th IMJel. rogues eAm 2 hit points pe.r lewl lasso. short bow. sling. broad sword. long
enter the elemental plane of Earth al will . Arid '10 lOrlger receive Additiomd hi' poirlt sword, short sword. and staff. A thief can
The transference lakes one round to com- bonuses for high Comljlution scoro. wear leat her, studded leather, padded leath-
plete. This ability also providn the means er, or elven chain armor. When wearing any
to survive o n that plane. move around. and Tl ble 2!i: ROGUE EXPERIENCE LEVELS allowed annor other than leather, Ihe thief's
retum to the Prime Material plane at will . II abilities are penalized (~Table Z9).
Level Thiel/Bard Hit Dice (d6) To detenni ne Ihe initial value of each
does not confer similar abilities or immuni-
I 0 1 skill. starl with the base scores listed on
ties on the Prime Material plane.
2 1.250 2 Table 26. To these b<lse scores, add (or sub-
18th level: TM character gains Ihe ability
J 2,500 J tr<lct) any appropriate modifiel'$ for tatt •
to enter and survive in the elemenlal plane
of Are.
19th ~vel: The character gains the abilily

S
S,OOO
10.000
4
S
Dexterity, and armor worn (given on Tables
27, 28, and 29, respectively).
to enter and survive in the elemental plane
of Water.
6
7
20,000
40.000

7
The scores arrived at in the preceding par-
agraph do not reneet the effort a thief has
8 70.000 8 spent honing his skills. To simulate this
20th level: The cha racter gains the ability
to enter and survive in the elemental plane 9 110.000 9 e)(lra training. all thil"ves at lst level receive
10 160,000 10 60 discretionary perCl"ntage points that they
o f Air.
11 220,000 10+ Z can add to their base scores. No more than
12 440,000 10+4 30 points can be assigned to any single skill .
Rogue 13 660,000 10 + 6 Other than this restriction. the player can
14 880,000 10+8 dist ribute the points however he wants.
Rogues are ~ple
,.
,.
who feel that the world (ilnd everyone in il ) 15 1.100.000 10+ 10 Each time the Ihief rises a le.ve.1 in t'lCperi-
somehow owes them a living. They get by 1.320,000 10+12 encl". the player receivet another 30 points
17 1,540,000 ]0+14 to dist ribute . No more than 15 points pt'r
day by day. living in the highest style they
1,160,000 10+16 levl"l can be assigned to a single skill, and no
can afford and doing as litt le work as possi-
ble. The less they have to toil and struggle 19 1.980.000 10+18 skill can be raised above 9S percent . indud-
like everyone else (while maintaining a com- 20 2.200.000 10+20 ing all adjustments for De)Cterity. race, and
fortable standard of living). the better off annor. As an option, the OM can rule that
they think they are. While this attitude is some port ion of the points eamed must be
neilher evil nor cruel. it does not foster a applied to skills used during the course of
good N!putation. Many a rogue has a ques- the adventure .

,.
Classes (Thiel) O
\!fr •
Ta ble 26: THIEVING SKILL Skill Ex pla n;!ltio ns
BASE SCO RES Ph:k Pockets: The thief uses this skill thief is de tected. For example, Ragna r, ~
when filching small items from o ther pe0- 15th·level t hief, t ries to pick the pocket
S kill Base Sco re of Ho race, a 9th-level fighter. Normall y,
ples' pockets, sleeves, gi rd les, packs, etc.,
Pick Pockets ]5 % Ragnar would be delected If his pick
when palming items (such as keys), and
Open locks
Find/ Remove Trap5
Move Silent ly
,...
10 ...

10,",
when perfonning simple sleight of hand.
A failed attempt means the thief did not
pockets roll WilS 73 o r mo re (100-13 x 9 1
- 73). Using th is op tional s)litem , since
Ragnar is six le vels higher tha n Horace,
,,,,'""',
get an item, but it dot'S not mean that his at-
Hide in Shadows tempt was det('("ted. To determine whether this number is increa5eC.i by six to 79 (73
Detect Noise the victim noticed the thief's indiscretion, + 6 - 79). This o ptio n o nl y applies If
Climb Walls
RNd Languages
60'"'
0,",
subtract threE' times the victim's level from the Ihid" is higher levelth.. n his vict im .
100. If the thief's pick pockets roll was equal
In addi tion to the base percentages listed to or greater than this number, the attempt A thief can try to pick someone's pockel
above, demihuman characters and charac- is detected . A Oth-level victim , for example, as many times as he wants. Neither fa ll ure
ters with high or low Dexterity scores have notices the attem pt only if the roll was 00 nor SUCce5$ prevents addi tional attempts.
adjustments to their base numbers . Some (100). while a 13th-level character notices but getting caught might I
characlers may find Ihal, after adjustmen ts, t he attempt on a dice roll of 61 or more. In Open locks: A thief can try 10 pick pad-
they have negative scores. In this case, the some cases. the attempt may succe«l and be locks, fi nesse combination locks (if they ex-
characler must spend points raising his skill noticed at the same time. ist), and solve puzzJe locks (locks wi th
pt'rcentage to at least 1 % before he can use sliding p~nels, hidden releases. and con-
the skill. (Some raen just a ren't very good If t he OM wishes, he can rule that a thief cealed keyho les). Picking a padlock requ ires
at certain things!) 10015. Using typkallhief's tools gran ts nor-
of higher level than his victim is less
A thief characler uses the ~No Armor likely to be caught pilfering. The chance mal chances for success. Using improvised
column if wearing bracers of defell se o r a 10015 (a bit of wire, a thin dirk, a stick, etc.)
that the victim notices the attempt can be
dO.llk without large or heavy protective modified by subtracting the victim's level imposes a penalty on the character's chance
clolhing . from the thief's level. and t he n adding for succt'Ss. The DM sets the penalty based
this number to Ihe percentage chance the on the situation; penalties can rilnge from
- 5 for an improvised but suitable tool, to
-60 for an awkward and unsuitable item
(like a stick). The amount of time requi red
Ta ble 27: T HIEVING S KI LL RAC IAL ADJUSTM ENTS to picka lock isldIO rounds. A thief can try
Skill Dwuf Elr G no me Ha lf--ell Halfling to pick a particular lock only once per Vlpe-
Pick Pockets +, % - +10 % +' '"' rience level . If the attempt fails, tht' lock is
Open Locks
Find/ Remove Traps
+ 10 %
+15 %:...._ -''
- "'
+''"'
+10 %
-- +' '"'
+, %
Simply too difficult fo r the character until he
le~rns more about picking loc~ {got'S up a
Mo ve Silently +'
+ 10 ')(,
+ 5% -
+,%
+10% levell.
Hide in S hitdows + ''"' +15 % Find/Re move Tr~p5; The lhief is trained
Ot?lect No' + 5~ +10" - +5~ to find small traps and alarms. These in-
Climb Walls -10% -IS 'll - -IS" clude poisoned neE'dles, spring b lades,
Read languages
-''"' - - -
-''"' deadly g~ses, and warning bells. Thisskill is
not eff('("tivl!' for finding deadfall ceilings.
Ta ble 28: T HIEVING SKI LL DEXTERITY A DJ USTMENTS crushing walls. or other large. mechanical
traps.
Pick Ope" Find/ Mo ve Hide in To find the trap, the thief must be able to
Dexterity Pocke ts locks Re mo ve T rilSJS Silently Shadows louch and inspect the trapped objecl. Nor-
• -IS 'll -10 %
-,%
-10% - 20 % - 10% maily. the OM rolls the dice to delennine
10
II
-10%

-''"'
- 10 %
-,% -15 %
-10 % -''- "' whether Ihe thief finds a trap. If the DM
says, "You didn't find any traps ,H it's up to
1l
13-15
-- -''IIi
-
-
-
the player to decide whether Ihat mea ns
there are no traps o r there arc traps but the
• + - -
+,% thief didn't see them . If the thief finds a trap,

I. +''"' + 10%
+''"'
17
18 +10 %
+ 15 %
+15 %
+20%
+,%
+ 10%
+10 %
+15 %
+10 %
he knows its general principle but not its ex-
act nature. A thief can check an item for
+ 15% traps once per experience level. Searching
for a trap takes IdlO founds .
Table 29: T HI EVING S Ki l l ARMO R AD JU STMENTS Once a trap is found . the Ihief can try to
P~d d ed o r remove it or disarm il. This also requires
Skill No Armo r Elve n Chilin ' Studded l eilthe r IdlO rounds . If the dice roll indicates suc-
Pick Pockets + 5% -20 % -30 ,", cess, the trap is disarmed. If the dice roll
Open Locks - -5 % -10 % indicates failure, the trap is beyond the
Find/ Remove Traps - - 5% -10% thief's current skill . Hel;an try disarming the
Move Silmtly +10", - 10" -20% trap again when he advances to the ne:x' e:x-
Hick in Shadows
DeIee-INoise
+5%
-
-10 ~
-5 % - 10 "
-20" perience level. If the dice roll is 96-100, the
thief aCcidentally triggers the t rap and suf-
Climb W~lJs + 10% -20% -30 % fers the consequences . Sometimes (usually
Read Languages - _ because his percentages are low) a thief will
• Bards (only) in non-elven chain mail suffer an additional - 5 % penalty. delibe rately spring a trap rillher tha n

39
~ll Classes (Thief)

have unpleasant side effects if the trap devices. Only the thief can climb smooth one who isn't exp«ting to be attacked (a
doe:."', work quite the way the thief and very smoolh surfaces without climbing friend or ally. perhaps) can be caughl un-
thought , and he triggus it while slanding in gear. Of course, the thief is very limited in aware even if he knows the thief is behind
the wrong place. his actions while climbing- he is unable to him .
This skill is far less useful when dealing fighl or effectively defend himself. The multiplier given in Table 30 applies to
with magical or invisible traps. Thieves can Read l . os uJlses: Out of necessity, the amount of damage before modifiers for
attempt to ~move thne Iraps, bUI their thieves tend to learn odd bits of informa- Strength or weapon bonuses are added. The
chances of 5UCCHS are ha lf theif normal per- tion . Among Ihese is Ihe ability to nead vari- weapon's standard damage is multiplied by
centages. ous languages, pilfticuiarly as they apply to the value given in Table 30. Then strength
Move SiJe ntJ y: A thief can try to move si- treasurt' maps. deeds, S«rt'l notes, and the and magical weapon bonuses are added.
lently at ,1ony time simply by announcing like . AI4th level. the t hief has enough expo- Backslabbing does have limitations .
thai he intends to do 50. While moving si- sure to languages that he has a chance to First , the dama~ multiplier applies only 10
lently, the thid's movement rate is rrduced read most nonmagical writing. This ability the firsl attack made by the thief. even if
to 1/3 normal. The OM rolls percentile dice naturally improves with mo re elCperience. mulliple a ttacks a", possible. Once a blow is
to determine whether Ihe thief is moving si- However, your DM can ru le thai some lan- struck, the initial surprise effecl is lost. Sec-
lently; the thief always thillb he is being guages (those the Ihief has never encoun- ond, lhe thief cannol use it on every cnea-
quiet. Successful silent movement improves tered) are indecipherable to the thief. ture . The vic tim must be generally
the thid's chance to surprise a victim, avoid The die roll to read a language must be humanoid . Part of the skill comes from
discovery, or move into position to slab an made every time the character tries to read knowing jusl whe", to strike. A thief could
enemy in the hack. Obviously, a thief mov- a document (not just once per language) . A backslab an ogre, but he would n't ~ able to
ing silently but in plain view of his enemies successful die roll means the thief puuled do the same to a beholder. The victim must
is wasting his time. oul the mea ning o f Ihe writing. His under- also have a definable back (which leaves out
Hide !nS hadows; A thief can try to disap- standing of t he documenl is roughly equal most slimes, jellies, oozes, and the like). Fi-
pear into shadows or any other type of to his percentage chance for success: a 20 nally, the thief has to be able to reilch a sig-
concealment- bushes. curtains, crannies, percent chance means Ihat , if Ihe thief un- nificant ta rget area. To hackstab a giant, the
eiC. A thief can hide Ihis way only when no derstands it at aU, he gets about 20 percent thief would have to be standing on a ledge
one is looking at him; he remains hidden of the meaning. A different document in or window balcony. Backstabbing him in
only as long as he remains virtually motion- t he same language requires another die roll Ihe ankle just isn't going to be as effective.
les.s. (The thief can make small. slow, care- (it probably contains different wo rds). It
ful movements: draw a weapon, uncork a isn'l necessary to keep notes about what Table 30: BACKSTAB DAMAGE
potion, etc.) A thief can never become hid- languages the thief has read in the past . MULTIPLIERS
den while a guard is watching him, no mat- since each docume nt is handled individu-
ler what his dice roll is-his position is ally. Thief' Lellel Da mase M uitiplier
obvious to the guard. However, trying to Only one die roll can ~ made for any 1-4 x 2
5-8 x 3
hide from a creature that is locked in battle particular document at a given experience
9-U x 4
wi th anothe r is possible, as the enemy's at- level. If the die roll fa ils, the thief can try
tention is fixed elsewhere. The DM rolls the 13+ x S
again after gaining a new experience level.
dice and keeps the result sec",I , but the thief The ogre marches down the hlll/WIIl/,
always thinb he is hidden. If the character knows how to read a peering into tlte gloom IIhead. He fllils to no-
Hiding in shadows cannot ~ done in to- given la ngu a~ because he spent a profi- tice Ihe shadowy form of Ragnllr the thief
tal da rkness, sin« the talent lies in fooling ciency slot on ii, Ihis dice roll is unneces- Ilidden in lin II/co ve. Slipping into th e hllll-
the eye as much as in finding real conceal- sary fo r documents in t hat languilge. way, RlIgnar creeps up behind the monster.
ment (camouflage, as it wene). However, As ',e sets himlHlf 10 sl rike II mortal blow,
hidden characters are equally concealed to his foot K rapes across Ihe slOlle. The hairy
those with or without infra vision . Spells, Thieves have other abilities not listed o n ea~ of the ogre perk up. Th e bellSt whirls
magical items, and special abilities that re- Table 26: aroul/d, ruining Ragnar's chance for a back-
veal invisible objects can reveal the location Backsta b: Thieves are weak in toe-Io-toe slab and what remllins of his day. If Ragnar
of a hidden thief. hacking miltches. but they are masters of lJad mllde (I successful rolf to mot;'e silently,
Delect No ise: A good thief pays attention the knife in the back . When attacking some- he could have attacked the ogre with" +4
10 every delail, no mailer how small, in- one by surprise and from behind, a thief can bonus on his chance to llil and inflicted five
cluding faint sounds that most others miss. improve his chance to successfully hit ( + 4 times his Fl onna/ dllmllge (since he is 15th
His ability to hear tiny sounds (~hind modifier for rear attack and negate the tar- level).
heavy doors. down long hallways. ric.) is get's shield and Dexterity bonuses) and
much ~tter than the ordinary person's. lis- greatly incnease the amount of damage his Thie ves' Ca nt: Thieves' cant is a special
tening is not automatic; the thief must stand blow causes. form of communication known by all
s!ill and concentrate on what he's hearing To use this ability, Ihe thief must be be- Ihieves and their associates. It is not a dis-
for one round. He must have silence in his hi nd his victim and the victim muSI be un- tinct language; it consists of slang words
immediate surroundings and must remove aware that the thief intends to attack him. and implied mt'anings Ihat can be worked
his helmet or hat. Sounds filtering Ihrough If an enemy sees the Ihief, hears him ap- into any language . The vocabulary of
doors or other barriers a re unclear al best. proach from a blind side, or is wa rned by thieves' cant limits its use to discussing
Climb Walls: Although everyone can anolher, he is not caught unaware, and the things that Interest thieves: stolen loot,
climb rocky cliffs and steep slopes, the thief backstab is handled like a norma l attack easy marks, bneaking and entering, mug-
is far superior to others in this ability. Not (allhough bonuses for a rear attack still ap- ging. confidence games, and the like. It is
o nl y does he have a belter climbing percent- ply). Opponents in battle will often notice not a language. howeve r. Two thieves can-
age than other characters, he can also climb a thief trying to maneuve r behind Ihem - not communicate via thieves' cant unless
most surfilces without 10015. ropes, or the first rule of fighting is to never lurn Ihey know a common language. The cant is
your back o n an enemy! However, some-

40
Classes (Bard) \l~

useful, however, for Identifying fdlow cads OM an chOOK followers appropriate to his
and bounders by alipping a few tidbit. of campaign .
lingo Into a normal conversation.
TIMe 31: THIEf'S FOllOWERS
The conupt of thieves' cant is historical
(the unl probably is still used today in
one form or anotha'>. aJlhou,gh In the
AD.'" sanw It has an &historically
0100
Ro.
01-03
Follower
Dwarf fighterllhief
.....,.
Level
1-4
hrootd hue. A few houri of rnearch al a
la.rst library lhouJd tum up actua] exam·
04-08
09-13
Dwarf thief
EH thief ,..
14-15 EH thief/ fi&hter / mage 1-3
pia of old thieves' cant for thOle who
want to Jcvn mo~ ""bout the subject.
16-18
19-24
EH thief / ma.ge
Gnome thief ,..
1-4

25-27 Gnome thief/ fighter 1-4


UK SnoUt: At 10th level, a thief pins a 20-30 Gnome thief l illusionist 1-4
limited ability 10 use magical and clerical 31-35 HalI-& thid' 1..
scrolls. A thier. understanding of magic.1 JO-J8 HoI.!f~lf thief Ifighter 1-4

,,..
writings is far from complete. however. The 39-41 Half~lf thief / fi.ghter/ nuge 1-3
thief has a IS percent chance 10 feild the .2-46 Halfli", thief H
scroll IncorTKliy and rnocrse the spell's
effect. ThiJ sort of malfunction is almost
always del.-r imental to the thief and his p,at'-
ty. It could be as simple as accidentally cast-
ina 1M rev~ of the given spell or illS
..
47-50
51-98

00
Halfling thief Ifi&hter
Human thief
Human duoI.!-cla.s5thiefl7 1--8/ 1-4
Othu (OM selection)
complex as a foul-up on a firtlHll/ 10011, ThievH tend to be very Jealous of their
causing lhe ball of name to be cenl~ on territory. If more th~ one thief starts a gang
the thief instead of ils intended targltt . The in the same areiil. the rauh Is usually a wu.
cx.Id effect is up to the OM (this is lhe sort The feud continues until one side or the oth-
of thins OMs enjoy, to expect the unupect- er is totiillly eliminated or forced to move its
0<11. opt:riillion elsewhere.
Thieves do not build castles or fortressn
in the usual RI\Sot . lmtead, they favor small, ..,d
fortified dwellings, HpKi.Jlly if the true pur-
pose of the building an usily be disguiRd . Ability Requirements: Dexterity 12
A thief might, foreumpie, construct a ~ll ­ Intell~ 13
protected den in a large dly behind the Charisma 15
facade of a aeedy tavern or old wa.renOust. Prime Requisite: Dexterity. Charisma
Natunlly, the true natun! of the place will Races Allowed: Human, Half-e:lf
be a clOHiy guarded.ecretl Thieves .JlmOiI The bard is an optional character class
oI.!ways build their strongholds in or near d t- that on be used if your OM allows. He
tH, since that is where thq ply their trades makes his wily in life by hi' cha..rm. toI.!mt,
most lucratively. iItId wit. A good bard should be glib of
This, of course, assumes that the thief Is tongue, li&ht of M art, and fleet of foot
interated in operating a band of thieves oul (when .Jl1 else fails).
of his stronghold . Not all th~es have larce-
ny In their heart', however. If a chuacter In precise historical terms, the title
devoted hil life to those asptCt5 of thieving "bard" applies only to certain groups of
that focus on scouting. stealth, ~d the intri- Celtic poets who Nng lhe history 01 their
cacies of locks and traps, he could build an tribes in long. redtililve poems. TheM!
enlirely diHermt sort of stronghold- one bvds. found mainly in Ireland, WoI.!es,
fi lled with the unu,ua.1 and intriguing and Scotliltld, fUied many Important
obj«tl he has collected during his adventur- rols in their aoclety. TMy were sto~
ous life . like any thlJ', home, it should To become a bard, a charactu must have
houses of triboll history, reporters of a Dexterity of 12 or more, ~ intelligence of
blend in with its surroundings; after all, a
news, mtsSftl8et'1, and even ambassa- 13 or more, and a Charisma or 15 or mo~.
5Cout never advertises his whereabouls. II dol"5 to other tribes. Howevu , in the
might be a formidable maze of rooml, l«J'el The prime requisites are Dexterity and Chao
AD&:oe game, the bard ls a more gener· ris.ma . A bard can be lawful. nt'lltral or cha-
pauagel . • lidlng panels. and mylterlous a1iud character. Historical and Itgftld-
paraphernalia from acr055 the world . otic, good or evil, but must .Jlways be
ary examples of the type Include partially nt'll tr.Jl. Only by retaini", lOme
Once a thid reaches 10th level. his repu. AJan-a-Dale, Will Scarlet, Amersin, and
tation is such that he an attract foUowers- amount of detachment can he suC'CeS6fully
even Homer. l.ndeed. every cullUJ'f: has fulilJ his ro~ as a bard.
tither a Pn& of lCOundrtJs and scalawap or Its storytel1er or poet, whether he is
a group of scouts eqtr to learn from a A bard, by his nalure, tends to learn
called bard, dtald, fill. Jongleur. or m~y diff~t skills. He is a jack-of.oIU.
reputed master. The thief attract, 4<16 of something ede.
thtst fellows . They art gerwrally 10y.Jl 10 troldes but master of none. AJthoush he
him, bUI a wbe thief is always suspidous of flghllasa rogue. he an USotany weapon. He
his comrades. Table 31 can be used to deter- can wear any iinnor up to. and including.
mine the type and level of followen , or the chain molil, but he cannot U5e a shield .
AJI bards illt proficient singen, chanters,

41
~11
.
Classes (Bard)

or voa.lists and can playa musical instru- is \isted o n Table 33. This base percentage tune plilyed o n .. fiddle. a haunting lute mel-
ment of the player's choice (preferably one mU5t be adjusted for the race and Dexterity ody, or .. heroic song from Ihe old home-
that is portable). Addi tional instruments of the bard as given in the Thief description. land. Everyone in the g ro up lis tening must
can be leamed if the optional proficiency After all adjustm~t s are made, the player roll a sa ving throw vs. p .. ralyzation (if the
rules are used-the bard can learn two in- must distribute (however he chooses) 20 ad- crowd is large, make saving Ihrows for
struments for t!'ver y proficiency slot spent. ditional percentage points to the various gro ups of people using "vl"l'age hi t diC'll').
In his travels, a bard also manages to special abilities. Thereafter, each time the T he die roll is modified by - I for every
learn a few wiurd spells. Like ill wixard, iI character adva nces a level, he rect'ives an three e)(perience levels of the bard (round
bard's Intelligence delennines the n umber of additional 15 points to d istribute. fractions down ). If the saving th row fails.
spells he can know and the chance to kn ow the group's reaction can be shifted o nll' level
any given spell. These he keeps in his spell Table 33: BARD ABllmES (~ the RlI'actions section in the DMC). to-
book, a biding by all the rl"Slriclions on ward either the friendly or hostile end of the
Climb IXtect Pick Re ad
memorization and spell use: that bind a scale, at the player's o ption . Those who
Wa lls Noist> Pockets Language5
mage. especially in the prohibition of ar- make a successful saving throw ha ve their
SO'O 20% 10 % 5%
mor. Hence, a bard will tend to use his spells reaction shifted o ne level toward the o ppo-
more to entertain and impr~ than to fight. Bard abililies arll' sub jrc:1 to modiliers fo r site end of the scalII'.
Table 32 lists the number of spells a bard can situa tion and ,umor as per thll' thief (see
cast at each level. page 39 for a complete e)(planalion). Cwell the Fine has benr captured by u
Since bards are dabblers rather than full- Climb Willis en.. bles the b,ud to climb group of bandits arId hauled ;lIto th eir
time wizards. their spells lend to be gained nea r sheer surfaces without the aid of tools. camp. Although they are not planning to
by serendipity and happenstance. In no c~ just like the thief. kill him on the spot, any fool can plainly see
can a bard c hoose to specialize in a school of Detect Noise imprOVt5 tM bard's chances Ihal his fut ure may be depreSJingly slro rt. I"
magic. Beginning bards do no t have a selec- of hea ring and int~rpreting sounds. He m.. y desperation . ewell begins spin"i"g a comic
tion of spells. A 2nd-level bard begins with be able to overhear pa rts of a conversation tale about Duke Dunderhead arrd his blrm-
one to four spells, c.hosen either rando mly on thll' olher side of a door or pick up the dering k"igl,ts. It has a lW4ys been a hit with
or by the OM . (A n Intelligence check must sound of something stalking the party. To the peasants, a"d he figures it's worth a try
still be made to see if the bard ca.n learn a use the ability, the b.. rd must stand un- here. Most of the bandits have 1 Hit Die, but
given spell. ) The bard Is not guarant~ to helmeted and concentrate for o ne round the few higher level leaders raise Ihellverage
know n!ud magic. as this is nol needed to (one minute). During this time. all ol he r level to 3. ewell is only 2nd IrIXIl so hB gains
read the writings in a spell book . The bard party membe rs must remain silent . The OM no modifier. A saving th row is rolled and
can add new spells to his spell book as he secretly makes the check and infonns the th. group fails (ewell s ucceeds!). The ruffi-
finds them, but he does not automatically player of the result . ans find his talB amusing. The player shifts
gain additional s~lIs as he adva nces in Pick Pockets en.. bles the bard not only to their reaction fro m hostile to neutral. The
level. All spells beyond those he staru with filch small purses. walle ts, keys, a nd the balldits decide not to kill Cwell hut to keep
musl be found during Ihe cou~ of adven- likll'. but also to perform sm.. 11 feats of him around. WIder guard . to BntertQin
turing. The bard's Cilsling level is equal to s leight-of-hilnd (usefu l for entertaining a them. If thB bandits' saving throw had SI4C-
his cumnt level. crowd). Complete details on pickpocketing ceeded, tIle bandits would hlWe been of-
(and your cha racte r's chances of getting fellded by the s tory (perhaps some of them
Ta ble 32: BARD SPELL PROGR£SSJON caught) can be found in thll' Thief descrip" uTVed u"der Duke DUllderhead!), a"d their
B.,d
Lev(':1 1 Z
SpeUlevel
J 4 S , lion .
Rl'ad lang uages is an importan t ability,
sinC1! words are the meat and drin k of bards.
reactio" would haUf.! shifted from hostile to
vio/ellt. They probably would havB roasted
ewell immedia/B/y.
1
They havll' some .. bility to read documents
Z 1
written in languages they d o nol know. re- This ability cannot affect people in the
J Z
lying on wo rds and phrases they have midst of battle; it is effective o nly when the
4 Z 1
,
5 J
J
1
pickrd up in their studies a nd travels. T hll'
Read Languages column in Table 33 gives
Ihe base percentage chance to puzzle o ut a
a udill'nC1! h..s timll' to listll'n . If Cwell tried
telling his lale while the bandits were att ..ck-
ing his group, the bandits would have
7 J 2 1
foreign tongue. It a lso represents the degree quickly decided that Cwell was a fool and
8 J J 1

10
J
J
J
J
2
2 1
of comprehension the bard has if he is suc-
cessful. The OM a n rule that a language is
too r.. re or unfamilia r, e5pecially if it has
carried o n with their business. Fu rlhenno~ .
the fonn of entertainment used must be ap-
propriate to the audience. ewell might br
11 J J J 1
never been prll'viously ~cou ntered by the ablll' to ca lm (or enrage) a bear with music,
12 J J J 2
bard, effective ly foil ing his atte mpts to
13 J J J 2 1
but he won' t have much luck lellingjokes to
translate it. At tM o ther e)(treme. the bard orcs unless he speaks their l<lnguage.
14 J J J J 1
nl'ed not make the dice ro ll fo r any language The music, poetry, ilnd stories of the bud
15 J J J J 2
he is proficient in . Success is ..ssumed to be nn also be inspirational. rallying friends
16 4 J J J 2 1
17 automatic in such c..ses. and allies. If t he t)(acl nature of a n impend-
4 4 J J J 1
]8 The ba rd can a lso influence ructions of ing threat is known, the bard can heroically
4 4 4 J J 2
1. groups of NPCs. When performing before .. inspirll' his companions (immortalizing them
4 4 4 4 J 2
g roup that is no t attacking (.. nd not intend-
20 4 4 4 4 4 J in wo rd and song). granting a + 1 bonus to
ing 10 alt .. ck in iust seconds), the bard can a!lack ro lls. or a + 1 bonus to sav ing
Combat and spells, however. a re not the try toalterthe mood of the listene rs. He can th rows, or a + 2 bonus to mo rale (partic.u-
troIin stnngth of the bard, His experti~ is in try to sohll'n tMi r mood o r make it uglill'r. I.. rly useful in large bilttles) to those in-
dea ling and communicating with others. To The method can be whateve r is most suit- volved in melee. The bard must spend at
this end, the bard has a number of speciaJ able to the situation at the moment -a fill'ry least three- full rounds singing or reciting be-
powers. The base perC1!ntage for each power speech, collrc:tion of jokll'S ... sad t.. llI'... fine fore the battle begins. This .. ffeets those

42
within a range of 10 feet per operience level Upon reaching 10th level, a bard can at- As stated ea rlier in their descriplion, spc-
of the bard, tempt to use magical devices of written d ali!l wizards cannot hf' multi-c.1as.s (gnome
The effect lasts o ne rou nd per level. Once nature- seroUs, books, etc. However, his illusionists an!' the single exception 10 this
the effect wears off, it can't be renewed if the understanding of magic is imperfect (al· rulf'). The required devotion to their s ingle
recipients are s till in batt le, However, though better than that of a thieO, so there is field pn!'venls specialist wizards from apply.
troops who have withdrawn from combat a 15 % chance that any written item he uses ing themselves to o t.her classes. Prif'Sts of a
can be reinspi~ by the bard's words. A is read incorrectly. When this happens, the specific mythos might br alJ ow~ as a multi-
troop of soldiers, inspired by Cwell. could magical power works the o pposite of what class o ptio n; this will depend o n the natun!'
charge into bailie, After fighting a fie rce is intended. generall y to the detrime nt of the of the mythos as determined by the OM .
fighl , Ihey retreat a nd the enemy does not bard or his friends. The OM will tell you
pursue. Cwell , seeing them crestfallen and wha t happens to yo ur character, based on
the situalion and particular magical item. Multl-Clus Beneflts ..... d Restrlc.tloM
dispirited, once agai n rouses their will 10
fight. Rcinvigorated, Ihey charge back into The result may be unpleasant , deadly, or A multi--class char-
batt le wi th renewed spirit . embarrassing. (Deciding these things is part acter always uses the most favo rable com-
Ba rds are also able to counle r Ihe effects of the OM's funr ) bat value and the best saving throw from his
o f songs and poetry used <lIS magic.... at, different classes.
tacks, Characters within 30 ftet of the bard The character's hit points a re the average
are immunt' to the ;!Ittack as long as the bard
Multi-Class and of all his Hit Dicf' rolls. When the cha racter
s ings a counter song (o r recites a poem, Dual-Class Characters is first created, the player rolls hit points fo r
etc.). While doing this, the bard can per, A multi-class char- each class separatel y, lo tals them up, then
form no o ther actio n except a slow walk . acter improves in two or mo re classes simul- divides by the number of dice rolled (round
Furthermo re, if he is struck or fail s a saving fractions down ). Any Constitution bonus Is
taneously. His experience is divided f'qua Uy
throw , his effort is ruined . Success is then added to the character's hil points. If
between each class. The available class com·
checked by having t he bard make a saving o ne of Ihe character's classes is fighter and
binations vary according to race. The char-
throw vs. spell . Success blocks the attack, he has a Constitution of 17 or 18. then he
acte r can use the abilities of both classes at
failure means the attack has its normal ef- gains the + 3 or + 4 Constit ution bonus
any time, wilh o nly a few restrictions. Only
feet (everyone affected rolls saving throws, available only to warriors (instead of the
demihumans can be multi-class charactf'rs.
normal damage is inflicted, etc.). The bard +2 milJl:imum available to t.h e other charac·
A dual-class cha racter is o ne who starts
can use this ability once per encounler o r ter dasses) .
with a single class, advances to moderate
bailie. This power does not affect verbal Later Ihe character is likely to gain levf'ls
level, and then changes to a second cha rac-
spell components or command words; it is in diHen!'nt classes at different limes. When
ter class and starts OVf'r again. The charac-
effective agai nst spells that involve explana . this happens. roll the appropriate Hit Die
ter retai ns the ~nefits and abilities of the
tions, commands, or suggestions, and divide the result by the numbe r of
first class but never again earns experience
Fina Uy, ba rds learn ;Ii little bit of every· claS5e$ the character has (round fractions
for using them . There a re some limitations
thing in their studies and travels. Thus all down, but a Hit Die nevf't yif'lds less than I
o n combining the abilities of the two classes
bards can read and write their native tongue
but, as long as minimum ability and align- hit point). The character's Constitulion b0-
(if a written language exists) a nd all know nus is split between his classes; thus a
ment requirements a re met, there are no re-
local histo ry (witho ut cost if the optional fighter/ mage gels liz of his Con bonuswhcn
strictions on the possible character claS5
proficiency rules are used). Furt hermore, he goes up a level as a fighter and the other
combinations. Only humans can be dual-
bards have a 5 percent chance per experi- III of the Con bonus when he goes upa levf'1
class characters.
ence level to idenlify the general purpose as a mage . A fighter / mage / thief would gf't
and functi o n of any magical item. The bard '13 of his bonus when he goes up as a fighter,
need not handle the item but must examine Multl·CI.us Combln.tloM 113 when he goes up asa mage, and the other
it dowly. Even if successful, the exact func- I/l when he goes up as a thief.
All of the standa rd
tion of the item is not teVf'aled, only its gen- If the optional proficiency system is uled,
demihuman racf'S an!' listed heTf', along with
eral nat Un!'. the character starts with lhe largest number
their allowable multi-c.lass combinations.
Since Cwell the Fine is 2nd level, he has a of proficiency slots of Ihe different classes.
Noll' t.hat the character class namf'S (not
10 percent chance to know something about Thereafter, he gains new profiCiency sJots at
group names) are u~ below.
a magical S1JJOrd + 1. If he succeeds, he the fastf'St of the given ra tes. To determine
knows whethe r the sword is cursed and Dwuf Halnlng Ihe character's initial money. roll according
whether it has a n alignment (lhis sword Fighter/ Thief Fightf' r/ Thief to the most generous of the character's dif-
was used by the evil warrior Lurdas. I Fighter/ Cleric ferent classes.
wouldn't touch it if I wen you r). This ability Half-el£
does not enable him to identify the sword's Elf
Fighter/ Mage Fighler/ Cieric Rupert's character, Morrison the Multi-
exact properties. only its history and back- Fighter/ Thief Faceted, is a half-elf fighte r/ mage/ thill! . At
Fighter/ Thief
ground. He has no idea of its bonuses or pen- Fighter/ Druid 1st /1!"tJ1l1. Morrison rolls three diu for hit
Mage/Thief
alties or any special magical powers, except Fighter/ Mage points! ldID (figntflr), Jd6 (t nill!), ana 1d4
Fighter/ Mage / Thief
as can be inff'rred from the hislories. Cleric/ Rangf'r (muge). The results Ilre 6, 5, Ilnd 2. Their
Bc-ing something of a warrior, a bard can G no me Cleric / Mage sum (13) is divided by thrill! and rounded
build a stronghold and attract followers Fighter/ Cleric Thief/ Mage down to equa/4 (13/ 3 .. 4 Ii;, .. 4). Morri-
upon reaching 9 th levd . The bard altracts Fighter/ Illusio nist Fighter/ Mage/ C leric son begins the game with 4 hit points. Latllr,
lOd6 Oth-levl'l soldiers into his servicf'. They Fighter/ Thief Fighter / Mage/ Thief Morrison reaches 2nd Jl!"tJelllS a th ief befo rl!
amvf' o ver a period of time, but they are not Cleric {Illusionist he rNchn 2nd /eve/llS fI figh ter or a mage.
automatically replaced if lost in battle. Of Cleric/ Thief He rolls Id6 fo r addit ional hit points find th e
course. a bard can build a stronghold any Illusionist /Thief result is 4. He d ioidf'S th is by J (becaU54! he
time, but no followers arri ve until he Iltu thrllf! cltUSl!5) lmd rounds down. Morri-
reaches 9th level . son ge'5 1 mor, hit point w hen he bKomes a

44
Classes (Dual-Class) \lfr
,
2nd-lwei thief. (He will also roll JdlO ,md ished his studies in it. Instead, he starts over When a dual-class or mulli-ciass charac-
Jd4 (both rolls div ided by 3/ when he in a new class. at 1st level with 0 experience ter is struck by a level-draining Cf('atun:, he
reaches 2nd I¥vel as Q fighter and as 1.1 magit, points, but he does retain his I?revious Hit fint loses levels in the class in which he has
respectiv¥/y.) Dice and hit points. He gains the abilities, advanced the highest. When his different
and must abide by all of the rest rictions, of classes are equal in level. the class level re-
Multi-class characters can combine abili- the new class. He does not gain or lose any qu iring the most experience points is lost
ties from ttll~ir different classes with the fol- points 01'1 his ability scores (e.g., an 18 first.
lowi ng restrictions: Strength mage who changes to fighter does The player character is allowed to regain
Warrior. A multi-classed warrior can use not gain the percentile Strength bonus, but levels lost by level draining, but until he re-
all o f his abilities without restriction. The likewise a fighler changing to a mage would gains all of his former leYels, he must select
warrior abilities form the base for o ther not lose it). The c haracter uses the combat which class he will use prior to any particu-
character classes. and saving throw tables appropriate to his lar adventure. Using abilities of the other
Priest: Regard less of h is other classes, a new class and leyel. class then subjects him to the experience
mult i-classed priest must abide by the This is not to imply that a dual-class hu- penalties given earlier. When he regains all
weapon restrictions of his mythos. T hus, a man fo rgets everything he knew before; he of his former leYels, he is Ihen fr~ to use all
fighter / cleric can use only bludgeoning still has, at his fingertips. all the knowledge, the abilities of all his classes once again. Of
weapons (but he uses the warrior combat abili ties, and proficiencies of hi' old class. course, he cannot raise his earlier daS5(es)
value). He retains all his normal priest abili- But if he ~s a ny of his previous class5 abi/- above the leyel(s) he was a t when he
ties. ities during 1m enCOUlJter, he earns r, o expe· s witched class.
Wizard : A multi-classed wizard can rience for that encounter and only half
freely combine the powers of the wizard experie nce for tire adventure. The o nly val· Tarra is a 4 fh -level cleric/ 3 rd-leuel
with any other dillss allowed, although the ues that can be carried over from the prt>- figh ter. He is s lmck by A wight alld loses 01111
weuing of armor is restricted. Elves wear- vious class witho ut restriction a re the level/ro m Iris clllriC cllJSS. since it is his lligll-
ing elven c hain can cast spells in armo r. as character's Hit Dice and hit points. The est level. If stnu:-k agaill . he would lose aile
magic is part of the natu re of elves. How- character is penalized for using his old at- level from Iris fighter clQS$. Thereafter Ir e
ever, elven chain is extremely ra re and can tack or saving throw numbers, weapons or could rega;II Il is los t /evll/s. but would have
never be purchased . It mus t be given. armor that are now prohibited, and any to choose to act fU either A figh ter or cleric.
found, o r won . special abilities of the old class that are not Ollce he eAmed enoush e.rpllriell ce to regain
Thief: A multi-classed thief cannot use also abilit ies of the new class. (The charac- his previous fighler feoel , he would nol be
any thieving abilities other than open locks ter is trying to learn new wa ys to do things; allowt>d to advAllfII furl/ler in it (resloritlg
or deted noise if he is wearing armor that is by slipping back to his old methods, he has himself to his previous levt>1 only). But 1111
normally not allowed to thieves . He must set back his leaming in his new character could still advance as a cleric and use his
remon his gauntlets to open locks and his claM.) 3rd·level fighte r abilities.
helmet to detKt noise. In addition, the character earns no addi-
tional Hit Dice or hit points while advanc-
ing in his ;'ew class.
DU.III-Cius knents .lind RestrictIons
The rest rictions in the previous two para-
Only humans can graphs last until the character reaches a
be dual-classed c haracters. To be dual- higher level in his new class than his maxi-
classed, the character must have scores of 15 mum leYI'I in any of his previous classes. At
or more in the prime requisites of h.is fin! that point, both restrictions are dropped:
class and scores of 17 or more in the prime the character gains the abilities of his pre-
requisites of any classes he switches to. The Yious classes without jeopardizing his
character selects one class to begin his ad- experience points for the adventure, and he
venturing life. He can advance in this class earns additional Hit Dice (those of h.is n('w
as many levels as he desires before switching class) and hit points for gaining experience
to another class; there is no cut-off point be- levels in his new class.
yond which a character cannot switch. O nc(' these restrictions are lifted. the
However, he must altain at least 2nd level in character must still abide by the restrictions
his current cliiSS before changing to al'lother o f whichever class he is using at the mo-
class. There is no limit to the number of ment. A dual-class fighter / mage, for exam·
classes a character can acquire, as 10l'lg as he pIe, cannot cast spells while wea ring armor.
has the ability scores al'ld wants to make the
change . (Certain c haracter classes have Tafl~ Blood-IJeart beghl5 Ilis caree r as a
alignment restrictions that the character cleric with 1I Wisdom of 10. He ~ to 3rd
must meet . however.) level and thel1 decides to become a fig hter,
Any time after reaching 2nd level. a hu- sil1 ce Iris Strerr8 th is 17. He keeps his 14 hil
man character Ciln enter a l'Iew character points (rolled a ll 3d8J. bla in alf other UlAyS
class, provided he has scores of 11 or better he is treated as a Is I-level fig hter. Upo n
in the prime requisites of the new class. AI- reaching 4th level. Ta rus is aI/owed 10 ro ll
ter switching to a new class. the character ldlD for additiomll hit points. He can /l OW
no longer earns experience points il'l his pre-- rast s,nlls as a 3rd-level cleric and fig ht as a
vious character class and he can no longer 4lh-level fighte r. For tire rest of his career.
advance il'l level in that class. Nor can he Tarns advallces as a fighte r but retains his
switch back to his first class at a later date, minor clen'CAI poWti'rs- a ~ful advarrtage
hoping to resume his ad va ncement where he w herr the sitJ4atioll gels ugly/
left off. Once he leaves a class he has fin-

45
After all other steps toward creating a char- site, the universe becomes unbalanU'd . If threatened . They sleep where they find shel-
acter have been completed, the player must enough of these polarities go out of balance, ter. They do not worry about the moral con-
choose an alignment for the cha racter. In the fabri c of reality could pull itself apa rt. sequences of t.heir actions-their actions are
some caSH (~ pecial1 y the p~ladin), the For example, if deat h became ~scendant instinctive.
choice of alignment may be limited. over life. the universe would become a bar- Evil is the antithesis of good and ap~ars
The char~cter's alignment is a guide to his ren wasteland . in many ways, some overt and others quite
basic moral and ethical attitudes toward Philosophers of neutrality not only pte'- s ubtle. Only a few people of evil nature
others, society, good, evil, and the forces of suppose the existence of opposites, but they act.ively seek to cause h~rm or destruction.
the universe in general. Use the chosen also theorize that the universe would vanish Most simply do not recognize that what
alignment ~s a guide to provide a clearer should one opposite completely destroy the they do is destructive or disruptive. People
ide~ of how the ch~racter will handle mor~l other (since not hing can exist without its and things that obstruct the evil character's
dilemmas. Always consider alignment ~s a opposite). Fortunately for thes.e philoso- plans are mere hindrances that must be
tool, not a straitjacket that restricts t.he phers (and all sentient life), the universe overcome. U someone is harmed in the pro-
character. Although alignment defines gen- seems to be efficient at regulat.ing itself. cess ... well, that's too bad. Remember that
enll attitudes, it cert~inly doesn't prevent ~ Only when a powerful, unbalancing fo rce evil, like good, is interpreted differently in
character from changing his beliefs, acting appears (which almost never happens) need different societies.
ilTationally, or behaving out of character. the defenders of neutrality become seriously
Alignment is divided into two sets of atti- conccrned.
tudes: order and chaos, and good and evil. The believers in chaos hold that there is
Alignment Combinations
By combining the different variations with- no preordained order o r careful balance of Nine different align-
in the two sets, nine distinct alignments are forces in the universe. Instead they se-e the ments result from combining these two sets.
created. These nine alignments serve well to universe as a collection of things ~nd events, Each alignment va ries from all ot hers,
dd"ine the attitudes of most of the people in some related to each other and others com- sometimes in broad, obvious ways, and
the world . pletely independent. They tend to hold that sometimes in subtle ways. Each alignment is
individual actions accou nt fo r the differ- described in the follOWing paragraphs.
ences in things and that events in one area Lawful Good: Characters of this align-
Law, Neutrality, do not alter the fabric of the universe half- ment believe that an orderl y, strong society
and Chaos way across the galaxy. Chaotic philoso- with a well-organized government can work
phers believe in the power of the individual to make life better for the majority of the
Attitudes toward
over his own destiny and are fond of anar- people. To ensure the quality of life, laws
order and c h~os are divided into three
chistic nations. Being more pragmatic, non- must be created and obeyed . When people
opposing beliefs. Picture these beliefs as the
philosophers recognize the function of respect the laws and try to help one another,
points of ~ triangle, all pulling away from
society in protecting their individual rights. society as OJ: whole pros~rs . Therefore, law-
each other. The th ree beliefs are law, chaos.
Chaotics can be hard to govem as a group, ful good characters strive for those things
and neutrality. One of these represents each since they place their own needs and desires that will bring the greatest benefit to the
character's ethos-his understanding of
above those of society. most people and cause the least harm. An
society and relationships. honest ~nd hard-working serf, a kindly and
Characters who believe in law maintain
wise king, o r a stem but forthright minister
that order, organizat.ion, and society are Good, Neutrality, and Evil of justice are all examples of lawful good
important, indeed vital. forces of the uni-
like law and orde.r, people.
verse. The relationships between people and
the second set of attitudes is also divided Lawful Neutral: Order and organiUl tion
govem ment5 elCist naturally. Lawful philos-
into three parts. These parts describe, mo re are of paramount importance to characters
ophers maintain that this order is not cre-
or less, a character's moral outlook: they are of this alignment . They believe in a st rong.
a ted by man but is a natural law of the
his internal guideposts to what is right o r well·orde red government , whether that
universe. Although man does not create wrong .
orderly structures, it is his obligation to government is a tyranny or benevolent
Good characters are just that . They try to democracy. The benefits of organization
function within them, lest the fabric of eve-
be honest, charitable, and fo rthright. Peo- and regimentation outweigh any moral
rything crumble . For less philosophical
ple are not perfect. however, so few are questions raised by their actions. An inquis-
types, lawfulness manifests itself in the
good all the time. There are always occa- itor determined to ferN!t out traitors at any
belief that Jaws should be made and fol-
sional failings and weaknesses. A good per- cost or a soldier who never questions his
lowed, if only to have understandable rules
for society. People should not pursue per-
son, however, worries about his errors and orders ar~ good elCamples of lawful neutral
normally tries to correct any damage done. behavior.
sonal vendettas, for example, but should
Remember. however. that goodness has l awful Evll: Thes.e characters believe in
present their claims to the proper authori-
no absolute values. Although many things using society and its laws to benefit them-
ties. Strength comes through unity of
are commonly accepted as good (helping selves. Structure and organization elevate
action, as can be se-en in guilds, empires,
those in need, protecting the weald, differ- those who deserve to rule as well as provide
and powerful churches.
ent cultures impose their own interpreta. a clearly defined hierarchy between mas ter
Those espousing neut rality tend to take a
more balanced view of things. They hold tions on what is good and what is evil. and servant. To this end, lawful evil charac-
Those with a neutral mOnli stance often ters support laws and societies that protect
that fo r every force in the univer::se, there is
refrain from passing judgment on anything. thei r own concerns. If someone is hurt or
an opposite force somewhere. Where there
is lawfulness, there is also chaos: where They do not classify people, things, or suffers because of a law that benefits lawfu l
there is neutrality. there is also partisanship. events as good or evil; what is. is . In some evil characte~, too bad . Lawful evil charac-
The same is true of good and evil, life and cases, this is because the creature lacks the ters obey Jaws out of fear of punishment.
capacity to make a moral judgment (ani- Because they may be forced to honor an
death . What is important is that all these
forces remain in balance with each other. If mals fall into this category). Few normal unfavorable contract or oath they have
one fact or becomes ascendant over its oppo- creatures do anything for good or evil rea· made, lawful evil characters are usually
sons . They kill because they are hungry or very careful aboul giving their word. Once

46
ginn, th~ break tMir word only if they Chaotic Good: Ch.aotic good ch.aracters
can find a way to do it legally, within the are strong individualists m.arked by a streak Playing the
laws of the society. An iron·fistW tyrant of kindness and benevolence. They believe Character's Alignment
and a devious, gret'd y merchant are exam· in all the virtues of goodness and right, but
pies of lawful evil beings. they h.ave lJllle use for laws and regulations. Aside from a few
Neutr.1 Good: These characters ~Iieve They have no use for people who "try to minimal restrictions required for some ch.ar-
that a balance of forces is important, but push folk around ",nd tell them what to do .~ acter cI;as.ses, a player is free to choose what-
that the concems of law and chaos do not Their .actions are guided by their own moral ever alignment he wants for his character.
moderate the need for good . Since the uni· comp.ass which, although good, m",y not .al· However, before rushing off and sel«ting:
verse is vast and contains many crealum ways be in perfect agreement with the mt of an alignment , there are a few things to con·
striving for different goals. a detennined society. A brave front i~man forever mov· sider.
pursuit of good will not upset the billance: it ing on as settlen follow in hls wake is.an ex- First , align~nt is an aid to role-pl.aying
may even maintain it. If fostering good "'mple of .a chaotic good char.acter. and should be used that way. Don't choose
means supporting org.lnized society. then Chaotic Neutral: Chaotic neu tral ch.arac· an .alignment th.at will be h",rd to role play
that is whal must be done. If good can only ters believe that there is no order to any· or that won't be fun . A player who chooses
come about through the overthrow of exist· thing, including their own actions. With this an unappe.aJing .alignment probably will
ing social o rder, so be it. Social structure it· as a guiding principle, they tend to follow wind up playing a different alignment any·
self has no innate value to them . A baron wh.ateverwhim strikes them at the moment. way. In that case. he might as well havecho--
who violates the orders of his king to de- Good and evil are irrelevant when m.aking a sen the second alignment to begin with. A
stroy fO~thing he sees as evil is an example decision. Chaotic neutr.al ch""acters are ex- player who thinks t.hatlawful good char",c'
of a neut ral good character. tremely difficult to deal with . Such ch.ara," ters are boring goody·two-shoe:s who don't
True Neutr,": True neutral characters be- lers h.ave bftn known to cheerfully and for get to h.ave any fun should playa ch.aotic
lieve in the ultimate balance of foret'S . and no apparent purpose gamble away every· good character instead. On the other hand.
they refuse to see actions as either good or thing they have on the roll of a Single die. a player who thinks that properly role-
evil. Since the majority of people in the They are almost totally unreli.able. In fact , pl<lying a heroic. l.awful good fighter would
world make judg~nts, true neutral chuac- the only reliable thing aboul them is th.at be an intemting challenge is encouraged to
ter5 are extremely rare. True neutrals do they cannot be relied uponl This alignmenl try it . No one should be afr,1id to stretch his
their best to avoid siding with the forces of is perhaps the most difficult 10 play. luna- im.aginalion. Remember, selecting: an align.
either good or evil, law or chaos. It Is their tics and madmen tend loward chaotic neu· ment is .a way of saying, ~My character is
duty to see that all of these forces remain in Iral behavior. gOing to act like a person who believes this ."
b.alanced contention. Chao tic Evil: These characters ",re the Second. the game revolves around coop"
True neutral character5 sometimes find bane of ",ll that is good ,1nd org.lnized. Ch.a· eration among everyone in the group. The
themselves for~ into rather peculi.ar .alli- otic evil characters are motivated by the de- char,1cter who tries to go it alone or gets ev·
ances. To a great extent, they are compelled sire for person.al gain and pleasure. Th~ see eryone angry <It him is likely to have a short
to side with the underdog in .any given situ.a· absolutely nothing wrong wilh taking what- career. Always conl-ider the alignments of
tion. fOmet imes even changing sides.as the ever they want by wh.alever means possible. other ch.. r..cten in the group. Certain com-
previous loser becOIMS the winner. A true Laws .and governments are the tools of bin.ations. p.1rticularly !..awful good.and any
neutral druid might join the loc,1) barony to weaklings unable to fend for themselves. sort of evil. are explosive. Sooner or l,1ter
put down .a tribe of evil gnolls. only to drop The slrong: h.ave the right 10 t",ke wh.;.tlhey the group will find itsell spe1ding more time
out or switch sides when the gnolls were want . and the weak .are there to be ex- arsuing than .adventuring. Some of this is
brought to the brink of destruction. He ploited. When ch",otic evil char",cters band unavoidable (and occasionally amusing),
would seek to prevent either side from be.- toget her. they are not motivated by a desire but too much is ultimately dest ructive. As
coming too powerful. Clearly, there are to cooperate, but r.. ther to oppose powerful the players argue, they get <lngry. As they
very few true neutr.al characters in the enemies. Such a group an be held togelher get angry. thdr ch.aracters begin fighting
world . only by a strong leader cap.able of bullying among lhemselves. As the char.acters figh t,
Neutr.1 bill Neutr.al evil characters are his underlings into obedience. Since le.ader· the pLayer5 continue to get more .angry.
primarily concerned with themselves ,1nd ship is b.ased on raw power, .a leader is likely Once .anger and hostility take over.a game,
their own .advancement. They have no par· 10 be replaced at the first sign of weakness no one has fun . And what's the point of
tieul.ar obiection 10 working with others or. by anyone who can t.ake hls position away playing: a pme if the pl<lYers don't have
for tru.t m,1l1er, going it on their own. Their from him by .any method . Bloodthirsty buc. fun1
only intemt Is in gelling ahe.ad. If there is.a caneers and monsters of low Intelligence a~ Third. so~ ~ple choose to pl",y evil
quick and ell5y W,1y to gain .a profit , fine ex",mples of chaotic evil person.alities. alignments. Although there is no specific
whether it be legal. questionable. or obvi· prohibition against this. there are several
ously iIIeg",l, they t",ke adv",nlOlge of it. AI· reasons why it Is not .a good idea . First, the
though neutr",1 evil ch.aracter5 do not have Non.AUsned Cre.. tures AD&:O8 game is a pme of heroic fantasy.
the every·m.an.fo r· him.self attitude of chao In addi tion to the What is heroic about being a vlllain1 If an
otic ch.aracters. they have no qualms about alignments above, some things-par. evilly aligned group plays ils ",Iignment co....
betraying their friends and comp",nions for t icularly unintelligent monsters (killer rectly. it is as much .a bailie fo r the char.ac.
person.al gain . They typic.ally bast' their alle- plants, etc. ) and animals- never bother ter5 to work together as it is to take on the
giance on power.and money. which m.akes with moral and ethic.al concerns. For these ou tside world. Neuttoll evil individu<lls
them quite rraplive to bribes. An unscru- cre.atures, alignment is simply not ",pplic.a- would be paranoKi (with so~ justification)
pulous mercen",ry, a common thief . .and ill ble. A dog. even .a well·trained one, is nei. that the others would betray them for profit
double-crossing informer who betrays pe0- ther good nor evil. lawful nor ch.aotic. It is or self·",ggranditement. Chaotic evil cha ....
ple ( 0 the authorities to protect and adv.ana simply a dog. For these creatures. alignment acters would try to get someone else to take
himself are lypicOlI examples of neutral evil is always detected as neutral. all the risks so thai they could become (or
char.acter5. remain) strong and t",ke over. Although
lawful evil characters might h.ave some code

47
of conduct that governed their party, each equipmenl! Furthennorc, this deal applies The MUtraJ evil character died during the
~bu would look for ways to twist the only to the surviving partners; 1 don' t adventure, so he doesn't have anything to
rules to his own favor. A group of players remember anything abou t dead partners. w.y. However, if he could make his opinion
who playa hannonious party of evil char* I'm nol setting aside any money to raise that known, he would gladly argue that the
acten simply are not playing their align* klutz . He's someone else's problem ." group ought to pay for raising him and sci
menls correctly. By its nature, evil Flourishing a sheet of paper, the lawful aside a share for him. TIle ~tral evil char-
alignments call for dishannony and squab- ncutral character breaks in . "!t's a good acter would also hope that the group doesn't
bling, which destroys the fun. thing for you two that I've got things togeth- discover the bia gem he secretly pocketed
Imagine how groups of differftlt align- er, nice and organized . • had the fomJght 10 during one of the cncountus.
ments might see.k to divide a treasure trove . write down the exact terms of our agree- The chaotic good clw'acter objects to the
Suppose the adventuring pMI)' contains one ment, and we're all going to follow them," whole business. "I..ook, it's obvious that the
character of each alignment (a virtually The ncutraJ good character balances the original agreement i. messed up, I say we
imp055ible situation, but useful for illustra- issues and decides, "I'm in favor of equal SCTap it and reward people for what they
tion). Each is then allowed to present his shares-that keeps everybody happy. • fffi did. I saw some of you hiding in the back*
argument: that expcnSH arc each adventurer'. own ground when the rest of us were doing all
The lawful good character says, "Before business: If someone spent too much, then the real fightift8 . I don't see why anyone
we went on this adventure, we agreed to he should be more careful neltt time. But should be rewarded for being a cowardl ~
split the treasure equally, and that', what raising fallen comrades seems like a good far as raising dead partners, I say that's a
we're going to do. Firsl, we'll deduct lhe idea, so I say we set aside money to do that." matter of personal choice. I don't mind
costs of the adventure and pay for the resur- After listcnina to the above arguments, chippins in for 50IDC of them, but I don't
rection 01 thoscwho have fallen , since we're the true neutral cha.racter decides not to say think I want everyone back in the group,"
sharing all this equally. If someone can't be anything yet. He's not particularly con- Oulraged al the lotally true but lactless
raised, then his share goes to his family," cerned with any choice. If the issue can be accusation of cowardice, the chaotic evU
"Since we agreed to split equally, that's solved without his becomJng Involved, character snaps back, "Look, I was doing an
fine ," replies the lawful evil character gTf:at . But if it looks like one person is going important job, guarding the narl Un I help
thoughtfully, "But there was nothing in this to get everything. that's when he'll step in it if nothing tried to sneak up behind us1
deal about paying for anyone else's expms. and cast his vote for a more balanced distri- Now, it seems to me that all of you are
es. h 's nOI my fawt if you spat a lot on bution. pretty beat up- and I'm not. So, I don',
think there's going to be too much objection
ill take all the jnvelry and that wand, And
I'll take anything interesting thOle two dead
guys have. Now, you can either work with
me and do what I say or get lost-per-
manentlyl"
The chaotic neutral character is also dead
(after he tried to charge a gorgon). so he
doesn't contribute to the argument. How-
ever, if he were alive, he would join forces
with whichever side appealed 10 him the
most at the moment. If he couldn't decide,
he'd fli p a coin,
Ocariy, widely diverse alignments in a
group an make even the simplest taU:.
impossible. It is almost certain that lhe
group in the Clt3mple would come to blows
bcfon they could reach a dcdslon . Bul
dividing cash is not the only instance in
which this group would have problems.
Consider the battle in which they pined the
treasure in the first place.
Upon penetrating the heart of the ruined
castle, the puty met Its foe, a powerfulgor-
gon commanded by a mad warrior. There,
chained behind the two, was a helpless peas-
ant kidnapped from a nevby village.
The lawful good cha.racter unhesitating.ly
(but not foolishly ) entered the battle; it was
the right thing to do. He considered it his
duty to protect the villagers. Besides, he
could not abandon an innocent hostage to
such fiends, He was willing to fight until he
won or was dragged off by his friends . He
had no intention of fighting to his own
death, but he would not give up until he had
tried his utmost to defeat the evil aeatures.
The lawful evil character also enttted the
battle willingly, AJthough he cared nothing

.8
for the peasant, he couJd not illlow the two side. U everyone WiiS killed, he could take shifts in behavior. Spells can compel a char·
fiends to mock him . Still, there WilS no reil· everything he wanted and leave. All these acter to perform actions apirut his will.
son for him to risk illl for one peasilnt . U sounded a lot better than setting hurt for lit- Although all of these have an effect. none
forced to rHnilt, he could return with il tle or no gain . So he stayed near the back of are as permanent or damaging as those
stronger fora, Cilpture the oimlnals, and 1M battle, watching. If anyone asked, he chokes the characta-- makes 01 his own free
execute them publicly. If the peasant died in could say he was watching the rear, makins will.
the meantime, their punishment would be sure no one came to .ilid the enemy. Chilnging the way a character behne
that much more horrible. The two preceding examples of alignment and thinks will cost him experie~ points
The lawful ntutral character was wining are extreme situations. It's not very likely and slow his advanclt.ment . Part of a charac-
to fi&ht. b«ause the villains threatened pub-- that a player will ever play in a group of ter's experiena comes from learning how
lic ordft'. However, he WilS not willing to alignments as varied as those given here. If his own behavior affects him and the world
ris.k his own life. He would have preferred such a STOuP ever dOH form. players should around him. In re.ililife, for ex.ilmple, .iI per·
to come back later wit.h reinforuments. If seriowly tKonsidet' the alignmenls of the son learns tn..t he doesn't like horror movies
the peasant could be saved, that is good , different members of the party! More often, only by going toxea few of them. Based on
because he Is ~rt of the community. If not, the .ildventurins ~rty will consist of charac- that experience, he learns to avoid artaln
it would be unfortunate but unavoidable, ters with relatively compatible alignments. types of movies. Changing behavior means
The neutral good character did not fight Even then, players who role-play their char- discarding things the character learned pre--
the gorgon or the warrior, but he tried to acters' alignments will discover small issues viously. Relearning things takes time. This
rescue the peasilll!. Saving the peasilllt was of disagreement . costs the character experience.
worthwhile, but there was no need to risk There are other, man! immediate effects
injury and death along the way. Thus, while of changing alignment. Certain character
the enemy was distracted in combat, he
Changing Alignment cJa~ require specific alignments. A pala-
tried to slip past and free the peasanl . Alignment is a tool, din who is no longer lawfullood is no long-
The true neutrill character weished the not a straitj.ilcket . It is possible for a player er a p.illilldin . A character may have magical
situation carefully. Althoush it looked like to ch~e his character's alignmenl after the items usable only by specific alignments
the foren working for order would have the character is aeated, either by action or (intelligent Iwords, etc.), Such items don't
upptt hand in the battle, he kn~ there had choia. However, changing alignment is not function (and mily even prove dangerous) in
b«n a ~ill trend towud W05 ilnd without its penalties. the hands of a differently iIIligned character.
destf'Uction in the region that mwt be com· Most often the character's alignment will Nrws of a charader', change in behavior
batted. He tried to help, but if the group change beause his .ilctions ve more in line will certainly get around to friends iIInd
failed, he couJd work to restore the ba.lilnce with.il different alignment. This can happen acqu.ilinlances. Althoush some people he
of law ilnd wos e~here in the kingdom . if the player is not ~ying attention to the never considend friendly may now warm to
The neutral evil character cared nothing character and his actions. The characlet' him, others may take exception to his new
about lilW. order, or the poor peasant. He gr.adually assumes a different alignment. attitudes. A few may even try to help him
figured that t~ had to be some treasure For example, a lawful good fighter ignores HSC!f: the error of his ways .~ The loal clergy,
ilfOund som_here. After all, the villilin's the village council's plea for help beause he on whom he fl!'lies for healing. may look
lair had ona been a powerful temple. He wants to go fisht evil elsewhere. This action askana on his recent behavior, denying him
could poke around for cash while the others is much closer to chaotic good, since the their special services (while atlhe Siime time
did the real work. If the group lot into reill character is placing his dC!lire over the need sermonizing on his plight). The character
trouble ilnd it looked like the villai", would of the community. The fighter would find who changes alignment often finds himself
ilttack him, then he would fish!. Unfortu· himself beginning to drift toward chaotic unpopular, dependinl on the allitudes of
nately, a stray magical ilrrow killed him just good alignment. the surrounding people. People do not
ilfter he found a large gem . All people have minor fail ings, howenr, understand him . If the ch.ilracter drifts into
The chaotic good character joined the so the charilcter does not instantly become chaotic neutral behavior in a hilhly lawful
figh t for several realOns. Several people in chaotic good . Several occasions of lax dty, the townspeople might decide that the
the group were his friends , and he w.ilnted to behavior are required before the character's charilcter is afflicted and needs cI05e super·
fish! .ilt their sidft. Furthermore. the poor, alignment changn officially. During that vision, even confinement. for his own goodl
kidnapped peasant deserved to be rescued . time, extremely lawful good activities can Ultimately, the player is advised to pick
Thw, the ch.ilotic good character fought 10 swing the balilna back . Althoush the play- an alignment he can play comfortably, one
.ilid his companions .ilnd sne the peasilnt. er may have a good idea of where the char· that fits in with those of the rest of the
He didn't care if the villains were killed. C.ilp- acter's alignment lies, only the OM knows group, iIInd he should stay with that align·
tund, or just driven .ilW.ilY. Their attacks for sure. ment for the course of the character's ca.reer.
.ilg.ilinstlhe village didn't conam him. Uk_ise. the chvacter cannot wake up There will be times when the OM, especially
The chaotic neutr.ill character dKided to one morning and Siiy, HI think I'll become if he is clever. aeates situations to test the
charge, Kreaming bloodthirsty cries, lawful good today.H (Well, he can say it, but charillcter's tKOlve and ethics. But finding
straight for the gorgon . Who knows? He it won't have ilny effect .) A player can the right courw of action within the cha.rac-
might n..ve broken its nerve and thrown it choose to change his charilcter's alignment, ler'l alignment is part of the fun and chal-
off gurd . He di5Covend th.ilt his plan was a but Ihis change is .ilccomplished by dftds, lenge of role-playing.
bad one when the gorgon's bre.ilth killed not words. Tell the OM of the intention and
him. Ihen try 10 play accordif\j; to Ihe new
The chaotic evil chuacter saw no point in choice.
risking his hide for the vill.ilgers, the peas-. Finally. there are many m.ilgical effects
ant, or the rest of the party. In fact . he that can change a character's alignment .
thought of several good reasons not to . If
the party was weakened, he might be able to
take over. If the villains won, he could prob-
ably make a dul with them and join their
Rare and cursed magical items can instantl y
alter a character's alignment . Powerfularti-
fa cts may slowly erode a character's dete ....
mination and willpower, causing subtle
"
49
5: Proflclencles

Most of what ill playw chMacter an do is Table 34: PRQ FIOENCY SLOTS
defined by his race, cbss. and ~lity SCOn'$ . Weilpon No n ~ilpon
The.: t.hree cha.rx1tristics don't cover every- Prolldendn ProfidendH
thing. ~. Charac:tm: an haw ill wide Penalty
G roup Irtitial ILeveb InitW ILevels
nnse of talents. from lhe patm! (and intri- Wiurior • 3 -2 3 3
cate) arts of magic to the simple and mu.ndane -5
Wiurd I 6 • 3
know~ of how to build ill good fire. The
Print 2 • -3 • 3
character's magical ability (Of" lack thereof) is
Rogue 2 • -3 3 •
ddlned by his class. ~ abilities, such as
fire building. an! defined by proficiencie.
A proficiency is a learned skill that isn't Thereafter, as 1M character adva.1\Cft in on tM long journey 1M next d.1y. Perhaps
essentiailo the charactH's clas5. A rangff. for experience levels. he gains additional profi- the charader must wait around for several
ewnple, may fmc! it useful to know some- ciency slots. The rate at which he gainli them days while his companions M .. I from the
thins about navigation, cspKiaI.Iy if he lives depends on tht: group he belongs to. Table last ..dventure. Or he might spend weeks on
near an OC'eaIl or sea coast . On the other hMId, 34 lists how many weapon and non weapon ..n uneventful oceiltl voyage. What is he
he isn'llikely to suffer if he dMsn't know how proficiency slots the char..der starts with, dOin& during that time?
10 navigate; he is a ~, not a sailor. and how many levels Ihe ch.. rader mu,t Among other things, he is studying what-
Profi6encits art' divided into two groups: pin before he e..ms iIInolher slot. ever new proficiendes he will eventually
weapon proficiencies (those rdated to wea~ Irtitial Weilpon Profide ndH is the num· learn. Usin.g this Hdown time~ to handle the
ons and combat) and non weapon pro- ber of wupon proficiency slots received by unexciting aspKts of a role-playing cam-
ficiendes (those mated to everything else). char.. ders of that group at 15t level. p .. i8l1 lets pl .. yef5 concentrillte on more
All profk:iency ruin are additions to the I Levels (for both wupon .. nd non- important (or mote interesting) mailers.
game. VYeapon prof1Ciencie are lounwnent- weapon profidencin) teJIs how quickly ill Another part of training is finding ..
level rules, optiONJ in regular piay. and non- character gains iIIdditionilll proficiency SIOls. teacher. Most skills are easier to learn if
weapon proficiendes are completely optionaL A new proficimcy slot Is gained at every someone teaches the character. The OM Citn
ProfieXndn are not ntUt5iU'y for ill balanced experience level that i, evenly divilible by handle this in several ways. For those who
game. They add an ~tiONI dimension to tM number listed. Rath (ill Willmar), for like simplicit y, ignore the nftd for
characters. however, and anything that example, gains one weapon profidency slot teachus-there .. re self-taught pepple ev~
tnrichn charxtmutkm is ill bonus. If we..p- .. t every level evenly divisible by 3. He gets rywhere in the world. For those who want
on pro6ciendes are used in your g;l1T'Ie, expect one new slot .. t 3rd level , ..nother at 6th, more complexity, make the player chotrac-
then to apply to all char.Jdft'S, includins anotMr iIIt 9th, and 50 on. (Note thai R.. th ten find someone to te..ch them any new
NPCs. Nonweapon profkimdes may ~ used also pins OM nonwupon proficimcy at profickncy they want to IUITI . This can be
by playcn who enjoy them and ignortd by 3rd, 6th, 9th. etc.) another pl .. yer ch .. racter or an NPC.
those who don't without &ivins unfair adv;m- Pena.lty is the modifier to tM charader'S A1though this adds realism. it tends to limit
tages to anyOM (provic:ltd your OM allows attack rolls when he fights using a weapon tM PC's adventuring options, espeda.lly if
this; he', tM OM who must deal with any he is nol proficient with. Rath . .. dwarf, he Is required to stay in ~Jar contad with
"""'' "' ).
Once a profidency slot is filltd , it can
chose 10 be! proficient with the warhammer.
Finding himself in a desperate situation, M
his instNctor. Furthermore. most te.. chers
want payment . While a b.. ner a.rrattgement
never hf: changtd or I"«'assigntd . snatches up a flail, even though he knows might be reached, the nOnTlal p.. yment Is
little about it (he is nol proficimt with it). cuh. The actual cost of the service depends
Using the weapon awkwardly, he has a - 2 on the nature of the skill, the amount of
Acquiring Profldendes penalty to his chance to hit. training desired, the availability of tuton,
Even newly Cfe· lnitil l No nwelpon Profi denclH is Ihe the gfftd of the instrudor, and the desire of
att!d, Ist·levd charactus have proficiencit!S. number of nonweapon proficiency slots the OM to I"«'move excess cash from his am-
The numhf:rof proficiency slots that a char-- that character has at lst It:vd. Even If you paign.
acter starts with is delenTlinft! by his group, are playing with weapon profidmcies. non-
as shown in Table 34. Each proficit:ncy 5101 weapon profidencies are optional.
is t:mpty until the pla.yer " (1II5Hit by sdKt- Weapon Profldenc:les
ing a proficiency. If your DM allow, non- A we.. pon profi-
wea.pon proficiencies, the character', Training ciency lTM!'asurn a character's knowledge
InleUigence sc:o~ can modify the numhf:r of like aU skills and and training with a spKific weapon . When
slots he has. granting him mol"«' proficien- abilities, proficlm<:ie do not le.. p unbidden a character is creatft!, the plillYU checks
cies (set: page 16). In both cases, new profi- and fully rea.liud into a ch.;u..cter's mind . Table 301 to Sft how many weapon proficien-
ciencies are learned tM same wa y. Instead, a character must train. study, and cy slots the character has. These initial slots
Consider the case of Rath, a dwarf fight - practict! to learn a fleW proficiency. How- must be filled immediately. before the char-
er. Table 34 gives him four weapon profi- ever, rol~playing tM tr..ining time needed acter ftnbarks on his first ..dvenlure. Any
ciency slots (he is a wamor). If nonweapon to leam a new skill is nOI much fun . Thus ,lots that ..ren'l fillft! by ther! .. re lost .
proficienc:i6 are uS«!, M ha, th~ slot, and there ..re no training lima or study periods bch weapon proficiency slot must be
his Inlelligence of 11 gives him two addi- ..ssocialft! wilh any proficiency. When a assigned to a partic:u.l.. r weapon, nol lust ..
tional profidmcy slots (according 10 Tillble chilracter chooses a proficiency, it is c1us of weapons. Each weapon lislft! in
4. page 16) for a lolilll of five nonwt:apon assumed that he had been studying it in his Table 44 (Weill pons) requires its own profi-
proficiency slots. The: player mu,t alSign spare time. ciency; elch has ilS own special tricks and
weillpon or non weapon proficienciH to all Consider just how much spare time the quirks lhat must be maste.~ before the
o( tht:se Slols before Iht: charader goa on characler has. The plillyer is not role-playing weapon can be handled properly .. nd elfK-
hisHrsl adventul"«'. These represent what the every second of his charader's life . The lively. A fencer who is master of the epee,
chilra.der has lurned before beginfling his player may decide to hitVe his character for example, is not necessarily skilled with a
adveflturing careoer. spend a night in town before setting out saber; the two weapons look similar. bUlthe

50
Proflclencles

Table JS: SPEOAUST ATfACKS PER ROUND has the weapon proficiency slots availillble,
In one way, a weapon specialist is like a
Other
wizard specialist. The specialization re-
fighter Melee light t-II,'<lVY Thrown T hrown (Non-b o w)
qu ires a Single-minded dedication and train-
Level Weapon X·bow X-bo w Dagger Da rl Missiles
ing. Thus multi-class chillractcrs cannot use
1-6 3/2 111 1/2 311 4/1 3/ 2 weapon specialization; it is available only to
7·12 211 312 1/1 4/1 511 211 single-class figh ters.
13+ 512 211 3/2 511 6/1 512
Cost o f Specialization
figh ting styles they are designed for are en· the weapon . but he knows more about it Weapon specialiution is obtillined by de-
tirely different. A player character could be.. than someone who picks it up without any voting extra weapon proficiency slots to the
come profideflt with a long bow or a short skill in similar weapons. chosen weapon. To specialize in any sort of
bow, but not with all bows in general (unless When a character uses a weapon that is melee weapon o r crossbow, the character
he devotes a proficiency dot to each individ- similar to a weapon he is proficient with, his must devote two slots-one slot to become
ually). Furthermore, a character can assign attack penalty is only o ne-half the normal proFicient with it , iII nd then a second slol to
weapon proficiency slots only to those weap- amount (rounded up). A warrior. for exam- speciali:te in it. Any bow (other thilln a cross-
ons allowt'<! to his character class. pie, would have a -1 penalty with a related bow) requires a to tal of three proficiency
As a character reaches higher experience weapon instead of - 2. A wi.tillrd would slots: one for proficiency and two to s~
levels, he also earns additional weapon pro- have a -3 penalty instead of -5. ciali.te , Assume, for the moment, that Rath
fidencies . The rate at which profidencies Specific decisions illbout which weapons the dwarf decided to specialize with the
are gained ~nds on the character's class . are related are left to the OM. Some likely wa rhammer. Two of his four proficiency
Warriors, who concentrate on their martial categories iII re: slots are thus devoted to the warhammer.
skills, learn to handle a great number of With the two remaining, he Cilln become
weapons. They gai n weapon proficiendes hand axe, battle axe; proficient with the short sword iIInd short
quickly. Wizards, who spend their time short bow. long bow, composite bow; bow (for example),
stud ying forgotten magical a rts, have little heavy iIInd light crossbows;
time to practice wit.h weapons. They gain dagger. knife; Effects of Speclilliution
additional weapon proficiendes very glaive, halberd . bardiche, voulge, When a character specializes with a melee
slowly. Multi-class characten; can USE' the guisarme. glaive-guisanne, guisarme- weapon, he gains a + 1 bonus to all his a t-
most beneficial line on Table 34 todetermine voulge; lack rolls with that weillpon and a + 2 bonus
their initial proficiencies and when they gain harpoon, spear, tridenl, javclin; 10 aU damage rolls (i n addition to bonuses
new proficiencies. footman's mace. horseman·s mace, morn- for Strength and magic). The attack bonuses
ing star. nail, hamme r, club; are no l mag,ical and do no t enable the cha r-
military fork, ran5eur, s!>"tum , partisan; acter to affect ill creature that can be injurtd
Effects of We.apon Profldendes
scimitar. bastillrd sword. long sword . only by magical weapons.
A character who broad sword; Bow lind crossbow specialists gain an iIId-
has a specific weapon proficiency is skilled sling. staff sling ditional range category; point blank .
with thai weapon and familiar with its USE' . Point-blank range (or bows is from six feet
A character does not gain any bonuses for to 30 feet . Point-blank range for crossbows
using a weapon he is proficient with ; the We.apon Sped.allutlon
is from six feel to 60 feet. At point-blank
combat rules and attack chances assume Knowing how to range, the character gains a +2 modifier on
that everyone uses a weapon he is proficient USE' a .....eapon ..... ithout embarrassing your- attack rolls. No additional damage is
with. This eliminates the need to add a mod- self is very diffe rent from being a master of caused, but Strength (for bows) and magical
ifier to every die roll during battle. that wCillpon. There are warriors, and then bonuses apply. Furthennore, if the charac-
When a character uses ill weapon that he is there are martial artists. An Olympic fencer ter has an arrow nocked and drawn. or a
not proficient with, however. he suffers a is more than just an athlete; he can do things bolt loaded and cocked, iIInd has his ta rget in
penalty on his chance to hit . The si.te of this with his weapon that astound mOSI fencers. sight. he can fire at the beginning of the.
penalty depends on the characters class. In the AO&:D" game, part of your charac- round befo~ any inhiilllive rolls are made,
Warriors have the smallest penalty because ter'sskiIJ is reflected in the bonuses he earns Fighters who sJ)Kiali.te also gillin extrill at-
they are assumed to ha ve passing familiarity as he reaches higher levels. As you r charac- lacks earlier thilln those who don't special-
with all weapons. Wi.tards, by comparison, ter advillnce:s. he becomes a wiser. more dan- i.te. Bonus attacks for specialists are listed
are heavily penaliud because of their lim- ge rous figh ter, Experience has taught him to on Table 35. The USE' of this table is ex-
ited study of weapons . The modifien; for anticipate his o pponents and to pounce on plillined in Chapler 9: Combat. Bow speciilll-
each class (which are taken as !>"nalties to any adva ntillge that presents itself. But this ists do not gain any iIIdditional iIIttacks per
the a!lack die ro ll ) are listed on Table 34. is a gener.al, overall improvement, brought round.
about by the willrrior's shar!>"ning senses
and Uming. It applies equally to all Iypes of
Rel.ated We.llpons Bonus
fighting . Nonweapon Proflclencles
When a character Weillpon specialiution is an o ptional rule A player character
gains a weapon proficiency, he is learning to that enables a fighter (only) to choose a sin- is more than a collection of combat modi-
use a particular weapon effectively. How- gle weapon and speciilllize in ils use, Any fiers . Most people have a variety of skills
ever. many weapons have similar character- weapon may be chosen. Specialization is learned over Ihe years. Consider yourself illS
istics. A long sword. bastard sword, and normally iII nnounced (and pillid for with an example-how millny skills do you pos-
broad sword, while a ll dirferent. a re all weapon proficiency slots) when the charac- sessl If you have gone through 12 years of
heavy, slashing swords. A character who is ler is creillted. But even after ill player charac- school, we~ moderately active in after-
trained with o ne can apply some of his skill ter eillrns experience. he can still choose to school programs, iIInd did fairly well on
to the others. He is not fully proficient with specia lize in a weapon . prOVided he your grades, the fo llOWing migh t be a par-

51
Proflclencles

Hal list of your skills: safety. But does De:lsenora know how to
SecondAry Skills
English reading and writing swim?
Geometry, algebra, and trigonometry One way to answer this is to pretend that The second method
Basic chemistry your character know. most of the things for determining what your character knows
Basic physics that you know. Do you know how lo swim1 is to assign secondOlry skills. Secondary
Music (playing an instrument. singing, or If you do, then your character can swim . If skills are broad areas of expertise. Most cor-
both) you know a little about mountain climbing. respond to occupations thOlt your character
Spanish reading and writing (or French, horseback riding, carpentry, or sewing, may have been apprenticed in or otherwise
GermOln, etc.) your character knows these things, too. picked up before beginning his adventuring
SOIsic Shop or Home Economics This also applies to things your charOlcter life. Secondary skills are much more general
Typing might want to build . Perhaps your charac- than nonweapon proficiendes. They should
Driving ter decides he wants to build a catapult . If not be used in combination with non-
History you can show your OM how to make such a weapon proficiencies, which are explained
Basic biology device, then the OM may allow your char- later.
acter the same knowledge. lnd~, you Every player character has a chance at a
In addition to the things learned in might visit the local library just to gain this
school, you have also learned things from secondary skill. Either choose one from
information. Table 36 or take a chance and roll randomly.
your parents. friends , scou ts, or other
There are real ad va ntages to this method. A random roll may result in one, two, or no
groups. You might be able to add any of the
You can learn something at the library o r secondary skills.
following to your list.
school and bring it into your game. Also,
Swimming there are fewer rules to get in the way of Ta ble J6: SECOND ARY SKILLS
Hunting your fun . Since there are fewer rules, your
0100
Fishing OM hOls a lot of Oexibility and can play out
RoU Secondary Skill
Canoeing all the drama inherent in a scene.
Sailing 01.02 Armorer (make, repair, &: evalu-
There.. are also problems with this meth-
a te armor and weaporu)
Horseback riding od . First, you probably know a lot of things
Firsl aid your character should not - basic electron- OJ-04 Bowyer/ Retcher (make, repair, &:
Anima1lraining ics, the components of gunpowde r, or calcu- evaluate bows and atroWl)
Cooking 05-10 Farmer (basic agriculture)
lus. for instance . You have a lot of
11-14 Fisher (swimming, nets , and small
Sewing knowledge that is just not available to
Embroidery someone in a medieval world (even a fanla- boat handling)
Dancing sy medieval world). likewise. there are 15--20 Forester (basic wood lore, lumber-
ing)
things that a typical person in a medieval
If you consider all your hobbies and all 21-23 Gambler (knowledge of gambling
world would know thOlt you, as a modem
the things you have done, you probably gam")
person, haye neyer needed to leam . Do you
know many more skills. In facl , if you make 24-27 Groom (animOlI ha ndling)
know how to make armor1 Skin a deer1 Salt
a list, you probably will be surprised by Ihe 28-32 Hunter (basic wood lore. butcher-
large number of basic skills you have. And, meat away forthe winter? Tum nax into lin-
en1 Thatch a roof? Read heraldry? You ing. basic tracking)
at this point , you life (or were) still young! 33-3. Jeweler (appraisal of gems and
Now, having graduated from school. you might, but there is no way you can consider
jewelry)
get a job. Are you just a carpenter. mechan- these common skills anymore . But in a
medieyal world they would b. common. 35-37 Leather worker (skinning, tan-
ic, electrician, salesman, or s«retary1 Of ning)
course not; you are a lot more than just your Also, knowing something about a skill o r
)8· 39 limner/ Painter (map making,
trade doesn't mean you know a lot , and
job. All those things you learned in school app raisal of art objects)
and elsewhere are part of what you are. there is a big difference betwei!n the two.
When Delsenora fell into the raging: riyer, 40-42 Mason (stone-cutting)
Shouldn't it be the same for your plOlyer 43-44 Miner (stone-cutting. assaying)
she had to swim out. But was she a strong
character?
enough swimmer to pull free of the current1 .>-<6 Navigator (astronomy, sailing,
For a really complete role-playing charac- swimming, navigation)
ter, you should know what your character The OM must make up a rule on the spot to
handle lhesituation . Perhaps you can swim , 47-49 Sa ilor (sailing, swimming)
can do . There are three different ways to do 50-51 Scribe (reading, writing, basic
this: using what you know, using second- but can you swim well enough 10 escape a
math)
OIry skills, and using non weapon proficien- raging 10rrent7
The biggest drawback to this method is 52-53 Shipwright (sailing, carpentry)
cies. Each of these is optional, but each 54-56 Tailor/ Weaver (weaving, sewing.
incrt'ase5 the amount of detail thai rounds lhat Ihere are no ru les to resolye tricky situ-
ations. The OM must make it up during embroidery)
out your character. Teamster/ Freighter (animal han-
play. Some players and OMs enjoy doing
this. They think up good answers quickly. dling, wagon-~air)
Using ~t You Know Many consider Ihis to be a large part of Ihe Trader / Barterer (appraisal of
fun . This method is perfect for them, and common goods)
If your OM decides 63-66 Trapper/ Furrier (basic wood lore,
nOI to use secondary skills or non weapon
they should use it.
Other players and OMs like to have dear skinning)
profidendes, situations will arise in which 67-68 Weaponsmith (make, repair, &
you'll have to determine whether your char- rules to prevent argumen ts. Ir Ihis is the case
in your group, it is better 10 use secondary evaluate weapons)
acter has certain skills . For example, 69-71 Woodworker / Carpenter (carpen-
De:lsenora the mage slips at the edge of a skills or nonweapon proriciencies.
try, carving)
steep riverbank and tumbles into the WOlter. 72-85 No skill of measureable worth
The current sweeps her into Ihe middle of ~ Roll twice (reroll any result of
the river. To escOlpe, she must swim to ~)

53
-l
~ Proflclencles (Non weapon Proflclencles)
-Once a character has a s«ond.1rY skill, it some weapons are not available to certain profidencies that can be lea rned easiJy by
is up to the player a nd the OM to determine character classes, all nonweapon proficien- any chilracter.
just whiill the character can do with it . The des are available to all characters. Some Refer to Table 38. When a player sele-cts a
items in parentheses afte r each skill describe nonweapon proficiendes are easier fo r cer- no nweapon proficiency from Ihose catego-
some of the things the character knows. lain character classes to learn. however. ries listed under HPToficiency C roupsH for
Other knowledge ma y ~ added with the Table 37 lists all non weapon profiden- his character's group, it requires the number
OM's approval, Thus, a hunlf'r might know des. Th ey are divided inlo categories thai of proficiency slots listed in Table 37. When
the basics of finding food in the wilderness, correspond to character groups. The profi- .. player selects a proficiency from any othe r
how to read animal signs to id entify the ciencies lisled under each group can be category. it requires o ne additio n.. l profi-
types of creatures in the iiI",iI , the habits of learned easily by characters of th .. 1 group. ciency slot beyond the number listed.
dangerous animals , a nd how to stalk wild A fifth ca tegory -"General " -contains
animals.
Like the previous method ("Using What
Table J7: NONWEAPON PROFICIENCY GROUPS
You Know ~). this method has strengths and
weakn~. S«onda ry skills do nOI pro- GENERAL
vide any ru les for determi ning whether a , of Slots Relevant Check
character sucCff<is when he uses a skill to do Proficiency Required Ability Modifier
something difficult. It is safe to assu me t.hat Agriculture 1 Intelligence o
simple jobs succeed automatically. (A Anim.. 1 Handling 1 Wisdom -1
hunter could find food for himself without
any d ifficulty.) Fo r more complicated tasks,
Animal Training
Artistic Al>ilily
1 W isdom
1- - - - - -Wl&dom - --ig
the OM mus t assign a chance fo r success . He BliJCksmithing 1 Strength o
can assign a percentage chance, have the Brewing Inlelli~,..._ o
character make a ~ving throw, o r require Carpentry 1 Strength o
a n Ability check (see Glossary). The OM Cobbling 1 o
still has a lo t of f1e:JCibilily. Cooking 1
This fle;ll;ibility means Ihe OM must some- Oilncing 1 -~- g
times make up the rule to cover Ihe situa- Direction Sense • 1 Wisdom +1
lion, however. As mentio ned earlier, some Etiquette 1 Charisma o
OMs enjoy Ih is: o lhers do nOI. their Fire-building 1 Wisdom -1
strengths being elsewhere. While seconda ry Fishing 1 Wisdom -1
skills define and limit the player's options. Heraldry 1 Intelligence o
they do not greally Si mplify the OM 's job . LangUilges, Mooern 1 InleDigence o
Leatherworking 1 Intelligence o
Nonwe.pon Profldendes Mining 2 -3
Pottery 1 -2
The most deta iled Riding, Airborne 2 -2
method fo r handling character skills is that Riding,
of nonweapon pro fi ciencies. These are Rope Use
much like weapon proficimcies. Each char- Se.. manship 1 Dexterity +1
acter starts with a specific number of non- Seamstressl1:'!Ili Ql' 1 Opsttrily -1
weapon proficiency slots and then earns Singing 1 Charisma o
additional slots as he advances. Initial slots Stonemasonry 1 Strength -2
must be assigned immediately; they cannot Swimming 1 '"h_____
Streng.. o
be saved o r held in reserve. We.. tfWr Sense Wrsaom -1
Nonweapon proficiencies are the most Weaving 1 Intelligence
detailed wa y to handle the question of what
the player character knows. They allow the PRJEST
player to choose from a brood selection and I of Slots Re levant Check
define the effects of each choice . Like the Proficiency Required Ability Modifie r

H_
olher methods, however, this system is not Ancient History 1 Intelligence -I
without drawbacks . First, nonweapon pro-- Astrology 2 Inlell ig~
en~"
~-­ o
ficiencies are rigid. Being 50 defined , they EnginH'ring 2 Intelligence -3
limit Iheoplions oEboth the player a nd OM . 2 Wiidom -2
At the same lime, there will still be ques- Herbalis m 2 Intelligence -2
tions unanswe red by these proficiencies. Languages, Ancient 1 Intelligence o
Whereas before such questions were broad, toe.. 1History 1 o
they will now tend to be more precise and Musical Instrument _ -l___ ___
1 ~
Ch. ""'
~Dexl ttL
ty
-1
detailed . Secondl y, using this system Navigation 1 Intelligence -2
incrt'~ the amount of time needed to c re- Reading / Wriling 1;.._ _ _ _ _ _ _,In-;;telligence +1
ate a character. While the end resull is a
more complete, well-rounded person, set-
Religion
5_, ______ ~
1I
____ ~ __ ~
Isdom
m'~

_ _ -2
o
up time can lake up to two o r three hours.
Novice players especially may be over-
whelmed by the number of choices and
rules.
Unlike weapon proficimcies, in which

54
Profldendes

ROGUE If a proficiency check is required, Table 37


, of Slots ReJev;lnl Check lists which ability is used with tach profi-
Proficiency Required Ability ModUler ciency. Add the modifier (either positive o r
Ancient History 1 Intelligence -1 negal[Vt) listed in Table 37 to the app ropri-
Appraisi ng 1 In telligence 0 ate ability score. Then the player rolls IdlO.
Blind.figh 1in8
Disguise - - - -:i NA~~~~
______
Charisma
~N~A
~~ If the roll is ~ual to or IHS than the charac·
ler's adjusted ability seOIl', the character ac-
1 Dexterity -1 complished what he was trying to do. If Ihe
Fo..""
c;~~_
_ Gem Cutting ________~--------------~~ rii~..------------..~...
2 Dexterity - 2
roll is greattr than the characttr'S ability
score, the character fails at the tasK, (A roll
Juggling 1 Dexterity -1 of 20 always fails .) The OM determines
]umping:= =_ 1 Strength • ____________~O-., whal tHects, if any, accompany failure ,
[00iI HiJlory 1 O\irisma 11 Of course, to use a proficiency, tht char-
MusicilllnslrulMnl 1 Dexterity -I aCler must have any tools and materials
Re IDaU~......_ ___~2 ________ ~~~~~ ______ ~~
needed to do tht job. A carpenter can do
Set Snares 1 Dexterity 1 Vtry little without his lools, and a smith is
T ightrope Walking 1 Dexterity 0 vi rt ua ll y helpless without a good forgt. The
Tumbling 1 [)exterity 0 character must also have enough lime to do
Ventriloquism 1 intelligence -2 the job. Certainly, carpentry proficiency en-
a bles yo ur character to build a hOUR, but
WARRIOR nOI in a si ngle day ! Some profiCiency de-
I of 510ls Reh.'v.. nl Check scriptions state how much lime is required
Proficiency Required Ability M o dWe r for certain jobs, Most , however, are left to
Animal Lore 1 In telligence 0 the OM 's judgment.
Armorer 2 intelligence - 2 The OM '\.in !.lise or lower a characttr's
Blind-righting ~_ _ 2 NA NA c hance o f success if tht situation calls for
BOwyufFletctier Dexterity -1 it. Factors thai can affect a proficiency
Charioteerins ___..z.1 _____ Dexterity
-.JCOratilution,_ _ _ _ _+2
• check include availability and qualily of
...Enduran'",-"___
tools, quality of raw material used, lime
Gaming Charisma 0 spent doing the job , difficulty of t.he job,
Hunting Wisdom -I and how familiar Ihe character is with the
Mountaineenng NA NA task . A posit ive modifier is added to the
avigation ,- - - - - - -;Intelli&tntt -2 abilily score used for the check. A nega tive
Running 1 Constitution -6 modifier is s ubtracted from the ability
I~nares ~-''- _ _ _ _ _ _ D.exleriIY
score,
Survival 2. In telligence o Rath, skilled as a blacksmith. has bc-t'n
Tracking o
Weaponsmithing
2
3
Wisdom
Intellige nce -, making horsesh06 for ytars. BeCiluse he is
so familiar with the tasK a nd has every tool
he needs, the OM leIS him make horseshoes
WIZARD automatically, without risk of failure. How-
, 01 Slots Re levant Check ever, Oelsenora has persuaded Rath to malee
Prollden"y Requill'd AbUlty Modiller an elaborate wrought-iron cage (she need5 it
Ancient History 1 Intelligenct' -1 to creale a magical item) . Rath has never
Astrology 2 In telligenct' 0
•______,22:-____ _____
do nt this before and the work is very intri-
Engineering~~_ _ ~ _ilntelligen"'~.:...----------,,-;'i__.., COile, so the OM im poses a penalt y of -3 o n
Gem Culting Dt-ilerity -2 Ralh's ability check.
Herhalism 2. Intellig.!nce -2 When two proficient characters work to-
~.Ancient 1 Intell nce 0 gether on tht same task, the highest ability
Navigation 1 Intellige nce - 2 score is used (the one with the greatest
Reading/ Writing 1 intt lligenct' +1 chance of sua::ess). Furthermort, a + 1 b0-
Religion 1 Wisdom 0 nus is added for the other character's usist-
S~llcralt 1 Inltlligence -2 ance. The bonus can never be more than
+ 1. <IS having too many assistants is some-
Tilble 38: NONWEAPQN PROnOENCY times worse than having none ,
GROUP CROSSOVERS Using Nonwe.pon rroflclencles Nonweapon proficiencies can also be im-
Whtn a characltr proved beyond the ability score the charac-
Charac te r ler starts with . For every additional
ClISS Proflde""y Gro ups uses a proficiency, eilher the attempt is auto-
matically successful o r the character must proficiency slot a cha ra cter spends o n a
Fighter Warrior, General non weapon proficiency, he gains a + 1 b0-
Paladin Warrior, P riest , General roll a proficiency c heck, If the task is simple
or lhe proficiency has only limited game use nus 10 those proficiency checks. Thus, Rath
Ranger Warrior, Wizard, General (wert he not an adventurtr) mighl spend his
Cleric Priest , General (such as cobbling or carpentry), a profi.
ciency check is generally not requ ired. If the additio nal p roficiency slots on blacksmith-
Druid Priest. Warrior, General ing, to become a very good blacksmith,
Mage Wizard, General task the character is trying to perform is dif·
ficult or subject to failure, a proficiency gaining a + I. +2, +3, or greater bonus to
Illusionist Wizard, General his abilily checks.
Thief Rogue, General check is required , Read the descriptions o f
the proficiencies for detilils about how and Many non-player crilftsmen art moll' a,,·
S"d Rogue, Warrior, Wiza rd , complished in their fitlds than player
General when each can be used.
55
rroflclencles (Nonweapon rroflclency Descriptions)

characters, having devoted all their energies


to improving a single proficiftlCY. Ukewise,
old masters nonnally have: mort' Iitlenl than
young apprenlkH-unless the youth has an
p;~tiona l ability Korel However, age is
no assu rance of talent . Remember that
knowing a skill and being good at it are two
different things. There are bad poUers,
mediocre poUttS, and true crilftsmen. All
this has much less to do with age than with
dedication aJ\d talent .

Nonwe,apon Proflc.JerKy DescrlptIons


The following pro-
ficiency descriptions are lIfTilnged alphabet-
ically, not according 10 character class. Each
description gives a general outline of what a
ch,uacter with the proficiency knows and
can do. Furthe:nnore, some descriptions
include rules to cover specific uses or situa-
tions, or nad illlitructiOn5 on the effects of
the proficiency.

Agricult urr. The character has a know l-


edge of the basics of EMming. This includes
planting, harvesting, storing crops. tending
animals. butchering. and other typical
farming chores.
Ancient H istory: The c haracte r has
learned the I~ds, lore. and history of
some ancient time and place. The know l-
edge must be specific. just as a historian
would spedaliu today in the English Mid-
d le Ages, the Italian Rmaiss,ance, or the
Roman Republic before Caesar. (The OM
either can ha'Ye andertt periods in mind for
his game or can allow the players to name agitated animal; in contrast, a character luring them closer. A failed check means the
and designate them.) Thus, a player charac- without this profidency has only a 20% sound is incorrect in some slight way. A
ter could know details about the ~e of chance of succeeding in the attempt . failed caJ] may still fool some listeners, but
Thorac Oragonking or the Time of the Sea- Anima l Lore: This proficiency enables il creatures very familiv with the ay automat~
Raiders o r whatever else was a'Yaiiable. character to observe the actions or habitat ially detect: a false c.a11. All otheT creatures
The knowledse acquired gi'Ye!i tru:-charac- of an animill ilnd interpret what is going on . and characters are a llowed a Wisdom check
ter familiarity with the prindpal legE'nds. Actions can show ho w dangerow the crea- to detect the fake .
historical events, characters, locations, bat- ture is, whether it is hungry. protecting its Finally, animal lore increases the chance
tles, breakthroughs (scientific, culturil1, and young, or dd"ending a nearby den. Furthe:r- 01 succes.slully lelling I nares and traps (for
magic.al), unsolved mysteries, crafts. and more, careful observation of signl and h un ting) since the character knows the gen-
oddities of the time. The ch.uacter must roll behaviors can even indicate the location of a eral habits of the creature hunted .
a profidency check to identify places or wa ter hole. animal he rd . predator, o r AniInal T rainir\8= Characters with this
things he encounters from lhilt age. For impending danger, such as a forest fire . The proficiency can train one type of creature
example, Rath kn ows quite a bit about the OM will secretly roll a proficiency check . A (decl~ when the proficiency is chosen) to
Coming of the Trolls, a particuliuly dark succnsful check means the characte-r under- obey simple commands and perform tricb.
period of dwarven history. Moving through stood the basic actions of the creature. 1£ the A character can spend additional proflcien-
some deep caverns, he and his com~nions check fa ils by 4 or less, no information is cies to tra in other types 01 creatUre5 or can
stumble across an ancient portal. sealed for gained . If the check fails by 5 o r more. the improve his skill with iln a.lready chosen
untold ~. Studying the handiwork. he character misinterprets the actions of the type. Creatures typiCillly trained are dogs.
realizes (rolls a su«essIu1 proficiency check) animal. horses. falcons, pigeons, elephan ts, ~n""ets,
that it bean several seals similar 10 those he A character ma y also imitate the CllUs and and parrots. A character can choose even
has 5een o n "banned" portals from the lime cries of animals that he is reasonably fllmiUv more exotic creatura and monsters with
of Angnar, doorways to the legendary wi th, blllSed on his background . This ability animal intelligence (although these ~ diffi-
realm of Trolhel. is limited by volume. The roar of a tyranno- cult to control ).
AnJmal Ha ndling: Proficiency in this area saurus rex wouJd be beyond the abilities of a A trainer can work wit h u p to three crea-
enables a character to exe:rcise a greater- normal character. A successful proficiency tures at one time. The trainer may choose to
than-normal degree of control over pack check means that only magical muns an teach generlill tasks or specific tricb. A g1!n-
animals and beasts of burden . A successful distinguish the character'1 c;all from that of eral task gives the creature the ability to
proficimcy chec.k indic.ates that the chilrac- the true animal. The ay is suffidmt to fool react to a number of nonspecific commands
ter has succeeded in calming an excited or animals, perhaps frightening them away o r to do its job. Ex.amples of tasks include

56
'f-
Profldendes Nonwea on Profldenc Deserl tlons)
.."
-
guard and attack. carry a rider, perform the types of MlTlor listed in the P/QYflrs a great battle, a friend lost, a new friendship
heavy labor, hunt , track, or fight alongside Ha"dbook, given the proper materials and made, etc. The OM decides the ellact pred.ic~
soldiers (such as a war horse orelephanl). A faci lities. When making annor, the profi- lion (based on his intentions for the nellt few
specific trick ttaches the trained creature to ciency check is rolled at the end of the nor- gaming sessions). Note that the prediction
do one Specific .loction. A horse may rear on mal construction time. does not guarantee the result-it only indi-
command, a falcon may pluck a designated The time required to make armor is equal ca tes the potential result . If the proficiency
object, a dog may .. ttack a specific person , to two weeks per level of AC below 10. For check is failed , no information is gained
o r a fat may run through a particular mau. example, a shield would require two weeks unless a 20 is rolled, in which case the pre--
With enough time, a crealufl! un be trained of work, whereas a suit of full plate armor diction is Wildly inaccurate.
; 10 do both ge:nerallask$ .and specific tricks. would require 18 weeks of work , Clearl y this profidency requires prepara-
Training for a general task requirrs three If the proficiency check indicates failure tion and advance knowledge on the part of
months of uninlelTUpted work . Training for but is within 4 of the amount needed for suc- the OM. Because of this, it is permissible fo r
a sp«ific trick requires 2d6 weeks . At the cess, the armorer has created usable, but the OM to avoid the question, although this
end of the training time, a proficiency ChKk nawed, armor. Such armor functions as 1 shouldn't be done all the time. Players who
is mack. If successful. the animal is trained . AC worse than usual, although it 10010:5 like want to make their OM's life easier (always
If the die roll fails, the beast is untr.Jinable. the armor it was intended to be . Only a a good idra) should consider using this pro-
An animal can be traint<! in 2d4 general character with armorer proficiency can ficiency at the end of a gaming session, giv.
tasks or specific tricks. or any combination detect th~ naws, and this requires careful ing the OM until the nellt snsion to come up
of the two . and detailed inspection. with an answer. The OM can use this profi-
An animal trainer can also try to tame If the flawed armor is struck in melee ciency as a catalyst and guide for his
wild animals (preparing them for training combat with a natural die roll of 19 or 20 , it adventures- something that will prompt
later on). Wild animals can be tamed only breaks. The character's AC immediat~l y the player characters to go to certain places
when they are very young. The taming worsens by 4 additional classes (ahhough or to try new things.
requires o~ month of uninterrupted work never above 10), and the brok~n armor Characters with the astrology proficiency
with the creature. At the end of the month, a hampers th~ character's movement. Until gain a + 1 bonus to all navigation proficien-
proficiency check is made. U successful. the the character can nmove the broken annor cy checks, provided. the stars can be .seen.
beast is suitable for training. If the check (a proct'S5 requiring Id4 roundsj, the char· 8lacksmllhlns: A character with blade·
fails , the creatun retains enough of its wild actec moves at II: of his normal rat~ and suE· smithing proficiency is capable of making
behavior to make it untrainable. It can be fen a - 4 penalty to all of his attack rolls. tools and implements from iron. Use of the
kept, though it must be leashed or caged . If an annorer is creOlting a suit of field proficiency requil'i$ a forge with a coal·fed.
plale or full plate armor, the character who fire and bellows, as well as a hammer and
will u~ Ihe armor must be present at least anvil. The character cannot make armor or
once a week during the creation of the most weOlpons, but can craft crowbars,
annor, sin« such types of armor require grappling hooks, horseshoes, nails, hinges,
v~ry exact filling. plows, and most other iron objec:ts.
Artlsllc Abillly: Player characters with 8Und-lighting: A cha~cter with blind-
artistic ability an natur~ lI y accomplished in fighting Is skilled at figh ting in conditions of
various forms of the arts. They hav ~ an poor or no light (but this proficiency does
inherent understanding of color, form , not allow spell use) . In total darkness, the
space, flow, tone, pitch, and rhythm. Char- charOlcter suffers only a -2 penalty to his
acters with artistic ability must select one attack roll (as compared. to a -4 peralty
art form (painting, sculpt un, composition, without this proficiency). Undrr starlight or
etc.) to be proficient in. Thereafter they can moonlight, the character incurs only a -1
attempt to create art works or musical com- penalty. The character suffers no penalties
positioM in their given field. Although it is to his AC because of darkness.
not necessary to make a proficiency check, Furthermore, the character retains Special
one can be made to determi~ the quality of abilities that would normally be lost in
the work . If a 1 is rolled on the check. the da rkness, although the effectiveness of these
artist has created a work with some truly are reduced by one-half (proficiency checks
Appr.1iSing;- This proficiency is highly lasting value. If the check fails, the artist has are made at half the normal score, etc.).
useful for thieves, as it allows char...cters to created something aesthetically unpleasing This proficiency is effective only against
estimate Ihe value ... nd authenticity of or just plain bad. opponents or threats within melee distance
.. ntiques, art objects, jewelry, cut gem- Artislic ability also confers a + 1 bonus to of the character. Blind-figh ting does no t
stones, or other crafted items they find all proficiency checks requiring artistic grant any Special protection from missile
(although the OM can exclude th~ items skill - music or dan«-and to attempts to fire or anything outside the immediate range
100 exotic or rare to be well known). The appraise objeds of art. of the charactr r's melee weapon. Thus AC
character must have the ilem in ~d to Astrology: This proficiency gives the penalties remain for missile fi re. (By the
examine. A successful proficiency check characler some understanding of the sup- time the character heOlrs t.he whoosh of the
(rolled by the OM) enables the character to posed in/luen«s of the stars. Knowing th~ arrow, for el(~mpl e, it is too late for him to
estimate the value of the item to the nearest birth date and lime of any person, the react.)
100 or 1,000 gp and to identify fa kes. On a astrologer can study the 5tars and celestial While moving in darkness, the ch... racter
failed ched::, the charOlcter cannot estimate a eve.nts and then prepare a forecast of the suffers only half the normal movement pen-
price at all . On a roll of 20, the character future fo r thai person . The astrologer's alty of those without this proficiency,
wildly misreads the value of the item , insight into the future is limited to the next Furthennorr, this skill aids the character
always to the detriment of the character. 30 days, and his knowledge is vague at best. when dealing with invisi ble creOl tures,
Armorer: This character can make all of If a successful proficiency check is made. the reducing the attack penalty to - 2. How-
astrologer can foresee some general event- ever. it don nol enable the charOlcter to dis-
57
-l
-r
-
Proflcl.,ncl.,s (Nonw.,apon Proflcl.,ncy D.,scrlptlons)

cover invisible creatures; he has only a gen· Charioteering: A characler with profi- grist mills) to large buildings (fo rtresses,
eral idea of their location and cannot target ciency in this skill is able 10 safely guide a dams). A proficiency check is required only
them exactly. chariot, ove.r any type of terrain that can when designing fO mething particularly
Bowye r/Fle tch e r: This character can normally be negotiated. at a rate I II faster complicate.d or unusuaL An engineer must
make bows and arrows of the types given in than the normal movement rate for a char- stil1 find talented workmen to carry out his
Table 44, page 68. iot driven by a character without this profi- plan, but I'll' is trained to supervise and man·
A weaponsmith is required to fashion ciency. Note that this proficiency does not age their work.
arrowheads, but the bowyer/ fletcher can impart the ability to move a chariot over An engineer is also familiar with the prin·
perform all other necessary functions . The terrain that it cilf'Inol traverse; even the best ciples of siegecraft and can detect flaws in
construction time for a long or short bow is charioteer in the world cannot take such a the defen5e'S of a castle or similar construc-
one week, while composite bows require vehicle into the mountains. tion. He knows how to construct and use
two weeks, and Id6 arrows can be made in Cobbling: The character can fashion and siege weapons and machines, such as cata-
one day. repair shoes, boots, and sandals. pults, rams, and screws.
When the construction time for the weap- Cooking: Although all characten have Etique tte: This proficiency gives the char-
on is complete.d, the player makes a profi. rudimentary cooking skills, the character acter a basic understanding of the proper
ciency check . If the check is successful, the with this proficiency is an accomplished forms of behavior and address required in
weapon is of fine quality and will last for coole A proficiency check is required only many different situations, especial1y those
many years of normal use without break· when atll"lTlpting to prepare a truly magnifi· involving nobility and persons of rank .
ing. If the cht.Ck fails, the weapon is still usa' cent meal worthy of a master chef. Thus, the character will know the correct
ble, but has a Iimite.d life span: An arrow Dancing: The character knows many title to use when addressing a duke, the
breaks on the first shot; a bow breaks if the styles and varieties of dance, from folk proper sleps of ceremony to greet visiting
character using it ro11s an unmodified 1 on dances to formal court balls. diplomats, gestures to avoid in the presence
his Id20 attack roll. Direction Sense: A character with this of dwarves, etc. For extremely unusual
Option : If a character wishes to create a proficiency has an innate sense of dirtttion. occurrence>, a proficiency check must be
weapon of truly fine quality and the OM By concentrating for Id6 rounds. the char· made for the character 10 know the proper
allows it, the player can opt 10 use the fol· acter can try to determine the direction the etiquette for the situ<ltion (an imperial visit,
lowing alternative procedure for determin- party is headed . If the check fails but is less for example, is a sufficiently rare event).
ing the success of his attempt . When the than 20, the character errs by 9Odegrees. If a However, having the character know
proficiency check is made, any failure 20 is rolled, the direction chosen is exactly what is correct and actually do what is cor-
means that the weapon is useless. However, opposite the true heading. (The OM rolls rect are two different matters. The encoun-
a successful check means that the weapon the check .) ters must still be role-played by the
enables the character to add Strength Furthermore, when traveling in the wil· character. Knowledge of etiquette does not
bonuses to attack and damage rol1s. Addi· demess, a character with dirtttion sense has give the character protection from a gaffe or
tionally, if the proficiency check is a natur.al the chance of becoming lost reduced by 5%. faux pas; many ~ple who know the cor-
1, the range of the bow is increased 10 yards Disguise: The character with this skill is recl thing still manage to do the exact oppo-
fo r all range classes or is of such fine work trained in the art of disguise. He can make site.
that it is suitable for enchantment. himself look like any general type of person Fire·building: A character with fire-
Bf('wing: The characte r is trained in the of about the same height, age, weight , a nd building proficiency does not normally need
art of brewing beeTS and other strong drink. race. A successful proficiency check indi· a tinderbox to start a fire . G iven some dry
The character can prepare brewing formu· cates that the disguise is successful. while a wood a nd small pieces of tinder, he can start
las, select quality ingre.dients, set up and failed roll means the attempt was too obvj· a fire in 2d2O minutes. Flint and steel are not
manage a brewery, control fermentation , ous in some way. required . Wet wood, high winds, or other
and age the finished product. The character can also disguise himself as adve rse conditions increase the time to
Carpentry: The carpent ry proficiency a member of another race o r sex. In this 3d20, and a successful proficiency check
enables the character to do woodworking case, a -7 penalty is applied to Ihe profi. must be rolled to start a lire.
jobs: building hou5e'S, cabinetry, joinery, dency check . The character may also Flshing: The character is skilled in the art
etc. Tools and materials must be available. attempt to disguise himself as a specific per- of fishing, be it with hook and line, net, or
The character can build basic items from son, with a -10 penalty to the proficiency spear. Each hour the character spends fish-
experience, without the need for plans. check. TheR modifiers are cumulative, thus ing, roll a proficiency check. If the roll is
Unusual and more complicate.d items (a cat- it is vctremely difficult for a character to dis- failed , no fish are caught that hour. Other·
apult, for example) require plans prepared guise himself as a specifi c person of another wise, a hook and line or a spear will land
by an engineer. Truly unusual or highly race or se}( (a -17 penalty to Ihe check). fish equal to the difference betw«n the die
complex items (wooden clockwork mecha· Endurance: A character wi th endurance roll and the character's Wisdom score . A net
nisms, for example) requ ire a proficiency proficiency is able 10 perform cont.inual will catch three times this amount .
check. strenuous phySical activity for twice as long Of coursor, no fish can be caught where no
as a normal character before becoming sub-- fish are found . On the other hand, some
ject to the .effects of fatigue and ex.haustion. areas teem with fish, such as a river o r pool
In those ca5e'S where extreme endurance is during spawning season . The OM may
requir«!, a successful proficiency check modify the results according to the situa·
must be made. Note that this proficiency tion .
does not enable a character to vctend the Forgery: This proficiency enables the
length of time that I'll' can remain unaffected character to create duplicates of documents
by a lack of food or wate.r. and handwriting and to detect such forger.
Engineering: The character is trained as a irs created by others. To forge a document
builder of both great and small things. Engi- (military orders, local declftS, elc .) where
neers can prepare plans for e.verylhing from the handwriting is not specific to a person,
simple machines (catapults, river locks, the character needs o nl y to have seen a simi·
58
Proflclencles (Nonweapon Proflden.: Descriptions)

lar document before. To forge it name, .1In lables). persons and gTOUps. Heraldry comes in
autognph of that prrson is needed, a nd a He;aUng: A char;acter proficient in healing many fonns and is used for many different
proficiency check with it - 2 penalty must knows how to use natural medicines ;and purposes. It can be used to identify noble-
be successfully rolled. To forge it longer doc- basic principles of first aid and doctoring. if men, families, guilds, sects, legions, politi-
ument written in the hand of some p.u ticu- the character tends another within one cal fact ions, and castes. The symbols may
Jar person , it large sample of his round of wounding (and makes a succcs.sful appear on flags, shields, helmets, badges,
handwriting is needed, with a - 3 penalty 10 proficiency check), his ministrations ~tore embrOidery, slandards, clothing, coins, and
the check. ldJ hit points (but no more hit points can be more. The symbols used may include geo-
It is important to note that the forger resto red than were lost in the previous metric patterns, calligraphed lines of script.
always thinla he has been successful; the round). Only one healing attempt can be fantastic beasts, religious symbols, and
OM rolls the character's proficiency check made on a character per day. magical seal5 (made for the express purpose
in secret and the forger don not learn of it If a wounded character N'mains under the of identification ). Heraldry can vary from
failure until it iltoo late. care of someone with healing proficiency, the highly formalized rules and regulations
If the check IUcceeds. the work will pau that character can recover lost hit points at of l;IIte medieval Europe to the knowledge of
examinililion by all Vtcept those intimately the rate of 1 per day eve:n when traveling or djfferent shield patterns and shapes used by
familiar with that handwriting or by those engaging in nonstrenuous activity. If the African tribesmen .
with the forgery proficiency who examine wounded character gets complete rest, he The character automatically knows the
the document carefully. If the check is can ~ver 2 hit points per day while under different heraldic symbols of his homeland
failed . 1M forgery is ddectable 10 anyone such care. Only characters with both heal- and whom they are associated with . In addi-
familiar with the type of document or ing and herbalism proficiencies can help lion, if the character makes a successful pro-
handwriting- if he examines the docu~nl others recover at the rate of 3 hit points per ficiency thede., he can correctly idenlify Ihe
closely, If the die roll is a 20, the forgery is day 01 rest. This care does not require a pro- signs and symbols of other lands, provided
immediately detectable to anyone who nor· ficiency check. onl y the regular a.ttention of he has at least a paSSing knowledge of the
mally handles such documents without Ihe proficient character. Up to six patients inhabitants of thailand . His heraldry skill is
close examination. The forger will not real- can be cared for at any time. of little use upon first entering a foreign
ize this until 100 late. A character with healing proficiency can i;llnd .
Furlhennore, those with forgery profi- also attempt to aid a poisoned indiVidual. HerbaUsm: Those with herbalist knowl-
ciency may examine a document to leam if provided t.he poison entered through a edge can idenlify plants and fungus and p~
it is a forgery. On a succesMul proficiency wound . If Ihe poisoned character can be pare non magical potions, poultices,
roll. the authenticity of any document can tended 10 immediately (the round afler the powders, b;lllms, ",Ives, ointments, infu-
be ascertained. If the die roll is failed but a character is poisoned) and the care con- sions, and plasters for medical and pseudo-
20 is not rolled, the answer is unknown. If a tinues for the next five rounds, lhe victim medical purposes. They can also prepare
20 is rolled, the character reaches the incor- gains a + 2 bonus to his saving throw (delay natural plant poisons and purgatives. The
red conclusion . his saving throw until the last round of lend- OM must decide the exact strength of such
Gaming:: The character knows most com- ing) . No proficiency check is required, but poisons based on the poison rules in the
mon games of chanet' and skill. including Ihe poisoned character must be tended to DMG. A character with both herbalism and
cards, diet', bones, draughts, and chess. immediately (normally by sacrificing any healing proficiencies gains bonuses when
When playing a game, the character may other action by Ihe proficient character) and using his healing talent (see the Healing pro--
either play out the actual game (which may cannot do anything himself. If the care: and ficiency).
take too much time for some) or make a pro- resl are interrupted, the poisoned character Huntlnlr- When in wilderness settings, the
ficiency check, with success indicating vic- must immediately roll a normal saving char;llcter can ;IIUempt to stalk and bring
tory. If two proficient characters play each throw for the poison . This resull is unalter- down game. A proficiency check must be
other, the one with the hia;hest successful die able by nonnal means (Le., more healing made with a -1 penalty to the ability score
roll wins . A char.tcter with gaming profi- doesn't help). Only characters with both for every non proficient hunter in the party.
ciency can also attempt to cheat. thus gain- healing and he rbal is m proficiencies can U the die roll is successful, the hunte r (and
ing a +1 bonus to his ability score. If the attempl the same treatmenl for poisons the those with him) have come within 101 10
proficiency check for the game is 17 to 20, victim has swallowed or touched (the char- 200 yards (100 + IdlOO) of an animal . The
however, the character has been Qiught acter uses his healing to diagnose lhe poison group can attempt 10 dose the range, but a
cheating (even if he won the game). and his herbalist knowledge to prepaN' a proficiency check must be made for each 20
Gem CuttJng:: A character with this profi- purgative). ya rds closed. If the stalking is successful, the
ciency can finish the rough gems that are A charactu with healing profiCiency can hunter automatically surprises the game.
discovered through mining 011 a rate of IdlO also attempt to diagnose and tN'at diseases. The Iype of animal stalked depends on the
stones per da y. A gem cutter derives no ben- When dealing wi th normal diseases, a suc- nature of the terrain and the whim of the
efit from Ihe assistance of nonproficient cessful proficiency check a utomatically OM.
characters. A gem cutter must work with a reduces the disease to its mildest form and Juggllns: The character can juggle, a tal-
good light source and must have an assort- shortest duration . Those who also have: her- ent useful for enlert;llinments, diversions,
ment of chisels, 5mall hammers, and special- boll ism knowledge gain an additional + 2 ;lind «rtain rare emergencies. When jug·
ly hardened blades. bonus to this chedr. . A proficient chafiilcter g1ing normally (to entertain or distract), no
Uncut gems, while still of value, are not can also attempt to deal with magical dis- proficiency check is required. A check is
nearly as valuable as the finished product . If eases, whethucaused by spells or creatures. made whe n trying spectacular tricks
the cutting is succasful (as detennined by a In this case, a successful profiCiency check ("Walch me eat this apple in mid-airl").
proficiency check), the gem cutter increases diagnoses the cause of the disease. How- However, juggling also enables the charac-
Ihe value of a given stone to the range ever, sinet' the dise;ll5e is magical in nature, il ler to attempt desperate moves. On a sue·
appropriate for its type. If a 115 rolled. the can be treated only by magical means. cessful attack roll vs. AC 0 (not a
work is exceptionally brilliant and the value Heraldry: The knowledge of he raldry proficiency check), the character can catch
of the gem falls into the range for the next enables the character to identify the differ- small items thrown 10 harm him (as
mosl valuable gem (the OM has the relevant ent crests and symbols that denote different opposed 10 items thrown for him to catch).
59
Profldendes (Nonweapon Proflden, Des"lptlons)

ThUi the choir~cte:r could catch ill tbgger or ill his balding pat~ . and more. cy check is normally required. The OM may
diut before It hils. U this iIIttillck roll b.ils, The OM will provide iruonnation about direct the chilractft" to nvke a proficiency
however, the char.Jcter ;lutomatically sul- local sites ilnd ~vmts as the marKler needs ch«k in what he feds are exlnordinary cir-
fm; damage (sticking your hand in IN! path to know th~m. Furthermore. the character cumstances.
of ill dagger is likely to hurt). can try to ret~1l these events as entmainit\8 NaviSIUon: The character has leolrned the
J u m p ing: The character un attempt stories. Once the subject is cho.m. he can arts of naviptins by the stars, studying CUI'-
exceptional it';IIpt both vertia lly and hor- either mak~ a proficiency check ilnd. il suc- rents. and watching for telltale signs of
izontally. If the character h.u ilt least ill 20- cessful. add that tale to his repertoire, or land. reefs. and hidd~ danger. This is not
foot runningslart. he can leap (broad jump ) adually teU the story to other characters. If particularly useful on land . At sea. a suc-
2d6 .. hi$ I~el in feet . No charillcttr can the char.acter suC'Cftds in entertalningtnem. CftISful profidency check by the fIilvigalor
broad jump more than six times hi' hdght. th~ player need not make a prolklency roll reduca the chance of getting lost by 20 per-
howner. With lhe same start , he can leap (or the charact~r. since he has suCCftded. cent .
vil'ftically (hiSh lump) Id3 pha hill{ his level The charader can tell these stories 10 ~Ier­ Po ttery: A character with this proficiency
in feet. No character can high jump more tain othet5. gr;anting him a +2 bonus to his can create any type of clay vessel or con-
than I'll times his own height. Charisma (or the encount~r. But telling sto- tillner commonly used In the camp.aign
From a standing start, ill ckaracter with riH to hostile beingl is probably not going world . The charact~r requires a wheel and a
this profidency can broad lump Id6 plul to do any good . kiln. as well as a supply of clay and glaze.
half his level in ftcl and high jump only MinlnF A character with mining profi- The character can generally create two
Ih~ feet . ciency is needed to sit~ and supervi~ the small- or medium-sized items or one large-
The character can abo attempt vaults operatioN of any mine. First. the character sized il~m per day. Th~ pieces of pottery
using ill pole. A vilwt requires at least ill 30- c.an a.tt~mpt to det~nnine whallypes o( ores must then be fired in the kiln for an addi·
foot running stut. If ill pole is us«t. it must or gemJ can be found in a siven olrea . To do tional day.
be four to 10 feet lo~r than the charilct~r'1 Ihis, he must spend at least a week searchif\3 The raw materials involved cott three cp
height. Th~ viluh spans a dislan c~ equal to a four-squa.re--mile area . The OM may rule to make il small item, five cp to make ;!
}1/ 2 times thelmgth ofth~ po l~ . The char-ac- that more area must be ~arched to find any- medium-siz.ed Item. and one sp to make a
I~r c~ clear heights equal to th~ h~ght 01 thing of vaJu~ and may thus increase the larg~ item.
the pol~ . H~ can also choose to land on his ilmount of tirM required. At lhe ~d o( the Readins U ps: 1ne cha racter can under-
fm if tM vault c.arries him ov~r an obstacle search. the ch.aradrr can lay wh.al is likely Jtand the sperech of those he can JH but not
no highft" thoin 112 th~ h~ight of his pole. to be found in this area . After this. the char- hear. When this proficiency is chasm. the
Thus, using a 11-foot pol~. the charactft" adercan site the mine. On a sucassful pro- player must specify what language the char-
could ~ither vault through a window 12 feet ficiency check (made S«Tfl:ly by the OM). actft" can lip read (it must be a lanauase the
off the ground (tumbling into the room the character has found a good site to begin character Ciln aJready speak). To use: the
beyond). land on his fm in an opening six mining for any minerals that ma y be in the proficimcy. the chilrader must be within 30
fed off the ground. or v.ault across a moat area . The check don not guarantee .a suc- feet of the speaker and be able to ~ him
18 feet wid~ . ln alicaSCI. th~ pol~ is dropped cessful mine. only Ihat a particular site is the 5peak. A proficiency check is made. II the
at the end of the vault . best choice in a given area . The OM must check fails. nothingis I~arned . II the check is
ungul gn. Andent: ~ charilcter has det~rmin~ what minerals. if any. are to be successful. 70 percent of the conversation is
mut~ a dilficult and obscure tongue, found in the region of the mine. On a failed understood. Since certain sounds are impos.-
now primarily found in the writings of check. the duarader only thinks h~ hu sible to differentiate. the understanding of a
ped~tic 5a86 and sor«rers. The main use found a good site. Much effort is spent lip-read conversation is never better than
of the language is to read tomes of andent before the charader is proved wrong. of this.
secr~ts wrilten by long-dead mystics. This course. Reading/Writing: The character can read
profidency enables the character 10 either Once the mine is in operation . .a character and write a modem languase he c.an speak.
read and write or speak the language (his with mining proficiency must remain on- provided th~re is someon ~ availilble to te.ach
choice) . site to supervise all work. Allhough this Is.a the character (another PC. a hireJing. or an
Languages. Modem: The character has steady job. most player characters will find NPC). This profici~cy dOH not ~nable lhe
learned 10 speak a language of the known it better 10 hire an NPC for Ihis purpose. charactu to learn anci~t langu.a.ges (see
world . To do so. there mtat be a teacher Mo untaineering: A character with thl.s Languages, Ancient).
available. This could be .another pl.ayer proficiency can make difficult and danger- ReUgtoR: Characters with religion profi-
ch.Jr.ader. an NPC hireling. or simply a ous climbs up sl~ slopes and cliffs with the ciency know the common beliefs and cults
loca.I townsman . aid of spikes. ropes. ~tc . If a character with of their homeland and the major failhl of
Le.athetworldng: This profici~cy en.ables mountaineering profici~cy leads .a party, neighboring regions. Ordinary infonnation
.a ch.ar,acter 10 tan and tre.at I~ather and to placing the pitons (spikes) ilnd guiding the (type of religious symbol used. buic atti-
m.ake clothing and othe.r Ie.athe.r objects. others. all in lhe party Coln gain the benefit tude of the faith, ~tc.) of any reli&ion is
The character can make leather .armor. as of his knowledge. A mountainec!r can guide .automatically known by the charOicter. Spe-
w~ll u hackp.acks. Slddleb.ags. laddies, .and a party up.a cliff face it could not otherwise cial infonn.ation. such as how the clefi)' is
illl sorts of harnesses. climb. A charad~r with this proficiency organiud or the signific~ce of particular
Loca.I HIstory: The charactft" Is a store- gains a 10 percent bonus per proficiency slot holy da)'$. requires il profidency check.
house of facts about the hl.slory of a region spent to his chance to climb any surface. Additional profidencies spent on religion
the sin of a lilrge county or a lmail prov- Note thai mountaineering is not the lame as ~able the character ~ther to ex~ his
ince. The chilracter knows when the ruined the thiefs climbing ability. since the latter general knowledge into more distant
tower on the hill was built and who built it dOH not require aids of any sort . resions (using the guidelines above) or to
(and what happened to him). what great Musical lnstrument: 1be charact~r can gain precise inFormation about a lingl~
heroes and villains fought and fell at the old play il specific musicallnstrument . An addi- faith . If the latter is chosen. the character is
battlefield . what great treasure is supposed tional instrument can be added for every no long~r required to molk~ a proficiency
to be kept in a )ocaltemple. how the mayor extra slot devoted 10 this proficiency. The check wh~n answering qUHtions about thai
of th~ next town mi raculously grew hair on cha ract ~r plays quite well. and no proficien- religion . Such ~xpert know l~ is highly

6.
Proflclencles (Nonwea on Proficiency Descriptions)

useful to priest characters when dealing ment rate of the mount. This speed can be A character with riding proficiMCY can
with thei r own and rival faiths. maintained for four consecutive rounds. If perform all of tM following feats. Some of
IUding. Airborne: ~ character is trained the check fails, an attempt can be made them are automatic. while others require a
in handling a nying mount . 1be particular again the next round. If two checks fail. no proficiency check for success.
~ature must be chosen when the proficien- attempt can be made for a full tum. After • The character can vault onto a saddle
cy is chosen. Additional proficiency slots can the rounds of incrused speed, its movement whenever the horse o r other mount is stand·
be used 10 learn how to handle other types of drops to ]13 its normal rale and its Maneu- ing still, even when the character is wearing
mounts, Unlike land-based riding, a charac- verability Class (see Glossary) becomes one armor. This does no! require a proficiency
ter must have Ihis proficiency (or ride with class worse. These conditions last until the check. The character must make a check,
someone who does ) to handle a flying mount lands and is allowed 10 rest for at however, if he wishes to get the mount mov-
mount. In addi tion, a proficient character least o ne hour. ing during the same ro und in which he lands
can do the following: • The rider can guide the mount with his in its saddle. He musl also make a proficien-
• Leap onto the saddle of the creature knee-s and feet , keeping his ha nds free . A cy check if he attempts to vault o nto the sad-
(when it i$slanding on thl! ground) and spur proficiency check is made only after the d le of a moving mount. Failure indicates
it airborne as a single action . This requires character suffers damage. If the check is that the character falls to the ground-
no proficiency check. failed. the character is knocked from the presumably quite embarrassed.
• Leap from the back of the mount and saddle. A second check is allowed to see if • The character can urge the mount to
d rop 10 feel to the ground o r onlo the back the character ma nages to catch himself (thus jump tall obstacles or leap across gaps. No
of another mounl (land-based or flying) , hanging from the side by one hand or in check is required If the obstacle is less than
Those with only light encumbrance can some ~ually perilous position). If this fai ls, three feel lall or the gap is less than 12 feet
drop to the ground without a proficiency the rider falls. Of course a rider can strap wide. If the character wants to roll a profi-
check. In all other situations, a proficiency himself into the saddle, although this could ciency check, the mount can be urged to
check is required. A fai led roll means the be a disadvantage if his mount is slain and leap obstacles up to seven feel high, or jump
character takes normal falling damage (fo r plummets toward the ground. across gaps up to 30 feet wide. Success
falling flat on his face) or misses his target R1dlng. land-Based: Those skilled in land means that the mount has made lhe jump.
(perhaps taking large amounts of damage as riding are proficient in the a rt of riding and Failure indicates that it balks, and the char-
a result). A character who is dropping to the handling horses or other types of ground acter must make another proficiency check
ground can attem pl an immediate melee mounts. When the proficiency s lot is filled . to see whetMr he retains his seat o r falls to
attack, if his proficiency check is made with the character must declare which type of the ground.
a - 4 penalty to the ability roll. Failure has mo un t he 15 proficient in. Possibilities • The character can spur his steed on to
the consequen«s given above. include griffons, unicorns, dire wolves, and great speeds. adding 6 feet per round to the
• Spur his mount to greater speeds on a vi rtually any creat ures used as mounts by animal's movement rate for up to four
successful check, adding ld4 to the move- humans, demihumans, or humanoids. turns. This requires a proficiency check

61
each tum to Sft if the mount can be push«l actually navigate. Crews of trained seamen components used. hecan attempt to identify
this hard . If the initial ch«k fails, no furtht'f are nt(;es.sary to manage any ship, and they the spell being cast. A proficiency check
attempts may be made, but the mount can improve the movement rates of inland boats must be rolled to make a correct identifica-
move normally. If the second or subsequent by 50 percent. tion . W[z.ard specialists gain a +3 bonus to
check fails, the mount immediately slows to Seamstress/T.uJor. The character can sew the check when attempting to identify magic
a walk, and the character must dismount and design clothing. He can aJso do aJl kinds of their own school. Note that since the
and lead the animal for a tum. In any event, of embroidery and ornamental work . spellcaster must be observed until the very
after fou r turns of racing, the steed must be AlthouJh no proficiency check is required, instant of casting, the spellcraft proficiency
walk«l by its dismounted rider for one tum . the character must have at least n~le and does not grant an advantage against combat
• The character can guide his mount with thread to work . spells. The proficiency is quite useful, how-
his knees, enabling him to use weapons that Set Snares: The character can make sim- ever, for identifying spells that would other-
require two hands (such as bows and two- ple snares and tra ps, primarily to catch wise have no visible effect .
h,li\d«l swords) while mounted . This feat small game. These can include rope snares Th~ talented in this proficiency also
does not require a proficiency check unless and spring traps. A profldency check must have a chance (equal to '/1 of their normal
the character takes damage while 50 riding. be rolled when the snare is first construct«l proficiency check) of recognizing magical or
In this case, a check is required and failure and every time the snare is set . A failed pro- magically endow«l constructs for what
means that the character falls to the ground ficiency check means the trap does not work they are.
and sustains an additional Id6 points of for some reason . It may be that the work- Stonemasonry: A stonemason is able to
damage. manship was bad. the character left too build structures from stone 50 that they last
• The character can drop down and hang much scent in the area, or he poorly con- many years. He can do simple stone carv-
alongside the steed, using it as a shield cealed the finished work.. The exilCt nature ings, such as lettering, columns, and nour-
ag.inst attack. The character cannot make of the problem does not need to be known. ishes. The stone can be mortared, carefully
an attad or wear armor while performing The character can also attempt to 5e1 traps fitted without mortar, or loosely fitted and
this feat . The character's Armor Class is and snares for larger crea tu res: tiger pits chink«l with rocks and earth . A Jtonemas-
lowered by 6 while this maneuver is per- and net snares, for example. A profidency on equipped with his tools (hammers,
formed . An y allacks that would have struck check. must be rolled, this time with a - 4 chisels, wedges, block and tackle) can build
the character's normal Armor Class are con- penalty to the ability score. In both cases, a plain section of wall one foot thick, ten
sidered to have struck the mount instead . setting a suttessful sn<llre does not ensure feet Ions, and fi ve feet high in one day. pro-
No proficiency check is required . that it catches anything. only that the snare vided the slone has already been cut. A
• The character can leap from the back of works if triggered . The OM must decide if stonemason can also supervise the work of
his steft! to the ground and make a mel~ the trap is triggered . urukill«l laborers to quarry slone; one
attack against any character or creilture Thief ch<llracters (and only thieves) with stonem.ason is ne.eded for every five labor-
within 10 feet. The player must roll a suc- this proficiency c.illn also attempt to rig man- ers . Dwarves are among the most accom-
cessful proficiency check with a - 4 penalty traps. These can involve such things as plished stonemasons in the world; they
to succm. On a failed roll, the character crossbows, deadfalls, spiked springboards, receive a + 2 bonus when using this skill.
fails to land on his feet , falls clumsily to the etc. The proc«lure is the same as that for Survival: This proficiency must be
ground, and suffers Id3 points of damage. setting a large snare . The OM must deter- applied to a specific environment - i.e" a
Rope Use: This proficiency enables a mine the amount of d.illmage caused by a specific type of terrain and weather factors .
character to accomplish amazing feats with man-trap. Typical environments include arctic, wood-
rope. A character with rope use proficiency Setting a small snare or trap takes one land, desert , steppe, mountain, or tropical.
is familiar with all sorts of knots and can tie hour of work . Setting a larger trap requires The character has basic survivaJ knowledge
knots that slip, hold tightly, slide slowly, or two to three people Conly one need have the for that tefTain type. Additional profidency
loosen with a quick tug. If the character's proficiency) and 2d4 hours of work.. Setting slots can be used to add mort' types of ter-
hands are bound and held with a knot, he a man-trap requires one or more people rain.
can roll a proficiency chKk (with a -6 pen- (depending on its nature) and IdS hours of A character skill«l in survival has a basic
alty) to ~ape the bonds. work . To prepare any trap, the character knowledge of the hazards he might face in
This character gains a + 2 bonus to all must have approp riate materials on hand. that land. He understands the effects of the
attacks made with a lasso . The character C haracters with animal lore proficiency weather and knows the proper steps to
also receives a + 10 percent bonus to ail gain a + 2 bonus to their ability score when lessen the risk of exposure. He knows the
climbing checks made while he is using a attempting to set a snare for the purposes of methods to locate or gather drinkable
rope, including attempts to belay (secure the catching game. Their knowledge of animals water. He knows how to find basic, not nec-
end of a climbing rope) companions. and the woods serves them well for this pur- essarily appetizing, food where none is
Running: The character can move at pose. They gain no benefit when atte.mpting apparent , thus staving off starvation. Fur-
twice his normal movement rale for a day. to trap monsters or intelligent beings. thermore, a character with survival skill can
At the end of the day he must sleep for eight Slngin8: The character is an accom- instruct and aid others in the same s.ituation .
hours. After the first day's movement . the plished singer and can use this ability to When using Ihe proficiency to find food or
character must roll a proficiency check for entertain others and ~rhaps earn a small water, the character must roll a proficiency
success. If the die roll succeeds. the charac- living (note that bards can do this automati- check. If the check is failed , no more
ter can continue his running movement the cally). No proficiency check is required to attempts can be made that day.
next day. If the die roll fails, the character sing. The character can also cre.ate choral The survival skill in no way releases the
cannot use his running ability the next day. works on a successful proficiency check. player characters from the hardships and
If involv«l in a battle during a day he spent Speller.ft: AlthouJh this proficiency does horrors of being lost in the wilderness. At
running, he suffers a -1 penalty to his not gran t the character any spelkasting best il alleviates a small portion of the suf-
attack rolls. powers, it does give him familiarity with the fering . The food found is barely adequate,
Sellmanship: The character is familiar different forms and rites of sprllcasting. If and water is discovered in miniscule
with boats and ships. He is qualified to he observes and overhears someone who is amounts. II is still quite possible for a cha,..
work as a crewman, although he cannot casting a spell. or if he examines the material acter with survival knowle.dge to die in the
63
Proflclencles (Nonwea on Proficiency Descriptions)

wilde:mHS, Indeed, lhe little knowl~e the chance to track. When following a trail, the character (and
character has may lead to overconfidence For exa.mple, if Thule's Wisdom score is those with him) must slow down, the speed
and doom I 16 and he is trying to track through mud depending on the character's modified
Swimming: A character with swimming (+4), at night (-6), during a sleet storm chance to track as found from Table 39.
proficiency k.nows how to swim and can ( - 5). his chance to track is 9 (16 + 4 -6
move according to the rul~ given in the - 5). (Thule is a ranger, so he does not suEkr Table 40: MOVEMENT WHILE
Swimming S«I:ion (page 120). Those with· the -6 penalty for non·rangers tracking.) TRACKING
out this proficiency cannot swim . They can For tracking to succeed , the creature Movement Ra te
Ch.nce to Tr.ck
hold their breath and ooal, but they cannol tracked must leave some type of trail. Thus 1/ 4 normal
1-6
move themselvn about in the water. it is virtually impossible to track flying or 1/2 normal
7·14
nghtrope Walking: The cha racter can noncorporeal creatures. The OM may allow
14 or greater 3/ 4 nonnal
attempt to walk narrow ropes or beams this in rare instances, but he should also
with greater than normal chaneH of sue· assign substantial penalties to the attempt. In the earlier example, Thule has a modi·
ens. He can nq:oliate any narrow surface To track a creature, the character must fied trat:king chance of 9, so he moves at 111
not angled up o r down greater than 45 first find the trail. Indoors. the tracker must his normal movement rate.
degnes . Each round the character can walk have seen the creature in the last 30 minutes TumbUn~ The character is practi«<l in
60 f~t . One proficiency check is made eve- and must begin tracking from the place last all manner of acrobatics-dives, rolls, tom·
ry 60 feel (or part the~f) , with failul'!! indi- seen. Outdoors, the tracker must either ersaults, handstands, flips , ett:. Tumbling
cating a fall . The check is mil~ with a -10 have seen the creature, have eyewitness can only be performed while burdened with
.,malty to the ability score if the surface is reports of its recent movement ("Yup, we light encumbrance or less. Aside from enter·
one: inch or leg in width (a rope), a - 5 pen- saw them ora just high-tail it up that trail taining. the character with tumbling profi.
alty if two inches to six inches wide, and there not but yesterday."), or must have ciency can improve his Armor Class by 4
unmodified if seven inches to 12 inches obvious evidence tha t the creature is in the against attacks directed solely at him in any
wide . Wider than one foot ~uires no check area (such as a well·used game trail). [f these round of combat, provided he has the initia·
for proficient characters under normal cir· conditions are met, a proficiency check is live and foregoes all attacks that round.
cumstances. Every additional proficiency rolled . Success means a trail has been When In unanned combat he t:an improve
spent on tightrope walking reduces these found. Failure means no trail is found. his attack roll by 2.
penalties by 1 . Use of a balancing rod reduc· Another attempt cannot be made until the On a successful proficiency check. he suf-
es the penalties by 2. Winds or vibrations in above conditions are met again under differ· fers only one-half the normal damage from
the line increases the penalties by 2 to 6. ent circumstances. falls of 60 feet or less and none from falls of
The character can attempt to fight while Once the trail is found , additional profi. 10 feet or less. Falls from greater heights
on a tightrope, but he suffers a - 5 penalty ciency checks are rolled for the following result in normaJ damage.
to his attack roll and must roll a successful situations: Vent riloquism: The character has leamed
proficiency check at the beginning of each • The chance to track decreases (terrain, the secrets of ~throwing his voice:' AI·
round to avoid faJling off. Since the charac· rain, ctt:atuns leaving the group, darkness, though not actually making sound come
ter cannot maneuver, he gains no adiust. etc.). from somewhere else (like the spell), the
ments to his Armor Class for Dellterity. If he • A second track crosses the first. character can deceive others into believing
is struck while on the rope. he must roll an • The party resumes tracking after a halt this to be so. When using ventriloquism, the
immediate proficiency check to main his (to rest, eat, fight , etc. ). supposed source of the sound must be reb·
balance. Once the tracker fails a proficiency check, lively close to the character. The nature of
TrukJn~ Characters with tracking profj· another check can be rolled after spending the speaking object and the intelligence of
ciency an! able to follow the trail of crea· at least one hour searching the area for new those watching can modify the character's
tures and characters across most types of signs. U this check is failed, no further chance of success. If the character makes an
terrain. Characters who are not rangers roll attempts can be made. If several tr.llckers are obviously inanimate object talk (a book,
a proficiency check with a -6 penalty to following a trail, a +1 bonus Is added to the mug, etc.), a -5 penaJty is applied to his
their ability scores; rangers have no penalty ability score of the most adept tracker. Once ability score. IE a believable source (a PC or
to their ability scores. In addition, other he loses the tr.llil, it is lost to all. NPC) is made to appear to speak, a + 2
modifiers are aJso applied to the attempt. If the modifiers lower the chance to track bonus is added to his ability score. The
according to Table 39. below o(e.g .. the modifiers are -11 and the observer's inteUigence modifies this as fol·
character's Wisdom is 10), the trail is totally lows:
Table 39: TRACKING MODIFIERS lost to that character and further tracking is
impossible (even if the chance later Intelligence ModI/ler
Terrain Mod. less than 3 +6
Soft or muddy ground
Thick brush, vines, or reeds
Occasional signs of passage, dust
+4
+3
+2
improves). Other characters may be able to
continue tracking, but that character can·
not.
A tracking character can also attempt to
...
l-S

9-14
+,
+2
0
Nonnal ground, wood floor 0
identify the type of creatures being followed
1S.16 -I
Rocky ground or shallow water -10 17·18 -2
Every two creatures in the group
Every 12 hours since trail was made
+1
-1
and the approximate number by rolling a
proficiency check . All the nonnal tracking
19+ -,
modifiers apply. One identifying check can A successful proficiency check means the
Every hour of rain, snow, or sleet - 5
Poor lighting (moon or starlight) -6 be rolled each time a check is rolled to fol· character has successfully dea-Ived his audi·
low the trail. A successful check identifies e.nce. One check must be made for every
Tracked party attempts to hide trail - 5
the creatures (provided the character has sentence or response. The character is lim·
The modifiers in Table 39 are cu m· some knowledge of that type of creature) ited to sounds he could normall y make (thw
ulative-total the modifiers for all condi· and gives a rough estimate of thei r numbers. the roar of a lion is somewhat beyond him).
nons that apply and combine that with the Just how accurate this estimate is depends Since ventriloquism relies on deception ,
tracker's Wisdom score to get the modified on the OM . people's knowledge of speech, and assump--

64
lions aboUI what should and Ihouldn't talk, W~aponsmlthlns: This highly specialized tV' has cornctly guessed the 8en~ral w~ath­
It is effectiv~ only on Inl~lli&Mt cr~aturn. profidmcy mabln a character to perfonn V' conditioN in the next six houn. A failed
Thus It has no effect on animals and the like. th~ difficult and hishly ~.. cting work check means the character ~ad the li.gN
Furthermo~. Ih~ audi~ce must be watch- Involved in making mdaJ weapons, putlcu- wrong a.nd forecast the wuther incorr«tly.
lna the character since pm of the deception larly those with blades. Th~ charact~r The OM lhouJd roll the check settetiy. A
is vilual (HH~, hil Lips don't mov~I") . Using blends some of 1M lkill of the blacbmilh proficiency check can be made once every
ventriloquism 10 get someone to look with an ability to creat~ blades of stnngth Ibc houn. However, for every six hours of
behind him does not work, Iln« 1M voice is and sharpnfSS. A fully equippN Imilhy is o~rvation. th~ character g~ a +1 bonus
not actually behind him (this ~uires the necusary 10 U5e this profjd~cy. to his ability IJCO~ <as he watches the w~ath­
wntriloqllism ~IJ) . All but those with the Th~ time and cost to make variOWi types er change, the charKt~r gets a better sense
gullibility of children nalize what is truly of w~apons an listed on Table 41. of what is coming) . This modifier is cumulill-
hap~. Th~ may be a.mused-or lhey live, aJthough slHp or other iIIctivily that
may not be . T.bl~ 41: WEAPON CONSTRUCTION occupies the attention of the chMlrocter for a
Conltructlon MaterlaJ long period negates a ny accumulated
Weapon nm~ Cost bonus.
Arrowh~ad lO/ day 1 cp Sometimes Impending w~illther condi-
tions a~ 50 obvious that no proficiency
Battle Alt.e 10 daY~''-_'':'iO~'p check is ~ulred. It is dlHicult not to notice
ffiii • Clays Ssp
0...., the tornado funn~1 t~aring across the plain
5 days 2~
H . Crossbow 20 days 10 sp or the mass of dark douds on the horizon
l. Crossbow obviOusly Millded th~ chander's way. In
15 da",,;-.._ _ 5 '"
FOfETriaeftt llrd.oy, 10", these cases, the player should be able to
deduce whillt is about to happen 10 h is char-
s..." t..n<. • daya •
act~r anYWilly.
Shorl Sword 20 days Ssp
Long Sword 30 days 10 sp
Wearing: A character with weaving pro-
;a..NI Sworo . iii 28P ficiency is abl~ to CTea.te garments, tapes-
tries, and draperies from wool or colton.
We.th~r Sense: This proficimcy enables The charKter requires a spinning apparatus
Ih~ character to make intelligent guH8H and a loom. A weaverc:an cnate two squan
about upcoming weather conditions. A suc- ya.rds of material per day.
cessful profjci~ncy chKk means the cha.rac-

65
Although your character has some impres- Table 42: STANDARD EXCHANGE RATES
sive abilities and skills, he really im', going Exchange V..Jue
to be effective without the equipment neces-. Coin CP SP EP GP PP
sary for adventuring. To get this equipment,
he needs money. Not only does he need
money to outfit himself, but your character
also has to cover his living expenses.
Copper Piece (CP) ,.
SllverPiecf: (SP) -
Electrum Piea: EP -
1. _ _ _lito
10~
SO
.:.:;:_ __ 'I~

5
••
'hOI)
' .
'f>
'I-
~

Although there are many different types


Gold Piea (GP) .. 100 10 2 1 'I.
Platinum Piece (PP) .. 500 SO 10 5 1
of coins and currencies in the world, all
prices and treasures in the AD&I)'Z rules are
given in standard coinage. Your OM may course, both groups would send your char-
have spedfic names for different coins and acter to the local money changer (if there is
Equipment Lists
may have different rates of exchange, but one), who would cht'Crfully convert your The followi ng li.ts
this is material particular to his campaign. foreign coins to the local tender. He will, of include much of the equipment you r charac-
He will tell you if there are differences from course, charge a small co mmission (10- ter n~s for adventuring. The most basic of
the coins listed here. The standard rate of 30 %) for this service . these are weapons, armor, clothing. and
exchange for each cain is given in Table oU . Situations such as these can affect the val- outfitting gear. The other lists prOVide
The basic coins are the copper pie« (cp) ue of any coin. If your characters start flash- goods and services you r character may need
and the silver pie« {sp}. These fonn the ing about a lot of gold, pumping it into the during the course of his many adventures.
backbone of the monetary system and are local economy, merchants will quickly raise While most items are always available, your
the coins most frequently found in the prices. As another example, the local lord OM may add to or delete ITom these lists.
hands of the common folk. Above these two may commandeer most of the region's What you want may not be available or, if
coins is the much rarer gold piece (gp). This horses for his knights, making those: left all your OM has set his game in a Specific time
coin is seldom found in common use and that much more expensive. period, may not have been discovered or
mainly exists on paper as the standard invented yeti While he should tell you
money of account. This means it is us«! to which items are and aren't available, you
measure the value of property and goods.
Starting Money should ask if you have any doub ts, particu-
Land values, ship cargoes, gemstones, and All player charac- larly on large purchases.
pmalty bonds (royal court fines) an~ nor- ters begin with some amount of cash. This Many of the uncommon items in these
mally calculated in gold pieces, although nest egg may be your character's life sav- lists are explained in the following pases.
payment of such vast sums normally takes ings. It may be a girt from his parents to The price given for each item in the lists is
other forms. start him out in the world . It may be his its average price, the amount you can expect
In addition to these coins, there are other booty from an army campaign . Perhaps he the item to cost in a normal economy. How-
unusual metals used in exchange. Most 01 stumbled across a small treasure chest, ever, large citie, barren wildemCSSH, and
these came from failed currendeli. As such, whetting his appetite for greater and more places with brave advtntunrs carrying bags
they are viewed with skepticism by many dangerous prizes. How he came by his full of gold are not normal economics. In
nonest folk . Principal among these coins are money is not important (although it may be these places you may find yourself paying
the electrum (ep) and platinum pi~ (Pp). fun to know). You are fft'C to create any more (very rarely less) than the amount lisl+
1nesecoins are rarely drculated, and most are explanation you want. ed . You can also haggle with mc.r<:hants over
hidden away in ancient treasure hoards. To learn your character's starting funds, prices, although to speed up the game it'.
The value of each coin can also be figured roJlthe dice indicated for his group in Table ~ommendc.d that you Ave this for your
by the followi ng; 10cp - 1 sp; 5 sp '" 1 ep; 43. This is the number of gold pieas your important purchases. If you wind up hag-
2 ep .. 1 gp: 5 gp .. 1 pp. character has to obtain equipment. If you gling over the cost of every tankard of ale.
However, remember that not all wealth is are oeating a character slarting out at a your character is going 10 spend more lime
measured by coins. Wealth can take many level above 1st level, check with the OM to being a pmnypincher than an adventurerl
forms - land , livestock, the right to collect see if you can increase your character's
tues or customs, and jewelry are all mea- funds beyond the amounts given here. Table 44: EQUlPMENT
sures of wealth. Coins have no guaranteed Multi-class characters use the most
value. A gold piece can buy a lot In a small advantageous dIe range of their classes. Clothing
village but won't go very far in a large city. Item CO"
This makes other forms of wealth, land for
instance, all the more valuable. Indeed,
Table 43: INITIAL CHARACTER FUNDS Belt 3,.
Char.. cter Gro up Die Range Boo"
many a piece of jewelry is actually a way of Riding 3g.
carrying one·s wealth. Silver armbands can Warrior Sd4 x 10gp
Wizard (1d4 +1) )( 10 gp Soft 19p
be traded for goods, a golden brooch can B-,>" 2g.
buy a cow, etc. In your adventures, wealth Rogue 2d6 )( 10 gp
Priest · Cap, hat lop
and riches may lake many different forms . 3d6 )( 10 gp
Ooak
Furthermore, in your OM's campaign,
there may be special situations or consider-
• Priest characters can use their money
only to purchase equipment and goods.
Good doth a,.
Fine fur SOg.
ations to bear in mind. The Kingdom of Once all purchases are made, the priest Girdle 3 ..
COrlfli may be at war with the neighboring character must return all but two or three of Gloves 19p
Principality of Boosk. Patriotic Conmans his remaining sold pieces to his superiors Gown, common 12 sp
might refuse Boosk coins (probably because (since his equipment i5 supplied by his orga- H~ 2 g.
they think the coins are worthless). Practi- nization), Priests cannot lend any of their Knife sheath 3",
cal Booskites might accept the Confli florin
at half normal value (so they can melt them
initial funds to other characters. Mittens 3,.
Pin 6g.
down and mint new Boosk drachmas). Of Plain brooch 10 gp
66
Robe Tuk and HamftS Mis«Uanrous Equipment
Common 9 .. Item Coo. WIt (lb.) Item Coo. W8t (lb)
Embroidertd 20gp Backpack 2gp 2
Barding
Sandals S", Chain 500gp 70 Barrel, small 2gp 30
Sash 2.p as Basket
Full platt 2,000 gp
Sh"" I gp 7S
Full sc~ 1.000 gp La". 3.p I
Silk jacket !!Ogp Half brigandine 4S Small S",
5OOg.
Surcoal 6.p lOOgp ..II
Half padded 25 I."
Sword IaIbbard, hanger. baldric
T.banI ''''
6 ..
Half scale
Lc... ther o r padded
500."
ISO 8P
SO
60
Belt pouch
La,.. Igp 1
Toga, coalW
Tunic ''''
, .p Bit and bridle 15sp 3 Small 7 .. 'I,
"". 6 .p
Cart hMness
Halter-
Horseshoes II: shoeing
2."
S",
Igp
10

10

Block and t.Jckle
Bolt case
Bucket
S."
'gp
S.p
S
1
3
Dilly Food a nd lodging Chain (per ft . )
Saddle
Item COlt Pack S 8. 15 Heavy , gp 3
Ale (per gallon) 2.p Riding .08P 3S Light 3 gp 1
,
Banquet (per person)
Bread
C......
City rooms (per month)
, .
10 gp
S",
Saddle bags
La".
Small
Saddle blanket
, gp
3gp
"p
S
4
C hest
La".
Small
Goth (per 10 sq. yds.)
2gp
,"
25
10

Common 20gp Yoke Common 7gp .0


Poo, 6.p Ho~ Sgp 15 Fine SOgp 10
Common wine (pitcher) lop Ox 3 gp 20 Rich 100." 10
Egg or huh vegetables Cindie 1",
Grain and Itabling for horse
(dai ly)
''''
S .p
• These itnns w~gh little individually,
Ten of these items weigh o ne pound.
Canvi1lJ (per sq. yud)
C ha lk
hp
1",
1

Ho ney S .p Transport • Crampons 4 gp 2


Inn lodging (per day / week )
Commo n 5 sp / 3 gp Item COlt
Fishhook
Fish ing net, 10 ft. ", .
,"
4 gp
"
S
roo, 5 cp / 2 sp Barge SOCgp Aint and steel S .p
Meal for one meal hp un", Glass bolt Ie 10." •
Meals (per day) Small 30gp Grappling hook 8 .. 4
Good S .p W" SO . . Ho ly item (symbol.
Common "p Caravel 10,000 gp water, etc .) 25."
roo,
Separale lalrine for rooms
' .. Carriage
Commo n 150gp
Hourglass
Iron pol
25gp
S ..
1
2
(per month ) 2 gp Coach, ornamented 7,000 gp Ladder, 10 ft. S", 20
Small beer (per gallon) S", C ha ri o t Lantern
Soup S", Ridi"! 200 gp Beacon 'SOgp SO
W" 500." Bullseye 12 gp 3
Household Provisioning Coaster 5 ,OOOgp Hood'" 7." 2
Item Cost
Cog 10,OOOgp Lock
Curragh 500gp Good 100." 1
Barrel of pickled fish 3 gp
Buller (per lb.) 2.p
D rakkar 25,OOOgp Poo, 20gp I
Coarw supr (per lb .)
Dromond 15,000 gp Magnifyi ng glass 100 gp •
I." Galleon
Dry rations (per week )
Eggs (per 100)
lOgp
•• p
Greal galley
Knm
50,000 8P
3O.000gp
3 ,OOOgp
Map o r scroll case
Merchant's scale
Mirro r, small metal
g ..
2gp
10 . .
'"•
1
(per two d ozen) 2.p
Lonphip 10,000 gp Musical instrument 5-100 gp 111-3
Figs (per lb.) 3.p
Firewood (per day ) 0" Oil (per Aask )
'''' Commo n 2gp Greek fin! 10gp 2
Herbs (per lb.)
Nuts (per lb .)
Raisins (per lb.)
S",
1 gp
2.p
Galley
Raft or small k~lboat
Sail
10."
100."
20gp
Lamp
Paper (per sheet)
Papyrus (per sheet)
6",
28P
..
1

Ri ce (per lb.) lop 8.p


Salt (per lb.) Sedan cha ir .00." Parchment (per sheet) 18P
I .p
Salted herring (per 100) 1 gp Wagon o r cart wheel 5gp Perfume (per vial) Sgp •
Spice (per lb.) • Movement rates for this equi pment arc
Pilon 3", 'I,
Exotic (e .l .. saffron, dove) Quiver 8 .. I
IS." liven in the DMC.
Rare (e .g .• pepper, ginger) 2 gp Rope (per 50 ft. )

~c,,,'. , "
Uncommon (cinnamon) Igp Hemp Igp 20
Tun of cider (250 gal. )
Tun of good wine (250 gal. )
8."
20gp tv.
:;-. ,!< :<:; '!Go Silk
Sack
. 0."

La". 2.p 'I,
Small S", •

61
~
Sealing/ candle wax WUpon,
(~r lb.) Igp I
Sewing necdlt' , .p Welsht S..... Dam.ge
Signal whistle 8,p Item Co sl (lb.) S~, T",.I Factor S·M L
Arquebus " • SOOgp 10 M P ld lO Idl O
Signet ring or
personal seal 5gp
Battle axe
Blowgun
5gp
Sgp ,
7 M
L
S "57 IdS I dS
Soap (per lb.) S .p I
Spyglass 1.000gp I
Barbed Dart lop I S P IdJ IdZ
N...n, I S p
Tent
urge %Sgp ,0
Bow
Composite long bow
''''
100 gp , L 7
Pavilion
Small
Thieves' piCks
l00gp
, gp
SOgp
SO
10
I
Composite short bow
Right arrow
758P
lsp/ ll
2
,I
M
S P
• 1<16 1d6
l OIl3 bow 75gp L I
Torch 1'1' I
Shraf arrow 3 aR!'6 S P dS dB
Wa ter dock
Whetstone
UJOOgp
2'1'
200
I
Short bow
Club
SOgp
,
2 M 7

Wineskin 8.p
, .p
I
, Crossbow
M B Id. I d,
Winter blanket
Writing ink (per vial) 80P
• These itcfTl5 weigh li ttle individually_
Hand quam!1
H.Jnd crossbow
Henyquaml
I gp
lOO .. ,I S
S
P
, ldJ IdZ

' !P I S P + d6+
Tm or IhHe items _igh one pound . Heavy crossbow SOgp 14 M 10
•• T h t'~ items have no appreciable Light quarrel I 'p I S P Id. Id.
weight and should not be considered fo r en-
cumhrance unles hundreds art' carried.
Ugh! crossbow
O..gger or dirk
D.rt
:l5 gp

'''''
7
I
M
S P ,
7
iM ldJ
S'" 'I. S P 2 IdJ IdZ
Animals FootlTWl's flail IS . . IS M B 7 <16'
Footman', mace 8 gp 10 M B 7 Id6 + 1 1<16
Animal
Bo"
Bull
Cost
IOgp
20gp
Footman's pick
Hand or throwing iIX~
8 gp
Igp
•, M
M
P
S
7

Id6 + 1
I d.
,d.
Id.
C~lf
Camt'l
, gp
SOgp
Harpoon
Horseman's flail
20gp
lop ,• L
M
P
8 0
2d4 Zd6
Id4 + 1 Id4+ 1
Capon
Col
''1'
Horseman's maa'
Horseman's pick
S gp
7 gp
0
•2
M
M
B
P ,• 1d6
Id4 + 1
I
Id4
Chick~n
Cow
I 'P
2'1'
10 gp
Javel in
Knife
.... ""@
, .p
, .p 1/2
M
S
P
PIS ,• Id.
IdJ
Ido
IdZ
Dog
Guard
Huntins
%Sgp
I7gp
H~avy he,... lance
Ughl horse lance
Jousting lance
ISgp
Ogp
IS
5
L
L
P
P •
0
lde+l
1<16
ld6
IdO
20 .. 20 L P 10 IdJ.I Id2~1
W" 20gp
Medium hOrR la nce 10gp 10
Donkey, mule, or ass 8 gp L P 7 I d6 + 1 %d.
Mancalcher •• SO gp 8 L 7
Elephant
.... bo, Morning slar 10 .. IZ M g 7 Zd4 Id6+1
200gp
Po leann
W" SOOgp
Falcon (tr~ined) 1,000 gp
Awl pike I 'gp U L P u du

••
Goo, I gp Bardiche 7gp IZ L S' 2d4 %d.
G_ 5,p Bee de corbin 8 gp 10 L PI B Id8 I do
Bill-guisarme 7 gp IS L PIS 10 ,d. I dlO
Guinea hen 2,p
Fauchard 'gp 7 L PIS 8 1<16 IdB
Horse
Draft
Heavy war
ZOOgp
400gp
Fauchard·fork
GIMve •
8gp
Ogp •
8
L
L
PIS
S
8
I
IdB
1<16
IdlO
ldlO
Ughl war lSOgp
Medium wa r ZZSgp Services
Riding 75gp
Hunting cal (jaguar, elc ,) Service C""
S,OOOgp
0, Bath ''1'
ISgp
Partridge Cle rk (per letter) 2",
''1' Doctor, l~h , or bleeding 3gp
Peacock , 'P
Pig Guide, in city (per day) 2",
'gp Lantern o r torchbtoarer (per night) I .p
Pigeon ''1'
Pigeon, homing Laundry (by load) I",
l00gp
Pony Messenser, in city (per message) lop
SOgp
Minstrel (per ptTformance ) 'gp
R'm • gp
Mourner (per funeral )
S""p , gp z.p
Songbird Teamster w / w~on I sp/ mile
lOsp
Sw~ 5,p

68
Weapons Annor'
Weight S"..d Typo Cost Wgt (lb.)
h em 0' .) T~t Faclo r Banded mail 200gp 3S
GI.ilIive-.gu iurme • 10 PIS 9 Brig.illndine 120gp lS
GuisatJnt'- 8 8 Broru.e pl.illte
mail 400 gp 45
C h.illin mall 75gp 40
Flt:ld platt: 2000 gp bO
Full plate 4,000-10,000 gp 70
Helmet
Partisan' 8 L p 9 1db 1d6 +1 Gre.illt helm 30 gp 10
........" 7 L p 8 2£14 2d4 Basind
ffide
880
15gp
5
30
le.illther 5 gp 15
Padded 4 gp 10
Pla te mail 600 8P SO
Ring mail 100 gp 30
Scale m.illil 120 gp 40
I cpo iU + Shield
SIina " OM 1/1 5 B tde tde Body 10 gp 15
~~
, ~
;,, ____________ ~~~,p"- __ ~~
~ __ ~~~ __ ____ ____ __.AdLJ
~ ~I~, ~
Buckler t 80 3
Medium 7gp 10

==
Sword Sm.illll 38P 5
8.ilIsl.illrd .wo rd~_ _ _ _~;:;'~_;W__~__ T __~__"",--""",,, Splint m.illil 80 gp 40
25.. 0 MS. 1<18 tdU Studded leather 20 gp 2.S
TwcH\andrd 25", 10 M S 8 2d4 1dI
Broad.-
Khopesh
O"
10 '--!'e--M---~--~-~!-~~
gp 7 M S 9 2£14
+~
1d6
• See page 75 for the Armor a~u ratinas
of v~rious ~rmor types.
long sword 15 gp 4 M S 5 1d8 1dll
Scimitar 15 gp 4 M S 5 1d8 ldB
Shorl swo,om~~r-._ _~I~O~8~_~3~
~:- sword II'
__fS__.{P~_r.f.3<-_~I~d~'<-or.l~d8~,
10 1 0
T~ble 45: MISSILE WEAPON RANGES

rident 15. .s L P 7 1<16+1


Weapon ROF S
Kanse
M L
+ Arquebus
Whip 1sp 2 M 8 1d2 I 113 5 15 21
Blowgun 211 I Z 3
• This we.apon inflicts double d.illm.illgt' iI&.ilIiMt ch.illrging Cl't'atures of L or ~att'-r size. Comp o long bow•
• , This we.illpon can dismount a rider on iI sucasJul hit .
•• ' This we.illpon aV.ilIilable o nly if .ilIliowed by OM .
flight .ilIITOW
Compo long bow •
211 • 12 2]
III This wt:.ilIpon inflicts doub le damilgt: wh~ used from the back of a charging mount . s heaf ~ITOW 211 4 8 17
I This weapon inflicts double d.affi.ill8e when firmly set to receive iI ch.arge. Compo short bow 2/1 5 10 18
t T he I ype" C.ilI tegory is divided into Bludg~ning (B). Piercing (P), .and Slashing (5 ). This longbow.
indiCiites tM type of a lt.illck made, w hich may .ilIlter the weapon's effectiveness against diller- flight ~ITOW 211 7 14 21
en! types of .ilInnor. See the optional rule on page 90. Longbow,
t These items weigh little individually. Ten of these wdgh one pound. sheaf ar row 211 5 10 17
Short bow 211 5 10 15
Club 1 1 2 3
H.ilInd crossbow
H~avy crossbow
1
112
2
8
• •
16 24
Light crossbow
O~er
1
211 •
1
12
2
18
3
D.rt 311 I 2 4
Hammer 1 I Z 3
IiM>d u. 1 1 2 3
HMpOOo I 1 2 3
Javelin I 2 4 •
Knife 211 I 2 3
Sli ng bullet 1 5 10 20
Sli ng stone I 4
Spear 1
8 "
2 3
St.aff slin8 bu lid 211 H 9
Staff slin8 stone 211 H 9


69
"ROF~ is the rate of fire- how many shots pack animals! It is normal practice to h.ilve a vessel. It is made from thick hides stretched
that weapon can fire off in one round . This second mount for carrying gtilr and sup- over a wooeJ-and-wicker frame . A single
is Independent of the number of melee plies. mast carries il smilJl square sail, but the cur·
attacks a character can make in a round . When barding is fitted over a mount ragh is usually worked by oars. It is norm.ill-
Range is given in tens of yrmls. Each whose natur.ill Armor Class is better than Iy 20 to 40 feet long. The crew is approx-
range category (Short, Medium. or Long) the barding, some protection is still gained. imately six to eight and the cargo space is
includes attacks from distances equal to or This is explained under Armor on page 76. limited-no more than five Ions.
less than the given range. Thus a heavy In addition to horses and elephants, it Drakkar: The largesl of the Viking long-
crossbow fired at a target 136 yards away may be possible 10 fit barding on more ships is known as a drakkar or dragonship.
uses the medium-range modifier. fantilstic mounts. Flying ste'l'ds can w~ar Built for war, this ship stretches about 100
The mo dlflen for range an' - 2 fo r medI- only I~ather or magical buding. Aquatic feet i"length . Although a single mast can be
um ra nge and -.5 fo r lo ng range. creatures cannot wear normal barding raised, oars provide the main source of
Arquebuses (if allowed) double all range illthough extremely rilre magical pieces may power. The crew of 60 to 80 men rows, one
modifiers. exist. Other land creatures can certainly be man to an oar. Up to 160 additional men can
barded , provided your DM rules that they be carried for boarding and riliding. Due to
are sturdy enough to carry the weight of its great size, a drakkar is not very seawor·
Equipment Descriptions armor and rider. Camels, for inst.ilnce, are thy. This and the fad Ihat IheN! is no space
Not every piece of seldom barded for this re.ilson . A huge on board for many supplies (certainly nol
equipment is described here . The vast ostrich would not be able to Cilrry barding, enough for 240 men) or sleeping quarters
majority of things found on the equipment since its legs would not support the weight. keep the drakk.il.r close to Ihe coast wh~ it
lists need no description, as their functions, Saddles: There two basic saddles-riding can put in for the night. Because of its cost
forms, and purposes are obvious. Only and pack. Riding saddles t.ilh milny forms, and limited use, a drilkkar is usuillly built by
those items whose use is obscure or appear- but their basic purpose is to carry a person. kings and rulers and is not used fo r the mun-
ance is unusual are described below . Spe- If your OM has set his campaign in .iln dane task of shipping cilrgo.
cific game effects of equipment are given in ancient or early Medieval setting, saddles Dro mo nd: This ship is the lugesl of the
the appropriate sections of the rules. may be wilhout stirrups. Ask your DM to Byzantine galleys. Although it boasts one or
be sure. Pack saddles are special frames two masts and triangular sails, the main
designed to carry supplies and equipment. power comes from the 100oars, SOtoa side.
TAck And Harness The only practical limit to how much a well- These O.iI.rs are divided into an upper and
Barding: A war stowed pack saddle can carry is the urrying lower bank. with one man per oar on the
hofS(', or any animal trained for combat , is ability of the anima\. lower bank and three men on the upper
a considerable investment for the average bank . Thus, the total crew is about 200
wa rrior. Therefore it behooves the owner to men . The dromond is about 130 to 175 feet
TrJlnsport
set' that his mount is as well-protected as long and 15 feel Wide, making it a v~ry slen-
possible. Other than avoiding risks, the best C.,.. vel: This ship der ship. The cargo capacity is arou nd 70 to
nonmagicaJ protection is horse armor or was sailed in late Medieval/early Renais- 100 tons.
barding. Barding is simply $Orne type of sance times and was the Iype of ship Colum- A dromond can be used both for shipping
armor fitted to be worn by the mount . Full bus used to reach the New World. (It should and war. As a warship. a ram projects from
barding covers the neck, chest , and body of be used only in late Medieval settings.) It Ihe front just above th~ water line. Castles
the beast. while half barding covers the normally has Iwo or three masts and square are built fore, aft , and amidships as firing
head, neck, chest , and front qua rters. Bard- sails. No oars are used. The typical caravel platforms. The cargo space is then taken up
ing can be made from many different mate- is 70 feet long and 20 feel wide. The nonnal by marines. With such numbers of men. it is
ria ls; stouter types provide incrnsing cr~w is from 30 to 40 men . The av~rage ur- a very dangerous ship to attack . A dromond
protection according to the Armor Class of go dispiacmlent is 1~200 tons. is not a seaworthy craft. however, and usu·
the construction. All of this, however. is at Coasler. Also called a round ship, this is a ally sails in sight of shor~. They beach at
the expense of increased weight and lowered small merchant ship thai hugs th~ coasts. night like all galleys, since supplies and
maneuverability of Ihe mount. Plate bard- This is a sailing ship, fitted wilh two masls slttping accommodations ar~ very limited.
ing, for exOlmpJe, is the equivillenl of a war- and triangular sails. The average size is 60 to GaUeon: This is the largest ilJ\d most
rior's field plate and is made of carefully 70 feet long and 20 feet wide. The rudder advanced sailing ship Ihat might be availa-
interlocked plates and joints. It provides an hangs from one side. The crew is 20 to 30 ble in the AO&lJ8' game . II should appear
Armor Class of 2 to the mount. It weighs al men, and the cargo capacity is ilbout 100 only in R~naissance-period settings, It is a
leasl 80 to 100 pounds at the lightest and tons. Normally there is only a small stem· sail-driven ship with Ihree or four masts.
thus a fully equipped war horse with this castle. A coaster is slow and not tremen- There are normally three Ihrough decks
annor can man.ilge liule mo re than a steady dously seaworthy, but it can CilTry large (running the length of the ship), while the
trot at lop speed. amou nts of cargo with smaller crews thiln castles fore and ilft h.ilve two decks. The
B.ilrded animals also require special OIlten· galleys. ave:rage siz~ is about 130 feet long and 30
tion . Care must be taken 10 prevent chafing Cog: This ship is a l.ilrger, improved ver- feet wide. Crews avetil8e about 130 men.
and sores. The mount cannot wear th~ sion of the coaster, able 10 milke ventures Although cargo capacity is about SOO tOM,
annor indefinlt~ly. It must be removed at into the open sea. like the coaster, it is a a galleon is milinly used as a warship. (In the
night and Ideally should not be worn except sailing ship with one or two maslS, but th~ real world they were fitted with COinnon,
in preparation for il battle or tournament. cog employs square sails. It is about 75 10 90 something beyond the st.ilndard AO&o-
Removing horse barding takes 15 minutes feet long OInd 20 feet wide. Th~ crew is only gam~ rules. ) They can eilsily urty m~n
for l~ather and 30 minutes for metal armors. 18 to 20 men. There is normally one dec:k equal to their tonnage. making capture by
Fitting it on takes twice as long. The weight and fore- and stemcastles. Th~ cargo capac· pira tes nearly impossible.
of barding is carefully dist ri buted 10 ilies of cogs vary greatly, but Ihe average is Greal Galley: Built during the Late Mid-
ao:ount for t.he w~ight of Ihe armor and the 100 10 200 tons. dle Ages, the greilt galley is an improved
rider, so bilrded OInima!s cannol be used .ilS Currach: This ship is an early. primitive v~rsi on of the dromond. II is slightly smaller

71
than the dromond, about 130 f~1 lonl and a 5quare sail. In addition to tM crew, the if lhut: is a cleilt and preRl"lt danger to the
20 feet wide. The main power comes from ship c;a.n carry an additional UO 10 ISO men. faith .
140 rowers, OM: man to an oarbul is supple- A longship can be used for shipping, but its untems: A hooded (lI"tBn (30-fool radi-
ITIfl\ted by three masts; this combination cargo capadty is only about SO tons. It is, us of light) is a st~rd lant~ with shut-
gives it better speed and hrondling. The car- however, fai rly seaworthy and can sail tered or hinged sides. It is not directional. as
go a~cily is 1.50 tOM . When outfitted as a across the open sea when n«essary. its lishl Is cast equally in all d~l ons . A
warship, the front end is built as a ram and bullseye lantern (6Q..fool radius of lish!) has
marines a~ carried instead of carso. Uke all only a single shutter, the other sides bring
lalleys, the areat galley is a coastal veuel, Mlsccll.aneous fqulpment highly polished to reflect the light in a single
rMely venturinI into open water. It is not Ho ly Item : Holy dirKtion . Both hooded and bu.llseye lan-
seaworthy in heavy stonns and waits in items are small reprncntations of all those terns can be carried in one hand. A sing.ie
port for these to pass. things revered by religions-stars, crOS5ft, nask of oil (one pint) bums for six houJ"5 in
Knarr. This small ship was a common car- hammers, rosaries, anointed oils, blessed either.
lO ship of lhe Scandinavian r~on . It is 50 wine, s.acrcd teachinp . and more. Just what The bellcon IlIntfl"" (240...foot radius of
1075 feet long and 15 10 ZO fee! wide. It has a constitutes a holy item depends on the cam- light) is a much larler affair and must be
sinlle mast and a 5quare s.ail. In limes of pailn you r character Is in. All good holy mounted on the prow of a ship, the bed of a
poor wind, a few oars at the bow and stem items have similar effects on undead and wason, or other large structure, It operates
can provide more power. The crew ranges other evil creatUrH , prOVided they are like the bullseye lantern but illuminates to a
from eight to 14 men. The cargo capacity is wielded by a follower of a belief associated areat!r distance. The beacon goes through
small. anywhere from ten to SO tons. The with these items. Thus, rulH that refer to oil quickly, burning a fl ask every two hours.
ship is, however, relatively seaworthy and holy symbols and holy water apply to all Locks.: locks are sliH fairl y primitive
can be used to make lonl sea voyal" similar items, provided these itmu are spe- affairs (except for those compllc.ated by the
(although it cannot be called comfortable) . cially prepared by th! cleric's order. use of magic) . All are worked with a large
Its Oat bottom makes It useful for saillnl up Because of their spedal nature, holy Items bulky key. Combination locks are Virtually
rivers and estuaries. and it can be beached cannot normally be purchased . Di(ferent unknown at this time. As with most things,
enily. sects tend to protect the symbols 01 thei r there a~ lood, very complex locks as well
LongsbJp: This is the stan<brd Viking failh 10 prevent their misuse or corruption . as bad, easily opened locks.
warship. It is more substantial thron the Ther!fore such items must be obtained M1snifyins CJ.ss: This simple Ims is
WIT but not M:arly as massive as the through the auspices of a local congrqa- more an oddity than a useful 1001. It does
drakkar. An ave~3'! longshlp Is 75 feet long tion . This is not difficult for sincere fol- nOI greatl y enhance viewing, especially
with 20 to 2S oars pH side. Each o;r,r is lowers of that faith , althoush requesls for since many are unevenly ground, ~ating
wo rked by a sinale ma n for a lotal crew of rare or unusual items mllSt always be justi- distortion. It is useful as a substitute for tin-
40 to50 men . There is also a single mast and fied . Nonbelievers are liven holy items only der and steel when startins fires .

72
Merch. nt'l Sc. le: This is a sm.1I b.lance Weapon Size: All weapons are classed ac- amount is added to 10 . Each time a 10 is
and pans along with a suitable assortment cording to a size category- S, M, L, G, or rolled, the die is rolled again and added to
of weights. Its main use is to weigh coins- H. Small (S) weapons are approximately the previous total. Thus, in a rare inslance,
a common method of seuling a transac- Iwo feet or less in size; medium (M) weap"- a single shot could inflict 37 points, for ex-
tion. Merchants are well aware that coins ons are two to five feet long; large (L) weap- ample, if three consecutive lOs were rolled,
c.n be undersized, shaved, or plated . The ons are generally six feet or greater in fo llowed by a 7. The damage caused by an
only sound protection is to check the coins length . Giant (G) and huge (H) weapons are arquebus is never modified fo r a high
against a set of established weights. It is nol found on the lists, since these are items Strenglh score.
also needed when using foreign coins to normally used by ogres, gi.nts, and even Bows: Bows come in various shapes .nc\
make a purchase or exchange . Of course, greater creatures. They are not items of sizes. The power of a bow is measured by its
merchants are no more noble than anyone equipment a PC can normally buy! pulL The greater the pull, the more Strength
else and may use sets of false weights- one A character can always wield a weapon needed to work the bow . Thus il is possible
set heavier than normal fo r selling an item equal to his own siz.e or less. Normally this fo r characters to have bows that grant them
(causing the customer to pay more) and an- requires only one hand, except for some damage bonuses for high Strength (it is as-
ot her set lighter than usual for buying missile weapons (bows and crossbows in sumed the character has chosen a bow that
items (letting the merchant pay less). In particular). A character can also use a has a greater pull). likewise, characters
well-regulated areas, officials verify the ac- weapon one size greater than himself al- with low SIrengths suffer their usual penal-
cu racy of weights and measures, but this in though it must be gripped with two hands. ties when using a bow (t.hey are forced to use
itself is no protection . Players may wish to Beyo nd this size limit, the weapon is nol us- weaker bows or simply cannot draw back as
have a $(:ale and weights for their own pro- able without special means (most often far). The pull of a bow seldom prevents a
tection. magical). character from usi ng the weapon, only from
Oil: Greek fire is a general name given to Drelb the halEling (size S) can use a short gaining the fuJI effect. The true test of a
all highly flammable oils used in combat . sword with no difficulty (a site 5 weapon), character's Strength comes in stringing a
(Historically, Greek fire was a special com- or a long sword with two hands (a size M bow- the bow of a slrong hero may simply
bination of oil and chemicals that was sticky weapon), but a g1aive (siz.e L) is just too be unstringable by a lesser man (.s was
and difficult to extinguish. ) These oils are large for him to wield . Likewise, he can use Odysse~'s).
highly flammable and a little dangerous to a short bow but is unable to handle a long Heavier pull bows are nol normally any
carry. lAmp oil is used for lamps and lan- bow . more expensive than standard bows. The
terns. It is not particularly explosive al- Type: We.. pons are classified according to exceptions to this are t.hose bows that enable
though it can be used to f~ an existing types- bludgeoning (8), piercing (P), and the fighter to gain bonuses for exception.l
blaze . slashing (5), These types are used to deter- Strength (18 / 01 or greater). These bows
Spyglass: like the magnifying glass, the mine armor type modifiers (if these are must be custom crafted and coo three 10
spyglass is more of an oddity than a useful used). Weapons vs, Armor Type is ex- five times the normal price. Th6e bows are
item. Objects viewed through it are a little plained in Chapter 9: Combat (page 89). also difficult to string or use effectively for
doser, although not much . For better re- Speed Faclor: Weapon speed is a relative those without exceptional St rength. These
sults, magical items are preferred. The spy- measure of the clumsiness of the weapon . characters must roll a successful bend barsl
glass gives from two to three times The lower the number, the quicker and eas- lift gates roll to string or use such weapons
magnification . ier the weapon is to use. Weapon speed is ex· (again, think of the tesl of the suiton in
Thieves' Pick.s: This is a small collection plained in Chapter 9: Combat . Odysseus's household).
of tools useful to burglars. The ki t indudes Damage: All weapons are ra ted for the Arrows for long bows of all types are di-
one or more skeleton keys, long metal amounl of damage they can cause to small· vided between light-weight flight arrows
picks, a long-nosed damp, a small hand and medium-sized creatures (S-M) and and heavier sheaf arrows. Flight arrows
saw, and a small wedge and hammer. These larger-than-man-sized creatures (Ll. have longer ranges and are normally used in
combined with some common tools (such.s hunting. Sheaf arrows have a stronger metal
a crowbar) make up most of the special Arquebus: This weapon may be disa\· head but a reduced range . They are often
equipment a thief needs to perform his lowed by you r OM and you must check used in times of war.
trade. wilh him before you purchase it. An arque- Crossbow: Strength bonuses or penalties
Water Clock: This bulky item is good for bus is an early form of the musket , almost do not apply to crossbows, since these are
giving the time accurate 10 a half-hour. ACli- as dangerous to its user as it is to the target. purely mechanical devices, The hand cross--
vated by a rqulated flow of drops, the wa- To use an arquebus, you must have a sup- bow is ea.sily twld in one hand and cocked
ler dock is not something you carry in your ply of powder and shot and a piece of slow- with the other. The light crossbow, also
pocket. For it to work al all, it must have a buming match or cord . These items mayo r called latches, must be braced against.n ob-
source of water and be left undisturbed. A may nol be commonly available. (Powder ject to be cocked with a lever mounted on
very uncommon item , il is primarily an is treated as a magical item in these rules, ) the slock.. The heavy crossbow, also called
amusement for the wealthy and a tool for The weapon can be fired only once every arbalest, has a powerful pull and must be
the student of arcane lore. The vast major- three rounds, and then only if the character cocked with a cranequin (a simple winch or
ity of society is not concerned with exact is not attacked while loading. When fi ring lever) th .. t comn with the weapon, One
time. an arquebus, all penalties for range are fool is placed in a stirrup at the end of the
doubled, crossbow while Ihe cranequin is worked.
If the allack roll for the arquebus is a 1 or All crossbows fire quarrels or bolts and the
2, the weapon backfires, causing 1d6 points correct size must be used with each weapon.
The Weapons Table of damage to the firer. It is also fou led and La nce: The different lances are raled ac-
lists more thiiln just the price of each item. It cannot be used agai n until it has been cording to sile and sturdiness, Each type
also gives other game information. Since cleaned, which takes about JO minutes. can be used only if the rider is on the same
each weapon is different, you should note When a arquebus scores a hit, it normally type of horse or a greater one. A man on a
this information separately for each weapon does 1 t09 points or damage on ldlO. When light war horse could nol use a heavy horse
your character purchases or finds . a 10 is rolled, the die is rolled again and this lance, if only because the impact would

73
bowl him and the horse right over! Further~ on the end of a five-to eight-foot-long shalt . the Middle Ages. Fixed on a shaft five to
more, the heavy and jousting lances require It probably grew out of common peasant eight feet long is a large axe blade, angled
that the rider is firmly in a saddle and using tools and was popular with them . One rela- for miLICimum impact. The end of the blade
stirrups. The jousting lance is a heavy horse tive disadvantage is that the bardiche tapers to a long spear point or awl pike. On
lance modified for use in tournaments, in ~uired more space to wield than a pike or the back is a hook for attacking armor or
which the desire is not to kill the opponent. a spear. dismounting riders. Originally intended to
The end of the lance is filled with a special Sec de corbin: This was a highly specia l~ dmat cavalry, it is not tremendously suc·
blunted tip intended to lessen the chance of iud weapon of the upper classes during the ce5sful in that role since it lacks the reach of
wounds. Of course, good intentions often Late Middle Ages and the early Renai5- the. pike and needs considerable room to
go awry. so there is still a chance of injury sance. It is an early can-opener designed swing. It found new life against blocu of
during a joust. specifically to deal with plate armor. The pikemen. Should the advance of the main
Mancatcher: This item is a highly special- pick or beak is made to punch through attack stall. halbe.rdiers issue out of the for~
ized type of polearm designed to capture plate, while the hammer side can be used to mation and attack the flanu of the enemy.
without killlng a victim . It consists o( a long give a stiff blow. The end is fiued with a The pikemen with their overlong weapons
pole with a spring~loaded set of sharpened sho rt blade for dealing with unarmored or are nearly defenseless in such close combat.
jaws at the end. The victim is caught helpless foes . The weapon is about eight feet Hook fauchard: This combination weap-
betwt!'en the arms, which then snap shut. long. Siot1i! the weapon relies on impact. a on is another attempted improvement to the
The mancatcher is effective only on man- great deal of swinging space is needed. fauchard . A back hook is fitted to the back
sized cft!atures. The target is always treated BiIJ-guisarme: A particularly biza rre- of the blade, supposedly to dismount horse--
as AC 10, modified for Dexterity. If a hit is looking combination weapon. the bill- men . like the fauchard . this is not a trem~­
scored, the character is caught. The caught guisarme is an outgrowth of the common dously successful weapon .
victim loses all shield and Dexterity bonuses bill hook. Mounted on a seven- to eight- Lu('em hammer: This weapon is similar to
and can be pushed and pulled about. This fOOl-long pole. it has a combination of a the bee de corbin. Fitted with a shaft up to
causes an automatic Id2 points of damage heavy, cleaver blade. a jutting back spike. ten feet long, it is usually found in the hands
per round and gives a 25 % chance of pulling and a hook or spike on the end. Thus, it can of the common soldier. Like the bee de cor-
the victim to the ground . The victim can be used in several different ways. like most bin, ils main purpose is to punch through
escape on a successful bend bars/ lift gates polearms, it requires lots of room to use. armor. The end is fitted with the long point
roll, although this results in Id2 points more Fauchard: An outgrowth of the sickle and of an awl pike to hold off enmly cavalry.
damage. A common tactic is to use the scythe, the fauchard is a long, inward curv~ Military fork: This is one of the simplest
weapon to pull hot'Sol'men off their mounts, ing blade mounted on a shaft six to eight feet modifications of a peasant's tool since it is
then pin them to the ground . long. It can slash or thrust. although the little more than a pitchfork fixed to a longer
Polearms: A popular group of weapons inward curving point makes thrusting rath~ shaft . With tines strengthened and straight-
during the ancient and Medieval periods er ineffective. Its advantage is that a peasant ened. the military fork serves well. The need
were the polearms. Their length was a dis-. can easily convert his common scythe into for cutting and cleaving eventually often
tinct advantage and, for the peasant , they this weapon of war. results in combining the fork with other
were a relatively easy weapon to make. Fauchard·fork: This is an attempted weapons.
Thus there came to be an abundance of improvement on the fauctlard , adding a PartiJan: Shorter than the awl pike but
poleanru of different sizes and shapes. Due long spike or fork to the back of the blade. lon~r than the spear. the partisan is a broad
to their numbers, there is no standard sys-. Supposedly this improves the thrusting abil- spear-head mounted on an eight -foot~long
tml for naming polearms. The names used ity of the weapon. It is still an inefficient shaft. Two smaller blades project out from
in the AD&O& game might possibly be weapon . the base of the main blade. just to increase
applied to other weapons elsewhere. GlaiYt': One of the most bas.ic polearms, damage and trap weapons. Since it is a
Because of their length, all polearms are the glaive is a single-«lged blade mounted thrusting weapon, It can be used in closely
infantry weapons and require two hands to on a eight- to ten-foot-Iong shaft. While not packed formations.
use. They are almost always the weapon of the most efficient weapon, it is relatively Ranseur: Very much like the. partisan, the
the common peasant and soldier, who. lack- easy to make and use. Normally the blade ranseur differs in that the main blade is thin-
ing a horse and heavy annor, needs some turns outward to increase the cutting area ner and the projecting blades extended more
weapon to keep the enemy's knights at bay. until it almost resembles a deaver or axe . like tines of a fo rk. The:secan trap a weapon
Thus most polearms are intended to be used Glaiye-guis.rme: Another combination and somdimes punch through armor.
in dose-packed fonnations that present a weapon, this one takes the basic g1aive and Spetum: The spetum is a modification of
forest of sharp points and wicked blades to adds a spike or hook to the back of the the normal spear. The shaft increases to
any knight foolish enough to charge. blade. In theory. this increases the useful- eight to ten feet and side blades are added .
Awl Pike: Essentially this is a long spear ness of the weapon although its actual appli- Some have blitdes that angle back, increas-.
12 to 20 feet long ending in a spike point of cation is somewhat questionable. ing the damage when pulling the weapon
tapered spear head . It was a popular weap- GuiUlnne: Thought to have derived from out of a wound. These blades can also trap
on during the RenaiSS;lnce. Since the pike a pruning hook, this is an elaborately and block weapons or catch and hold an
stuck out in front , men could be packed curved heavy blade. While conye.nient and opponent .
side-by-side in dense formations, and sev- handy, it is not very e.ffective. Voulge: The Youlge, like the bardiche, is a
eral rows of men could fight. large blocks Gullirme-youlge: This weapon has a variation on the axe and the cleaver. The
of pikemen made formidable troops. How- modified axe blade mounted on an eight- vou!ge is little more than a deaver on the
ever, once the pike men engaged in dose foot -long shaft . The end of the blade tapers end of a long (seven·toeight~foot ) pole. It is
combat. they normally dropped their dum~ to a point for thrusting and a back spike is a popular weapon, easy to make and simple
sy awl pikes and fought hand-to-hand with filled for punching through armor. Some- to learn. It is also called the Lochaber axe.
Mlort swords. times this spike is replaced by a sharpened
Bardlche: One of the simplest of hook for dismounting riders. Scourge: This wicked weapon is a short
polearms, the bardiche is an elongated bat- Halberd: After the awl pike and the. bill , whip with s.everal thongs or tails. Each
tle axe . A large curving axe-head is mounted this was one of the most popular weapons of thong is studded with metal barbs. resulting
74
in a terrible lash. It is sometimes used as an ble if your OM has chosen to set his cam- faces are normally highly ornamented with
instrument of execution . paign in a particular historical era or locale . etching and inlaid melals. Each suit must be
Swo rd. Bastard: This sword is similar 10 a For example, full plate armor is not availa- carefully custom-fitted to the owner and
long sword in size and weight , but has a ble to characters adventuring in an ancient there is only a 20 % chance that a captured
longer hill. It un be used on~ or two- Greek setting. suit can be milled to a new owner of
handed. Use the speed factor and damage Sanded: This armor is made of overlap-- approximately the same size. The metal
appropriate to the grip. If it is used two- ping strips of metal sewn to a backing of plates are backed by padding and chain
handed, your character cannot employ a leather and chain mail. Generally the strips mail. The weight is well-distributed . The
shield. cover only the mo re vulnerable areas, while armor is hot, slow to don, and extremely
Sword, KhoPfth; This is an Egyptian the chain and leather protect the joints expensive. Due to Ihese factors, it lends to
weapon . A khoPfth has about six inches of where freedom of movement must be be used more for par..des and triumphs tha n
handle and quillons. Its blade is then ensured . Through straps and buckles. the adual combat .
straight from the quillon! for about two weight is more or less evenly distributed . Hide: This is armo r prepared from the
feet . The blade h«omes sickle-shaped at BriSolIndlne: This olIrmor is made from extremely thick hide of a CJ't'ature (such as
this point , being about two additional feet small metolll plates sewn or riveted to a layer an elephant) or from multiple layers of regu-
long but effectively extending the overall of canvas or leather and protected by an lar leather. It is stiff and hard to move in.
length of the sword by only 1 1/1 feel. This outer layer of cloth . It is rather stiff and does Leather: This armor is made of leather
makes the khopesh both heavy and not provide adequate protection to the hardened in boiling all and then shaped Into
unwieldy, difficult to employ properly, and joints where the metal plates must be spaced breastplate and shoulder protectors. The
lilow to recover, particularly after a badly widely or left off. remainder of the suit is fashioned from more
missed blow. Its sickle-like portion can snag Bro nze plate mail: This is a plate mail flexible , somewhat softer materials.
an opponent or an opposing weapon. armor- a combination of metal piates, Pl dded: This is the simplest type of
chain mail o r brigandine, leather and armor, fashioned from quilted layers of
padding-made of softer bronze. It is easier cloth and balling. It tends to get hot and
Armor
and cheaper to make than steel armor, but it after a time becomes foul with sweat, grime,
You are going to does not protect as well. A large breastplate lice, and fleas.
wa nt your player character to buy armor, if and other metal plates cover areas of the Plate mi ll: This armor is a combination
he is allowed to use any. Armor is the easiest body, but the other materials must protecl of chain or brigandine wit h metal plates
and cheapest way to improve your charac- the joints and movable parts of the body. It (curiass, epaulettes, elbow guards, gaunt-
ter's chance of surviving the more violent is not the full plate armor of the heavy lets, tassets. and greaves) covering vital
dangers of the adventuring life. Clearly. the knight of the Late Middle Ages and the Ren- areas. The weight is distributed over the
better the armor the character possesses. the aissan«. whole body and the whole thing is held
less likely he is to be hurt . Anno r protection Chain mollil: T his armor is made of inter- together by buckles and straps. This is the
is measured by Armor GuslAQ . a number locking metal rings. It is always worn with a most common fonn of heavy .. rmor.
rating; the lower the Anno r a ass num ber. layer of quilted fabric padding underneath Ring mAil: This armor is ;lln early (and less
the beller the protectlon. Table 46 lists the to prevent painful chafing and to cushion effective) form of chain mail in which metal
values for all the types of armor found in the the impact of blows. Several layers of mail rings are sewn di rectly to a leather backing
equipment lists. are nonnally hung over vit.. l areas. The instead of being interlaced. (Historians still
links yield easily to blows, absorbing some debate whether this armor ever existed.)
Table 46: ARMOR CLASS RATINGS of the shock . Most of the weight of this Seale mlil! This is a coat .. nd leggings
armor is carried on the shoulders and it is (and perhaps a separate skirt) of leather
AC
uncomfortable to wear for long periods of covered with ove rlapping pieces of metal.
Type o f Annor Ra ting
time. much like the scales of a fish.
None 10
fi eld plale olInno r: This is the most com- Shield~ All shields improve a character's
Shield only 9
Leather or padded armor
Leather or padded armor + shield, • mon version of full plate armor, consisting
of shaped and fitted metal plates riveted and
interlocked to cover the entire body. It
Armor Class by 1 or more against a speci-
fied number of attacks. A shield is useful
only to protect the front and Oanks of the
studded leather, or ring mail armor 7
includes gauntlets, boots, and a visored hel- user. Attacks from the rear or rear Oanks
Studded leather or ring mail + shield,
mel. A thick layer of padding must be worn cannot be blocked by a shield (exception: a
brigandine, scale mail,
undernea th. However, the weight of the suil shield slung across the back does hel p
or hide armor 6
is well-distributed over the whole body. defend against rear attacks). The reference
Scale mail or hide + shield, chain mail 5
Such annor hampers movement only slight- to the size of the shield is relative to the size
Chain mail + shield, splint mail,
banded mail, bronze plate mail ly. Aside from ils expense, the main disad- of the character. Thus a huma n', small
4
vantages are the lack of ventilation and the shield would have all the effects of a medi-
Splint mail , banded mail. or bronze
plate mail + shield, plate mail
time required to put it on and take it off (see um shield when used by a gnome.
3 the HGetting Into and Qui of Armor sec- N

Plate mail + shield, field plate A buckler (or ta rget) is a very small shield
2
Field plate armo r + shield , full plate tion). Each suit of field plate must be indi- that fastms on the forearm . It can be worn
1
Vidually fitted to its owner by a master by crossbowmen and archers wi th no hin-
Full plate armor + shield o armorer, although captured p [~ can be dran«. Its small size enables it 10 protect
resized to fit the new owner (unless such is against only one attack per melee round (of
Note: See this page for more information
patently absurd . such as a human trying to the user's choice), improving the character's
on the defensive benefits of various shields.
resize a halfling's armor). Armo r Class by 1 against that attack .
Fuji Plale: This is the impressive. high A s m/dE shillEd is carried on the forearm
Although there is some cont.roversy his-
torically over the different Iypes of armo r, Gothic-style armor of the Late Middle Ages and gripped with the hand. Its light weight
and Renaissance, It is perfectly forged and pennits the user to carry other items in thai
all known or suspected types are included
here. However, not all armor may be availa- fitted . All the plates are interlocking and hand (although he cannot use weapons). It
carefully angled to deflect blows. The sur- can be used to protect against two frontal

75
attacks of the user's choice. Getting Into and O ut of Armor Cfta turn with Natura) Armo r Gasses
The medium shield is carried in the same There are times when it is important to Some creatures possess a natur.d Armor
manner as the small shield. Its weight p~ know how quickly a character can get inlo Class already superior to some of the armor
vents the character from using his shield or out of his armor. Accidents and unfore- types (for example, the horse is AC 7).
hand for olher purposes. With a medium seen events ha ppen all the time. The party is However, these CTeiiltures can still bendit
shield , a ch.uacler can protect against any attacked at night . Those sleeping around the from wearing armor of a quality worse than
&ontal or flank attacks. campfire may wanl to don their armor their natural Armor Class. If the AC of
The body shield is a massive shield reach- ~ore rushing into battle. A character slips armor is equal to or worse than the AC of
ing Ilea.rly from chin to t~ . 1t must be firmly and faUs into the river where his heavy tht creature, Ihe AC of the cruture
faslened to the forearm and the shield hand armor puUs him down like a stone. He improves by 1.
must grip it at all times. It provides a greal greatly deslrn to get It off ~ore he drowns. For example, a horse has a natural AC of
deal of protection, improving lhe Armor Just how long does it take him? 7. The AC of leather armor is 8, worse than
Class of Ihe character by 1 against melee The time required to don armor depends the horse's natural AC. However, if a horse
attacks and by 2 against missile attacks, for on its make. Those armors that are a single is fiued with leather barding, its AC drops
attacks from the front or front flank sides. It piece-leather tunics, robes, chain maU- to 6 since it gains the henwt of the addition-
is very heavy; the OM may wish to use the take one round (two for metal items) to don al protection .
optional encumbrance system if he allows
with slighl assislance. Without aid, Ihe time
this shield . is doubled . Armor that is made of separale
Spllnt Mall: The existence of this armor pleas requires 1d6 + 4 rounds, again with
has been questioned. It is claimed that the
assistance. Without help, the time required Encumbrance
armor is made of narrow vertical strips riv-
eted to a backing of leather and cloth pad-
is tripled . In all cases, the times given (Optional Rule)
assume thai the proper undergarments and
ding. Since this is not flex ible, the joints are padding are also worn . A natural desire
protected by chain mail . Sometimes characters need to get inlo is to have your character own one of eve--
Studded lea ther: This armor is made rything. Thus equipped, your character
armor in a hurry and thus Ihey dress haslily.
from leather (not hardened as wilh normal could just reach into his pack and puH
This assumes that some buckles aren', fas-
leather armor) reinforced with close-set out any item he wants whenever he
tened, seatings adjusted, etc. Single suils
metal rivets. In some ways it is very similar needs it. Sadl y, there are limitl to how
can be hastily donned in one round at the
to brigandine, although Ihe spacing much your characler, his hatH, his
cost of 1 worse AC (though never worse
between each metal piece is greater. mule, his elt"phant, or his whatever can
than 8). Thus, a fighter could hastily pull on
his brigandint jack (AC 6) and chargt into a carry. These: Iimil's are determined by
In addition to the types of armor listed el1cumbranc• .
fray with an AC of 7. Hastily donning piece
above, your OM may have special armors Encumbrana is measured in pounds.
armor (plate mail for example) improves the
prepared from rare or exotic materials. To calculate mc::umbrana. simply total
character's AC by I (from a base of 10) fo r
Since it is highly unlikely Ihat you r charac- the pounds of gear carried by Ihe crea-
every round spent dt6Sing. A fighter could
ter can afford these at the start, the OM will ture or character. Add five pounds for
choose 10 spend Ihree rounds fitting on
tell you when you nttd to know about such clothing, if any is worn. This total iSlhen
parts of his plate mail , giving him an AC of
items. compared to the carrying capacity of the
7, before going into battle.
Removing armor is a much quicker mailer. creature to determine the effects. In 8en-
Annor Sizes eral, lhe more weight carried, the .lower
Most can be shed in a single round. Piece
The equipment list reflects the price of a armor (particularly full plate) requires 1d4 + the mov~nt and the worse the chane·
suit of armor (including an appropriale hel- 1 rounds. However, if the character is willing ter is at fighting.
met) made for any normal player character to cut straps and bend pins, such armors can
race. Although a halfling is much smaller be removed in half the time (roll Id4 + 1,
thana human and needs a smallersuil , there divide by 2, lhen round fractions up).
are fewer armore,", available to meet such
spedalized needs . Thus the armor for a half-
ling is as expensive as Ihal for a human . T. ble 47: CHARACTER ENCUMBRANCE

.
Armor for nonstandard sizes and shapes is Mu.
Chaulcter Encumbrance Carried
going to cost significantly more and must be
custom-made. This is not the kind of thing Strength Unencum. Ughl Moderate Heavy Severe Weight
one can pick up at the local store!
When armor is found during the course of
2

....
3
(>1
o.s
0-1. •
1·13
3
7
JC-16
....
11·19 "
lO-lS
,
an adventure, the players should note the
creature who wore the armor previously. 6-7 0-20 21-29 30-38 39-46 47-55 55
8-. 0-35 36-50 51-6S 66-80 81-90 90

.
While a human-siud characler might be
10-11 0-40 41-58 59-76 77-96 97· 110 110
able to wear the armor of a gnoll, it will do
little good for a haIfling. Likewise, Ihe
armor of" giant is of little use to anyone.
Armor size also affects the weight of the
,.
3
1C-}5 .....
0.'"
.....
7l-lAlO
3
86-11S
01-130
9
1160US
1

.131-160
146--170
- ''''

~rmor, if the optional encumbrance syslem
17 0-8S 86--121 122-157 158-193 194-220 220
15 used . The weighls listed on Ihe table are
18 ()...110 111-149 150-188 189· 227 228-255 255
for human-sized (Medium) armors . Small 175--213 214-252
armor weighs half the amount listed, while
large annor weighs SO .. more.

16
Table 48: MODlflED MOVEMENT RATES
ll.ulc lncumbf..nce • •K
(ToumAment Rule)

• , •
Move Modified Movement Rale

, , ,,2 •• ••
Encumbrance Is Strength 11 11 10 7 J 2 1
divid~ into five categories: Unencum- 5<0 .. 6 J J 2 2 1 1

, , • • •
bend. Ught, Moderale, Heavy, and Se- 2 S
vere Encumbnnce.
....
3 S 7
To calculate your character's encum-
bra~ catesory, first figure out the total
wdght he is carrying (including five
pounds for clothing). Then look across
the row corresponding to your charac-
...
10-U
2-U
)0
20
:IS
.0
OS
52
13
29
50
58
till
" ""
55
64
77M
:IS

70
:IS
65
76
3
7
41
70
82
18
44
75
88
"47
80
••
I
>D
50
8S
100
1
..
21
53

106

ter's Strength on Table 47 until you come ..IS 55 IS OS '05 115 US I:IS 1<5 155 165
100
to the column that includes your charac·
ler's catTi~ weight. The heading at the "'1 70
85
110
121
14.
133
162
145
175
157
188
169
201
181
214
,.3 205 217
top of that column s.ho~ h15 level of en-
cumbrance. " 174
2Z7 2.0 2S3

Use Table 49 to figun out the encum·


brance cateSory 01 your character's
mount or beast of bul"dm.
The Max , Cani~ Wgt. column lists
the mott weight (in pounds) yourcharac--
let can carry and still move. But mon -
ment is limited to 10 fed per round, as
your character staggers under the heavy T. ble 49: CARRYING CAPAaTlES Of ANIMALS
10000d.
Mount Bue Move 'f~ Move IfJ Mo ve
CiiiiiI o;S3bltii_ 501-660 Ibs
Spec.lnc lncu.m brAnce O-IS lbo_
Doa 16-20 Ibs. 21-30 Ibt.
(Optlona' lule) ~
The max.imum 0 .... r.o ' ~ lbo. 501-750 lbo.
1·3901
751·1,000 lb..
391-520 lb!.
tOlal weight your character can arry 15 Horw. heavy 0-260 Ibs. 261 -390 Ibs. 391--520 lb!.
Horw. light ()...170 Ibs. 17]-255 Ibs.
determined by his Strength, as listed on
Table 47. .
Hone, ridina
~1lO Itii.
O-lJOJb5.
1l1:;JJO Dii.
m-Z7I!lba.
~J40 Ibs .

271-360 lbo
The bask encumbrance rule gives gftl.
eral ategoriH of encumbr~ but does 0-2!IO lbo. .2!1..J15
not allow for fine distinctions. Some Oi 0-Z20 Ibs. 221 -330 Ibs. JJ1-440 Ibs.
players and OMs may take eX«ption to Y,k 0-220 Ibs. 221 -330 Ibs. 331-440Ibs.
the Idea that adding one more pound 10 a
character suddenly shifts that character
to the nvet (and drastically worse) en-
cumbr.J.nce c.J.tegory. They may want to Aside from knowing the weight limits,
use the- following optional table; Table 48 your character n~ to have ways to hold
re<iucu a character's movemmt rating 1 aU his gear. The apadtiH of differen t con·
factor at a time:. t ain~ are giv~ in Table SO .
To de1ermiM your character's move--
menl tate (1ft' "Movement ," pagel19) for
a given load, find the row on Tab~ 48
with his Strmgth score. Read across It
until you find the fint column in which Table 50: SroWACE CAPACITY
the numbb' of pounds listed is gYrAler Item 1r___________W~ei8ht C=.~p~._____ VOlume_~.~_-_.
than your character's currmt load. At . pac SO JI:jj: 3' n"lt~
the top of thai column are two row, for BMkeI, I.atat 20 Iba. 2' • 2' x 2'
base movement ratts. Characters with a
base mOVeffifl1t rate 01 U Usf: the top "..-------~8Ok
Be I pou 1!.I',"... Ibs.
' . 'J(
6- x 8" x 2-
'
row; thClile with a b.ue rnovm'lf:nl rate 01 Belt pouch, small 51bs. 4" x 6 '" x 2"
6 Usf: the bottom row. The number in the Chest, large 100 Ibs. J' x 2' x 2'
appropriate upper row is your chal'1lC-
ter's modified mOVm1ent rale.
,SKIt.
a.._;.,.....
Iarp
~--------'"
3D"'.
2 ..., ~ • •• _ - . . . . ,
2' x 2' )( I '
TAtuS (a huma" with A bASe mowment ~~,' ~!!Q...
saClale... -------~Ibo.
, arge 30 Ibs. l ' xx l'I ' x 8·6'"
18-
0112) has A Strength 0117 a,.d is carrying Saddle b~, Imall 20 1bs. I' x l ' X 6"
a 14O-pound 10IUi. Looking Across on th.
17 row $hows thRt 140 'Rlls bt!~t!n IJJ
And 145 on the tabill. Looking At tI.e top

78
of the 145 column shows that TAno Iuu A more than their actual wlright would more pownds of e4fUipmmt. HOW«WT,
modified moocrmmt nde of 7. He CQft indicate. n.e OM hal the right to rule when calc:uU,ting tM cf/ect of all th;,
carry fiu.more pounds of gNr(total14S that an object Is more encumberina; than tMght on hil trIOW'I'tlmt, Cwell ;., con.id-
pouruu) And mointAin hi. spud, or drop It actually appears. erwI to only be carrying 50 poundI of
utlen poumu of equipment (to 13J gew-tM rMgiaJ ImI10r doc!in't count.
POUr1iu) m1d Incr~ his speed to 8. For exAmple, Tlll'UI 8100dheArt finds A Furthmnore, he does not ~ any com-
5' x 9' flying CA1JHt . He CArefully rolls it bat pevUNft for rI.. chAin mail; weiPt.
into a thick cyliruUr and wisely tia it
(ncumbrAIKe MCI Mounts
d osd. Eum though M has taken this
(TOUI'nAIIIent Rule) unsibt. precaution, the carp" iI still A
Effec:.ts of lnc.u..br&nc.e
The "&se Mow~ lII'Ie muilllQlruHmI thing. The DM rula Encumbnnce
column In T.b~ 49 lim the maximum tlult although th. carpet weighJ only 11) hu two ba.sic effects. Ant, It reduas
..mount an animal can carry and main· pounds, its encumbnmc. iI ~wd to thst your character. movement rate. If
u,in Its normal movement rate. Animal, of wt item weighing 50 pounds. TAno encumbrance categories are used, Unen·
can be: 100ded greater than this, up to • mll!lit increase his CUrTent encumbrance cumbered has no effect on movement,
muimum of twice their normal load. lev,l by 50 pouruU, ildding the IfWk· Ught reduces the movement rate by I/~
However, this causes a drop In the ani· UHlrdnns of the rolled carpet .slung owr (round fraction. down), Moderate
mal's movement rale (as indicated by the his shoulder to his AlreAdy carefully reducu it by Ill, Heavy reduces it by 2I:J,
column headinp). When calculating a p.u:lced b.u:lrpack. and Severe lowers the movement rate to
mount'. load, be: 'un!' to indude the 1. If the optional 'ystem is UNd, the
wlright of the rider' MAIIc:.d AI1IKM',and (nc:utnbrAIKe char"cter'. movement rate is reduced 10
n.e values listed in Tab~ SO ~ for the amount found by using Tilble 48. The
stand.a.rtHized items. It is certAinly pol-" One o£ the spe- movement nle detennines how far your
sib~ fOt' ucks, chests, iiJ\d backpKb: to cial properties of mil8ia1 armor is its chancter can move in a round, tum,
be la.rger or smaller than the sizes listed. effect on encumbrance. Although magi. h01.lr, and day. As his movement rate gels
The wdght capKity, however, lists the cal armor appean to wdgh u much as lower, your character moves slower and
maximum weight the itm! can carry, normal annor, the wdght of magical slower. See "Movement; on paae 119,
rqardleN of size. Beyond this point, the armor applin only toward the weight for more delaib.
mattrial uRd to construct the item will limit of the character. It does not apply Encumbrance o1J.o reducn your char·
fail , sooner or later. The volume gives when detenninlng the effect, of encum- actus combat abilities. If encumbrance
the length, width, and height or depth of brance on movement and combat . In reduces your character to IIJ of his no ....
the item , Items that exceed the capacity essence, the annor appeus to weish as mal movement rale, he suffers a -) pen-
of a container cannot be stored in it . much as normal armor but does not alty to his .ttack roll. If he Is reduced to
Sino!! all player characters ~ adven· restrict or hamper the ch.arKter. II:J or Ina of his normal movement rate,
turers, It II assumed they know the best lhe attack penalty is - 2 and theft is an
methods for packing and stowing equip- For uampt., Cwetl tn. lnird finds A ~tion&l AC penalty 01 + 1. 11 your
ment . Blanket. ~ rolled into bedroUs, .luit of chain rrWl +1 . Lifting it "'p, he character', movement II rmuced to 1, the
Im2IIl items are ca.refuJly arranged, !"Opt finds it weigM 60 pounds , Cwell iI altack roO penalty is -fand theACpen·
II properly coiled, weapons are sluna in already carrying 50 poll11ds of BHr. Don- alty ls + 3. Oearly, the wile thins for a
the most comfortable manner, etc. While n'ng tlu? clulin mail, h. is now carrying he.1vily encumbered characttT 10 do is to
lmail items can be "sily ,tuffed into a 110 Ibs , of g'Ar, Cwell'$ Strength il12. quickly drop most of his gear before
pack, large bulky things may encumber which means tlult h. con CArry only 3D enlerins baule.

19
Some of the most powerful weapons player opportunity to learn the arcane lore of snares for the rash and unwary. Perhaps the
characters have at their disposal in the spellc.asting. greatest of all wizard spells is the powerful
AO&:D* game are magical spel1s. Through A H!W character classe have a limited and tricky wish. It rep resents the epitome of
spells a player character can control earth- ability to cast spells. The ranger, through his spelJ-casting-causing things to happen
quakes, call lightning out of the sky, heal close association with nature, is able 10 cast simply because the mage desires it to be so.
grievous injuries, hurl explosive balls of a few spells, though his choices are limited But it is a long and difficult task to attain the
fire , create barriers of stone, fire , and ice, to his natural inclinations. The paladin, mastery needed to learn this spell.
and learn secrets long forgotten. These are through his devotion and humility, can use Although some characters can use spells,
only a few of the things player characters some of the spells of the priest. The bard , the workings of magic are dimly understood
can do once they master the strange lore of through luck, happenstance, curiosity, and at best . There are many theories about
spells. perseverance, can manage a few wizard where the power comes from . The most
Not every character is capable of casting spells, perhaps by persuading a lonely mage commonly accepted idea is that the mysteri-
spells, however. This ability requires a cer- to reveal his secrets. ous combination of words, gestures, and
lain amount of aptitude, depending on the Regardless of their soura, all spells faU materials that make up a spell sommow
type of spells cast. Wiurd spells are best into the general categories of wizard or taps an extradimensional source of energy
mastered by those with keen intelligence priest. Although some spells appear in both that in tum causes the desi red effect . Some-
and p"timce for the long years of study that categories, in general the categories differ in how the components of the spells- th~
are required. Priest spells Cilll for inner how spells are acquired, stored, and cast . words, gestures and materials- route this
peace and faith and an intense devotion to energy to a specific and desired result. For-
one's calling. tunately, how this happens is not very
The vast majority of people in a fantasy
Wizard Spells important to the majority of wizards. It is
campaign lack these traits or have never had Wizard spells range enough to know that ~when you do this,
the opportunity to develop them. The baker from spells of simple utility to great and that happens .~
may be a bright and clever fellow , but , fol- powerful magics. The wizard spell group Casting a wizard spell is a very compli-
lowing in his father's footsteps, he has spent has no single theme or purpose. The vast cated otdul. The process of leaming the
his IIfl! learning the arts of bread making. majority of wizaed spells were created by correct procedure to cast a spell is difficult
There has simply been no time in his lifl! for ancient mages for many different purposes. and taxing to the mind . Thus a wiurd must
the stud y of old books and crumbling Some are to serve the common man in his check to see if he learns each new spell
scrolls. The hard-working peasant may be- everyday nl!'eds. Others provide adventur- (according to his Intelligence-see Table 4) .
pious and upright in his faith , but hI! lacks ers with the might and firepower they need Furthermore, there is a limit to just how
the lime for the contemplative and scholarly to survive. Some are relatively simple and much of this strangeness- illogical mathe-
training required of a priest. So it is only a safe to use (as safe as magic can be); others matics, alchemical chemistry, structuralist
fortuna te few who have Ihe ability and are complicated, filled with h~rds and linguistics-a wizard's mind can compre-
hend, and so he must also live with a limit to orized. Thus, a 9th-level spell (the most tice other aspects of his craft. Lesser divina-
the number of spells he can know. powerful) would require 90 minutes of care- tions include read magic and allted magic.
~ the wizard learns spells, he !'Kords ful study. Clearly, high-level spellcasters do Nllcromancy is one of the most restrictive
their arcane notes into his spell books. not lightly changf: their memorized spells. of all spell schools . It deals with dead things
Without spell books, a wizard cannot mem- Spells remain memorized until they are or the restoration of lire, limbs, or vitality to
orize new spells. Within them a~ all his cast or wiped from the character's mind by a living creatures. Although a small school,
instructions for memorizing and casting all spell or magical item. A wizard cannot its spells tend to be powerful. G iven the
the spells he knows. ~ the wizard success- choose to forget a memorized spell to risks of the adventuring world, necromantic
fully leams a new spell, he camully enters replace it with another one. He can, how- spells are considered quite useful.
its formula into his spell books. A wizard ever, cast a spell just to cleanse his mind for
can never have a spell in his books that he another spell . (The OM must make sure that
LeArning Spells
does nol know, because if he doesn't under- the wizard does not get experience for this.)
stand it, he cannot write the formula . like- Whether a charac-
wise, he cannot enter a spell into his books ter chooses to be a mage or a specialist in
Schools of MAgic
that is higher in level than he can cast. If he one of the schools of magic, he must lram
finds an andent tome with spells of higher Although all wiz- his spells from somewhere. While it might
power, he must simply wait until he ard spells are learned and memorized the be possible for the exceptional wizard to
advances to a level at which he can use same way, they fall into nine different leam the secrets of arcane lore entirely on
them. schools of magic. A school of magic is a his own, it isn't very likely. It is far more
The exact shape and size of a character's group of related spells. likely that your character was apprenticed
spell books is a detail your OM will provide. Abjuration spells are a group of special- 10 another wizard as a lad. This kindly
They may be thick tomes of carefully inked ized protKtive spells. Each is used to pre- (severe), loving (allous), understanding
parchment, crackling scrolls in bulky cases, vent or banish some magical or nonmagical (Ill-tempered), generous (mean-spirited),
or even weighty clay tablets. They are ef(Kt or creature. They are often used to and upright (untrustworthy) master taught
almost never convenient to carry around. provide safety in times of great danger or your character everything he knows at tM
Their exact form depends on the type and when attempting some other particularly start of the game. Then, when it was time,
selling of the campaign world your OM has dangt:rous spell. the master sent him into the world (thre w
created. Alteration spells cause a change in the him out) with a smile and a pat on the back
Ultimately, it is the memorization that is properties of some already existing thing, (snarliR8 with his foot on your character's
important. To draw on magical energy, the creature, or condition . This is accomplished behind).
wizard must shape specific mental patterns by magical energy channeled through the Or perhaps your character &tudied at a
in his mind . He uses his spell books 10 for« wizard. proper academy for wizards (if your OM
his mind through mental exercises, prepar- Conjuration / summoning spells bring has such things). There he completed his les-
ing it to hold Ihe final , twisted pattmlS. something to the caster fro m elsewhere. sons under the eye of a finn (mean) but
These patterns are very complicated and Conjuration normally produces matter or patient (irritable) tutor who was ready with
alien to nonnal thought. so they don't rrgis- items from some other place. Summoning praise for good work (a cane for tM slightest
ter in the mind as nonnallearning. To shape enables the caster to compel living creatures fault ). But alas, your character's parents
these patterns, the wizard must spend time and powers to appear In his presence: or to were impoverished and his studies had to
memOrizing the spell, twisting his thoughts channel extraplanar energies through him- end (fed up with this treatment , you r youth-
and !'Kasting the energy patterns each time self. ful character ned during the night).
to account for subtle ch;mges- planetary Enchantment/charm spells cause a As you can see, there are a number of
motions, senons, time of day, and more. change in the quality of an item or the atti- ways your character might have learned his
Once a wizard memorizes a spell , it tude of a penon or creature. Enchantments spells.
remains in his memory (as potential energy) can bestow magical properties on ordinary The one good thing that comes frOm your
until he uses the prescribed components to items, while charms can unduly influen« character·s studies is his initial spell book. It
trigger the release of the energy patterns. the behavior of beings. may have been a gift from his school or he
The mental patterns apparently release the Greatllr divinations a~ more powerful may have stolen it from his hated master.
energy while the components shape and than lesser divinations (see below). These Whatever the case. your character begins
guide it . Upon casting. the energy of the spells enable the wizard 10 learn secrets long play with a spell book containing up to a
spell is spent, wiped clean from the wiurd's fo rgotten, to predict the future , and to few lst-level spells. Your OM will tell you
mind. The mental patterns are lost until the uncover things hidden or cloaked by spells. the exact number of spells and which spells
wizard studies and memorizes that spell IllusiolU deal with spells to deceive the they are. ~ your character adventures, he
again. senses or minds of others . Spells that cause will have the opporlunity 10 add more spells
The number of spells a wizard can memo- ~ple to see things that are not there, hear to his collKtlon .
rize is given by his level (see Table 21); he noises not made, or remember things that When your character attains a new level,
can memoriu the same spell more than never happened are all illusions. M mayor may not receive new spells. This
once, but each memorization counts as one In v ocation / Evocation spells channel i& up to your OM. He may allow your char-
spell toward his daily memorization limit . magical energy to create specific effects and acter to return to his mentor (provided he
Part of a wizard's intelligence can be seen in materials. Invocation normally relies on the departed on good terms!) and add a few
the careful selection of spells he has memo- intervention of some higher agency (to spells to his book. It may be possible for
rized. whom the spell is addres.sed), while evoca- your character to copy spells from the spell
Memoriution is not a thing that happens tion enables the caster to directly shape the book of anotMr player character (with his
immediateJy. The wizard must have a clear energy. permission, of course). Or he may have to
head gained from a restful night's sleep and l.6ssllr divination spell5 are learnable by wait until he can find a spell book with new
then has to spend time studying his spell all wizards, regardlesl of their affiliation . spells. How he gets his spells Is one of the
books. The amount of study time needed is This school includes the most basic and vital things your OM decides.
10 minutes per level of the spell being mem- spells of the wizard-those he needs to prac- In all cases, before he can add a new spell

81
to his spell book., you have to check to see if rely on the idea of believability, which in while the beholder does not . Thus spelkast-
your ctw..cter learns that spell. The chance tum relies on the situation and the state of en are well-advi5ed to create images of
of leaming a speU depmds on your wizard', mind of the victim. Your OM must deter- things they have seen, for the same reason
Intelligence, as given in Table 4. This chance mine this for NPCs, which is perhaps an eas- authors are advised to write about things
may be rais«l or lowered if your chMacter i. ier job. You mwt role--play this for your they know .
a lpKialist . character. The next important consideriiltion is to
Spells of this school fall into two basic ask if the spell creates somd-king that the
groups. Illusions are creations that manipu- victim expects. Which of these two illusions
illusions late light, color, lhadow, sound, and some- would be more believable-a huge dlil80n
Of all spells, those times evm scent. Higher level illusions tap risi", up behind a rank of attacking kobolds
of the illusion school CiIIUSt: the most prob- energy from other planes, and are actually (puny little creatures) or a few ogres fonn-
lem•. Not that they are more difficult for quasi-real, bein8 woven of extradimen- ing a line behind the kobolds7 Most adven-
your player chalilcter to cast, but these sional energies by the caster. Common illu- turers would find it hard to believe that a
spells are more difficult for you to role-play sions create appearances; they cannot make drason would be worki", with kobolds.
and for your OM to adjudicate. Illusions a Cn!ature or object look like nothing (i,e., The dra80n is far too powerful to associate
Invisible), but they can cona-a! objects by with such little shrimps. Ogres, however,
making them look like so~thing else. could very well work with kobolds-
PluJ1ItlUrtu exi5t only in the minds of their bossing them around and using them as can-
victims; these spells are nevu evm quasi- non fodder. 1ne key to a goad Ulusion is to
real . (The exceptions to this are the phantllS- create something the victim does not expect
mal fore, spells, which an! actually ilIusiofl5 but can quickly accept.
rather than phantasms .) Phantasms act The most believable illusion may be that
upon the mind of the victim to create an of a solid wall in a dunseon, transformin8 a
intense reaction-~ar being most common . passage into a dead end . Unless the victim is
The key to successful illusions or phan- familiar with these hallways, he has no n!a-
tasms is believability, which depends on son not to believe that the wall is there.
three main factors : what the caster Of course, in a fan tasy world many mOn!
attempts, what the victim expects, and what things can be believed than in the real
is happeni", at the moment the spell is cast. world. Ramet do not spring out of nowhere
By combining the information from these in the re~ world, but this can happen in a
three areas, the player and the OM should fantasy world . The p~ce of magic in a
be able to create and adjudicate reasonable fantasy world makes victims more willing
illusions and phantasms. 10 accept things our logic tells us cannot
Whm castin8 an illusion or phantasm, happen . A creature appearin8 o ut of
the caster can attempt to do anything he nowhere could be an illusion or it could be
desires within the physical limits of the summoned . At the same time, you must
spell. Prior knowl~ of the iJlusion cre- remember that a properly role--played char-
ated is not necessary but is extremely useful . acter is familiar with the laws of hi! world.
For aampl', suppo54l Ck/senora tkcida to lE a wall of flames appearJ out of nowhere,
cast a phantasmal force spell and can cltOO5l he will look (or the spellcaster. A wall
bt'twUn cnating tlu irMgI of a troll (a crea- blocking a corridor may cause him to check
ture shl! has sun ami battlM) or that of a for secret doorJ. If the illusion doesn't con-
ixrhoUkr (a cr,atur, shR hlU never sun but form to his idea of how things work, the
1uu heard terrifying Mscriptiol'lS of). She am chalilcter should become suspicious. This Is
either use her memory to create a realistic something you have to provide for your
troll or use her imaginRtion to create .some- character and somethin8 you must remem-
thing that mayor may not look like a real ber whm your character attempts to use
b,hoUkr. The troll, based on h" !irst-hund illusions.
knowlldg, of theH creatuns, is going to This then leads to the third factor in the
Iuroe lots of littl, details-a big rtOSl, UNlrt;" believability of an illusion, how appropriate
grHIt , scabby skirt, and rum a shambling the illusion is for the situation. A3 mm-
troll-lib walk. Her illusion of a b,ho/thrwi/1 tioned before, the victim is 80ing to have
bl much IDS precise, jlUt a {lOQJing hall with certain upectalions about any 8iven
one big eye and. ryatalla. Sh, dMsn 't know mcountu. The best illusions reinforce these
its color, siu, or ixrlun1ior. expectatiofl5 to your character's advantage .
The type of imase chosen by the caster Jma8;ine that your group runs into a war
affects the reaction of the victim, If the vic- party of ora in the local forest. What could
tim in the iilbove case has seen both a troll you do that would reinforce what the ora
and a beholder, which will be mOn! hf:liev- mi8hl already believel They see yo ur
able1 Almost certa.inly it will be the troll, group. armed and ready for battle. They do
which looks and acts the way the victim not know if you are alone or are the advance
thinks a troll should. He misht not evm rec- SUard for a bigger ITOop. A 80ad illusion
ognize the other creature as a beholder since could be the glint of metal and spear points
it doesn't look like any beholder he', evu coming up behind your party. Subtlety hils
seen. Even if the victim has never seen a troll its USH . The ora will likely interpret your
or a beholder, the troll will still be more illusion as reinforcements to your group,
believable; it acts in a realistic manner, enoU&h to discourage them from attacldng.

81
However, the limitations of each spell squad of low-level fighters is created, the dragon's fiery breath or a troll's regenera-
must be considered when judging appropri- caster dictates their hits, misses, damage tion), but they do not nece:ssarily have
ateness. A phQ1l'RSrntd force spell creates inAicted, apparent wounds, and so forth. unseen special abilities. There is no way a
vision only. It does not provide sound, light, and the referee decid~ whether the bounds caster can create the illusion of a basilisk's
or heat. In the p~ing situation, ~ating of ~lievability have been I!)Iceeded.) Main- gaze that turns people to stone. However.
a troop of soldiers galloping up behind you t.. ining an illusion normally requires con- these abilities might be manifested through
would not have been believable. Whe~ is centration on the part of the caster, the fears of the victims, For example, Ralh
the thunder of hooves, the cre.. k of saddle prt'venting him from doing other things. the fighter meets an illUSionary basilisk .
leather, the shouts of your allies, the clank Disturb him and the illusion vanishes, Ralh has fought these beasti~ before and
of drawn metal, or the whinn y of horsesl Illusions are spells of trickery and deceit, knows what they can do. His gaze acciden-
Orcs may not be t~mendously bright, but not damage and destruction. Thus, illusions tally locks with that of the basilisk . Primed
they .. ~ not fooled that easily. Ukewise, a cannot be used to cause real damage. When by his own fears, Rath must make a system
dragon that suddenly appears without a a ~ature is caught in the blast of an illu- shock roll to remai n alive. But if Rath had
thunderous roar and dragonish slench isn't sionary fireball or struck by the claws of an never seen .. basilisk and had no idea that
likely to be accepted ..5 real. A wise spell- iIIusion.. ry troll, he thinks he takes damage. the creature's gaze could tum him to stone,
c..ster always considers the limitations of his The OM should record the illusionary dam- there is no way his mind could generate the
illusions and finds ways 10 hide Iheir weak- age (but tell the player his character has lak- fear necessary 10 kill him. Sometimes igno-
nesses from the enemy. en real damage). If the character lakes rance is bliss!
An Ulusion spell. the~fore, depends on enough damage to Hdie,H he collapses in a
its believability. Believability is determined faint . A system shock roll should be made
by the situation and a saving Ihrow. Under (or the ch.. racter. (His mind, believing the
Priest Spells
normal circumstances, those observing the damage to be real. may c.. use his body to The spells of a
illusion a~ allowed a saving throw vs. spell cease functioning! ) If the character survives, priest , while somelimes having powers simi-
if they actively disbelieve the illusion. For he regains consciousness aher Idl turns lar to those of the wiu rd, are quite different
pl.. yer char..cten, disbelieving is an ..clion with his illusionary damage healed. In most in their overall tone . The priest's role, more
in itself and takes .. round. For NPCs and cases, the character quickly realizes that it often than not, is as defender and guide for
monsters, a normal saving throw is made if was all an illusion. others. Thus the majority of his spells work
the OM deems it appropriate. The OM can When an illusion ~ates a situation of to aid others or provide some service to the
give bonuses or penalties to this saving inescapable death, such as a giant block community in which he lives. Few of his
throw as he thinks appropriate. If the caster dropping from the ceiling, all those believ- spells are truly offensive, but many can be
h..s cleverly p~ared .. realistic illusion, this ing the illusion must roll for system shock. If used cleverly to protect or defend.
certainly results in penalties on the victim's they fail , they die- killed by the sheer terror Uke the wizard, the priest's level deter-
saving th row . If the victim were to rely of the situation , If they pass, they are mines how many spells he retains. He must
mo~ on scent than sight , on the other hand, allowed a new saving throw with a +4 select these spells in advance, demonstrat-
it could gain bonuses to its saving throw. If bonus. Those who pass recognize the illu- ing his wisdom and far-sightedness by
the saving throw is passed, the victim sees sion for what it is. Those who fail faint for choosing those spells he thinks will be most
the illusion for what it is. If the saving throw ldJ turns. useful in the trials that lurk ahead ,
is failed , the victim believes the illusion . A Illusions do not enable characters to defy Unlike the wizard. the priest needs no
good indication of when player char..cters normal physical laws. A illusionary bridge spell book and does not roll to ~ if he
should receive a positive modifier to their cannot support a character who steps on it, learns spells. Pri~t spells are obtained in an
saving throws is when they say they don't even if he believes the bridge is real. A illu- entirely dif£erent manner. To obtain his
believe what they see, especially if they can sionary wall does not actually cause a rock spells. a priest must be faithful to the cause
give reasons why. thrown at it to bounce olf. However, affect- of his deity. If the priest feels confident in
There are rare ins tances when the saving ed ~atures attempt to simulate the ~ality this (and most do ), he can pray for his
throw ma y automatically succeed or fail. of what they see as much as possible. A spells, Through prayer, the priest humbly
There are times when the illusion created is character who faUs into an illusionary pit and politely requests those spells he wishes
either so perfect or so utterly fantastic as to drops to the ground as if he had (allen. A to memorize, Under normal circumstances,
be impossible even in a fantasy world . Be character may lean against an illUSionary these spells art' then granted.
warned, these occasions are very rart' and wall, not realizing that he isn't .. ctu..lly put- A priest's spell selection is limited by his
you should not expecl your characters to ting his weight on it . If the same character lev!!1 and by the different spheres 01 spells.
benefit from them more than once or twice, were suddenly pushed , he would find him- (The spheres of influence, Into which priest
In many encounters, some party mem- self falling through the very wall he thought spells are divided, can be found on page34,)
bers will believe an illusion while others see was solid! Within the major spheres of h15 deity, a
il for whal it really is. In these cases, reveal- Illusions of creatures do not autom.. t!- priest can use any spell of a given level when
ing the truth 10 those deluded by the spell is c.. lly behave like those creatures, nor do he is able to cast spells of that level. Thus, a
not a simple mailer of telling them . The they have those creatur~' powers. This druid is able to ust any 2nd-level plant
m.. gic of the spell has seized their minds. depends on the caster's ability and the vic- sphere spells when he 15 able to cast 2nd-
Considered from their point of view, they tim's knowledge of the creatures. illusion- level spells. For spells belonging to the
see a horrible monster (or whatever) while a ary creatures light using the casler's combat minor spheres of the priest's deity, he can
friend is telling them it isn't real. They know ability, They take damage and die when casl spells only up to 3rd level. The knowl-
magic can .. ffect people's minds, but whose their casler dictates it . An illusory ore could edge of what spells are available to the priest
mind hOlS been affected in this case7 At best , continue to fight , showing no damage, even becomes instantly clear as soon .. 5 he
having an illusion pointed o ut grant s after it had been struck a hundred or a thou- advances in level . This, 100, is bestowed by
another saving throw with a + 4 bonus. sand times. Of course, long before this its his deity.
Illusions do ha ve other limitations. The attackers will become suspicious. illusion- Priests mllSt pray to oblain spells, as they
caster must maintain a show of realit y at all ary creatures can have whatever special are requesting thei r abilities from some
times when conducting an illusion, (If a abilities the caster can make appear (i.e" a greater power, be it their deity or some

84
intermediary agent of this power. The con-
ditions for praying are Identical to those
needed for the wizard's stud ying. CJe~ rl y
thm, it behooves the print to m~ int~in him·
self in good st ~nd ing with this power,
throlJ&h word and deed . Priests who slip in
their duties, harbor indiSCtfft tho ughts, or
neglect thrir bel i~5 , find that their deity has
an imm~iate method of r~ress . If the
priest has f~il~ in his duties, the deit y a n
den y him spells as a deu message of dissat·
isf.action . For minor inlr.actions, the drity
c.an deny minor spells. M.ajor f.ailings result
In the denial of major spells or, even worse,
all spells. Thesr Ciln be reg.ai n~ if the m.af'-
acter i mm~iatel y begins to make amends
for his errors. Perhaps the character onl y
needs to be.a little more vigilant , in the c.ase
of .a minor f.aull . A serious transgression
could fflIWre spKial service, such.as a quest
or some gre.at s.acrifice of goods. These.are
things you r OM will decide, should your
chu.acter veer from the straight and n.arrow
path of his religion.
Fin.ally, your OM ma y rule thai not all
drities are equal, so th.at those of lesser
power are unable to grant certain spells. If
this optional rule is used, powers of demi-
god sl.alus c.an only grant spells up to the 5th
spelileve!. Lesser deities Ciln grant 6th·levd
spells, while the greater deities h.a ve.all spell
levels .av.ailable to thm1 . You should inquire
about this .at the time you create your char·
acter (and dKide which deity he worships),
to prevent any unwelcome surprises later
00.

Casting Spells
Both wizards and
priest. use the s.ame rules for casting spells .
To Ciisl a spell, the ch.aracter must first have
the spell memori%ed . If it is not memorized,
the spell cannot be cast. 1ne casler must be iI ship d uri ng iI storm. However, if the cilster
ilble to speak (nol under the effects of a were below decks, protected from the wind
silence spell or pged) ilnd ha ve both ilnns Spell Components
and surging waves, he could cast a spell . (OptionAl Rule)
free . (Note tN.t the optional spell com~ While it is not normally possible to cut iI
nent rule (following SKtlonJ can modify spell from a moving chariot. iI marilcter When your chilr·
these conditions.) If the spell is tilfgeted on a who was steildied and supported by others acter cilsll ilspell. it is ilssumed that he is
person, place, or thing, the caster must be could do 50. Your DM will have to make iI doing something to ilctivate that spell.
able to see the tilrget. It is not enolJ&h tocasl ruling in these. types of extraordinary condi- He may utter a few words, wave his
a fireball 150 feet ilhead into the diltkness; tions. hand around iI couple of times, wigle
the caster must be able 10 see the point of During the round in which the spell is his toes, swallow iI live spider. etc. But,
explosion and Ihe inlervening distance. cut , the Cilsler c.annot move to dodge under the stilnciard rules, you don't hilve
likewise, a milgic miJlile (which illwaY' hits auaoo. lnerefore. no AC benefit from to know ex.actly what he does to activilte
its targel ) cannot be fired Into iI gToup of Dexteri ty is gilined by spellaslen while the spell . So~ol this can be ilMwered if
bandits with the instruction 1<') strike the casting spells. Furt hermore, if the spellcast· your OM usa the rules for spell com~
leader: the aster must be able to identify er is struck by a weapon or fails to milke a nen ts.
ilnd see the leilder. IoiIving throw before the spell is cast, the The actiom fflIuired to cast a spell ilte
Once the casting hlU begun, the character cilster's concentration is disrupted. The spell divided into three groups: vubill ,
must stilnd still. Casting cannot be ilceom· is lost in a fiz.z.le of use:less energy .and is somatic (sestures). and maten..i. Each
pUshed while riding a roughly moving beast wiped deiln from the IT'Imlory of the caster spell description (starting on page 131)
or a vehicle, unless special efforts ilre made un til it can be rm1emorized. SpelicilSters are lisbi wh.at combinillion of these compo-
to stilbiliu ilnd protect the caster. Thus a well advised not to stand.at the front of any nents i. needed 10 cast a .pell. Verb.al
spell cilnnot be ClUt from the back of iI gill. bailie, il t least If they want to be able to cast componenl. ftqulre the caster 10 speak
loping horse under any conditions, nor can any spellsr clearly (not be . lIen«d in any wa y);
a wizard or priest cast a spell on the dKk of

85
and yo ur OM will be wo rking together to a priest who desi res a CQU511 light wounds
somatic c:ompo~t s ~ulre £tft ges- expand the game. This is no t a job he does spell must Pf'tition for this form of the cure
turet (thus the caster cannot be bound or for you! Without you r inpu t. nothins hap- light wounds spell when meditating and
held); material components must ~ pens . Second , whalever your charader praying . Note tha t .severe penaltif'S can
toswd, dropped , burmd, eaten, broken, researches, it cannot be more powerful than result if the spell ehoic~ is at variance with
or w~tever for the spell to work. While the spells he is already ~ble to elllsi. If it is, the priest's alignment (poHible pmaltie5
lhue Is no specific de.cription of the you must wait until your character can cast include denial of specifi c spells, entire spell
words and gntUretl that must be per- spells of an equal power. mus as a lst- levels, or even ..II sPf'11s fo r a cerlain peri-
formed, the material compon~ts art level wizard, you cannot research a spell od) . The exact m ult (if any) depends on the
l1sl~ In the spell descriptions. Some of that is as powerful as a fjJ'd,all. You must reaction of the priest's patron deity, as deter-
these an! common and easy to obtain . wait until your character a n cast a fireball .) mined by the OM.
Othns represent itmu of ~at value or Finally, you will have to be patient and will· Reversible wiu rd spells opente similarly.
iCardty. Whatever the component, it is ing to have your charad~ SPf'nd some When the spell is learned, both forms iliff
aulomatically c.kstroyed or lost when the money. He won't crea.te the speU immedi- recorded in the wiurd's spell books. How-
spt'll is cast, unn the spell description ately, as research takes time. II also lakes ever, the wiurd must decide which version
specifically notes otherwise. money, so you can expect your OM to Ule of the spell he desires to cast when memo riz-
If the spell componenlJ optional rule is this opportunity to relieve your character of ing the spell, unless the spell descri ption spe-
used In your campaign. your wi%ard or some of that excess cash . But, after all, how cifically states otherwise. For example, a
priest must have these items to cast the beu~ for a spelkast ~ to sPf'Rd his money1 wizard who has memorized ston. to fln h
spell. Without them, he is helples, even Knowing these things, you should fi rst and desiru to cast flesh to stone must wait
If the spdl ls memorized . For simplicily write up a descri ption of the spell you want until the latter fonn of the spell can ~ mem-
of play, it is best to assume thai any spell- to create. Be ~ to include information on orized (i.e., rest eight hours and study). U he
caster with any tense has a supply of the components. savin8 throws, range. dura- could memorize two 6th·level sPf'lIs, he
common items he i5likeJy to nHd- wax, tion, and all the other entries you fi nd in the could memorize each version once or one
ff'athert, paint , sand. sticks, and fluff, normal spell listings. When you give your version twice.
for example. For expensive and rare OM the written description, tell him what School: In parentheses after the spell
ilhTIs, it Is Pf'rfKlly proper for your OM you want the spell to do. (Sometimes what name is the na me of the school of magic to
to insist t~t spedal efforts be made to you write isn't really what you mean, and which the 5Pf'1I belongs. For wiu rd spells,
obtain thee itmu. After all, you simply talking to your OM is a good way to prevent this defines which spells a wizard Specialist
cannot assume your character hu a confusion .) After this, he will f'ither lIIccept can learn, depending on the wizard's school
valuable pearl handy whtnf'v~ he needs or reject your spell . This is his choice and of sP«ialization . For priest spells, the
0..1 not all OMs will have the same answer. school nolation is used only for reference
The three diHermt aspects of spt'll Don', kick and complain; find out what purposes, to Indicate which school the spell
components also change the conditions changes are needed to make the spell accept- is considered to belon8 to, in case the OM
under which your character can cast his able. You can probably iron out the differ· nf'Cds to know for spell resistance (e.g.,
spells. No longer does he need to be able
to speak. move, and u.se some item. He "''''.
Once all these things are done, your char-
elves' resistance to chann spells).
Sphere: This entry appears only for priest
only ncedJ to fulfill the requirN compo- actercan r6r:a rch the spell . Be relildy fo r this spells and iden tifies the sphere or spheru
nents, Thus a spell with only a verbal to tlilb 50me time. Eventually he willsuc- into which that spell falls .
compoRftlt could be used by a naked, cecd, al though the spell may not do quite RiIIn8~ This lists the dista nce from the
bound spellcaster. One ~uiring only what he expected . Your OM may revise the caster at which the spell efEK t occurs or
gestures could be cast even within the spell, perhaps reduci ng the area of effect or begins. A ~O- indica tes the spell can be used
radius or a silence spell . Most spells damage inflicted . Finally, all you h~ ve to do on the caster only, with the effect embodied
require a combination of components, is name your spell. This should be some- within or emanating from him . 10uch"
but clever spellcasten oftM create new thin8 suitably pompous, such as "Del- means the caster can use the spell on othen
spells that nHd only a word or a sesture, lenora's Malevolent Sleamrollf'r.w AIter all , if he can phyJically touch them . Unless oth-
enabling them 10 take their enemies by you want something to impres the local.! erwise specified, all other spells are centered
surprile. on a point visible to the caster and within
Spl!1I Dl!scrlptlons the range of the spell . The point can be a
creatu re or objKt if desired. In general. a
Magical Rl!sl!arch The spells are orga· spell that affects a limited numbe r of crea-
nized according to their group (priest or turn withi n an area affects those closest to
One oft-ignored as- wiurd) and level, starting on page 131 . the center of the area first, unlH5 there are
5ft of both wiurds and priests is magical Within each level, Ihe spells are arranged other parameters operating (such as level or
research . While the spell lists for both alphabetically. At the start of each spell Hit Dice). Spells a n be cast through narrow
groups offer a wide variety of tools ~nd descrip tion is the following important game openings only If both the caster', vision and
effects, the clever playe r character can information: the spell energy can be direcled simultane-
q uickly get an ed&e by r6r:arching his own N .. m~ Each spell is identifi ed by name. In ously through the opening. A wizard stand-
spells. Where other spellcasters ma y fall parentheses after the name is the school (for ing behind an arrow slil can cast through il :
quickly into tired and predictable patterns wiu rd spells) to which tha t spell belongs. sending a fireballl hrough a small peephole
("took, it's a mage! Get relildy for the fire- When more than one is listed, thai spell is he is peering th rough is another mailer.
ball. guysn, an enterprising cha rilct~ can common 10 all schools given . Components: This lists lhe category of
delivH sudden (and nasty) surprises! Some spells are reversiblf' (they can be compoRftlts needed, V for verbal, S for
Although your OM has the rules for han· cast for an effect opposite to that of the somatic, and M for material. When material
dling spell research, there are 50me things standard spell), This I. noted a£ter the spell components are required, these are listed in
you should know lIIbout how to procf'Cd . name. Priests with reversi blf' spells must the spell descri ption. SPf'1I componenls are
First and foremost, resea rch means that you memorize the desi red version . For example, expended as the SPf'lI is cast , unless other·

86
wise noted. aerica! holy symbols are not t/'.ill cleric would receive the benefits of the character can be tricked into lowering its
lost whM a spell is cut . For casa in which laller's bins spell. resistance, the spell will have full effect,
matmaJ components are expm<ied at the Saving Throw: This lists whether the spell even if it is not the spell the victim believed
end of tM spell fjrH actiort, shap.chartg., allows the target a saving throw and the he was going to receive. The victim must
etc.), pmnatuJ'e destruction of the compo- effect of a sucC'f:'S5ful save; "Neg .~ results in consciously choose to lower his resistance;
MIlls ends tM spell . the spell having no effKt; "111" ~ans the It Is not sufficient that he is caught off Huard.
DUratio n: This IistJ how long Ihe magical character suffers half the normal amount of For example, .ill ch.illracter would ~ive a
energy of the spell lasts. Spells of insl.illnl.ill- dam.ill8e; ~ n one~ means no 5iIving throw is saving throw if a mage in the party wddenly
neous dUr.illtion co~ .iIInd go the moment .iIIllowed . attacked him with .ill fi~ball , even if the
they iUe cast , although the results of these Wisdom adjustments to saving throws mage had been friendl y to that point . How-
spells may be pennanent and unchangeable apply to enchantment/charm spells. ever. the sa~ ch.illracter would not receive a
by nonnill means. Spells of permanenl Solid physical barriers provide saving saving throw if the mage convinced him
duration lasl until the effects are negated by th row bonuses and damage reduction. Cov- tha t he was about to receive a levitution
some mnns, usually by a dispel magic . er and concea lment may affect saving spell but cast a fi reball instead. Your OM
Some spells have a variable duration. In throws and damage (the OM has additional will decide when NPCs have lowered their
most cases, the caster cannot choose the information about this). resistances. You must tell your OM when
duration of spells. Spells with set durations A creature that successfully saves against your character is voluntarily lowering his
(e.g., J rounds / level) musl be kept track of a spell with no apparent physical effect resistance.
by the pl.illyer. Spells of variable duration (such as a churnt , hold, or mugic jur) may Spell Description: The text provides a
(e.g .. 3 + ld4 rounds) are secretl y rolled feel a definite force or tingle that is charac- complete description of how the spell func-
and rttorded by the OM. Your OM may teristic of a magical attack , if the OM tions and its galm' effects. It coven most
warn you when spell d urations a re desi res. But the vcact hostile spell effm or typical uses of the spell, if tht're .iIIre more
approaching expiration. but there is usually creature .iIIbility used cannol be deduced than one, but cannot deal with every posIi-
no Sign th.illl.ill spell is going to expire; check from this lingle. ble application players might find . In these
with your OM 10 detennine ellactly how he A bring's carried equiplm'nt and posses- casn, the spell infonnarion in the tellt
handla this i5$Ue. sions are a.ssumed to make their saving should provide guidan« on how to adjudi-
Cert.illin spells can be ended .iII1 will by the throws against special attacks if the ~ature cate the situation ,
caster. In order to dismiss thHe spells, the makes its saving throw, unless the spell spe- Spells with multiple functions en.illble the:
original caster must be within filnge of the cifically states otherwise, If tMcreature fails caster to select which function he w.illnls 10
spell's center of effKt - within the same its saving throw, or if the attack (onn is par- use at the ti~ of c.illsting. Usually a single
range at which the spell C.illn be C.illS!. The ticu larly potent , the posseSSions may function of a multiple-function spell is
caster also must be able to speak words of ~uire saving throws using either item sav- weaker than a sin~(unction spell of the:
dismissal . Note that only the original caster ing throws (see the DMG) or the being's sav- same level.
can dismi" hi. spell. in this way. ing throw. The OM will inform you when Spell effects that give bonuses or penalties
ulting TIme: This entry is important , if this happens, 10 .iIIbilities. a ll.illck rolls, damage roils, AV -
the optional casling time rules are usN. If Any character can volunt.illrily forgo a ing throws, dc., are not usually cumulative
onl y a number is given , the casting time is saving throw . This allows a spell or similar with each other or with other magic: the
added 10 the c.illster's iniliative die rolls. If attack tha t nonnaliy grants a saving throw strongHt single effm applies. For bample.
the spell requires a round or number of to have full effect on the character. like- a fighter drinla a potion of gianl str"ngth
rounds to cast. it goes into effect at the end wise, any creature can voluntarily lower its .iIInd then receives the 2nd-level wizard spell
of the last rou nd of casting time . If magic resistance allowing a spell to auta- Ji lr,mgth, Only the strongest malic (the
Delsenora casts a spell that takes one round, matically function when cast on it, Forgoing polionl is effective, When the potion's dura-
it gOH into effect at the end of the round in a saving throw or magic resistance roll need lion ends, however, the Jilrertgth spell is still
which she begins casting. If the spell not always be voluntary. If a creat ure or in effect , until its duration also expires.
requires three rounds to cast, it goes into
effm at the end of the third ro und , Spells
requiring a tum or more 80 into effect at the
end of Ihe staled lurn .
Area of EII«"I: This lists the creatUrH.
volume, dimensions. weight, etc .. that can
be affected by the spell, Spells with an area
or volume that can be shaped by the caster
will have a minimum dimension of 10 feet in
any dirtttion, unks5 lhe spell description
specifically states otherwise . Thus a cloud
that h.illS a to-fool cube per caster level
might, when cast by a 12th-level caster,
have dimensions 10' )( 10' )( 120', 20' )(
20' )( 30'. or any similar combinalion thai
totals twelve 100foot cubes. Combinations
such as 5' )( 10' x 240' are nOI possible
unless sPKifically allowed .
Some spells (such as bins) affect the
frietlds or enemies of the caSler. In all cases,
this refers to the perception of the caster at
the time the spell iscast . For example, a chao
otic good cha racter allied with a lawful neu·

87
After a player's charader has bravely set all members of the group, regardless of their set. Although a player may have a pretty
out and survived hi!: first adventure, the actions. Who is to say that the wiurd, good ideil of what his character is supposed
player will have experienced the entertain- standing ready with a spell just in case to accomplish, he won't know if he'll be
ment of role-plilying games. But what will things got ugly, might not have been neces- awarded eJl:perience points fo r it until his
the chilrader have gainedl If the character sary? Or that the bard who covered the par- character actually receives them. However,
never improves, he will never be able to sur- ty's escape route wasn't doing something there is no rule that the OM must be consist-
vive, let alone overcome the powerful dan- important7 A character who never hefts a ent in these awards, or even that he must
gers that fill the AO&r::,.- game worlds. sword may still have good .advice or impor- give a char.acter anything at all .
Fortunately, this isn't the case. Enry time tant suggestions on better tactics . Further·
a character goes on an adventure he learns more, the wizard and the bard can also learn
something. He may learn iI little more about from the actions of others.
Training
his physical limits, encounter a creature he Even when a char-
has never seen before, try a spell as yet acter has earned enough experience. to aliain
unused, or discover iI new PK'Uliarity of
Individual the next level, the OM may not allow imme-
nature. Indeed, not all his learning experi- Experience Awards diate advancement. He may require the
ence need be positive. After blowing up half character to r~ive training to advance.
Player characters
his party with iI poorly plaCfll fireball , a When training, iI character studies his skills
also earn experience points for individual
wizard may (though there is no guaran t ~) under.a tutor, taking the raw knowledge he
deeds, as determined by their class. Gener-
leilrn to pay more attention to ranges and has gained and honing it into measurable
ally, each character earns points for doi ng
areas of effect . After charging iI basilisk, iI improvement. On the average, this takes a
actions appropriate to his group. Warriors
fighter may learn thilt caution is iI better tac- few weeks (depending on the tutor's ability),
earn additional eJO:perience points for defeat-
tic for deilling with the beast (provided the and it is normally done during the charac-
ing creatures. The more difficult the bailie,
other characters can change him from stone ter's non adventuring time.
the greilter the number of experience point!!.
back to nesh). Regardless of the method, the A OM can also rule that the circumstanc-
Wizards earn points for using their spells (or
character has managed to learn something. es are not appropriate for the character to
specific purposes. The wizard who walks
Some of the info rmation and skills advance in level. For instance, if the game
into the woods and casis his spells for no
learned in the game can be applied directly session ends with the chilraders deep in an
reason doesn't gain eltperience points; the
in play. When a wizard touts his friends .abandoned mine complex. The party has
wizard who casts a lightning bolt at a
with a badly cast fireball , the player learns just finished iI battle with a band of 80011&
beholde r has used his spell for a purpose. He
to pay more attention to the area of d'fecl of and faces more such encounters before it
gains experience points. Wizards also earn
a fireball. Though the player made the mis- can rf:.ach the surface. The OM rules that the
eltperience. points for researching new spells
take ilnd his character only carried out the characters receive no experience until they
and creating magical items. Priests can earn
actions, the player's friends will also learn to leave the mines, because he doesn't want
eltpt'rience. points by spreading their beliefs
k~p their characters well away from his. them to incrf:ase in leve1 in the middle of the
and using their powers in service of their
The reward for this type of learning is adventure. He is perfectly justified in doing
deity. Rogues, who tend to have a larcenous
direct and immediate. The characters bene- this . And if the charaden live through the
strf:ak, earn eJO:perience. points by using their
fit beciluse each of the players has a better adventure, they will undoubtedly profit
special abilities and finding or earning gold.
understanding of what to do or where to go. from it, either in eltperience points or
A character can also earn eJO:perience for
However, a charilcter also improves by knowledge gained.
the player's actions, such as playing the
incrf:asing his power. Although the player
can improve his play, he cilnnot arbitrarily game well. When a plilyer does a good job
give his character more hit points, more creating and pretending to be his character, Where's the
the OM may give the character experience
spells, or a better chance to hit with iln
points for good role-playing. If Ihe player is
Specific Infol
attack. These gains are made by earning
experien« points (XP). really involved and takes a major part in the The preceding teltt
An e:l(perien« point is a concrete measure Silme, the OM can give the player's charac- has covered general guidelines as to how
of a character's improvement . It represents a ter extra experi~ce points. If the player uses and why characters receive eltperience
his head to come up with a really good idea, points. Since the OM actually determines
host of abstract factors : incre~ conH-
dence, phY5ical exercise, insight, and on- the OM can give t~ chilrader experience. how many XP each character actually
the-job training. When a chilracter e.arns points for his contribution. receives, the detailed rules for awarding
enough experience point!! to advance to the Finally, a chilracter ciln earn experience v:perience are given in the Dungllon MAS-
points for successfully comple ting an ters Guide.
next eltperience level, these abstract factors
translate into a measurable improvement in adventurt! or achieving a goal the OM has
the abilities of the character. Just what areas
improve and how quickly improvement
occurs all depend on the charader's class.

Group Experience Awards


E:l(perience points
are earned through the activities of the char·
aclen , which generally relate to their
adventuring goals. Thus all characters on an
adventure receive some eltperience points
for overcoming their enemies or obstacles.
Since group cooperation is important. 1!)I;pe-
rience points for dd'eating foes are given to

88
Chapter 9: Combat X"
;'
The ADI&:oeg.;JImeis .. n adven ture game de-- Abilities and situations can also affect a so there are v~ry few modifiers to the roll.
signed to give players a feeling of ucitement character's Armor Class. High Dexterity THACO is iln acronym for "To Hit Annor
ilnd danger. CharOlcters brave the unknown gives il bonus to Armor ClaM, for e-xample. Class o .~ This is the number iI cha r~cter,
perils of moldering dungeons and thorn- But ~ven a character with a Dext~rity bonus NPC, o r monst~r needs to ~ tl ack a n Annor
covl!red wilderness, ladng off against hid· can have this bonus negil t ~ if he Is attack~ Class 0 target succnsfully. THACO depends
eous mOI\SII!f'l and evil vill,lins. Thus, it is from the r~ar. on a cha ract~r's group and level (1ft Table
important for all playen to know 1M basic Oa ... a g~ is what happens to a charact~r 53 on page 91). The THACO number c~n be
ru les (or handling combat. when an opponent attacks him successfully. used to calculale the number ne«l~ to hit
To crutl! the propt'r tense of dang~ and Damage c~n ~Iso occur as a result of poison, any Annor Oass. THACO is refigured each
vr.cittmml , the rules fo r combat muSI be fire, falling. acid, and ~nything even re- time a charactn increa.ses in level. Using
thorough, but tMy must also be plilYilble motdy dangerous in the real world . D~ m­ THACO speeds the pl~y of combat greatly.
ilnd ecating mough to ena!!! iI vivid picture ~~ from most attacks is measured in hit
in the minds of the playV'S. Combat in 1M points. Each time ~ charactt.r Is hit, he suf-
AD&:D game has to allow many different f~rs points of dam~ge . It could be as little as
The Attack Roll
actions and outcomes-as ma ny as the 1 point to as many ~s 80 or more. These At the heart of the
imagination can product:. Knowing thai points a~ su btr~ct td from the character's combat system is t h~ attack roll. This is the
anyt hing could happen next (b«ause thl! current hit point total . When this rt'~ch6 O. di~ roll tha t determlna whether an attack
rules allow it) crtates excitement for every- the character is dead . succeed. or fails . The number a player needs
one. Ini tiative determines the order in which in order to make a successful attack roll \s
things happen in a combat round. like so also c~lled the -to-hit- numbe.r.
many things in the world, initiative is deter- Attack rolls are used for all~cks with
More Th.m lust H-uk-.&nd-Sluh mined by a combination of ability, situa- swords, bows, rocks, and other we~pons, as
As imporlant as tion, and chilf'lCe. w~1I as blows from fists , taclding. and other
fighlingis to the AD&:Dpme. it isn't thebe- At the start of ~~ch round of a balik, an tand-to-tand attacks. Attack rolls U~ 01150
all and end' ill! of plilY. It', just on~ w~y for initiative roll is made: by both sieln. This used to resolve a variety of potentially
charact~rs to d~al with situations. II chu~c­ roll can be modifi~ by the abililies of th~ injury-c~usina ~cl Jons tha t ~ulre accuracy
t~n could do nothing but fight. th~ Bam~ combatants and by the situation. The per- (e.g .. throwing a rock at a small larget or
would quickly g~t boring-~v~ry ~ncount~r son o r side: with th~ lower modifi~ die ro ll tossing a swo rd to a party member in the
would be th~ sa m~ . Because th~re Is more to ~ct s first. mJddle of a fight).
I h~ sam~ than fighting, w~'11 covu much Melee is any situation in which charilC-
mor~ than simpl~ hack~nd~lash combat in t~rs are b.!Uling each other hand-ta-ha nd,
ngurlng the To-Hit Number
Ihis ch~pt~r. whether with fists, teeth. claws, swords,
In addition to explaining the basic me- axa, pika, o r 50mething else. Strength and The first step in
chanics of hillins and missing. th~re ar~ Dexlerity are va l uab~ assets in me~. making ~n attad:. foil is 10 find th~ number
rulH h~re for turning und~ad , spedill ways Missil~ combat is defined as any time ~ ~ to hit the target , Subt~ct the Armor
to attilck and deEmd, poison , heroic f~ats, weapon is shot, thrown, hurled, kicked, o r Class of the target from the attacker's
ilnd more. oth~rwi5e pro~II~ . Missil~ ~nd melee THACO. (Remember that if the Armor
combat h~ve the same b.!sic rules. but there Clau is il negative number, you add It to the
Definitions a re S!>Kia! situations and modifiers that ap- attacker's THACO. ) The character has to
ply only to missil~ combat . ro ll th~ rHulting number, or higher, on IdlO
Many game t~rms SaVing throws are measures of a charac- to hit th~ target.
il~ used throughout t h~ combilt ru les. To t~r's resista nce to special !)'pH of attacks-
Here's Q simp/II uAmplll: RAth hAS
und~rsland th~ rules, players must under- poisons, magic, and attacks that affect the
stilnd these terms, so brid ~xplilnalions ap- whole body o r mind of the character. The reAched 7th l"'lIl/U A figh ter. His THACO is
14 (found on TAble5J), melUling Mnee~ to
peilr below . Furth~r c:ktilils ilre provid~ ability to mak~ succnsful saving throws im-
throughout thiJi chapter. roll A l4 or better to hit Q charQcter or erN-
proves as the charadn increases in level;
Armo r a au (AQ is th~ protectiv~ filting Dexterity and general mental fortitude aid ture of Annore/lUS O. In combAl, RAtn, AI -
tacking an orc Wftfring dlQinmQi/ annor
of il type of ilrmor. In som~ circumstance, in honing combat 5et15H. Experience makes
(AC 6), needs to rol/IV! 8 (1 4 -6 • 8) to hit
AC is modifi~ by tM amount of proleclion saving throws eas~r.
pin~ or lost beciluse of tM chuact~r's situ · Swpris.r can happen any time characters tit. orc. An 8 o r high,., on Id20 will hll the
alion . For instilf'lCe, crouching bthind a met'! another group unexpectedly (monsters,
orc. If RAth hits, he roll5 Ihll QPpropriAI.
bould~r improvH a chilfact~r'f Armor ml knights, pc~nts. etc.). Surprileissimpiy die. (Mil TAb/. 44) to drtennin" hoUl much
Class, while being iltt~ck~ from behind damQgl: h. inflicts.
what happens when one &ide-a person o r
worsens his AC. p31rty-is taken unawam, unable to ~~d un- The example ~bove is quite simple- in a
Armor provides protection by r~ucing til they gather their wits. lnrir opponents, if typical AO&Qe game combat situation,
the chance that a character is allack~ suc- unsurprised, ~ allo~ a bonus round of THACO is modified by weapon bonuset,
CHSfully (and suffers da mage). Armor does action while the sWVrised ~ recover. St,~ngth bonuses, and the like (the next sec-
root absorb damage, it prevents it. A fighter It's entirely possible for both sides in a given tion "Modifiers to the Attack RolI,- lists lhe
In fuU plate mail may be il slow-moving I,u- situation to be surprUrdJ spedfia of these modifiers). Fisun Sttmsth
get , but penetrating his armor to cauw aroy Attacking with surprise gives borouses to ~nd weapon modifiers, subtract the tolal
dalNge is roo smillltask . the au~ck roll (set: Tablr: 51). A surprisoHl from the base THACO. and ncord this mod-
Armor CilSS is m~asured oro a Kille from charillcter also has a decre~sed c:hanee of ified THACO wit h each we~pon on the char-
10, the worst (no armor), to -10, the bftt rolling a succnslul savina throw, if one is act~r sheft . Subt~ct the target's Armor
(v~ry powerful mqkal ilrmors) . ThriOtDer
the number, the mort effective the armor. """"'.
Surprise is determin~ by a die roll and is
Class from this modified THACO when de-
tenninins the ta-hit number.
Shields caro also i mp rov~ the AC of a char- normally checked ilt the beginning of an
acter (see page '7.5). encounte r. Surprise is very unpredicl ~ble,

89
Hl!res till! sallll! txam pll!. witllsomtr com- Table 51: COMBAT MODIFIERS
ilio n mod ifiers th rowtl in, Ratll is s till a 7th- can be used as a pole-axe (a slulling
Attack RoU weapon) or as it short pike (a piercing
levI!/ fightl! r. HI! has a Strengtll of J8180
Situatio n Modiller weapon). The versatility of these weap-
(wh ich givl!S him a + 2 bonus to his att ack
Attacker on higher ground +1
roll). H, fig h ts wilh a long sword + 1. His
THACO is 14, modi/il!d to 12 by his Strl!nglh
Defende r invisible -,
+,
ons provides the user with a combat ad-
vantage, in that the mode most favorable
Defender off-balance to the attac.ker can be used, depending
and 10 11 by his weapon. If allackinglheort
Defender sleeping or held Automatic·
fro m th e ear/il!r txample. Ratll would have
to roll a 5 or higher on Jd20 in order to hit
Defender stunned or prone +, upon the situalion.
Natural weapons can also be classified
Defender surprised +1 acco rding to their attack type. Claws are
(11 - 6 - 5). A gain. Table 44 would tl!/I him
-5
how much damage hI! inflicts wilh his
weapon (ti,ls infonrUltion should also b"
Missile fi re, long range
Missile fi re, medium range
Rea r attack
-,
+,
slashing weapons; a bite pi~rces; a tail-
attack bludgeons. The OM must decide
written on his charactf'r shf'et). which Is most app ropriate to thf' creature
"If the defender is attacked du ring the and method of attack.
The OM may also th row in situational Armor types, in tum, have different
modifien, (e.g., a bonus if the target is course of a no rmal melee, the . ttack auto-
matically hits and causeS normal damage. If qualities, Field plate is more effective,
struck from behind, or a penalty if the target overall, than other armors by virtue of
no other figh ting is going on (i.e., all others
is crouching behind a boulder). If the fina l. t~ amount and thickness of the metal.
modified die roll on ld20 is equal to or have been slain or dri ven off), the defender
can be slain automat ically. but it still has specific wealmesses against
greater than the number needed to hi t the certain classes of weapons.
target, the attack succeeds. If the roll is Tahle 52 lists the weapon vs. armor
lower than that needed, the attack fails. Weapon Type vs. modifiers applied to the attac.ker's
Armor Modifiers THACO, if this optional system is used.
Modifiers to the Att.c:k Roll To use this table, the actual armor type of
(OptlonA' lule) the target must be known in addition to
In comba t, many the targe!'Il Armor Oass, The bonuses of
facton can modify the number a characte r Not all weapons magical armor do not change the type of
needs for a su c~ful hit. These variables perform the same. If they did, there armor, only the final Armor Oass.
are reflected in modifiers to the to-hit num- would be no need for the wide variety of This system is u~ only when attil:ck-
ber or to the attac k roll. weapons that exists. Only one form of ing creatures in armor. The modifiers are
St rength Modifiers: A characte r's each weapon-type, the most useful one, not used when attacking creatures with a
Strength can modify the die roll , al tering would be used throughout the world . natural Annor Class.
both the chance to hit and the damage This is obViously not the case.
ca u~. This modifier is always applied to Aside from the differences in size,
mel~ and attac ks w ith hurled missile weight. length, and shape, certain types Table 52: WEAPON TYPE VS.
weapons (a spear or an axe). of weapons are more useful against some
ARMOR MODIfIERS
A positive Strength modifier can be applied types of armor than others. Indeed, the
to bow5 if the character has a special bow different armors and weapons of Ihe Armor T}'pe Slash Pierce Bludgeon
made for him, designed to take advantage of world are the result of an aJ'Icient arms Banded mall +, 0 +1
his high Strength. Characters with Strength BrigaJ'ldlne +I +1
pen<lltift alwa ys suffer them when using a
bow weapon. They simply are not able to
race. Every new weapon led to the devel-
opment of a new type of armor designed
to counter it. This led to new weapons,
Chain mail "
Field Plate
+,
+3 +1
0 -,
0

0
+, +3
dr.Iw back the bowstring far enough. Charac-
ten never have Strength modifiers when using
which led to new armor, and so on. Full Plate
leather armor""
+3
0 -, 0
0
crossbows- the power of the shot is imparted Plate mail 0 0
The V.ulous Types of Weolpons Ringmil:iI +1
by a machine, not the player character. +1 0
Magln l itemS! The magical properties of In the AD&:[)$ Scale mail 0 +1 0 ,
a weapon can also modif y combat. Items game, weapons fall into several catego- Splint mail 0 +1 +,
that impart a bonus to the a ttack roll or Ar- ries, based on how they are used. Theba- Studded leather +, +1 0
mor Class are identified by a plus sign . For sic categories are slashing, piercing. and • Includes bronze chain mail
example, a sword + I improves a character's bludgeoning.
. " Includes padded armor and hides
chance 10 hi t by one. A suit of chaitl mail SI.shing weapons include sword.,
+ J improves the Armor Class of the char- axes, and knives, Damage is cau~ by
acter by one (which means you subt ract one the combination of weight , muscle, and Impossible To-Hit Numbers
from the character's AC, changing an AC of a good sharp edge.
5 to an AC of 4, for example). Cursed items Somet imes the at-
Piercing weapons (some swords,
have a negative modifier (a penalty), result- tacker'S to-hit number seems impossible to
spears, pikes, arrows, javelins, etc.) rely
roll. An attack may be so difficult it requires
ing in a subtraction from the attack roll or on the penetrating powu of a single
an addition to Armor Class. a roll greater than 20 (on a 2().sided diel), or
sharp point and much less on the weight
SO ridiculously easy it can be made on a roll
Th~re is no limit to the number of modi- of the weapon.
fiers that can be applied to a Single die roiL less than 1. In both cases, an attack roll is
Bludgeonins weapons (maces, ham-
still reqUired!
Nor is there a limit to the positive or nega- mers, and flails) depend almost entirely
tive number (the total of all modifiers) that on the impact caused by weight and mU5- The reason is simple: With positive die
can be applied to a die roll. cl,. roll modifiers (for magic, Strength. situa-
Ta ble Stllsls some standard combat mod- A few weapons, particularly some of tion, or whatever), a number greater than
ifiers. Positi ve num bers are bonuses fo r the 20 can be rolled. Likewise, die roll penalties
the more exotic po[earms, fall into more
attacker; negative numbers are penalties. can push the attack roll below O.
than one of these categories. A halberd
No matter what num ber a character needs

90
to hit, a roll of 20 is alwaYf considered a hit Cakulatlng THACO Combat and Encounters
and a roll of 1 is glwaYf a miss, unless the
OM rules otherwise, Under most circum- To make an attack Encounters are the
stanen, a natural 20 hits and a natural 1 roll, lhe char.tctn's THACo must be known. heart of the AD&.: O- pme. Since encoun-
misses, regardless of any modifiers applied This depends on the group and level, if the ters with monsters and NPCs often lellid to
to the die roll. altrler is a player character or NPC, or the combat, an undentanding of what happens
Thus, even if a character's chance to hit a Hit Dke if the attacker is a monster or an ani- during b.allies is vital for everyone. 1ne:re
monster is 23 and the character has a - 3 ma\. All 1st-level characten have THACOs of are several factors the OM will consider in
penally applied to the die roll , he might be 20, regardles5 of class. any combat, most of which arise from the
able to 1C0re a hit-but only if Ihe die roll if For a character of level 1 through level 20, circumstances of the encounter. 15 anyone
a 20 before any modifiers are applied. Like- consult Table 53 . This table lists the THACO surprised? How rar apart are the oppo-
wise, a character able 10 hit a mOMler on a 3 number of each sroup through 20th kYel, so nents? How many of them are there?
or better, waving a sword +4, could still players don't have to pe:rform any alcula- Answers to these questions <Ire found in the
miss if a 1 is rolled on the die . lions. Encounter section of the DMG. These are
There are no sure things, Sood or bad, in For a character higher than lOth level, questions common to all encounte rs ,
the unpredictable chaos of combat situa- find the Improvement Rate for the charac- whether combat occurs or not.
tions. ter's s roup in Table 54 . There you'll find the
number of levels a character must advance
to reduce his THACo by 1 (or more) points.
The Combat Round
Calculate the character's mACO according If an encounter es-
to his level. calates into a combat situation, the time
• The DMG contains the information on scale of the game autolTl<ltically goes to
monster THACOs. rounds (also called melee round, o r combat
rounds). Rounds are u.wc! to measure the
actions of characters In combat (or other
T.ble 53: CALCULATED THACOS Intensive aclioru in which time is impor-
tant ).

G ro up I 2 J , , , , •, Level
10 U 2.
A round is approximately one minute
long. Ten combat rounds equal a turn (or,
p- 2. 2. 2. 18 18 18 16 I' 16 14 14 I' 12 12
12 13
I. I. I •
" 12" 16
" "• •
18
put another wa y, a tum equals 10 minutes of

• ,• •
game time). This is particularly important
ROSU' 2. 20 19 I' 18 18 16 16 15 IS 14 14 13 13 12 12 11 11
Warrior 20 I' 18
"
Wizard 20 20 20 19 19 19 18 18 18
""
16 15 14 13 12 11 I. 8 5 J 2 I
to re.member for spells that last for turns,
rather than rounds.
"""
16 16 16 IS IS IS 14 14
But these are lust approximations-
p~ time measutm\f!nts are impossible to
make in combat . An action that might be
ridiculously easy under no rmal circum·
T. ble 54: THACo ADVANCEMENT stanea could beocome an undertakin& of tru·
Improvement R...te Iy h~oic ICilIe when attempted in the middle
of a furious, chaotic battle.
Group Points/level
Priest Imagine the simple act of Imbibing a heal-
213
Rogue ing potion . First. a character decides to
112
Warrior II I
drink the potion be/Ol'f' retiring for the
Wizard nighl. All he has to do is get it out of his
113
backpack, unc:ork it, and drink the con-
Imts. No problem.
Now imagine the same thing in the middle
of a fight. The potion is safely stowed in the
character's backpack. First, he takes stock
of the situa tion to see if anyone else can set
the potion out for rum, but, not surprising-
ly, everyone is rat htor busy. So, sword In one:
hand, he shrugs one strap of the pack off his
shoulder. Then, lust ~ two ora leap toward
him. the other strap tMateru to..up down,
entangling his sword arm . Already the loose
strap keeps him from fully using his shield.
Holding the shieJd as best as possible In
front of him, he scrambles backward to
avoid the monsten' first wild swings. He
sets pushed back a few more fm when a
compJInion shoulders past to block their
adv~ . His compJInion boughl him a lillie
lime, so he kneel" lays down his sword, and
slips the backpack all the way off. Hearing a
wild cry, he inllinctively swings his shield
up just in lime 10 ward off a slandng blow.

9'
Rummaging through the pack , he fina lly • Drop excess equipment, such as back· gies, most intelligent actions, or optimum
finds the potion, pulls it oul, and, huddling packs. lilnterns, or torches. maneuvers for thei r characters.
behind his shield, works the cork free . Jus t InJllaUve: In the third step, dice are rolled
then thue is a flash of flame all around to determine initiative, according to the
him-a fireball I He grits his t~h against
The Combat Sequence rules for initiative (this pag«').
the heilt , shock, ilnd pilin and tries to In reallif~, combat Resolution: In the last st~p, Pes, NPCs,
remember not to crush or spill the potion is one of the closest things to pure anarchy. and monsters make their attacks. spells
vial. Biting back the pain of the flames, he is Each side is ilttempting to hann the other. occur, and any other actions are r60 lved
relieved to see the potion is still intact. essentially causing disorder and chaos. according 10 the order of initiative.
Quickly, he gulps it down, reclaims his Thus combats are filled with unknowns-
The above Sf!quence is not immutable.
sword, kicks his backpack out of the way, unplanned events, failed attacks, lack of
Indeed. some monsters violate the standard
and runs back up to the front line. In game communication. and general confusion and
sequence, and some situations demand the
terms, the character withdrew, was missed uncertainty. However, to playa battle in the
application of common .sense. In thftS<2 cases
by one attacker, made a successful saving game, it is n«es5ary to impose some o rder
th e DMs word is final.
throw vs. spell (from the fireball ), drank a on the actions that occur. Wi thin a combat
Here's an example of the combat Sf!qUfmce
potion, and was ready for combat the next round. there is a set series of steps that must
in action: Rath is leading a party thro~gh
round. be followed. These steps are:
the corridors of a dungeon , Right behind
him are Rupflrt and {kisflnora, Ro~nding a
1. The DM decides what actions the
WhAt You CAn Do In One Round bend, they.see a group of o rcs and trolu
monsters o r NPCs will take, including
about 20 feet Q'tOQy. No oue is surprised by
Whatever the pre- casting spells (if any).
cise length of a combat round, a character 2. The players indicate what their char- 'he encounter.
The DM has notes telling him thfl orcs are
can accomplish o nly one basic action in that acters will do, including casting spells
hesitant. He ucretly decides that they will
round, be it making an attack, casting a (if any ).
fall back and Iflt thfl trolu fight. Thfl trolu.
spe:ll. drinking a potion. o r tending 10 a 3. Initiative is determined.
able to regellflrate, are naturally overconfi-
fallen comrade. The basic action, however, 4 . Attacks are made in order of initiative.
dent and step fOf1JJQrd to the front rank
may involve several lesser actions.
(cursing the orcs at the same time) and pre-
When making an attack, a character is These steps are followed until the comh.lt
pare to attllCk. Turning to the players, the
likely to close with his o pponent , circle for ends-either one side is defeated, SUITen-
DM IUks, ~ What are you going to do r
an opening, feint here. jab there, block a d~rs, or runs away.
thrust, leap back, and perhaps finally make NPOMonster Determination: In tM first Harry (playing Ruth, a dwarf w ho hates
iI telling blow. A spellcilster mily fumble for step, the OM secretly decides in general o rcs); "Oral-CHARGEr
his components, dodge an attacker. mental- terms what each opponent will do-attack, Anne (playing Delsenora the Mage ): "Uh -
ly review the steps of the spell, intone the nee, o r cast a spell. He does not announce what!! Wai t-don 't do that ... 1 WIoiS
spell, and then move to safety when it is all his decisions to the players. If a spell is to be going to ... Pl OW I ca,, 't use a fireball.
H

done . It has already been shown what cast. the OM picks the spell before the play- DM: HRath is charging fOf1JJQrd. Q~ic:k­
drinking a potion might entail. All of these ers announce their characters' actions. what are you doing?"
things might happen in a bit less than a min- Player Determination: Next , the players Jon (playin, Rupert, the half-elf. to Amlll):
ute or a bit more. but the standard is one give a general indication of what their char- HCast a spell! (To DM) Cloin I fire my bow
minute and o ne action to the round. acters are planning to do, This does not over him r
Some exilmpies of the actions a character have to be perfectly precise and an be DM: HSure . he's short ."
can accomplish include the follOWi ng; changed somewhat. if the OM decides cir- 10": "OK. I'll shoot at orcs,"
• Make an iltlack (make attack rolls up to cumstances warrant . DM; "A'lrIe, tell mewhal De!5flnoras doing
the maximum number allowed the chilr- If the characters are battling goblins, a or she'l1lo.se the round trying to make up
acter class at a given level) player can say. "My fighter will attack ~ her mindr
• Cast one spell (if the casting time is one without having to announce which goblin Anne: HGot itt- Acid arrow sp~/l at the Icad
round or less) he will strike, If the charact~rs are b.lttling a troll."
• Drink a potion mixed group of goblins and ogres, Ihe play- DM: "Fine. Harry, Rath is in fronl . Roll for
• Light a torch er has to state whether his character is initiative."
• Use a magical item attacking goblins or ogres.
• Move to the limit of his movement rate Spells to be cast must also be announced
• Attempt to open a stuck o r secret door at this time and cannot be changed once the
Initiative
• Bind a character's wounds initiative die is rolled . The initiative roll
• Search a body Before moving on. the DM will make sure detennines who acts fint in any given com-
• Hammer in a spike he hasa clear idea of not only what the-play- bat round . Initia ti ve is not set, but changes
• Recover a dropped weapon e r characters a re doing, but also what from round to round (combat being an
actions ilny hirelings and henchmen are lak· uncertain thing, at best), A character ne ... ~r
There ilre also actions that take a negligi-
ing, Onc~ he has a clear view of everything knows for certain if he will get to act before
ble amount of time. things the character
Ihat'slikely to happen, the OM can overrule another.
does without affecting his ability to perform
a more important task, Examples of these any announced action Ihat violates the rules Initiative is no rmally determined with a
(or in the case of an Nrc, is out of charac- single roll for each side in a conflict. This
include the follOWing;
ter ). tells whether all the members of the gro up
• Shout wamings, brief instructions, or
He is not required to overrule an impos- get to act before or after those of the other
demands for surrender, but not conversa-
tions where a reply is expected. sible action, but he can lei a cha racter side(s ).
attempt it anyway. knowing full well the There are also two optional methods that
• Change weapons by dropping one and
drawing anothe r. character cannot succeed. It is not the OM's can be used to detennine initiative. Each of
position to advise players on the best strate- these optional methods breaks the grou p

9J
X Combat (Initiative)

action dow n into more individual initia- charge and so the - 2 to receive charge is not
livts. Howevtr. the g~t r.al meihod of de- US4!d.) Group lnltl.dve (OptionAl Rule)
terminill8 initiative rnnains the same in all Ha"y, rolling for 'hit player charactlttJ.
Some people be--
"'''''. gets a 7 on a ID-sideddi... ThltOM rolls a 10.
Thlt play,r charactltrs. having the lownl line that using a sing.l~ initiativ~ roll (or
numb('r. act first. everyone on the same SiM is too unreal-
St.nd.ud InitiAtive Procedure Oe&enora's acid arTOW strikes one of the istic. It is, admittedly, a simplification, a
To determ ine t he Irolls just as Rath tabs Qswing at thltlast of way to keep down the number of die
initiative o rder for ill round of combat. roll the fleeing ora. A bo1D$hot from Rupert rolls required in a single round. allowing
l dlO for t<lch side in the: battlt' . Normally. drops anotheronlt 0/ Ihlt CI"eQtura QS it '"k" for much faster combat . However, the
this meilns the OM rolls for the monsters (or ils position in ,h(' second rank. Now the actions of diffe~nt charact~rs. the types
NPCs), while o ne of th l!' pl;,yets ro lls for lhe monsters strike back. of weapons they UR. and the situation
PC party. Low ro ll wins initiative. If mo re The ora manag(' to /inish form ing their ciiln all be factors in detennining initia-
than two sides are i nvol v~ in combat , the line. Enraged by the acid, Ihe lead troll tears tive.
remaining sides act in ascending o rder of into Rath, hurting him badly. The others Using this optional mt:thod, one initia-
initiativt'. swann around him. athr mpting to lear him tive die roll is still madt: lor each sidt: in
If both (or .. 1I) sides rotl lhe same number limb from limb. the fight. However. more modifiers are
for initiative, everything happens li m- applied to this roll, according to the
ulta n rously-a ll attack ro lls . d amage, actions of individual characten. Theie
spells, and other actions art cOl1'lplt't~ be- modifie.fS are listed on Table 56.
fore any results are applitd. It is possible for
a mage 10 be slain by goblins who coilapM'
from his sleep spell at the end of the round. Table 56: o m O NAl MO DIFIERS TO INlTIAnVE
Specllic Situoltion Modifier
Inltl.tln Modifiers Attacking wit h wt:apon Wt:apon speed
Situational factors Breolth wt:apon +1
can affm who has Initiativ~ . To reflect this, Casting a spell Casting time
modifi~n are addt'd to or subtractt'd from Creature sill' (Monsters attacking
tM initiativ~ di~ roll. with natural weapons only),
Tiny o
Table 55: STANDARD MO DlflERS Small +3
ro INlTlAnVE Medium +3
1..", +6
Specific Situatio n
Hasted
Modifi er
-2
Huge
Gargantuan
+.
+12
Slowed +2 Innate spell ability +3
On high~r &found -1 Magical Items ' •
Set to rKeive a cha~ -2 Miscellaneaus Magic +3
Wading or slippery foot ing
Wading in deep wat~r
+2
+, Potion +,
Ri ng +3
Fo r~ign environment' +6 Rod> +1
Hindered (tangled, climbing. held) + 3 Scroll Cuting ti m(' of spell
Waiting (see p. 112) +1 Stave +2
• This applies to situations in which the Wand +3
party is in a comp l et~ly different environ- • This oIpplies only to creatures righ ting wi th natu ral wt:apon-claws, bitt'S, etc. Cnatures
ment (swimming underwater wi thout th~ using we.. ponry use the. speed factor of the weapon, rqa rdJH5 of the aeatu n 's siu.
aid of a ring of frrr movement. for exam- •• Use Ih(' initiative modifier listed unlm the item descri ption says otherwise.
ple).
Everyone in tM party who will be in-
volved In the round's action must q~lify
for the modifier. For ~a m p le, all members
of a part y must be on hisher ground than
the opposition in order to get the higher
ground modifier. The OM will probably uk
each pJayu where his character is standing
in order to clarify this.
The side wit h the tOIDe$I modified roll on
IdlO has the initiative and acts fint .

Co nlinuing Ihe uampl. abov ... Ih .. OM


decides that on .. iniliativ .. roll is sufficient
for eQch group ond no modifiers are n....ded
fo r either group . (Although Ralh is chafg-
ing. the orcs and trolls are too busy reaf-
ratlgi" g thltir lines to bit Slt t to rltceiult his

94
Some of the modifiers depend on ability,
spe:Il , and weapon . Characters casting spe:lls spell at th. SQme time thaI Rath (9) brings Rupllrt rolls a 2 Q71d hAS a 1DfIQpon
(bul nOI monslers using Innate abilities) the hol.lH down on thll orcs with his hom speed 017 and Is hasted ( - 2) for Qmodi-
must add lhe spe:lJcasting lime to the die ofbluting. fird initiatiwol7 (2 ... 7-2 - 7).
roll. Characters attacking with weapons TM orcs (initiatit1* 10) would have Rupms troll rolls a 5 and modifies
add the weapons' speed factors to the die gone nut, but all 01 them hlrofl bem this by +6 lor MIll (5 + 6 - n),
roll (see pages 68 and 69), All other modi- crushed undllf' falling rock. CHlsmora is vny unlucky and rolls a
fien are applied according to each individ- Thfl ,hree trol's (initiative 11) Qr. 9, Sinc~ sh" is CASting a sp.U. she gains no
ual', situation. unlazed and attack, one at Rath and the benefit lrom th. haste spell this round,
other two ,pringing 10r"IDard, hitting Shfl has a CASting time all lor a total 01
OfllsllnorQ and missing Rupttrt. 10 (9+1- 10).
ExQmple: In the .JIICond round 01 the
Finally, RuPft'l (initiative 13) strih~ The troll fighting Dclsmora is vny
combat, the OM dllddn to ~ thfl modi-
fied group initiQtivlI. Rath is surroundrd luick, He mooed too s/OUlly 10 block On" quick and rolls a 1, modifird to 7 (1 + 6
trolls path to [klsmora, but mQ71Qgn to - 7,)
by trolls and not in th. Nsf 01 heldth .
Th. rtsf 01 thfl Pllrly Iuu y.t to close with cut off the second. Thing' look v ery grim The ordllf'ol attacks Is: Rath (initiQtive
th. mortst"". lor th~ player characters. 0) strikes with his hammer; Rupert and
The OM dedde$ thaI Onll troll will the two troll, (at tacking Rath and
continue Qtlllcking Rllth, with Ihe help 01 D"ls,nora, all initiativlI 7) attack imme-
Ihfl orcs, whil. th. oth.r troll, mow to diately alt~r, Rupllrt hits. Th, troll
IndfyldUAllnltlAtive attackin8 RQth misses, but CHlsenora Is
block rllinlol'Cl!m~t'. In pGrlicu/llr. th. (Optlon...1 lule)
troll bUl'Jlrd by the Qdd Qrrow is looking hit. DIII",noras 'pell (initiativ, 10)
lor rfttH'rrgll. Thll OM thm turns to the This method of would normally happ.n nut, but
plQye,.. for their IIctiorts. determining initiative is the same a, that instead il lizzl~$, her conCllntration
just given earlier. except that each PC. ruined by thfl blow from the troll. Nut.
Playe,., (all at oner): Hl'm going to ...• ·'s Rupert's troll attacks and mi,,~s .
NPC, and monster involved in the fight
hi going? ...- Ml'm clUting a ..... &caUSfl of thll haste ,pttll, Rath and
rolls and then modifies his own initiative
OM (s houtinv: "One at timet Rathr Rupttrt now attack agQin (in order 01 ini-
roll. This gives combat a more realistic
Harry: "I'll blow my hom of blasting.H or
fetl. but at the expense quick play, 'iati'Oll), Rath first, thnt Rupert,
OM: "1"11 take timll 'o dig it ou':
To plaY6'. it may not seem like 100
Harry: '" don 't CQ,., I'm doing it:
much for each to roll a Iq)iITate initiative
Jon: "Draw my sword and Qttack one 01
die, but considff lhe diffkult-ies: Imagine Multiple Att.cks.and Inltlol.tln
thll trolls'"
a combat betWetn six player characterl
OM: "Anner Often combat in-
(each controlled by a player) and five
Annll (not pgying gtt.ntjon to thll other volves enatures or characters able to attack
hirelings: and henchmen against 16 hob-
two): "CASt a fireball: more than once in a single round . This may
goblins and five ogres (all of which must
Harry and Jon : "NO,OON'Tr be rolled by the OM). be due to multiple attack forml (claws and
OM: "Wflll. is that whQt you're doing ? bite), slOlI with a weapon, or character
Furthennore, each die roll must be
Qukkly'" level. No matter what the reason. all multi-
modilled according to each individual's
Ann.: "No, I'll au' a haste spell! Cen- ple attacks He handled by one of two rMlh-
actions, The resulting rolls make evU)'
terril On me, so Rupflrt and RQth Qre od. ,
combat round a major calculation.
just at the edge: When multiple attacks are the ruult of
This method is not recommended for
OM: "Oby. Harry, rolf Initjativll and different attack fonns-c1aws and a bite or
large-scale combatl. It is best used with
1IV"'lIone modify lor your adiom," bite and tail or a ranger with his two-
smaJl battles in which characters on the
Harry rolls Idl0andgels a6. The OM sa.me side Nve vastly diffumt speeds. weapon combat ability for example-lhe
rolls lor the momtcn and gills a 5 . &ch attacks aU occur atlhe same time. The enol-
~rsons bllt/ative is modi/ied as lollows: E.rampu; In the third round 01 rom- lure resolves all of its attacks In Initiative
RQth is using a mU€ellQ71IlOUS magicQI bat, the OM decida to USf' individlUd ini- orner,
i'em (modifillf' +3). His modifird initiQ- tiatives. &ch cMracter is involl1lld in his When lhe attacks are lrue multiples-
tivflls9(6 +3 - 9). Own fight and th.,.., arm't too many to using Ihe same weapon more than once-as
Rupllrt is using a bastard Iword +1 deal with. Cut off from relI'Mt by lallfln in the caR of a highly skilled fighter, the
with two hands (1Df!Qpon s/Hed 7 instead rock. 1M Irolls attack. The OM ASks thfl attacks are staggered . Everyone involved in
018 becallU 01 thll + 1), His modified ini- players their intmtions. the combat completes one action before the
tiQtiv" is 13 (6 + 7 - 13). second (or subsequent) attack rellis made.
Harry: -Hit him with my hallUJ\l!:r +4r
lk~nora i$ costin8 a SPfllJ (haste Take-, for example, a fighter who can
Rupert: "Chop him Up.N
spell. costin8 tim~ 3). Her modified ini- attack twice per round, and say he', battling
Anmr (now in urious troublfl): ~CASt a
tiQtivll is the SQme as Rldhs, 9. enatures that can only make one attack,
burning hands "pttll." The fighter wins initiative, He makes his
Th. trolls are attacking with thflir
dll1D5 and biles (targff aeatllrn attacking filch charac'er or monstt'r now rolls fint attack according to the rolled initiatlve
with natural weapom +6). Th,ir modi- ldlO. The rolls and modified results are: order. Then each enatu.re gets its attack .
fird initiatiw Is n (5 + 6 - n). Rath rolls a 2 and is attacking with his Finally, the fighter gets his second attack,
Thll orcs a,. using long flDOrdt (tHap- hammllr (1DfIQpon spad 0 instead 01 of U fighters on both sides in a battle were
on ,pud 5). Their modi~ initillliw is due '0 +4) Q71d is hastrd ( -2), so his able to attack Iwke in the round, their first
10 (5 + 5 - 10), modififfd initilltivc is O. attacks would occur according to lhe Initia-
After all modified initilltiva an fig- Raths troll rolls a 1 lind is attacking tive roll . Their s«ond attacks would come
urrd, th. comlull round gou AS/ol/ow.: with natural Wf'apons (+6 modififlr) lor after all olher attacks, and would then alter-
Dclsenora (initiQ,ive 9) compldn her atota/o/7(l + 6 - 7). nate according to Ihe Initiative roll.

95
Spellcutins And InitiAtive Movement In Combat
MaJkaI Weapon SpHck
Castln8 timn for Magical weapons are euier to wield In Since a round is
spells can modify initiative rolls, enatin8 a combi,t than ordinary ones. Maybe the roughly a minute long. it should be euy for
~alistic delay for the: spellc.uter. When a weapon is lighter or better balanced than a character to move JUIt about anywhen he
spell's ~Casting Time" parameter is given as normal; maybe it lust pulls the character wants during the: cou.rse of the: round. After
a number without any units (e.8., rounds or into the proper position of its own voli- all. O lympic-class sprinters an cover vast
roms), then that numw is ildded to the tion. Wh.Jtever the cawe, uch bonus amounts of 8l'Ound In a minute.
c.uter's initiative roll to detnmine: his modi- point conferred by a magical weapon re- However, a character in an AO&D-pme
fied initiative. When a spell requim a round duces the speed factor of that weapon by is not an Olympic sprinter runnin8 in a
or mo~ to QSI , a normal initiative roll is 1 . (A StoOni +J reduces lhe: weapon straight line. He is Iryin8 10 maneuver
not made- a spell requirin8 one round to speed factor by 3, for example,) When a through a battle without gelling kiUed. He Is
cast takes effect at the: end of the current weapon has two bonuses, the lesser one: keepins his eyes open for trouble. avoidin8
round, after all other actions are completed . is used . No weapon can have a spe:t:d fae· surprise, watching his back, watching the
Spells thai require more than one round lor of less than O. baoo of his partners, and looking for a
10 CitSt involve lOme bookkeepin8' The OM 800d openln8. while simultaneously plan-
or one of the players must keep track of the ning his next move, sometimes throush a
rounds spent in cuting. If the spellcasting haze: of pain . He may be carrying a load of
charactt:r is disturbed durin8 this time, the Attacking with equipment that slows him down signifi-
spell is lost. If all 80es well, the spell takes Two Weapons cantly. Because of all these things, the: dis-
effect at the: very end of the last round of the lance a character can move 15 significantly
required casting time. Thus, a spell requir- A tricky fi8htin8 less than players generally think.
ing 10 minutes to cast would require 10 style available only 10 warriors and rogues In a combat round, a being can move up
combat rounds, and wouldn't take effect is that of fighting with two weapom limul- to 10 times its movement rating (.see Cha~
until the very end of the: 10th round. tan~usly. The character chooses not to use: let 14) in feet . Thus, if a character has a
iI shield in (ilvor of anothu weapon, grant-
movement ratingof9, heean move up 1090
ing him a greiltu number of attacks, wilh a fm in il round. However, the: Iypes of
penalty to his attack rolls (rangers are 0- moves a character can make during combat
WeApon Speed And InitiAtive mlpt from the attack roll penalty). are somewhat limited.
(OptiOnAl Rule) When using a St"COnd weapon in his off-
hand. a character is limited in his wupon
Qchtimea~ Movement In Melee
choice. His prindpal weapon CiUI be what-
actu swings a weapon, he: placn himself
ever he chooses, provided it can be wielded The basic move is
out of position to make hi! next attack.
with one hand. The second weapon must be to 8et closer for combat-Le., move close:
Swirtgin& a haffifnef' is not as simple: as tap-
smallu in size and weight than the charae-- enough to an enemy to attaock. This is nei-
pins in a nail. A Wat hammer is heavy.
tet's main weapon (though a daggu can al- ther a blind rush nor a casuaJ stroll. Instead.
Swirls it in one di~ and it pulls in that
ways be used as a s«ond weapon, even if the character approaches quickJy but with
direction. It h.u to be brought under con-
Ihe primary weapon is also a dager). A caution. When closing fo r comb4.t, a chal"
trol and repositioned befo~ It can be
swung apin. 1M user must regain his bal- fighter can use: a lon8 sword and a short acter can move up to half his allowed dis-
sword, or a long sword and a dagger, but he tance and still make a melee attad.
ance and plant his feet finnly. Only after
Cilnnol use: two long swords. Nor can Ihe
doinga11 this is he ready for his next attack.
character use a shield, unless It is kept
Compare how quickly IOmeone can Movement and Missile CombJlt
strapped onto his back.
throw a punch to the amount 01 time re-
When attacking, all characters but rang- Rather than slug II
quired to swing a chair 10 gel a good Idea
ers suffer penalties to their attack rolls. At- oul toe to toe with an opponent. a character
of what weapon ~ factors are about.
tacks made with the main weapon suffer a can move up to one--haU his nonnal move-
Weapon speed radon slow the speed
of a charadu's attack . The higher the: - 2 penalty. and attacks made: with the sec- ment rate and mga~ in missile fire at half
ond weapon suffer iI -4 penalty. TIM! char- his nonna.l rate of fire. Thus a man capable
weapon speed factor. the heavier. clum-
sier, or more limited the weapon is. For acter's Reaction Adjustment (based on his of movin8 UO feet and armed with a long
Dexterity, .see Table 2) modifies this penalty. bow (two shots per round, under normal
the most part. weapon &pee:d faoctors ap-
ply to all creatures using manufKtured A low Dexterity score will worsen the char- drcumstanas) couk:! move 60 feet and still
weapons. The: speed factor of a weapon acter's chance to hit with each attack. A fire one shot . The $ame man, armed with a
it added to the init~tive roll of the char- high Dexterity can negate this particular heavy crossbow (one shot every othe.r
penalty, although il CQnno t result in a posi- round) would be able to shoot only once
acter to get his modified initialive roll.
Thus, if the OM deckle to we weapon tive modifier on the attack rolls for either every four rounds while on the: move.
spftd factors for pIayet' characters, they weapon (i.e .. the Reaction Adjustment can,
should also be used for giants, ora:. ~­ at best, raise the: attack roll pmaJties to 0).
The use: of two weapons enables the char- Chuslng An Opponent
Ulurs. and lhe like. Otherwise the OM
isn't being fair to the playen. However, acter to make one: additional attack each A character can
creatures with natural wupons are nol combat round, with Ihe second weapon . also charge a loe. A charge inenalt'S the
affKl:ed by weapon speed. Their attaoo The character pins only one additional at- character's movement rate by SO"'" and en-
aft natural e:xtenslons of their bodies,
tack each round, regardless of the number ables the charact~ to make an attack at the:
giving thm'l much futer recovery and re- of attacks he may normally be allowed. end of his movement. A chilrgin8 character
action timet. Thus a warrior able to attack 3/ 2 (once in a110 gains a + 2 bonus to his attack roll,
the first round and twice in the St"COnd) can mainly from momentum . Certain weapons
attack 5 / 2 (twice in the firsl round and three (such as a lance) inflict double the rolled
times in the second). damage in a charge.
96
However, Chlllrgin.g giVH the opponenls Wre.slling involves a lot of holding and
Punching .and Wrestling
seve-ral adv~ l agH . First, tMY ~in a - Z twisting as it is. and lhe damagt resolulion
bonus to their initiative roU•. Second , ThHe are 1M most syslem for punching and wrestling takes this
charging charade-rs gain no I)r)(ttrity b0- basi<: of combat skills, unknowingly pra,," into account.
nuses to Armor Class and they suffer a n AC ticed by almost all children as they rough
Ta ble 57: ARMO R MO OmERS
pe-nalty of J. Finally. if the defender is using and tumble with each other. Thus all cha ....
a spear or polearm weapon and sets it acters. regardless of class, a~ assumed to be FOR WRESTU NG
a~insl the charge (bracing the bUIt agilinst 5O~ hal proficiftlt in both these forms of Armo r Modifier
a slone or his fOOl ), he inflicts double dam- fighting . Sluddtd leatMr -1
age on a sUC«Mful hit . Punching occun when a character a!lacks Chain, ring, and scale mail -2
with his fists , No weapons are used, al- Banded, splint , and plate mail -5
though the character can wear an iron Field plate armor - 8
Retre.at
gauntlet or similar item . Wre.st.ling require.s Full plate a rmor -10
To get out of a com- both hands free, unencumbered by shields
bat, characters can ma ke a careful wit h- and the like, If the attack roll Is succe.sful, consult Ta-
drawal o r they can simply fJ~ . When punching o r wrestling, a normal 011- ble 58 to find tM result of the attack: Cross-
W ithd ra wing: When making a with- tack roU is made. The normal Armor Class index the char..cler's modified attack roll
wit h tM proper atlack form . If, for exam-
drawal, a characltr carefull y backs away of the target is used. If a cha racter is al-
from his opponent (who can choose to fol- tempting to wmtle in armor, tM modifiers ple, a charader lue«ssl'ully punched with
low). The character moves up 10 I I I his nor- on Table 57 are used (these ue penalties to an 18, lhe result would be a rabbit punch (if
mal movement rate. the attacker's allack roll), Normal mociiHen he rolled an 18 on a successful wrestling al-
If two characten a re fighting a single op- to the attack roll are also applied . tempt . the result would bea kick). Punching
ponent and o ne of them decides to wilh- Penalties for being held o r a ttacki", a and wrestling attacks cap! suCCftd on attack
draw. the remaining character can block the rolls of 1 o r less (exceptio ns to the general
held opponent do not appl y to wrestlers. ru le),
advance of the opponent . This is a useful
method for ge-uing a seriously Injured man
out of a combat. Table 58: PUNOilNG AND W RESnlNG RESULTS
FI~lng: To ne-e from combal . a character
Attack Roll Punt'h Damage .. KO Wrestle
simply turns a nd runs up to his full move-
ment rale. However, the neeing character
drops his dd"~ses and turns his back to his
,.,.
20+ Haymaker
Wild swing
RoJbbil onch
2
0
1
10
1
J
Bear hug"
Arm Iwist
Kid
o ppon~l ,

The memy il allowed a fl'ft attack (or ,. o. "'""


Gloncin& blow
1
1
5
2
Trip
flbowsmaV\
multiple attacks if the creature has several
attacks per round) at the rear of the fleeing
14 Uppercut 1 •• Ann Jock '
leg twisl

.. •
cha rac ter. This a ttack is made the instant
13 H~k 2 Leg lock
the cha racter (ltfl: It doesn't count against f(;d
U oneh 1 5 Throw
the number of attacks Ihat opponent is al·
lowed during Ihe round. and initiative is ir-
relevant. LO C&.ncina: bkJw 1 J Elbow tmilM
9 C_ O ",k'
The neeing cha racter can be pursued. un-
1('$5 a companion blocks the advance of the ,,• Uppercut
Combination
1
2

10
Headlock'
Throw
enemy.
J.b
GIiftiIiii
2
,• Couge
Attacking Without Killing
There a re times
• Rabbi, pwodo 2
2
5
u
Arm lock"
g",...
2 Uppercut 2 15 Headlock '
when a character wants to defeat another
being without killing il . A companion may 1 Wild swing 0 2 leg twist
l ess than J HaymoJker 2 25 ~arhug'
have been charmed into a tt acking his
friends (and his friends don', want to kill " Hold can be maintained from round to round, until broken.
him to save themselves!); an enemy may
have Information Ihe Pes can get only by
subd uing him; characters may simply see
the monetary value of bringing back a real,
live monster, Whatever the c~, sooner or
a ter charactel'$ are going to try.
There are t hree types of nonlethal
a ttacks-punching, wrestling, and ove.,~
Maring. Punching is basic bare-fisted fight -
ing. Wrestling is the classic combination of
grappling, holds, and thro ws, Overbearing
is simply trying to pull down an opponent
by she-er mass or weight of numben. pin-
ning him to the ground.

91
Punch: This is the type of blow landed. In The defender also gains a benefil if it has Second, the character has a -4 penalty 10
game terms. th~ type of blow has little more than two legs: a -2 ~alty 10 the his attack roll, since ha ndling a weapon in
effect, but using the names adds spice to the attacker's roll for every leg beyond two. this way isdumsier than usual . The damage
battle and makes the OM's job of describing There is no penally to the defender if it has from such an attack is 50% normal; one--
the action easier. no legs . A lone orc attempting to pull down half of this damage is temporary.
Damage: Bare--handed attacks cause onl y a horse and rider would have at least a -8
1 or 2 points of damage. Metal gauntlets, penalty applied to the attack roll (- 4 for
size and -4 for the horse's four legs). Non-Leth.1 CombAt And Crutures
brass knuckles, and the like cause Id3
points of damage. A character's Strength If the attack succeeds. the opponent is When dealing with
bonus, if any, does apply to punching pulled down . A charader can be pinned if non-humanoid opponents, a number of fac-
attacks. further suc«ssful overbearing attacks are tors must be considered.
Punching damage is ha nd led a little dif- rolled each round. For pinning purposes. do First, unintelligent creatures. as a rule,
ferently than normal damage. Only 25 % of not use the prone modifier to combat (from never try 10 grapple. punch. or pull down
the damage caused by a bare--handed attack Table 51), an opponent . They ch~rfull y settle for tear-
is normal damage. The remaining 75 % is If multiple attackers are all allempting to ing him apart, limb by limb . This, to their
temporary. For the sake of convenience, pull down a Single target, make only one small and animalistic minds. is a better solu-
record punching damage separately from attack roll with a + 1 bonus for each attack- tion .
other damage and calculate the percentage er beyond the first . Always use the to-hit Second, the natu ral weapons of a creature
split at the end of all combat. number of the weakest attacker to figure the are always usable. Unlike men with swords,
If a character reaches 0 hit points due 10 chance of success, since cooperation always a lion or a carnivorous ape doesn't lose the
punching attacks (or any combination of depends on Ihe weakest link. Modifiers for use of its teeth and fangs just beca u~ a char-
punching and normal attacks), he immedi- size should be figured for the largest attack- acter is very dose to it.
ately falls unconscious. er of the group. Finally, and of greatest importance, crea-
A character can voluntarily pull his A giant and th ree pixies attem pting to tures tend to be better natural fighters than
punch. not causing Any hit point damage. pull down a man would use the pixies' humans, All attacks for a tiger are the same
provided he says so before the damage is attack roll, modified by + 3 for three extra as punching or wrestling. It's just that the
applied to his enemy, There is still a chance attackers and + 8 for the size difference of tiger hasdawsl Furthermore, a ligercan use
of a knockout. the giant (Huge) and the man (Medium). all of its legs effectively-front and back .
'" )(..0.: Although a punch does very lit-
tle damage, there is a chance of knocking an
opponent out . This chance is listed on the
We.pons In Non-Leth.t.l Comb.t Touch Spells and Combat
table as " % K . O .~ 1£ this number or less is As you might ex- Many spells used
rolled on percentile dice. the victim is pect, weapons have thei r place in non-lethal by priests and wiurds take effect only when
stunned for IdlO rounds. combat, whether a character is defending or th~ larget is touched by the caster. Under
Wrestle: This lists the action or type of pressing the attack. normal circumstances, this is no problem-
grip the character managed to get. Wres-- We. po ns in De fense: A character the spellcuter reaches out and touches the
tling moves marked with an asterisk ( 0) are attempting to punch. wrestle, or overbear reci pient. However, if the target is unwill-
holds maintained from round to round, an armed opponent can do so onl y by plac- ing, or the spell is used in the midst of a gen-
unlHS they are broken. A hold is broken by ing himself at great risk , Making matters eral melee, the situation is much different.
a throw, a gouge, the assistance of another worse, an armed defender is automatically Unwilling Ta18e t~ The spellcaster must
person. or the successful use of a weapon. allowed to strike with his weapon before the make a successful attack roll for the spell to
(Penalties to the attack roll apply to weapon unarm£d attack is made, regardless of the have any effect . The wizard or priest alcu-
attacks by a character who is in a hold.) initiative die roll. Furthermore, since his lates his to-hit number normally, according
All wrestling moves innict 1 point of opponent must get very dose, the defender to the intended victim's Armor Class and
damage plus Strength bonus (if the attacker gains a + 4 bonus 10 his attack and damage other protections. The OM can modify Ihe
desires), while continued holds cause cumu- rolls. If the attacker survives, he can then roll if the victim is unprepared fo r or
latively 1 more point of damage for each attempt his attack. unaware of the attack , If the roll succeeds,
round they are held . A head lock held for six Those involved in a wrestling bout are the spellcaster touches the target and the
rounds would innict 21 points of damage limited to weapons of small size after the nonnal spell effect occurs.
lotal (1 + 2 +3+4 +5 +6). Remember, this is first round of combat - it's very difficult to Willing Targets: When attempting to cast
the equivalent of pressing hard on a full- use a sword against someone who is twist- a spell on a willing target, the casting is
nelson headlock for roughly six mi nutesl ing you r sword arm or dinging to your automatic as Ions as both characters are not
back. trying to break your neck. For this engaged in combat. For example, if a fighter
OverbeArlns reason, nearly all characters will want to withdraws from melee, a deric could heal
carry a dagge r or a knife. him the next round ,
Sometimes the most Non-Lethal Weapon Attacks: It is possi- If the recipient of the spell attempts to do
effective attack is simply to pull an oppo- ble to make an armed attack without caus- anything besides waiting fo r the spell to
nent down by sheer numbers. No attempt is ing serious damage (slriking with the na t of take effect, an allack roll against AC 10
made to gain a particular hold or even to the blade, for example), This is not as easy must be m.ade. However. no AC modifiers
harm the victim. The only concern is to pin as it sounds, however. for Dexterity are applied. since the target is
and restrain him. First , the character must be using a weap- not trying 10 avoid the speW
To overbear an opponent, a normal on that enables him to control the damage Whenever a touch spell is successful, the
attack roll is made. For every level of size: he infJicts. This is impossible with an arrow spel!caster suffers from any special defenses
difference (1 if a Large attacker takes on a or sling. It isn't even feasible with a war of his target. if they are continuillly in oper-
Medium defender. for example), the attack hammer or mace. It can be done with ation . A successful touch to a vampire
roll is modified by 4 (+ 4 if the attacker is swords and axes, as long as the blade can be would nOI result in energy drain, since the
larger; -4 if the defender is larger). tumed so it doesn't cut. power only wo rks when the v.am pire wills

98
il. bUI touching ~ fin t:1t: ment~ 1 would result qUickly, so up to thr~ darts Ciln be thrown The DM could roll an B-sided die to dele,..
in serious bums. in a Single round. Arrows can be nockt'd min' who gels hit, o r hll could reduCII th(' ra-
When a 10uch spell is cast. it normall y n- and let loose almost as quickly, so up to two tios to Il,nrcentagft (75% chalice the gia,1t is
mains d'fKtivt: only for that round . How- shots can be fired in a single round . hit. dC.) and roll pftrc~ti1ft dic('.
t:vt:r, ct:rtain s pells do specify 5pt:ci~1 Some weapons (such as ht:avy crossbows)
conditions or durations. Be sure to check ta ke a long time to load and can be fi~
each spell description carefully. onl y every other round . rAking Cover As.lnst Missile fire
Whatever the ROF, multiple missile shots One of the best
ue handlt'd the same way as other multiple wa ys to avoid being hit and injurt'd is to
Missile Weapons attacks for the purposes of determining ini- hide behind somethi ng-a wall , a tree, a
In Combat tiative. The ROF of each missile weapon is building com er. a heilP of boulders, or
listt'd in table 45 in Chapter 6. whatever hilppens to be ilvailable. Profes-
In generill, missile
combilt il hilndled ickntically to standard sional adventurers, wish.ing to make this
mt:l~. Intentions ilre announced, initiative
sound heroic, call this taking cov~.
Ability ModlHers In Missile Comb.t
is rolled, and attack rolls are made. How- Taking cover donn't work parliculilrly
ever, there are some special rules and situil- And rolJ and dam- well in iI melee. since the cover hampers de-
damage modifiers for Strength are always fender ilnd attacker equally. However, it Is
tions that appl y only to missile combat.
Missile weapons are divided into two gen- used when an attack is made with a hurled quite an d'fective tactic against missile fire .
t:ral ca t~ories. The first indudH all stilnd- weapon. Here the power of the character's Tht:re are two typn of protection a char-
ud. direct-flrt:, si nglt:-target missilt:s arm is iI significilnt factor in the dfKtive- acter can h.ave. The first is cotlcealmmt.
neg of tht: iluack . iliso called soft cover. A chilracter hiding be-
-slings, arrows, quarrels, spears, throwing
ues. and the like. When using a bow. the attack roll and hi nd iI clump of bushes is concealed . He ciln
The second Gllegory includes all grtnade- da mage Strength modifiers apply only il the be seen, but only with difficulty, and it's no
like missileJ Ihat have an ~rea effect, no charilcter has a properly Pnp;ilred bow (see easy tilsk 10 determine ~ilctly where he is.
milller how small. Thus an alluk with these Chapter 6: Money and Equipment). Char- The bushes cannot stop an arrow, but they
weapons does not have to hit ils target di- acters never recrive Strengt h bonuses when do make it less likely tha t the cha ...cter is
rKlly to have iI chance of ilHeeting il . In- using crossbows or similu mKha nical de- hit. Other types of concealment include cur-
cluded in this group ilre small flasks of oil, vices . tains. tapeslries, smoke. fog, and brilmbles.
add, poifrOn, holy water. potions. and boul- Dexterity modifiers to the attack roll arf' The other type of protection is cover.
ders. Hurled boulders ~ re included beCil~ applied when making a missile attilck with a sometimes ca lled , more precisely, hard
they bounce and bound along alter they hit, hand-held weapon. Thus, a chilracter adds cover. It is, as its name implies, something a
leilving iI swath of destruction. his Dexterity modifier when using a bow, characler ciln hide behind that will block a
crossbow, or ilXe but not when firing iI tre- missile. Hard cover includes stone walls, the
buchet or other siege engine. comer of a building, tables, doors, eart h
Ruse embankments. trff lrunks, and magical
The fiN t step in firing into. Melee Willis of force .
making iI missile attack is to find the range Cover helps a potential target by giving
from the attilcker 10 Ihe target. This is mea- Missile weapons the attacker a negative modifier to his at-
su~ in yuds from one point to the other.
are intendt'd mainly as long-range weapons. tack roll. The exact modifier for conceal-
This distance il compa~ to the range ca te- Ideally, they are used before the opponents me nt or cover d~ on the degl'ff to
gories for the weapon used (see Table 45 in reach your line. Howeve r, ideal situations which it is being used as shelter. A character
Chapter 6). are all too rare, and characters often dis- who stands behind a two-foot Willi Is iI
If the distance is grealer than the long cover that the onl y effKtive way to attack is pretty obvious larget, especially when com-
range given, the Iilrget is out of range; if the to shoot urow5 (or whatever) at an enemy pared to the ch.ilracterwho lies down behind
distance is ~ween the long- ilnd medium- alreildy in melee combat with theircompan- thill Willi ilnd card'ully peers over it . Tilble
range num bers, the target is al long range; ions. While possible. and certiliniy alJowt'd, 59 lists the different modi~ for Vilrying
when betw~ the medium- and short-range this is iI risky proposition . degrees of cover and concealment.
n um~. medium rilnge is woed; when equal
WMn missiles ilre fj~ into iI melee, the
to or less thiln the short-rilnge distance. lhe OM counts the number of figures in the im- rab l~ 59: COVER AND CONCEALMENT
target is at short range. mediate area of the Intended tilrget . Each MODIfiERS
Short-rilnge illlilcks sulfer no rilngt: modi- Medium figure counts as 1, Small (5) figures
count as I /~, large as 2, Huge as 4, and Gar- T'rset Is: Cover Con<ulment
fier. Mt'dium-range iI!tacks suffer a - 2 pen- 25 % hidden -2 -1
alty to the attack roll. long-range attacks gantuan as 6. The total value js compared to
the value of each character or creature in the SO % h.idden -4 -2
suffer a -5 penally. Some weapons have no 75% hidden -7 -3
short range since they must arc a certain dis- target me l~ . Using this ratio, the OM rolls a
die to determine who (or what) will be the 90% hidden -10 -4
tance before reaching tht:i r tilrgel. These ilt-
tilcks are al wa ys milde with an attack roll larget of the shot.
Cover also has iln affect on sil ving
penillty. throws, &r.'nting the charilcter the modifier
Foruumple, Tuna Bloodhellrt (mlln-siu,
o r 1 point) and Rilth (IlIsa man-siu, or 1 listt'd on Table 59 iIS a bonus to his s.aving
R.te of fire point) are fig hting Il gum t (siu G, 6 points) throws against spells thill cause physicill
w hile Thul. fires a long bow III the gillnt. damage (e.g., fireball , lightning bolt, etc.).
Bows, CTossbows, Furthermore, a ch.ilracter who h.as 90%
ilnd milny other missile weapons have dif- Th. total Vlllu(' of IlU pOSJible targets is 8
(6 + J + 1). Th.re 's a 1 in 8 chance that Rilth cover (or more) suffers one-hill! normal
ferent rates of fire (ROF)-the number of damilge on a failed save and no damilge ilt
miS5l1es they un shoot in a single round . is th , target; III in 8 chanc. thllt Tana is hit;
and a 6 in 8 chance the shot hiu the giant. all if a saving th.row is sucnsdul. This
Small. light weapons can be thrown very

99
X Combat (parrying)

assuml!S, of course. th.1t th~ fireb ..lI, light- and matum from the lower planes, It has
ning bolt. or whillever, hit the cover-a no effect against a creature in gaseous form a character can parry-forfeit all actions
man crouching behind a stone wall would or undead without material form. for the round-heean't attack, move, or
be protected if a fi~1l exploded in front of Unholy water (essentially holy water cast spells. This fnes the characteT to
Ihe wall. hut wouJd not be protected by cov- used by evil priests) affects paladins, au- conCft1trate solely on defmse. At this
er if tM blast occurred behind rum. on his tuns whose purpose is to defmd good (lam- point. all chMacters but warriors pin an
side of the willi . masu, shedu, etc.), and creatuff:Sand bdngs ACbonusC!qUaito half their level. A 6th-
from the upper planes. level wizard would have a .. 3 bonus to
Holy (or unholy) water affects creatu~ his AC (lowering his AC by 3). A war-
GrenAde-Uke Missiles rior gets a bonus equal to half his level
as does acid, causing damage that cannot be
Unlike st andard regenerated but must be healed normally. plus OM. A 6th-level fighter would gain
missiles. which tOlrget a specific creature, a OiJ cau.ses damage onlywhm it islit. This a +4 ACbonus.
grmade-Iiu missile Is aimed at a point , no~ly ~ui~ a two-step procns-first Note that the bend"it is not a perkct
whether this point is Oil. creature o r Oil. spot on soaking the target in nammable oil and then all-around defense, and it's not eff«tive
Ihe ground. When the attack is announced. setting it afire. Thus using naming oil often against rear or mis&ile attilcks. It applies
the player indicates where he wants the mis- ~uire two successful attacks. onl y to thow charactus attacking the
sile 10 land . This then becoIMS the larget A direct hit from naming oil bums for defender with frontal melft attacks. This
point and is used to determine the di rection two rounds, causing 2d6 points of damage optional defeNoe has no effect against
lind di5tan~ of any SCiilltier. in the first round and 1d6 points in the sec- magical attacks, so it wouldn't do any-
Most grenadt--Iike missiles are itmtS of ond round. thing to protect a character from the
opportunity or necessity-rocks. flasks of Polson is generall y not very effective as a fOrD!: of a Iighlnins bolt or fireball, for
o il, vials of holy wOller, o r bukers of .acid. missile weapon. Most poisons take effect example.
~ such, these items ilre not listed o n the only if the mis.sile scores a direct hit , and
equipment tables for range. ROF. and dam- even then only if it drops into the gaping
age. The filnge tilch ciln be thrown varies maw of some huge creature. Contact poi- The Saving Throw
with the Stm'l8th of the character and the sons have nornlal poison effects on a direct
weish! of the object . hit. 1be OM has information about specific The SQv lng throw is
A missile of five pounds or less un be poison effects in the DMC. a die roll tha t gives a chance, however slim,
thrown about30f~t . Short range is 10 fed , that the character or creature finch some
medium range is 20 feet , and everything way to save himself from ~rtain destruc-
beyond is maximum range. Heavier items
Special Defenses tion (or at least It'SSt'n the damage of a suc-
have reduced ranges. Just how far an object So fa r, the bulk of this cessful attack).
can be thrown is decided by the OM . chapter has dealt with ways to attack. Now, More oft en than not. the saving throw
Ex~tionally heavy items can be thrown It's time to tum to defense. There are several represents an instinctive act on Ihe part of
only if the character rolls a successful bend ways to avoid taking damage. Two of the the character-diving to the ground just as a
bars/ lift gates check . In no cne can a char- most common are the saving throw and fireball scorches the group, blanldng the
acter throw an item heavier than his mugic resistanu. Somewha t less common. mind just as a mental bailie begins: blocking
Stf'm3th would allow him to lift. Thus, the because its use is limited to clerics and pala- the worst of an acid spray with a shield. The
OM un rule that a wracter would have lit- dins, is the ability to tum undrtui. exact action is not important-OMs and
tle trouble chucking a half-m'lpty backpack players can think of lively and c:olorful
across a ten-foot chasm. but the character explanations of wh y a saving throw suc-
would need to make a check in order 10 ceeded or failed . Explanations tailored to
heave an orc ten feet through the air into the Parrying (Optional Rule) the events of the moment enhance the
face of his orcish friends. During a one- exdtement of the game.
Once a container hits, it normall y breaks minute combat round, each character is
immediately. However, this is not alwa)1i assumed to block many attempted Rolllna Savina Throws
true. Some missiles. like 10ft leather nash attacks and lift many of his own attacks
or hard pottery, are particularly ff:Sistant . If blocked . In normal combat, characters To make a saving
there', some doubt about whether or not a parry all the time- there', no need to sin- throw, a player rolls a 20-sided die (ld20).
thrown objecl will break, Ihe OM can gle out each parry. The result must be equal to or greater than
~uire an item saving throw (this informa- When a character deHberately chOOSC!$ the character's saving throw number. The
tion is In the DMC ) to see if it shatters or not to parry (a m . casting a spell, for number a character needs to roll varies
rips, spewing its contents everywhere. instance), his chance of being hit depmding upon the wracter's group, his
The DMC contains Information on how Increases. Thus, choosing to parry, in level. and what the character Is trying to
to rftOlve 1M: inevitable situations in which and of itse:lf. is not a wparate option save hlmse:1f from . A character's saving
grenade-like missiles miss their targets. unoo the AO&::~ g.Jrnf: rules. throw numbers can be found in Table 60.
At the same time, the assumption is Saving throws are made in a variety of
Types of Greryde-Uke Missiles that characters In combat are constantly situations: For attacks involving paralyza-
exposing themselves to some ri,k- tion, poison, or death magic:; petrification
Add damage is par- trying to get a clear view of a target or or polymorph: rod, staff. or wand; breath
ticularly grim . Aside from the possibility of looking for the opening to make an weapon: and spells. The type of saving
scarring (which is left to the OM). acid dam- attack. 'There are times, however, when throw a character must roll is detennlned by
age cannot be healed by rq;eneration. It this is not dw cast. Sometimes, the only the spedfic spell, monster, magical item, or
must be healed normally, Thus it is very use-- thing a wracter wants to do is avoid situation involved.
ful agai nst tegmenting crea tu~ such as being hit. Monsters also use Table 60. The OM has
trolls. Add is very rare . In order to make hirnselfharder to hit, specific information about monster saving
Holy Water affects most forms of undead throws,

100
T.ble 60: CHARACTER SAVING THROWS of saving throw is specified. This save can
also be used to resist an attack thai defies
Attack to be S.ved Aga ins~
any other classification.
Par.llyu tio n.
Characte r CLass a nd Poison., o r Rod, Staff, Petrificatio n Brea th
Experience Level Dea th Magic o r Wa nd o r Polymorph ' Weapon " Spell '" Voluntully F.alllns: Saving Throws
Priests 1·3 10 14 13 1. ]5
No save is made if
.-6 9 13 12 1S 14
the target volunta rily chooses not to resist
7.- 7 11 10 1 12
1()'12
13-15
•, 10
9
9

12
11
11
10
the effect of a spell or special attack. This is
the case even if the cha racler was duped as
16-18
19+
4
2 •• 7
, 10
8
9
7
,.
tothee:o:act nature of thespell . When a char-
acter an nounces that he is not resisting the
spell's power, that spell (or whatever) has its
Rogues 1-4 12
5-8
9·12
13
12
11
12
10
" 11
10
IS
IS
13
full effect.
The intentio n not to res ist mus t be dea rl y
stated or set up th.rough trickery, however.
13·16 10 8 9 13 9
17·20 9
• 8 12 7
, If a characler is attacked by surprise or

W.lrnors
21+
0
1·2
,.8

14
4
IS
I.
7
17
1S
11
20
17
19
17
caught unawares. he is normally allowed a
saving throw . The OM can modify this sav·
ing throw , making the chance of succ~
worse, if the situation wafTOints it. Only in
l-4 13 1S 14 I. extreme cases of trickery and deception
,-6 II 13 12 13 14
7·8 10 12 II 12
should OIn unwitting character be denied a
13
10 saving throw.
9·10 8 9 9 1
11·12
13-14 ,7 9
7
8
,•
8 10
, Ability Checks .as Saving Throws
15-16
17 +
4
3 ,• •
4
4
7
• When a charilcter
attempts to avoid danger through the use of
Wiu r<k 1·' 14 II 3 1S U
6-10 13 9 11 o ne of his abilities, an ability check un be
13 10
1l·15
16-20
11
10
7
, 9
7
,
11
9
8

used in lieu of a saving th row.
For example, Ragnar the thief has broken
into someone's home when he hears a grat·
21 + 8 3 7 4
ing noise from the ceiling above him . He
• Excluding polymorph Wlmd attacks. ~ooks up to find a five-ton block of the ceil·
•• Excluding those that C.luse petrificat ion or polymorph. ing headed straight for himl He is going to
., . Excluding those for which another saving throw type is spe-cified, such as death, petrifica· need speedy reactions to get o ut of the way,
tion, polymorph, etc. so a Dexterity ability check should be rolled
to 5e'I! if he a voids the trap.

S.a"lns: Throw Prlonty of will or physical fortitude are needed .


Save vs. Rod.. Staff, o rWa nd: As its name Modifying S.nlng Throws
Sometimes the type implies, this is used whenever a character is
of saving th row rtquirf!d by a situat ion or affKted by the powers of a rod, staff. or Saving tn rows can
item isn't clear, or more than one category wand, provided another save of higher pri. be modified by magical items, spe-cific rules,
of saving throw may seem a ppropriate. For ority isn't called for. This saving throw is and special situations. These modifiers can
this reason. the saving throw categories in sometimes specified for situations in which increase o r decrease the chance of a su~
Table 60 are listed in order of importOince, a character faces a magical attack from an ful saving throw.
beginning with paralyzation, poison. and unusual SOUTee. Modifiers that incrf:ase the chance are
death magic, and ending with spells. Save vs. Petrificatio n or Polymorph: This given as a number prereded by a plus sign .
Imagine that Rath is struck by the ray is used .ny time a character is tumed to Modifiers that make succes.s more difficult
from a walla of polymorphitlg. Both a sav- stone (petrified) o r poiymorphed by a mon· are given as a number pre<:eded by a minus
ing throw vs. wands and a saving throw vs. s ter, spell. or magical Item (other than a sign t -1. -2, etc.).
polymorph would be appropriate. But Rath wand). It can also be used when the charac· Saving throw modifiers affect a charac·
must roll a saving throw vs. wands because ter must withstand some massive physical ter's die roJ], not the saving throw number
that category has a nigher priority than alteration of his entire body. needed. Thus, if Delsenora needed an n for
polymorph . Save vs. Brea th Weapon: A character uses a successful saving throw vs. petrificatio n
The categories of saving throws are as fol · t his save when facing monsters wilh brealh and had a + I bonus to ner save, she would
lows: weapons, particularly the powerful blast of still need to roll an II or highe r after all ad·
Save vs. Pa ralyza tion, Poison, a nd Dea th a dragon. This save can also be used in situ- justments were made (but the +] bonus
Magic:: This is used whenever a character is alions where a combination of physical would be added to her die roll. so that effec·
affected by a paralyzing attack (regardless stamina and Dexterity are critic.1 factors in tively she needs to roll only a 10 on the die
of soura!), poison (of any strength ), o r cer- survival. to reach Mr saving throw number of nl.
tai n spells a nd magical items that o therwise Save vs. Spell: This is used whenever a ffigh a billty KOres in Dexterity and Wi.§..
kiJIthe character outright (as listed in their character OIttempts to resist the effects of a dam sometimes give saving throw bonuses.
descriptions). This saving throw can also be magical attack, either by a spellcaster or A high Wisdom protects against illusions,
used in s ituations in which exceptional force from a magical item, provided no otner typt' charms, and other mental attacks. Dexter·
ity, if high enough, can give a character a
•0 .
slightJy higher chance of avoiding the effects ence, that live in enchanted or sorcerous to the direct energy created or released by a
of fird>OIIl1S, lightning bolts, crushing boul- lands and are filled with powerful maglal spell .
ders, and other attacks where nimbleness energies. These creatures eat and brcathe Player characters do not normally hillve
ma y be a help . (~Tables 2 and 5.) the vapors of wi.z.ardry, and they have a magic resistance <though they still get sav·
Maginl Items like cloaks and rings of high tolerance against arcane power. ing throws vs. millgical spells and such); this
prott-etion give bonusn to a character's sav- Magic resistance is iIIn innate ability-that ability is reserved ffiiIIinly for special mon·
ing throw (these a~ listed in the item is. the po5SH5Or does not have 10 do any- ,teN.
descriptions in the DMG) . thing special to use It . The creatu~ need not
Magical armor allows a saving throw even be aware of the th~at for his magic
Successful M.Slc Resistance lolls
bonus onl y when the save is made n«-essary resistillnce to operate. Such resistance is part
by something physical, whether normal or of the crea t u~ or item and cannot be sepa- A successful mill8ic
magical; magical armor never gives a saving rated from il. (Creilltures, however, can vol· Iflistance check un have four different
throw bonus against gas (which it cannot untarily lower their millgic resistance at results, depending on the nature of the spell
block), polson (which operates internall y), will. ) being resisted:
and spells that are mental in nature or thOllt Magic resistance is also an individual Indi vidually TUSeted Spells: By defini·
cause no physical damage. ability. A creature with magic resistance tion, these spells affect lust one creature,
For example, magical armor would nol CQnn o t impart this power to others by hold· and only the targeted creatu~ rolls for mag-
help a character', saving throw against the ing their hands or standing in the.!r midst. ic resistance (if it has any). If a spell of this
sting of a giant scorpion, the choking effects Only the riltest of crealures and magical type is directed at several targets, each rolls
of OIl stinKing domJ spell, or the transforma- items have the ability to bestow magic independentl y of the others. (An example of
tion effect of a polymorph others spell . resistance upon another. this would be a hold pt!r3on spell aimed at
Magical armor does extend its prott-etive Magic resistance is given as a percentile four creatures, with each Crt':ature getting a
power to saving throws against OIIcid sprays number. For a magical eff.t-et to have an y magic resistance roll, if they have magic
or splashes, disintegrOlltion, mOllgiul and chance of success, the magic resistance must resistance.)
normal fires , spells that cause damage, iIInd be overcome. The larget (the one wjth the If the magic resistillnce roll is successful.
falls (if any saving throw is allowed in this magic resistance) rolls percentile dice. If the the spell has no effect on thililcreatu~ . 1f the
case). Other situations must be handled on a roll is higher tha.n the creature's magic resist· spell is tillrgeted onl y at the creatu~, the
ca~by-case basis by the DM . ance, the spell has ill normal effect. If the roll spell fails completely and disappears. If leV·
Specific spells and magic.JIl Items have is equal to or less than the creatu~'s magic eral tillrgets all! involved, the spell milly still
effects, both good and ill , on a character's resistance, the spell has absolutely no effect affect others who fail their ma.gic resistance
saving throws. Often , spells force the victim on the Crt':alure . roll .
to save with a penalty, which makes even Area-Effect Spe:Us: These spells are not
the most innOC\lOUs spell quite dangerous. targeted on a singlecrealure, but on a point .
(Specific information can be found in the Effects of M.Slc RHlst.nce
The spell's efft-et encompasses everything
spell descriptions, fo r s pells, or in the Magic resistance en- within a set distance of that point. A suc·
DMes Millgical Items section, for magical ables a creaturc to igno~ the effecls of spells cessful mill8ic resistance cht-ek enables the
items.) and spell-like powers. It does not protKl the creature to igno~ the effect of the spell .
Minor poisons of verminous creatures creaturc from magical weillpon attacks or However, the spell is not negated and still
such illS giant centipedes, while dangerous, from natural fo rces that may be a dir«t or iIIp plies to all others in the area of effect.
are weak and unlikely to bring about death accidental result of a spell . Nor does it pre- In-Place Spells: These spells ope""te con-
in a healthy ma.n . To rec~ate this effect in vent the prott-eted creature from using his tinuously in a particulillr place or on a par-
the game, a saving throw bonus is allowed own abilities or from casting spells and ticula r creatu~, character, or item. Pro--
for anyone affected by these poisons. The using magical items. It can be effective trclion /rom /!Vii is one example of this kind
OM has this information . against both indiVidually targeted spells of spell.
Unpredict.. ble situations a ~ sure to crop and. wi thin limits, areill.,ftfect spells . Magic resist"nee comes into play onl y if a
up. When this happens, Ihe OM must deter- If a magic resistance roll fails, and the creature: or item fi nds himself (or itself) in
mine whether saving throw modifieN are spell hll$ normal effect, the target can make the place where the spell is in operation.
appropriillte. As ill guideline, modifiers for all saving throws normally allowed against Even then, magic resistance may not come
situilitloM should range from -4 to +4 . An the spell. into play-nothing happens if the spell isn't
evil cleric attacked in his shrine could very of a type that affects the character. Thus, ..
well hillve a + 3 bonus to all his savi"8 PQrt WQter spell would not collapse simply
throws and a -3 penalty appliKi 10 those of
When M.Slc Reslst.nce AppllH
because a magic resistant creililure w.. lkKl
his memies. The powerful evil of the place Magic resistance ap- through Ihe area . A protwction from ,vii
could war""nt the modifier. plies onl y if the successful casting of a spell spell. which could iIIffect the Crt':ature, would
would directly affect the resistant creatu~ be susceptible to magic resistance.
Magic Resistance or item. Thus, magic resistance is effective If the OM determines that a magic resist·
against mQ8ic m is5il~ (targeted at a creature ance roll is appropriate, and Ihe roll sue·
Some creatures or or item) or fire bull (damagi ng the a~a the ceeds, the in-place spell collapses (usually
items strongly resist the effects of magic (or creature or item is in) 5pells. with a dramatic thunderclillp and puff of
impart such resista nce to othel"l). This Millgic I'6istance is nOI efft-etive illgainst smoke).
makes them mo~ difficult to affect with an earthquake c.. used by .. spell . While the Permanent Spells! Magic resistance is
magial energy than ordinary creatures or creature may suffer injury or death falling insufficimt to destroy a permillnent spell.
items. into a chasm the spell opens under its fee-t, Instead, the spell is negated (within the same
A rare few creatures are e.ll:tremely anti- the magical energy of the spell was directed guidelines given for in-place spells) for as
maginl-magic rolls off them like water off at the ground. not the creat ure. Magic long as the magic resis tant creature is in the
a duck's back . More common are creatures, resistant creatures are not immune to events a~a of effect.
especi.. lIy from the outer plillnes of e.ll:ist· that occur as the consequence of spells, onl y Thus, a magic-resistant creature might be
\01
able to step through a permanent wall of To resolve a turning attempt , look on Ta- If the character forCt5 the ffllE"-willed un-
force as if it weren't Ihere. However. the ble 61 . Cross-indeJt the Hit Dice or type of dead to come clO5t'l' than ten feel (by pressil18
wall would spring back into existence iii the undead with the levd of the charKter them into a comer, for t'.X;J.mple) the turn-
soon astMcreature passed through (i.e., no (two levels lower for iI paladin). If there is a ing is broken and the unde~ attack nor-
o ne else can pass through). number listed, roll IdZO. If the number mally.
rolled is equal to or greater than tha t listed.
the attempt is successful. If the letter 1""
Turning Undead (for ~turned- ) appean. the attempt is auto- Evil Priests MId Undead
One important , matically successful without a die roll. If the Evil priests are nor-
and potentially life-savlng. combat ability letter "0- (for -dispen Is given. the turnIng mally considered to be in league with undead
available to priests and paladins is the abil- utterly destroys the undead. A dash (- ) ~atum, or at least to sh..Jl' their aims and
ity to tum undead. This is a special power meilns that a priest or paladin of that level goals. Thus. they have no ability to tum un-
granted by the character's deily. Druids ''In- cannot tum thilt type of undead. A succus- dead. Howewr, they can attempt to com-
not tum undead: priests of specific mythoi ful tum or dispel Clffec/s 2d6 undeCld. If Ihe
mand ,..... "'""",
may be able to.il1 tM OM's option. utrdeCld are II' mind sroup. the 10108' Hit This is resolved in the same way as a turn-
Through the priest o r p.illadin. the deity Dice Cf'f'alllrH Qra turned (irs /. ing attempt . Up to U unde..d c.;an be COln-
manifests a ponion of Its power. terrifying
evil. undead creatures or blasting them right
Only one die Is rolled rq;ardless of the
number of undead the character is attempt-
manded. A -r result means the undead
automatically obey the evil priest, while a L)'"
out of existence. However. since the power ing to tum in a given round. The mull is means the unde~ become completely subset-
must be ch.ilnneled through a mortal veuel, read individually for eilch type of undead . vientlo the evil priest . They follow his com-
SUCCHli is not always assured . For example. Corus. a 7th-level priest, mands (to the best o( their ability and
When encountering undead. a priest or and his party are attacked by two skeletons ~ untiltwned, commanded, or
paladin can attempt to tum the creatures led by a wight and a spectre. The turning at- destroyed by another.
(remember that the paladin turns undead as tempt is made. resulting in a roll of 12. Evil pricst5 also have the. ability to affect
if he was two levels lower-a Sth·level pala- Gorus's pl.ilyer re;ads the table for all t hfft paI..dins. turning them as if they were undead.
din uses the level 3 column in Table 61). types of undead wins tlra SQme rol/- J2- However. sina the.Uving spirit of a paladin is
Only one attempt can be made per character for a ll three. The skeletons are destroyed (as far more difficult 10 quell iUld subvert, pala_
per encounter. but several different ch.ilrilc- Corus knew they would be). The wight is dins are vastly more difficult to tum.
An evil priest attempting to tum a paladin
Table 61: TURNING UNDEAD does 50 as if the priest Wen! three levels lowe-
tNn he actually is. Thus, a 7th-level evil priest
T~ or Hit Dice
of Undead 2 J 4 , lelle.1 of PriHtt
6 7
• • ID-n 12·13 14+
would tum paJadins on the 4th-level column.
He would have o nl y a slim chance: of turning a
Skeleton or 1 HD I. 7 4 T T 0 D D' D' D' D' D' 7th-level paladin (7 HD) .;and would not be
Zombie 13 I. 7 4 T T 0 0 D' D' D' D' able to tum one of 8th level at all (using the
Ghoul or 2 HD 13 I. 7 4 T T 0 0 D' D' D' level of the paladin .il$ the HD to be turned).
Shadow or J..4 HD " I. 1 7 4 T T D D 0' D' All L)'" results against pabdins are treated as
Wisht orS HD 2. 19 I. 13 I. 4 T 7 T D 0 0' I " results.
2.
",. 13 1.
Chait 6 7 4 T T 0 0
Wraith or 6 HO I. I. 13 I. 7 4 T T 0 Injury and Death
Mummyor7HO 2. I. I. 13 I. 7 4 T T
Spectre or 8 HD 1. I. I. 13 I. 7 4 T Sometimes. no de-
Vampi~ or 9 HD
Ghost o r 10 HD
ZO 9
ZO "20
19
13
16
I.
13
7
I. •
7
gree of luck. WtiU, ability, or resisUnce to vari-
ous attacks can p~ent harm from comifl8to
Uchorll+ HD
Special' •
Ii
1. •
I.
13 19
13
a character. 1beadventuring life carries with it
unavoidable risks. Sooner or later a chMacter
• An additional 2d4 creatures of this type are turned. " is going to be hurt .
To allow characters to be heroic (.;and (Of'
··SpKial creatures include unique undead. free-willed undead of the Negative Material
eaM' of piay). damage is handled abstractly in
plane, certain Greater and lesser Powers, and those undead that dwell in the outer pla nes.
t Pal;adins tum undead as priests who are two levels lower. the AD&:0- game. All characters and mon-
sters have a number of hit points. The more
hit points a creature has. the harder it
ters can make attempts at the same time turned (a 4 or better Will needed) and flt-es . is to defeat .
(with the results determined individu;ally). The spectre, however. continues forward Damage is sulxracted from a cNr.tcter's
Attempting to tum counts as an action, undaunted (since a 16 was needed to tum (or aNture's) hit points. Should one of the
requiring one round and occurring during 1M spectre). player characters hit .;an ogre in the side of
the characters tum in the initiative o rder Turned undead bound by the orders of the head for 8 points of darna.ge, those 8
(th us the undead ma y gel to acl before the anolher (e.g., skeletons) simply tetre;!.t and points are subtracted from the ogre's total
character CAn turn them ). The mere pres- ;aJlow the char;!.cter and those with him to hit points. 1ne damage isn't applied to the
ence of the charilcte.r is not enough-a touch pus or complete their actions. head. or divided among different areas of
of dra~ from the character is important . Free-willed undead attempt to flee the the body.
Speech and gestures are important . so the att'a of the turning cha/Olcter. until o ut of his Hit point 1055 is rumulative until;a character
charilctu must have his hands free and be in sight . If unable to escilpe, they circle at a dis- dies or has a chance to heal his wounds.
a position tospe;ak . However, turning is not tance, no closer than ten fm to the charac- ewell /I,. Fi"., witlr 16lrit poin/j. IS iniured
like spelJcasting .ilnd is 'I'IOt interrupted if the ter, provided he continues to maintain his by all orc thaI ca~ J points of dam _
character is attacked during the attempt. turning (no further die rolls are needed). ase. FI/IMI minutes later; ewell nms into II'

'0]
hugbellr that inflicts 7 points of domage, Cwell onto hard surfa«s. While the falling is Energy O,,,ln
has sllff8t1ld 10 poirlts of poirlts of damag,. harmless, the abrupt stop at th~ end tends to
Th is 10 points of damage remaim until Cwell cause damage. This is a feature of
heals, either Flatural/y or through magical When a chuacter fa lls. he suffe rs ld6 powerful undead (and other particularly
ml'UrlS. points of damage for every 10 feet failen, to nasty monsters). The energy drain is a par-
a maximum of ZOd6 (which for game pur- ticularly horrible power. since it causes the
poses can be considered terminal velocity). loss of one or more experience levelsl
Wounds This method is simple and it provides all When a character is hit by an energy-
When a character the realism necessary in the game. It is not a drai ning creature, he suffers normal damage
hils a monster, or v~ versa, damage is suf- scientific calculation of the rail' of accelera· from the attack. In addition, the c.haracter
fered by the victim. The amount of damagt! tion, exact termittal velocity, mass, impact loses one or more levels (and thus Hit Dice
depends on the weapon or method of attack. energy, etc .. of the falling body. and hit points). For each level lost, roll thl!'
In Table 44 of Chapter 6, all weapons are rated The fact of the matter is that physical Hit Dice approp riate to the character's class
for the amount of damagt! they inAict to laws may describe the exact motion of a and subtract that number of hit points from
Small, Medium, and Large targets. This is body as it falls th rough space, but relatively the character's total (subt ract the Constitu-
given as a die range (IdS, Zd6, etc.). little is k.nown about the effects of impact. tion bonus also, if applicable) . If the level(s)
Each time a hit is scored, the appropriate The distance fallen is not the only determin· lost was one in which the character received
dicr are rolled cand the damage is subtracted ing factor in how badly a person is hurt. a set number of hit points rather than a die
from the current hit points of the target . An Oth~r factors may includ~ elasticity of the roll, subtract the appropriate number of hit
ore that attacks with a sword, for txample, fa lling body and the ground, angle of im· points. The adjusted hit point total is now
causes damage according to the information pact. shock wave through the falling body, the characters maximum (I.e., hit points
given for the type of sword it uses. A troll dumb luck., and more. lost by energy drain are not taken as dam-
that bites oncr and rends with one of its People have actually fallen from great age but are lost permanently).
chwed hands causes 2d6 points of damage heights and survived, albeit very rarely. The The character's expe:rienct: points drop to
with its bite and Id4 +4 points with its claw. current record-holder, Vesna Vulovic, sur- halfway between the minimum M'l.'ded for
(The OM gets this information from the vived a fall from a height of 3J,13O feet in his new (post-drain) level and the minimum
Monstrous Comprndium.) 1972, although she was severely in jured . needed for the next level above his new
Sometimes damage is listed as a die range Flight·Sergeant Nicholas S. Alkemade actu- level.
along with a bonus of +1 or more. The ally fell 18,000 feet - almost 3.5 miles- Multi-class and dual-class characters lose
troll's claw attack. above. is a good txam- without a parachute and landed uninju red! their highest level first. If both levels are
pie. This bonus may be due to high The point of all this is roll the dice, as de- equal, the one ~uiring the greater number
Strength, magical weapons, or the sheer fe- scribed above, and don't worry too much of experience points is lost first .
rocity of the creature's attack. The bonus is about science. All powers and abilities gained by the
added to whatever number comes up on the player character by vi rtue of his former
die roll. assuring that some minimum level are immediately lost , including spells.
amount of damagt! is caused . Likewise, pen- The character must instantly forget any
alties can also be applied, but no successful A character or spells that are in ex«ss of those allowed for

....
attack can result in less than 1 point of dam-

Sometimes an attack has both a die roll


creature affected by paralysis becomes to-
tally immobile for the du ra tion of the spell's
effect. The Victim can breathe, think . see,
his new level. In addition, a wizard loses all
understa nding of spells in his spell books
that are of higher level than he can now cast .
and a damage multiplier. The number rolled and hear, but he is unable to speak or move Upon regaining his previous level, the spell-
on the dicr is multiplied by the multiplier to in any manner. Coherent thought n~ed to caster must make new rolls to see if he can
determine how much damage is inflicted. triggt:r magical items or innate powers is relearn a spell, regardless of whether he
This occurs mainly in backstabbing at- still possible. knew it before.
tempts. In cases where damage is multi- ParalysiS affects only the general motor If a character is drained to Oth level but
plied, only the b;l5l' damage caused by the functions of the body and is not the ultimate still retains hit points (i.e., he is still alive),
weapon is multiplied . Bonuses dul!' to destroyer of powerful creatures. It can be that character's adventuring cal'ffr is over.
Strength or magic are not multiplied; they particularly potent on flying creatures, He cannot regain levels and has lost all ben-
are added after the rolled damage is multi· however. efits of a character class. The adventurer has
plied. An Example oC POIfalysis; The adventur· become an ordinary person . A restoration
ers encounter a beholder, a fearsome crea- or wish spell can be used to allow the char-
Spedal Damage tu re with magical powers that emanate from acter to resume his adventuring career. U a
its many eyes. Otn-1l!Vel character suffers another energy
Getting nit by wea- After several rounds of combat , the ~r­ drain, he is slain instantly. regardless of the
pons or monsters isn't the only way a charac- ty's priest casts a hold monster spell, para· number of hit points he has remaining.
t~ can get hurt . Indeed, the world is full of Iyzing the creature. The paralyzed beholder If the character is drained 10 less than 0
dangers for poor, hapless player characters, can still use the spell-like powers of its eyes levels (t hereby slain by the undead), he re-
dangers the OM can occasionally spring on and can still move about (since it levitates at turns as an undead of the same type as his
thc!m with glee. Some of the nastier forms of will). But, on the other hand, it is not able to slayer in 2d4 days. The newly risen undead
damage are described below . move its eyestalks to aim. Since all of its has the same character class abilities it had
eyes were most likely facing forward at the in normal life. but with only half the experi·
moment of paralysis, the adventurers c1ev· ence it had at the beginning of its encounter
erly spread out in a ri ng around the crea- wit.h the undead who slew it .
Player cha racters ture. To allack one or two of them with its The new undead is automatically an
hav~ a marvelous (and , 10 I h~ OM, vastly powers, the beholder must turn its back on NPC! His goals and ambitions are utterly
amusing) tendency 10 fall off things. gener- the rest. opposed to those he held before. He pos-
allv from great heights and almost always sesses great hatred and contempt for his
104
Combdt (Chdrdcter Dedth) X
forme.r colleaguH, weaklings who failed lowered ability scores are applied during the
him in his time of need. Indeed. one of his cou~ of the illness. Furthermore, the char-
main ambitions may be to deslroy his acter moves alone-half his nonnal move- Healing spells, p0-
fonner companions or cause them as much ment rate . Finally, the character cannot heal tions, and magical devices can speed the
grief as possible. by nonnal or magical means until the poi- process of healing considerably. The spe-
Furthermore, the newly undead NPC is son is neutralized or the duration of the de- cifics of such magical healing methods are
under Ihe total control of the undead who bilitation is elapsed. described in the spell descriptiOns in this
slew it. If this master is slain, its undead book and in the DMG (for magical items).
minions gain one level for each level they Treating Poison Victims By using these methods, wounds close in-
drain from victims untillhey reach the max- Fortunately, there art: many ways a char- stantly and vigor is restored . The effects are
imum Hit Diet' for their kind. Upon reach- acter can be trt:ated for poison. Several immediate.
ing full Hit Dice, these undead are able to spells exist Ihat eilher slow the on~t lime, Magical healing is p.n licularly useful in
acquire their own minions (by slaying char- enabling the character the chance 10 gri fur- the midst of combal or in prep.nation for a
acters). ther treatment, or negate the poison en- grievous encounter. Remember, however
Appropriate actions on the part of lhe tirely. However, cure spells (including heal) that the characters' opponents are just as
other pla~r characters can prevent a drained do not negate the progress of a poison, and likely to have access to magical healing as
comrade from becoming undead. The steps mmtralize polson doesn·t recover hit points the player characters-an evil high priest is
neca.sary vary with each type of undead and already lost to the effects of poison . In addi- likely to carry healing spells to bestow on
are explained in the monster descriptions in tion, characters with herbalism proficiency his own followers and guards. Healing is
the Monstrous Compendium. can lake steps to reduce the danger poison not, of itself. a good or evil act.
presents to player characters. Remember thai under no circumstances
can a character be healed to a point greater
Polson than his origina.! hit point total. For exam-
This is an all-too fre-
Hedllng ple, say a character has 30 hit points, but
quent haz.trd faced by player characters. Once a character is suffers 2 points of damage in il fight . A while
Bites, stings. deadly potions, drugged wounded, his player will naturally want to later, he takes an additional point of dam-
wines, and bad food all await characters at get him healed. Characters can heal either age, bringing his current hit point total to
the hands of malevolent wizards, evil assas-. by natural or magical means. Natural heal- 21. A spellcaster couldn't restore more than
sins, hideous monsters, and incompetent ing is slow, but it's available to all charac- 3 points to him, rega rdless of the healing
innkeepers. Spiders, snakes, centi pedes, ters, regardless of class. M~cal heilling method used . Any excess points are lost.
SCOrpiON, wyvems, and certain giant (ross mayor may not be available, depending on
all have poisons deadly to characters. Wise the presence (or ab~nce) of spellcasters or
Herb.allsm &. He.a.lIng Profldendes
PCs quickly learn to respect and fear such magicill devices.
creaturn. The only limit to the amount of damage a Characters can also
The strength of different poisons varies character can recover through healing is the gain minor healing benefits from those pro-
wildly and is frequently overestimated. The total hil poinls the character has. A charac- ficient in the arts of herbalism and healing.
bite of the greatly feared black widow spi- ter cannot exceed this limit until he gains a These talents are explained in Chapter s.
der kills a viclim in the United Slates only new level, whe reupon a.nolher Hit Die (or a
once ~ery other year. Only about 2 % of all set number of points) is added to his total.
rattlKnake bitK prove fataL Healing can nl!"Ver restore more hit points to
Chdrdcter Death
At the olher extreme, there are nalural a character than his maximum hil point to- When a character
poisons of intense lethality. Fortunately, tal. reaches 0 hit points, that character is slain.
such poi$ons tend to be exotic and rare-the The character is immediately dead and un-
golden arrow-poison frog. Ihe wnlem tai- able to do anything unless some specialized
p.1n snake, and the slonefish all produce magical effect takes precedence.
highly deadly poisons. Ow-acters heal nat-
Furthermore, the effm of a poison de- urally at a rate of 1 rut point per day of rest.
pends on how it is delivered. Most fre- De.ath From Polson
Rest is defined as low activity-nothing
quently, it must be injected into the more strenuous than riding a horse or trav- Poison complicates
bloodstream by bite or Sling. Other poisons eling from one place to another. Fighting, this situation, somewhat. A character who
are only effective if swallowtd; assassins fa- running in fear, lifting a heavy boulder, or dies as a result of poisoning may still hlllve
vor these for doctoring food . By far the any other phy1ical activity, prevents rest- active venom in his system.
most deadly variety, however, is contact ing, since it strains old wounds and may Poisons remain effective for 2d6 hours af-
poison, which need only touch the sldn to even reopen them. ter the death of the victim. If the character is
be effective. U a character has complete bed ~t (do- ra.ised during this time, some method must
Paralytic poisons leave the character un- ing nothing for an entire day ), he can regain be found to neutralize the poison before the
able to move for 2d6 hours. His body is 3 hit points for the day. For each complete chlllracter is restored to life. If this is not
limp, making it difficult for others to move week of bed rest, the character an add any done, then after the character rolls the te5-
him. The character suffers no other ill ef- Constitution hit point bonus he might have urrection survival check as given in ~Rilising
fects from the poison, but his condition can to the base of 21 points (3 points per day) he the Dead ~ on page 106 (and assuming the
Iud to quite a few problems for his compan- regained during thai week. rol1 is successful), he must immediately roll
ions. In both cases above, the character is as- a successful saving throw vs. poison or suf-
Debilitating poisons weaken the charac- sumed to be gelling ad~uate food , water, fer illl the effects of the poison in his body, as
ter for ld3 days. All of the characters abil- and sleep. If these are lacking, the character per the normal rules. This ma y only injure
ity scores are reduced by half during this does not regain any hit poinl1i that day. some cha.racters, but it may kill other char-
time. All appropriate adjustments to attack acters seconds afte r being ra isedt
rolls, damage, Annor Class, etc., from the

.05
with a rQiH deQd or resurrection spell (or a
shock his body has taken. His hit points are
De:Ath From Manlve Oamage device that accomplishes one of these ef-
reduced to O.
feets) . Each time a character is returned to
In addition to dy- The character may still be raised in the
life, the player must make a resurrection
ing when hit points reach O. a character also normal ways, however.
survival roll based on his current Constitu-
runs the risk of dying abru ptly when he suf- tion (~Table J). If tM die roll is successful
fen massive amou nts of damage. A charac- (i.e., the player rolls equal toor less than his
ter who suffen 50 or more points of damage
resurrection survival percf:nta~) , the char-
from a single attack must roU a successful There are occasions
when death is unavoidable, no matter how acter is reslo red 10 life in whatever condi-
saving throw vs . death . or he dies.
tion is specified by the spell or device.
This applies only if the damage was done many hit points a character has.
A character restored to life in this wa y has
by a single auack . Multiple attacks tolaling A character could be locked in a room
his Constitution permanently lowered by 1
50 points in a single round don't require a with no exits. wilh a 5O-ton ceiling descend·
ing to cf\lsh him , He could be trapped in an point. This can affect: hit points previously
saving th.row.
escape-proof box filled completely with eamed. Should the character's Constitution
For eumpie, a character would be required
bonus go down. the character's hit point 10-
10 make a check if a dragon breathed on him acid. These examples are extreme (and I'X-
tal is reduced by the appropriate number of
for 'T2 points of d.mage. He wouldn't have to tremely grisly), but they could happen in a
hit points (tM amoun t of hit point bonus
do so if right orcs hit him for a total ol 53 fan tasy world.
lost is multiplied by the number of levels for
points of damage in that round.
If the saving throw is successful, the char- which the character gained extra hit points
from that bonus) . When the character's
acter remains alive (unless of course the 50-
hit-point loss reduced his hit points to 0 or Constitution drops to 0, that character can
Curative and heal-
below!). If the saving throw fails . the char- ing spells have no effect on a dead no longer be raised. He is permanently re-
moved from play.
acter immediately dies from the intense character-he can only be returned to life

106
Hidden out thue in the ampilign world are uncut gems. These;a.re almost impossible for away. Thew are Ihe magicaJ items that your
~at treasura await.ing discovery. Ancient the untrained eye to spot or appraise. Most charactus find and use.
drolgoN ral on hUSe hordes of gold, Iilver, characters (and most players) are not going Although priestl and wizards can make
and gems. DTc: chieftains greedily gamer 1he to realize Ihat a piece of unremarkable stone magical items (according to the guidelina
loot from the latest raid . Mindless jellia can be a valuable gem when properly cut. your OM has for magical research), It Is far
ooze through the bones and armor of unfor- Perhaps the most difficult of all treasure more common for characters to find these
tunate 5Oull. Foul lords of darkness cun- items to appraise are objects of artistic val- Items during the course of adventures, Molg-
ningly leave I mall fortunes apparently ue. While gems cut or uncut are valuable. ical hetra are powerful aidl for characters.
unguarded, like spichrs luring in the nit'S. their worth can be greatly increased when With them, characters can gain bonuses in
Stooped wiz.ank assemble shelvt'S of arane used in a piece of jewt'lry. Gold Is valuable combat, cast spells with the mere utlerance
magial items. So~ treasures, like those of by weight, but even more 50 when fash- of a word, withstand lhe fiera:st fire, and
dragON, ;a.re gathered and horded for rea- ioned into a cup or pin. Owarven craftsmen perform feats impossible by any other
IOnl fully understood only by their collec- from hidden communities pract i~ the finest known means. Not all magical items are
tors. Others are gathend for more mundilne arts of gem-cutting. while gnomish artisans bmef"icial, however. So~ are cursed, the
purposes-power, luxury, and securily. A in earthen burrows labor away on elaborate result of faulty magical construction or.
rare few troves dale from eons before, their gold and silver filigreft . Andent elven carv- very rarely, the deliberate handiwork of
owners long dead and forgotten . Some treill- ings, done in exquisitely grained woods, some truly mad or evil wizard.
lure horda are lmillll, luch as lhe pickings stand sich by side with the purest of statues A very few magical items are QrtlfQcts-
of ill yellow mold. Othus illre enormous, chiseled by man . All of these have a value items created by beings more powerful than
such illS the Tyrant King's treasury. Trea- that goes far beyond their mere materials. the greatest player characters. These are
sum may be free for the ta.kins or fiercely But artistic creations seldom have a fixed perilously dangerow items to use. There are
trapped and willtc:hed over. vaJue. Their price depend5 on the player only three methods to determine how to use
characters finding ill buyer and that person's artilacu- dumb luck, trial and error, and
wUlingness to buy. A few large cities may diligent research.
Treasure Types have brokers in arts, merchants who know There are many different magical itftnl
Treasure comes in the right people and are willing to act as go- your character can find, but they all fall into
many different fonns and sizes, rillnging betwems. Most of the time, however, the a few basic categories. Each type of magical
from lhe mundane to the v:otic. There are player characters have to go to the effort of item has properties you should be aware of.
of course coins of copper, silver, gold, elK- peddling their warel personally. This Magical Weapons: There can be a magi-
trum, and plilltinum . But precious metals requirH tact and delicacy, for such items are cal version of mearly any type of normal
can iIIl50 be shaped into gilded cups. etched seldom bought by any but the wealthy and weapon, although there are admittedly few
bowu, or even silverw;a.re. Characters know the wealthy often do not like slooplng to magical bardiches or guisanne-voulga. By
the villlue of coins and will have no difficulty business negotiations . Player characters far the most common magical weapons ;a.re
establishing their worth in most cases. How- mlDt carefully avoid giving insult to the swords and daggers. A magial weapon typ-
ever, iIIndent treasure hordes may contain barons, dukes, counts. and princes they ically giva a + 1 or greater bonus to attack
coins no longer used. It milly be that these might deal with. rolls, iMnaslns a character's chance to hit
can be sold only by their weight . ObiKti Finally, there are the truly unusual things and cause damage. Perhaps magjcal swonk
mach of vaJuable rMtal are even more diffi- your character can find - furs , exotic ani- are quicker on the attack, or maybe they're
cult to appraise. Either the characters must mals, spices, rare spell components, or even sharper than normal steel- the v:planation
find a goldsmith who can value the item and trade goods. As with art Objectl, the values an be whatever the OM desira. Whatever
a buyer willing to pay a fair price, or these of these items an! highly lub}ective. First the the reason, magial weapoN give results far
too must be melted down for their metal . In player characters have to find a buyer. This beyond those of even the finest-crafted non-
li1IfJe citia this is not too difficult. There are is not too difficult for everyday thinp, such magical blade.
always apprai54!r. and fences handy, 0.1 furs or trade goods, but it can be a Ire-- A rare few weapoN have even ~ater
although getting full value might be diffi- mendous enterprise if you have a spell com- powers. These may allow your character to
cult . (ACCUsatiON of theft are another small ponent that is useful only to the most sense danger, heal wounds, float in mid-air,
problem .) Characters mwt be aw;a.re of powerful of wiz.ards. Nv:t the Pes must or have the most amazing luck. The rarest
cheats and counterfeiters though . An appar- hol8lle about the price. Furriers and mer- of the rare can actually communicate with
ently valuable bowl could actually be base chants do this as a mailer of course. Others your character and are imbued with an
metal plated in ulver. The metal of coins haggle because they hope the Pes do not other-worldly intelligence. While the most
could be debased with copper or brass. know the true value of what they hold or powerful of magical weapons, these clever
Weights could be rigged to give false prices. because they themselves do not know. After instruments of destruction 50metlmes see:k
Characters must find merchants they can all this, the PCs might be able to sell their to impose their wills on their owners.
trust. goods. However, if you enter into this in the When you lind a magical weapon, more
Gems illfe another common form of tfU- true spirit of rol~playing and see it as part than likely you do not know its properties.
sure and here player characters are even of the adventure, the whole process is Some functions, such as the advantage it
more dependent on olhen. Unless lhe pilrty enjoyable . gives you in combat, can be learned by trial
has a skilled appraiser of preciow stones, and error, Other properties mwt be learned
they're going to have to trust others. Alter through research and spells. Ancient histo-
all. those red stones they found in the wi Magkalltems ries and I~t"d 'ort spells can provide infor-
treasure could be cheap glass, richly colored The treasures men- mation on the properties of your weapon.
but onl y margin.aUy valuable quartz, semi- tioned thus far are all monetary. Their use- On rare occasions, p~ies are discov-
precious gamets, or valuable rubies. Again, fulness!s immed.iateand obvious. They give ered through blind luck . Simply command-
tht player chuilcters are going to have to characters wealth, and with wealth comes ing the weapon to activate one power after
find a jeweler they can trusl and be watchful power and influence. However, there are another (hoping it will luddenly spring to
for cheats and scams. However. truly tricky other treasures, very desirable ones, that life) works only for the most minor
OMs might prHe'nt your characters with your characters will not want to sell or give abilities-detKtlng danger, spotting III!Cl"f:t

101
doors. or locating treasure. Grtiltf:r ilbilities 5eI!:S or struck dead by a powerful poison. It es. While the aura of iI magiuJ tins can be
require that specific comm~ be uttered. is a risk that must be taken to learn the detected, its pro~ies cannot be discov-
perhaps In 10ng-forgoul!:'n languages. nature of the potion. ered until I! is worn and the command word
M agical Armor: Enchanted armors are Scrolls: Scrolls are a convenience and lux- is uttered . (1l\e command wo rd is most
the complements to milgical weOlpons . ury for spellcasters. By reading the incanta- commonly found inscribed on the inside of
ThI!:Sl!: armors have a + 1 or better bonus to tion written on the pages, the priest or the band .) As with all magical items, some
their normal Armor Oa55, being made of wizard can instantly ast that spell. He does rings can harm your character. Worse still,
stuff strongtr and finer than nonmagical not need to mcmoriu: it, hilve the materiill cursed rings can be removed only with the
armor. Furthermore, thl!:5l!: armors grant components handy, or do any of the things aid of spellst
SOml!: measure of protection against attacks no~1 spelJcasting requiru. Experienced Wandl, Staves. and Rods: These are
that normal ilrmors would not stop. Chain and powuful wizards normally spend their amo"8 the most pow~1 01 standard magi-
mail + 1, for instance, improves the charac- evenings prep.1.ring luch KrOlls for thei r ul items. Wolnds are commonly used by
ter's saving throw against the fiery breilth of own adventuring use. wi:z.ards, allowing them to cast powerful
a dragon by 1. thus providing more than Some scrolls an! usable by all characters, spells with the flick of a wrist . Staves can be
just a physial shield. In rare instances. granting special but temporary protections used by either a wizard or a pricst . Staves
armor may poSSl!:SS extraordinary powers. from VilriOUS dangtrs- evil crc:atUre5, were- can be truly destructive, dwarfing even the
Although such armors are generally finely wolvcs, powerful beings from other planes, potential of a wand. Rods are: the rami of
made and elaborately I!:'ngraved, characters etc . Other scrolls bear hideous or humorous all, the accouterments of witch-kings and
can discover the armors' powers only by the curses, brought into effect at the mere read- great lords. With rods come dominance and
same methods they USI!: to discover the ing of their titlcs. Unfortunately, the only power.
POWft'l of magical weapons. way to know what a scroll contains is to Fortunately for your character, few of
Potions and O lb: Magiai potions and silently scan its contents. For scrolls con- these items an! cursed or dangerous to holn-
oils iIrt: easily found but hiird to idl!:'ntify. tilining wizard spcJls, this requires the use of die. But all must be operated by a command
They come in small bottles, jugs. pota. or a read mllgic spe1l . Other scrolls can be reild word- a specific word or phrase that tria-
viill5 and cleilrly radiate magic if a detection by all. This scan don not cast the spell writ· gers the power within . No wand, stave, or
spell is used . However, the effect of any ten on the scroll, but it tell, the character rod shows ilny indication of ita powers by
potion is unknown until some brave soul what is written there (and exposes him to mere sight or handling. Careful Ifttiln::h
tries a small nmple. The resultsun be quite the effects of CUI'5I!:S). Once the scroll Is read, and probing are most often needed to tap
varied. The imbiber may discover he can it can be used at any time in the future by the potential stored within.
noat or ny, resist great heilt or cold. heill that character. Wands, stavcs, and rods arc not limitless
grievous wounds. or fearlcssly face the Rings: Ma8ical rings are uuble by milny in their power. Each use dralnl them slight-
greatcst dangers. He may also And himself different classes and bestow a wide range of ly, usi"8 up a charge. There is no power
hopelessly smitten by the first crrature he powm;. from pyrotechnic displays to wish- gauge or meter showing wholt is left. A char-

.08
actr:r discovr:rs his wand is draint:d only agreements. If you hear these in mind, you their characten pick in descending order. It
whr:n it no longr:r fun ctions or suddmly will have fewer arguments and bad feelings is a fair method (since people cannot right-
crumbln into ust:1H5 dwt. bmYetn the different playen and their char- fully complain about a random roll). but it
Miscellaneous M agic: Miscellaneous aden in your group. can create imbaJances. One or two charac-
magical items a~ where the true varidy of Cash tN!asure is the easiest. l1w: most tr:n could wind up with the bulk of the mag-
magical treasuru lift. Each itr:m possesses direct and simplest method is !equal sharu ical items over the coune of several
some unique power. The~au horseshoes to for all player characters and full or half adventures. At this point , they would be
mah your horse go faster, brooms to ride, shares for all henchmen . A player may wise to voluntarily withdraw from the selec-
sacks that hold mo~ than they should , argue that his character's contribution was tion process.
paints that create ~al things, girdlft that grealer than that of other charactr:rs, but Then are tactical issues to think about
grant grr:at st~ngth , caps to makr: your these thi ngs average out in tht: long run . when distributing tnasure. It is simply not
charactr:r smarter, books that increase abili- Besides, that player has no real idr:a of the wise for one or two characters to carry the
ty 5COru, and much, much mo~ . Each item contribution of others. A character who bulk of the party's magical itmu. Suc:cessful
is different and not all can be identified in guarded the rear may have discouraged hid· adventurers spread their gear throughout
the same way. The effKts of some become den opponr:nts from springing an ambush their party. (This holds true evm for explor-
obvious tht: instant the item is handled:, on the group, something that onl y the DM ers and specia1 forces in the real world.) This
donnt:d. or opened:. Otht:rs r!equirr: research knows. way, if one character falls off the cliff and
and questioning to Ir:am the command word Additional considerations include ex- disappears forever or is spirited away by an
needed to activate tht'm . All are quite valu- traordinary costs. Somr: adventuring invisible stalker, the party has not lost ev-
able and rau. groups establish a spKial fund to pay the erything. To iIIustratr: another consi~ r­
Artifacts and Relics: Finally, thr:~ a~ cosls (if thr:re are any) of hr:aling, ruurrect- ation, you are better off to han the fighten,
artifacts and nlics. Don't count on your PC ing, or restoring fellow playr:r characters. thieves, and magH carry tht: healing potions
ever finding one of these rarest of all magi- Again this workJ on thr: principle that all rathr:r than let the cleric do it, since he has
cal items. Even if your character does find faced the danger and therefore all should healing spells. U he has both the healing
onr:, think carefully befo~ you decide to let sha~ !equally in thr: expt'nses . Other groups spt'lls and the potions and should disappear
him keep it permanently. Artifacts a~ the make allowances for diffr:ring character into the mist, your party has lost all its heal-
most powerful magical itr:ms in the game. levels (higher level characters assumedly ing ability. U it is sp~ad around through the
Indeed, many are powerful enough to aJtu shouldered more of the burden of the group, at worst you might lose the potions
the course of historyl T hey are all uniqur: adventun. and 50 should be rewarded pro-- or the spt'lIs, but not both (unlH5 disaster
and have unique histories. You can never portionately.) Some parties give special ~ally stri kes, in which case the~ is no way
find mON! than one Hand of Vecna in a rewards to those who took grtater chances to prevent it anyway). In the end, you will
world . Becaust: it is so unique, r:ach artifact or saved others. These encouragr: everyone find that it does not pay to be too grt:edy.
has special and significant powers. Artifacts in the group to take part . Once your characters have assembled a
never appt'ar by accident; they an always Magica l treasure is more diHicult to sizeablr: amount of treasure, they have to
plaet:d by the OM . di vide up, since there is rarely enough to find lOme place to keep it . U your OM is
Finding artifacts is always the result of a givr: a useful item to every character, nor are running a fairly medieval campaign, one
very special adventure. Your OM has placed all items of !equal value or powr:r. H~ you thing PCS are not going to find is a bank like
that artifact for a reason . It is not likely that mw! rely more on your sense of fairness if today's. Instead, your characters must find
he ~ally intends for your characters to keep you wish to maintain party harmony. Since other ways to keep tht:ir monr:y secure.
it. Instead, he has something arranged in magical items are worthwhile to a party Chests with strong locks an! a good start,
which you need that artifact for a specific only if they can be used, your first concern but there an still better methods. One
purpose. The problem with keeping arti- should normally be to get the right item into choice is to make the tnasure small enough
facts is thai tht:y an too powerful. Not onl y the right hands. A magical sword in the pas- that you can cany it with you at all times.
do they unbalanet: your character in the snsion of a wizard is not nearly as useful as (Of course, one good mugging and you'rr:
short run, they also eventually corrupt and it would be in the hands of a fighter. Uke-- broke.) Then Is also the difficulty ofbuying
destroy him. The magical powr:r of artifacts wiSt:, a wand does a fighter little good but a drink with a l ,ClO().gp 8r:m. A second
is such that they dfttroy their owners soon- could be a potmt addition to a wizard . choice is to place your money in tht: hands
er or latu. There is a price to be paid for TherefoN! it is a good idea to match items to of someone you think you can trust. We all
power, and it is not a cheap one. characters. know what the risks an therr:. You cou1d
Altemativeiy, yo ur party could deter- han your character give his fortunr: to a
DIvIdIng and mine the price an item would sell for. and 10C<l1 lord or church and then hope to ca.J1in
thm make it availablr: to any PC who is favon at a futUf'f: date. This is not quite as
StorIng Treasure willing to give the rest of thr: party that foolish as it sounds. If the beneficiary of
Once you r group amount of money. If more than one player is your largess refuse5 to honor your agrt:e-
complr:tft a successful adventure, it is willing to pay thr: price, the interesl~ play- ment, you11 never give him money again
ers could roll dice to see who gets the itr:m. and neither will anyone else, most likely. If
almost certain to have collected some t~a­
sure. l1w:refore, it hr:lps to have some prear· Dr, for items that several characters could no onr: gives him any money, whe~ will hr:
ranged agret:ment about how this treasun is all use !equally well (such as a potion of heDI- fi nd the funds to support his Iife-style1 No,
to be divided among thr: different player ing that is useful to all), thr: characters can such a person must seriously try to honor
characters and their hr:nchmm . This is a bargain with each other and roU dice for his commitments. Of course, he may not do
true role-playing decision that must be choices. A player character may relinquish as much as you would like. The best solu-
nached among aU the playus OIl the table. a claim on one magical itml in exchange for lion is that used throughout history-buy
Then are no rules about how your charac- a no ther. A character who has already goods and chattels. Land, livestock, and
r~i ved a magical item may not be aJlowed trade goods are harder to str:al and harder to
ters should divide tN!a5Uf'f:S.
However, Ihe~ aN! some suggete<! meth· another choice if there are not enough pieces I~ . If you must keep a large (ortune, it is
ods and reasons to make or not makr: somr: to go around. If no otht:r agrt:ement can be best to keep it in something tha t can be car--
reached, the players can roll dice and have ried easily and Is unlikely to be stolen .

'09
Whenever a player character meets an NPC Specific encounters generally have more hear the grunting barks of a gooll war party
(non-player character), fight:s a monster, o r choices of action-your OM may want you closing through the trees. In these c.ses
even discovers a mysterious lountain in the to discover some important information or there is no way the characters are going to
woods, he is having an encounter. An set up a particularly difficult battle. Specific be surprised by the encounter. But if a leop-
encounter is any s.ignificant thing a charac- encounters usually yield greater lreasufH ard leaped upon one of the group while he
ter mee-ts, sees, or interacts with during; the and more magical items. Creatures may be was intently watching the approaching
course of a game. When a player character placed by the OM to guard the annory or riders, or if a group of goblins suddenly
discovers the fountain of blue flame in the prevent the characters from reaching the sprang from the darkne:ss. then the charac-
midst of the forest, its very strangeness throne room. ters would have to roll to see if they were
forces the character to react and the player Random encounters normally involve surpriS«l. They were unprepared for these
to think. Why is it here1 Does it have a pur- simple choices- run away, fight , or ignore. threats and so could be taken off guard.
pose1 I:s it beneficial or dangerous1 Few Sometimes characters can talk to creatures The OM decides when a check fo r sur-
chracten are going to pass this by as just in random encounters and learn valuable prise must be made. He can require that one
another flaming; fountain in the forest. information , but not ohen . Random roll be made for the entire party, that a sepa-
Encounters are vital to the AO&oa game, encounters also tend to have little or no rate check be made for each character, or
for without them nothing c.an really happen treasure. A patrol of city guardsmen does that only specific characters check. This
to the player character. An adventure with- not carry as many valuable items on its depends entirely upon the situation.
out encounten is like sitting in a room all rounds as it would have in its barracks. For example, the entire party is intently
day with no one to talk to and little to look Random encounters are most often used to watching the band of approaching riden.
al. It certainly wouldn't be very exciting. weaken Pes, raise an unexpected alarm, Then a leopard leaps from the branches of a
And who wants to play an unexciting role- hurry them along. or just make their lives tree overhead. The OM knows that no one
playing game7 Encounters provide danger, difficult. in the group was particularly paying atten-
risk, mystery, information, intrigue, sus- Sometimes encounten are nol with pe0- tion 10 the treetops, so he has one person in
pense, humor, and more. ple or monsters but with thing:;. The foun- the group roll the surprise die for the entire
For an encounter to provide excitement , it tain in the forest is an encounter, but you r party. The roll is a 2, the Pes are surprised,
must also have an element of danger. A characters c.annot fight it or talk to it (well, the leopard gets a free round of attacks, and
good deal of this comH from the fact that maybe not). So what are you supposed to there is mass confusion as the clawing.. bit-
player characters don't know how the dol In these cases, the encounter is more of a ing; creature lands in their midst] If two of
encountered beings will react to them . Your puzzle. You have to figure out why this the characters had been on a general watch,
OM is not going; 10 say, "You meet a group of fountain is here, what it can do, and if it is the OM could have had these characters roll
peasants and they are friendly.'" (If he does important to your adventu re. It may be a for surprise instead of the entire group. If
say this, you ought to be suspicious .) red herring- somethi ng placed there just to both were surpriS«l. the entire group would
Instead, he will say something like, "As you confuse you; it may be a set up for a future have been unp repared fo r the leopard's
ride around the bend, you come upon an ox- adventure- later on your characters may attack . Otherwise, o ne or both of the
cart lumbering down the road . A young learn that the naming fountain they saw is guards might have noticed the creature
man in rough clothes is leading Ihe carl. important to their latest mission. It may be a before it pounced. Experienced player char-
Peering over the sides are a woman "'nd sev- deadly trap . To find out. though, you will acters quickly learn the value of having;
eral dirty children. When the man sees you have to deal with the thing; in some way. You someone on watch at all times.
he nods, smiles, and says, 'Hail, strangen. could throw stones into the pool. drink the The surprise roll can also be modified by
Have you news of Thomhampton-on-the- glowing water, try to walk through the Dexterity, race, class, cleverness, and situa-
HilH' " You can prob",bly guess they are names, or use spells to learn more. By doing tion . The OM has the lisling of modifiers
ptilSants and they seem friendly, but your these things, you may gel more inlonnation that apply to given situations. Modilien can
OM didn't come out ",nd said so. Not know- from your OM. Of course, you may not like affect either your character's chance of
ing for SUll! is what keeps you on your toe:s. the answerl ("You drank the water1 Oh, being surprised or his chance of surprising
They could be anythingl dear. Tsk, tsk, tsk :') others. A plus to your die roll reduces the
When your ch",racter travels or explores a odds tha t you are surp rised ; a minus
dungeon, your OM will have prepared two increases those odds. Likewise, a minus to
~neral types of encounters. The first are
The Surprise Roll the enemy's die roll means that the modifier
specific (planned) encou"tl'r5. These are Sometimes an en- is in your favor, while a plus means that
meetings, events. or things the OM h",s cho- counter, either random or planned by the things are goins his way. High Dexterily
sen to place in the adventure to build on the OM, catches one of Ihe two groups involved characters are Virtuall y unsurpriseable,
story of the adventure. totally off guard . This is called surprise and caught olf guard only in unusual situations.
For example, upon sneaking into Ihe bug- is determined by rolling ldl0 for each side It is important to bear in mind that sur-
bear stronghold, your characters find a (or only one side if the OM has decided that prise and ambush are two different things.
squalid cell filled with humans and elves. one of the sides cannot be surprised, for Surprise works as explained above. An
Your OM has placed them here for your some reason). If the die roll is a 1, 2, or 3, ambush is prepared by one group to make
character to rescue. Of course, he could also that group or character is surprised (for an unexpected attack on anot her group and
be playing a trick and Ihe prisoners could effeclS, see- the HEffects of Surprise~ section). works only if the OM decides the other
actually be evil dopplegangers (creatures Naturally, surprise does not happen all the group cannot detect the ambush. A proper-
able to change their appearances at will). time. There are many easy and intelligent ly set ambush gives the attackers the oppor-
Later, while in the hallway, your group ways it can be prevented . The most obvious tunity to use spells and nonnal attacks
bumps inlo a bugbear patrol . This is the sec- is if the player characters can see- those they before the other side reacts. If Ihe ambush
ond type of encounler, a random encoutltl'r, are about 10 encounter well before getting succeeds, the ambushing group gets ils ini-
.uso c.alled a wandering e" Counter. In this close. For example the characters may see tial attack And the other group must roll for
case, your OM has made die rolls to see if the dust of a group of horsemen coming surprise in the next round, 50 the ambushing
you come upon something and, if so, just their way, or notice the lanterns of a group group may get two rounds 01 attacks before
what that something is. of peasants coming through the woods, or the other group can reply.
,,,
(woods, city stttelS, or narrow dungeons) out the word are all useful ways to use ~
Effects of Surprise usually results in shorter encounter dis.. encou.nter. Not everything yo u mut ,
Characters and mon- tances, while opm ground (deserts. plains. hum~ or otherwise, is out 10 kill your char-
sters that are surprised all suffer the samt o r moors). good light. or advance warning acter. Help often appears in lhe most sur-
penalty. They are causht off guard ~d thus results in greater encounter distances (see prising forms. Thus it often pays to take: the
cannot react quickly. The surprising group Chapter 13). time to Ialk to creatures.
receives one round of attacks with melee, Fight: Of course, there are times when
missile. or magical items. 1ney cannot use you don't want to or c~' t run away. (Run-
thtle moments of surprise to cast spells.
Encounter Options ning all the time is not that heroic.) And
A ranger on the unsurprised side could Once an encounter there are times when you know laJklng Is
fi ft' his long bow twice (two attacks per occurs. there is no set sequence for what not a good idea . Sooner orlater, your ctw--
round) before his opponents cowd even happens next. It aU depends on just what acter will have to fight , The real trick is
hope to react. A fighter able to attack twice your characten have encountered and what knowing when 10 fight ~d when to talk or
per round could attempt both hitl before they choose 10 do. That's the excilement 01 a run. U you attack every creature you meet,
any initiative dice are rolled. A mage could role-playing game-once you meet: lOme- the fint thing that will happen is that
unleash a bolt from his wand of lightning thing, almost anything could happm . There nobody will want to meet with your ch.arac·
bdore the enemy knew he was there. Of are lOme fa irly common reswts of encoun- ter. Your character will .111110 manage to kill
course. what applies 10 player characters ters, however. or chase off everyone who might want to
also applies to monsters, 10 t~t the leopard EvasIon: Sometimes all you want is for help him. Finally, sooner or latrr your OM
in the earlier example could claw ;1nd bite your ch41taders to avoid, escape, or other- is going 10 get tired of this and send an
before the wr;1ctus even knew what was wise get away from whatever it is you've incredibly powerful group 01 monsters oUter
happening. md . Usually thisls because you realize your your wracter. Given the fact that you've
The second effect of surprise is that the group is seriously outmatched . Perhaps been killing everything in sight. he's justified
lurprised characten 1050t all AC bonuses for returning badly hurt from an adventure, in doing this.
high Dexterity during that instant of sur- your group spots a red dragon soaring ovrr- So it il important always 10 know who
prise. The surprised characters are dumb- head. You know it can tum your part y to you are attacking and why. As with the best
founded by the attack. Instead of ducking toast if II wants. Rather than take that risk. police in the world today, the trick is to fi8-
and countering. they're lust standing there your group hides, waiting for it to pass. Or, un out who are the bad guys and who are
rather flat-footed (maybe even with dumb topping a ridge, you see the army of the good guys. Make mistakes and you pay.
expressions on their faces). Since they don't Frazzna.rgth the Impious. a noted warlord. You may kill an NPC who has a vitaJ clue,
grasp the situatio n, they annot avoid the 'There are 5,000 of Ihem ~d six of you . or unintentionally anger a baron far more
haz.ards and dangers very well. Re treat seems like the hdter part of valor, 10 powerful tha n yo urseJE. NPCs will be reluc-
Surprise can also be used to avoid an you tum your horses and ride. tant to assodate with your character, ~d
encounter. Unsu rprised characters ca n Sometimes you want to avoid an encoun- lhe law will find fewer and fewer reasons to
attempt 10 flee from a l urprised group ter simply beause it will lake too much protect him. It is always best to look on
before the other group reacts. Of course. lime. While riding with ~ urgent message combat as a last rt'IOrt .
thills not aJways successful. since escape is for his lord, your character rides into a Wall: Sometimes when you encounter
greatly dependent upon the movement rates group of wandering pilgrims. Paying them ~other group. you don'l know what you
of the different creatures. no mind, he lashes his horse and gallops should do. You don't want to attack them in
If both groups manage 10 surprise each pasl. ase they are friendly, but you don't want to
other. the effects of surprise are cancelled. Evading or avoiding an encounter is not say anything to provoke them . Wha.t you
For example, Ra.th runs around the com er always successful. Some monsten pursue, can do is wait and see how they react. Wail-
straight inlo lOme lounging guardsmen. others do not. In the examples above, ing il a perfectly sensible option. However.
Taken by surprise, he stops suddenly and Fraunargth the Impious (being a prudent there is Ihe risk that in waiting, you lose the
fr~t ically looks for IOmeplace else to run . comma.nder) ordetl a mounted patrol to adv;1ntage should the other side suddenly
The gu;trdsmen in tum look up rather stu- chase the characters and bring them in for decide to attack. Waiting for a reaction 10
pidly, trying to figure out why this dwarf questioning. The pilgrims. on the other that you can decide what to do auses a +1
just raced oUound the com er. The surprise hand. shout a few oaths as you r galloping penalty to the fint initiative roll for you r
passes. Rath spots another alley and the horse splashes mud on them and then con- group, if the other side attacks.
guards dKide that since he's running, Rath tinue on their way. Your character's success
must be a criminal. Initiative rolls are now at evading capture will depend on move- Of coUtSoe, in any given encounter, there
rTUlde to see who acts fint . ment rates, determination of punuit, ter- may be many other options open to your
rain , and just a little luck. Sometimes when ch41tacter. The only limit is your imag-
Encounter Distance he really should be caught. your character ination (and common sense). Charging a
gelS lucky. At other limes, well, he just has band of ora to break through their lines and
Once your charac- 10 stand his ground . Aee may work. Talking them down with an
ter or party has an encounter ~d it has been Talk.: Your character doesn't run from elaborate bluff about the army coming up
determined whether or not anyone was sur- encounters all the time, and attacking ev- behind you might scare them oU. Clever use
prised, you r OM will tr ll you the range of erything you meet eventually leads 10 prob- of spells could end the encounter in ludden
the encounter-the distance K'p41tati ng you lems . Sometimes the best thing to do is talk, ~d unexpected ways. The point it. this is a
from the other group. Many factors aUKt whether it's casual conversation, hardball role-playing game ~d the options are as
mcounter distance. n- include the open- negotiation. jovial rumor-swapplng, or varied as you willi to make them .
nn5 of the terrain, the weather conditions. intimiciatin& threalS. In fact , talking is often
whether surprise occurred. and the time of beuer than fighting . To solve the problems
day, to name a few . A1though you do not your OM has created for your character.
know the exact distance until your OM tells you need information. Asking the right
you. surprise, darkness, or close terrain qUHtions. developing contacts, and putting

III
Player characters cannot fight , survive, serve a PC out of any great loyalty. jobs faithfully. But poor pay. injustice, dis-
wheel, deill, plot, or scheme without inter-- Thus there are some things hirelings will crimination, threats, abuse. and humilia-
acting with non-player chilracters (NPCs). not do. Most hirelings do not foolishly risk tion at the hands of their masters make them
Indeed, the very heart 01 the ADM" game their lives. There are soldiers willing to take somewhat leu than reliable. A smart leader
is the relationship between player charac- their chances on the field of battle. bUI even sees to the comfort and morale of his men
tttl and non-player characters. How the these courageous (or foolish ) few do not before his own concerns. With less savory
player characters react 10 and treat NPCs willingly undertake the greater hazards of characters- those hired 10 perform da rk
determines the type 01 game the group adventuring. They man castle walls. guard deeds- the player charader takes even
plays. Although many choices are possible, caravans, collect taxes, and charge the greater chances, especially given the ques-
players qUickly find that consideration and massed foe well enough. but they often tionable morals of such characters.
good treatment of NPCs is the most fre- refuse to acc:ompany a PC on an adventure. Whatever their personalities, hirelinss
quently successful route. Even a hireling who regularly undertakes generally need to make morale checks
An NPC is any parson, creature, or mOn- dangerous missions (a thief or an assassin, (explained in the DMG) whenever they are
ster that is controlled by the DM. Most for example) normally refuses 10 join player faCfl! with a particularly dangerous situa-
NPCs are either people (intelligent races character parties. These hirelings are loners. tion or afe offered a bribe or other tempta-
that live in local socidy) or monsters (intel- They contract to do a job and gd it done in lion .
ligent and unintelligent creatures that aren't their own way, without interference from rmding hirelings is not difficult. People
normally found in towns and villages). The anyone else. need jObs. It is simply a matter of advertis-
tenn "monster" is only a convenient label. It Hirelings are no more loyal than human ing. Under normal circumstances, appli-
doesn't mean the creature is automatically nature allows. For the most part, if paid and cants respond to ads. Only when trying to
dangerous or hostile. /..ikewise, NPCs who treated well. with opportunities to realize employ vast numbers or hire those with
llfl! people aren't uniformly helpful and their ambitions, working for a charismatic unusual specialties (such as spies) does the
cooperative. M with all things, the range of leader, hirelings can be relied on 10 do thdr process become complica ted . Just what
possible reactions of NPCs to PCs covers
the entire spectrum .
In the course of their adventures, player
characters will be most concerned with
three groups of NPCs: hirelings, followers.
and henchmen. It is their aid that helps play-
er chariilcters vanquish deadly monsters and
acc:omplish mighty deeds. As their ~mes
imply, l~ NPCs can be persuaded in vari-
ous ways to loin the player characters in
their adventurn. The most common meth-
ods of persuasion are money and loyalty.

Hirelings
The mosl frequent -
ly employed NPC is the hireling. A hireling
is a person who works for money. Most
hirelings have fairly ordinary skills, while
others are masters of a craft or art, and a
few are experts of specialized adventuring
skUls. Typical hlrelings include lhe follow-
ing:
Archer Architect
Armorer Assassin
Baker Blacksmith
Bladesmilh Foot Soldier
Jeweler Laborer
Messenger Minstrel
Sag. Sailor
Spy Thief
Hireli"S' are always employed for a
stated term of service or fo r the perform-
ance of a sp«ific task. Thus a mercenary
contract5 to serve for a season. A thief can
hf: hired 10 steal a named item. A SiI8t! works
to answer a single question . A blacksmith
may indenture himself for a term of years. A
sailor works for a single voyage. OWte
often these contracts can be renewed with-
out difficulty, but the only thing that binds a
hireling to the player chilracter is regular
pay and good treatmenl. Hirelinp do not

\14
needs to be done in this situation depends tenns of loyalty and what they will and will This is.J lifetime limit , not just a maximum
entirely upon the OM's campaign. Your not do. They do not count .Jgalnst the chr- possible at .Jny given time. In a world where
character may have to skulk through the acter's limit on henchmen, however, sina: the fallen can be restored to life, it is expect-
unsavory bars of the waterfront , rely on they are technically followers. ed th.Jt a man would mae this effort for his
questionable go-bdweens, or pay a visit to dearest friends , both player characters aI'd
the thieves' guild (if there is one). Just henchmen . For ex.ample, Rupert the h.Jlf-e1f
employing one of these characters COIn be a
Henchmen has hd il!.ven henchmen , but .JU have fallen
small adven ture in itself. Henchmen are much for one reason or .Jnother. Rupert's Ch.J-
Employment costs of hirelings vary from that hirelings are not . They are adventurers risma is 15, so with the death of his latest
a few gold pieas a month to thousands of who serve out of loyalty. TheY.Jre wiUing to henchman, no more come to join him .
gold pieces for an especially domgerous task. risk their lives for those they respect. They (Word has obviously gotten around that
The skill and experience of a hire:ling has a are also hard to find . Rupert's friends tend to meet Ullpleasant
great eff«! on his salary. A learned sage Henchmen are powerful allies to a player ends, and he doesn't even have the decency
researching some obscure piea of lore can character. Unlike hi relings, they have the to bring them back to Iifel Even if he had
charge hefty sumli. Costs can also be affect- nerve and ability to become powerful tried to raise his henchmen and failed ,
ed by the conditions of the campaign- the adventurers. Although they expect their Ru pert would still be viewed oilS a jinx, bad
setting. the recent events of the world, and share of treasure, they do not usually join a luck for those around him .)
the reputations of the player characters (if p layer cha racter for money. They are Altr.Jcting a henchman is fairly difficult .
any). Most hirelings sign on for what they attracted to the PC because of his reputation One cannot advertise for friends with any
think is fair. While few will tum down more or other qU.J!ilies he possesses. As such, great success. They grow and develop from
money, most will drive the best bargain they henchmen cannot be expected to neck to the other relationships. A henchman can be
can, Your OM has more infonnation about banner of a neophyte .Jdventurer. He may found by pl.Jdng trust in a skilled hi reling.
employment costs. since he may need to gilin himself one or two companions, but Heroic deeds (SOlVing the life of an NPC) can
alter these to fit his campaign. others come oru y when he has earned a create .J strong and instant bond. Love eer-
greater reputation, met more people, and tairuy can fonn this bond. The pl.Jyer and
proven himself a true friend and ally to the OM mu.st trust their own judgment to
followers these NPCs. detennine when an NPC becomes a hench-
More reliable than Henchmen can come from .Jny BOura:. man . Th~ is no dear line an NPC must
those who are motivated purely by money Most often they are at first mere hirelings or cross to make the transition from hireling to
are those characters who. while they expect followers who, through d istinctive actions, henchm.Jn . Instead, it is a slide from one sta-
pay. were originally drawn into servia by come to the attention of the pl.Jyer charac- tus to the other.
the reputation of the player character. These ter. Some may be higher level. more skilled Once an NPC becomes a henchman, the
are followers. usually a unit of soldiers of hirelings who develop a bond to the player player gains a high degree of control over
one type or another. Followers serve onl y character through long employment . Oth- the character. He should be responsibli!' for
those of Significant power .Jnd reputation. ers may be followers who have BOund the record keeping for t!tat character. It is
thus the construction of a stronghold is nec- advice for the pl.Jyer character. almost, but not quite, like having a new PC
essary to .Jttract followus. A henchman is always of lower level than for the player. IEthe OM allows it, the play-
Followers have the same needs and limita- the PC. Should he ever equ.J1 or SUrpilSl the er can have all infonnation rega rding the
tions of hirelings. Most must be paid and PC's level, the henchman leaves forever; it is abilities of the henchman, .Jlthough the OM
well-treated . They also do not .J«omp.Jny time for him to try his luck In the real world. may choose not to reveal this Information.
the player ch.Jracters on group adventur"ft. In some ways, the player character is the The player is allowed to make ne.Jriy all
They have some advantages over hirelings, mentor and the henchman his student . decisions for Ihe NPC. but the OM can
however. Followers do not serve for .J spe- When the studen t has learned as much as the overrule any action .J$ being out of ch.Jrac-
cific tenn of contract . They remain with the teacher, it is time for him to go out on his ter.
player character as long as their bask needs own . There are certain things henchmen do not
are met . They are more loyal th.Jn the .Jver- Henchmen ate more than just 10Y.J1 fol- do. They do not give away or lO.Jn out mag-
age hireling and are treated as elite troops. lowers: they are friends and allies. N.Jtu- ic.J1 items. They do not allow others free
Unlike most hirelings. followers can rall y they expect to be treated as such. They a«ess to their spell books. They do not tol-
increase in level (although this occurs very have Iitt1e n~ for those who do not trust erate spell use that questions their loyalty
slowly sina they act only as soldiers). All them o r tre.Jt them coldly. Abusiveness or (detect lie or /mOlD IIlignmMt cut upon
followen in a unit advance to the next level taking advantage of the friendship quickJy them). They do not .Jc~t less than their
at the same time. Finally. the player charac- ends the relationship. lust as players must due share. In general, within these limits.
ter n~ not seek out followers- they come with their own friends, pl.Jyer characters henchman do what is desired of them. The
to him, ~king positions within his illustri- must be sensitive to the needs and ~Iings of OM C.Jn at any time dictate the actions of a
ous household. their henchmen . Furthennore. henchmen henchm.Jn, slna: the character is still an
Followers appea r only once. Repl.Jce- attach themselves to a particular p l.Jyer NPC.
ments do not arrive to fill the ranks of the character, not a group of player characters. If a PC is not attentive to the wishes and
f.JlIen . (M.Jssive losses of followers In com- Thu.s it is onl y Ullder the direst of drcum- needs of his henchmen, o r if he .Jbuses and
bat only gives the character a bad reputa- stances that a henchman a«epts the orders humiliates them. he C.Jn expect the worst .
tion. discouraging others from necking to of another Pc. Should his friend (the player This is the stuH mutinies and rebellions are
his banner.) Player characters should take chat.Jcter) fall . the henchman sees to his made of. Should an abusive player charac-
care of their followers, perhaps tU.Jting needs. He doesn't abandon him and con- ter fall at the hands of a once-loY.J1 hench-
them .Js an elite bodyguard. tin ue on with the other pl.Jyer char.Jcters man, he has only himself to bla me .
Some ch.Jracters attract unique followers unless this is clearly the oruy way to a.id his On the other hand, not all henchmen are
such as animals or magical beings . friend. p.Jragons of loyalty. The player character
Although tenned followers, these ~atures A PC's Charisma detennine5 the maxi- must .Jlw.J)'S be aware that henchmen are
are more properly treated as henchmen in mum number of henchmen he can have. sometimes not wh.Jtthey seem . They can be
115
a means to get at the player character. to do the same. OF course, the player char- increases the SUcce5S of his army in the field .
Throughout history, many a cruel and cun- acter can pass much of this cost on to his M..agical cures get his army back on its feet
ning villain has posed as a true companion, own subjects and the relatives of the pris- quicker. All these things can make him very
waiting his chance to llrike or lPy on hi5 oner. Thus men might languish for long per· successful while also making him popular
mend . iods in the hands of the enemy before their with his hired men.
ransom was raised. Furthermore., should a Finally, the player character is expected to
player character ransom a hireling, fol- make an effort to raise or restore slain
Player Charader lower, or henchman, he has every reason 10 henchmen . This is not a normal exP«lation
ObligatIons expect loyal servi~ from that man in the of hirelings or followers (although it can
future . Alter all. he has demonstrated his happen in extreme cases). The effort should
Whenever a player
willingness to save that NPC from hardship be honest and true. A player character
character takes on a hireling, follower, or
and death . shouldn't fool himseH into thinking no one
henchman, he hal committed himself to ~r­
tain obligations and customs that surround
In a fantasy world, a player character is will noti~ if he doesn't do his utmost. The
also eXpKled to bear the cost of magical player character who returns from an
such a~ents. Some of these <lire obvi-
spells cast 10 the benefit of his men. He may adventure minus his henchman is automati-
OUl, having been worked out betwH:n the
arrange to have his men blessed before bat- ca1Jy under a cloud of suspicion, despite his
player character and the NPC in <IIdvan~ .
tle or healed afler it. He shouldn't grumble most vehement protests. A plolycr character
Usually the w<llge and term of service are set-
tled upon before any agreement is reached. about ~ expense, because the spells also must take great care to maintain his reputa-
make good tactical ~se. The bltij spell tion as a good and upright employer.
For hirelings and followers, this is a set
amount of money tach day, week, or
month, or a fee for a specific task. Hench-
men commonly receive a portion (lh. a nor-
mal share) of all treasure and magic found
on <IIdventures. A player character is nor-
mally expected to contribute a little more
from his own funds, however.
Other obligations of the player character
are varied. Some must always be consid-
ered, while others almost never come into
effect . A player character is expected to pro-
vide meals and boarding (unless the NPC
has a home nearby). This is the most com-
mon obligation and applin to NPCs of all
walks of life. For those engaged in more
dangerous pursuits, however, additional
concessions must be granted . Since horses
are expensive, player characters should be
ready to cover the cost of mounts lost in
combat or on campaign. It is unreasonolble
to expect a mercenary to buy a new mount
from his meager savings. Ukewise, other
items of war craft-weapons and armor-
must be replaced by the player cholracter.
All soldiers are expected to provide their
own equipment when they are first
employed, but the player character must
repla~ aU losses. Certainly all player char-
acters are expKted to pay the cost of special
transport-securing passage on ships and
arranging wagons for baggage. Of the grim-
mer duties, player characters are exP«led
to pay for a decent (though hardly lavish)
interment.
One of the more unusual obligations of a
player character is to ransom his men. Thls
is especially true of m~n lost during a cam-
paign . The greater number of soldiers lost in
a battlea~not slain but caPIU~ . Common
practi~ of the medieval period was to offi-
cially ransom thtse prisoners for well-
established prices. A common yeoma n
footman might ransom for 2 gp, a minor
priest for 80 gp, a knight's squiR for 200 gp,
and a king's man for SOO gpoThese are paid
for by the lord of the prison~r. A player
character (as a lord and master) is expected

116
Bdo~ a character can do anything in the Table 61.: V1SmiUTY RANGES
dungeon or the wilderness, he has to be able Condition Movement Spotted Type ID De.o1I
101ft: what he is doing. If a character can'l Clear sky 1,500 1,000 500 100 10
see a largn, his chances of hitting it a~ very Fog, dense or blizzard 10 10 5 5 3
struUl . If he an't Sote, he can't ~ad a scroll or Fog, light or snow 200 100 30 10
a large "Keep Out" sign on the wall. In the
500
AD&:D" game, cha~cters can see set dis-
Fiii, iiiOiIiiii< lOi1 SO 2S S 10
Mid 01' tiFt rain 1,000 SOl) 2SO 30 10
tances and often by fantastic means that
N.!8hl. full moon. 100 SO 30 5
defy logic. 10 3
Night, no moon SO 20 5
Twilight 500 300 ISO 30 10
Limits of Vision
The first limitation be seen at this distance. Even if it is moving, the group. Uvery and heraldic symbols or
on vision is how far away an object an be all that an be seen is a moving object . The banners can seen if large and bold. Most
before it cannot been sem dearly. Size and character cannot tell what it is or what it is coats of anns cannot be distinguished at this
weather have a great effect on this. Moun- doing. distance. General actioru can be ascertained
tains an be seen from great distances, 60 to At 1,000 yards, both moving and station- with confidence.
100 miles or mo~, yet virtually no detail ary man-sized objects can be 5potted. Gen- At 100 yards, individuals can be identi-
can be seen . On level ground, the horizon is eral su:e and shapE' can be determined, but fied (unless, of course, their features are
about five to 12 miles away, but a character exact identifications arc impossible. It is not concealed). Coats of anns are clear. Most
usually cannot Sote a specific object that far likely that creature type can be identified at actioM are easily 5eftI , although small
away. The limit of vision for seeing and this range, unless the creature has a very evenll arc unclear.
identifying man-sized objects is much less unique shapt:. At 10 yards, all details but the smallest
than this. At SOO yards, general identifications can are clear. Emotions and actiOM an easily
Under optimum conditions, the maxi- be made. Size, shapE', I;;olor, and creature seen, including such small actions as pick-
mum range at which a man-sized object can type are all distinguishable. Individuals still pocketing (if it is detectable).
be 5een Is about 1,500 yards, if it is moving. cannot be identified, unless they are distinc- Of course, conditions are seldom pulect.
If the object doesn't move, il usually cannot tively drn.sed or separated from the rtst of There are a number of factors that can
reduce visibility and alter the ranges at
which things can be spotted and identified.
Table 62 lists the effects of different types of
conditions.
All ranges are given in yards.
"Movement" indicates the maximum dis-
tance at which a moving figu~ can be seen .
"Spotted" is the maximum distance a mov-
ing or a stationary figure can be Soten .
"TypeR gives the maximum distance at
which the general details of a figure can be
seen-species or race, weapons, etc. '10"
range enables exact (or reasonably exact)
identification. "Detail" range means small
actions can be seen clearly.
There are many facton o ther than weath-
er tha t aHect viewing. Size is an important
factor. When looking at a small c~ature
(size S), all categories are reduced 10 the
next lower C41ltegory (except the "detail"
range, which remains unchanged). Thus,
under clear conditions, the ranges for seeing
a small creatun! are "movement" at 1,000
yards, "spotted" at SOO yards, "type" 41It 100
yards, and "ID" and "detail" at 10 yards.
When sighting large creatUlft, the "move-
ment." "spoUing." and "type" ranges are
doubled. Ex~tiona Uy large creatures can
be seen from even greater distances. Large
groups of moving crealtlres can be seen at
great distances. Thus it is easy to Sote a herd
of buffalo or an army on the march.
The ranges given in Table 62 do not take
terraln intoaccounl . All ranges are based on
flat , open ground . Hills, mountains, t41l11
s rass, and dense woods all drastically
reduce the chances of seeing a creature. (The
terrain does not alter sighting ranges, onJy
the chances of Ift:inga creature.) Thus, even
117
though on a clear day woods may hide a
bear untiJ he if 30 yard. away. il is still a
Infravlslon Using Mirrors
ckar day for visibility. The bear, onee Ken , Some char.aclers At times it is useful
can be quickly and easily identified as a and monslU'l h.ave the powu of infnwuion. for char.actU'l to look at objects or at!,ltw'ft
bear. Thr OM has more informalion on spf:'- This can mean ON! of two things, df:pendin.& via rftkctions in a mirror. This is puticulu-
cific lernin eifKtI on sightlna. on whrihf::r tlw il:.and.ard or the optional rule Iy true of those autureso hideous (such u
A$ a final caveat, the ranges in Tabk 62 it used (this is dixws«l in detail in the ,1 meduu.) that pzins directly upon then
USUIM Earth-like conditions. Si3hting con· DunBftJn M.QStns GuiM). The choice it left mightlum tlw viewer to stone. When UIina
dil lON! on one of the Lower Plvws, or the 10 the OM ~ he must tell the players how iI mirror, .a lighllOUtcf: must be present , Sec-
horizon diltanee on another' world. could be he wants infr.avision to work. Reprdlest of ond, attempting to direct your ilctions by
entirdy different. U your OM ff:'f:1s he musl how the power functions. the range of Wn- looldna; in a mirror iI very disorientin& (try
take thiJ into account. he will have to learn vision is .II most 60 fm unl51 otherwise it and 1ft). Thus, .all actiQn5 requiring an
more about the lubjf:ct at hit local library or noted. abiJity or proHcif:ncy c:heck or an .att.ack roU
make it up. .uffer a -2 pena.ity. 1he char.actu alao JOSf:I
all ~Ierity bonu5f:5 10 Annor ClUJ if
Light fightins an opponent Ken only in a mirror.

MOIl characters can-


not see much without light. SoIM night con-
ditions (those for the outdoors) are given in
Tabk 62 . But all of these at6ume 101M small
amount of light . In totally lightJf:S5 coMi·
tions, normal vision is Impouible, unlf::51 a
source of light is carried by the pillrty.
Ught sources vary in the area they aff«t .
Table 63 gives the radius of light and burn·
ins time for the most common typn of light
-"".
......
Table 6J: UGHT SOURCES
50_

. """
Bllmi"l H_
~la.rItml lAO ft.' 30 rninuttllpint
.50 ft . II, hour/ armload
8W~ lantftn 60 ft ." 1 houri/ pint
Com"...
Condl.
Continwl/ 1i,1I,
Hoodtd lantml
....
35 ft .
5 ft .

30 ft .
1 hour/ armload
10 minlltft/ inch
Inckflnltf
1 hOUR/ pint

,.. '" ....""


Li&ht spell 20 ft . V...~ble
To"" 15 ft . lOmlnlltft
Wtapon" ·
• Light from these il nol Cail in a radius.
but a rather in a conHhaped bf:;lm. AI itt
far end, lhe cone of light from;l beilcon b n·
tun 1590 Iftt wide. A bu~ lanlm\ has a
beam 20 fftt wide at itt f;lr end.
4. Masical weapoN s.hf:d light if your
OM allows this optional rule.

Of COUtIf:. while a anlem or fire enables


characters to Iof:'f:, it don have lOme disad-
vilnlilgft. The Ff:alf:Sl of thelf: is thai it is
hMd to Snf:U: up on IOmeoM if he can see
you coming. It is hard to mnaln 1nconspicu·
out when you hne the oNY campfire on the
plilin, or you are carrying the oNY ton::h in
lhe dungltOn. Furfhnmore, nol only do
crulUtH know you are comin& they can
gf:l'lf:r.ally 1ft you bdore you Iof:'f: them (.inee
the 1i3h1 ao~ lIlumin;"ln the arn around
you, thole outlide thit at'f:iI can Iof:'f: into the
are.a). Char.actetl should iIlwaYI be.ar thne
rUb in mind .

..a
A3 in the real world, time passes in all real life: years, months, weeks, days, hours, ters of different races.
AD&o- game worlds. Weeks slip away as
wizarm research spells. Days go by as char-
acters ride across country. Hours pass while
exploring ruins. Minutes flash by during
battles. All of these are passages of time.
minutes, and seconds. But, since this is a
fantuy game, the OM can create entirely
differen t calendars fo r his wo rld . There may
be only ten months in the year or 63 days to
a month. Wh.tn beginning play, these things
.
T. ble 64: BASE MOVEMENT RATES

Human
Dw.rl
~ Rate
12
6
There are two different types of time that are not tremendously important, 50 players
Elf 12
are talked about in these rules. Game timfl is need not worry about them right away.
Half~1f 12
the imaginary time that passes for the char- With continued adventuring, players even-
Gnome 6
acters in the game. Real time is the time In tually become familiar with the calendar of
Halfling 6
the real world. the time tha t passes for the the campaign .
players and OM as they play the AO&D Rounds and tums are units of time that A character can no rmally walk his move--
golme. The two times are very different ; are often used in the AD&:D game, particu· ment rate in tens of yarru in a single round.
players and OMs should be careful to distin- larly for spells and combat. A round is An unencu mbered human can walk 120
guish game time from realtime. approximately equal to a minute (it is not yards (360 feet ), slightly more than a foot-
exactly one minute, so as to grant the OM ball field , in one minute. A dwarf, similarly
For example. when the character some flexibility during combat). A tum is equipped, can walk 60 yards in the same
Ol\'lsenora researches a spell for threl\' IDRI\'k$ , equal to ten minutes of game time. Turns are time. This walk is at a fai rly brisk, though
this is three week$ of game time. De/senora nonnally used to measure specific tasks not strenuous, pace that can be kept up for
is out of action as three weeks passes in the (such as searching) and certain spells. Thus long periods of time.
campaign world. Since nothing interesting a spell that lasts ten tu rns is equal to 100 However. a character may have to move
at a/1 happens to Delsenora during this minutes or 1113 hours. slower than this pace. If th.t character is car·
research time, it should require only a min- rying equipment, he may move slower
ute or two of real time to handle the situa- because of the encumbrance (see page 76), if
tion. The exchange in real time is somflthing Movement this optional rule is used. As the character
like this: Oasely related to carries more gear, he gradually slows down
time is movement. Clearl y your character is until he reaches the point where he can bare-
Louise (Deisenora's player); HOel5enora 's able to move, otherwise adventures would ly move at all.
going to research her new spell.H be rather static and boring. But how fast can When a character is moving through a
OM: NOkay. it'll take three tu(>eks. No thing he movelif a large, green carrion crawler is dungeon or similar setting, his movement
happens to her. While shes doing that , scuttling after Rat h, is the redoubtable rate corresponds to tens of feet per round
the rest of you get a chance to heal your dwarf fast enough to escapel Could Rath (rather than the tens of yards per round of
wounds and do some stuff that you've outrun an irritated but heavily loaded elf? outside movement). It is assumed that the
been ignoring. Johann /pointing at Sooner or later thes! considerations become character is moving more cautiously, pay·
anotherplayer/, you 'd betterspendsome important to player characters. ins attennon to what he sees and hears while
time at the chllrch. The patriarch s bt't'n a All character5 have movement rates that avoiding traps and pitfalls. Again, this rate
!ittlt' upset that you haven't been attend- are based on their race. Table 64 lists the can be lowered if the optional encumbrance
ing c"t'monirs. H
movem.tnt rates for unencumbered charac- system is used.
Jon (Johanns player): Hean 't I go out and
earn some more expt'rienct'r
OM (Not wanting to deal with a split-up
gro up): HThe patriarch mumbles some-
thing about failing in your duties to your
deity, and he rub, his holy symbol a lot.
You know, it's not very often that low
It'veu lik.t you hau.t p.trsonal audi.tnces
with the patriarch. What do you think r
Jon : HMarvelous. Subtle hint. /'II stay and
be A good boy."
DM : "Well, great! Tht' thret' weeks pass.
Nothing hAPPens. Del, mAke your roll
for th.t Spt'll r~arch .H

And so three weeks of game time flash by


in brief minutes of real time.
The importance of game lime is that as a
campaign progresses, characters tend to
become involved in diffe rent time-
consuming projects. 'fltree characters may
set off on a four-week overland journey,
while a mage researches for six weeks. At
the inn, a fighter rests and heals his wounds
for two weeks. It is important to note how
much time passes on different tasks, so the
activities of different characters can be fol-
lowed.
Campaign time is measured just as it is in

119
Characters can also move faster than the walk 14 miles across dear terrain.
normlll walking ~ce . In ~ dung~n (or ilCIer canno t increase his speed to the Charactr.rs can also loree m"rch, inten-
anytime the chllrllcter is using his d ungeon le-vl!i he was trying to reach. but he can lionlilly hurrying a lo ng, at the risk of
mo vement rate) the charac::ter c::an automati- keep running at the pa.ce he was a t bd'ore exhaustion . Force marching en<ilbles a ch.t...
c::ally increa!le his movement to that of his the failed Strength check. Once .. charac- <ilcter 10 travel 2 112 times his movement ra te
normal walking pac::e. In doing so, how"er. tl!r fails a Strmgth check to reach a ill!Vel in miles (thus a no rmal man could force
he surfers II -1 penalty to his c::hanc::e of of running, he cannot try to ream t hilt ~rch 30 miles in a day). At the end of eac::h
being surprised a nd gives a + 1 bonus to level again in thII! same run. day of the march, the character o r crealure
others on tMir c::h.. n« of being surprised by Continued running requires II Consli- must roll a Constitution chec::k . Large par-
him (the rllpldly moving character is not tutio n check evtty round. with penalties lift (such as a rm y unit.) make the check at
laking clire to concelll the noise of hi. pas- t hat Mpend on how long and how fast the average Constitution o f the group
sage in the echoing confines of the unde ... lhe character has been running. TherII! is (wea ker members are supported. encour-
ground). Furthermore the duuacter does iI - 1 ~l ty (or eilc::h round of running aged, and goaded by their ~ ) . Cre<illures
not no tic::e traps, secret doors, o r other unu- at triple speed, a -2 pmalty for each must ro ll a saving throw VI. death a t tMend
sual felltures. ro und of runn ing .11 quadruple speed, of each day's fo rce marching (since they lack
It if; allO c::ertainly possible (or a c::ha ra«er a nd a - 3 penalty for eac::h round of run- Constitutio n K ores). A -1 pen<il lty is
to jos or ru n-an espedally useful thing ning ilt quintuple speed (the&f' penalties applied to thl! check fo r each c::o nse<:utive
when being chased by creatures tougher are cumu!lItive). If the check is passed, d<ilY spII!nt force marching. IE thl! check is
than M care5 to meet . The simplHt method the c::ha.racter can continue at that speed passed, the force marching pace can be <:on-
fo r handling these c::ases is to roll an initi .. - for the next round. If the check is failed , tinued 1M next day. If the check (ails, no
tive die. If tM Oeeing dtara«er wins, he Ihl! c::haracter has exhausted hilTlSll!lf and mo re (orce marching attempts can be made
i.naeasa the distance bdweft1 himself and must stop running. The c::haracter must until the characters h<1ve compll!tely recov-
his pursuers by 10 timn tM difference in the rftt fo r <ill least o ne turn. ered from thII! ordeal . Recovery requires 113
two dice (In feet o r yards, whichever the For uampf., Rllgnllr the th ~ htlS II day p6 day of force marching.
OM feels is most appropriate). Thit is Strmgth 0114. a Constitution 0115. and Even if thl! Co nstitution check flills, the
repe .. ted eac::h turn until the charac ter a mowrnm l rale 01 I l . lkiPlS p urslUd by cha racter can continue overland movll!mftlt
escapes or is ca ptured. (I( t his JeflM unre .. l- ' he city guard, he starn joggins at l40 at his norm<ill rate.
istk, remember that fea r and adrenaline can yrmu a round. Unlortunately. so do One drawback of force rnMChin& is that
do amazing things] ) th.y. His Comtitutio Pl is a 14, so h. ca n each c:by of force marching results in a -1
ke~ s oitlS lor At lerut 14 rounds. He pelalty to all attack rolls. This modifier is
dedda to spud up. The player rolls A cumulative. Half a day's rest is I'ft!uired to
Strmgth check, rolling II 7. Ragnllrpours remove onII! day's worth of force mardUna
Joulns ..... • ........s on the speed, inCfluuing up to 360 Yllrds penalty. Characters who have rna.na&«f to
«)pdoowol.uIe)
per round (triple lpelld) . Some 0/ the force march Eor eight straight days suIfera -8
If y o ur OM gu/Udsmm d rop out 01 the rM:e, but Il penalty to tMiT attn rolls; it takes four days
wants grea ter precision in a ch..se, the of 1$ 10 return to no attad roll penalty.
letD hold in Ih~. Rllgnar now hlU " -1
speeds, of those involved in the c::hase can pmlIlty to his Constitution ch«k. A 13 i5 O verland mo vement rates c<il n bl'
be calc:ulated enctl y. (But this il tim~ rolled, $0 he just bllrely ptuSft. increased o r decreased by many (.. cton .
consuming and can slow down an excit- But one 0/ t h~ bbut~d gua rdsmen i5 Tl!rrain can speed o r slow movement . Well-
Ing Wle.) Using this optional rule, a still on hi5 tllil! In desperQtion, R"gttar tendl'd roads <illlow fas ler marching. while
chancter can alwa ys double his no nnal tries to go ftUler (tryinS fo r lour t{mes trackless mountains slow ma rches to a
movement rate (in yards) to a jog. Thul a w ,,'kins spud). The Strength chllCk is an s nail's pa<:e. Lack of food , wa te r, and sleep
c haraaer with a mo venm'lt rate of 12 18: Ragnar just dean 't hlnJe any more wl!aken characters. Poor weather slo ws
caJ'I 101240 yards in a round. While iog- Iheir paCt'. All these factors lite delailed in
oomph in him; h. c"n't nm any lasler.
ging, a chancter can au toma tically keep but he is stm ru nnins Ih,« tima flUter theDMG.
going (or the number of rounds equal to than his UHl/1ci118 spefil. The pbJYllr now
his Constitution. After this limit has
been reached, the playu must roll .. suc::-
must rollil Constitution check with" - 2 SwImmIng
pDIa/ty (lor two rolmdJ 01 nmning at tri-
<:ftIfui Co nstitution dwc:k at the end of p/II speed). The pbJytr rolls the dj~ Ill1d All characters are
I!ach additional ro und spent jogging . gels Il 4-no probleml A nd just then the either unlrai ned swimmers o r profid ent
There are no modifien 10 this c::heck. last gwmism"n drops out 01 Ih~ rllet. swimmen.
Once a Co nstitution c::hed Is failed, the Whl!n the OM determ ines the swimming
Rllgnllr tllbs no ChlltlCI?$ Ilnd kaps run-
chal'1lcter must stop and rest for as ma ny ning. Next round another Constitution a bility of cha racten, the dec::ision sho uld be
rounds as he spmtjogging. Aft~r this, he check is nI!CUSIlry. with a -3 penility. based o n his campaign. If the u m~ign is
can resume his jogging pa<:e w ith no pen- « nlered around a large body of water, or if
Th e plllYllr rolls "n 18. £r:h" lIsted ,
alties (allhoush the same limitliliOM o n Ragnllr colbJpus in a shadowy IlIley, tllk- a charac::ter grl!w up ne<il r the sea, c::h<il nc::es
dura tio n apply). a re good that the character kno ws how to
ins clln to ge, 0 11' of s l·gllt.
If a joaglng ))<lce lsn'l fast m o ugh, a swim . Ho wever, being a sailor does not
clw'acter can also run . U he ron. iI suc::- guarantr-e that a character c::an swim . Many
<:essful Strmgth dted, he caJI move .11 a medieval m<ilriner or black-hearted pirate
Cross-Country Mo v ~l'I't~nt
tluft times his normal ratl!; If he rolls a nner learned how to swim and 10 devel-
St~th check with . - 4 penalty, hl! ClIn A normal da y's oped a mo rbId f~<ilr of thl' Willer! This is o ne
quadruple his normal rale; if he rolls iI marching lasts for tl'n hOUri, including rea- of the things that made ~walkin8 the plank~
Strengthd~wilha -8peNity, h~ can sonable stops for rest and meals. Under nor- suc::h <iI fl'ariul punishment. Furthermore,
quintup l~ his normal rate. failing a mal conditions, a character C::<iln walk twice SO m!.' c::haraC::ler races are normally suspi-
Strength c::heck means o nly thlll the cha ... his movement rate in miles In Ihose ten dous o f water and SWimming. While theH
hours. Thus an unl!ncumbered man can ma y vary from u mpaign to campaign,
.20
..
.....~~ \ (l
.'\ -
.." .' "'"!~.T!!
-,
."IY ·.
" ..

dwarves and halt'Hngs often don't know swims for a number of houn !!quill to his • ChOilracters can also swim long distanCH
how to swim. Constitutio(l, a Constitution check must be OiIt il faster pace, althouah at increasing risk.
Untrained swimmers are a fairly hapless made for each additio nal hour. For each Swimming at the character's nonna! move-
lot. When they are unencumbered, they can extfil hour of swimmins, 1 Constitution ment ra te (instead of the usual swimming
manOlgt' a rough dog-paddle in relatively point is temporOilriJy lost (regaining lost abil- speed of 'ta the no nnill movement filte)
calm waters. If the waters are rough, the ity points is explained in the next column). requires Oil Constitution check every hour.
curnnlsuong. or the depth v:cessive (at sea EOiIch hour spent swimming causes a reduCH Strength and Constitution by 1
or far out on a lake). untrained swimmers cumulOiltive penalty of -1 to OiIll attack rolls. point every hour, and results in a - 2 cumu-
may panic and sink. If weighed down with All this assumes calm water. If the seas lative at tack penalty for each hour of swim-
enough gear to reduce their movement I<Ite. are choppy, Oil Constitution check should be ming. Characters can swim at twice this
they sink like stones, unable to keep their made every hou r spent swimming. regard- speed (quadruple nonna1 swimming $peed),
heads above wa ter. In no way do they make less of the chOilracter's Constitution , Rough but they must roll a check every tum and
ilny noticeable progress (unless. of course, seas can require more frequent checks; suffer the above penalties for every tum
the obtect is to sink beneath the surface). heavy 5eU or stonns m.ay require a check spenl swimming, Again, when an ability
Proficient swimmers are able to swim, every round. The DM may decide that score ruches 0, the character sinks and
dive, and surface with varying degrees of adverse conditions cause a character's Con- drowns.
success. All proficient characters are able 10 stitution score to drop more rapidly than 1 • Upon reaching shore, characters can
swim 1/: their cumnt land movemtflt rate point per hour. recover lost ability score points and negate
limes 10 in yards. provided they are not If a swimming character fails a Constitu- attack penalties by resting, Each <by of rest
wearing metal annor. A characttT with a tion check, he must tread wa ter fo r 1ta hour recovers Id6 ability points (If both Strength
movement rale of 12 could swim 60 yards before he can continue swimming (this and Constitution points were lost, roll 1d3
(180 feet) in a round. Characters whose counts as time spent swimming. for pur- for each ability to determine points recov-
movement rates have been reduced to I I I o r poses of Constitution point loss). ered ) and removes 2d6 points of a ttack pen-
less of nonnal (due to gear) or who are A character drowns if his Constitution OiIlties . Rest assumes adequa te food and
wea ring metal armor cannot swim-the score drops to O. water. Charactet1 need not be fully rested
weight of the gear pulls the character under. before undertaldng any activity, althouah
They can still walk on the bottom, however, A.s an uampl,. a ~ak 'WQo, noeeps Fiera the adjusted OiIbility scores are treated as the
at I l l. their current movement rate. (an elf) ollerboard dunng th" night. Fortu- character's CUlTetlt scores until the chilfilcter
Proficient swimmers can double their nately she can swim and knows that land is has rested enough to fully recover from the
swimming speed, if a successful Strength n"arby. BrQtleiy, she HU out through calm swim.
check is rolled (vs. 1/2 the charader's nOmlOilI water. H"r COl1.Stitution score is 16. Aftu 14
Strength score). For a charOilcter with a hours of steady swimming, sh" makes out To contin~ tM earlier example toith rlmt,
movement rate of 12, a successful check an island on th" hon%on. Two hours later after a bQd illst hour in the 'WQter; W fNChes
means he can swim UO yards in o ne round, she is closer; but still has scm" 'WQy to go. shOfY. HfI7' Constitution is 13 and W has a
OiIn Olympic-class perfonnOilnce. During the next hour(her 17th in the wuter), - 18 p0Wlty to Mr affack roll. Exluwsled, SM
like running. swimming is not something her Constitution drops 10 IS (h"r attack finds some ~ fruit and collDpses in tM shmh
that Oil charOilcter can do indefinitely. There penalty is -17/) and she must make a Con- 01" palm tree. All 1M nut dRy she rests. At
are several different speeds a chOiltacter can stitution check, A 12 is rolled- she passa. thf' eru:I 01 the iMy she rolls a 4 on 1d6 and
choose to swim OiIt, thus moving in either In th" last hour, th" 18th, the seas becom" regains 4 points 01 Constitution, restoring it to
short sprints or a slower, but longer-lasting, rough. H"rConstitution is noto 13 (the OM nonnal. An 8 is rolled to reduce her attack
pace . ruled that the heQtly uas made her lose 2 pen4lty. $0 til. nat day shuulfers only a -10
• If swimming al Iia nonnal speed o r points 01 Constitution this hour), and the pen4lty to Mr aHack roll. TM nut dRy 01 rat
t reading water, the chafilcter can maintain OM decides she must pass an ex/rfl Consti- lawomthis by6to -4aM til. thirdiMyemses
this for Oil number of hours equOillto his Con- tution ch"ck to reach shore. She rollJ a Sa nd it complet,/y. So in three days sh,. has fully
stitution score (althouah he will have to /lops onto shore, uhausted. recounwI from her IB--hour 0,-deQ1 in the
OiIbandon most of his gear). After a character tDQl er;

11.
It is quite: possible for a moderately Table 66: CU MBING MO DIFIERS
Holding YOUI Ire.th weighed-down character to sink if h~ makes
Situatio n Modifier
Under normal cir- no effort to stily on the surface:.
Abundant hand holds
cumstances (with a good gulp of air and not
performing stre:nuous feats), a character can
(brush. trees. ledges) + 40 %
hold his breath up to L/ ;) his Constitution
Climbing Rope and wall" +55 '111
Sloped inward +25'111
score in founds (rounded up). If the charac- Although thieves
have: specialized climbing abilities, illl char- Annor
ter is exerting himself, this lime is halved
(again rounded up). Characters reduced to acters are able to climb to some degree or
Banded, splint -25"
1 / 3 or less of their normal movement be- another. Climbing ability is divided into
Plate armors (all types)
Stille, chilin
-SO"
-15 %
cause of encumbrance: are always consid- three categories: thief. mountaineer. and
ered to be: exerting themselves. If unable to unskilled ,
Studded luther, padded
Chilracte:r race •
-5"
get a good gulp of air, these limes are reo- Thieves are the most skilled at climbing.
due«! by 1/2. All characters are able to hold They an! the only characters who ciln climb Ow," -10%
Gnome -15 %
their breath for one round, regardless of cir- very smooth, smooth, and rough surfaces
Halfling -15%
cumstances. without the use of ropes or other equip-
Encumbrance: -5%/t
While attempting to hold his bre:ath be- menl. They are the fastest of all climbers
Surface condition,
yond this time, the character must roll a and ha ve the least chance of falling .
Slightly slippery
Constitution check each round. The first Mountaineers are characters with moun-

-"'.
-25"
(wet or crumbling)
check has no modifiers, but each subsequent taineering proficiency or those the DM
Slippery (icy. slimy)
check suffers a - 2 cumulative penalty. deems to possess this skill. They have: a bet-
Climber wounded below 1/2 hp -10%
Once a check is failed, the character must ter climbi"8 percentage than unskilled char-
breathe (if he cannot re:ach the surface, he acters. Mountaineers with proper equip- • These are the same ilS the modifiers
drowns). ment can climb very smooth , smooth, and given in Table 27. Make sure that thief char-
Diving: All characters can dive to a depth rough surfaces. They can assist unskilled acters are not penillized twice for race:.
of 20 feet in a single round . For each encum- characters in all types of climbs . •• Rope and wall applies in most climbing
brance category above unencumbered (or Unskilled climbers are the vast majority situations in which the characte:r is ilble to
for each point of movement below the char- of characters. While the y are able to scum- brace his feet against the surface being
acter's normal rate, if this optional system is ble over rocks, they cannot use climbing climbed and use a rope to assist in the task.
used-see page 76). two feet is added 10 this equipment or ne:goliate very smooth, t This is - 5% per encumbrance category
depth (the additional weight helps pull the smooth, and rough surfaces. The:y have the: above unencumbered. or per movement
character down) . A short run or a few feet lowest climbing success rate of all charilc- rate point lost off normal movement rate.
of height adds 10 feet of depth to the first ters.
The finill result of Tables 6S and 66 is the
round of a dive. For every 10 fee t of height
number the character uses for Climbing
above lhe water. an additional five feet of
checks. A Climbing check is made by rolling
depth is added. up to a milJCimum addition
of 20 feet. Thus, with a run and from a percentile dice. If the number rolled Is equal
The chance of suc-
to or less than the number found from Ta-
height of 40 feet or more. an unencumbered cess of a climb is calculated by taking the
bles 6S and 66, the charilcter succeeds with
man can dive SO feet in a single round. charilcter's skill leve:l (given as a percentage)
and modifying it for his race, the condition the Climbing check . Rolls above this num-
S urfAcing: A character can normally rise
ber indicate failure .
at the rate of 20 feet per round. This rate is of the surface. and situational modifiers . Ta·
A Climbing check must be milde any time
reduced by two feet fOf every encumbrance ble 65 lists the percentages for the different
a chilfacter tries to climb a height of 10 feet
category above: unencumbered or for every CiitegOries of climbers.
point of current movement below the char- The chance of success given in Table 6S is or more. This check is made before the char-
ilcter ascends the: first 10 feet of the: climb. U
acher's normal rate (if this optional system is modified by many factors. Some of these reo-
the check is pilssed. the character can con-
used) . Note that, under the: optional encum- main the same from climb to climb (such as
a chaTilcter's race) and can be figured into tinue: climbing. If the check is failed. the:
brance system. heavily loaded characters
(those who have lost 10 or more points off the character's base $Core. Others depend on charilcte:r is unable: to find iI route and can-
not even attempt the climb. No further ilt-
their normal movement rate because of their the conditions of a given climb. All of these
templs ciln be made by that character until a
current encumbrance) cannol even swim to are listed on Table 66.
the surface:. Those simply floa ting to the change occurs. This is either iI significant
surface (unconscious characters. for exam- chilnge in location (a hillf mile or more
ple) rise at a rate that is five feet per round along the: face of a cliff) or an improvement
in the character's chance of success.
slower than someone similarly encumbered
who is actively swimming up to the surfilce. For example. Brondorouw the gnome is
all Imskilled climber. Her normed chanc. of
J U: CI!5S is 25% (40% - IS% for being II
Table 65: BASE CUMBING SUCCESS RATES
gnome). She IIQ5 beell cut off from the ITSt of
Category Sue-cess Ra te the Pllr1y bya rugged cliff, SO feet high. For-
Thief with mountilineering proficiency • Climb walls % + 10 % tunately. the cliff is dry and the rock seems
Thief Climb Willis % solid. She mllkes an IIttempt, but a 49 is
Mountaineering proficiency • 40 % + 10 '111 per proficiency slot rolled 011 the percentil. dice. Slut canllot
Mountaineer (decided by DM)
Unskilled climber
SO"
40 ..
climb the cliff. Then onr of her frirllds up
aboue remembers to /oW4!r II rope. With the
• Only if optional proficiency system is used. rope, Brondurouw call agllin try the climb •
since hrr percen'Qge e-hallcr is now 80% . A
27 is rolled and she makl'$ the lUCent.
III
On pilrticularly long climbs- those Table 67: RATES OF CUMBING
greater than 100 Fm or requiring mort' thM\ Surface Condition
one tum (10 minutes) of climbina tlIM- the Type of Surface 0". Sllghtly ~~ppery SUppery
OM may requirt' additio~1 ch«b. The fre.-
quency of these checks is for 1M OM to
Very smooth • 'I.
'I, 'I.
decide. Chancten who fail a check could
fall a very Ions way, so it is wise 10 carry
Smooth. cracked •
Rouah • I
I
'"'I, 'I.,
ropes and tools.
'I.
3 2
Olmblnl _.t6 Siopina; wall 3 2 I
Climbina; is diJfer--
Rope and wall 2 I 'I,
en! from walking or any Olm type of • Non-thief characten must be mountai~ and have appropriate tools (pitons. rope.
movemml a character can do. The rate al etc.) to climb tMse surfaces.
which a character moves varies ~ally with •• Thief characters can climb very smooth, slightly slippery surfaces at 114 .
the different Iypes of walls and surfaces that Even thieves cannot climb very smooth, slippery surfaces.
must be climbed . Refer to Table 67. Crossre-
ference the type of surface to be climbed
TTftS includes climbs with ~ open fTame-
with the surface condition. Multiply the Types of SurfACes
work. mcb as a scaffold, as well as trees.
appropriate number from the table by the
Very smooth sur- Sloping walls means not quite cliff-like
characters current movement rale. The
faces include expanxs of smooth, uncrack- but too .t~ to walk up. If a charactu faUs
result is the rate of climb for the character. ed rock, flush.filted wooden walls. and while climbing a sloping wall, he suflen
in feet per round. in any direction (up.
welded or bolted metal walls. Completdy damage only If he ~ a saving throw VI .
down, or sidewayll).
smooth waUs, unbroken by ~y featun, petrification. If lhe NYe is made, the charac-
All the movement rates given on Table 67
are for non-thief characters. Thief charac- cannot be climbed by ~yone without tool • . ter dides a Ihort cruw,ce but is not harmed .
Smooth and cracktzd w*.lls lndude mOlt Roptzl2ruJ UNJII require: that the character
ten are able to climb at double the move--
types of wdl-built masonry, avem walls, uses a rope and Is able to brace himself
ment rate for normal characters.
maintained c.utle walls, and slightly eroded against a solid surface.
diff faces.
RQtpt12r the thief and his comp"nion
Rough faces are most natura] cliffs. poor-
Rupert (" ludf-clfl "re climbing 12 cliff with
ly maintained or badly built masonry, and A(.dons WhIle Olmblnl
rough WgH. A r«ent r"in hIlS 11ft the su,..
typlca1 woodm walls or .tockades. Any AlthO\lgh it 11 p0s-
ftull slightly sJipptzry. Rslgrwr Iuu 12 mov...
ment rtlte of U,md Ruptzrts is 8. R"gn,,,c.:m natural stone surface is a rough face . sible to perform othtt actions while climb-
Rough with kdges is simiIM 10 rough ing, such as spellcasl:ing or fighting. it is nol
COVill' 12 fut pilI' round (12 )( I sinn hll is"
faces but is dotted with grips three inchn or easy. Spellcasten can use spells only if they
thi.f). but Rupert S'"'BlIes along tit the lXlee
of 4 feet per round (8 )( I12). If RAgntlT Iuul mon wide. Frost-eroded clifft and natural are in a ateady. braced position, perhaps
chimneys are in this category, as an mason- with the aid of other characten.
gonlll up first and 10Wllfllld" rope to Rupert.
thll half-clf could hlWe climbed tit thll Ttltll of
ry buildings falling inlo ruin. Climbing char.!cten lose al1 Armor Oass
8 feet per round using roplll and wall (8 )C I). Ice lDQlls art' cliffs or faces made mtinly bonl15H for Dexterity ~d shield and mOlt
of frozen ice. Thne an different from very often have nar attack modifien applied
smooth ~d smooth surfaces in that then against them also. Their own attack, dam-
an still many natura.! cracb and protru- age, and Nving throw rolls suffer - 2 penal-
sions. They an extnmely dangerow to ties. Those attacking from above gain a + 2
climb. so a Climbing ch«Ir. should be made bonus to their attack rolls. while those
every round for any character attempting it attacking from below sulkr ~ additio~1
without tools. -2 penalty to their attack rolls. A climbina;

' 13
character cannot use a two-handed weapon For example, a party of five is ro~d skilled mountaineer to ~ up the rappd and
while climbing. The OM can oYl.'ITUle thl.'Sl.' togflther AS they go up the cliff. Suddenly to hold the rope at the bottom. When raP'"
penalties if he Mis the player character has Johann f,dls. MegA"An , immediAtelyabov fl peling down a surface, a Oimbing check
reached a place of secure footing . If struck him, and Orelb, follo1Ding him, must roll with a +50 bonus must be rolled . Free rap-
while climbing (for any amount of damage), Climbing checb. Mega"An passes her pels (the end of the rope unsupported at the
the character must make an immediate check. But Drelb fQils and is snApped off the bottom) can also be done, but the modifier
Climbing check. Failure fo r a ro~ charac- Wflll. Now Megarran must make another is only + 30. Of course, a failed check
ter means he spends a round regaining his check 1Dith a -10 penalty (for two falling results in a slip sometime during the rappel
balance; an unroped character falls if he chArActers), and TArgash, toho s bringing up (the OM decides on the damage suffered). A
fails this check. the rear, must Also roll A chllck 1Dith a -10 character can rappel at a speed equal to his
penalty. Both succeed on their rolls and th. nonnal dungeon movement (120 feet / round
fall is stopped. for an unencumbered human). One other
Olmblng Tools thing to bear in mind is that theft, must be a
Tools are an inle-- landing point at the end of the rope. 1UP'"
Getting Down pelling 60 fed down a l00-foot cliff means
gral part of any mountaineers equipment
and all climbs CiIIn profit from the use of Aside from jump- the character is either stranded at the end of
tools. Mountaineering tools include rope, ing or flying, the quickest way to get down the rope or, worse still, rappels right oH the
pitons (spikes). and ice axes. Howl."Ver, it is from a height is to ra ppel. This requires a end and COVeT'S the last 40 fed much faster
a mistaken belief that the main function of rope ilttached at the top of the climb and a than he did the fint 601
tools is to aid in a climb. The main purpose
of pilons. rope. and the like is to prevent a
disastrous fall. Oimbers must rely on their
own skills and abilities, not ropes and
spikes, when making a climb. Accidents
happen when people forgd this basic rule
and trust thei r weight to their ropes and
pitons.
Therefore, aside from ropes. other tools
do not increase the chance of climbing suc-
cess. However, in the case of a fall , climbing
tooisan reduce the distance fallen. When a
character falls, he can fa ll only as far as the
rope allows, if being belayed, or as far as
twice the distance to the last piton set (if the
piton holds-a piton pulls f~ 15% of the
time when a sudden stress occurs). The dis-
lance fallen depends on how far apart the
pitons hilve beoen ~ . Falling characters fall
twice the distance to the last spike that
holds.

For uQmple, Rath is 15 feet aboue his wt


piton. Suddm/y he slips. He falu thfllS fflet
to his piton, plus another 15 feet past his
piton since there's 15 feet of rope bfltwem
him and the piton, for a total of 30 fed
fAllen And 3d6 points of fAiling damage.

Roping characters together increases indi-


vidual safety, but it also increases the chance
that more than one person fa lls. When a
character falls, the characteris) on either
side 01 the falling climber must roll Oimb-
ing checks (a penalty of - 10 is applied for
each falling character after the first one to
fall) . If all checks are successful. the fall is
stopped and no one suffers any damage. If a
check is failed, thai character also falls and
Oimbing checks must be repeated as before.
Climbing cheds are made until either the
fa ll Is stopped (the climbers on either side of
the falling characlerlll successfully roll
Climbing checks or the last nonfalling
climber succeeds with his check), or all the
roped-together charaders fall .

.24
\"

/
/'

..
Wizard Spells
1st Level 2nd Level jrd Level 4th level
1 Affect Nonnal Fires A1ter Sdf Blink Charm Monster
2 Abnn Bind Oairaudience Confusion
3 Anno. Blindness C1.i11irvoyance Contagion

•••
Audible Chimer Blur Delude Detect $crying
Burning Hands Continual Light Dispel Magic Dig
Canlrip Darkness, 15' Radius Explosive Runes Dimension Door
7 Change 5f:1f Deafness Feign Death Emotion
••
Chann Person
ChiU Touch
Deeppockels
Deleel foil
Fireball
Flame Arrow
Enchantt'd Weapon
Enervation
10 Color Spray Detect Invisibility Ay Evard's Black Tentacles
11 Comprehend LIl"~ges ESP Cust of Wind Extension I
12 Dancing Ugh,s Flaming Sphere Haste Fear
13 Deltct Magic Fog Cloud Hold Person Fire Charm
,.
14 Detect Undead
Enlarge
&...
Fools' Gold
Forget
Giitierdusl
Hold Undead
Ulusionary Script
Infra vision
Fire Shield
Fire Trap
fumble
,.I."
17 Feather Fall
Find familiar
Friend5
Hypnotic Pattern
lmprovtd Phantasmal Force
Invisibility
Invisibility, 10' Radius
Item
Leomund's Tiny Hut
Hallucinatory Terrain
Ice Stonn
Illusionary Wall
20 Gau R~ection Irritation lightning Bolt Improvtd Invisibility
21 Grease Knock Melfs Minute Meteors Leomund's Secure Shelter
22 Hold Portal Know Aligmtllmt Monster Summoning I Magic Mirror
23 Hypnotism leomund's Trap Non-Detection Massmorph
24 Iden tify Levitate Phantom Steed Minor Creation
2S Jump LoeRte Object Protection from Evil , 10' RRdius Minor Globe of Invulnerability
26 Ugh. Magic Mouth Protection from Nonnal Missiles Monster Summoning II
27 Magic Missile Melfs Acid Arrow Secret Page Otiluke's Resilient Sphere
28 Mending Mirror Image ~ia Snake Sigil Phantasmal Killer
29 Message Misdirection Slow Plant Growth
30 Mount Protection from Cantrips Spectral Force Polymorph Other
31 Nystul's Magical Au ra Pyrotechnics Suggestion Polymorph Self
32 Phantasmal Force Ray of Enfeeblement Tongues Rainbow Pattern
33 Protection From Evil Rope Trick Vampiric Touch Rary's Mnemonic Enhancer
34 Read Magic x.~ Water BreRthing Remove Curse
3. Shield Shatter Wind Wall Shadow Monsters
36 Shocking Grasp Spectral Hand Wraithfonn Shout
37 Sleep Slinking Cloud Solid Fog
38 SpiderOimb Strength Stoneskin
3. Spook Summon Swarm Vacancy
.0 Taunt Tasha's Uncontrollable Hideous Wall of Fire
41 Tenser's AoaHng Disc Laughter Wan of Ice

...."
43
Unseen Servant
Ventriloquism
Wall of Fog
Wizard Mark
W.b
Whispering W ind
Wizard Lock
Wizard Eye

• itRlicized spells are reversible.

. 26
5th level 6th level 7th Level 8th Level
Advanced Illusion Anti.Magic Shell Banishment Antipathy·Sympathy
Airy Water Bigby's Forceful Hand Bigby's Grasping Hand Bigby's Clenched Fist
Animal Growth Chain Lightning Charm Plants Binding
Animate Dead Conjure Animals Control Undead Clone
Avoidance Contingency Delayed Blast Fireball Demand
Bigby's Interposing Hand Control Weather Drawmij', Instant Summons Glassteel
Chaos Death Fog Duo-Dimension Incendiary Cloud
Cloudkill Death Spell Finger of Death Mass Charm
Cone of Cold Demi·Shadow Magic Fore«age Mm
Conjure Elemental Disintegrate Limited Wish Mind Blank
Contact Other Plane Enchant an Item Mass Invisibility Monster Summoning VI
Demi·Shadow Monsters Ensnarement Monster Summoning V Otiluke's Telekinetic Sphere
Dismissal Extension III Mordenkainen's Magnificent Olto', Irresistible Dance
Distance Distortion Eyebite Mansion Permanency
Domination c;... Mordenkainen's Sword Polymorph Any Object
Dream Glassee Phase Door Power Word, Blind
Extension II G lobe of Invulnerability Power Word, Stun Prismatic Wall
Fabricate G uards and Wards Prismatic Spray Screen
F~Vision Invisible Stalker Reverse Gravity Scrten's SpeUlmmunity
Feeblemind Legend Lore Sequester Sink
Hold Monster u,wer Water Shadow Walk Symbol
Leomund's Lamentable Mass Suggestion Simulacrum Trap the Soul
Belabormen! Mirage Arcana Spell Turning
Leomund's Secret Chest Mislead Statue
Magic Jar Monster Summoning IV Teleport Without Error
Major Creation Mordenkainen's Lucubration Vanish 9th Level
Monster Summoning 1II Move Earth Vision
Mordenkainen's Faithful Otiluke's Freezing Sphere Astral Spell
Hound Part Water Bigby's Crushing Hand
Passwall Permanent Illusion Crystalbrittle
Seeming Programmed Illusion Energy Dra in
Sending Project Image Foresight
Shadow Door Reinamation Gate
Shadow Magic Repulsion impruorlmellt
Stone Shape Shades Meteor Swarm
Summon Shadow Storie to Flesh Monster Summoning VlI
Telekinesis Tenser's Transformation Mordenkainen's Disjunction
Teleport Transmute Water to Dust Power Word, Kill
Transmute Rock to Mud True Seeing Prismatic Sphere
Wall of Force Veil Shape Change
Wall of Iron Succor
Wall of Stone Temporal Stasu
Time Stop
Weird
Wish

• Italicized spells are reversible .

127
Priest Spells
1st level 2nd Level 3rd Level 4th Level
I Animal Friendship Aid Anim.Jle De.Jd Abjure
2 B/~ Augury CilllI Ughtning Animal Summoning I
3 Combine B.Jrkskin Continua/light Call Woodland Beoings
• Comm.Jnd
5 Creale Water
Chant
ChanT! Person o r Mammal
Create Food &: Water
Cure BlinJuNS o r DNflles5
ClOllK 0/ Bnw('ry
Control Temperature, 10' Radius
• Curl' Light Wou",1s
7 Detect Evil
Detect Chann
Dust Devil
Curt Disease
DisPf'1 Magic
Cllr" yriolls Wo/mtls
Dett',t Lie
8 Detect Magic Enthrall Feign Death Divination
9 DetKt Poison Find Traps Ftame Walk Free Action
10 Detect Snarts Ie Pits Fire Trap Glyph of Warding GianI ItlMet
II Endure Heat/ Endure Cold Flame Blade Hold Animal Hallucina/ory Forest
12 Entangle Goodberry Locate Object Hold Plant
13 Faerie Fire Heal Metal Magical Vestment Imbue With Spell Ability

,.
14 Invisibility to Animals
15 Invisibility to Undead
Light
17 Locale Animals or Planls
Hold Person
KFiOUl Aligllnuml
Messenger
Obscurement
Meld Into Stone
Negative Plane Protection
Plant Grow th
Prayer
Lower Water
Neutralizf Poison
Plant Door
Produce Fire
18 Magical Stone Produce Flame Protection From Fire Proteetiotl From Evil, 10' Radius
19 Pass Without Trace Resist Fire/ Resist Cold Pyrotechnics Protection From lightning
20 Protection From Evil Silence, 15' Radius Remove CUI"U' Reflecting Pool
21 Puri~ Food & Drink Slow Poison Remove Paralysis Repei in5«ts
22 Removr Frar SnOllkr Charm SnOllI'e Speak With Plants
2J Sanctuary Speak With Animals Speak With Orad Spell Immunity
Spike Growth
"
25
26
Shillelagh Spiritual Hammer
Trip
Warp Wood
Stal'$hine
Stone Shape
Sticks to SIIakt'S
Torlgut'S

27 Withdraw Summon Insects


28 Wyvem Watch T,~
29 Water Brea/lTi"g
30 Water Walk

5th Level 6th level 7th Level


I Air Walk Aerial ~rvant Animate Rock
2 Animal Growl" Animal Summoning III Astral Spell
3 Animal Summoning II Animate Object Changestaff

5
Anti-Plant Slw:lI
Atonemt'nt
Anti-Animal Shell
Sladt' Barrit'r
Chariot of Sustarre
ConfusiOn
6 Commune Conjure Animals COFijure Earth E/ermmtul
7 Commune With Nature Conjure £ire Elemental Control Weather
8 Control Winds Find the Path Creeping Doom
9 Cure Critical Wounds Fire Seoeds Earthquake
10 Oi5pel Evil Forbiddance Exaction
II Flame Strike Held Fire Storm
12 In5«t PIOligue Heroes' Feast
UVeoJik
c."
Holy Wo rd
13 Magic FOnl
14 Moonbeam Part Water Reger/eralr
15 Pass Plant Speak With Monstel'$ Reincamate
1. Plane Shift Stont' Tell R~toTQhon
17 Qunl Trans mute WAler 10 Dust Rt'Surrectio"
18 Rainbow Transport Via ptants Succor
19 Raiu CRAd Tum Wood Sunray
20 Spike Slont'S Wall of Thoms Symbol
21 TrAtl$mute Rock to Mud Wt'alher Summoning Transmute Metal to Wood
22 True Suing Word of Re<:all Wind Walk
2J Wall of Fire

• Italicized spells art' reversible ,

128
creature or object if desired. In general. a vol ume, dimensions, weight, etc., that can
Spell Descriptions spell that affects a limited number of crea- be affected by the spell. Spells with an area
The spells are orga- tures within an area affects those closest to or volume that can be shaped by the caster
nized according to their group (Priest o r the «nter first. unless there are other pa- will, unless the spell description specifically
Wiurd) and level, sluting on page 131 . rameters operating (such as level or Hit states otherwise, have a minimum dimen-
Within each level, the spells are arranged al- Dice). Spells can be cast through narrow sion of 10 f~ in any direction . Thus a cloud
phabetically. At the start of each spell d~ openings only if both the caster's vision and that has a 1()...foot cube per caster I~el
scription are the following important game the spell energy can be directed simultane- migh t, when cast by a 12th-level caster,
statistics: ously through the opening. A wizard stand- have dimensions 10' )( 10' )( 120', 20' )(
Name: Eoachspell is identified by name. In ing behind an arrow slit can cast th rough it ; 20' )( 30'. or any similar combination that
parenthtseS after the name is the school (for sending a fireball through a small peephole totals 12 1()...fool cubes. Combinations such
wizard spells) 10 which thai spell belongs. he is peering through is another matter. as 5' x 10' x 240' are not possible unless
When more than one is listed, that spell is Components: This lists the category of Specifically slated.
common 10 all schools given . components needed, V for verbal, S for s0- Some spells (such as bless ) affect the
Some spells are reversible (they cOI.n be matic, and M for material. When material friends or enemies of the caster. In all cases,
cast for an ef(K1 opposite 10 that of thl!' components are required, these are listed in this refers to the perception of the caster at
standard spell). This is noted after the spell tM spell description. Spell components are the time the spell is cast . For example, a cha-
name. Priests with reversible spells must expended as the spell is cast, unless other- otic good character allied with a lawful neu-
memorize the desired version . For example, wise noted . Clerical holy symbols are not tral cleric would receive the benefits of the
a priest who desires a cauu light wounds lost when a spell is cast . For cases in which latter's bless spell .
spell must petition for this Eonn of the spell material components are eJl:pended at the Saving Throw: This lists whether the spell
when meditating and praying. Nole that se- end of the spell (free action, shapechange, allows the target a saving throw and ex-
vere penalties an result if the spell choia: is etc. ), premature destruction of the compe- plains the effect of a successful save: "Neg.-
al varian« with the priest's alignment (p0s- nents ends the spell. results in the spell having no effect; -1/";1·
sible penalties include denial of Specific Duration: This lists how long the magical means the charader suff~ half the normal
spells, entire spell levels, or even all spells energy of the spell lasts. Spells of instanta- amount of damage; ~noneH means no saving
for il certain period . The exact result (if any) neous duration come and go the moment throw is allowed . Wisdom adjustments to
depends on the reaction of the priest's pa- they are cast, although the results of these saving throws apply only to enchantmentl
tron deity, as determined by the OM . spells may be permanent and unchangeable charm spells.
R~ersible wizard spens operate similarly. by normal means. Spells of permaMnt du- Solid physical barriers provide saving
When the spell is learned, both fonns are re- ration last until the effects are negated by throw bonuses and damage reduction.
corded in the wizard's spell books. How- some means, usually by a dispel magic. Cover and concealmenl may affect saving
ever, the wizard must decide which version Some spells have a variable duration. The throws and damage (the OM hu additional
of the spell he desires to cast when memoriz- casler cannot choose the duration of spells, information about this).
ing the spell, unless the spell description spe- in most cases. Spells with set durations A creature that successfully saves against
cifically states otherwise. For eJl:ample, a (e.g .. 3 rounds/ l~el of the wizard) must be a spell with no apparen t physical effect
wizard who has memorized stone to flesh kept track of by the player. Spells of varia- (such as a chunn , hold, or mugic jar) may
and desires to cast flesh to stone must wait ble duration (e.g .. 3 + Id4 rounds) are se- feel a defi nite force or tingle that is charac-
until the latter form of the spell can be mem- cretly recorded by the OM. Your OM may teristic of a magical attack, if the OM de-
orized (Le., rest eight hours and study) . If he warn you when spell durations are ap- sires. But the exact hostile spell effect or
can memorize two 6th-level spells, he could proaching expiration, but there is usually no creature ability used cannot be deduced
memorize each version once or one version sign that a spell is going to expire; check from this tingle.
twice. with your OM to determine exactly how he A being's carried equipment and p0sses-
School: In parentheses after the spell handles this issue. sions are assumed to make their saving
name is the name of the school of magic to Certain spells can be ended at will by the throws against special attacks if the creature
which the spell bdongs. For wizard spells, caster. In order to dismiss these spells, the makes its saving throw, unless the spell spe-
this defines which spells a wizard specialist original caslu must be within range of the dfically stales otherwise. U the creature fails
can learn, depending on the wizard's school spell's center of effect- within the same its saving throw, or if the attack form is par-
of spedalization . For priest spells, the range at which the spell can be cast. The ticula rly potent, saving throws may have to
school notation is used onl y for reference caster also must be able to speak words of be rolled to see if any possessions survive,
purposes, to indicate which school the spell dismissal. Note that only the original caster using either item saving throws (see the
is cons.idered to belong to, in case the OM can dismiss his spells in this way. DMG ) or the being's saving throw. The OM
needs to know for spell resistance (e.B. , Cutlng Time: This entry is importanl, if will inform yOu when this happens.
elves' resistance to charm spells). the optional casting lime modifier to initia- Any character can voluntarily forgo a
Sphere: This entry appears only for priest tive is used. U only a number is given, the saving throw. This allows a spell or simllar
spells and identifies the sphere or spheres casting time is added to the caster's initiative attack that normally grants a saving throw
into which each spell falls. die rolls. I! the spell requires a round or to have full effect on the character. like-
Range: This lists the distance from the number of rounds 10 casl, it goes into ef~t wise, any creature can volun tarily lower its
caster at which the spell effect occurs or be-- at the end of the lUI round of casling time. magic resistance allowing a spell to auto-
gins. A ~O" indicates the spell can be used on I! Del.senora casts a spell that takes one matically function when cast on it . Forego-
the caster only, with the effect embodied round, it goes into effect at the end of the ing a saving throw or magic resistance roll
within or emanating from him . "'Touch- round in which s he begins casting. If the need not always be voluntary. U a creature
means the casltt can use the spell on others spell requires three rounds to cast, it goes or character can be tricked into lowering its
if he can physically touch them . Unless oth- into effect at the end of the third round. resistance, the spell will have full effect,
erwise specified, all other spells are centered Spells requiring a tum or more go into effect even if it is not the spell the victim believed
on a point visible to the caster and within at the end of the stated tum. he was going to receive . The victim must
the range of the spell. The point can be a A rea o f Effect: This lists the creatures, consciously choose to lower his resistance;
129
it is not suffident that he is caught off guard. turned to stone by one). Intelligence is the hl"st defense against illu-
For example, a character would receive a Option: Illusionary monsters attack us- sions. Low and non-intelligent creatures are
saving throw if a mage in the party suddenly ing the wizard's attack values. This would more vulne r<lble to illusions, unless the illu-
attacked him with a Fireball, even if Ihe be a subtle due that the monsters are fake. sion is completely outside their experience
ma~ had been friendly to that point. How- Option: Extend the spell level control to o r the illusion touches on an area of the
~er, the same charader would not rKeive a monsters- the caster can create monsters creatures' particular competence. Undead
saving throw if the mage convinced him o nly if the total monster Hit Dice a re equal are generally immu ne to illusions, but they
that he was about 10 receive a (wi/alioll 10 or less than the caster's level (an 8th-level are vulnerable to quasi-rtal effects, most of
spell but cast a fireball instead . Your OM caster could convincingly do one hill giant. which start to appear in the 4th-level spell
will decide when NPCs have lower«! their two ogres, or four 2nd-level fighters) . list.
resist anus. You must tell your OM when Illusion spells require a higher degree of Illusions us ually ct'aSt' to affed a charac-
yOUT character is lowering his resistancr. OM-player interaction than other wizard ter if they are adively disbelieved. Disbelief
SpeD Ikscription: The tex t provides a spells. The timing and staging of such spells must be stated. by the player, based on dut'S
comple te descriplion of how the spell func- by the caster are extremely impurtant. Ef- provided by tht' OM . Players stating disbe-
tions and its game effKts. It covers most fects that appear out of nowhere are not be- lief must give a rl"ason for disbelief based on
typical uses of the spell, if there <Ire more lit'ved unless the caster takes this into sensory informatio n available to the. charac-
than one, bUI cannot de<ll wilh every possi- <lccount. On the other hand, an illusionary ter. Failure to give such a reason results in
ble application players might find . In t~ fireball cast after OJ. wizard has cast a real one failure to disbelieve. The OM can impose
caSH, Ihe spell information in the text could have devastating effects. additional requirements o r delays in rKog-
should provide guidancr on how 10 ad judi- The caster must maintain a show of real- nizing illusions (such as Intelligence checks)
ca te the situation . ism at all limes when conducting an illusion as needed, such as when one player is obvi-
Spells with multiple funct ions enable the (if a squad of low-level figh ters is created, ously parroting a discovery made by an-
caster to select which fundion he wants to the caster dictates their hits, misses, damage olher. Disbelief a utomatically forfe its a
use at the lime of casting. Usually a single inflicted., apparent wounds, and so forth; saving thro w if the effKt is real.
function of a multiple-function spell is the OM decides whether Ihe bounds of be- For NPCs, a SiIving throw, Intelligence
weaker than a single-fundion spell of the lievability have been excl"eded). check, or OM adjudication can ~ used 10
same level. NPC illusions require carl"ful preparation determi ne disbelief, whichever t he OM
Spell effKts that give bon~or penalties by the DM, including dues to their nature. det!ms appropriate.
to a bilities, attack rolls, damage rolls, sav-
ing throws, etc., are not usually cumulative
with each o ther or with other magic: the
strongest single effKt applies. For vcample,
a fighter d rinks a potion 0/ giant strength
and then U'Ct'ives the 2nd-level wizard spell
strength . Only the strongest magic (the po-
tion) is effective . When the potion's dura-
tion ends, however, the strength spell is still
in effect, until its duration also expires.

Adjudicating illusions
All illusions are
cases of OM adjudication; each depends
upon the txad situational factors det!med
significant by the OM . All of the following
points are only subsidiary guidelines to help
the OM maintain consistency.
In trinsln Uy Deadly Illusions; ~ Inst ant
k.ill ~ illusions that are automatically fa tal re-
gardless of level, Hit Dice, o r saving
throws: collaps ing ct'ilings, Inescapable
lava pits, etc. The absolute maximum effect
of these is to fo ra a system shock chKk.
survivina characters aTe not furt her af-
fectl"d by that illusion.
Spell Eflects: Illusions that duplicate spell
l"ffects art keyl"d to the caster's level (e.g., a
10th-level illusio nist casting a fireball can
enate a convincing l O-die fireball). Exceoed-
ing this limit enates a fatal flaw in the iIIu-
lion that negates its effect.
Monster Spedal Attack.: Before the
caster can effKtively duplicate a monster's
special attack, the wizard must have under-
gone it (a wizard cannot conju re up the
twinkle in a medusa's eye correctly without
actually experiencing it -Le., having been

130
horde of rats running and squeaking is
First-Level Spells Armor (Conjuratio n)
about the sa me volume as eight men run-
Range: Touch ning and shouting. A roaring lio n is equal
Affect Norm.' FIres (Alte ration)
Components: V, S. M to Ihe noise volume of 16 men. while a
Range: S ya rds/ level Duration : Special roaring dragon is equal to the noise volume
Components: v, 5 Casting Time: 1 round of no fewer than 24 men.
Duration: 2 roundsf lev\'1 Area of Effect: 1 creature A characler slating that he does not ~
Casting Time: 1 Saving Throw: None lieve the sound receives a saving throw, and
Area of Effect: 10-foot radius if it succ~, the character then hears a
By means of this ,pell , the wizard crealts faint and obviously fa lse sound, emanating
Saving Throw: None a magical fie ld of fOT« that serves as if it from the caster's direction. Note that this
This spell enables the wiUlrd to cau~ were scale mail armor (AC 6). The spell has
spell can enhance the effectiveness of the
nonmagical fires-from as small as a torch no effect on a person alread y armored or a
phanlasmlll force spelL
o r lantem to as large as the area of eHect- creature with Armor Class 6 or better. It is
The material component of the spell is a
to reduce in size and brightness to become not cumulative with the shield spell, but it is bit of wool or a small lump of wax ,
mere coals or increase in light to become as cumulative with Dexterity and, in the case
bright as full daylight and increase the iIlu· of fighter/ mages, with the shield bonus.
mination to double the normal fOlldius. Note The IInnot spell does not hinder movement, Burning H.Ands (Alte r.tio")
that this does not affed either fuel consump" adds no weight o r encumbrance, nor does it
Range: 0
lion o r damage caused by the fire . The prevent spellcasting. It lasts until success-
Components: V, S
caster can affect any or alt fires in the spell's fully dispt'lled or until the wearer sustains
Duration : Instantaneous
a rea . He can .aller their intensities with a sin4 cumulative damage totali ng greater than S
Casting Time: 1
gle gesture as long as the spell is in effect. points +1 per level of the c;:aster. (It is im-
Area of Effect : The caster
The spell las!' until the caster cancels ii, all portant to note that tM armor does "ot ab- Saving Throw : 111
fuel is burned, or the duration expires. The sorb this damage. The armor menly grants
casler can also extinguish all flames in the an AC of 6; the wearer still suffen full dam- When the wiza rd casts this spell. a jet of
area, which expends the spell immediately. age from any sucassful attacks. ) Thus, the searing flame shoots from his fingertips . His
The spell does not affect fire elementals or wearer might suffer S points from an attack, hamu must be held so as to send forth a fan-
similar creaturts. then several minutes later sustain an addi- like sht"et of names: the wiz.ard's thumbs
tional 1 point of damage. Unless the spell must touc;:h each other and fingers must be
were cast by a wizard of 2nd level or higher, spread. The burning ha nds send o ut name
AI.um IAbju ration. Evocation} it would be dispelled at this lime. Un til it is jets of five-foot length in a horizontal arc of
Range: 10 yards dispelled, the armor spell grants the wearer about 120 degrees in front of the wizard .
Components: V. S, M full benefits of the Armor Class gained. Any creature in the area of the names suf-
Duration : 4 hours + 111 hour/ level The material component is a piece of fers Id3 hit points of damage. plus 2 points
Casting Time: I round fine ly cured leather that has been blessed by fo r each level of experience of the spell-
Area of Effect : Up to a 20-foot cube a priest. caster, to a maximum of Id3 + 20 points of
Saving Throw: None fire dama~. Those sua:essfutly saving VI.
spell receive half damage. flammable mate-
When an A/Arm spell is cast, the wizard Audible GI.Amer (lIIusionlPhantum)
rials touched by the fire bum (e.g., cloth,
causes a selected area to react to the prts- Ranse: 60 yards + 10 yards / level paper, parchment, thin wood, etc.). Such
ence of any creature larger than a normal ma terials can be extinguished in the next
Components: V, S, M
rat-anything larger than about one-half
Duration: 3 rounds / level round if no other action is taken.
cubic foot in volume o r more than about
Casting Time: 1
three pounds in weight. The area of effect
An'a of Effect: Hearing range C.Antrlp (AU Sc:hools)
can be a portal. a section of noor. stairs, etc. Saving Throw: Special
As soon as any creature enters the warded
Range: 10 feet
area, touches it, o r otherwise contacts it When the lIudible glamerspell is cas!, the
Components: V, S
without speaking a password tslablished by wiza rd causes a volume of sound to a rise,
Duration: 1 hour/ level
the caster, the A/Rm1 spell lets out a loud at whatever distance he desires (within Casting Time: 1
ringing that can be heard dearly within a range), and seem to recede, approach , o r
Ana of Effect : Special
6O-foot radius. (Reduce the radius by 10 feet remain at a fixed place as desired . The vol-
Savins Throw: None
for each interposing door and by 20 feet for ume of sound created, however, is directly
eac h substantia l interposing wall. ) The related to the level of the spellcaster. The Canlrips a re minor spells studied by wiz-
sound 101515 for one round and then ceases. volume is based upon the lowest level at a rds during their apprenticeship, regardless
Ethereal o r ast rally projected creatures do which the spell can be cast, 1st level. The of school. The CR"trip spell is a practia!
not trigger an alarm, but nying or levitating noise of the audible glamer at this level is method fo r the apprentice, teaching him
creatures, invisible creatures, or incorpor- that of four men, maximum . Each addi- how 10 tap minute amounts of magical
eal o r gaS«lus creatures do. The cill$ter can tional experience level of the wizard adds a energy. Once cast, the cantrip spell enables
dismiss the alarm with a single word . like volume, so that at 2nd level the wizard the caster 10 create minor magical effects for
The material components of this spell are can have the spell cause sound equal to tha t the duration of the spell. So minor are these
a tiny bell and a piece of very fine silver of eight men . Thus, talking, singing, effects that they have severe limitations.
wi re. shouting, walking, marching, or running They are completely unable to cause a loss
sounds can be created . The auditory illu- of hi t points, cannot affect the concentra-
sion crea ted by an audible glamer spell can tion of spellcasters, and can only create
be virtually any type of sound, but the rel- small, obviously magical materials. Fur-
ative volume must be commensurate with thermore, materials crealed by a cantrip are
the level of the wizard casting the spell. A extremely fragi le and cannot be used as

131
tools of any sort. Lastly, a cantrip laclu the person receives damagt' from the caster's
Chili Touch (NKfOmancy)
power to duplicate any other spell dIects. group in the s.ame round the charm is cast,
Whatever manifestation the cantrlp an additional bonus of + 1 per hit point of Range: 0
takes, It remains in effect only as long as the damage receiv~ is add~ to the victim's Components: V, S
wizard concent rates. Wizards typically use saving throw. Duration : 3 rounds + 1 rou nd/ level
cantrips to impress common folk , amu~ If the spell recipient fails his saving Casting Timt': 1
children, and brighten dreary lives. Com- throw, he regards the caster as a trusl~ Area of Effect: The castV'
mon tricks with cantrips include tinklings of fri~d and ally to be heed~ and protected. SavIng Throw: N~.
ethereal music, brightening faded nowel'5, Tht' spell does nol t'~ble the aster to con-
Wht'n the caSler completes this spell, a
glowing balls that noat over the caster. trol the charm~ creature as if it were an
blut' glow t'ncompasses his hand . Thi.
hand, puffs of wind to flicker candles, spic- automaton, but any word or action of the
energy attaclu the life force of any living
ing up aromas illnd navors of bland food , caster is view~ in tht' most favorable way.
creature upon which the wizard makes a
and little whirlwinds to sweep dust undeT Thus, a charmed person would nOI obey a
successful mel~ attack. The touched crea·
rugs. Combi n~ with lhe unum uruanl suicide command, but he might believe tht'
spell, th~ are the tools to make housek~p­ caster if assured that the only chance to savt' ture must roll a .ucas.sful saving throw vs.
spell or 5u/ft'r Id4 points of damage: and lose
ing and entertaining simpler for the wizard . the caster's life is for the person to hold back
1 point of Sirength. If thf' save is successful.
an onrushing r~ dragon for ~juSI a round or
lhe crt'aturt' rt'mains unhanned . Creatures
two." Note also Ihat the spell does not
ChAnge Self (lIIusionfPhantas m) not rat~ for Stre:ngth suffer a -1 penalty 10
endow the castt'r with linguistic capabilities
Range: 0 beyond those ht' normally possesses (i .e. , he thrir attack rolls for ~ery other ,uccasful
Components: V, S must speak the victim's language 10 commu- touch. lOll Strength returns .II the ratt' of 1
Duration : 2d6 rounds + 2 rounds/ level nicate his commands). point per hour. Damage must be cured mag·
Cuting Time: I Tht' duration of tht' spell is a function of ically or ht'al~ ~turally.
Area of Effect : The caster the charm~ person'llntt'lIigence and is tied This spell has a special effect on undead
Saving Throw : None to the saving throw. The spell may be bro- creatures. Undead touch~ by tht' castu,ul-
ken if a successful saving throw is roll~. fer no damage or Strength 1015, but they
This spell enables the wizard to alter the must successfully s.avt' vs. spell or f1~ for
appear<lnce of hi. fonn-including clothing and this s.aving throw is check~ on a peri-
odic basis, according to the creature's Intel- Id4 rounds + I round per level of IhecaSier.
and equipment-Io appear one fOOl shorter
or taller: thin, fat , or in betw~n : human, ligence (see the following table). If the caster
humanoid. or any other generaUy man- harms, or attempts to harm, the charmed Color Spr.y (AlterI Uon)
shaped bipedal creature. Tht' caster cannot person by some overt action, or if a dispel
Rangt': 0
duplicatt' a specific individual. The spell mAgic spell is sucuss!ully cast upon the
Compont'nts: V, S, M
dOH not provide Iht' abilities or mannf'risms charmed ~rson , the charm spell is broken.
If two or mort' charm effects simulta~ Duration : Instantaneous
of the chosen form . Thtoduralion of the spell Casting Time: 1
ously affect a creature, the result is decided
is 2d6 rounds plus two additional rounds Are:a of Effect : 5' 11: 20' 11: 20' wedse
per level of f'Xperi~ct' of the s~lkaster. The by the OM . This could range from ont'effect
being cit'arly dominant. to the subject being Saving Throw: Special
DM may allow a s.aving throw for disbelief
undt'r certain circumstan«s: for example, tom by conflicting desires. to nt'w saving Upon casting this spell, the wizard causn
if Iht' casler acts in a manner obviously throws that could negate both spells. a vivid, lan-5haped spray of dashing colors
inconsistent with his chosen role . Tht' s~ 1I Nott' that the subject has full memory of to spring forth from his hand . From one to
does nol alter the ~rct'ived tactile (i.e .. the events that took place while ht' was six creatures (ld6) within tht' area are affect·
c harm~ . ~ in order of increaSing distance from the
touch) properties of t.he caster or his f'quip-
ment, and the ru~ can be discover~ in this Intelligence Score Timt' Between Checks wizard . All creatures above tht' level of the
way. 3 or less 3 months spellcaster and allihose of 6th levt'l or 6 Hit
4 to 6 2 months Diu or more are t'ntitl~ to a s.aving throw
7 to 9 1 month
vs. spell . Blind or unseeing creatuft'S are not
Ch...m renon (EnchantfMntlCharml alfect~ by the spell .
10 to 12 3w~1u
Range: 120 yards 13to 14 2w~ks
Creatures not allowf'd or failing savinS
Compont'nts: V, S 15 to 16 1 week throws, and whose Hit Dice or levels are less
Duration : Special
Casting Timt': 1
Area of Effect : 1 person
,.
17

19 or more
3 days
2 days
] day
than or f'qual to the spellcasler's level, are
struck unconscious for 2d4 round,; those
with Hit Oice or levels 1 or 2 greater than
Saving Throw : Neg. the wizard's level art' blindt'd for ld4
No te: The period between checks is the rounds; those with Hit Diu or levels 3 or
This spell affects any single ~rson it is lime ~riod du ring which the check occurs. mort' greater than that of Iht' spellcasler are
cast upon . Tht' term person includes any When to roll the check during this time is Slunn~ (r~lIns and unable to think or act
bipedal human, demihuman. or humanoid dt'termin~ (randoml y or by selection) by coherenliy) for one round .
of man-siu or smallt' r, such illS brownies, the OM. The roll is made Sl'CTt'tiy. The matenal components of this spell are
dryads, dwarves, elves, gnolls, gnomes. a pinch each of powder or s.and that is col·
gobHn., half-elves, halfHngs, half-orct, or~ r~ , yt'llow. and blut'.
hobgoblin., humans, kobolds, lizard men,
nixies, orcs, pi1l:ies, sprites. troglod ytes, and
othf'rs. Thus, a 10th-level fighler could be
charm~, but an ogTC could nol .
The person receives a saving throw v,.
spell to avoid the effect. with any adjust-
mt'nt due to Wisdom (sec Table 51 . If the

132
Comprehend LAnguages (Alteration) Detect Magic. (Divination) Enlarge (Alteration)
Reyerslble
Reversi ble Range: 0
Components: V, S Range: 5 ya rds / level
Range: Touch
Components: V, S, M Duration : 2 rounds/ level Components: V, S, M
Duration: 5 rounds / level Casting Time: 1 Duration: 5 rounds/ level
Casting Time: 1 round Area of Effect; 10' path, 60' long Casting Time: 1
Area of Effect: 1 speaking creature or Saving Throw: None Ana of Effect : 1 creature or object
written object Saving Throw: Neg.
When the deted magic spell is cast, the
Saving Throw : None wizard detects magical radi .. tions in a pat.h This spell causes instant growth of a crea-
When this spell is cast, the wizard is able 10 feet wide and up to 60 feet long, in the ture or object, increasing both size and
to understand the spoken words of a crea- direction he is facing. The intensity of the weight. It can be cast onl y upon a lingle
ture or read an otherwise incomprehensible magic can be determi ned (dim, faint, mod- creature (or a symbiotic or community enti-
written message (such as w riting in another erate, strong, overwhelming), and the wiz- ty) or upon a single ob ject that does not
language). In either case, the wizard musl ard has a 10% chance pc!r level to recognize exceed ten cubic feet in volume per caster
louch the creature or the writing. Note that if a certain type of magic (alteration, conju- level . The object or creature must be 5e'U to
the ability 10 read does not necessarily ration, etc.) is present. The caster can tum, be affected. It grows by up to 10 % per level
impart understanding of the material, nor scanning a 6Q..degree arc per round. A stone of experience of the wizard, increasing this
does the spell enable the caster to speak or wall of one foot or more thickness, solid amount in height, width, and weight.
write an unknown language. Written mate- metal of one inch thickness, or a ya rd or All equipment worn or carried by a crea-
rial can be read at the rate of one page or more of solid wood blocks the spell . Magi- ture is enlarged by the spell . Unwilling vic-
equivalent per round . Magical writing can- cal areas, multiple types of magic, or strong tims are entitled to a saving throw vs. spell.
not be read, other than to know it is magi- local magical emanations may confuse or A successful saving th row means the spell
cal. but the spell is often useful w hen conceal weaker radiations. Note that this fails. If insufficient room is available for the
deciphering treasure maps. This spell can be spell does not reveal the presence of good or d esired growth , the creatu re o r object
foiled by certain warding magics (the 3rd- evil, or reveal alignment. Ot her-planar attains the maximum possible size. bursting
level Sflcret pRge and i/IusionRry script creatures are not ne«ssarily magical. weak enclosures in the process, but it is con-
spells) and it does not reveal messages con- strained without harm by stronger
cealed in otherwise normal text. materials- the spell cannot be used to crush
Detect Unde.d a creature by growth .
The material components of this spell are
(DivinOiltion. Necroma ncy) Magical properties are not increased by
a pinch of soot and a few grains of salt .
The reverse of this spell, confuse /RnguRg- Range: 0 this spell - a huge sword + 1 is still only + 1,
es, cancels a comprehend /RnguRges spell or Components: V. $, M a staff-sized wand is still only capable of its
renders a writing or a creature's speech Duration: 3 turns normal fu nctions, a giant-siz.ed potion
incomprehensible, for the same duration as Casting Time : 1 round merely requires a greater fluid intake to
above. Area of Effect: 60' + 10'/ levei make its magical effects operat e, etc.
Saving Throw; None Weight , mass, and strength are affected.
though. Thus, a table blocking a door
Dancing Lights (AlterOiltion) This spell enables the caster to detect all would be heavier and more effective, a
Range: 40 yards + 10 yards / level undead creatures out to the range of the hurled stone would have more mass (and
Components: V, S, M spell. The area of effecl extends in a path 10 cause more damage). chains would bto more
feet wide and 60 feet long (plus 10 feet long- massive, doors thicker, a thin line tumed to
Duration: 2 rou nds/ level
er per level of the wizard), in the direction a sizeable, longer rope, and so on. A crea-
Casting Time: 1
Area of Effect: Special the caster is facing . Scanning a direction ture's hit points, Armor Class, and attack
requires one round. and the caster must be rolls do not change, but damage rolls
Saving Throw: None
motionless. While the spell indicates direc- increase proportionately with size. For
When a dRllcing lights spell is cast, the tion, it does not give specific location or dis- example, a fighter at 160% normal size hits
wizard creates, at his option, from one to tance. It detects undead through walls and with his long sword and rolls a 6 for dam-
four lights that resemble either torches or obstacles but is blocked by one foot of solid age. The adjusted damage roll is 10 (that is,
lanterns (and cast that amount of light), stone, one yard of wood or loose earth, or a 6 x 1.6 - 9.6, rounded up). Bonuses due to
glowing spheres of light (Iuch as evidenre:l thin coating of metal. The spell does not Strength, class . .. nd magic are not altered .
by will-o-wisps), or one fain tly glowing, indicate the type of undead detected, onl y The reverse spell, reduce. negates the
vaguely man-like shape, somewhat similar t.hat undead are present . enlarge spell or makes creatures or objects
to that of a creature from the elemental T he material component for this spell is a smaller. The creature or ob ject loses 10 % of
plane of Fire. The da ncing lights move as the bit of earth from a grave . its original size for every level of the caster,
spellcasler desires, forwa rd or back, to a minimum of 10% of the origin.. l size.
straight or turning comers, without concen- Thereafter, the size shrinks by one-foot
tration upon such movement by the wizard. increments to less than one foot , by one-
The spell cannot be used to cause blindness inch increments to one inch, and by Ih~
(see lst-Ievel light spell), and it winks out if inch increments to a minimum of Iho of an
the range or duration is exceeded. inch- the recipient cannot dwindle away to
The material component of this spell is nothingness. For example, a 16-foot-tall
either a bit of phosphorus or wychwood, or giant reduced by a 15th-level wiza rd (15
a glowworm . steps) would be reduced to 1.6 fet't (in nine
steps), then to ·llo of a foo t or 7.2 inches (in
one step), and finally to 2.2 inches (in the

111
last five st~ps) . A shrinking object ~y until the f;llmiliar comes or the casting time
Find f.amlliv (ConjuratJon/S ummonlng)
damag~ w~~k~r mal~ri~ls ~ffix~ 10 it. but is finishKl . The OM seemly determines all
~n object will du"ink only as long ~s th~ ob- Range: 1 mil~lIevei mults. Note tlut most familiars are not in-
ject itself is not damag~. Unwilling cr~a­ Components: V, S, M herently magical. nor does a dispel mtlgic
tum are ;J.llow~ a saving throw vs. spell . Duration: Special spell send them away.
Th~ mat~rial compon~nt of this spell is il Casting Time: 2d12 hours Oeli~t.lIole mistreatment. failure to f~
pinch of powdered iron . Are.. of Effect : 1 familiar .. nd care for th~ familiar, or continuous un-
Sning Throw : Special reuonable demands have adverse effects on
[r.ue (Alteratio n) This spell enables the aster to altmlpt to the familiar's rel .. tionship with ils masler.
Purposely arranging the duth of one's own
summon a familiar to act as his aide and
Rang~: 30 yards familiar incurs greal disfavor from certain
companion. Familiars are typically small
Compon~nts : V, S powerful entities, with din results .
creatures, such as cats. frogs, ferrets, crows,
Duration: P~rman~t
hawks. makes, owls, ravens, to.llods, wea- 020
Cuting Time: 1
sels, or ev~ mice. A creature "cling as a fa- RoU Familiar' Sensory PoweR
Are.. of Effect : 1 scroll or 2 pages
miliar can benefit a wizard, conveying its 1-5 Cat, black Excellent night vision ok
Saving Throw : Sped"!
sensory powers to its master, conv~rsing superior huring
Th~ erase spell removes writings of either with him, and serving as a guard / scout/ spy 6-7 Crow E:JCcelJent vision
magical o r mund .. ne n.. ture from a scroll o r as well . A wizard can have only one familiar 8-9 Hawk Very superior dist;llnce
from on~ to two P.llo8es of p .. per, p,archm~t. at a time, however, and he has no control vision
or similar surfaces. It removes uplosive ov~r what sort of cre.. ture answen lhe sum- 10-11 Owl Night vision ~uals hu-
runes, glyphs of warding, sepia snah sigiis, moning, if any at all come. man daylight vision, su-
and wizard marks, but it does not remove il- The creature is always more intelligent perior hearing
lusory script or symbols (see thHe spells). th;lln oth~n of it, type (typically 2 o r J Int 12-13 Toad Wide-angle vision
Nonmagical writings ar~ ilutom .. tinlly points), and it, bond with the wiurd con- 14-15 Weasel Superior he.lloting At very
~r.lISed if the C.lIo5t~r is touching th~m , other- fers upon it an ~xception .. lly long life. The superior olfKtOry power
wise the dunce for SUC«M is 90 ... MilgicaJ wizard recrives the heightened senses of his 16-20 No f.. miliar available within
writings must ~ touchKl, and are only 30" familiar. which gr.. nts the wiurd .. + 1 b0- spe:J1 range
likely to ~ er..sKI. plus 5% per c.. st~r level , nus to all surprise dl~ rolls. Normal famil-
to a maximum of 90% (e.g., 35% fo r a 1st- Iars have 2-4 hit points plus 1 hit point per • The referee can substitute other small ani-
level c~ster, 40% for a 2nd-lev~1 c .. st~r, mals sui tabl~ to the area .
caster level. ;lind an Armor Class of 7 (due to
~tc , ) . size, ~ , etc.).
The wiurd has an M1pathic link with the friends (Enchanlme nttCharm)
feAther f.n (Alterilllon) familiar and c.. n issue it mental commands
Range: 0
OIL .. distance of up to one mile. Note that
Components: V, S, M
Range: 10 y.. rd./ lev~l empathic mpo nses from the f.. miliar ate
Components: V generall y fairly basic-while able to com- Duration : Id4 rounds + 1 round / level
Duution: 1 round / level Casting Tim~ : 1
municate simple though ts, these are often
Area of Elfect: 6O-100t T.lIo.dius
Casting Time: 1 ov~rwhelm~d by instinctu .. 1 responses.
Area of Effect : Spedill Thus a ferret familiar spying on a band of Savins Throw: Special
S.. ving Throw : None ora in th~ woods might lose its Irain of A friends spell c.. u.ses the wizard to tem-
Wh~n this spell is c ..st. the creature(s) or
thought upon sighting a mouse. Certainly porarily gain 2d4 points of Charisma . Int~l ­
object(s) affectKl immedi~tely assumes the its communications to its master would be lig~nt creatures within Ihe area of effect at
tinged with fear 01 the "big ones~ it was spy- the time the spell is cut must make immedi-
maS!! of a piece of down. Rale of falling is in-
ingonl The caster C.llo1\n.ot see through the fa- ate reaction chec.ks based on the character's
sl~nlly changKi to a m~re two fttl per sec-
ond (120 fed per round), and no d.. mqe is miliar's ~yes . new Charisma . Those with favoT.lloble reac-
incurred upon landing while the spell is in If separated from the caster. the familiar tions tend to ~ v~ry impre&$ed with the
effecl. However, when Ihe spell duration loses 1 hit point e;llch day, .. nd dies if re- spellc..ster and make an effo rt to be his
ceases, norm .. l rate of fall occurs. The spell
duced 10 Ohit points. When the familiar is in friends and help him, as appropriat~ to the
can be cast upon the wizard or some olher
physical contact with its wizard, it gains the situation. Officious bureauCJ1iltl might de-
auture o r objecl up to the m":JCimum T.lIo~ wizard's saving throws against spedal at- cide to become helpful; surly gate gurds
and luts lor one round for each level of the tacks. If a special attack would norm .. lly might wu: inform.. tive; attacking orcs
wizard. The feather ftlll affects one o r more c.. tUe dam ..ge, the fam iliar ,uErers no dam- might span the cast~r's Iif~, taking him cap-
ag~ if the saving throw is SUC«Mful and half tive instead. When the spell wears off, the
objects or creatures in a 100foot cu~, as
long as the muimum weight of th~ crea- damage if the saving throw is failed . If th~ creatures realize that they have bee:n influ-
tures or objects does not eJ(<<cd a combined f.lIomiliar dies, the wixard must success-fully enced, and their reactions are determinKi by
lotal of 200 pounds plus 200 poundJ per roll .. n immedi.. te system shock check o r the OM.
level of the spe:lIcaster. die. Ev~ if he survives this check, the wix- The components for this spell are chalk
For example, a 2nd-J~vel wizard has a ard loses 1 point from his Constitution (or white flour) , lampbl ..ck (or soot), and
range of 20 yards. iI duration of two rounds, when the familiar dies. vermilion applied to the bce befor~ casting
and a weight limit of 600 pounds when casl- The power of the conjuration is such that the spell.
ing this s~l. The spell works only upon it can ~allempted but once per year. When
fr~f;J.lIing, (lying, o r propelled objects
the wiurd decides to find a f..miliar, he
(such as missiles). It don not .. ffect a sword must load a brass bruler with charcoal.
blow or a charging creature. Note that the When this is burning well, he adds 1,000 gp
spell c ..n ~ effectively combined with glLSt worth of incense a nd herbs. The spell incan-
of wind and similar spells. tation is then begun and must be continued

134
magical au ras. If this period is interrupted.
Gaze Renec:tlon (Alter;ll tion) Hold Port.1 (Alteration) it must be begun again. When the spell is
Range: 0 Range: 20 yards / level cast. each item must be handled in tum by
Components: V, S Component: V the wizard. Any consequences of this han·
Duration: 2 rounds + 1 round/ level Duration: 1 round / level d ling fall fully upon the wizard and may end
Casting Time: 1 Casting Time: 1 the spell . although the wizard is allowed
Area of Effect: Special Area of Effect : 20 square feet / level any applicable saving th row.
Saving Throw : None Saving Throw : None The chance of learning a piece of informa·
tion about an item is equal to 10'" per level
The gaze reflection spell creales a shim· This spell magicaJly bars a door, gate, or
of the caster, to a maximum of 90% . rolled
mering, mirror·like area of ai r before the valve of wood, metal. or stone. The magical
by the OM . Any roll of 96.()() indicates a
wizard that moves with the caster, Any ga:.te closure holds the portal fast , just as if it were false reading (91-95 reveals nothing). Only
attack. such as thai of a basilisk, eyes of securely closed and locked. Any extra·
one funct ion of a multi-funct ion item is dis-
channing, a vampire's gaze, the 6th·level plana r crt!ature (djinn, elemental. etc.) with
covered per handling (i.e ., a 5th· level wiz·
eye bite spell, and so on, is reflected back 4 or more Hit Dice can shatter the spell and
ard could attempt to determine the nature of
upon the gazer if the gaur tries to make ... y ... burst open the portal. A wizard of 4 or more
five different items. five different functions
contact with th ... spell caster (the spellcaster experience levels higher than the spelkaster
of a single item. or any combination of the
suff... rs no tffects from the gu... attack) , can open the held portal at will. A knock
two) . If any attem pt at reading fa ils, the
Such creatures rec ... ive a saving throw vs. spell or a successful dispel magic spell can
caster cannot learn any more about that
their own gaze effect . The spell does not negate the hold portal. Held portals can be
item until he advances a level. Note that
affect vision or lighting and is not effective broken or physically battered down .
some items, such as Special magical tomes.
against crutures whose effect comes from
cannot be identified with this spell .
being gazed upon (such as a medusa). Only
Hypnotism (EnchantmenllCharm) The item never reveals its exact attack or
active gaze attacks are blocked by this spell .
Range: 5 yards
damage bonuses. although the fact that it has
Components: V, S few or many bonuses can be d..-tennined. If it
Gre.ue (Conjuratio n) has charges, only a general indication of the
Duration: 1 round + 1 round / level
number of charges remaining is learned: pow.
Range: 10 yards Casting Time: 1
erful (81 ... -100 ... of the total possible
Components: V, S, M Area of Effect : 3O-foot cube
Duration: 3 rounds + 1 round/ l... vel Saving Throw: Neg. charges). strong (61 %-ao'lo ). moderate (41 ... •
60%1. weak (6%-40%). or faint (five charges
Casting Time: 1
The gestures of the wizard. along with his or less). 'The faint result takes precedence, so a
Area of Effect : 10' )( 10' square area
droning incantation. cause 1d6 creatu res fully charged ring of Ihrft wishes ;always
Saving Throw : Special
w ithin the area to become susceptible to a appears to be only faintly charged.
A gP"e~ spe.ll covers a material surface suggestion-a brief and reasonable· After casting the spell and determining
with a slippery layer of a fatty. greasy sounding request (see the 3rd·level wizard what can be learned from it , the wizard
nature. Any creature ent ... ring th... area or suggestion spell). The request must be given loses 8 points of Constitution . He must rest
caught in it when the spell is cast must save after the hypnotism spell is cast. Until that for one hour to recover each point of Con·
vs. spell or slip, skid . and faJ l. Those who time the success of the spell is unknown. stitution. If the 8-pointioss drops the spell·
sUc«ssfully save can reach the nearest non· Note that the subsequent suggestion is not a caster below a Constitution of 1, he faJls
greaM!d surface by the end of the round . spell. but simply Oil vouiized urging (the unconscious. Consciousness is not regained
Those who remain in the area are allowed a caster must speak a language the creature until full Constitution is restored. which
saving throw uch round until they escape understands for this spell to work). Crea· takes 24 hours (one point per th~ hours for
the area . Th ... OM should adjust saving tures that successfully roll their saving an unconscious character).
throws by circumstance; for example, a throws are not under hypnotic influence. T he material components of this spell are
creature charging down an incline that is Those who areexc~tionally wary or hostile a pearl (of at least 100 gp value) and an owl
suddenly greused has little chance to avoid save with + 1 10 + 3 bonuses. If the spell is feather steeped in wine, wilh the infusion
the effect, but its ability to exit the affected cast al' an individual creature that meets the drunk prior to spellcasting. If a luckslone is
OiIrea is OiIlmost assured! The spell can also be caster's gaze, the saving throw is made with powdered and added to the infusion. the
used to creOilte a greasy coating on an item - a penalty of - 2. A creature that fails its sav· divination becomes much more potent :
a rope. 1000dder rungs, weapon handle. etc. ing throw does nol remember that the caster exact bonuses or charges can be determined,
MOiIterlal objects not in use are always enspelled it. and the functions of a multi·functional item
affected by this spell , while creatures wield· can be learned from a single read ing. AI the
ing or employing items receive a saving OM's option. certain properties of an arti·
Identify (Divination)
throw vs. spell to avoid the effect . U the ini· fact or relic might also be learned.
tial saving throw is failed. the creature Range: 0
immediately drops: the item . A saving throw Components: V, S, M
must be made each round the creature Duration: 1 round / level Jump (AJteratlon)
attempts to use the greased item. The caster Casting Time: Special Range: Touch
can end the effect with Oil single utterance; Area of Effect : 1 item/ level Components: V. S, M
otherwise it lasts for three rounds plus one Saving Throw: None Duration : 1d3 rounds + 1 round / level
round per l... vel. Casting Time: 1
The material component of the spell is a When illl identify spell is cast, magical
iterru subsequently touched by the wizard Area of Effect: Creature touched
bit of pork rind or butter. Saving Throw: None
can be identified. The eight hours immedi-
ately preceding the casting of the spell must The individual touched when this spell is
be: spent purifying the items and .-emoving cast is empowered to leap once per round
influences that would corrupt and blur their for the duration of the spe:J1. Leaps: can be up

135
to 30 fefl forward or straight upward or 10 that offered by arrow slits, can render Ihe who receive the message can whisper a reply
feet backward. Horizontal leaps forward or spell ineffective. Uk~ , the caster must that is heud by the spellcaster. Note that
backward have only a slisht arc-about be able to identify the target. He cannot there must be an unobstructed path between
two fed per 10 fed of distance traveled . The direct a magic missile to ~S\rike the com- the spellcaster and the recipient. of the spell .
jump spell does not ensure safety in landing mander of the legion. unJess he can single
N
The maN~ must be in a language tM cast-
or grasping at the end of the leap . out the commander from the rest 01 1M sol- er speaks; this spell does not by itself confer
The material component of this spell is a diers. Specific parts of a crutute cannot be understanding upon the recipients. This
grasshopper's hind ltg, to be broken by the singled out . Inanimate objects (locks. etc.) spell is most often used to conduct quick
caster when the spell Is cast. cannot be damaged by the spell, and any and private conferences when the caster
attempt to do so wastes the missiles to no does not wish to be overheard .
effect. Against creatu res, each missile The material component of the spell is a
Llsht (AJterallon)
inflicts ld4 +1 points of damage. short piece 01 copper drawn fine .
Ranse; 60 yards For every two extra levels of experience,
Components: V. M the wiurd gains an additional miulle- he
Mount (ConjurationlSummOnlnl l
Duration: 1 tum / level nastwo at 3rd level , three at 5th level. four
Castins Time: 1 at 7th level, etc., up to a total of five missiles Range: 10 yards
Area of Effect: 20-foot-radius globe at 9th level. If the wizard has multiple mis- Components: V, S, M
Saving Throw; Special sile capability, he can have them strike a sin- Duration : 2 hours + 1 hour / level
gle target cruture or several creatures. as Casting T ime; 1 tum
This spell creates a luminous glow, ftlual
desi~ . Area of Effect : 1 mount
to torchlight, within a fixed radius of the ~ving Throw; None
spell's center. Objects in darkness beyond
thlsspherec~ be seen, at best, as vague and Mending (AJtetitlon) By means of this spell, the castn conjures
shadowy shapes. The spell is cente~ on a a nonnal animal to serve him as a mount.
Range: JO yards
point selected by the caster, and ht> must The animal serves willingly and well. but at
Components: V, S, M
hilve a line of sight and unobstructed pat.h the expiration of the spell duration it disap-
Duration: Permanent
for the spell when it is cast . Light can spring pears, returning to its own place . The type
Casting Time: 1
from air, rock, metal, wood. or almost any of mount g.ained by this spell depends on the
Area of Effect : 1 obiect
similar substa~ . Saving Throw: None level of the caster; of course, a cHter can
The effect is immobile unless it is specifi- choose a lesser mount if desi~ . Available
cally centered on a moveable object or This spell repairs small breaks or tears in mounts include the follOWing:
mobile creature. If this spell is cast upon a objects. It will weld a broken ring, chiiin
Caster Level Mount
creature, the applicable magic resistance link, medallion, or slender dagger, provid-
lst-3rd level Mule or light horse
and saving throw rolls must be made. Suc· ing but one break exists. Ceramic or wood-
4th-7th level Draft horse or
cesslul resistance negates the spell. while a en objects with multiple breaks can be
war horse
successful saving throw indicates that the invisibly rejOined to be iIJ strong as new. A
8th-12th kvel Camel
spell is cente~ immediately behind the hole in a leather sack or wineskin is com-
13th-14th level Elephant (and
creature, rathl'.r than upon the cre.. ture pletely healed over by a mending spell. This
howdah at 18th level)
itself. Light taken into ..n area of magic.. 1 spell does not. by itself, npair magical Items
15th level &: up Griffon (and saddle at
darkness does not function , but if cast of any type. One tum after the spell is cast,
18th level)
directly against magical darkness negates it tM magic of the joining fades, and the effect
(but only for the duration of the light spell . cannot be magically dispelled . The maxi- The mount does not come with any riding
if the darkness effect is continual). mum volume of material the caster can gear, unless it is of a class lower than the
Light centered on the visual organs of a mend is one cubic foot per level. castl'.r would nonnally be entitled to; thus a
creature blinds it , reducing its attack rolls The materiill components of this spell are 4th-level wizard can pin a war oorx with-
and saving throws by 4 and worsening its two small magnets 01 any type (lodestone in out saddle and harness. or a lisht horse with
Armor Class by 4 . The caster can end the all likelihood) or two burrs. saddle and harness. The statistics of the ani-
spell at any time by uttering a single word . mal gained are typiCiliI of all creatures of the
The material component is a fireny or a same class. The mount disappears when
Meswge (Alter. tlon)
piece of phosphorescent moss. slain.
Rangl'.: 0 The material component oI lhe spell is a
Component,; V. S, M bit of hair from the type of animal to be con-
M.SIc. M issile ([you.tlonl
Duration: 5 rounds/level iu~ .
Range: 60 yards + 10 yards/ level Casting Time; 1
Componmts: V, S Ana of Effect : Special
Nystul's Molglul A ......
Durat ion: Instantaneous Savl'lg Throw: None
Casting Time: 1 (lUuslon/Phantas m)
When this spell is cast, the wizard can
Area of Effect ; 1 or more creatures Range: Touch
whisper messages and receiVe replies with
in a 10-foot cube Components: V, S. M
Saving Throw! None little chance of being overheard . When the
spell is cast. the wizard secretly or openly Duration: 1 day / level
Use of the magic rtl wile spell creates up to points his finger at each creature to be Casting Time: 1 round
five missiles of magical energy that dart included in the spell effect . Up to one crea- Area of Effect: Special
forth from the wiZilrd's fingertip and unerr- ture per level can be included . When the Saving Throw: Special
ingly strike their target . This includes ene- wizard whispers. the whispered message By means of this spell, anyone item of no
m y creatures in a melee. The target creature travels in a straight line and is audible to all more than five pounds weight per level of
must be seen or otherwise detected to be hit . o f the involved creatures within 30 feet , plus the spel1caster can be given an au ra that is
however. so near-Iotal concealment. such as 10 feet per level of the caster. The creatures

116
noticed by someone using magic detection . Prot ection From Evil (A bjuration) ard, and works alre.Jdy magically read, are
Furthermore, lhe caster can specify Ihe type Reversible intelligible.) This deciphering don not nor--
of magical aura that is detmed (alteration, mally invoke the m.Jgic contained in the
conjuration , etc.) and this effKlively masks R.J",e: Touch writing, although it m.. y do 50 in the case of
the item', actual au ra, if any, unlKS the Components: V, S, M a cursed scroll . Furlhennore, once the spell
item's own aura is exceptionally powerful (if Duration: 2 rounds / level is cast and the wizard has read the magjcal
It is an artifact, for instance). If the obim Casti", Time: I inscription, he is thereafter able 10 read that
bearins Nystul"s magical aura has an iden- Areil of Effect : Creature touched particular writing without recourse 10 the
tify spell cut on it or is similarly examined, Saving Throw: NOM use of the WJd magic spell. The duration of
the examiner has a SO'lo chance of recogniz- When this spell iscasl, it atiltes a magical the spell is IWO rounds peT level of experi-
ins that the aura has been placed to mislead barrier .Jround the recipient at a distance 01 ence of the spellcaster; the wizard can re~
the unwary. Otherwise, the aura is believed ont foot . The barrier moves with the recipi- one page or its equivalent per round .
ilnd no amount of testing reveals what the ent and has three major effects: The wizard must have .J clear cryst.J1 or
true magic is. First, all attacks made by evil (or evilly mineral prism, which is not expended, to
The component for t.his spell is a sm.J1I enchanted) crealu)"ft apl nst the protmed cast the spell .
square of sil k, which must be p.assed over creilture suffer - 2 penaltia to attack rolls;
the ob ject thai reaives the aura . any SOlving throws caused by such attacks Shield (Evocation)
are made with +2 bonuses.
Ph.mt um,al Force (lllusionlPhant.asm) Second , an y attempt to possess (as by iI Range: 0
magic jar attilck) or 10 exercise mental con- Components: V, S
Range: 60 ya rds + 10 yards / level trol over (u by a vampire's charm ability) Duration : 5 rounds / level
Components: V, S, M the protected enature is blocked by this Casting Time: 1
Duration : Speci.J1 spell. Note tha t the protection don not pre- Area of Effect : Sped.J1
CHting Time: 1 vent .J v.Jmpire·s charm itself, but it does S.Jving Throw : None
Ana of Efrm : 400 sq . fl. + 100 sq . ft.l level prevent the exercise of ment .. 1 control
S.Jvins Throw : Special When this spell is cast, an invisible b ..rrier
through the biirrier, Ukewise, a possessi", comes into being in front of the wiurd. This
This spell creates the illusion of any life force is merely kept oul. It would not be shield totally negates magic missile .J 1t.Jcks.
object, enature, o r force , .JS 10", as it is expelled if in place before the protmion is It provides the equivalent protection 01 AC
within the bound.Jrin of the spell's area of cast. 2 apinst hand-hurled missiles (axes, darts,
effect . The illusion is visual and affKt5 all Third, the spell prevents bodily contact javelins, spears, ttc.), AC 3 against small
believing creatures (undead are immune) by creatures of an extraplanar or conjured device-propelled missiles (anows, bolts,
that view it . It does not enate sound, smell, nature (such u aeri..l servants, element.Jis, bullets, manticore spikes, sling stones, etc,),
or tempera ture. Effects that depend on thne imps, invisible stalkers, S.1lamanders, water and AC 4 against .JII other forms of .Jltacl:..
smses usually fail. TIM! illusion lasts until weirds, xom , and others). This causn the The shield also adds a + 1 bonus 10 the wiz-
struck by an opponent-unless the spell- natural (body) weapon attacks 01 such at.J- ard's S.1ving throws against altacks lhat .Jre
C.Jster C.J uses the illusion to reilet tures to fail and the creatures to recoil, if basically frontal. Note that these bend"its
appropriately-or until the wizard ceases such .J1t.Jcks require touching the protmed apply only if the attacks originate from in
concentr.Jtion upon the spell (due to desi~, beins. Animals or monsters summoned or front of the wiz.ard, where the shield can
moving, or a successful attack that C.JUSH conjured by spells or similar magic.Jte like- move to interpose itself.
damage) . Saving throws fo r illusions are wise hedged from the char.Jcter.
explained under Illusion in the Magic chilp- This protection ends if the prolmed char·
te r (page 80) and on page 130. Crealures aCler makes a m el~ attack against or tries to Shoddns Gr4lSp (AJteralion)
that disbelieve the illusion see it for whal it force the barrier apirut the blocked crea- Range: Touch
is and add + 4 to assodiltn' S.1ving throws if ture. Components: V, S
this knowledge can be communiated dfK- To complete this spell, the wiurd must Dur.Jtion : Special
tiveiy. Creatures believing the illusion are trace .J three--foot-diameler circlt on the C.Jsting Time: 1
subject 10 its effects, again as expl.Jined floor (or ground) with powdered silver. Area of Effect : Creature touched
under llIusiOM. This spell C.J1\ be reversed to become pro- Saving Throw: None
The illusionary effect can be moved by trction from good; the second .Jnd third
the cuter within the limits of the a~.J ' of benefits remaining unchanged. The material When the wizard casts this spell, he
effm . The OM has 10 rule on the effective- component for the revtrse is a cirde of pow· develops a powerful electrical charge th.J1
ness of this spell: det.Jiled guidelines art out- dered iron. gives a jolt to the enature touched. The
lined on page 130 and in Chapter 7: M.Jgic. spell remains in effm for one round per
The material component of Ihe spell is a level of the caster or until it is discharged by
Rc.d M. SIc (Divination) the caster touching another creatu~ . The
bit of fleece .
Range: 0 shocking gra.sp delivers ld8 points of dam-
Components: V, S, M age, plus 1 point per level of Ihe wizard
Dur.Jtion : 2 rounds/ level (e.g., a 2nd-level wizard would dischilrge a
Caslins Time: 1 round shock causing Id8+2 points 01 damage).
Areil of Effect : Special While the wizard must come dose enough
Saving Throw: None to his opponenl 10 lay a hand on the oppo-
nttl!'s body or upon an eltctrlcal conductor
By means of a nad magic spell, the wiz- Ihat touches the opponent's body, .J like
ard is .Jble to read magical inscriptions on
touch from the opponent does not diKhar~
objKts-books, scrolls, we.Jpons, and the the spell.
like-thai would otherwise be totally unin-
telligible. (The personal books of the wiz·

11 7
Sleep (EnchanlmentIChann)
ins throw V5. paralyution (a moderately causes the spell to break . H the caster taunts
difficult saving throw). The caster can end a mlx:ed group, he must choose the type of
Range: 30 yards the spell effect with a word . creature to be affected . Creatures com-
Components; V, S, M The material components of this spell are manded by a strong leader (j.e .. with a Cha-
Duration : S rounds/ level a drop of bitumen and a live spider, both of risma bonus, with higher Hit Dice, etc.)
Casting Time: 1 which must be ea ten by the spell recipient . might pin a saving throw bonul of + 1 to
Area of Effect : Spedal +4, at the OM's discretion . If used in con-
s.vins Throw; None junction with a vmtriloquism spell, the
Spook (UJusionJPhantasm)
crratures may attack the app&nnt source,
When a wiurd casts a sleep spell, he
Range; 0 drpft'lding upon their Intelligence, a leader's
cauKS a comatose slumber to come upon
Components: V. S presence, and so on .
one or more creatures (other than undead
Duration: Special The material component is a slug. which
and certain other creatures specifically Casting Time; 1 is hurled at the creatures to be tauntKl.
excluded from the spell's ~ects). All crea-
Area of Effect ; 1 creature within 30 feet
turn to be affected by the sleep spell must be
Saving Throw: Neg.
within 30 feel of each olher. The number of Tenser 's flo .. ttng Disc (Evontlon)
creatures that can be affected is a function of A spook spell enables the wizard to play
Range: 20 yards
Hit Dice or levels. The spell affects 2d4 Hit upon natural fears to cause the target crea-
Components: V, S, M
Dice of monsters . Monsters with 4 +3 Hit ture to perceive lhe spellcaster as someone
Duration: 3 turns + 1 tum / level
Dice (4 Hit Dice plus 3 hit points) or more or something inimical. Without actually
Casting Time: 1
are unaffected. The centu of the area of knowing what this is. the wizard merely
advances thn:ateningly upon the creature. If Area of Effect : Special
effect is determined by the spellcaster. The
Saving Throw: Non..
creatures with the least Hit Diet' are affected a successful saving throw vs. spell is not
first , and partial effects are ignored . made. the cnature turns and flees It m~­ With this spell, the caster creates the
For example. a wiz.ard C<lSts sleep at thlft mum speed as far from the wiurd as possi- slightly concave, circular plane of force
kobolds, two gnolls. and .In ogre. The roll ble, though items carried an: nOf dropped. known as Tenser's floating disc (after the
(2d4) result is 4. All the kobolds and one The creature has a saving throw Pft1alty of famed wizard whasoe greed and ability to
gnollareaffectKl(l/a + III + lla + 2 - l ila -1 for every two e)(perience levels of the locate treasure are well known). The disc is
Hit Dice) . Note that the remainder is not the caster. to a maJ[imum of -6 at 12th three feet in diameter and holds 100 pounds
enough to affect the last gnoll or the ogre. level. Note that a natural (unmodified) roll of weight per level of the wizard casting the
Slapping or wounding awakens affected of 20 automatically succeeds, regardless of spell . The disc floats at appro)(imatdy thrtt
cnatures but normal noise does not. Awak- saving throw penahit5. Although the caster feet above the ground at all times and
ening requires one entire round . Magically does nol actually pursue the nmng crea- remains level. It floats along hOrizontally
sleeping opponents c~ be attacked with ture, a phantasm from its own mind does. within its rangr of 20 yards at the command
substantial bonuses <_ Combat, page 90). Each round after the initial casting, the crea- of the caster. and will aa::ompany him at a
The material component for this spell iJ a lure receives another .saving throw, without movement rate of no more than 6 . If
pinch of fi ne sand, rasoe petals, or a live penalty, until it sucassfully saves and the unguided. it maintains a constant interval of
cricket. spell is broken . In any event, the spell func- si)( feet betwt'Cn itself .lind Ihe ward . If the
tions only against crulUl'd with Int,Jli- spellcaster moves beyond range (by moving
gtnces of 2 or more, and undead are not filSter. or by 5uch means as a te'.,x>rt spell,
Spider Climb (Alter.lltion)
affected at all. or by trying to take it more than three feet
Range: Touch from the surface !>tneath it), or if the spell
Components; V, S, M duration e)(pires, the (looting disc winkt out
T.. unt (Enchantment)
Duration : 3 rounds + 1 round / level of existence and whatever it was supporting
Casting Time: 1 Range: 60 yards crashes to the surface beneath it .
Area of Effect ; Creature 10uchKl Components: V, S, M The material component of the spell is a
Saving Throw; Neg. Duration : 1 round drop of mercury.
Casting Time, 1
A spider climb spell enables the recipient
Area of Effect : 3O-foot radius
to climb and travel upon verticalsurbcrs.lls Unse~n Serv.. nt
Saving Throw: Neg.
well .IS a giant 5pider, or even hang upside (Conlur.llliol\fSummonin81
down from ceilings . Unwilling victims must A taunt spell enables the caster to jape
be touched .lind are then aliowKi a saving and teer effectively at a single type of crea- Rangr; 0
throw vs. spell to nepte the effect . The ture with an Intelligence of 2 or greater. The Components: V, S. M
affected crt'ature must have bare hands and caster nM not speak the language of the Duration: 1 hour + 1 tum / level
feet in order to climb in this manner, at a creatures. His words and lOunds have real Casting Time: 1
movement rate of 6 (3 if at all encumbe~) . meaning for the subject creature or crea- Area of Effect: 3O-foot radius
During the course of the spell, the recipient tures: challenging, insulting, .lind generally Saving Throw ; None
a nnot handle objects that weigh less than a irritating and angering the listenen. Thasoe The unKe n servant is a non-visible,
dagger (one pound), for such obj«ls stick 10 failing to save vs. spell rush forth in fury to mindlHl. and shapele:u force. used to st~
his hands and feet . Thus a wizard will find it do battle with the spe.llcastu. All affected and fetch . open unstuck doors, and hold
virtually impossible to cast spells if under a crealures attack the spellcasler in melee if chairs, as well as to cle~ ~d mend. It is not
spid., climb spell . Sufficient force Giln pull physically capable of doing so, _king to strong. but unfailing.ly obeys the command
the recipient free ; the OM can assign a sav- use body or hand-held weapons rather than of Ihe wizard. It can carry out only one
ing throw based on circumstances, the missile weapons or spells. Separation of the activity at a time and can move only light-
strength of the force, and so on . For elCam- caster from the victim by an impenetrable weight items- ca rry a ma)(imum of 20
pie. a creature with a Strength of 12 might or uncrossable boundary (a wall of fire, a pounds or push or pull 40 pounds across a
pull the subject free if the subject fai ls a sav- deep chasm. a formation of set pikemen)

138
smooth surface. It can open only normal Wlurd Muk (AlterAtion) Second-level Spells
doors, drawers, lids, etc . The unseen ser-
vant cannot fight. nor can it be killed, as it is Range: Touch Alter Self (Alteration)
a force rather than a creature. It can be mag- Components: V, 5, M
ically dispelled, or eliminated after receiv- Duration: Permanent Range: 0
ing 6 points of damage from a~a~fect Casting Time : 1 Components: V, 5
spells, breath weapons, or similar attacks . If Area of Effect : Up to 1 squa~ foot Duration: 3d4 rounds + 1 rou nds / level
the caster attempts to send it beyond the Saving Throw : None Casting Time: 2
allowed radius, the spell ends immediately. Area of Effect : The caster
When this spell is cast, Ihe wizard is able
The material components of the spell a~ to inscribe, visibly or invisibly, his personal
Saving Throw: None
a piece of string and a bit of wood. ru ne or mark, as well as up to six additional When this spell is cast, the wizard can
characters of smaller size. A wizard mark alter his appearance and form - including
Ventriloquism (Illusion/Phantasm) spell enables the caster to etch the rune upon clothing and equipment-to appear laller or
stone, metal, or any softer substance with- shorter: thin, fat , or in between: human,
Range: 10 yards/ level. maximum 90 yards
out harm to the material upon which the humanoid, or ilny other generally man-
Components: V, M
mark is placed . If an invisible mark is made, shaped bipedal creature. The caster's body
Duration: 4 rounds + 1 round/ level
a d~ t~ct magic spell will cause it to glow and can undergo a limited physical illteration
Casting Time: 1
be visible (though not necessarily under- and his sin can be changed up to SO ... If the
Ana of Effect : 1 creatu~ or object
standable). Detect invisibility, trueseeing, a form selected has wings, the wiLard can
Saving Throw : Special
gem 0/ seeing, or a robe of ryti will likewise actually fly, but at only l/l the speed of a
T his spell ~ables the wizard to make his expose an invisible wizard milrk. A read true creature of that type, and with a loss of
voice-or someone else's voice-or a simi- magic spell will reveal the maker's words, if two maneuverability classes (to a minimum
larsound seem to issue from 5Omeplaceelse., any. The mark cannot be dispelled, but it of E). If the form has gills, the caster can
such u from another creature, a statue, can be removed by the caster or by an erase b~a th e underwater u long as the spelllasis .
from behind a door, dow n a passage, etc. spell. II cast on a living being, normal wear However, any multiple attack routines or
The spellcaster can speak in any language gradually causes the mark to fade . additional damilge allowed to an assumed
that he knoW1, or make any sound that he The material components for this spell are form are not gained by the caster.
can nonnally make. With respect to such a pinch of diamond dust (about 100 gp The casters attack rolls, Armor Class,
voi«s and sounds. anyone rolling a success- worth) and a pigment or pigments for the and saving throws do not change. The spell
fu l Qving throw vs . spell with a - 2 penalty coloration of the mark. If the mark is to be does not confer special abilities, attilck
detects the ruse. If cast in conjunction with invisible, the pigments a~ still used, but the forms, or defenses. Once the new form is
other illusions, the OM may rule greater caster uses a stylw of some sort rather than chosen, it remains for the duration of Ihe
penalties or disallow an independent saving his finger. spell . The caster can change back into his
throw against this spell in consideration of own form at will; this ends the spell immedi-
its contribution to the total effect of the ately. A caster who is slain automatically
combined illusion. returns to his normal form.
The material component of this spell is a
parchment rolled up into a small cone.
Bind (Enchantment)

Wall of fog (Evocation) Range: 30 yards


Components: V, S, M
Range: 30 yards Duration : 1 round / level
Components: V, S, M Casting Time: 2
Duration: Zd4 rounds + 1 round/ level Area of Effect : Special
Casling Time: I Saving Throw: None
Area of EffKt : 20' cube + 10' cube/ level
Saving Throw: None When this spell is employed, the wizard
un command any no n-living ro pelike
By casting this spell, the wizard creales a object, including string, yam , cord, line,
billowing willi of misty vapors in any a~a rope, or even a cable. The spell affects SO
within the spell range. The wall of fog fect of no rmal rope (one-inch diameter),
obscures all sight , normal and infravision, plus flve feet per caster level . This length is
beyond two feet. The caster may create less reduced by SO% for every additional inch of
vapor if he wishes. The wall must be a thickness and increases by SO % for each 1/ 1
rolJ3hly cubic or rectangular mass, at least inch less. The possible commands are Coil
ten ~t wide in its smallest dimension . The (form a neat, coiled slack), Coil &: Knot.
misty vapors persist for three or more Loop, Loop &; Knot, Tie &: Knot, and the
rounds. Their duration can be halved by a reverses of all of the above (Uncoil, etc.).
moderate wind, and they can be blown One command can be given each round .
away by a strong wind. The rope can only enwrap a creat~ or
The material component is a pinch of split an object within one foot of it-it does not
dried peas. snake outwilrd-so it must be thrown or
hurled near the inlended target. Note that
the rope itse.:Jf, and any knots tied in it, are
not magical. A typical rope might be AC 6
and take 4 points of slashing damage before
breaking. The rope does not inflict damage
139
of any type, but it can be used as a trip liM the creature's attack rolls, saving throws, DHppouets (Alteration, Enchantment)
or to entangl~ a singl~ oPPOl1fllt who rails a and Armor dass by 4. If the spell is cast on
saving throw vs. spell. a small object that is then placed in a light- Ran~: Touch
proof covering , the spell's effects ate Components: Y, S. M
blockrd until the covering is mnovrd . Duration: 12 hours + 1 hour/ Jev~1
Blindness (lllusionfPhant.l5rn) A continual light brought into an area 01 Casting Time: 1 tum
R.ange: 30 yards + 10 yardJ/ l~vel magical darkness (or vice versa) is tm\pG- Area of Effect: 1 gal'lT'lent
Component : V tarily ntgatrd so that the otherwise prevail- Saving Throw: None
Duration: Special ing light conditions exist in the overlapping
This spell enables the wizard to specially
Cuting Time: 2 areAS of effect . A direct casting of continual
prepare a garment 50 as to hold far more
Ana of Effect : 1 ~ature light against a similar or weaker magical
than it nonnillly could . A finely sewn gown
Saving Throw: Ntg. darkness cancels both.
or robe of hi&h-quality mal~rial (at least 50
This spell "entually consumes the mate-
The blindn"," 5pe1J causes the vidim to gp value) is fashlonrd so as to contain
rial it is cast upon, but the process takes far
become blind. able to ste only a grayness numerous hand-sized pockets. One dozen is
longer than the time in the typical cam-
before its eyes. Various cure spells will not the minimum numbe r. The dellppockets
paign . Extremely hard and expeMive mate-
remove this e:ffect , and only a dispel mAgic spell then enables lhese pockets 10 hold a
rials can last hundreds or even thousands of
or the spellcaster can do away with the total of 100 pounds (five cubic feet in vol-
years.
blindness if the creature fails its initial sav- ume) as if it wen! only 10 pounds of weight.
ing throw VI . spell. A blinded creature suf- Furthermore, there are no discernible bulges
fers a -4 penalty to its attack rolls, and its D.ukness. IS ' R..dlus (Alteration) where the spKia I pockets are. At the time of
opponents gain a +4 bonus to their attack c~t ing. the caster can instead chose to have
Range: 10 yards/ level
rolls. 10 pockets each holding 10 pounca (lh
Components: V, S, M
cubic fool volume each). U the robe or like
Duration: 1 tum + 1 round/ level
gannent is RWf1 with 100 or more pockets
IIUI' (lllusionlPhlnl.l5m) Casting Time: 2
(200 IP minimum cost), 100 pockm can be
Nea of Effect: 15-fool radius
Range: 0 Saving Throw: None aeatrd to contain on~ pound of weight and
Components: V, S II. cubic foot volume each. Each spKiaJ
Duration : 3 rounw + 1 round / level This spell causes total. impenetrable pocket is .tctually an extradimensional hold-
Casting Time: 2 darkness in the arta of effect . Infravi.ion is ing . pace.
Afta of Effect : The caster useless. Ne:ither normal nor magial light If the spell duration expires whi1e then! is
Saving Throw: None works unless a light or contin,",! ligh t spell mat~rial within the enchanted pockets, or il
is used. In lhe former "enl, the darlrness a succnsful dispel magic is cut upon the
When a blur spell is cast , the wiurd spell is negatrd by the light spell and vice enchanttd garment. all the material sudden-
causes the outline of his fonn to become
versa . ly appean around the wearer and immedi-
blurrrd, shifting and wavering. This distor-
The material components of this spell are ately fall5to the ground. The caster can a.l.so
tion causes all missile and melee combat
a bit of bat fur and either a drop of pitch ora cause all the pockets to empty with a single
attacks against the CASter 10 be made with
piece of coal. command .
-4 penalties on the first attempt and - 2
In addition to the gannent, which is reus-
penalties on all successive attacks. It also
able. the material componenls of this spell
grants the wizard a +1 bonus to his saving DeAfnes,s (lUusionfPhantnm)
are a liny golden needle and a strip of fine
throw for any direct magical attack. A
Range: 60 yards doth given a half-twist and fastenrd at the
detect invisibility spell will not counter this
Components: V, S, M ends.
effect , but the 5th-leve:l clerical spell true
Duration: Spedal
seeing and similar magic will.
Casting Time: 2
Detec.t [vII (DivinatIon)
.Area of Effect : 1 creature
Contln..... light (AJte'ltion) Saving Throw: Neg. Reversible
Reversible The d~fness spell aU5eS the recipient to Range: 60 yards
become totally deaf and unable to heat any Components: Y, S
Range: 60 yatca Duration: 5 rounds/ level
Components: V, S sounds. The victim is aUowtd a laving
throw VI . spell. An affected creature has a Casting Time: 2
Duration: Permanent
-1 penalty to its surprise rolls un1ess Its Area of Efffl:t: 10-foot path
Casting Time: 2
other smses are unusually keen . Deafened Silving Throw: None
Area of Eff«t : 6O-fool radius
Saving Throw: Special spellcasters have a 20" chance to miKut This spell discovet'5 emanations of evil (or
any spell with a verbal component. This of good in Ihe case 01 the revlUR spell) from
This spell is similar to a light spell. ex~1 deAfness an be done aWilY with onJy by any ~atu~, object, or area . Character
that it is as bri&ht as full daylight and lasts means of a disp,' mAgic .pell or by the spe:1I- alignment is not revealed utKkr most cir-
until negattd by magical darkness or by a caster. cumstances: characters who are strongly
dispel magic spell . Creatures who suffer The miltcrial component of this spell Is alignrd, do not stray from their faith , and
penalties in bright light suff~t them in this beeswu. who are at least 9th level might radiate good
spell's area of effect . As with the light spell,
or evil if they are intent upon appropriilte
it can be cast int o the air, onto an object, or
actions. Powerful monste~, such as ki-rin,
at a creature. In the third case, the spell af-
fects the space abou t one foot behind a crea- Rnd forth emanations of"il or good. even
if poiymorphrd. Alignrd undead radia te
ture that succnsfully rolls its saving throw
evil. for it is this power and negative force
vs. spell . Note that this spell can also blind a
that enable Ihem to continue existing. An
creature if it is successfully cas t upon the

I ~O
evilly cursed object or unholy water radi- an intelligent and wary subject receives an sight . normal and infravlsion. beyond two
ates evil, but a hidden trap or an unintelli- initial saving throw. If suCC\"SSful, the crea- feet .
gent viper does nol. The degree of evil ture successfully resists and the spell reveals As a cloudkill-like fog, this is a billowing
(faint , moderate, strong, overwhelming) no additional information. If the saving mass of ghastly, yellowish-green vapors,
can be noted. Note that priests have a more throw is failed , the caster may learn addi- measuring 40' x 20' x 20'. This moves away
powerful version of this spell. tional infonnation, according to the DM's from the caster at ten fee t per round. The
The spell has a path of detection ten feet ruling. The creature's Wisdom adjustment vapors are heavier than air and sink to the
wide in the direction in which the mage is applies, as may additional bonuses up to lowest level, even pouring down sinkholes
facing . The wizard must concentrate- stop, +4, based on the sensitivity of the informa- and den openings. Very thick vegetation
have quiet, and intently seek to detect the tion sought. breaks up the fog after it has moved 20 feet
aura-for at least one round to receive a The material component of this spell is a into the vegetation .
reading. copper piece. The only effect of either version is 10 ob-
scure vision. A strong breeze will disperse
Detec:t Invisibility (Divination) n.mlng Sphe.re. (Evon.lion) either effed in one round. while a moderate
breeze will reduce the spell duralion by
Range: 10 ya rds/ level Range; 10 yards 50%. The spell cannot be cast underwater.
Components: V, S, M Components: V, S, M
Duration: 5 rounds/ level Duration : 1 round / level
Casting Time; 2 Casting Time; 2 Fools' Gold (Alteration,. Illusion)
Area of Effect; 10-fool path Area of Effect: 3-foot-radius sphere Range: 10 yards
Saving Throw ; None Saving Throw: Neg. Components: V, S, M
When the wizard casts a detect invisibility A flaming sphere spell creates a burning Duration: 1 hourllevel
spell, he is able to ~ clearly any objects or globe of fire within ten yards of the caster. Casting Time; 1 round
beings that are invisible, as well as any that This sphere rolls in whichever direction the Area of Effect; 10 cu. in .llevel
are astral, ethereal, or oul of phase. In addi- wizard points, at a rate of 30 feet per round . Saving Throw: Special
tion, it enables the wizard to detect hidden It rolls over barriers less than four feet tall, Copper coins can temporarily be changed
or concea led creatures (e.g., thieves in such as furniture, low walls, etc. Aammable to gold pieces, or brass items turned to solid
shadows, halmngs in underbrush, and so substances are set afire by contact with the gold, fo r the spell duration by means of this
on). It does not reveal the method of con- sphere. Creatures In contact with the globe magic. The area of effect is ten cubic inches
cealment or invisibility, except in the case of must successfully save vs. spell or suffer 2d4 per level-i.e., a' " x '" x 10 ~ volume or
astral travelers (where the silver cord can be points of £ire damage. Those within five feet equivalent, equal to about 150 gold coins.
seen). It does not reveal illusions or enable of the sphere's surface must also save or suf- Any creature viewing the "gold~ is entitled
the caster to see through phYSical objects. fer Id4 points of heat damage. A successful to a saving throw vs. spell, which can be
Detection is in the wizard's line of sighl saving throw means no damage is suffered. modified by the creature's Wisdom; fo r ev-
along a ten-foot-wide path to the range The DM ma y adjust the saving throws if ery level of the wizard, the <nature must
limit. there is little or no room to dodge the subtract I from his dice roll. Thus it is un-
The material components of this spell are sphere. likely that fools' gold will be detected if il
a pinch of talc and a small sprinkling of The sphere moves as long as the spell- was created by a high-level caster. If the
powdered silver. caster actively directs it , otherwise it merely "gold" is struck hard by an object of cold-
stays at rest and bums. It can be extin- wrought iron, there is a slight chana: it will
ESP (Divina tio n) guished by the same means as any nonnal revert 10 its naluralstate, depending on the
fire of its size. The surface of the sphere has material component used to create the
Range; 5 yards / level, 90 yards maximum a spongy, yielding consistency and so does N
Ngold. If a 2S-gp citrine is powdered and
Components: V, S, M not cause damage except by its flame . It can- sprinkled over the metal as this spell is cast.
Duration ; 1 round / level nol push unwilling creatures aside or batter the chan~ that cold iron will return it to its
Casling Time: 2 down large obstacles. true nature is 30%; if a SO-gp amber stone is
Area of Effect ; 1 creature per probe The material components are a bit of tal- powdered and used. there is a 25 % chance
Saving Throw: None low, a pinch of sulphur, and a dusting of that iron will dispel the magic; if a 250-gp
When an ESP spell is used, the caster is powdered iron. topaz is powdered, the chance drops to
able to detect the surface thoughts of any 10%; if a 500-gp oriental (corundum) topaz
creatures in range-except for those of un- Fog Cloud (Alteration) is powdered, there is only a 1 % chance that
dead and creatures without minds (as we the cold iron will reveal that it is fools' gold .
know them). The ESP is stopped by two or Range: 10 yards
more feet of rock, two or more inches of any Components; V, S
metal other than lead, or a thin sheet of lead Duration ; 4 rounds + 1 round / level
foil. The wizard employing the spell is able Casting Time ; 2
to probe the surfa~ thoughts of one crea- Area of Effect ; Special
ture per round, getting simple instinctual Saving Throw: None
thoughts from lower order creatures. The fog cloud spell can be cast in either
Probes can continue on the same creature one of two ways, at thecaster's option; as a
from round to round or can move on to large, stationary bank of nonnal fog, or as a
other creatures. The caster can use the spell harmless fog Ihat resembles the 5th-level
to help detennine if a creature lurks behind wizard spell, claudkil/.
a door, for example. but the ESPdoes not al- As a fog bank, this spell creates a fog of
ways reveal what sort of creature it is. If any size and shape up to a maximum 20-foot
used as part of a program of interrogation, cube per caster level. The fog obscures all

141
gazing at it as long as the spelJcaster main- or recipient cancels it, until the recipient at-
forget (EnchantmenllChlfm) tains the display, plus two rounds there-- tacks any creature. or until 24 houn have
Range: JO yards after. The spell can captivate a maximum of passed. Thus the invisible being can open
Components: V, S 24 levels, or Hit Dice, of creatures (e.g., 24 doors, talk, eat, climb stain, etc., but if he
Duration: Permanent creatures with 1 Hit Die each. 12 with 2 Hit attilcks, he immediately becomes visible, al-
Casting Time: 2 Dice, etc). All creatures affected must be though the invisibility enables him to attack
Ana of Effect: 20-foot cube within the area of effect , and each is entitled finl. Note that the clerical blru, chant, and
Saving Throw: Neg. to a saving throw Vi. spell. A damage- pray«r spells are not attacks for this pur-
By means of this spell, the speUcaster inflicting attack on an affected creature fren pose. All highly Intelligent (lnt 13 or more)
it from the spell immediately. creatures with 10 or more Hit Dice or levels
causes CTutures within the a rea of effect to The Illil.ge nero not uiter a sound, but he of experience have a chance to detect invisi-
forget the events of the previous round (the
must gesture appropriately while holding a ble o bjects (they roll saving th rows vs. spell;
one minute of time previous to the utterance
glowing stick of in«n~ or a crystal rod success means they noticed the invisible ob-
of the spell). For every Ihree levels of experi-
filled with phosphorescent material . ject).
en« of the spellcaster, another minute of
The material components of the in Visibil-
past lime is forgotten . This does not negate ity spell are an eyelash and a bit of gum ara-
chant! , suggestion, gell$ , quest, or similar Improved Ph.ant.umAI Force
spells, but it is possible that the being who bic, the former encased in the latttr.
(JUuslon/Phantasm)
placed such magic upon the recipient could
be forgotten . From one to four creatures can Range: 60 yards + 10 yards / level IrTitAtton (AJteration)
be affected, at the discretion of the caster. If Compon!"n!s; V, S, M
Duration: Special Range: 10 yards/ level
only one is to be affected, the recipient saves
vs. spell with a -2 penalty; if two, they Casting Time: 2 Components: V, S, M
save with -1 penalties; if three or four are Area of Effect : 200 sq. ft .l + SO sq.ft.llevel Duration: Special
to be affected, they save normally. All sav- Saving Throw; Special Casting Time: 2
ing thro~ are adjusted by Wisdom. A Area of Effect : 1 104 creatures in a 1S-foot-
Like the lst-lev!"l pha"ttumal force spell, radius area
priest's heg/ or restoration spell, if specially this spell creates the illusion of any object, Saving Throw : Neg.
ca.st for this purpose, will restore the lost creature, o r force , as long as it is within the
memories, as will a limited wish or wish , 5pell's area of effect. The spellcaster can An imtatio" spell affects the epidermis of
but no other means will do so. maintain the illusion with minimal con«n- the subject creatures. Creatures with very
tration, thus he can move al half nonnal thick o r insensitive skins (such as buffalo ,
<;Utterdust ((onjuraUon!SummonJng) spero (but not nst other spells) , Some mi- elephant5, scaled creatures, etc.) are basi-
nor sounds are included in the effects of the cally unaffected by this. There are two ver~
Range: 10 yards / level spell, but not understandable speech . Also, sions of the spell, either of which can be cast
Components: V, S, M the improved phantasm continues for two from the standard preparation:
Duration: Special rounds after the wizard ceases to concen- IlChing. When cast, this causes each sub-
Casting Time: 2 t.rate upon it . ject to feel an instant itching sensation on .
Area of Effect: 20-foot cube The material component is a bit of fleece . some portion of its body. If one round is not
Saving Throw: Special immediately spent scratching the irritated
area, the creature is so affected that the next
This spell creates a cloud of glittering Invisibility (Ill usio n/Pha ntas m) three rounds are spent squinning and twist-
golden particles within the area of effect .
Range: Touch ing, effectively worsening ils Armor Class by
Those in the area must roll a successful sav-
ing throw vs. spell or be blinded ( -4 penal- Components: V, S, M 4 and its attack rolls by 2 during this time.
ties to attack ro lis , saving throws, and Duration: Special Spell preparations are ruined in the first
Casting Time; 2 round this spell is in effect, but not in the fol-
Armor Class) for ld4 + 1 rounds. In addi-
tion, all within the area are covered by the Area of Effect : Creature touched lowing three rounds. Doing nothing but
dust , which cannot be removed and con- Saving Throw: None scratching the itch for a full round prevent5
tinues to sparkle until it fades . Note thai this the rest of the effect. If cast at one creature,
This spell causes the creature touched to
reveals invisible creatures. The dust fades in the saving throw has a - 3 penalty; if cast at
vanish from sight and be undetectable by two creaturn, the saving throw has a -1
Id4 rounds plus one round per caster level. normal vision or even infravision . Of
Thus glitterdust cast by a lrd-level wizard penalty; and if cast at three or four creatures,
course, the invisible creature is not magi- the saving throw is normal.
lasts for four to seven rounds. cally silencro, and certain other conditions Rmh . When a rash is cast. the subject no-
The matmal component is ground mica . can render the creature detectable. Even al-
tices nothing for 1d4 rounds, but thereafter
lies cannot see the invisible creature or his its entire skin breaks out in red wells that
Hypnottc PAttern (llIusion/Pha nt",m) gear, unless these allies can nonnally see in-
itch . The rilsh persists unt.iI either a cure dis~
visible things o r employ magic to do so.
Range: 30 yards ell$e or disp«1 magic spell is cast upon it. It
Items dropped or put down by the invisible
Components: S, M lowen Charisma by 1 point per da y for each
creature become visible, items picked up
Duration: Special of four days (I.e. , maximum Charisma loss
disappear if tucked into the clothing or is 4 points). After one week, Dexterity is
Casting Time; 2 pouchK wom by the creature. Note, how-
Ana of Effect; 3O-fool cube lowered by 1 point also. Symptoms vanish
ever, that light never becomes invisible, al- immediately upon the removal of the rash,
Saving Throw: Neg. though a sout« of light can become so (thus
and all statistics retum to normal . This can
When this spell is cast, the wizard creates the effect is that of a light with no visible be cast at one creature only, with a saving
a weaving, twisting pattem of subtle colors source).
throw penalty of - 2.
in the air. This pattern causes a ny creature The spell remains in effect until it is magi-
The material component for this spell is a
looking at it to become fascinated and stand cally broken or dispelled, until the wizard
leaf from poison ivy, oak, or sumac .

•4'
ture for 24 hours-even from a know align- to begin again at -1 . lack of leverage
lC.nock (Alteration)
ment spell. makes it impossible to cock a medium or
Reversible heavy crossbow.
Range: 60 yards Leomund's Tr.ap (llIuslonlPhantasm) The material component of this spell is ei·
Component : V ther a small leather loop or a piece of golden
Duration: Special Range: Touch wire bent into a cup shape with a long shank
Casting Time: 1 Components: V, S, M on one end.
Area of Effect : 10 square feet / level Duration : Permanent
Saving Throw: None Casting Time: 3 rou nds
Loc.ate Oblect (Divination)
Area of Effect : Object touched
The knock spell opens stuck, barred , Saving Throw: None Reversible
locked, held, or wiLlrd-locked doors. It
This false trap is designed to fool a thief or Range: 20 yards/ level
opens secret doors, as well as locked or
other character at temp ting to pilfer the Component5: V, S, M
trick-opening boxes or chests. It also loos-
ens welds, shackles, or chains. If used to spellcaster's goods. The wizard places the Duration: 1 round / level
open a wizard-locked door, the spell does spell upo n any small mechanism or <kvice, Casting Time: 2
nOI remove the fonner spell. but simply sus-- such as a lock, hinge, hasp, screw-on cap, Area of Effect: Special
pends its functioning for one turn. In all ratchet, etc. Any character able to deted Saving Throw : None
other cases, il pennanenlly opens locks or traps, or who uSC'S an y spell Or device ena- This spell aids in locating a known or fa-
welds-although the former could be closed bling trap detection, is 100% certain a real miliar object . The wizard casts the spell,
and locked again later. It does not raise trap l"Xists. Of course, the spell is illusory slowly turns, and senses when he is facing in
barred gates or similar impediments (such as and nothing happens if the trap is sprung; its the direction of the object to be located, pro-
a portcullis). nor does it affect ropes. vines, primary purpose iSla frighten away thieves vided the object is within range, i.e., 60
and the like. Note that Ihe effect is limited or make them waste precious time. yards for 3rd-level mages, 80 yards for 4th,
by the area; a 3rd-level wizard can knock a The material component of the spell is a 100 ya rds for 5th, etc. The spell can locate
door of 30 square feet or less (e.g .. a stand- pi~ of iron pyrite touched to the object to 5uch objects as apparel. }eweiry, furniture,
ard 4' x 7' door). Each spell can undo up to be trapped while the object is sprinkled with tools, weapons, or even a ladder or stair·
two means of preventing egress through a a special dust requiring 200 gp to prepare. If way. Note that attempting to find a specific
portal. Thus if a door is locked, barred, and anot her Leomund's trap is within 50 feet item such as jewelry or a crown, requires an
held, or triple locked, opening it requires when the spell is cast, then the casting fails. accurate menial image; if the image is not
two knock spells. In all cases, the location of dose enough to the aClual, the spell does not
the door or ilem must be known- the spell Le\llt.ate (Alteration) work . Desired but unique objects cannot be
cannot be used against a wall in hopes of located by this spell unless they are known
discovering a secret door. Range: 20 yards / level by the caster. The spell is blocked by lead.
The reverse spell. lock, closes and locks a Components: V, S, M Creatures cannot be found by this spe11.
door or similar closure, provided there is a Duration: 1 tum / level The material component is a fork~ twig.
physical mechanism. It does not create a Casting Time: 2 The reversal, obscure object, hides an ob-
weld, but it locks physically operated lock- Area of Effect: 1 creature or object ject from location by spell, crystal ball, or
ing mechanisms. set bars, and so on, up to Saving Throw: Neg. si milar means for eight hours. Creatures
two functions. It cannot affect a portcullis. When a levitate spell is cast, the wizard cannot be aHect~ by this spell. The m",te-
can place it upon his person , upon an ob- rial component is a chameleon skin.
ICnow Alignment (Divination) ject, or upon a single creature, subject to a
Reversible maximum weight limit of 100 pounds per M.agh: Mouth (Alteratio n)
level of experience (e.g .. a 3rd-Ievel wizard
Range: 10 yards can levitAte up to 300 pounds maximum). If Range: 10 yards
Components: V, S the spell is cast upo n the wiLlrd, he can Components: V. S, M
Duration: 1 round / level move vert.ically up or do wn at a movement Duration: Special
Casting Time: 1 round rate of 2 per round . If cast upon an object or Casting Time: 2
Area of Effect : 1 creature or object another creature, the wizard can levitate it Area of Effect: 1 object
per 2 rounds at the same speed accordins to his com- Saving Throw: None
Saving Throw: Neg. mand . Horizontal movement is not empow- When this spell is cas\, the wizard imbues
A know a/igllmellt spell enables the wiz- ered by this spell, but the recipient could the chosen object with an enchant~ mouth
ard to read ttw aura of a creature or an push along Ihe face of a diff, for example, to that suddenly appears and speaks hi5 mes-
aligned object (unaligned objects reveal move laterally. The spellcaster can cancel sage when a specified event occurs. The
nothing). The caster must remain stationary the spell as desired. If the subject of the spell message, which must be of 25 words or less,
and concentrate on the subject for two full is unwilling, or the object is in the p0sse$- can be in any language known by the spell-
rounds. A creature is allowed a saving sion of a creature, a saving throw vs. spell is caster, and can be delivered over a one-.tum
throw vs. spell and, if successful , the caster allowed to determine if the levitate spell af- period . The mouth cannot speak magical
learns nothing about that particular crea- fects it. spells or use command words. It does, how-
ture from the casting. If a creature or object Once cast, the spell requires no concen- ever. move to the words articulated- iE it is
isconcentraled on for only one round, onl y tration, except when changing height. A placed upon a statue, the mouth of the
its alignment with respect to law and chaos levitating creature attempting to use a mis- statue would actually move and appear to
can be learned. Certai n magical devices ne- sile weapon fi nds himself increasingly un- speak. Of course, the magic mouth can be
gate the know Aligt/merlt spell. stable; the first attack has an attack roll placed upon a tree, rock, door, or any other
T he reve rse, urldetectAble align m ent , penalty of -1 , the second -2, and the thi rd object, excluding intelligent members of the
conceals the alignment of an object or crea- -3, etc., up to a maximum of -5 . A full animal or vegetable kingdoms.
round spent stabilizing allows the creature

143
The spell functions when specific condi- use the cantrip spell. The spell protects the
Mirror Ima.ge (llIusionlPhantu m)
tiol\5 are fulfilled , according to the com- caster, o r one item or person thilt he touches
mand of the spellcaster. Some e:xampies are Range: 0 (such as a spell book. or ill drawer containing
to speak to the first creature that touches
H Components: Y, S spell components). An y cillntrip CoilSt against
you,· o r to the first creature tha t passes
H Duration: 3 rounds / level the protected person or item dissipates with
within 30 fHt.- Commands can be as general Casting Time; 2 an audible popping sound. This spell is of-
o r as detailed as desired. although only vis- Area of Effect: 6-foot radius ten used by a wizard who has mischievous
ual and audible triggers can be used, such as Saving Throw: None apprentices, or one who wishes iIIpprentices
the following : HSpeak omy when a venera- to clean or shine iln area using elbow grease
When a miTTor image spell is invoked, the
ble female human carrying a sack of groat rather tha n magic. Any unwilling target of
spellcasler causes from two to eight e:xact
clusters sits crossltgged within one foot .- this spell must be touched (via an illilack.
duplicates of himself to come into being
Such visual triggers can react to a character roll) and is allowed ill saving throw vs. spell
around him. These images do exactly what
using the disguise ability. Command range the wizard does, Since the spell Coituses ill to escape the effect.
is five yards per level of the wizard, so a 6th-
blurring iIInd slight distortion when it is cast,
level wizard can command the magic mouth
it is impossible for opponents to be certain PyroteChniCS (Alteration)
to speak at a ma:ximum encounter range of
which are the illusions and which is the ac-
30 yards (-Speak when a winged ereature Rillnge: 120 yards
tual wizard. When an image is struck by a
comes within 30 yards.-). The spell lasts un- Components: V, S, M
melee or missile attack, magical or other-
til the speak command can be fulfilled, thus Duration: Special
wise, it disappean, but any other existing
the spell duration is varia ble . A magic Casting Time: 2
images remain intact until struck.. The im-
mouth cannot distinguish invisible crea- Area of Effect: 1 fire source (special)
ages seem to shift from round to round, so
tures, alignments, level. Hit Dice, or class. Saving Throw: None
that if the actual wiza rd is struck. du ring one
except by external garb. If desind, the effect
round, he cannot be picked out from among A pyrotechnics spell draws on an existing
can be keyed to a specific noise or spoken
his images the next . To determine the num- fire source to produce either of two effects,
word.
berof images that appe,lIt, rollld4 and add 1 at the option of the caster. First, it can pro-
The material component of this spell is a
for every three levels of I!'Xperience the wiz- duce a flashing and fiery bunt of glOWing,
small bit of honeycomb .
ard has achieved, to a m~imum of eight im- colored aerial fireworks that lasts one
ages. AI lhe end of the spell duration, all round . This effect temporarily blinds those
M~lf·.s Add Arrow (Conjuratio n) surviving images wink oul. creatures in, under, or within 120 fHt of the
area and that have an unobstructed line of
Range: 180 yards
Components: V, S, M Misdirection (llIusion/Phanlas m) sight to the burst. Creatures viewing this are
blinded for Id4 + 1 rounds unll!S5 they suc·
Duration: Special
Range: 30 yards cessfully save vs. spell. The fireworlu fill a
Casting Time: 2
Components: Y, S volume ten times greater than that of the
Area of Effect : 1 target Duration; g hours original fire source.
Saving Throw: Special
Casting Time: 2 This spell can also cause a thick, writhing
By means of this spell . the wiurd creates Area of Effect: 1 creature or object stream of limoke to arise from the source
a magical arrow that speeds to its target as if Saving Throw: Neg. and form a choking cloud that lasts for one
fired from the bow of a fighter of the same By means of this spell, the wizard misdi- round per experience level of the caster. This
level as the wizard. No modifiers for range, covers a rough ly spherical volume from the
non-proficiency. or specialization are used. rects the information from a detection spell
(de tect charm , detect eoil, detect invisibil- ground or floor up (or conforming to the
The arrow has no attack or damage bonus, shape of a confined a rea) that totally ob-
ity, detect lie, detect magic, detect snares
but it in(1icts 2d4 points of add damage and pits, etc.) . While the detection spell scures vision beyond two feet. The smoke
(with saving throws for items on the target). fills a volume 100 times that of the fire
(There is no splash damage.) For every thrH functions , it indicates the wrong areill, erea-
tun!, or the opposite of the truth with re- source. All within the cloud must roll l uc·
levels t.hat the caster has achieved, the add cessful saving throws VI. spell or suffer -2
spect to dd,ct evil or detect lie. The wizard
lasts for another round, unll!S5 somehow penalties to all combat rolls and Armor
directs the spell effect upon the object of the
neutralized, inflicting another 2d4 points of Class.
detection spell. If the caster of the detection
damage each round. So at3rd-Sth level, the The spell uses o ne fire source within a 20-
spell fails his saving throw vs. spell, the mis-
add lasts two rounds, at 6th-8th level, the foot cube, which is immediately ex:tin-
direction takes place. Note that this spell
acid lasts for three rounds, etc. guished. An extremely large fi re used as a
does not affect other types of divination
The material components of the spell are source might be only partially extinguished.
a dart, powdered rhubarb leaf, and an ad- (know alignment , augury, ESP. cwirvoy-
Magical fires are not extinguished, although
der's stomach. anc" etc.).
a fire-based creature (such as a fire elemen-
tal) used as a source suHers 1 point of dam-
Protection from untrlps (A bjurol tio n) age per caster level.
Range; Touch
Components: V, S
Durilltion : 5 hours + 1 hour/ level
Casting Time: 1 round
Area of Effect : Creature or object touched
Saving Throw : None
By usling this spell, the wizard receives

..
immunity to the effects of cantrips cast by
other wizards, apprentices, or creatures that

,
that cr~a t ing or taking txtradimensional Spec.,.1 H"..,d (Necrom;ancy)
•• Y of Enfeeblement spaces into a.n v:isting extradimeruional
([nch;anlmentlCh;arm) spa.ce is hazardous. Range: JO ya rds + 5 ya rds/ level
Range; 10 yuds + 5 y,udsllevel 1M materia.l components of this 5pf'1I art Components: V, S
Components: V, S powdered com UlrICt and a twisted loop of Duration: 2 rounds/ level
Duration : 1 round/ level parc:hmmt . Casting Time: 2
Cutin8 Time; 2 Area of Effect : 1 opponen t
Ana of Ef~ ; 1 cr~atu~ Saving Throw: None
Sc:.re (Enchantmf'ntlCh,rm)
Saving Throw; Neg. This spell causes a ghostly, glowi"& hand,
Ra.nge: 30 ya.rds + 10 yuds/ level
By means of a ray of ,nft:t:bllTl'lmt, ;a wiz- shaped from the: caster's liff' force, to materi-
Compon~n ts: V, S. M
ard we;akens ;an opponent, rrc:lucing its ,.liu within the spell range and move ;J;f the
Duration: ld4 rounds + I round / lnel
St~ngth and the~by the att;ackt that rely caster desires. Any touch attack spell of 4th
Casting Time: 2
upon it. Humans, demlhumans, and hu- levtl or less tn.. t is subsequently cast by the:
Area of Effect : 15-foot radius
manoids of man-siu or Ins a~ reduced to Saving Throw ; Special wiurd a n be delivered by the spectral
an effective Stnngth of 5, losing all SI ~ngth hand. The spell &ins th~ caster;a +2 bonus
bonUIH and suffering an attack roll penalty This spell cauM'S creatures with few~r to his attack roll. Tht cuter cannot perform
of -2 and a -1 penalty to damage. Oth~r thiln 6 Hit Dice or l~vel5 of ~lCperif'nce to fall any other actions when atta.eking with the
crtatures .uffer a penalty of - 2 on attack into fits of trf'mbling and shaking. The hand; the hand returns to the aIIstt t and
ro lls. Furthermo rt, they have a frightened crea.tures have a -2 reaction ad- hovers if tht caster takes other actions. The
-1 penalty for each die of damagt they in- Justment and ma y dro p items h~ld if t ncum- hand lasts thf' full spell duration unless dis.-
flid . (But no da.ma.ge roll ca.n inflict It::lS bered. If comered, they fight , but with -1 mis.s«l by the: cast~r, and it is possible to use
tha.n 1 point per dit of da.magt.) Your OM penaltits to attack and damag~ rolls, and to mort than one touch attack with it. 1he
will dettrmine any other effects a.ppropria.te sa.ving throws as well . hand rK~ivts flank and ~ilf a.tta.ck bonuses
to the: a.lft(trd cruture. If the: t.;arget ~a­ Only elVts, haif-f'ivts, and pritsts are al- If the aster is in a position to do so. The
lure makes its sa.ving throw, the spell ha.s no lowed sa.ving throws against this spell. Note ha.nd is vulnera.ble to magical allack (but it
effect . This spell does not affKI comba.1 bo- that this spell has no effect on the undead ha.san Armor Class of -2). Any damage to
miteS due to magial ittmJ. and those con- (skt letons, zombies, ghoul., and so on), or the hand ends the spell and inflicts Id4
ferring incruKd Strtngth function on upper or 10Wt'r plilnar creatures of any points of damagt to the castu.
normally. ~rt .
The m.a.ttrial component used for this
Stinking Cloud (["OCIUOR)
spell is a bit of bone from an und~ad skelt-
lope Trick (AJleraUon) ton, zombit, ghoul. ghast, or mummy. Range; 30 yards
~ge : Touch Compon~nts : V, S, M
Components; V, S, M Duration: 1 rou nd / level
Sh.tter (Alteration)
Duration: 2 turns/ ltvel Ca.sling Time:2
Casting Time: 2 Rangt: 30 yards + 10 yards / levtl Ar~a of EffKt : lO-f"oot cube
Area. of EffKt : Special Components: V, S, M Saving Throw: Speci,.1
Saving Throw: None Duration; Instantaneous
Casting Time: 2 When a Sl inKing cloud is cast , the wiza.rd
When this spell is ast upon a piece of crealts a billowing mass of nauseous vapors
Arta of Effect: 3-100t radius
rope from five to JO fe-tt long, on~ ~nd of Ih~ Saving Throw: Neg. up to JO yards away from his position. Any
rope rises Into th~ air untillhe wholt ha.ng:s cruturt CIought within the cloud must roll a
perpendicular, a.s if affixed al the upper end. The shatler spell i. a sound-based att;ack successful &lving throw vs. poison or be
The upper end is, in facl, fasttned to an elC- tha t a.flects nonmagica.1 objects of crystal. reeling and unablt to allack because of n;au-
tra.dim~nsional space. The 'pellaster and glass. ceramic, or porcelain, such a.s vials, sea, for Id4 + 1 rounds after leaving th~
up 10 seven others can climb up the rope and bottle$, flasks. jugs, windows, mitro... , etc. cloud. Those who ma.ke sUCCHSful saving
disa.ppear into this pl;ac:e of saf~ly where no All such objects within a thtft"-foot radius throws can leav~ the cloud without suffer-
crea.turt an find tncm, 1M rope an be of the center of the spell effKl aff' sma.shed ing any ill effKts, a.lthough those remaining
taken into the: v:tradimensional space if into dozens of piKes by the spell. Objects in the cloud must continue to sa.ve each
f.-:wer tha.n eight persons have climbed it, weighing more than one pound per lev~1 of round . The:st poisonous effects can be
otherwise it simply 51ay' hanging in the a.ir the caster a.re not affected, but all other ob- slowed or ntutralized by appropriate
(v:trmleiy strong (fe;alurn might be able to jtcts of the: appropriate comp05i1ion must magic. The: cloud duration is halved in a
mnovt it, al the OM's option). Spells ca.n- sa.vt vs. crushins blow or be: shattered. AI- moderate blftu (lJ-I 8 m.p.h) and is dis-
not be cast ;across the interdimensiona.l in- terna.lively, the: spell ca.n be: focused against persed in one round by a strong~r blftU.
terface, nor c;an Ut.ill effKts cross it . Those a single item of up to 10 pounds per aster The mat~ria.J component of the spell is a
in the extr;adimensional ,pace can see OI.It of levtl. Crystalline creatures UJ\l.ilUy sufftr rotten t88 or st'V~r;a1 skunk cabbage kaves.
it as if the:~ is a 3' x 5' wi ndow centered on Id6 points of damage per caster lenl to a
the rope. Th~ persons in the: extradimen- muimum of 6d6, with a saving Ihrow vs.
sional space must climb down prior to the spell for half damag~ .
end of tht spell, or they are dropped from The mattria.l compon~nt of this spell is a
the: heighl at which they entf'red the v:tradi- chip of mica .
mensional space. Thf' ropt can be c1imbf'd
by only on~ person at a time. Notf' that the
rotH trit::k spell f'nables climbers to reach a
normal place if they do not climb all the way
to the extradimensional space. Also nott

145
The swann cannot be fought effectively
Strength (Alteratio n) with weapons, but fire and area effects can
Web (Eyontion)
Range: Touch fot« it to disperse by inflicting damage. Range: 5 yards / level
Components: V, S, M The swarm disperses when it hilS taken a to- Components: V. S. M
Duration: 1 hour/ level tal of 2 hit points per caster level from these Duration: 2lums/ level
Casting TimE': 1 tum attacks. A protection from evil spell keeps Casting Time: 2
Area of EffKt: Person to uched the swarm at bay, and certain area-effect Area of Effect : Special
Saving Throw: None spells, such as gust of wind a nd stinking Saving Throw; Neg. or 112
cloud, disperse a swarm immediatel y, if ap-
Application of this spell increases the A web spell creates iI many·layered mass
propriate to the swarm summoned (e.g.,
Strength of the character by a number of of strong, sticky strands similar to spider
o nl y Ayers are affected by a gust of w ind).
points- or tenths of points aftE'r 18 Strength webs but far larger and lougher. These
The caster must remain stiltionary and un·
Is attained (only if the character is a war·
disturbed to control the swarm; if his con- masses must be anchored to 11'10 or more
rior ). Benefits of the strength spell last for salid and diametrically opposed points-
centration iapsl!$ or is broken. the swarm
the duration of the magic. The amount of disperses in two rounds. The swarm is sta- floor and ceiling. opposite walls, etc., o r the
added Strength depends upon the spell ~ web collapses upon itself and disappeaB.
tionary once conjured.
cipient's group and is subject to all restric· The wrb spell covers a maximum area of
The materi.1 component is iI square of red
tions o n Strength due to race and class. eight 10':x 10' x 10' cubes and the webs must
doth .
Multi-class characters use the best die. be at least 10 fee l thick, so a mass 40 feet
high, 20 feet wide, and 10 feel deep may be
Cia" St rengt h Gain
Tuhil's Uncontroll .. ble Hideous cast. Creatures caught within webs, or sim-
Priest Id6 points
Id6 points l"ughter (EnchantmentlCha nn) ply touching them. become stuck ilmong the
Rogue
gluey fibers .
Warrior IdS points Ran~ ; 60 yards
Anyo ne in the area when the spell is cast
Wizard Id4 points Components; V. S, M must roU a saving throw vs. spell with a - 2
If a warrior has an 18 Strength already, Duration : 1 round/ level penalty. If the saving throw is successfu l.
from 10% to 80% is added 10 his extraordi· CilStin& Time; 2 two things mily have occurred.. If the crea-
nary Strength roll . The spell cannot confer a Area of Effect : 1 o r more creilturl!$ in a t ure has room to escilpe the area. then it is
Strength of 19 or more, nor is it cumulative 3O-foot cube assumed 10 havE' jumped free . If there is no
with other magic that adds to Strength. Be- Saving Throw; Neg. room to escape, then the webs are o nl y half
ings without Strength scores (kobo Ids. liz· The victim of this spell perceives every- strength . C rea tures with less Ihan 13
ard men. etc .) receive a +1 to attack and thing as hilariously funny. The effect is not Strength (7 if the webs are half strength) are
damage rolls. immediate, and the creature feels only a stuck until freed by another or until the spell
The material component of this spell is a slight tingling on the round the spell is cast. wears off. Missile fire is generally ineffective
few hairs, or a pinch of dung, from a partic. On the round immediately follOWing, the against creatures trapped in webs.
ularly strong animal- ape, bear, ox, etc. victim begins smiling. then giggling, chuck- CrealurH with Strengths between 13 and
ling, tittering, snickering, guffawing, and fi- 17 can break through o ne foot of webs per
Summon Swum nally collapsing into gilles of rou nd . Creatures with 18 o r greater
uncontrollable, hideous laughter. Although Strength can break thro ugh two feet of webs
(Conluratlo n/S ummo ning) per round. If the webs are ilt half strength,
this magical mirth lasls onl y a single ro und,
Range: 60 yards the affected creature must spend the next these rates afe doubled. (Greal mass equatH
Components: V, S, M round regaining its feet, and it loses 2 points to &reat strengt h in this case, and crea tures
Duration: Special from its Strength (or -2 to attack and dam- of large mass hilrdl y noti« webs.) Stro ng
Casting Time: 2 age rolls ) for all rema ining rounds of the and huge creatures can break through 10
Area of Effect : 10-foot cube spell. (eet of webs per round.
Saving Throw: Neg. The saving throw vs. spell is modified by Furthermore, the strands of iI U/f/b spell
the Intelligence of the creature. CreillurH are flammable . A magical {lAming sword
The swarm of small animals (roll on fol-
with Intelligences of " o r less (semi- can slash them away as easily as a ruand
lowing table to determine type, or the OM
intelligent) are totall y unaffected. Thos.e brushes aWilY cobwebs. Any fi re-to rch,
can ilssign an appropriate creature) drilwn flaming oil, flaming sword. etc.- an set
with Intelligences of 5-7 (low) save with -6
by the su mmon S"WQrm spell will viciously
penaltil!$. Those with Intelligences of 8-12 them alight and bum them away in a single
attack a ll creatures in the area chosen by the round. All creatures within fl a ming webs
caster. Creatures actively defending against (ilverage to very) Nve with -4 penaltil!$.
Those with Intelligences of 13-14 (high) save su ffer 2d4 points of damilge from the
the swarm to the exclusion of olher ilctivi- flamd, but those free of the strands ate not
with - 2 penalliH. Thos.e with Intelligences
ties suffer 1 point of damage for each round
of 15 or greater (ex«ptional) have unmodi- harmed.
spent in the sWilrm . Those laking other
fied saving throws. The materia..! componenl of Ihls spell is a
ilclions, including leaving the swarm, re- bit of spider web.
ceive damage equal to Id4 points + 1 point The caster can affect o ne creature for ev·
ery Ihree levels attained - e.g. , one at 3rd
per three levels of the cilster, every ro und .
Note that spellcasting within the swarm is level. two at 61h level, three at 9th level, etc.
impossible. Al! affected beings must be within 30 feel of
each other.
Dice Roll Swa rm Type The material components are a small
01-4<) Rills feathe r and minute tarts. The ta rts a re
41-70 Bats hurled at the subjects, while the feillher is
7H10 Spiders waved in one hand .
81·90 Cenlipedl!$/ beetles
91-100 Aying insects

146
WhIsperIng WInd If the spellcaster holds off his attack (if
any) until after the blink, the 2d8del<lYuntil
(Altlo'riltlon. Phil nt u m) the blink is added to his normalldlO initia-
Range: I mile/ level tive roll (thus M probably att.lcks 1000st in the
Components; V, S round). Or the spellcaster can try to ~ his
Duration : Sp«ial attack in bd"ore he blinks (he must .In-
Casting Time: I nou~ his intent bd"0N! rolling the' 2dB for
Area of Effect : 2-fool radius blink liming and the Idl0 for initiative). In
Saving Throw: None this case, the caster compares the 11'10 dice
rolls, hoping thilt hiJ initiat ive roll is lower
By means of this spell, the wizard is able than his blink roll (1M two rolls ue not
to either $('nd a message or cau~ somr ~
added if he is trying to attack bd"ore he
sired sound effect . The whispering wind can
blinks). If so, he attacks accordi", to his ini-
travel as many milts above ground as the
tiative roll, then blinks according to the:
spellcastcor has levels of experience, to a spe-
blink roll. If his blink roll is lower than his
cific location within range that is familiar to
initiative roll , however, he blinks out, then
the wizard. The whispering wi nd is as gentle
he attacks in whatever dirKtion he's facing
and unnotictd as a zephyr until it reaches
(he must go through with his attOlick. even if
the location. It then deliveR its whisper-
he is facing in Ihe wrong direction to affect
quiet message or otMr sound . Note that the anyone).
message is delivered ~rdlts5 of whetMr
anyone is present 10 hear it . The wind t.hen
dissipates. The wizard can pN!pare the spell Cl .. lr..udlence (Divination)
to bear a message of up to 2S words, cause
Third-Level Spells
Range: Sp«ial
the spell to deliver other sounds for one
Blink (Alteratio n) Components: V, S, M
round, or merely have the whispering wind
seem 10 be a f<lint stirring of the air tha t has Duration : I round / level
Range : 0
Casting Time: 3
a susunant sound . He can likewise cause the Components: V, S
whispering wi nd to move as slowly as a mile Area of Effecl : Specbl
Duration: 1 round/ level
per hour or u quickly <IS a milt' every tum . Saving Throw : None
Cuting Time: 1
When the spell reachts its objective, itswirl5 Are.l of Effect : The casler The rla;raudj,m:. spell erublH lhe wizard
and ftt\ains until the message is delivered. Solving Throw: None to concentrate upon some locale and heu in
As wilh the magic mouth spell, no spells his mind any noise within a 6O-fool radius
may be cast via the whi.5permg wind. By me.lns of this spell. 1M wizard C<luses
his material form to "'blink- directl y from of the spell's casl ing pOinl. Distance is not a
factor, but the locale must be known-a
one point to anot her at a random time and
Wlurd Lock (Altera tion) piau familiOlir to the spdlc<lster or an obvi-
in a ra ndom dirKtion. This me.ms that me-
lee atlacks apinst the wizard <lutomatically ous one (such as behind ill door, arou nd a
R<lnge: Touch corner, in <I copse of tren, etc.). Only
Components: V, S miss if initi<ltive indicates they f.lll after he
h<ls blinked . sounds that are normally cktectable by the
Duration: Permanent wizard can be heud by use of this spell.
Castmg Time: 2 ~ch round the spell is in effect , the wi:r:-
.u d rolls 2d8 to determine the timing of the uad sheeting or magicOliI protections pre-
Area of Effecl : 30 square feet / level vent tM operation of the spell, and the wiz-
Saving Throw: None blink- the result of Ihe dice roll is used as
ard has some indication that the s~ll is so
the wizard's initia tive for that rou nd . The
A wizard lork spell cast upon a door. wizard disappeaR and inst.lnt an~usly re- blocked. Note that it functions onl y on the
chest . or portal magically locks it. The wizard's current pl.lM' of existence. The
appeaR 10 fffi distant from his previous p0-
caster Gan freely pass his own lock without spell creatts .ln invisible sensor that un be
sition . (DirKtion is determined by roll of
affecting it; otherwise, the wizard-locked m.lgic.llly dispell«l.
Ida: I - right .Ihe.ld. 2 - righ t, 3 - right
door or object can be opened only by bN!ak- The mOliteria! component of the ~II is a
behind, 4 - behind, S - left behind, 6 -
ins in, a successful di.5pel magic, or Knock small horn of atleut 100 liP value.
left. 7 - lefl ahead, 8 - ahe.lrl.) The caster
spell, or by <I wizard four or more levels cannot blink into a &clid object; if such is in-
higher than the One casting the spell . Note dicated , rerall the direction . Movable 0b- ct.. lrVOYAnce (Dlvinalion)
th.illt the last two methods do nOI remove Ihe jects of size and mass comparable to Ihe
wiurd lock. lhey only negate it for a brief R.lnge: Special
caster aN! shoved uide when the caster
duration , about one tum . Creatures from Componenls: V, S, M
blinks in. If blinking is impossible ex~t
other pl<lnes Gannot bursl <I wiNrd lock u into a fixed , solid object, 1M caster is then Duration : 1 round / level
they c.ln .I held port.ll (set' Ihe hold porlal Casting Time: 3
trapped on the EtheN!aJ plane .
spell ). Area of Wed : Speci.lJ
During each round that he blinks, the
spelJcasler can be allacked only by oppo- Savins Throw : None
nen ts who win initiative or by those who are Similar to t.h~ c/l1iraudiencr spell, the
able to Mrike both locations at once (e.g., dairuoyanc, spell empowers thf: wiurd to
with a breath weapon. fireball, or limilar see in his mind whatever is within sight
wide-area att ..ck forms) . Opponents with range from lhe spell locale chosen. DistOlince
multiple attacks. or those oper<lting under from tM wizard is not il factor, but the 10-
hilSte or similar effects. can often strike cak must be known-familiar or obvious.
ea rl y enough to have at least one .Il1ack Furthermore, light is a bctor, .IS the spell
against the caster. does not enable the use of infravision or

'.7
magical enhancements. If the area is magi- Each effect or potion in the spell's area is
bploslve Runes (Alter" tlon)
cally da rk, only darkness is seen; if natu- checked to determine if it is dispelled . The
rally pitch dark, only a 10-foot radius from caster can always dispel his own magic; oth- Range: Touch
the center of the speirs area of effect can be erwise the chance to dispel depends on the Components: V, S
s«n. Otherwise, the seeing extends to the difference in level between the magical ef- Duration : Special
normal vision range according to the pre- feci and the caster. The base chance is 50% Casting Time: 3
vailing light . Lead sheet ing or magical pro- (11 or higher on IdlO to dispel) . If the caSler Area of Effect: 10-foo t radius
tection foils a clairvoytmre spell , and the is higher level than the creator of the: effed Saving Throw: None or I / Z
wizard has somt' indication that it is so to be dispelled, the differentt is subtracted
By tracing these mystic runes upon a
blocked. The spell crealts an invisible sen- from the number needed on ldlo to dispel
sor, similar to that created by a crystal ball (thus making it more likely that the dispel book, map, scro ll, or similar object bearing
spell, that can ~ dispelled . The spell func- succeeds); if the caster is of lower level , then written info rmation, the wiurd prevents
tions only on the wizard's curren t plane of unauthorized persons from reading his ma-
the difference is added to the number
needed on 1dlO to dispel (making it less terial. The explosive runes are difficult to
existence.
The material component is a pinch of likely that the dispel succeeds). A roll of 20 detect-5 % chance per level of m~ic use
powdered pineal gland . always succeeds and a roll of 1 always fails . experience of the reader; thieves have only a
5% chantt. But trap detection by spell or
Thus, if a caster is 10 levels higher, only a
roll of 1 prevents the effect from being dis- magical device always finds these runes.
Delude (Alteration) When read, the explosive ru nes detonate,
pelled.
Range: 0 A dispel magic spell does not affect a spe- delivering 6<14 + 6 points of damage to the
Components: V. S dally enchanted item, such as a magical reader, who gets no saving throw. A like
Duration: 1 tum / level amount , or half that if saving throws are
scroll, ring, wand, rod, staff, miscellaneous
Casting Time: 3 item, weapon, shield, or armor, unless it is made, is suffered by each creature within
Area of Effect : The Glster cast directly upon the item . This renders the the blast radius. The wizard who cast the
s..ving Throw : Neg. spell, as well as any he instructs, can read
item nonoperational for Id4 rounds. An
item possessed and carried by a creature the protected writing without triggering the
By means of a delude spell, Ihe wizard runes . Likewise, the wizard can remove the
gains the creature's saving throw against
conceals his own alignment with thai of any runes whenever desired . Others can remove
this effect, otherwise it is automatically ren-
creature wit hin a JO-foot radius at the time the.m only with a successful dispel magic or
dered nonoperationa!. An interdimensional
the spell is cast. The creat ure must be of eras4! spell. Explosive runes otherwise last
interface (such as a bag of holdillg) rendered
higher than animal intelligence for the spell unt.il the spell is triggered. The item upo n
nonoperational would be tem po ra rily
to work; its own alignment remains un- which the runes are placed is dl'$ tfoyed
closed . Note that an item's physical proper-
changed. The creature receives a saving when the explosion takes place, unless it is
throw vs. spell and, if successful, the delilde ties are unchanged: a nonoperational magi-
cal sword is still a sword . not normally subjKt to destruction by mag-
spell fails. If the spell is successful, any ical fire (see the Item Saving Throws in the
ktlOW aUg",,,eFlt spell used agai nst the caster Artifacts and relics are not subject to this
spell; however, some of their spell-like ef- DUlIgeo" Master5 Guide ).
discovers only the assumed alignment . Note
fects ma y be, at the OM's option .
that a detect good or detect evil also de tects
the assumed aura, if the au ra is strong No te that this spell can be very effective
when used upon charmed and Similarly be--
enough , The creature whose aura has been
guiled creatures. Cerlain speJls or effects
assumed radiates magic, but the wizard ra-
diates magic only to the crealure whose cannot be dispelled; these are listed in the
spell descriptions.
alignment has been assumed. If a de/lid"
spell is used in conjunction with a clrallge
~/f Or alter S4!lf spell, tM class of the wizard
can be totally hidden, if he is clever enough Summary of Di.pd M agit:: Effects
to carry off the disguise.
Source o f Effect Resists As Result 01 Dispel
Caster None Dispel automatic
Dispel M.ASlc (Abjuratio n) O ther caster/ innate ability Levell HD of other caster Effect negated
Range: 120 ya rds
Wand 6th level •
Staff 8th le~eJ
Components; V, S
Duration : Instantaneous Potion Uth level Potion destroyed
Other magic 12th, unless special
Casting Time: 3
Artifact OM discretion OM discretion
Area of Effect : 3O-foot cu~
Saving Throw: None
• Effe<t negated; if cast directly on item , item becomes nonoperational for Id4 rounds_
When a wizard casts this spell, it has a
chance to neutralize or negate magic it
tomes in contact with, as follows :
First , it removes spells and spell-like ef-
fect s (including device effects and innate
abilities) from creat ures or objects. Second,
it disrupts the casting or use of these in the
area of effecl at the instant the dispel is cas t.
Third, it destroys magical potions (which
are treated as 12th level for purposes of this
spell).

14S
attaining the prescribed range, blossoms while honring or moving slowly ( mov~
Felsn De.th (NKlOrn.ncy) into the firdnll (an early impact results in ment of 3). Possible combat penalties while
Range: Touch an early ddonation). Creatures failing their nying are known 10 the OM (in the ~ Aerial
Components: V, S saving throws each suffer full damage from Combat" section of the DMG). The exact
Duration: 1 hour + 1 tum / level the blast. Those who rollsuca:ssful saving duration of the spell is always unknown to
Casting Time: 1 throws manage 10 dodge, fall flat , or roll Ihe $pelkaster, ..5 the variable addition is
Aua of Effect : Cre.. ture touched aside, each receiving half damage (the OM determined secretly by the OM .
Saving Throw: None rolls the dam<ilSe and each affected cruture The millenal componmt of the fly spell is
suffers either full damage or h.. lf damage a wing feather of any bird.
By means of this spell, tM aster (or any
(round fractions down I, depending on
other creatu~ whose levels of elCperience or whether the creatu~ saved or not).
Hit Dia do not uC'ftd the wiurd's own Gust of WInd (Alteration)
The material component of this spell is a
level) can be put into a cataleptic state that is tiny ball of bat guano and wlphur. Range: 0
impossible to dis tinguish from dea lh . Components: V, S, M
Although Ihe person or crelillure affected by Duralion: 1 round
the feign deQth spell a n smell, hear, and name Arrow (Conjur.tion!S ummonins) Casting Time: 3
know what Is going on. no fe-eling or sight of Range: 30 yards + 10 yards/ level Area of Effect : 10·foot wide path, 10
any sort is posaible. Thus any wounding or Components: V. S, M yardsl levellong
mistreatment of the body is not felt and no Duration: 1 round Saving Throw: None
reaction occurs; dam<ilSe is onl y '/2 normal. Casting Time: 3
In addition, paralysis, poison, or energy· When this spell is cast, a strong puff of air
Area of Effect: Speci..1
level drain c..nnot affect an Individual under originates from the wizard and moves in the
s..ving Throw: None
the influence of this spell. Poison injected or direction he is faci ng. The fotee of this gust
otherwise introduced into the body takes This spell has two effecls. First, Ihe wiz- of wind (about 30 m.p .h) is sufficient to
effect when the spe:J1 recipient is no longer ard can cause nonn;t\ urows or croubow extinguish candles, torches, and similar
under the influena of this spell, although a bolts to become magical flaming missiles for unprotected flames . It c.. uses protected
saving throw is permitted . one round. The missiles must be nocked and flames-such as those of lanlerns-to dance
Note that only a willing individual can be drawn (or cocked) at the completion of the wildly and has a 5 '10 chance per level of
affected by feign death. The spellc..ster can spell. If they are not loosed within one elCperience of the spellcaster to otinguish
end the spell effects at any I.ime desired, as round, I hey are consumed by the magic. For even such lights. It also fans Largt' firn oul·
will a succnslul dispel. but a full round is every fin levds lhe caster has achieved, up ward lci6 r~t In the diredion ot the wind's
required for bodily functions to begin again . to 10 arrows or bolts can be affected. The movement. It force back sm.. 11 nying cre.. ·
arrows inflict nonnal dam<ilSe, plus 1 point turn ld6 x 10 yards and causes man-sized
Flreball ([voc.tion)
oE fire damage to any target struck. They beings to be held molionltss if attempting to
m.. y also cause incendiary dam<ilSe. This move against its fora. It slows larger.tha.n.
Range: 10 ynds + 10 yuds / level version of tM spell is used most ohen in man-sized n ying crealures by so .. for one
Componmts: V, S, M large battles. round. It blows over light objects, disperses
Duration: instantaneous The second version of this spell enables most vapors, and forces aw.. y gaseous or
usti ng Time: 3 the caster to hurl fiery bolts al opponents unsecured levitating creatures. Its palh is 10
Area of Effect : 20-fool radius within range. Each bolt innicts l d6 points of f~t wide by 10 yards long per level of vepe--
Saving Throw: 111 piercing damage, plus 4d6 points of fire riena of the tasler (e.g. , an 8th-level wizard
damage. Only half of the fire damage is causes a gusl of wind that travels 80 yards).
A fireball is "1'1 explosive burst of fl ame,
which detonates with a low roar and deliv· inflicted if the creature struck saves VI . The material componmt of Ihe spell is a
ers damage proportional to the level of the spell. The caster receives one bolt for every legume seed .
five uperience levels (two bolts at 10th
wiurd who ast it-ld6 points of damage
for e.ilch level of experiena of the spellcaster level. three at 15th level, etc.). Bolts muSI be
used on creatures within 20 yards of each Haste (Alterilion)
(up loa muimum ofl0d6). The burst of the
fjrebcll1 creates little pressure and generally other and in front of the wizard . Range: 60 ya rds
conforms to the shape of tM area in which it The miltenal components for this spell are Components: V. S, M
occurs. 1ne fireball tills an area equal to ils .. drop of oil and a small piece of f1int . Duration : 3 rounds + 1 round/ level
norm;t\ Ipherical volume (roughly 33,000 Cuting Time: 3
cubic fe-el-thirly. thre-e 10' x 10' x 10' fl y (Alter.Uon) Area of Effect : 40' cube, 1 crealure/ level
cuba). Besides c.iIIusing damage to crea· Saving Throw: None
tures. the fireball ignites all combustible R.illnge: Touch
Components: V, S, M When this spell is cast, each affected crea·
materi.als within its burst radius, and the ture functions .11 double its normal move·
heat of the fim,all ~ts soft metals such u Duration : 1 tum / level + Id6 turns
usting Time: 3 ment and attack rates. A hasled creature
gold, copper, silver, etc . Expowd items gains a - 2 initiative bonus. Thus, a crea-
require saving throws vs. magical fire 10 Area of Effect : Creature touched
Saving Throw: None lure moving .iIIt 6 .iIInd a!lacking once per
delermine if they a~ affected, but Items in round would move at 12 and attack twice
the possession of a creature that rolls a suc- This spell enables Ihe wizard to bestow per round . Spellcasting.illnd spell effects are
ussful saving throw ate unaffected by Ihe the power of magial night. The creature not sped up . The number of cnatum thai
fireba ll. affected is .. ble to move vertically and ho,... can be affected is ftlual to the caster's o:peri·
The wiurd points his finger and speaks izontally at a rate of 18 (half Ihat if ascend- ena level; those creatures clOSHt to the an·
the range (distance and height ) at which the ing. twice that if descending in a dive). The terof effect are affected firsl. All affected by
fireb.J.lI is to burst. A streak flashes from the maneuverability dass of the creature is 8. haste must be in the designated area of
pointing digit and, unll:SS it impacts upon a Using lhe fly spell requires as much conan· effect. Note that this spell negales the effects
material body or solid barrier prior to tration as walking, so most spells can be casl of a slow spell. Additionally, this spell ages
.49
the rKipient by one yea r, becauS4! of sped- undead closest to this are considered to be in not detectable by infravision .
up metilbolic pro«sses. This spell is not cu- the area of effect, prOvided all i1 re within the The material compo nent of this spell is ei·
mulative with itself or with other similar field of vision i1 nd spe.ll range of the caster. the r iI pinch of dried carrot or an apte.
magic. Undead of iI mindless nature (skele to ns.
Its material component is a shaving of lic- zombies, o r ghouls) are i1utomatically i1f·
o rice rool. reeted. O ther forms of undead i1te allowed a In \llslblllty, 10' bdJus
saving throw to negate the effect . If the spell (lUuslonlPha ntasm)
Hold Person {EnchantmenUCharm} is successful, it renders the undead immobile Range: Touch
for the duration of the spell. Componen ts: V, S, M
Range: 120 yards The material component for this spell is a Duration: Special
Compooents: V, S, M pinch of sulphur and powdered garlic. Cilsting Time: 3
Duration: 2 rounds/ level Area of Effect; lQ.foot radius of
Casting Time: 3 creature touched
Area of Effect: 1 to 4 persons in a lIIuslon....y Script (UlusiontPha ntasrn)
Saving Throw: None
2Q.foot cube Range:..-Touch
Saving Throw : Neg. Components: V. S. M This spell confers invisibility upon i111
Duration: 1 day / level creatures within 10 feet of the recipient .
This spell holds Id4 humans. demihu- Gear carried and light sources are included,
Cilsting Time: Special
mans, or humanoid crea tures rigidly immo- but any light emitted is still visible. The cen·
bile for five or mOTe rounds. Area of Effect: Creature reading the script
SaVing Throw; Special ter of the effect is mobile with the recipient.
The hold person spell affects any bipedal Those affected by this spell n nnot see each
human, demihuman o r humanoid of ma n- This spell enables the wizard to write in· other. Any affected creatu re moving o ut of
size or sma ller, including brownies. dryads, structions o r other information o n parch- the area becomrs \lisible, but ~atures mov-
dwarves, elves, gn01ls, gnomes, goblins. ment. pilper, etc. The illusionary script ing into the a rea i1f1er the spell Is cast do not
half-elves, halmngs, half+()rcs. hobgoblins. appea rs to be some form of foreign o r magi· become invisible. Affected creatures (other
humans. kobolds, lizard men, nixies, o rcs, cal writing. Only the person (or people) than the recipient) that attack negate the in-
pixies. sprites. troglodytes. and others. who the wizard desires to read the writing visibility only for them~lves . If the spell re-
The spell is centered o n a point S4!lected can do so. An illusionist recognizes it fo r il- cipient attacks, the invisibility. 10' radius
by the caster: it affects persons selected by lusionary script . spell is broken for all.
the caster wi thin the areil of eHect. If the Unauthorized crea tures glancing at the The ma terial components i1 re the same as
spell is cast at three or four people, each gets script must roll saving throws vs. spell. A for the inuisibility spell.
iln unmodified saving throw. If o nly two successful save means the creature can look
people are being enspelled, eael'\ makes his away with only a mild sense of disorienta-
saving th row with a -1 penalty. If the spell tion . Failure means the creature is subiect to Item (Alteration)
is cast at o nl y one person, the saving throw a suggestion implanted in the script by the Ra nge: Touch
suffe rs a - 3 penalty. Saving throws are ad- caster at the time the illusionary script was Components: V, S, M
justed for Wisdom . Those succeeding on cast. The suggestion cannot require more Duration : 4 hours/ level
their saving throws are unaffected by the than three turns to carry out. The sugges- Casting Time: 3
spell. Undead ~atures cannot be held. tion could be to close the book and lene, or Area of Effect: 2 cu. ft J level
Held beings cannot move or speak. but to forget the existence of the book, fo r ex- Saving Throw: S~al
they remain aware of events arou nd them am ple. A successful dispel magic spell will
and can use abilities not requiring motion or remove the illusionary script , but an unsuc- By means of this spell, the wizard is ablr
speech. Being held does not prevent the cessful attempt erases all of the wri ting. The to shrink o ne non magical item (if it is within
worsening of the subjects' condition due to hidden writings can be read by a combina- the sizr limit) to 1/12 of its normal size. ap..
wounds, disease, or poison . The caster can lion of the tnle seeing spell and eithe r the tionally. t he caster can also changr its now-
end the spell with a single ullerance at any reud mugic or comprehend languages spell. shrunken composition to a c!oth· like o ne.
time; otherwise the du ration is 10 rounds at as ap plicilble. An obiect in the possession of i1nother ~a~
5th level. 12 rounds at 6th level. 14 rounds The materi,,1 component is a lead-based ture is allowed a saving throwvs. spell . Db--
at 7th level, etc. ink tha t requires special manufacture: by an jects changed by <I n item spel.1 can be
The spellcas ter ne«ls a small, straight alchemist, at a cost of not less than 300 gp returned to normal compositio n and size
piece of iron as the material component of per usage. merely by tossing them onto ilny solid sur-
this spell. face o r by a word of command from the
o riginal spellcaster. Notr that even a bum-
Infrol.vlslon (Al tera tion) ing firr and its fuel can be shrunk by this
Hold Undeol.d {Necroma ncy) spell .
Range: Touch
Range: 60' Components: V, S, M
Componen1s: V, S, M Duration: 2 hours + 1 hour / level
Dura tion: Id4 rounds + 1 round / level Casting Time: 1 ro und
Casting Time: 5 Area of Effect : Creature touched
Area of Effect: Id3 undead Saving Throw: None
Saving Throw: Neg.
By meilns of this spell. the wizard enables
When cast, this spell renders immobile the recipienf to ~ in no rmal darkness up 10
Id3 undead creatures whose total Hit Dice 60 feet without light. Notr that strong
are equal to or lessthiln thecaster·slevel. No sources 01 light (fire, lanterns, torches, etc.)
more than thr~ undead can be affKted by a tend to blind this vision, so lnfravision does
single spell. To cast, the wiza rd i1ims the not function efficiently in the presencr of
spell at a point within range and the three such light sources. Invisible creatures i1re

150
stone, ~nd melt metals with a low melting W
Inltiative section, page 95) . Note tM! this
leomund's Tiny Hut (Altenllon)
point (lead , gold, copper, silver, bronze). carries over into at least the: following
Range: 0 Saving throws must be ro lled for objects round .
Components: V, S, M that withstand the full force of a stroke (see B) The wizard di5(:Mrges only one me teor
Duration: 4 hours + 1 hour/ level the fireball spell). If the damage c"used to an per round . In addition to n!leasing the mis-
Casting Time: 3 interposing barrier s hatters or breaks sile, the cuter can perform o ther "ctions in
Area of Effect : 15-fool-diameter sphere through it (Le., the wving throw fails ). the the round, including spellc..sting.. melee, or
Saving Throw : None bolt continues. A bolt can breach one inch device use. Spells requiring concentratio n
of wood or III inch of stone per caster level force the wiurd 10 forgo the rest of the mis-
When this spell is cast, the wiurd creates
up to a maximum of one foot of wood or I / Z sile$ to m.. intain concmlralion. Also, if the
an unmoving, opaque spMre of force of any
foot of stone. wiurd f"i1s to maintain an e:x"ct ment"l
desired color around his person. Half of the
The lightning bolt's area of effect is cho- count of the number of missiles he has
sphere projects above Ihe ground, and the
lower hemil phere pas~s through the
sen by the spellcaster: either a forked bolt remaining, he has involuntarily lost the
10 feet wide and 40 feet long or a single bolt remaining portion of the spell.
ground . Up to seven other m.. n-siud cre.. -
five feet wide and 80 feet long. If a bolt nn- The spell ends when the nster has fired
turn nn fit into the fie ld with its crUlor,
and these can freely pass inlO .. nd out of the nol reach its full length, because of an off as man y meteors as he has experience
hut wilhout harming it , but if the spellc..ster unyielding barrier (such as a stone wall), the levels, when he forgoes casting any still
removel himself from it , the spell dissipates . lightning bolt rebounds from the barrier remaining, or when a successful dispill mag-
The temperature inside the hut is 70° F, if toward its caster, ending only when it reach- ic 5peIJ is thrown upon the caster.
es its full length. The components necessary fo r the casting
the exterior temperature is between O· .. nd
100· F. An exterior temperature below 0° or Example : An 80-foot -long stroke is of this spell are nilre and sulphur formed
begun at a range of 40 feet , but it hits a stone into a bead by the ..ddition of pine t"r. The
above 100· lowers or raises, respectively,
the interior temper.. ture on a 1°_for_l ° wall at SO feet . The bolt travels 10 feel , hits caster must also have a small hollow tube of
basis. The tiny hut also provides protection the wall, and rebounds for 70 feel back minute proportion, fashioned from gold.
against the c!emmts, such as rain, dus t, toward its creator (who is only SO fet't from The tube costs no les.s IMn 1 ,000 gp to con-
~torms, ilnd the like. The hut can with-
the wall, and so is nught in his own light- struct, so fine is its workmanship <lnd magi-
ning bolt!) . nl engraving, and it can be reused.
stilnd ~my wind of less than hurricane force
without being humed , but wind force The OM might allow reflecting bolts.
greilter dum th .. 1 destroys it. When this type of lightning bo[1 strikes a
solid surface, the bolt reneets from the sur- Monster Summoning I
The interior of the hut is a hemisphere; (Conjura tion/Summo ning)
t.he spellcilSter c.. n illuminate it dimly upon face at an angle equal to the angle of ind-
command, or extinguish the light as desired . dm« (like light off a mirror). A creature Range: 30 ya rds
Note that .. lthough t.he force field is opaque crossed more than once by the bolt must roll Components: V, S, M
from the outside, it is transparmt from a saving throw for every time it is crossed , Duration : 2 rounds + 1 round / level
within . Missiles, weapons, and most spell but it still suffers either full damage (if one Casting Time: 3
effects can pass through the hut without wving throw is missed) or half damage (if Area of Effect : Special
affecting it , although the oexupants cannot "II saving throws are made). Saving Throw: None
be seen from outside the hut . The hut c.. n be The material components of the spell are
a bit of fur and an amber, crystal, or gl..ss Within one round of casting this spell, the
dispelled . wizard magic.. Uy conjures 2d4 lsi-level
The material component for this spell is a ,00.
monsters (selected by the OM, fro m his lIt-
small crystal bead that shatters when the level encounter tables). The monsters
spell duution expires or the hut is dispelled. Melf's Minute Meteors appear in an area within the spell range, 3S
(Evocillion., Alteration) desired by the wiurd. They all ..ck the spell
Llshtnlns Bolt (Evocil tlo n) Range:: 70 yards + 10 yards/ level user's o pponents to lhe best of thei r ability
Components: V, S, M until either he commands that the attacks
R.ange: 40 yards + 10 yards/ level
Du~tion : Special cease, the spell duution expires, or the
Components: V, S, M monsters are slain. These cnatures do not
Duration : ln5l:antaneous Casting Time: 3
Area of Effect : 1 target per meteor check mor"le, but they vanish when dain .
CilSting Time: 3 Note IMt if no opponent exists 10 fight ,
Area of EHect : Speciill Saving Throw: None
summoned monsters can, iEthe wlurd can
Saving Throw: 1/: This spell enables tM wizard to cast small communicate with them and if they .. re
Upon casting this spell , the wlurd globes of fire (one for each experience level physically able, perform o ther servicn for
releases a powerful stroke of electrical he has attained), each of which bursts inlo a the summoning wlurd .
energy thai inOicts Id6 points of d .. mage per one-foot-diameter sphere upon impact , In ra re cases, adventurers have been
level of the ,pella,!er (maximum damage of inflicting Id4 points of damage to the crea- known 10 d iwppear, summoned by power-
lOd6) to each cre"lure within ils are .. of ture struck. II can also ignite combustible ful spellcilSten using this spell . Those sum·
effe.ct. A succes.sful wving throw vs. spell materials (even solid pl"nks). The meteors moned real] all the det"l!s of their trip.
reduces this cbmage 10 half (round fractions are treated as missiles hurled by the wizard 1M material components of this spell are
down). The bolt begins at a rangt' "nd with a + 2 bonus 10 the attack rolls and with a tiny bag and a small (not neau.Jrily iii )
height deci~ by the caster and streaks oul- no penalty for range. Misses are truted as candle.
ward in a dinet line from the casting wlurd grenade-like missiles that InflkI 1 point of
(e.g., if a 4~foot bolt wasst~rted at 180 feet damage to creatures within three feel.
from the wlurd, the far end of bolt would The spell can be casl in either of two
reach 220 feet (180 + 40). The lightning bolt ways:
may set fire to combustibles, sunde:r wood- A) The wizard di5(:harges five meteors
e:n doors, splinter up to III fool thickness of every round (see the "Multiple Attacks and

15,
14th Levlll: The ability to perform as if it Secret rase (Alteratio n)
Non-Detec:tlon (Abju ration)
were a pegasus; it f1i1lS at 01 rate of 48 per
Range: Touch round upo n command . Range: Touch
Components: V. S. M Note that a mount's abilities include those Components: V. S, M
Duration: 1 hour/ level of lower levels; thus a 12th·level mount has Duration: Until dispelled
Casting Time: 3 the 8th·, IOth-, and 12th-level abilities. Casting Time: I tum
Area of Effect : 1 creature or item Area of Effect: 1 page of any size,
Saving Throw: None Protection From hll, to' Radius up to 2 ft . square
Saving Throw: None
By casting this spell. the wizard makes the (Abjuration)
creature or object touched undetectable by Reversible When cast. a seCl'"flt PQg' spell alters the
divination spells such as clairaudiell ce. actual contents of a page so that they appear
clairvoya"ce, locatll object. ESP, and detect Range: Touch to be something entirely different. Thus a
spells. It also prevents location by such Components: V, S, M map can be changed to become a treatise on
magical items as crystal balls and ESP me- Duration: 2 rounds / level burnishing ebony walking sticks. The text
tMlliolls. It does not affect the know aUg'l- Casting Time: 3 of a spell can be OIltered to show a ledger
me"t spell or the ability of intelligent or Area of Effect: IO-foot-radius sphere page or even another form of spell. Confuse
high-level beings to detect invisible crea- around creature touched languages and explosiue runes spells may be
tures. If a divination is attempted, the non- Saving Throw : None cast upon the secret page. but a compr"hend
detection casler must roll a saving throw vs. The globe of protection of this spen is languages spell cannot reveal the secret
spell . 1£ this is sucassful , the divination identical in all respects to a protection from page's contents. The caster is able to reveal
fails. evil spell, except that it encompasses a much the original contents by speaking a com-
The material component of the spell is a larger area and its duration is greater. The mand word, perusing the OIctuOlI page, and
pinch of diamond dust worth JOO gpo effKt is centered on and moves with the then returning it to its SKret page form . The
creature touched. An y protected creature caster can also remove the spell by double
Pta..ntom Steed (Conjuration. Phantum) within the circle can break the warding repetition of the command word. Others
against enchanted or summoned monsters noting the dim magic of a page with this
Range: Touch by meleeing them. If 01 creature 100 large to spell cloaking its true contents can attempt
Components: V, S fit into the area of effect is the recipient of to dispel magic. but if it fails, the page is de-
Duration : 1 hour/ level the spe11, the spell acts as a normal protec- stroyed . A true seeing spell does not reveal
Casting Time: l tum tion fro m evil spell for that creature only. the contents unless cast in combination with
Area of Effect : Special To complete thu spell, the caster must a comprehend languages spell . An erlLU
Saving Throw: No ne trace a circle 20 fee t in diameter using pow_ spell can destroy the writing.
detled silver. The material component for The material components are powdered
When this spell is cast, the wizard creates
a quasi-real, horse-like creature. The steed the reverse is powdered iron. herring scales and either will 0 ' wisp or bog-
gart essence.
can be ridden only by the wizard who cre-
ated it. or by any person for whom the wiz- Protection from Norm;a.1 Missiles
ard specifically creates such a mount. A (Abjuration) Sepia Snake SlglI
phantom steed has a black head and body, (ConjuralioniSummo nins )
gray mane and tail, and smoke-colored, in- Range: Touch
substantial hooves that make no sound . Its Components: V, S, M Range: S yards
eyes are milky-colored . It does not fight , Duration: 1 tumJ level Components: V, S, M
but all normal animals shun it and only Casting Time: 3 Durat ion: Special
monstrous ones will attack. The mount has Area of Effect : Creature touched Casting Time: 3
an Armor aass of 2 and 7 hit points, plus 1 Saving Throw : None Area of Effect: 1 sigil
per level of the caster. If it loses all of its hit Saving Throw : None
By means of this spell . the wizard bestows
points, the phantom steed disappears. A total invulnerability to hurled and projectled When this spell is cast, a small written
phantom steed moves at a movement rate of missiles such as arrows, axes, bolts, jave- symbol appears in the tex t of any written
4 per level of the spellcaster. to a maximum lins, smail stones. and SpeOirs. Furthermore. work . When read, the so-called sepia snake
movement rate of 48. It has what seems to it causes a reduction of I from each die of sprinss into being and strikes at the nearest
be a saddle and a bit and bridle. It can bear dOimage (but no die inflicts 111:$$ than I point Hving creature (but does not OIttack the wiz-
its rider's weight, plus up to 10 pounds per of damage) inflicted by large or mOigical ard who cast the spell). Its attack is made OIS
cuter level. missiles, such as ballista missiles, catapult if it were a monster with Hit Dice equal to
These mounts gain certai n powers ac- stones, hurled boulders, and magical at- the level of the wizard who cast the spell. If
cording to the level of the wizard who cre- rows, bolts, javelins, etc. Note. however, it strikes successfully, the victim is engulfed
ated them: that this spell does not convey any protec- in a shimmering amber field of force, frozen
8th Level: The ability to pass over sand y, tion from such magical OItlacks as fireba11s, and immobilized until released. either OIt the
muddy, or even swampy ground without lightning bolts, or magic missiles. caster's command, by a successful d ispel
difficulty. The material component of this spell is a magic spell. or until a time equal to Id4 days
10th Lev"l: The ability 10 pass over water piece of tortoi~ or turtle she11. + I day per caster level has elapsed. Until
as if it were firm. dry ground . then, nothing COln get at the victim. move
12th Level: The ability to travel in the air the shimmering fo~ surrounding him, or
as if it were firm land, so chasms and the like ot herwise affect him . The victim does not
can be cr~ without benefit of a bridge. age. grow hungry, sleep, or regai n spells
Note, however, that the mount cannot casu- while in this state. He is not aWOlre of his sur·
ally take off and fly ; the movement must be roundinss·
between points of similar altitude.

152
U the sepiOli snOlk~ misses its tOl~t . it diui· Suuesdon (EnchanlmentlCha nn)
This spell does not prt'dispose the subj«t
POlItes in OIl flash of brown light . wilh OIl loud towOlird tht' casl!!r in any wOly.
noise and OIl pulf of dun-<olo~ smok~ IhOliI ROIft8t': 30 yurls The wizard ca n speak one OIdditionOliI
is 10 feet in diam~~r and lasls for one Components: V, M tongue for t'very three levels of experimce.
round. Duration: 1 hour + 1 hour/ level The revt'rse of the spell cancels the dfect of
The spell cannot be detected by nonnOliI Casting Time: 3 the tOrtgues spell or confuses verbOliI com-
observation. and dl1tl1ct m~e rt"VeOlils only Area of Effect: 1 creature muniation of OIny sort within the anOli of
that the entire text is mqial. A disp~' mQg· Saving Throw : Neg. d"fect .
ic an ~ove it; an Ifr4H' spell destroys the
Wht'n lhis spelJ is COliSt by tht' wizard, he The materiill component is a small clOIy
entire page of text. It can be ast in combiNl- model of il ziggurat . which shatters when
innuences tht' iletiON of the chosen rKipit'nt
tion with other spelJs that hide or prble the spell is pronounced.
by Iht' uttt'filnct' of a ft'W words- phrases or
text. a sentence or two- suggeting a course of
The componenls for the spell ilre 100 gp
action desirOlible to tht' spe:llcutt'r. Tht' crea- VAmplrlc Touch (NKromancy)
wo rth of powde«d amber. iI scale fro m any
ture to be influenced muSl , of course. be
SNike. ilnd a pinch of mushroom spores. ROIngt': 0
able to understilnd the wizard's s ug·
Componen ts: V. S
gestion- it must be spoken in a language
DurOlition: O ne touch
Slow (Alterallo n) that the spe:lI recipit'nt undt'rstands.
Casting Time: 3
TM- suggestion must be wordt'd in such a
Range: 90 yards + 10 ya rdslJevel Area of Eff«t: The cOlistt'r
ma nner as to makt' tht' action sound reOl5on·
Components: V. S. M Saving Throw: None
able: aski ng the creature to stab Itself,
DurOlilion: 3 rounds + 1 round / level
throw itself onto OIl spear, immolOlite itself, or When lhe astt'r toucht'S an opponent in
Casting Time : 3
do somt' other obviously harmful ilct OIuto- mt'IH with OIl successful atlack roll. the
Arn of Effect: 40' cube. 1 creature / level
mOlitically negates the dfect of the spell. opponent loses Id6 hit points for every two
Saving Throw : Neg.
Howt'ver. a suggestion that iI pool of acid caster levels, to iI mOl.d mu m drain of 6d6 for
A slow spell causes aH«ttd c",atuI'CS to was actually pure WOller OInd that OIl quick dip OIl U th-level caster. The spell is expended
move OInd OInOlick OIl 111 of lheir nOnnilll rilles. would be refreshing is another miltter. Urg- when a successful touch is mOlde or one tum
II nepln OIl hastlf spell or equivOlilenl , but ing OIl red drOligon to stop OIttOlicking the wiz- POliSSoes. The hit points are OIdded to the c.ut-
does not otherwise OIffect magica lly speeded ard's party so thOlit the: drOlgon and pufy er's tol0l1, with any hit points over the CUI-
or slowed crutures. Slowed c",atutU have could jointly loot a rich IreOlSUrt' elsewhere tor's normill total Irt'ated as temporuy
an Armor Class penalty of +4 AC. an Is likewise ill reasonablt' use of the ~II's OIddit.ionOliI hit points. Any dOImillge 10 the
OInOlick penalty of - 4, ilnd illI Dntl~rity power. caster is subtrOlicted from the lemporilry hit
combat bonuses are nepled. The !mIgic ~ course of ilction of iI suggestion can points first . After onto hour, any extra hit
affects OIl number of creiltures equal 10 the continue in dfect for a considerable dUl"3- points OIbove the caster's normal total an
spellcasters level. if they are within Ihe area tion, such u in Iht' COlise of the red dugon lost. Tht' creature o riginOlilly losing hit
of effecl chosen by the wizard (i.e .. OIl 40- mentioned above. Conditions thOlit will trig- points through this spell can "'Pin them by
foot cubic volume «ntered OIlS ailed for by ger OIl special OIetion can also be spKified; if magical or nonnal healing. UndeOlid creOl-
tht' cUIt'r). Tht' creOlitures are affected from tht' condition is not met before the spell turn are unaffected by this spell.
Iht' «nler of Ihe spell outwOlird. Saving t'xpires, Ihen the ad.ion will not be per-
throws OIgilinst Ihe spell suffer a - 4 penalty. formed . If the ta rgt'l successfully rolls its
The material component of this spell is a saving throw. the spell has no effecl. Note WAter BreAthing (Alteration)
drop of molasses. tha t a vt'ry reasonable suggestion causes the ReVt'rsi ble
saving throw to be madt' with iI penalty Range : Touch
(such as -1 . -2. etc.) at the discretion of Components: V. S. M
SpectrAl Force (lIIuslon/Phanlasm)
the Dungt'On Mult'f. Undud OIl"' not sub- Duration: 1 hourllevel + Id4 hours
ROlinge: 60 yards + 1 yard / level ject to suggestion . Cuting Time: 3
Compont'nls: V, 5 Tht' material compont'nls of Ihis spellOlire A~a of Effect : CreOliture touched
Duration : SpeciOliI iI snake's tongut' ilnd t'i tht'r OIl bit of honey- Saving Throw: None
Castins Time: 3 comb or a drop of sWHt oil.
Area of Effect : 40' cube + a 10' cube/ lt'vt'l The: recipirnt of OIl water brlfQthirtg spell is
Savins Throw: Special OIblt' to b~athe water frftly for the dUfiltion
Tongues (Alteration) of the ~Il . The caster can touch mo", than
The speetrll/ fo rell spell crealt'S OlIn illusion Revl:'rsible one crt'OItU~ with a single casting; in this
in which sound. smell, and thennOliI illusions case lhe durOlition is divided by the number
art' included . It is otherwise similar to the Range: 0
Compont'nts: V. M of cr~OI t ures touched . The rt'verst'. air
jmpro lJ~ phQrttasmQ/ forelf spell. The spell breathing, mablt'S watt'r-b~athing ena-
Duution: 1 round/ level
"'.....
JOISt for three rounds aflef concentration
Casting T imt': 3
Art'.i of Effect : 3O-foot radius
Saving Throw: None
tures to comfortOlibly survive in the illm05-
phere for OlIn equal duution.
The milterial component of the spell is iI
short reed or piKe of stnw.
This spell t'nablt'S tht' wiZilird to speOlik. and
understand addit.ionOliI languilges, wht'lher
tht'y art' raciOliI tongut'S or regional diiliects.
This does not t'nOlblt' the caster to speilk with
animals. The spell t'nablt'S the caster to be
undt'rstood by all creatu res of thai type
within ht'ilring distance, usually 60 feet.

153
mo~ Hit Dice or levels. regardless of the
Wind W.II (AJterdlon) numbe:r rolled,
Range: 10 yards/level All possible subjects receive saving
Components: V. S. M throws VI. spell. adjusted for Wisdom . Any
Dur~tion : 1 round / level ~e inflicted by the castu or his ~lliH in
Casting Time: J the round of casting grants the wounded
AR~ of Effect: A 10' wide )C 5' high ~re~ creature another saving throw at a bonus of
per caster level +1 per point of dam~ge received. Any
Saving Throw : Special MEmeci cre~ture reprds the spellcastu as
frkndJy, an ally or companion 10 be lreated
This spell brings forth an invisible vertial
well or guarded from hann. If communica-
curt~in of wind two feet thick ~nd of consid-
tion is possible. the channed cre~ture fol-
erable strength-a strong breue sufEident
10 blow ~way any bird smallft' than an eagle
lows re~sonable requests, instructions. or
orders most faithfully (see the suggGtion
or to tur p~pers and like frnItm~ls from
spell) . U communication Is not possible, tM
unsuspKting hands. (If in doubt, ~ saving
crealuredoes n OI hann the caslfl'. bul others
throw vs . spell determines whether the sub-
ject maintains its grasp.) Notmlll insrcts in the vicinily may be subject 10 its in t ~­
lions, hostile or otherwise, Any overtly hos-
annot JnIS such ~ barrier. loose mateNls,
even doth pnnents. ny upw~rd when tik ~ct by the caslft' breaks tM spell, or at
aught in ~ wind w~lI . Arrows and bolts are the very least allows a new savina throw
dfllKted upwilrd and miss, while sling against the wrm . Affected cre~tures even-
stones and othft' missiles under two pounds tually come out from under the inAumee of
in wri&hl receive a -4 pen~lty 10 ~ first shot the spell. Thi. i. a function of the creature's
and - 2 penalties thereaftft'. Gun, most leveJ (Le .• its Hit Dice).
bre~th weapons, and err~tUl"eS in gaseous PerttntCh.ance'
form c~n nol pass this w~lI. ~Ithough It Is no Monsler uvd Wftk of
barrift' to noncorporeal treatum. o r H1I Oke Breaking Spell
T'he material components are ~ tiny fan h!orupt02 SS
and a feather of exotic origin. 2ndoruptoJ + 2 10 ..
J rdorupl04+4

.....,.
15 '10
Wr.lthform (Alteration" IUUllon) 4th or up to 6 25 ..
Sth orupt07 + 2 35 ..
6th or up to 8 +4 45 ..
Components: S, M 71h or up 10 10 60 ..
Duration : 2 rounds/ level 8th or up to 12 7S'Ib
Casting Time: 1 9th or ovu 12 90 ..
Area of Effect: The caster
Saving Throw: NOM The exact day of the week and lime of day
is lKJ"dly determined.
When this spell is asl . the wizard and all
of his gur become insubstantial. The casler
is subject only to magical or special attacks. Confusion CEnchantmenttChann)
including those: by weapons of + 1 or beilft', Range: 120 yards
or by crealura otherwise able to MEect Components: V, S, M
those: struck only by magical weapons, Duration: 2 rounds + 1 round / level
Undead of most sorts will ignore an Individ- Casting Time: 4
u~l in wrailhform, be:lieving him to be a Area of Effect : Up to 6O-fool cube
wraith or 5pKIre, though a lich or ipedal Saving Throw: Special
undead may save vs. spell with ~ -4 penal-
ly 10 ncogniu the spell. Thi.spell causes confusion in one or more
The wizard can pass through small holes erratum within the area, crnting inded-
or narrow openinp. even mere cracks, with Fourth-Level Spells sion and the Inability to take effective
a.ll he wean or holds in his hands, as long as action. The spell afkcts Id4 Cl"Nturu. plus
the spell persists. Note, however. that the Ch.vm Monster (EnchanlmenuCharm) one cre~ture per caster level. These crea-
the castu cannol ny without addilional tura an allowed saving throws vs, spell
1W\gt-: 60 yards with - 2 penalties, adjusted for Wisdom,
magic. No form of attack is possible when in
Components: V, S Those succesfully Iilving are unaff«ted by
wraithform, except against creatures that
Duration: Special the spell. Confused erratura react as fol-
exist on lhe Ethereal plane, where: all att~cks
Casting Time: 4 lows (roUtdIO):
(both wayt) ~re normal. A suc:csJul dis".f
Are~ of Effect: 1 or more creature In a 20-
mAgic spell loren the wizard in wraithform 1 Wander ~way (unJess prevented)
back to normal form . The spellcaster can foot radiu.
Saving Throw: Neg. for duration of spell
end the spell with ~ single word. 2~ Stand confused one round
The material compo~ls for the spell are This spell is similar to ~ cham! ".rsorr (then roll again)
a bil of gauze and a wisp of smoke. spell, but It can affect any livinJ: err~tu~­ 7-9 Attack neuat creature for one round
or Je'Vft'a1 low-level creatura. 1M spell (then roll apin)
affects 2d-4 Hil Dice or levels of erraturH, 10 Act normally for one round
although it only affect. one cre~ture of -4 or (then roll apin)
.s~
The spell I~ts for two rounds plus one for the material removed. Chances for col-
Detect Scrylng (Divlnallon) lapse are doubled and safe tunneling dis-
round for each level of the caster. Those
who fail an checked by the DM for actions Range: 0 tana is half of the safe excavation depth
each round for the duration of the spell. or Components: V. S. M unless such construction is most carefully
until the ~wander away for the duration of Duration: Id6 turns + 1 tum / level braced and supported .
the spell" result occurs. Casting Time: 3 The spell is also effective against creatures
Wandering creatures move as rar from the Area of Effect : uO-fool radius of earth and rock, particularly clay golems
caster as possible, according to their most Saving Throw: Special ilnd those from the elemental plane of Earth .
typical mode of movement (characters When cast upon such a creature. it suffers
By means of this spell, the wizard imme- 4d6 points of damage. A successful saving
walk. fish swim, bats ny. etc.). Saving diately becomes aware of any attempt to
throws and actions are checked at the begin- throw vs. spell reduces this damage to half.
observe him by means of clairvoyance. To activate Ihe spell, the spellcaster needs
ning of each round. Any confused creature clairaudience, or magic mirror. This also
that is attacked perceives the attacker as an a miniature shovel and tiny bucket and
reveals the use of crystal balls or other magi- must continue to hold them while each pit is
enemy and acts according to its basic cal scrying devices. provided the attempt is
nature. excavated. These items disappear at the
within the area of effect of the spell. Since
If there are many creatures involved, the conclusion of the spell.
the spell is centered on the spelJcaster. it
OM may decide to assume average results. moves with him, enabling him to ~sweep~
For example, if there are 16 orcs affected areas for the duration of the spell. Dimension Door (Alteration)
and 25 .. could be expected to make the sav-
When a saying attempt is detected. the
ing throw. then four are assumed to have Range: 0
scryer must immediatel y roll a saving
succeeded. Out of the other 12. one wanders Components: V
throw. If this is failed. the identity and gen-
away. four attack the nearest creature. six Duration : Instantaneous
eral location of the scryer immediately
stand confused. and the last acts normally Casting Time: 1
become known to the wizard who cast this
but must check next round. Since the orcs Area of Effect : The caster
spell. The general location is a direction and
are not near the party, the DM decides that Saving Throw: None
significant landmark close to the $Cryer.
two attacking the nearest creature attack Thus. the caster might learn, "The wizard By means of a dimension door spell . the
each other, one attacks an ore that saved,
Sniggel spies on us from east. under the wizard instantly transfers himself up to 30
and one attacks a confused ore. which
stairs,~ or. "You are watched by Asquil in the yards distance per level of experience. This
strikes back. The next round. the base is 11 city of Samarquol.~ special form of teleportatlon allows for no
orcs, since four originally saved and one error, and the wizard always arrives at
The material components for this spell are
wandered off. Another one wanders off. a small piea of mirror and a miniature brass exactly the spot desired-whetheT by sim-
five stand confused, four attack. and one
hearing trumpet . ply visualizing the area (within spell transfer
acts normally. distance. of course) or by stating direction
The material component is a set of three such as, H300 yards straight dow n ward.~ or.
nut shells. DiS (Evocadon)
~upward to the northwnt. 45 degree angle,
Range: 30 yards -uo yards .~ If the wizard arrives in a plaa
ContAgion (Necromancy) Component5: V. S, M that is already occupied by a solid body, he:
Duration: 1 round/ level remains trapped in the Astral plane. If dis-
Range: 30 yards
Casting Time: 4 tances are stated and the spelleaster arrives
Components: V. S
Area of Effect : 5-foot cube/ level with no support below his feet (Le .• in mid-
Duration: Permanent
Saving Throw: Special air). falling and damage result unless further
Casting Time: 4
magical means are employed. All that the:
Area of Effect: 1 creature A dig spell enables the caster to excavOite
wiz.ard wears or carries, subfed to a m.OIXi-
Saving Throw: Neg. 125 cubic feet of earth, sand, or mud per
mum weight equal to 500 pounds of nonliv-
round (j.e .. a cubic hole five feet on a side).
This spell causes a major disease and ing matter. or half that amount of living
In later rounds the caster can expand an
weakness in a creature. The afflicted indi- matter, is transferred with the spellcaster.
existing hole or start a new one. The materi-
vidual is immediately stricken with painful Recovery from use of a dimension door
al thrown from the excavation scatters
and distracting symptoms: boils. blotches. spell requires one round.
evenly around the pit . If the wizard con-
lesions. seeping abscesses . and so on .
tinues downward past 20 feet in earth, there
Strength. Dex terity. and Charisma are
is a 15 .. chance that the pit collapsH. This Emotion (Ench.lntmentlCharm)
reduced by 2. AUOIck rolls are decreased by
check is made for every five feet dug beyond
2. The effect persists until the character Range: 10 yards/ level
20 feet. Sand tends 10 collapse after 10 feet .
receives a run diuau spell or spends 1d3 Components: V, S
mud fills in and collapses after five feet, and
weeks taking a complete rest to recover. Duration : Special
quicksand fills in aJ rapidly as it is dug.
Characters ignoring the contagion for more Casling Time: 4
Any creature at the edge (within one foot)
than a day or so may be susceptible to worse Area of Effect ; 20-foot cube
of a pit must roU a successful Dexterity
diseases at the discretion of the OM . Saving Throw: Neg.
check or fall into the hole. Creatures mov-
ing rapidly toward a pit dug immediately When this spell is cast, the wizard can cre-
before them must roll a saving throw VI. ate a single emotional reaction in the subject
spell to avoid falling in. Any creature in a creatures. The following are typical:
pit being excavated can climb out at a rate 1. Coumge: This emotion causes the
decided by the OM. A creature caught in a creatures affected to bec::ome berierk. fight-
collapsing pit must roll a saving throw vs. ing with a +1 bonus to the attack dice, caus-
death to avoid being buried; it escapes the ing + 3 points of damage. and temporarily
pit if successful. Tunneling is possible with gaining 5 hil points. The TKipients fight
this spell as long as there is spaa available without shield. and regardless of life, never
155
checking mor~le . This spell counters (~nd is Missile weapons enchanted in thil; way contact with tnc tentaclc. and then the tentacle
countered by) INr. lose Iheir enchantmenl WM:n they succ:es&- is destroyed. Failure to save indicates that lhc
2. Fellr; The affected creaturn flee in fully hil a IMget. bUI otherwise tM spell damage inflicted is 2d4 points, the cbon mem-
panic for 2d4 rounds. It counters (and is lasts ils full duration . This spell is often used ber is wrapped around its subject. and dam;age
countered by) courag • . in combination with the enchAnt An item wiD be 3d4 poin" on the second and SUCCftd...
3 . Friendship: The ~ffected creatures and permllnnlCY spells to create magical ins rounds. Siln these tentacles have no intel-
react more positively (e.g., to lerance weapons. wilh this spell being cast once per ligence to guidr them, there is the possibility
b«oma goodwill). It counters (and is coun- desired plus of the bonus. that they entwine any objccl-a tree, post. pil-
tered by) hllle. The material components of this spell are lar. even the wizard himself-or continue to
4. HAppiness : This effect creates loy and powdered lime and carbon. squeeze a dead opponent. A grasping hold
~ feeling of complacent well-being. adding established by a tentacle mnains until the len-
+4 to aU reaction rolls and making attack
Enen-Atlon (Necromilncy)
tacle is destroyed by some fann ol attack or
uruikely unlns the cn!atures ~re subject to until it disappears at thrend of lhcspell's dura-
extreme provocation . It counters (and is Range; 10 yards / level tion.
countered by) sadnas. Components: V, S The component for this spell is a piece of
S. HAt.; The affected creatures react Duration: Id4 hours + 1 hour / level tentacle from a giant octopus or giant squid.
more negatively (e.g., tolerance becomes Casting Time: 4
negative neut rality) . It counters (and is Area of Effect: 1 creature
Saving Throw : Neg, Wenslon I (AJterillion)
countered by) lri.ndship.
6. Hope: The effect of hope is to raise ~nge: 0
This spell temporarily suppresses the sub-
morale, saving throw rolls, attack rolls, and Components; V
ject's life force . The necromancer points his
damage caused by + 2. It counters (and is Duration : Special
countered by) hopeldSndS . finger and utters the incantation. releasing a
Casting Time: 2
7. Hopelessness: The affected creaturn black bolt of crackling energy. The subject
Area of Effect: Special
must roll a saving Ihrow vs. spell. adjusted
submit to the demV\ds of any opponent : Saving Throw: None
for Dexterity. to avoid the bolt . SUCCHS
surrender, get out. etc. Otherwiw, the crea-
means the spell has no effect . Failure means By \1St' of an rxlmsion I spell, the wizard
tures an 25% likely to do nothing in a
the subject is tffated exactly as if he h~d prolongs the duration of a previously cast
round, V\d 25" likely to tum back or
been drained of energy levels by it wight, lst-, 2nd-. or lrd·level spell by SO ~ . Thus,
retreat. It counters (and is countered by)
one level for every four levels of the caster. a I~itatio" spell can be made to function 15
hope.
Hit Dice, spells. and ot her character details minutes/ level. a hold p¥r'5on spell made to
8. Sadness: This creates unhappinns and
a tendency toward maudlin introspection . dependent on level arc lost or reduced , work for three rounds/ level, etc. Naturally.
This emotion inereasn chances of bting sur- Those drained to Oth level must make a sys- the spell affects onl y spells that have dura·
tem shock check to survive and are helpless tions. This spell must be cast immediately
prised by -1 and adds + Ito initiative rolls.
until the spell c;c-pires. The spell effect even- after- the spell to be extended, either by the
It counters (~nd is countered by) hAppiness.
tually wears off. either after Id4 hours plus original caster or another wizard. If a com-
one hour per caster level. or after six hours plete round or more elapses, the extension
All creatures in the area at the instant the
of complete and undisturbed rest. Level fails and is wasted.
spell is cast are affected unlHS successful
saving throws vs. spell are made, adjusted abilities are regained. but lost spells must be
rememorized . Undead are immune to this
for Wisdom . The spell lasts as long as the Fe", (llIuslonl'Phan tasm)
spell.
wizard continues to concentrate on project-
ing the chosen emotion . Those who fail the Range: 0
saving throw against leAr must roll a new hud's BlACk TentAcles Components: V. S, M
saving throw if they return to the affected Duration : Special
(Conjuration!Summoning)
.uea. Casting Time: 4
Range: 30 yards Area of Effect : 60' long cone, 30' diameter
Components; V, S, M at end, S' at base
Enc:ta.nted WeApon (Enchantment) Duration: 1 hour / level Saving Throw : Neg.
~nge : Touch
Casting Time: 1 round
When a leur spell is cast. the wizard sends
Components; V, S, M Area of Effect : 30 sq. ft .llevel
forth an invisible cone of terror that causes
Duration; S rounds/ level Saving Throw: None
ereaturn within its area of effect to tum
Casting Time: 1 tum This spell creates many rubbery, black away from the caster and nee in panic.
Area of Effect : Weapon(s) touched tentacles in the area of effcct . Thesoe waving Affected crtaturn are likel y to drop what-
Saving Throw; None members seem to spring forlh from the ever they art holding when struck by the
This spell turns an o rdinary weapon into earth , floor. or whatever surface is spell: the base cN-nce of this is 60~ at ht
a magical one. The weapon isthe equivalent underfoot-including water. Each tentacle level (or at 1 Hit Die). and each level (or Hit
of a +1 weapon, with + 1 to attack and is 10 feet long, AC 4. and requires as many Die) above this reduces the probability by
damage rolls. Thus arrows, axes. bol", points of damage to destroy as the level of S'lo . Thus al 10th level there is only a IS""
bows, daggers, hammers. maces, spears, the wiurd who cast the spell. There are Id4 chantt, and at 13th level no chance, of
swords, etc., can bt made into tem porarily such tentacles. plus one per experience level dropping items. Creatures affected by fea r
enchanted weapons. Two sma.ll (arrows. of the spellcaster. flee at their fastest ralr for a number of
bolts, daggers, elc.) or one large (axe, bow. Any creature within ~ of the writhing melee rounds equal 10 the level of experi-
hammer, mace, etc. ) weapon can be affected It!Iltacies is subjecl 10 attack as detennined by ence of the spelkaster. Undead and crea·
by Ihe spell. The spell functions on existing the OM . The target of a tentacle attack must tures tha t succ6sfully roll their saving
magical weapons as long as the tolal com- roll a saving Ihrow vs. spell . If this succeeds, throws Vi . the spell are not affected .
bined bonus is + 3 or less. tnc subject suffers Id4 points ol damage from The material component of Ihis spell is
either the heart of a hen or a white feather.

'57
the flames is determined randomly (SO'*' specifically attuned when cast (t he eXitd:
nre Chum (EnchantmentlChann) chance of either color)-blue or grft:fl if the method usually involves a keyword). When
~ge : 10 yards chill shield is cast , violet or blue if the wann the trap is discharged. there is an explosion
Components: V, S, M shield is employed. The special powers of of fivHoot radius from the spell's center; all
Duration : 2 rounds/ level each shield are as follows: creatures within this area must roll saving
Casting Time: 4 A) W"rm shield, The flames are warm to throws vs, spell. Damage is 1d4 points plus
Ana of Effect : 15-foot radiw of fin the touch. Any cold·based attacks are saved 1 point per level of the caster; hal( this
Saving Throw: Neg. against with a + 2 bonus; either half normal (round up) for creatures successfully saving.
damage or flO damage is sustained. The:re is (Underwater, this ward inflicts half damage
By means of this spell the wi.z.ard causes a
no bonus again5t fire-based attacks, but if and creates a large cloud of steam ,) The item
normal fire source, such as a brazier. flam· the wizard fails to make the required saving trapped Is not harmed by this explosion.
beau, or bonfin, to serve as a magical throw (if any) against them. he sustains To place this spell, the caster must trace
agent . for from this source he causes a gos-
double nonnal damage. the outline of the closure with a bit of sui·
s.amer veil of multi·hued flame to encircle
The material component for this varia· phur or saltpeter and touch the center of the
the fin at five feet distance. Any creatures
tion is a bit of phosphorus. effect. AUunement to another individual
observing the fin or the dancing circle of B) Chill shield, The flames are cool to the requires a hair or similar ob ject from that
flame around it mwt succe5fully roll a sav·
touch. Any Fire-based attacks are saved person .
ing throw vs. spell or be charmed into
again5t with a + 2 bonus; either half normal
nmaining motionless and sazing. trans·
damage or no damage is sustained . Then is
fixed . at the flames . While so charmed. Fumblc (EnchantmentlCha rm)
no bonus against cold·based attacks, but if
creatures are subject to suggestions of 12 or
the wizard fa.ils to make the required saving Range: 10 yards / level
fewrr words. saViflg vs. spell with a - 3 pen.
throw (if any) a.gainst them, he sustains Components: V, S, M
alty. adjusted for Wisdom. The castrr cafl
double nonnal damage. Duration: 1 round / level
give one such suggestion to each creatu~,
The matBiaI component for this varia- Casting Time: 4
and the suggestion5 need not be the same.
tion is a live firftly or glow wonn or the tail Area of Effect ; 3O-£oot cube
The maximum duration for such a sugges- portion5 of four dead ones,
tion Is one hour, regardless of the caSler', Saving Throw: Special
Any creatu~ striking tM: spellcaster with
level. When a fumble spell is cast , the wizard
its body or hand·held weapons inflicts nor-
The fin charm is broken if the charmed creates an area in which all creatures sud·
creatun is physically attacked , if a solid mal damage upon the wizard . but the
denly become clumsy and awkward . Run·
object comes betweefl the creatun and the attacker suffers the same amount of dam·
age. An attacker's magical resistance, If any. ning creatures trip and fall , those reachif13
veil of flames so as to obstruct vision. or for an item drop it, those employing weap.
is tested when the creatun actually strikes
when the du ration of the ,pell expires. ons likewise awkwardly drop them. etc.
the wizard. Successful resistana shatters
Those exposed to the fin charm again may Recovery fTom a faU or to pick up a fumbled
be affected at the OM's option, although the spell . Failure means the creatun·. magic
resistance does not affect that casting of the obtect typically requires a successful saving
bonuses may .11150 be allowed to the saving throw and takes one round. Note that
throws. Note that the veil of flame is not a spell.
breakable items might suffer damage whm
magical fin , and passing through it incun dropped , A subject su~ing with his sav·
the same damage as would be sustained nrc Tr.p (Abjuration,. bocation) ing throw can act frft:ly that round, but if he
from passing through its original fire is in the area at the beginning of the next
source. Range: Touch
Components: V, S, M round, another saving throw is required.
The material component for this spell is a Altematively, the spell can be cast at an
Duration: Permanent until discharged
small piece of multi-colored ,ilk of excep- individual creature. Failure to save means
Casting Time: 1 tum
tional thinneu that the spellcaster must the creature Is affected for the spell's entire
throw into the fire source. Area of Effect: Object touched
Saving Throw: I/~ duration ; success means the creatun Is
slowed (see the 3rd-level spell).
"ree Shield (Eyontion,. Alteration) Any closeable item (book, box, bottle, The material component of this spell is a
chest. coffer, coffin, door, drawer. and so dab of solidified milk fat .
Range: 0 forth ) can be warded by a fire tr"p spell. The
Components; V, S, M spell is ttntered on a point selected by the
Duration: 2 rounds + 1 round / level spellcaster. The: item so trapped cafUlot have H,aUuclru.t<K)' Tcrr.tn
Casting Time: 4 a second closure or wardif13 spell placed (lUuslonfPhantasm)
Area of Effect : The caster upon it (if such \s attempted. the result Is Range: 20 yards / level
Saving Throw : None 25,*, fint spell fails, 25 ,*, second spell fails , Components: V. S, M
This spell can be cast in one of two or SO'*' both spells fail) . A knock spell does Duration: 1 hour / level
forms : a warm shield that protects against not affect a fire tr"p in any way-as soon as Casting Time: 1 tum
cold-baRd attacks, or a chill shield that pro- the offending party enten or touches the Area of Effect: Cube up to 30' per side/ level
tect, against fin-based attacks. Both return Item, the trap discharges. Thieves and oth- Saving Throw : None
damage to creaturH making phYlical en have only 111 of their normal chance to
detect a fire trap (by noticing the character- 8y means of this spell. the wizard causes
attacks against the wizard . The wizard must an illusion that hides the actual terrain with.
choose which variation he memorizes when istic markings required to cast the spell).
They have only 112 their normal chance to in the ana of effect . Thus open fields or a
the spell is Rlected. road can be made to look like a swamp. hill.
When casting thi' spell, the wlurd rnnove the trap (failure df:tonates the trap
immediately). An unsuccessful dispel does crevasse. or some other difficult or impaS&-
appears to immolate himself, but the flamn able terrain . A pond can be made to look
are thin and wispy. shedding no heat, not detona te the spell. The caster can use the
trapped object without discharging it, as like a grassy meadow, a precipic::e look like a
though giving light equal to only half the gent le slope, o r a rock-stnwn gully made to
illumination of a normal torch . The color of can any Individual to whom the spell was

158
look like a wide and smooth road . The hal- normal demihuman and magical detection normal sto ne building. regardless of its
lucinatory terrain persists until a dispel abilities work normally. and touch or prob- mallerial composition. mists flames and fire
magic spell is casl upon the a rea or until the ins searches reveal Ihe true nalu~ of the as if it were Itone, and is imperviow 10 nor-
du ration v:pires. Individuill creiltures mOlY surface, Ihough Ihey do not aust the illu- mill missiles (but not the sort cut by siege
.see through the illusion, bUlthe ilIwion p6- sion to diSilppear. machinery or giants) .
sists. i1UKti ng others who observe the The materiill component is a ra~ d ust The door. shutters. and even chimM)' are
scene. that costs at leasl 400 gp and requires four secure against intrusion , the former two
If the illusion involves only a sublle days to prepare . being wizard locked and the la tter being
change. such ilS causing an open wood to secured by a top grate of iron and a narrow
appear thick and dark. or increasing the flue . In addition. these three areas are pro-
Improwed Inylslblllty
slope of 01 hill. the ~fect milY be unnOliced tected by iln alarm spell. lastly, an UI\5f:ft\
even by th~ in the midst of it . If thechilnge (lUusionfPhOi ntu m)
servant is called up to provide M'rvl~ to the
is exl~me, a grassy plain covering a seeth- R.;ange: Touch spellciisttr.
ing field of volanic mudpots. for instanCt!. Components: V, S The inside of the shelter contains rude
the illusion will no doubt be nolier<:! the Duration: 4 rounds + J rou nd/ level furnishi ngs as desired by the spellcaster-up
instant one person falls prey 10 it. Each level Castins Time: 4 to eight bunks. a trestle table and benches.
of experience expands the dimeruions of the Area of Elfm: Creature touched as many as four chairs or eight stools, and a
area affKted . t.g .. a 12th-level caster affects Savins Throw : None writing desk.
iI 120 yd. x UO yd . x 120 yd. area . The material components of this spell are
The material components of this spell are This spell is simililr to the invisibility
a square chip of Slone, crushed lime. a few
iI stone. iI twig. ~d a bit of gre-en plant -
spell, but the recipient is able to altilck.
Stains of Silnd. a sprinkJing of wiltn. a.nd
leaf or grass blade. either by missile disch~. ~Ieoe combat.
several splinters of wood. These must be
or spellcast ing. and remilln unseen . Note. augmented by the components of the a/Qrm
however. that there are sometimes telltale and unseen Hrvant spells if these benefits
Ice Storm (Evoca tion) traces. a shimmering, 50 that an observant are to be included (string and silver wire and
Range: 10 yards/ level opponent can a llack the invisible spell a small be:1I).
Components: V. S. M recipient. These traces are only noticeilble
Duration: Special when specifically looked for (afler th,. invi.-
Casting Time: 4 ible chilfacter has made his presence M.Slc: Mirror <Enchantment. OIvin.Uon)
Art:a of Effect: Special known). Attacks ilpinst the invisible chilr·
Range: Touch
~ving Throw : None aClet suffer - 4 penalties to the attack rolls.
Components: V, S. M
and the invisible character's saving throws
This spell can have one of two effects. at Duration: 1 round / level
are made with a +4 bonus. High Hit Dice Casting Time: 1 hour
the caster's option: Either grta l hail stones creatures that might nolice invisible oppo-
pound down fo r one rou nd in a 40.fool- Area of ElfKt : Special
nents will nOl ice a creature under this spell
diameter area and inflict ldlO points of ~ving Throw: None
as if they had 2 fewer Hit Dice (they roll sav-
damage to any creatures within the area of ing throws vs. spell: success indiates they By means of this spell, the wiu.rd changes
effm . or driving 5Ieet falls in an 8O-foot- spot the character). a nonnal mirTor into a saying devi~ simi-
diameter area fo r one round per caster level. lar to a crystal ball . The details of the we of
The sleet blinds creatures within its area lor such a saying devi~ are found in the DMG
the duration of the spell and causes the Leomund's Secure Shelter
under the description for the crystal ball.
ground In the area to be icy. thus slowing (Alteration. Enchantment) The mirro r used must be o f finely
movement by SO.. and making it SO% Range: 20 yards wroughl and highly polished silver o f a min-
probable that a creature trying to move in Components: V. S, M imum cost not less than 1.000 gp. This mir-
the arn slips and fiills . The sleet also f:lI: tin- Duration: Id4 + 1 hours + 1 hour/ level ror is not harmed by casting Ih,. spell. but
guishes torches and smalllires. Castins Time: 4 turns the oth,.r malerial components-the eye of a
Note that this spell will negate a h,.at Area of Eflm: 30 sq. fUlevel hawk. an eagle. or even a roc, and nitric
metal spell. Saving Throw: None add, copper. and tinc-are wed up.
TM material components for this spell ilre The following spells can be c.ut Ihrough a
a pinch of dust and a few drops of water. This spell eJ\ilbles the wizard to milSicall y magic mirror: comprehend languagn, fflad
call inlo being a sturd y collage or lodge,
magic, tongu". and in/ raIJision. The fol-
made of material that is common in the area lowing spells hilVe iI 5 .. chan~ per I,.vel of
illusionAl')' W.... I (lUuslonlPh. ntasm) where the spell is cast-stone, timber. or (ilt the aster of operating cOl'redly: detect
R.tnge: 30 yvds worst ) sod . The floor ilrtil of the lodging is magic, detect good or nJiI. and mll!S$Qgr.
Components: V. S 30 square feet per level of the spellcastt.r, The- bilSe chilnas for the subject to detect
Duration : Permanent ilnd the surface is level. clean, and dry. In all any crystal ball-like spell is listed in the cry$-
Cutins Time: 4 respects the lodging resembles a nonnill cot- I.al ball entry in the DMG (see the "MiSC'f:IIi1-
Area of Effect: l' x 10' )( JO' tage. with a sturdy door. two or more shut- neous Ma.gic- section) .
Saving Throw : None tered windows. and a small fireplace .
While the lodging is secure against winds
This spell creates the illusion of a wall. of up to 70 milt'S per hour. it has no heating
floor, criling. or similv surface. which is or cooling source (other than natural insula-
permanent until dispe:lled. It appears abso- tion qUillities). Therefore it must be heated
lutely real when viewed. even magic.a1ly. as as a normal dwelling. and f:lI:treme heat
with the e1erial spell. tm,. seeing. or its adversely affects it and its occupants. The
tquivillent , but physical ob jecls can p;eu dwelling don, however. provide consideril-
through it without difficulty. When the spell ble security olherwlse. as it is as strong as a
is used to hide pits. traps. or normal doors.

159
MASSmorph (Alteriltlon) Minor Globe of InvulnerAbility Otlluke 's Resilient Sphere
(Abjuriltion) (AlteraUon. EYOC.ltion)
Range: 10 yarcU/ I~~1
Components: V, S, M Rangc! 0 R.Jngc: 20 yards
Duulion : Special Components: V, S, M Components: V, S, M
CUling Time: 4 Duution: 1 rou nd / lcvel Duration: 1 round / level
Area of Effect : One 10-fool cube/ level u sting Timc : 4 CUi ins Time: 4
Saving Throw : None Afta of Effect : S· foot · radlus sphere Area of Effect: l · fool diametcr/ level
Saving Throw : None Saving Throw : Nq.
When Ihis spell is cast upon willing erea·
turn of man-siu or smaller, up to 10 such This spell cre:ates an immobile, faintly When this spell iscasl. the result is a globe
cnaturn per I~el of the caster can be magi. shimmerins masical spherc .. round thc of shimll'"lCring fora: that mdoses Ihe sub--
cally altered to appear as tIftS of any sort . Qstll!r th .. t prevents an y lst·. 2nd·. or Jtd· jKt cnature- if it is small cnough to fil
Thus a comp.my of ereatures can be milde to level spell effects from pmctrating (i.c .• the wilhin the diametcr of thc sphere..nd it fails
appear as a copse, grove, or orchard . Fur· .. rcil of effect of any such spells dOll!$ not in· to successfully Ave vs. spell . The resilient
thermore. these massmorphed creatures can dudc thc aru of the mi nor Slobe of invul· sphere contai ns its lubject fo r the spell's du-
be passed through- and ~ven louched-by ncrability). This indudes Innate abilities ralion, and il is not subject 10 damagc of .. ny
other creaturn without revealins their true and II!ffects from devices. However, any !IOrt C:llcept from a rod of cancfll/ation , a
nature. Note, howev~r. that blows 10 the type of spell can be cast out of the magical toQnd of "'gation , or a disint"r"r, or disp,/
cre:ature.lf'ft'S cause damage, and blood can sphcre, and these p.. ss from the casler of the magic spell . These cause it to be destroyed
be seen . globe to their subject without afkcting the without harm to the sub}ecl . NOlhlng can
Creatures to be massmorphed musl be minor globe. Fourth and higher I~el spells pass through thc sphere, insidc or OUl.
within the spell's area of effect and unwilling .. re not affected by the globe. Thc globe can though the subject can bre.. the normally.
creillures are nol affected. Affected Ct~a · be brought down by a successful dup,/ Thc subject may struggle, but allihill occurs
turn rmlilin unmoving but aware. subject magic Spll!U . The casler c..n le.. ve and return is a movemcnt of the sphere. The globe can
to normal sl~p requirements, and able to 10 the globe without penalty. Nolc th .. I spell be phys.ic... lly movw lI!ither by peoplc out·
§ f t , heilr, ilnd f~l for ilS long U the spell is in
effects are not actu.. lly disrupted by the sidc the globe or by the strugg.les of those
effect. The spell persists unlil the caSler globe unless cast directly through or into within .
commands it to cease or until a disJH/ magic it : The castcr would still see a milTor imase The malerial components of the spell arc
spell Is CilSl upon the creatures. Crcat ures Ctcalw by iI wizard out,lde thc globe. If Ih.. t a hemispherical piece of diamond (or similar
left in this stat~ for extended periods are wizard thcn entered lhe globe, thc images hard, deat gcm matcrial) iIInd a malching
subjecl to insects, weather, disease, fire , and would wink out, 10 reappear when the wiz· hcmisphcrical piKC of gum arabic.
other natural hazards. ard exited the globe . Ukewise, a wizard
The material component of this spell is a slilnding in the area of iI light spell wowd
PhAntumAI Killer (IJIUJloniPhantum)
handful of bark chips from the type of tift still receivc sufficient light for vision. ~en
the creatures are 10 becomc. Ihough Ihat part of the light spell volume in IUngc: S yards/ I~el
the globe would not be luminous. Componcnts: V. 5
The malerial component of Ihe spell is a Duration : 1 round / I~e1
Minor CreAtion (lliusionlPhIInlasm) glaM or crystal bead that shatters at the C:ll. Castlns Timc: 4
Ranse! Touch piution of the spell. Aftil 01 Effect : 1 creature
Componcnts: V, S. M Saving Throw: Spedal
Duration : 1 hour/ lcvel Monster Summonln, II When this spell is cast, thc wizard creates
Cuting Timc: l lum (Conjuratio nlSu mmonlng) the illusion of Ihc mosl fearsomc thing
Area of Effect : Special imaginablll! to Ihe victim, simply by forml1l8
SavinS Throw : None Range: 40 yards
thc fears of tM victim's subconscious mind
Components: V. S, M
This spell enables the wizard to CtCiitC an into somethifll that its conscious mind can
Duration : 3 rounds + 1 rO\lnd / l~el
ltMl of non.livins. vegetabl~ nature- soft vlsualize- tM mosl horriblc beast . Only the
ustins Time: 4
Soads, rope, wood. CIC. Thc cuter ilctuillly spell recipient can see lhe phantasmal killer
Ana of Effect : Special
pulls wisps of materiill of thc plane of (the castn sea only a shildowy shape), bUl
Saving Throw: None
Shadow from thc air and wcaves thcm into if It suCCffds in scoring a hil, the SUbjKt dies
thc desired illl!m . The volumc of the ilem This spell is much likc lhe 3rd-level man· from frighl . The beast ..U..d(5ua4 Hit Dicc
cre:.. ted c..nnOI C:llCffd onc cubic foot per st,r summoning I spell, except Ihal this spell monster. II is invw ncublc to all anileb,
lcvcl of thc spellcastcr. Thc itcm rem.. ins in summons Id6 2nd· level monslus. These ap-- and il can pass through any balTlers. Once
existcnce fo r only as lons ..s the spell's dura· pe..r ilnywhere within the spell rangll! and at· cast, it inexorably pursues the subject, for il
tion. tack the caSler's opponents , until he C:lllsls onl y in the subject's mind.
The spellcaster must h.. ve ilt leut a tiny commands them to cease, the spell duration The only defcnses against a phanlasmal
piece of milttcr of thc 5;lmc type of itcm he expires, or the monsters are sJain . These killcr are an attempt 10 disbeli~e (which
plans to create by mcans of the minor crwa· creatures do not check moralc; they vanish can be tried but once), slaying or rendering
tion spell- a bit of twisted hemp to creiltc when slain . If no opponent cxists to fight unconscious the wizard who cast the 5pell,
rope. iI splinl~r of wood to create a door, and the wizard can communica te with or rendering Unconscious thc targd of the
and 50 forlh . them, thc summoned monsters can perform spell for its dUr.lltion. To d.isbelieve the itiIJn.
other services for the summonins wizard. 1M subject must specifically state Ihc .. t·
The material components of this spell are tcmpl and then roll an Inlellisence ched:.
a ti ny bag ilnd a small (not MCUSilrily lit) This roll has a -1 penalty for every four
candle. levcls of the castcr.

• 60
Special modifiers apply to this attack: When the. physial change o«urs, the:re is
Polymorph Other (Ah etatlon)
a base 100'110 chance: that the. subject'. per-
Conditio n Modifier Range: S ya rds / level sonality and mentality change mto that of
Surprise: -2
Components: V, S, M new fonn (I.e" a roll of 20 or less on 1dlO).
SubiKt pl'f:viously attacked by Duration : Permanent For each 1 point of Intelligence: of the sub-
this spe:1I + 11 Casting Time: 4 ject, subtract 1 from the base: chance on
SUbjKt Is an illusionist +2 Area of Effect : 1 crtatul'f: Id20. Additionally, fo r every Hit Die of diE-
SubjKt Is wearing a helm of telepAthy +3 fert'nce between the original fonn and the
Saving Throw: Neg.
Magic l'f:Sistance:, bonuses against fear, form It is assuming, add or subtract 1
The: polymorph other 1Jpe:1I is a powerful (depending on whether polymorphed form
and Wisdom adjustments also apply. Magic
magic that completely alters the fonn and
l'f:Sistanet is checked firsl 10 d~e:rmiM spe:1I has more Hit Diet lor levelsl or fewer Hit
ability. and possibly the personality and
operalion, and then the fear/ Wisdom bonus Dice lor levelsl than original, respectively),
mentality, of the recipient. Of course, while
appliH as a minus 10 the dice roll to match The chance for assumption of the personali-
a creature with a lower InteJligenet can be:
or scort: Ina than Intelligenet. ty and mentality of the: new fonn is checked
polymorphed in form into something with a
If the subject of a phanlil.!imal killer attack daily until the: change takes plaet!.
higher Intelligence:. it will nol gain that crea-
succeeds in disbelieving, and he is wearing a A 5ubjec-1 acquiring the mentality of the.
tUI'f:'s mental ability. The revene- poly-
helm of telepAthy, the beasl can be turned new fonn has effectively become the crea-
morprung a higher Intelligence creature into
upon the wizard, who must then disbelieve tUI'f: whose form was assumed and comes
one of significantly lower Intelligence-
II or be subject to 115 attack and possible under the control of the OM un til recovered
results in a creatul'f: much more inte:iligent
effec-ts, by a wish spell or similar magic. Once this
than appearances would lead one to believe.
If the subject ignol'f:S the killer to pe:rfonn Hnal change takes place, the creature
The: polymorphed creat ure must succeed on
other actions, such as attacking the caster, acquires lhe. new form's fuJI range of magi-
a system moc;;k (1ft Table 3) roll to 1ft if it
the killer may, 011 the OM', option, gain cal and special abilities,
SUrvivH the change. After this, il must
bonuses to hit (for flank or rear attacks. Exllmple: If a 1 Hit Die on:: of 8 Intelli-
make a spedallntelli~ce: check to see if it
II.'tC,). Spe:lIsluch as remove fear and clOAk gence: is polymorphe:d inlo a white dragon
retai ns its personality (see following).
of brllvery, cast after the killer has attacked, The: polymorphed creature acquires the
with 6 Hit Dice, for example, it is 85'!(. (20-
grant another chKk 10 disbelieve the effect . 8 Intelligence + Slevel diffel'f:nce I~ll - 17
fonn and physical abilities of the creature it
has been polymorphed into, while retaining out of 20 - 85'110) likely to actually become
PI.&nt Growth (Al teration) its own mind . Form includes natural Annor one in all rt:5pects, but in any case: it ha~ the
Class (that due to skin tough ness, but nOI dragon's physical and mental capabilities. If
Range: 10 ya rds / level it does not assume the personality and men-
due to quickness, magical nature, elc,),
Components: V, S tality of a white dragon, it knows what it
physical movement abilitiH (wa lking,
Duration : Pennanent formerly knew as well.
swimming, night with wings, but not plane
Casting Time: 4 The wizard can use a dispel magic spell to
shifting, blinking, teleporting. ~c ,), and
Area of EIrKI : An area 10' pe:r side/ level change the polymorphe:d creature: back 10
Saving Throw: None attack routines (claw/ claw/ bite, swoop,
ilS original from. and this rt:quil'f:S a s)'5tem
rake, constriction, but not petrification,
When aplimt growthspe:1I iscasl, the wiz- bl'f:ath weapons, l"nf:rgy drain, ~c .). Hit shock roll, Those who have lost their indi-
ard causn nonnal vegetation to grow, points and saving throws do not change viduality and are then converted back main-
entwine, and entangle to fonn a thickel or from the original fonn . NoncorpDl'f:al fonns lain the belief that they are actually the:
polymorphed crea ture and attempt to
jungle that creatures must hack or force a cannot be assumed, Natural shapeshifters
way through at a movement rate of 1 pe:r (Iycanthropes, doppll.'8angefIJ, highl.'.r level return to that fonn . Thus the on:: who comes
round (or 2 if larger tha n man-sized). The druids, etc .) al'f: affec-ted for but one round, to believe he is a white d ragon, when con-
area must contain brush and Irees for this a nd can then resume thei r normal fonn , verted back to his orc fonn, steadfastly
spe:ll to work. Briars, bushes, creepers, If slilin, the polymorphed creature rl.'.verts maintains he is really a white dragon poly-
lianas, roots, Woplings, thistles, thorn, trees. to its original fonn (it's still dead, though), morphed into the shape of an on::. His com-
vines, and weeds become thick and over- (Note that most creatures generally prefer panions will most likely consider him mad .
grown 50 as to fonn a barrier, The al'f:a 01 their own fonn and will not willingly stand The material component of this spell is a
effect is 10 ftfl. on a side per level of expm- caterpillar cocoon.
the risk of being subjected to this spe:1H) As
enet! of the caster, in any square or rectangu- class and level al'f: not attributes of fonn ,
lar shape that the caster desires, Thul an abilities derived from either cannot be Polymorph Self (Alteration)
8th-level wiz.ard can affKt an 50' )( SO' gained by this spell. nor can exact ability
square, 01160' )( 40' rectangle, a 640' )( 10' scores be specified. Range: 0
rectangle, etc. Individual plant girth and When the polymorph occurs, the crea- Components: V
height is generally affected less than thick- Duration: 2 turns / level
ture's equipment, if any, melds into the new
ness of brush, branch, and undergrowth . form (in particularly challenging cam- Casting Time: 4
The: spell's effects persist in the al'f:a unlil it is paigns, the OM may allow protective Area of EIlec-t : The caster
cleared by labor, fi re, or such magical devices. such as a ring of protflction , to con- Saving Throw : None
means as a dispel magic spell. tinue operating effectivl.'.ly). The cl'f:ature When this spell is cast, tM wiz.ard is able
I'f:tains its mental abilities, including spell to assume lhe fonn of any creature, Wove
use:, assuming the new form allows comple- those that are: noncorpDl'f:al. from as small
tion of the proper verbal and 50matic com- as a Wl'f:n to as large as a hippopotamus.
ponents and the material compoMnts are Furthermore, the wizard gains its physical
available. Creatufft not uwd to a new fonn mode oE locomotion and breathing as well.
might be penalized at the OM's option (e.g .. No sYlJlem shock roll is required, The spell
-210 attack rolls) untillhey practice suffi- does not give the new form's other abilities
ciently to master it. (attack, magic, special movement, etc.), nor

.6.
does it run the risk of changing personality rounds. All affected creatura follow the more. A caster of 12th level or more can
and ownlalily. moving rainbow of light. II the pattem leads cure lycanthropy with this spell by casting il
Whm the polymorph occun, the caster's its subjects inlo a dangerous areil (through on the animal fo rm . The were-creature
equipment , if any, melds into the new form flame , off a c1if£. etc.), allow a ItCOnd sav· rK1!:ives a saving throw vs. spell and, if suc·
(in particularly challenging campaigns, the ing thtow . If the view of the lights is com· cessful , Ihe spell fails and the wizard must
OM may allow protective devices, such as a pletely blocked (by an obscurement spell, gain a level before attempling the remedy
ring 0/ prolecljon, 10 continue operating for inslance), the spell is neg;r,ted . again .
effectively). The caster retains all mental The wizard need not utter a sound, but he The reverse of the tpell is nol permanenl;
abilities. including spe1I use, assuming the must gesture appropriately while holding a the bestow curse lasts for one tum for every
new form allows completion of the proper crystal prism and the material component, a experience level of lhe wizard casting the
verbal ilnd somatic componen ts and Ihe piece of phosphor. spell. It causes one of the following effects
material components are available. A caster (roll percenlile dice):
not used to a new form might be penalized Ivy's Mnemonic Enhancer Dloo
at the OM's option (e.g., - 2 penalty 10
(AJterilUon) Ro ll Result
attack rolls) until he practices sufficiently 10
1·50 Lowen one abUity of the subject to
master il . Range: 0 3 (the OM determines which by
Thus a wizard changed into an owl could Components: V, S, M random selection)
fl y, but hil vision would be human; a Duration : 1 da y 51-75 Worsens the subject's attack to lls
change 10 iI black pudding wo\.,;ld enable Casting Time: 1 tum and saving throws by -4
movemenl under doon or along halls and Area of Effecl : The casler 76-00 Makes the subject 50% likely per
ceilings. bUI nOI the pudding's offensive Saving Throw : None
(acid) or defensive capabilities. Nilturally, tum to drop whatever it is holding
By means of this spell, the wizard is able (or simply do nothing, in the case
Ihe Ilrmgth of Ihe new form is lufficienl 10
to memorize, or retain the memory of, thrft of creatures not using tools)
enable normal mov~t. The spelkaster
can change his form as often as desired fo r additional spell levell (t hree ht-level spells, It Is possible for a wizard to devise his
Ihe duration of Ihe spell . each change or one lst and one 2nd, or one 3rd-level own curse, and it should be simila r in power
requiring a round . The wiurd retains hil spell). The wizard has IwO options: to those given (the OM has final say), The
own hit points, attack rolls, and saving A) Memorize additional spells . This sub}«1 of a bl'$tow CUrs4' spell must be
Ihrows. The wizard can end the spell at any option is taken at the time the spell is cast. touched . If the subject is touched, a saving
time; when voluntarily returning 10 his own The additional ,pells must be memorized
throw is still ilpplicable; if it is successful.
form and ending the spell , he regains I d12 normally and any material components Ihe effect is negated . The bestowed curse
hit points. The wizard also will relurn 10 his must be acquired. cannOI be dispelled .
B) Retain memory of any spell (within the
own form when slain or when the effect is
dispelled, but no hit points are rrslored in level limits) cast the round prior to starting
10 cast this spell. The round after a spell is Shadow Monsters (illusion/Phantasm)
these cases.
cast, the enhancer must be successlully cast .
Rilnge: 30 Yilrds
This restores the previously cast spell to
IAinbow '.ttem
(Alteration. llIuslOniPha ntasm)
memory. Any material components must be
acquired by the caster, however.
Components: V, S
Duration: 1 round / level
Casling Time: 4
The material components of the spell are Anil of Effect : 2O-fool cube
Range: 10 yards
a piece of string, an ivory plaque of at least Saving Throw: Special
Components: S, M
100 gp value, and ink consisting of squid
Duralion : Special A wizard cilSling the shadow momt~rJ
secretion with either black dragon's blood
Casting Time: 4 or giant slug digestive juice. These disap- spell uses material from the pla.ne of
Area of Effect : 3O-foot cube Shadow to shape semi-real illusions of one
pear when the spell is cast ,
Saving Throw: Neg. or mote monsten. The total Hit Dice of the
By owans of Ihis spell . the wizard creatH shadow monster or monsters th u, CU'ilted
Remove CUBe (Ablut.tion)
a glowing, rainbow-hued band of inter- cannot exC'ftd the level of experience olthe
weaving patterns. Any crealure caught in it Reversible wiz..ard; thus a lOth·level wizard can create
may become fascinated and gaze al il n Range: Touch one creature thilt has 10 Hit Dice, Iwo lhat
long at the effect Ints. The spell can capti- Components: V. S have S Hit Dice, etc. All shadow monsten
vate a maximum of24 levels, or Hit Dice, of Duration: Permanent created by one spell must be of the sa me
creaturrs- 24 creillures wilh 1 Hit Die each, Casting Time: 4 sort. The actual hit point lotal for each
12 with 2 Hit Dice, etc. All creaturrs affect· Area of Effed: Special monster is 20 .. of the hit point total il
ed mu,t be within Ihe area of effecl, and Saving Throw : Special would normally have. (To determine this,
each is entitled to a saving throw VI. spell. roll the appropriale Hit Dice and multiply
An a ttack on an a ffected creature that Upon casting this spell, the wizard is usu- the hit points by .2. Any remainder less Ihan
causes damage frees it from the spell imme- ally able 10 remove a curse-whether it is on .4 is dropped - in the case of monsters with
diately. Creatures that are restrained and an object. Ot a person, or in the form of 1 or fewer Hit Dice, this indicates the mono
removed from Ihe area still try to follow the 5ame undesired sending or evil presence . stet was not succHsfully crUled-iind
pattern. Note thilt the remOlle CUrH spell cannot scores between .4 and 1 are rounded up to 1
Once the rainbow pattern is cast , the wiz- affect a cursed shield, weapon, or suit of hil point.)
a rd need only gesture in the dirKtion he armor, for example, although il usually ThOit viewing the shadow monsters are
dnirn, and the pattern of colon moves enables a person afflicted with a cursed item allowed to d isbelieve as per normal illu-
slowly off in thai dirKtion, at the rate of 30 to be rid of it . Certain ,pecial curws mily not sions, although there is a - 2 penalty to the
ftet per round . It persists withoul further be countered by Ihis lpell, or may be coun- attempt. The shadow monsters perform as
attent ion from the spel lcaster for I d3 tered only by a caster of a certain level or Ihe real monsters with respect to Armor

. 62
OHS and attack fonns. Those who believe
Solid FOB (Alteralion) VACAnCY (A1tuatlon,. lUuslon/Phantasm)
in the shadow monsters suffer rul damage
fro m their attacks. SpKiaJ attack forms Rangf:: 30 yards Range: 10 yards! levf:1
such as petrification or level drain do nol Components: V. S, M Components: V, S. M
actually occur. but a subjm who believes Duration: 2d4 rounds + 1 round / level Dunltion : 1 hour/ len l
they are real will react appropriately. Casting Timf:: 4 Casting Time: 4
ThOM: who roll successful saving throws Ana of Effect: 20' x 10' x 10' vol ume! Area of Effect: 100foot radius / level
see the shadow monsters as transpart'nt If:vel of castf:r Saving Throw: None
images ,uperimposed on vague shadowy Saving Throw: None
When a vacancy spe:1I is cast. the wiz.ard
fOnnl. These are Annor Oassl0 and Inflict
only 20 .. of normal melee damage (biting.
Whf:n this spe:1I is cast. the wiurd creates cauSH an area to appear to be vacant.
a billowing mau of misty vapors similar 10 neglected, and unused . Those who beho ld
clawing. weapon. dC.). droppins fnlctional
a wall o//og spell . The castf:f can create less tM area Rf: dust on the floor. cobwebs, dirt,
tbmage less I.Mn .4 as do ne wilh hit point'.
vapor if dHired, as long as a rectangular or and other conditions typical of a long-
Example: A shadow monster griffon
attacks a person who knows it is only quasi- cubic mass at least 10 fm on a side is abandoned place. If they pass through the
formed , The fog obscures all sight, normal area of effKI, they Rf:m to leave tracks. lear
real. The monster strikes with two claw
and iniravision, beyond two feet. Howevf:r, away cobwf:bs, and so on. Unless they actu-
attacks and one bite. hitting as a 7-Hit Die
unlike normal fog. onl y a very strong wind ally contact some object cloaked by the
monster. All thrt:e attacks hit , and the nor-
mal damage dice are rolled, multiplied by .2 can move thesf: vapors. and any creature spell . the place appears f:mpty. Mf:ff:ly
~riltely, rounded up or down, then added
attempting to mon through tM solid fog brushing an invisiblf: object dOH not cause
togdher to get total danu.ge. Thus if the prQgreSSf:S at a ratf: of but one foot Pf:r thf: vacancy spell to be disturbed; Only
attacks score 4. 2, ilnd 11 points. then a total moveme:nt rate of 1 per round . A gIol5t 0/ forceful contact gnlnts a chance to note that
014 point. of <Umilge is inflicted (4 x .2 - wind spell cannot affect il. A firf:ba ll , flame a ll is not as it seems.
strib, or a wall of fire can bum it aWily in a If forceful conlact with a cloaked objt'ct
.8l rounded to 11. 2 x .2 - .4lrounded to
single round, occurs, thOM: crf:a tures subjm 10 the spell
11. 11 x .2 - 2.2Iroundt!d to 2J . Thuum is Thf: material components fOf the spell a«
1 + 1 + 2 - 4). can penetrate thf: spell only if tMy discover
a pinch of dried. powdf:red peas combined senral items that IMy cannot see; f:ach
with powdered animal hoof. oong is then f:nlitled 10 a saving throw VI.
Shout (Evocation) spell. Failure means thf:Y believe that the
Rilnge: 0 Stoneskln (AlterIUon) objKts ilre invisible. A disp.l mAgi~ lpell
Components: V.M canals this spell so thatthf: truf: area is seen.
Duration ; Inslantilneous Range: Touch A true .suing spell. a gem 0/ seeing. and sim-
Ciisting Time: 1 Componf:nts; V, S. M ilar rifms can perlf:tratf: the d~t jo n , but
Dunltion ; Special a detect j"visibility spell a nnol.
Area of EffKt: 10-foot x 3O-foot cone
Saving Throw: Special Casting Time: 1 ThiJi spell is a Vf:ry powerful combination
Area of EffKI ; 1 creature of invisibility and illusion. bUI il Ciln cloak
When a S" Out $pel! is Cilst. the wizard Saving Throw: None only nonliving Ihing1. Living things are not
gins himRlf trnne:ndous vocal powers. made invisiblf:. but Ihrir pramce don nOi
The castl!r can emit an ear-splitting noise When this spell is cast, the affKted crea-
ture 8-Jlins a virtual immunity to any attack otherwise disturb the spell.
thai has a principal rifKl: in a cone shape Thf: wizard must have a square of the (in-
radiating from his mouth to a point 30 ft!et by cut. blow, projt'ctilf:, or thf: like. Even a
sword of sharpneSl cannot affKt a creature est black silk to cast this spell , This material
away. An y crea ture within Ihis area is deaf- component must be worth at least 100 8P
eMd for 2d6 rounds and suffers 2d6 points protl!Ctro by stoneskin, nor can a rock
hurled by a giant. a s.nakf:·S strike, f:tc. How- and Is used up during speJlcilSting.
of damage. A successful saving throw vs.
spell nt!gates the deafness and reducn the ever. magical attacks from such spells as
cb.mage by half, Any exposed brittle Of /ireball, m~i~ missile, lightning bolt, and Waoll of fire (Evoc.llllon)
crystal substance subjKt 10 sonic vibrations so forth have their normal effms. The spell
blocks Id4 attacks, plus one attack per two Rangf:; 60 yards
is shattered by a shout . while thOM: brittle Components: V, S. M
objKts in the paunsion of a creature Inels of experience thf: castu has achieved.
This limit applies tqardles.s of attuk rolls Duration : Special
r«~n the creature's saving throw , Deaf- Casting Time: 4
ened creatures suffu a -1 penalty to sur- and regardless of whelMf the attack was
physical o r magica l. For exa mple, a Area of Effect : Special
priSt! rolls. and those that cast spells with Saving Throw; Nonf:
verbal components 41« 20% likely to mis- stoneskin spell cast by a 9th·levf:1 wizard
cast them . would protKt against from five 10 eight Thf: wall 0/ lire spe.ll brings fort h an
The shout spell cannot penetrate the 2nd- attacks. An attacking griffon would rrouce immobilf:, blazing curtain of magical fire of
level clerical spell. silfmce. la' radius. This the protection by three each round; fou r shimme.ring color-violet or reddish-blue.
magic missilH would count as fou r attacks The spell creates either an opaque sht!et of
spell can be employed but onN! per day, for
otherwise the caster might permanf:nt ly
deafen himK'lf.
The material componf:nts for Ihis spell arf:
....
in addition to inflicting tMir normal dam-

The material components of the spel! are


flame up to one: 20-foot square per lent of
the spellcastu, or a ring with a radius oE up
to 10 ft!el + five fee t per two levf:1s of ~pe-­
a drop of honey. a drop of citric acid, ilnd a gnlnitf: and diamond dust sprinkled on the Mena of the wiz.ard. In either form. tM wall
small cone made from a bull or fam hom . recipient's skin . of fire is 20 ft!et high,
The wall of fire musl be cast so that it Is
vertical with respect 10 the castf:r. One side
of 1M wall , w lKted by the caster, !If:nds
forth waves of heat. inflicting lef4 points of
damagf: upon creatures within 10 feet and
l d4 points of damage upon thOM: within 20
.61
feet. In addition, the wall inflicts 2d6 points A wall of ice cannot form in an area occu-
of damage. plus 1 point of damage per level pied by physical objects or tteatures; its sur-
of the spellcaster. upon any creature passing fatt must be smooth and unbroken when
through it. Creatures especially 5ubject to created. Magical fires such as fireballs and
fire may take additional damage. and fiery dragon breath melt a wall of ice in one
undead always tale twice nonnal damage. round. though this creates a great cloud of
Note that attempting to catch a moving steamy fog that lasts one tum. Nonnal fires
creature with a newly-created wall of fire is or lesser magical ones do not hasten the
difficult; a successful saving throw enables melting of a wall of ice.
the ~ature to avoid the wall. while its rate The material component of this spell is a
and d irection of movement determine small piece of quartz or similar rock crystal.
which side of the created wall it is on. The
wall of fire lasts as long as the wizard con-
Wlurd Eye (Alteration)
centrates on maintai1\in8 it, or one round
per level of experience of the wizard. in the Range : 0
event he does not wish to concentrate upon Components; V, $. M
it . Dur.ation: 1 round / level
The material component of the spell is Casting Time: 1 tum
phospho rus, Area of Effect ; Special
Saving Throw: None
w.n of Ice (Evocation) When this spell is ~p l oyed. the wizard
creates an Invisible sensory organ that sends
Range: 10 yards/ level
him visual infonnation . The wizard eye
Components: V. S, M travels at 30 feet per round if viewing an
Duration: 1 tum/ leve.1
area ahead as a human would (I.e. , primari-
Casling Time: 4
ly looking at the floor) , or 10 feet per round
Area of Effect : Special
if examining the ceiling and walls as well as
Saving Throw : None
the floor a.head . The wizard eye can see with
This spell can be cast in one of three infra vision up to 10 feet , and with nonnal
ways: as an anchored plane of ice, as a vision up to 60 feet away in brightly lit
hemisphere, or as a horizontal sheet to fall areas. The wizard eye can travel in any
upon tteatures with the effect of an ice direction as as long as the spell lasts. It has
stonn . substance and a form that can be detected
A) Ice pIQ,u!. When this spell is cast, a (by a detect inl1isibility spe:ll. for instantt).
sheet of strong, hard ice iscreated. The wall Solid barriers prevent the passage of a. wiz-
is primarily defensive. stopping pursuers ard eye. although it can pass through a
and the like. The wall is one inch thick per space no smaller than a small mouse hole
level of experience of the wizard . It covers a (one inch In diameter).
100foot-square area per level (a 10th-leve.1 Using the eye requires the wizard to con-
wizard can create a wall of ice up to 100 f~t centrate. However. if his concltntration is
long and 10 feet high or 50 feet long and 20 broken the spell does not end-the eye
feet high. etc.) . Any creature breaking merely becomes inert until the wizard again
through the ice suffers 2 points of damage concentrates. subject to the duration of the
per inch of thickness of the waJI. Fire-using spell . The powers of the eye cannot be
creatures suffer 3 points of damage per inch, enhanced by other spells or items , The cast- Fifth-Level Spells
while cold-using creatures suffer only 1 er is sub}ect to any ga.ze attack met by the
point of damage per inch when breaking eye. A successful dispel cast on the wizard Adv..nc.ed illusion (IllusionlPhantum)
through. The plane can be oriented in any or eye ends the spell. With respect to blind·
fashion as long as it is anchored a long one or ness. magical darkness, and so on, the wiz- Range: 60 yards ... 10 yards/ level
more side$. a rd eye is considered an independent sen- Componltnts: V, S, M
B) Hltm isphltfe. This casting of the spell sory organ of the caster. Duration : 1 round/ level
creates a hemisphere whose maximum radi- The material component of the spell is a Casting Time: 1 round
us is equal to three feet plus one foot per bit of bat fur. Area of Effect: One 40-foot cube +
caster level. Thus a 7th-level caster can cre- a 100foot cube / level
ate a hemisphere 10 feet in radius. The hemi- Saving Throw: Special
sphere lasts until it is b roken, dispelled. or This spell is essentially a spectral forces
melted . Note that it is possible. but difficult. spell that operates through a program (simi-
to trap mobile opponents under the hemi-
Jar to a programmed illusion spell) deter·
sphere.
mined by the caster. It is thus unnecessary
C) Ice sheet . This casting of the spell
for the wizard to concentrate on the spell for
causes a horizontal sheet to fall upo n oppo-
longer than the round of casting it, as the
nents. The sheet covers a 10-foot-square
program has then started and will continue
area per caster level . The sheet hasl.he same
without supervision. The illusion has vis-
effect as an jee stonn's hail stones- Jd10
ual, audio, olfactory, and thennal compo-
points of damage inflicted to creatures
nents. If any viewer actively attempts to
beneath il.
disbelieve the spell, he gains a saving throw

1M
vs. spell . If ;lnY viewer successfully disbe- Avoidance (A bjuration,. Alteration)
Animate Dead (Neaom.1lncy)
lieves and communicates this fact to other Reversible
viewers, each such viewer gains a saving Range: 10 ya rds
throw vs. spell with a +4 bonus. Components: V, S. M Range: 10 yards
The material components are a bit of Duration : Permanent Components: V, S, M
Oeece and several grains of sand. Casting Timt': 5 rounds Duration: Pennanent until disPt'.lled
Art'a of Effect: Special Casting Timt': 5
Saving Throw : None Art'a of Effect; Up to 3--/oot cube
Airy W.. ter (Alter.1lUon) Saving Throw : Special
Range: 0 This spell creates the 10wHt of the undt'ad
monsters-skelt'tons or zombiH-usually By mt'ans of this spell, the caster sets up a
Components: V, S. M natural repulsion between the affected ob-
Duration : 1 tum / level from tht' bones or bodies of dead humans.
demihumans, or humanoids . The spell ject and all other living things t'Xcept him-
Casting Time: 5 self. Thus any living creature attempting to
Area of Effect: 10' radius sphere or causes exist.ing remains to bt'come animated
and obt'y the simplt' vt'rbaJ commands of touch the affected object is repulsed (unable
15' radius hemisphere to come closer than one fOOl ), or repulses
Saving Throw: None the caster. The skeletons or zombies can fol·
low the caster, remain in an area and attack the affected object, depending on the rela-
The airy water spell turns nonnal liquid, any creature (or just a specific type of ma- tive mass of the two (a halfling attempting
such as water or water-based solutions. into turt') entt'rlng tht' place, etc. The undt'ad re- to touch an iron chest with an tWoidan cf!
a less dense, breathable substance. Thus. if main animated until they are destroyed in spell upon it will be thrown back, while the
the wizard wanted to enter an underwater combat or are turned; t.he magic cannot be chest will skitter away from a giant·sized
place, he would step into the water, cast the dispelled. Tht' following types of dead crea· creature as the creature appro.1lches).
spell and sink downward in a globe of bub- tures can bt' animated: The material compont'nt for tht' spell is a
bling water. He and any companions in the A) Humans. demihumQIt$, Qnd humQn- magnetized needle. The spell cannOI be cast
spell's area of effect can move freely and oids with J Hit Die. Tht' wizard can animatt' upon living things; any attt'mpt to cast
breat.he just as if the bubbling water were onto skeleton fo r each experit'nce level he has avoidance upon the apparel or possessions
air. The globe is centered on and moves with attained, o r one zombit' for t'very two of a living creature t'nti ties the subject crea-
the caster. Water-breathing creatures avoid levt'ls. Tht' e)Cpt-rit'nce It'vels, if any, of the ture to a 5aving throw vs. spell.
a sphere (or hemisphere) of airy water, al- slain art' ignored; the body of a newly dead The reverse of this spell, attraction, uses
though intelligent ones can enter it if they 9th-level fighter is animated as a zombie tht' samt' material compont'nls and Stots up a
are able to move by means other than swim- with 2 Hit Dice, without Special class or ra- natural attraction between the affected ob-
ming. No water-breathers can breathe in an cia l abilities. ject and all living things. A creature is
area affected by this spell. There is only one B) Creatures with more than 1 Hit Die. drawn to tht' object if tht' creature is smaller.
word that needs to be spoken to actuate the The number of undead aninuted is deter- or the object slides toward tht' creature if the
magie, thus it can be cast underwater. The mined by the monster Hit Dict' (tht' total Hit creature is larger. A successful bend bars roll
spell does not filter or remove solid particles Dice cannot t'Xct'ed the wizard's levt'l). Skel· must be tolled to removt' the enchanted ob-
of matter. etal forms have tht' Hit Dice of the origina l ject once it has adhered to an object o r crea-
The material component of the spell is a creature, while zombie forms have one ture .
small handfu l of alkaline or bromine salts. more Hit Dit'. Thus. a Uth-Ievt'l wizard
could animate four zombie snolls (4 x 12 + Blgby's Interposlns Hand (Evontion)
Anlm ..1 Growth (Alleration) 1 Hit Dicel - 12), ora single fire giant skele--
ton . Such undead have none of the special Range: 10 yards/ levt'l
Reversible Components: V, S. M
abilities tht'y had in life.
Range: 60 ya rds C) CreQturf!5 w ith less thQFI 1 Hit Die. The Duration : 1 round / lt'vel
Components: V. S, M caster Gm animate two skeletons per level Casting Time: 5
Du,...tion: 1 round / level or one zombie per levt'l. The crt'atures have Area of Effect : Special
Casting Time: 5 their normal Hit Dice as skeletons and an Saving Throw: Nont'
Area of Effect: Up to 8 animals in a 20' cube additional Hit Die as zombies. Clerics re- Bigby's interposing hand is a man-sized to
Saving Throw: None ceive a + 1 bonus when trying to tum these. gargantuan-sized magical hand that appears
This spell assumes that the bodies or between the spellcaster and his chOSt'n op.-
When this spell is cast. the wizard causes
all designated animals, up to a maximum of bones are available and are reasonably in- ponent . This disembodied hand tht'n moves
eight, within a ZO--foot-square area to grow tact (those of skeletons or zombies de-- to rl"main between tht' two. regardless of
stroyed in combat won', bel). what the spellcaster does or how the oppo-
to twice their nonnal size. The effects of this
growth are doubled Hit Dice (with improve-- It requires a drop of blood and a pinch of nent tries to get around it. Neitht'r invisibil-
ment in attack rolls) and doubled damagt' in bont' powder or a bone shard to complett' ity nor polymorph fools the hand once a
combat . Tht' spell lasts for onto round for the spell. Tht' casting of this spell is not a creature has been chOSt'n . Tht' hand does
each levt'l of experienCt' of the wiz.ard cast- good act and o nl y evil wiz.ards use it fre- not pursue an opponent, nor does it move
quently.
ing the spt'll. Only natural animals, includ- more than tt'n feet away from the caster.
ing giant fonns . can be afft'Cted by this spell . The size of tht' hand is dt'tt'rmined by the
The reverse', shrink QnimQI, reduces ani- wiz.ard. and it can be human-sized (five feet )
mal siz;e by half and likewise reduces Hit all the way up to titan-sized (25 feet ). It pro--
Diet', attack damage, etc. vides cover fo r the caster against the .se-
The component of both versions of the lected opponent, with all tht' attendant
spell is a pinch of powdered bone. combat adjustments. It has as many hit
points as the caster in full ht'alth.and has an
Armor Class of O.

165
Any creature weighing less than 2,000 Conlure Element. 1
Cloudklll (EYocation)
pounds trying to push past it is slowed to t/l (Conjur<lltlon/Surnrnonlngl
nonnal movement. If the original opponent Range; 10 yards
is slain, the caster can designate a new oppo- Components: V, S Range: 60 yards
nent for the hand. The caster can command Duration : 1 round / level Components: V. S, M
the hand out of existence at any time. Casting Time; 5 Duration: ltuml level
The material component of the spell is a Area of Effect : 40' wide, 20' high. Casting Time; 1 tum
soft glove. 20' deep cloud Area of Effect : Special
Saving Throw: None Saving Throw: None
ClY.os (Encha ntme.nllCharm) This spell generates a billowing cloud of There are actually four spells in the con-
ghastly yellowish green vapors that is so ju re elemental speJI. The wizard is able to
Range: 5 yards / level conjure an air. earth, fire, or water elemen·
toxic as to slay any creature with fewer than
Components: V, S, M tal with this spell-assuming he has the
4 + 1 Hit Dice, cause creatures with 4 + 1 to
Duration : 1 round/ level material component for the particular ele-
5 + 1 Hit Dice to roll saving throws vs. poi·
Casting Time: 5 mental. (A considerable fire source must be
son with - 4 penalties or be slain, and crea·
Area of Effect : Up to 40-foot cube tures up to 6 Hit Dice (inclusive) to roll in range to conjure a fire elemental ; a large
Saving Throw: Special amount of water must be available to con-
unmodified saving throws vs. poison or be
This spell is similar to the 4th·level confu- slain. Holding one's breath has no d"fect on jure a water elementaL ) Conjured elemen-
sion spell , but only the following beings the lethality of the spell. Those above 6th lOlls have 8 Hit Dice.
rettive ill saving throw: fighters, wiurds level (or 6 Hit Dice) must leave the cloud It is possible to conjure up successive ele-
specialized in enchantments, monsters tt\at immediately or suffer 1dl0 points of poison mentals of different types if the spellcaster
use no magic and have an Intelligence of 4 or damage each round while in the area of has memorized two or morle of these spells.
less, cn!atures of 21 Intelligence or higher, effect. The type of elemental to be conjured must
and creatures with more levels or Hit Dice The cloudkill moves away from the spell. be decided upon before memorizing the
than the caster's level. caster at 10 feet per round, rolling along the spell. Each type of elemental can be con·
The spell causes disorientation and severe surface of the ground. A moderate breeze jured only once per day.
perceptual distortion, creating indecision causn it to alter course (roll fo r direction). The- elemental conjured up must be: con-
and the inability to take effective action. but it does not move back toward its caster. trolled by the wizard-the spellcaster must
The spell affects ld4 creatures, plus one A strong wind breaks it up in four rounds. concentrate on the elemental doing his
creature per caster level . Those allowed sav- and a greater wind force prevents the use of commands-or it turns o n the wizard and
ing throws roll them vs. spell with -2 pen- the spell. Very thick vegetation will disperse attacks. The elemental will not break off a
alties, adjusted for Wisdom . Those who the cloud in two rounds. As the vapors art: combal to do so, but It will avoid creatures
successfully save are unaffected by Ihe spell . heavier tt\an air, they sink to the lowest while seeking its conjurer. If the wizard is
Affected creatures react as follows ; level of the land, even pour down den or wounded or grappled, his concentration is
sinkhole openings; thus the spell is ideal for broken . There is always a 5" chance that
010 RoD Action the elemental tums on its conjurer regard-
slaying nests of giant ants, for example. It
1 Wander away (unless prevented) less of concentration. This chec:k is made at
cannot penetrate liquids, nor can it be cast
for duration of spell the end of the second and each succeeding
underwater.
2-6 Stand confused one round round. An elemental that breaks free of its
(then roll again) control can be: dispelled by the caster, but
'-9 Attack nearest creature for one
round (then roll again)
Cone 0' Cold (Evocillion) the chance of success is only SO". The ele-
Range: 0 mental can be: controlled up to 30 yards
10 Act nonnally for o ne round away per level of the spellcaster. The ele-
Components: V, S, M
(then roll again) mental remains until its fonn on this plane is
Duration: Instantaneous
The spell lasts one round for each level of Casting Time: 5 destroyed due to damage or until the spell's
the caster. Those affected are checked by the Area of Effect : Special duration expires. Note that water elemen-
OM for actions each round for the duration Saving Throw: ill tals are destroyed if they are ever more than
of the- spell, or until the ~wander away for 60 yards from a large body of water.
When this spell is cast, it causes a cone- The material component of the spell
the d uration of the spell" result occurs.
shaped area of extreme cold, originating at (besides t.he quantity of the dement at t\and)
Wandering creatures move as far from the
the wizard's hand and extending o utward in is a small amount of one of the following:
caster as possible using their most typical
a cone five feet long and one foot in diame-
mode of movement (ct\aracters walk, fish Air Elemental-burning inCft\5e
ter per level of the caster. It drains heat and
swim, bats Fly, etc.). Saving throws and Earth Elemental-soft clay
causes ld4 + 1 points of damage per level of
actions are ch«ked at the beginning o f each Fire Elemental-sulphur and phosphorus
round . Any con fu sed creatu re that is experience of the wizard. For example. a
10th-level wizard would cast a cone of cold Water Ele~ntal-water and sand
attacked perceives the attacker as an enemy
10 feet in diameter and 50 feet long, causing Special protection from uncontrolled ele-
and acts according to its basic nature.
lOd4 + 10 points of damage. menials is available by means of a protec·
The material component for this spell is a
small disc of bronze and a small rod of iron . Its material component is a crystal or tion /rom l!Vilspell.
glass cone of very small sizc.

166
Cont.ct Other PI.-ne (Oivln.l Uo n) O ptional Rule Dbmlss.l (Abjuration)
Range; 0 Optionally, the OM frnIIy allow a ~ Range: 10 yOirds
Component,; V dfic outer plane: to be contacted (Re Components: V, S, M
Duration ; Special Manwr/ of the Planes); in this ca5C, the Duration; Permanent
Casting Time: 1 tum d iffetftla in alignment between the: Gist· Casting Time: 1 round
Area of EHKI : Special er and the plane contacted alters the Area of Effect : 1 creature
Saving Throw: None m aximum InteJJigence that can be Saving Throw; Neg.
contacted-each difference in rnor.ll o r
When this spc.1I is cast , the wizard sends ethical alignment lowns the: maximum By nwaru of this spell, a wizard on the
his mind to another plane of existen~ in Intelligma that Gin be contacted by 1 Prime Material plOine _ks to fotCt: or to
order to rcaivc advice and information (e,g., a n 18th·levd lawful good caster enable a creature from another plane of
from powers there. As these powers resent could contact the plane of the Seven existence to ret um to its proper plane. Mag.
such contad , only brief answers are given . Heavens (te ) on the "'lnte:iligena 20" ic resistance, if any, is checked if this spell is
(The OM .Iruwers a ll questions with "yes," line, or the plane of Elysium (NG) on the used to force a being home . If the resistance
"no,· "maybe," "never," "irrelevant," etc.) "Intelligence 19'" line). fails , the caster's level is compared to the
Any questions asked are a nswered by the creature's level or Hit Dice. If the wizard's
power during the &pell', duration . The char· level is higher, the difference Is subtracted
ader can contact an elemental plane or from the creature's die roll for its saving
some plane farther removed. For every two Deml·Sh .. dow Monsters throw vs. spell. If the creature's level o r Hit
levels of experience of the wizard, one ques- (JUuslon/Phantasm) Dice is higher, the difference is added to the
tion may be asked . Contact with minds far Range; 30 ya rds saving th row roll .
removed from the plane of the wizard Components; V, S If the creature desires to be retl1fRfll to Its
increases the probability of the spellcOlSter Duration : 1 round / level home plane, no saving throw is nc:cessary (it
going inSOilne or dying, but the chimce of the Casting Time; 5 choosa to fail the roll) .
poWltr knowing the answe.r, as well as the Area of Effect: 20-foot cube If the spell is successful. t.he creature is
probability of the being telling the correct Saving Throw: Spedal instantly whisked away, but the spc.1l has a
answer, are likewise increOlSed by moving to 20 .. chance of actually sending the subjKl
distant planes. Ona the outer planes are This spell is similar to the 4th· level spell, to a plane other than its own.
reached, the Intelligence of the power con· shadow m onsten;, except that the monsters The mOiterial component is any item that
tade.d determines the effects. created aTe effectively 40'f. of nonnOilI hit is distastefuito the subject creature.
The random tOible given here is subjcc:t to points. U the saving throw is made, their
OM changes, development of extraplanar damage potential is only 40 .. of normal
NPC beings, and so on . and their Armor Oass is 8. The monsters Dlst.nce Distortion (Alter.lllo n)
U insanity occurs, it strikes as soon as the have none of the spedal abilities of the real Range: 10 yards / ln-el
first question is asked. This condition lasts creatures. although victims mOlY be deluded Components: V. S, M
for one we.ek for each removal of the plane into believing this to be so. Duration : 2 turns / level
contacted (see the OMC or Manual of the Casting Time: 5
Planes) , to a maximum of tm we.eh. There Area of Effcc:t : One 10-foot cube per level
is 01 1 " chance per plane that the wizard dies Saving Throw: None
before recovering, unless a "",ov. CUfR
spell is cast upon him . A surviving wizard T his spell can be cast o nly in an area com·
can recall the answer to the question . pletely surrounded or endosed by earth,
On rare occasions, this divination may be rock, sand, or similar materials. The wizOird
blocked by the action of certain lesser or must also cast a conjure el~m~" tal spell to
greater powers, summon an earth elemental. T he elemental
serves without attempting to break free
when the spellcaster announces that his
Chance o f ChOince o f Chance o f intent is to cast a distance distortion spell .
PI.lne Insa nity - Knowledge Veracity ' • The spell places the earth elemental in the
EJ.m.n.a1
lnMr Plane
Astral Plane
2,,,.
zs ..
30", ....
55 .. (90 .. )
00 .. .....
62' (75 .. )

67"
area of effect. and the elementa l then causes
the areOil's dimensions to be!' either doubled or
halved for those traveling ov~ it (spelkast·
Outer Plane, intelligence 19 35 '" 70 .. 70 .. er's choice of which). Thus a 10' )( 100' cor·

C.P..
D .P. ,
20
21

ZS
40 ..
45 ..
50
55.,.
....
00.,.
85
90 ..
95 ..
9'"
75 ..
SO ..

85 ..
90 "
.
73 ..
,..,.
75 ..

,.,.
ridor could seem to be either five feet wide
and 50 flt'ltt long or 20 feet wide and 200 feet
long. When the spc.1l duration ha' elapted,
the elemental returns to its own plane.
The true nature of an area affected by dis-
tance distortion is undetectable to any crea·
• For every point of Intelligence over 15. the wizard reduces insanity chance by S" . ture traveling along it, but the ana dimly
•• If the being does not know an answer, and the chance of veradty is not made, the being radia tes magic, and OIl true sc~i"8 spell cOIn
will empha lic.llly give an incorrKl answer, If the chance of veradty is made, the being will reveal that an earth elemental is spnad
answer ~unknown : within the area.
Percentages In parenthesn are for questions that pertain to the appropriate elemental The materiOilI needed for this spell i5 a
plane. smalliump of soft day,

167
triance. The whereilboutsand curren t activi- mineral is worked with, the area of effect is
Dom.lnoAtlon (Enchanlme nllChann) ties of the recipient cannot be learned reduced by a factor of 27- o ne cubic foot
Range: 10 yards/ level through this spell. per level instead of one cubic yard .
Co mponents: V, S The sender is unawiU~ of his own 5ur' A rticles requ iring a high degree of crafts-
Duration: Special roundings or the activities a round him while manship (jtwelry, swords, glass, crystal.
Casting Time: 5 he is in hi.$ trance. He is totally defenseless, etc.) Cilnnot be fabriutt'cl unless the wizard
Area of EffKt : 1 pe~n both physically and mentally (i.e .. he al· otherwise has great skill in the appropriate
Saving Throw: Neg. ways fails any saving throw) while in the craft .
trance. Casting requires one full round per cubic
The a o rlll'natiOIl spell enables the casler to Once the recipient's dreams are entered, yard (or foot) or malerialto be ilffected by
control the actions of any person until the the sender can deliver a messag~ of any the spell.
spell is ended by the subject's Intelligence length. which the recipient remember.; per-
(sec the cllann p 4!r50Pl spell), Elves and half-
fectly upon waking, The communication is
elves resis t this enchantment as they do all F.lse Vision (Divina tion)
o ne-way, Ihe recipient cannot ask questions
chann-type spells . When the spell is cast ,
o r offer informa tion , Nor can the sender Range: 0
the subject must roll a saving throw vs. spell gain any information by obse:rving the Components: V, S, M
at a penalty of -2, but Wisdom adjust-
dreams of the recipient. Once the message is Duration : ld4 rounds + 1 round/ level
ments apply, Failure means the wixard has
delivered , the sender's mind returns in- Casting Time: 5
established a telepathic link with the sub- stilntly to his body. The duration of the spell Area of Effect: 3O-foot fildius
ject's mind. If a common language is shared,
is the time required for t.he sender to enter Saving Throw: None
the wizard can generally force the s ubject to
the recipient's dream and deliver the mes-
perform as the wizard desires, within the When this spell is cast, the wizard is able
sage.
limits of the subject's body structure and The reverse of this spell , nightman!, en- to confound any ilttemp t to $Cry (by means
Strength . Note that the caster does not re- ables the caster to send a hidfoous and unset- of eit.h er a spell or a magical device) any
ceive direct sensory input from the subject . point within theareil of effect of Ihespell. To
tling vision to the recipient, who is allowed
Subjects resis t this control, and those use the spell, he must be awitre of the say-
a saving throw vs. spell to ilvoid the effect.
forced to take actions against their natures ing attempt. although knowledge of the
The nightmare prevents restful sleep ilnd
receive a new saving throw with iI bonus of $Cryer o r the $Cryer's location is not neces-
causes ldl0 hit points of damage. The
+ I to + 4, depending o n the type of action sary. Upon casting the spell, the caster and
nightmare leaves the recipient fat igued and
required . Obviously self-destructive orders a ll he desires within the radius of the spell
unable to regain spells for the next day. A
ilre not carried oul. Once control is estilb- b«ome undetectable to the $Crying. Fur-
disp~1 evil spell cast upon the recipient stuns
lished, there is no limit to the range ilt which thermore, the caster is able to send what-
the caster of the nightmare for one tum per
it can be exercised, ilS long as the casler and ever message he desires. including vision
level of the cleric countering this ~vil send·
subject are o n the same plane. ilnd sollnd , ilccording to the medium of the
ing .
A protection from evil spell ciln prevent saying method. To do this, the uster must
the caster from exercising control or using conc~tfilte on the messa.ge he is sending.
the telepathic link while the subject is so Extension II (AlterilUon) Once concentration is broken, no further
warded. but it cannot prevent the establish- images can be sent. although t h~ caster re-
ment of domination . Rilnge: 0
Components : V mains undetectable fo r the duration of the
spell .
Duration : Special
Dre.m (In vocolltion, lIIusionJPhantum) Casting Time: 4 The material component fo r this spell is
the ground dust of an emeTilld worth at least
Revenible Area of ElfKt: Special
Saving Throw : None 500 gp, which is sprinkled into the air when
Range: Touch the spell is ust ,
Components: V, S This spell is the same as t he 4th-level ex-
Duration: Special tensio n I spell, except it extends the duration
Feeblemlnd (Enc:hant me ntlCha nn)
Casting Time: 1 turn o f lsi- through 4th-level spells by SO .....
Area of Effect: 1 c reature Range: 10 yards/ level
Saving Throw : None F",brh:.te (Enchan tment, Alte rlltion) Components: V. S, M
Duration: Permanent
The dream spell enables the cas ter, or a Range: 5 yards/ level Casting Time: 5
m~nger touched by tm- caster, to send
Components: V, S, M Area of Effect : 1 creature
messages to o then in the form of dreams. At Duration: Permanent Saving Throw: Neg.
the beginning of the spell. the caster must Casting Time: Special
name the recipient or identify him by some This spell is used solely against people or
Area of Effect : 1 cubic yd .l level
title that leaves no doubt as to his identity. Saving Throw: None creatures who use magic spells. F~~blftmind
As the caster completes the spell. the per· causes the subject's intellect to degeneTilte to
son sending th~spell fall s into a deep trance- By mea ns of this spell, the wiza rd is able thai of a moronic child . The subject remilins
like sleep, and instantaneously projects his to convert material of one sort into a in this state until a hila/ or wish IipeU iii used
mind to the recipi~nt. Th~ sender then en- product that is of the same milteria!. Thus to cancel the effects. Magic-using beings are
ten the recipient's dream and deliven the the spellcas ter ciln fabricate iI wooden very vulnerable to this spell , thus their sav-
message unless the recipient is magically b ridge from a clump of tr~, a rope from a ing throws suffer the following penalties:
protected . If the recipient is awake, the mt'$" patch of hemp, clothes from flax or wool.
sage sender can choose to remain in the and so forth . Magical or living things can- Saving Throw
not be created or altered by a fabricate spell. Spell Use of TUBe t Adj us tme nt
trance-like sleep. If t h~ suder is di.$turbed
Priest +1
during this time. the spdl is immediately
cancelled and the sender comes out of the
The q uali ty of items milde by this spell is
commensurate with the quality of milterial
Wizard (human) -,
-,
used ilS the basis for the new fabriciltion . If a Combination o r nonhuman

168
Wisdom adjustments ~pply to the saving Intelligence Saving Throw Modifier ~rd can have but one pair of these chests at
throw . 2 or less Spell has no effect any given time-even wish .peUs do not
The m~teri~1 component of this spell is ~ J to 7 -1 ~lIow exceptions! The chests themse.lvn are
h~ndful of day, aystal. gl~s.s , or mineral 8 to 10 o nonmagical. and an be- fitted with locks,
sphern, which disappe~rs whe:n the spell is 11 to 14 +1 wards, and 10 on just as any normal chest.
c~st . 15 or higMr +2 While touching the chest and holding th~
tiny replica . the c~ster ch~nlS the spell. This
The wiurd can leave at any tim~ after the
Hold Monster (Ench~ntmentlChann)
causes the large chest to v~nish into the
casting and the subject(s) continue on as if
Ethereal plane. The chest can contain one
the c~st~r w~r~ still present. As long as they
Range: 5 yardsllevel cubic foot of material pl!r level of the wizard
are not attacked, the creatures ignore all else
Components: V. S. M no m~tte:r what its apparent size. Uving
Duration : 1 round / level going on around them, spending their time
talking and ~rguing to the exclusion of other matter makes it 15'1> likely that the spell
Casti"3 Time: 5 fails, so the chest Is typically used fo r secur-
activities. However. when the cast!!r leaves,
Area of Effect : 1 to .. CTf:atures in a ing vaJu~ble spell boob, magical items.
e~ch subject completes only the stage of the
40-foot cube:
spell that it is current ly in, and then the spell gems, etc. As long as the spellcasler has the
Saving Throw: Neg. small duplicate of the magic~1 chest, he can
is broken.
This spell immobilizes from one to four If the caste.r maintains the spell for more recall the large one from the Ethereal plane
CJ'1!'atures of any type within spell range and than three rounds, each affected cr~o1tu r~ whenever the chest is desired. If the minia-
in sight of the spellcasler. He can opt to hold can roll another saving throw vs. spell. ture of the chest is lost or destroyed, ther!! is
one, two, three. or four CTf:aturn. If thrff or Those failing to save w~nder off in confu- no way, not even a wish spell, that the large
four are attacktd, each saving throw is nor· sion for 1d10 + 2 rounds, staying away chest can return, although an expedition
mal; if two a~ attacked, each saving throw might be mounted to find iI .
from the spellcaster. Those who make this
suffers a -1 penalty: if only one is auacked, saving throw continue to talk and roll sav- While the: chest is in the Ethere~1 plane,
the saving throw suffers a - 3 penalty. ing th rows each round the caster continues there is a 1% cumulative chan~ per week
The material component for this spell is the spell, up through the sixth round, to that some being finds it . This chance is reset
one hard metal bar or rod for each monster avoid the confusion effect . to 1'1> whenever the chest is recalled and the
to be: held . The bar or rod c~n be as small as If the spell is maint~ined for more th~n six spell recast to return it to the Ethereal plane.
a Ihrft-penny nail. rounds. !!ach subject must roll a success.ful If the chest is found , the OM must work out
saving throw vs. spell to avoid going into a the encounter and decid~ how the being
rage, attacking 0111 other subjects of the spell reacts to the chest (for example, it might
Leomund's lAment.able ignore the chest. fully or partially empty it,
with int!!nt to kill. This r~~ lnts for Id4 + 1
lel.aborment (Enchantment, Evoc.aUonl o r !!ven excha nge or add to the items
rounds . Those who successfully nve
presentl).
Range : 10 ya rds against the rage effect reOlliz~ that they have
Component': V bH:n deceived and collapse to the ground, Whenever the secret chest Is brought back
Duration: SJ)Kial lamenting their foolislmes.s. for 1d4 rounds to the Prime Material plane, an ethereal
Ca5ting Time: 5 unles.s attacked or otherwise disturbed. window is opened and for a variab le
Area of Effect : 1 or mo~ CTf:atures in a 10- amount of time, usually about one tum,
foot radius slowly diminishes in size. When this hole
Leomund's Seuet Chest opens between the planes, check for ~n ethe-
Saving Throw : SJ)Kial
Wterallon,. ConluraUon!Summonlng} real encounter to see if a monst~r is drawn
This devious spell distracts the subject through.
R~nge : SJ)Kial
c~aturet by drawing them into an absorb- If the large chest is not retrieved befor~
ing discuSlion on topics of internt to them . Components: V, S, M
Duration: 60 days the spell duration lapses, there is a cumula-
A chain of r6ponses occurs during the next tive ch~nce of 5 .. per day that the chest is
11 rounds. with additional saving throws as Casting Time: 1 tum
lost.
described I~ter. These responses arc conver- Area of Effect: 1 chest of about
sation (rounds 1·3), pouible confusion 2' x 2' x 3' size
(rounds 4-6). then eith!!r rage or lamenla· Saving Throw: None M.ASIc ,.Ar (Necromancy)
tion (rounds 1-11). All saving throws are This spell enables a sJ)Kially constructed Range: 10 yards / l~el
affected by the c~atu res' Intelligences, as chest to be: hidden deep within tM Ethereal Components: V, S, M
noled later. The subject CTf:alure must be: plane, to be: summoned using a small model Duration : SJ)Kial
able to understand the language in which of the chest. The large chest must be ex«p- Casting Time: 1 round
the spellcast!!r speaks. tionally well-aafted and expensive, con- At!!a of Effect : 1 CTf:ature:
Upon casting the spell, the wizard begins structed for the aster by master cr~ftsmen. Saving Throw: Spe:ci;tl
discussion of some lopic ~rmane to the If m~de principOllly of wood, it must be ebo-
CTf:ature or creatures to be affected. Those ny. rosewood, sandalwood. teak, or the The magic ;ar spell ~nables the caster to
m~ki.ng a successful saving throw vs. spell like. and all of its comer fittings, nails, and shift his life force into a special recept~cle (a
are unaffected . Affected CTf:~tures immedi- hardware must be platinum . If constructed gem or large crystal). From there the caster
ately begin to convene with the spellcaster. of ivory, the metal fittings of the chest must can force an exch~nge of life fofCft between
agre-eing or d~ing , all most polit!!ly. As be: gold . If the chest is fashioned from the ~ptacle and another creature. thus
10"3 as the: spellcaster chooses, he can main- bronze, copper, or silver, its fittings must be: enabling the wizard to take over ~nd control
tain the spell by conversing with the sub- electrum or silver. The cost of such a chest is the body of another c~ature, while the life
ject(s). If the caster is attacked or otherwise never less than 5,000 gpo Once it is con· force of the host Is confined in the recepta-
distracted, the subject cre~tures do not structed, the wizard must have a tiny replica cle. The special life force receptacle must be-
noti~ . (of the same materials and perfect in every within spell range of the wizard's body at
detail) made, so that the miniature of the the time of spellcasling. The wizard's life
chest appl!atS to be a perfect copy. One wiz· fo rce shifts into the ~ptacle in the round

169
in which the casting is completed, allowing the occupying life force . Monster Summoning III
no othel" actions. The caster can shift freely from the host to (ConjuralioniSummoning)
While in the magic jar, the caster can Ihe receptacle if within Ihe lo.feet/ level
sense and attack any lif~ force within a 10- ra nge. Each attempt to shift requi res on~ Range: SO ya rds
foot·per-levf'1 radius (on thf' same plan~); round. The spell ~nds when the wizard Components: V. S, M
howf'ver. the f'Xact ttf'a tur~ types and rela- shifts from the jar to his own body. Duration : 4 rounds + 1 round / level
tive physical positions cannot be deter· A successful dispel m llg;c spell cast on the Casting Time: S
mined. In a group of life fo rces. the caster host can drive the caster of the mllgic jllr Area of Effect ; Special
can sense a differencf' of four or morf' spell back into the receptacle and prevent Saving Throw: None
If'Vels/ Hit Dice and can detf'tmine whether him from making a ny attacks for Id4 T his spell is much like the 3rd-level morl-
a liff' force is positivf' or negative energy. For rounds plus 1 round per level of the caster of ster summoning 1spell , except that this spell
examp l ~ . if two 10th-level figh lers arf' the dispel. The base success chance is 50 %. summons Id4 3rd-level monsters. These
attacking a hill giant and four ogres. th~ + / - S .. per level diffe~nce between the appear within spell range and attack the
caster could determine that there are three casters. A successful dispel magic cast caster's opponenls. until eit.her he com-
stronger and four weaker life fo rces within against the receptacle forces th~ occupant mands them to cease. the spell duration
range. all with positive life energy. The cast- back into his own body. If the wizard who expires. or the monsters are slain . These
f't could try to take over either a stronger or cast the n1llgic jllr is forced back into his own cnatures do not check moraJe and vanish
a weaker ttf'ature, but he has no control body. the spell ends. when slain. If no opponent exists to fight ,
over exacdy which creature is attacked. If the host body Is slain. the casler retu rns and the wizard can communicate with
An attt'mpt to take over a host body to the receptacle. if within range. and the them. the summoned monsters can perform
requires a full rou nd. It is blocked by a pro· life force of the host departs (i.e., it is dead). other services for the wizard .
tection from l!1)il spt'll or similar ward . It is If the host body Is slain beyond the range of The material components of this spell are
sucassful onl y if the subject fails iii saving the spt'Il, both the host and the caster die. a tiny bag and a small candle.
th row vs. spell with a special modifier (see Any life force with nowhere to go is treat-
following). The saving throw is modified by ed as slain unless recalled by a raise dead.
subtracting the combined Intelligence and resurrectiOll, or similar spt'll . Mordenb.lnen's Fillthful Hound
Wisdom scores of the target from those of If the body of the caster is slain. his life (Conjurlltlon/Summorung)
the wizard (lntelligence and hit dice in non· fo rce survives if it is in either the receptacle Range: 10 ya rds
human or nonhumanoid creatures) . This o r the host. If the receptacle is destroyed Components: V. S. M
modifier is added to (or subtracted from ) while the casters life force occupies it . the Duration: Special
the die roll. c.aster is irrevocably slain. Casting Time: S
O!fference Die Adjustment Area of Effect : Special
-9 or less +, Millor Creiltlon (ll1usionlPh. ntum) Saving Throw : None
-8 to -6 +3
-S to -3 Range: 10 yards By means of this spell . the wizard sum-
+2 mons up iii phantom watchdog that only he
Components; V. S. M
21. + Duration; Special can see. He may then command it to per-
+1to +4 o Cast ing Time: 1 tum fonn as guardian of a passage, room, door,
+ 0:t8 -1 o r similar space or portal. The phanto m
+ 9to + U -2 Area of Effect : Special
Saving Throw: None watchdog immediatf'ly commences a loud
+ 13 or more -3
barking if any cnature larger than a cat
A negative score indicates thai the wizard Like the minor creation spell. major crea- app roaches the place it guards. As the faith·
has a lower total than the target, thus the tion ~nables the wizard to pull wisps of ful hound is able to detect invisi ble creatures
host has a saving th row bonus. Failure 10 material fro m the plane of Shadow to cnate and ward against the approach of ethereal
ta ke over Ihe host leaves the wizard's life an item of nonliving. vegetable nature-soft creatures. it is a n exc:e:lJent guardian . It does
force in the magic jar. goods. rope. wood. etc. The wizard can also not ~act to illusions that are not at least
If successfuJ, the casters life force occu- create mineral objects-stone. crystal . quasi · ~al.
pies the host body and the host's life force is metal, etc. The item created cannot exceed If the intruding creature exposes its back
confined in the magic jar receptacle. The one cubic foot per level of the spellcaster in to the watchdog. the dog delivers a vidous
caster can call upon rudimentary o r instinc- volume. The duratio n of the crealed item attack as if it were a 10-Hit Dice monster.
tive knowledge of the su bject creature. but varies with its relative hardness and rarity; striking for Jd6 points of damage. It is able
no t upon ils real or acquired knowledge Vegetable matter 2 hours / level to hit opponents of all types. even those
(i.e .• the wizard does not automatically Stone or crystal 1 hour/ level normall y subject only to magical weapons
know the language or spells of the crea ture). Precious metals 2 turns/ level of +3 or greatu. Creatures without backs
The casler retains his own attack rolls, class Gems 1 tum / level are not a ttacked (ochre jellies, for instance) .
knowledge and training. and any adjust- Mlthral • 2 rounds/ level The faithiuJ hound cannot be attacked, but
ments due to his Intelligence or Wisdom . If Adamantite 1 round / level it can be dispelled. The spell lasts for a maxi-
the hosl body is human or humanoid, and • Includes similar rare metals. mum of o ne hour plus I/: hour per caster
the necessary spell components a~ availa- level. but once it is activated by an intruder.
ble. the wizard can even use his memorized Attempting to use any of these as material It lasts only one round Pf'r caster level. If the
spells. The host body retains its own hit components in a spell will cause the spell to spellcasler is ever more than 30 yards dis-
points and physical abilities and properties. fail . Thespellcaster must have at least a tiny
ta nt from the a rea that the watchdog
The OM decides if any additional modifica· piece of matter of the same type.as the item guards. the spell ends.
tions are necessary ; for example. perhaps he plans to cnate-a bit of twisted hemp to The material components of this spell are
clumsiness or inefficiency occurs if the casl- create rope. a chip of stone to Create a boul- a tiny silver whist le. a piece of bone, and a
er must become used to the new form . The der. and 50 on. thread .
alignment of the host or receptacle is that of

170
er, there is a bue 5% chance that the send· fractions of .4 and above).
.a$Sw..1I (AJleratio n)
ing does not arrive. Local conditions on oth·
R.tnge: 30 yards er planes ma y worsen this cha nce
Stone Sh.. pc (Alteration)
Components: V. S. M considerably at the option of the OM. The
Duration : 1 hoUT + 1 tum / level sending. if succnsful. can be understood Range: Touch
Castlng Time: 5 even by a CT'I!ature with an Intelligence as Components: V, S, M
AreOil of Effect : SpeciOilI low ilS 1 (animallntelligence:). Duration: Permanent
Sa.ving Throw: None The wiurd can send a sho rt message of 2S Casting Time: I round
words or Jess 10 the recipient . Also the recip- Area of Effect : 1 cubic foot / level
A p"ssuudl spell enOilbles the spdlcilSter to
ient can answer in like manner immediately. Saving Throw: None
open Oil pOilSSiillge through wooden. plaster. or
Even if the .sending Is received. the subject
stone walls. but not other mOilteria15. The By means of this spell, the wizard can
creature is not obligated to act upon it in
spellcaster and any assodOilles can simply form an existing piece: of stone into a shape
any manner.
wOillk through . The spell COiIIUses Oil S' wide )( that suits his purposes. For eXOiImple. a stone
The material component for this spell
8' high )( 10' deep opening. Sever.al of these weapon can be mOilde. a special trapdoor
consists of two tiny cylinders. each with one
spells can form a continuing Pas5Oill.8e so that filShioned, or an idol .sculpted. This spell
open end. connected by 01 short piece: of fine
very thick wOillls can be pierced . If dispelled. can also enable the spellcaster to reshape a
copper wire.
the pOilsswOilIi closes OiI way from the dispelling stone door 50 as to escape imprisonment .
cOilster. ejecting those in the pOilSSOillge . providing the volume of stone involved was
The mOilterial component of this spell is a Sh..dow Door (Illusion/Ph.. ntas m) within the limits of the area of effect . While
pinch of 5e5OiIIme seeds. stone coffers can be thus formed OiInd stone
Ra nge: 10 yards
Components; S doors made. t~ fineness of detail is not
Seeml.ns (lUu ionlPhanlas m) Duration: 1 round / level great. If the construction involves small
Casting Time: 1 movlng parts, there is a 30 ... chance t~y do
ROiInge: 10-foot r.adius not function .
Components: V, S A rea of Effect : Special
Saving Throw: None The material component of this spell is
Dur,ation : 12 hours soft da y Ihal must be wo rked into roughly
Casting Time: 5 By means of this spell, the wizard creates the desired shape of the stone object and
Area of Effect: 1 person / 2 levels the illusion of a doo r. The illusion i1lso per· then touched to the slone when the spell is
Saving Throw: None mits the wiurd to OiIppear to step through uttered.
this -door- and disappear. In reality he has
This spell enables the cOilSter to OiIlter the
,appearance: o f one person fo r every two darted aside and can flee. totally invisible.
fo r the spell duratio n. Creatures viewing Summon Shadow
levels of experience: he has attained . The (Conjuration!Summoning, NeCTOmancy)
change Includes clothing ,and equipment. this are deluded into seeing or ente.ring an
empty 10' )( 10' room if they open the Range: 10 yards
The caster can make the recipients ,appear as
,any generally man-.shaped biped,al creature, Hdoor." A tru. u.inB spell, a Bem 0/ u.ing, Components: V, S. M
each up 10 one foot shorter or tOilller th,an his o r similar miill8ica.1 means can discover the Duration : 1 round + 1 round/ level
normal height, ,and thin or fat o r in wizard. Certain high Hit Dice: monsters Casting Time : 5
between . All those affected must resemble might also notice the wiurd (see the invisi· Area of Effect : 10-foot cube
bility spell), but only if making an active Saving Throw: None
the s.a.me gene rill type: of creOilture: human,
ore, ogre, etc. Each remains a recogniz,able alternpt to do so.
When this spell is cast, the wizard con·
individual. The effect f,ails for an individual jures up one shadow (~ the M ottStrous
if the illusion chosen by the caster cannot be Sh.. dow M"Slc (Illusion/Phantas m) Comp.ndjum ) fo r every three levels of
acromplished within the spell parameters experience he has attained. These monsters
(for example. a halfling could not be made Range: SO yards + 10 yards / level
Components: V. S are under the cont rol of the spellcaster iiIInd
to look like a centaur, but he might be made attack. his enemies o n command . The
to look like a short, young ogre) . Unwilling Duration : Special
Casting Time: 5 shadows ~ain un til slain, turned. or the
persons receive saving throws vs. spell to spell dur.alion expires.
avoid the effect. Affected persons resume Al't'a of Effect : Specia l
Saving Thr.;)w: Special The maleriOilI component for this spell is a
their no rmal appearances If slain. The spell bit of smoky quartz .
is not precise enough to duplicate the The sh"doUJ "'"Bic spell enables the wiz·
appe.a.rance of a specific individual. ard to tap energy from the Shadow plane to
c,ast a quasj·reOilI wiurd evocation spell of Telekinesis W t~r.. tionl
Sending ((vocatio n) Jrd level o r less. For example. this spell can Range : 10 yards / level
be mRgic missile, /irf!b"ll, lightning bolt. o r Components: V. S
Range: Special 50 on, and has normal effects upon crea· Dur.ation : Special
Components: V. S. M tures in the area of effect if they fail their Casting Time: 5
Duration : Special saving throws vs. spell . Thusa creature fai l· Area of Effect : Specia l
Casting Time: Itum ing to sa ve against a shadow magic fil't'ball Saving Throw: Neg.
Area o f Effect : 1 creature must roll another saving throw, suffering
Saving Throw: None half of the normal fireball damage if sue. By means of this spell, the wiurd is able
cessful and full normal fireba ll dOilmqe if the to move objects by concentrat.ing o n mov.
By means of this spell, the caster can con- ing them menta lly. The spell can provide
tact Oil single cl't'ature: with whom he is fa mil· 5iiIIving throw is failed . U the first saving
th row was successful, the shadow magic either a ~n tle:. sustained force o r a single
iar and whose name and appearance are short. violent thrust.
known . If the creature in question is not on nature is detected and onl y 20% of the
rolled damage is received (rounding down A sustained force: enables the wizard to
the same plane of existence as the spellcasl- move a weight of up to 2S pounds a distance
below fractions below .4 and rounding up

'"
up to 20 (~t per round. Thf: spell luts two Probability o f
rounds, plus one round per c,uter level. Thf: Teleporting: w.u of fo rce (Evocation)
wright can M moved vertically, horizon- 0" Range: 30 yards
tally, or both . An objecl moved beyond Ihe Destinatio n Is.: HJgh Target Low Components: V, S, M
caslt:r's rOlnge falls or SlOps. If the casttt Very f.ilmiliar 01-02 0J-99 00 Duration : 1 tum + 1 round/ leve.J
a.il5eS con~nlr.illion for ilny reuon, the ob- Studied arefully 01-04 0S--98 99-00 Casting Time: 5
ject fOills or 51ops. The obj«1 can be It:le-- Seen casually 01-08 09-96 97-00 Area of Effect : Up to IO-foot square/ level
kiM'tically m.ilnipulaled" if with one hOlnd . Viewed on~ 01 -16 17-92 93-00 Saving Throw: None
For examplt:. 01 levt:r or rope can be pulled, a Never seen 01 -32 l3-84 85-00
key can be turned . .iln object rOlated .ilnd 50 A wolf of force spell creates an inYisible
Teleporling high mt'.ans l he wizard arrives barrier in the locale desired by the caster, up
on, if the force required is within the wei3ht
ten feet above the ground (or every I "" he is 10 the spell's range. The wall of fofCt:cannot
limitilliion . The cuter might even be .ilble to
below the lowesl HOn Targt:tH probability: move and is totally unaffected by most
untie simple knots, at the discrt:tion of Ihe
OM. this could be as high as 320 feet if the desti- spells, includi ng disF'ei magic. But a dis;nt...
Alternatively, the spell energy can be t:x- nation area was never seen . Any low result grale spell will immediilltely destroy ii, as
penckd in a single round. The caster can
means the. instant death of the wizard If the will ill rod of cRt/cel/alion or a sphe.re of anni-
hu rl one or more objects within range, and area into which he te.leports is solid . A wiz- hilation. Likewise, the wall of fo rce is not
wit hin a ten-fOOl cube, directly .ilway from ard cannot teleport to an area of e.mpty affected by blows, missiles, cold, heat , t:11!C-
himself al high speed, to a distance of up to spOlce-a substan tial surface must be there, tridty, etc. Spells and breath weilpons can-
len f~t per caster levt:1. This is subjecl to a whether.il wooden floor, a stone floor, natu- not pass through it in either direction ,
ral ground. etc. Areas of strong physical or although d imflPuion door, teleport , and
maximum wright of 25 pounds per caster
level. Damage caused by hurled objects is magica l e.ne.rgies may make teleportation similar effects can bypass the. barrier.
decided by the OM, but cannot ex«ed 1 more tuuardous or eve.n impossible. The wizard an, if desired, form the wall
point of dOlmage per caster level . Opponenls into a spheriQli shilpe with iI radius up to
who fall within the we.ight apacity of the Tr.nsmute Rock to Mud (A1ter. tlonl one foot per level or to.illl open hemispheri-
spell can be hu rled, but lhey OIre ililowed iI cal shape oll .5-foot radius per castt:r level.
Reversible
saving throw vs. spell to avoid the effect . The wOlIl of force must be continuous .iIIld
Furthennore, those OIble to employ as simple Ran~: 10 ya rds / level unbroken when formed; if its surfa~ is bro-
a counte.... mea.sure illS an fmlRrgf! spell , for Components: V, S, M ken by OIny objKt or CfeiltUrf:, the spell fails .
example (thus making the body weight go Duration: Speciill The caster can end the spell on command.
over the muimum spell limit ), an easily Casting Time: 5 The m.1terial compone.nt for this spell is a
counter the 5pell. The various Bigby's hRnd Area of Effect : One 20-foot cube/ level pinch of powdered diamond worth 5,000
spells also counter this spell. Saving Throw: None gpo
This spell lums natural rock of any sort
Teleport (Alter.l lon) into an fllual volume of mud . The depth of W.U of Iron (Evoallo n)
Ihe mud can neve. r exceed one--half its length
Range: Touch Range: 5 yardsllevel
or breadth. If it is cast upon a rock, for ex-
Components: V Components: V. S, M
OImple, the rock affected collapses into mud.
Duralion : Instant.ilneous Duution: Pennanent
Crealures unable to levitate , fly, or other-
Casting Time: 2 Casting T imt:: 5
wise free themselves from the mud sink at
Area of Effect: Special the rate of ten feel per round ilnd suffocate, Areil of Effect : 15 square feet / level or
Saving Throw : None special
except fo r light-weight crea tures thai could
Saving Throw: None
When this spell is used, the wizard in- nonnally pass across such gro und. Brush
stantly transports himk"lf, along wilh a cer- thrown atop the mud can support crt:a tures When this spell is cast. the wizard cau,"
100in .ilmount of iIIdditional weight Ihat is on able. to climb on top of ii , wit h the ilmount ill verticill iron willi 10 spring into being. This
or being touched by the 5pellcaster, 10 a of brush required subject to the DM's discre-- w.illl can be used to se.al off 01 pOiSSilge or
well-known destination. Distance is not a tion. The mud remains unlil a displlf magic close. a breach, for the Willi inse.rt5 itself into
factor, but inte.rplana r Irave.1 is nOI possible spell or a reverse of this spell, mud to rode, any surrounding nonliving m.1teriill if its
by means of a IlIlepart spe.11. The speJlaster restores its substance-but nol necessarily areill is sufficient to do so. Tht: wall of iron is
is ilble to teleport 01 muimum weight of Z50 its form. Evaporation tums the mud to nor- 1/ . inch thick per level of experien~ of the
pounds, plus an additionOlI 150 pounds for mal dirt , at the rate of Id6 days pe.r ten cubic spellcaster. The wizard is OIble to create OIn
eOlch level of experience above the 10th (a feet. The mud to rock reverse can harden area of iron wall up to 15 square feet for
13th-leve.l wizard can teleport up to 700 normal mud into soft stone (sandstone or each of his Vtperien~ levels, so at 12th level
pounds) . If the destin.iltion area is very fa- similar mineral) permanently unless magi. a wall of iron 180 square feet in area can be
miliar to the wizard (he has a clear mental cally changed. cre.ilted. The witard can double the wall's
picturf: through actual proximity to and The. mOlterial components for the spell are are.. by halving its thickness.
study of the area), it is unlikely that there is cI.ilY OInd water (ors'lnd. lime, and waler fo r If the caster desires, the w.illl an be cre--
any e.rror in OIrriving, illthough the aJler the reverse) . ated verticOllly resting on .. flat surface. so
has no control over his fadng upon arrjyOlI. thOlt it can be tipped over, to fallon and
Lesser known areas (those se.en only m.ils!- crush any creillture beneillth it. The wOlII is
c~I.ly or from a distillnct:) increase the proh<!- 50% likely to tip in either direction . This
bihty of error. Unfam iliar areas prt:Sen1 ch a n~ can be modified by a force of nOllf'SS
considerable. peril (se.e table). tha n 30 Strength and 400 pounds mass-
each pound ovt:r 400 or Strength point ovt:r
JO alters the chance by 1 % in favo r of Ihe.
stronger side. Creatures wi th room 10 flee
the fa lling wall may do so by making suc-

172
cnsful saving throws vs. d~ilth . Th~ who demisod or higher status are unaffected by
fail are killtd. Hug~ and garpntuan cr~a­ mortal magic such as this.
tures cannot be crushed by th~ wall . Should the caster be larser than the area
Th~ wall Is perma n~nt , unless succus- enclosed by the barri~r, parts of his person
fully dispelled, but it is subject to aU forces a may be considered exposed, at the referee's
normal iron wall is subj«t to-rust , perfo- option. A dis".1 magic spell does not re--
ration, dc. move the spell; the caster can end it upon
The mal~rial component of this spell is a command .
small piece of sheet iron .
liSby's Forceful HAnd (Evoc.ltlon)
WAIl of Stone (boutlon)
R.mse: 10 ya rds/ level
Range: 5 ya rds / l~ve l Components; V, S, M
Components: V, S, M Duration: 1 round / level
Duration: PennaMnt Casti", Time: 6
Casting Time: 5 Area of Effect ; Special
Ana of Effect : Special Savi", Throw: None
Saving Throw: None
BiSby's forceful hand is a more powerful
This spell cr~ates a wall of gnnit~ rock version of Bigby's interposing hand . It ere--
that merges into adjoining rock surfaces. It ates a man-sized ( fiv~ feet ) to gargantuan-
is typically employed to close passages, por- sized (21 feet ) hand that places its~ lf
tals, and br~aches againsl opponents. The between the spellcaster and a chosen oppo-
wall of Slone Is II . inch thick and up 10 20 nent. This disembodied hand then moves to
square fm per l~v~1 of experi~na of the remain betwtftlthe two, regardless of what
wiurd cutins the spell. Thus, a 12th-level the spelkaster does or how the opponent
wizard an create a wall of stone t~ tries to set around it. However, the forceful
inches thick and up to 240 square feet in sur- hand also pushes on the opponent. Thill
face area (a 12-foot-wide and 20-foot-hlah force can push away a creature weighing
wall, for exampl~, to compldely close a 10' 500 pounds or less, slow moYrment to 10
x 16' pnsase). 1ne wall created need nol Sixth-Level Spells fed per round if lhe creature weighs be-
be vertical nor need it rest upon any firm twtftl 500 and 2,000 pounds, or slow move-
foundation (see the toQlI of iron spell); how- Antl. M"slc. Shell (Abjurl.tlon) ment by SO~ if the creature weighs more
ever, it must merge with and be solidly sup- Ran81t : 0 than 2,000 pounds.
ported by existing slone, It can be used 10 Components: V, S A creatur~ pushed away is pushed 10 the
bridge a chasm, for instance, or as a ramp . Duration: 1 tuml level range limit , or until pressed against an un.
For this use, if the span is more than 20fm , Casting Time: 1 yielding surface. The hand itHlf inflicts no
the waJl mUlt be arched and huttrnaed. damage. The forceful hand has an Armor
Area of Effect: l ' I level diamet~r sphere
This requiremVtt reduces the area of effect Saving Throw: None Class of 0, has as many hit points as its
by half. Thus, a 20th-level caller an create caster in full health, and vanishes when de:-
a span with a surface area of 200 square fed . By means of this spell, the wiurd sur- stroyed . Thecasteran cause it to retreat (to
The wall can be crud~y shaped to allow rounds himself with an invisible barrier that release a trapped opponent, for example) or
crenelations, battlements, and 50 fo rth by moves with him . The area within this bar. dismiss it on command.
likewise reducing the area . The stone is per- rier is totally Impervious to all magic and The material component i!l a s love.
manVtt unless destroyed by a dispel magic magical speU effects, thus preventing the
spell or a disintegrate spell , or by normal passase of spells or thdr effects. Ukewise it
means such as br~aking or chipping. prevents the functioning 01 any magical Ch..ln Llshtnlns (Evocation)
The material component is a small block items or spellil within itll confines. The area Range: 40 yards + 5 yards / level
of granit~ . is also impervioull to breath weapons, saze Components; V, S, M
or voia attacks, and similar special attack Duration: Instantaneous
forms . Cuting Time: S
The anti-masic shell also hedges 01,.11 Area of Effect: Specia.l
charmed, summoned , or conjured crea· Saving Throw; II I
lures. It cannot, however, be forced against
any creature that it would keep at bay; any This spell creates oUt electrical discharge
attempt to do creates a discernible pressure that begins as a single stroke of lightning,
against the barrier, and continutd pressure 21/2 fed wide, commencing hom the finser-
will bruk the spell. Normal creatures (a tips of the caster. Unlike a lightning bolt
normally Vtcountered troll rather than one spell, chain Iishlnins strikes one obi«t or
conjured up, for instance) an enter the creature initially, then arcs to a series of
area, as CoUt normal missiles. Furthermore, other objects or creatures within range, los-
while a magical sword does not function ins energy with each jump.
magically within the area, it Is still a sword . The bolt initially inflicts Id6 points of
Note that creatures on their home plane I.re damage per level of the caster, to a maxi-
normal creatures there. Thus on the elemen- mum of l2d6 (half damage if the object or
tal plane of Fire, a romdomly encountered creature rolls a succ:easful saving throw V!l.
fire elemental cannot be kept at bay by thi, spell), After the first strike, the lightning
spell. Artifacts, relics, and creatures of arcs 10 the next nearest object o r creature.

173
Eotch jump ~uces the strength of the light- that if complicated or convoluted condi-
Contlnae:ncy (Evoc.tio n)
ning by 1d6. Eotch creature or magical obj«1 tions an prescribed, the whole ~II com·
hit receives a Aving throw vs. spell . Suc«ss Range; 0 plex (the cOFltil'fgrl'fcy spell and the compan-
on this Ave indicate$ the crea tu re suffers ComponentS! V, S, M ion magic) may fail when called upon.
only half cbmol8e from the bolt. Dur.ltion : 1 da y/ levf'l The material components of this spell are
The chain an strike as many times (in- CUting Ti~: 1 tum (in addition to those of the companion spell)
duding the first object or creatu re) as the Area of Effect: The caster 100 8P worth of quicksilver and an eyelash
spell caster has levels, although each crea- Saving Throw : None of an ogre mage, ki-ri n, or similar spell-
tuno: or obje<:t can be struck only ona. usi ng creature. In addition, the Ipdl re--
Thus, a bolt c~1 by a 12th-level wiurd can By mf'ans of this spell, the wizard is able
to place another spell upon his person so quirn a sta tuette of the wizard carved from
strike up to 12 limes, causing 1t'55 damage elephant ivory (which is not destroyed,
with each strike. The bolt continues to arc that the latter spell will come into effect un-
though it is subject to wear and lear), which
until it has struck the appropriate number of der the conditions dictated during the cast-
ing of the cOl'f tingllncy spell. The must be carried on the person of the spell-
objects or creatures, until it strikes an object caster for the cOFltil'fgel'fcy spell to perform
thai grounds it (interconnecting iron bars of cOFllingel'fCY spell and the spell it is to bring
into eff«t are cast at the 1I3mf' time (the one- its funct ion when called upon.
a large cell or cage, a la~ pool of liquid,
etc.), or until there ano: no mol'f' objects or tum castina time indicated i5 the total for
both castings). Control We.ther (Alter. Uo n)
creatures to strike.
DirK'tion is not a consideration w~n The speJI to be brought into effect by the
prescribed contingency mUll be one that af- Range: 0
plolting chain lightning arcs. Distance is a Components: V, S, M
fects the wizard's person (jeQther {all, /vuitQ-
factor-an arc cannot ecct"t'd the spell's Duration; 4d6 hours
range. If the only possible an:: is s realer than tiorl, fly, (eigl'f death, etc.) and is of a spell
level no higher tha n 113 of the caster's experi- Casting Time: 1 tum
the spell's range, the stroke fades in to noth- Area of Effect : 4d4 squal'f' miles
ingnt'55. Creatures immune to electrical OIt- ence level (rounded down ), but not higher
than tN! 6th spell level. Saving Throw: None
tack can be struck, even though no damase
is taken. Note that it Is possible for the chain The cOl'f t rol weather spell enables a wiz·
to arc back to the caster! Caster Level ContingenC')' Spell Level ard to change the weather In the local area .
The material components are a bit of fur, 12th-14th 4th The spell affects the weather for 4d6 hours
15th-17t h 5th in an area of 4d4 square miles. It requires
a pie« of OImber, glass, or crystal rod, and
one silver pin for each e:xperiena level of 18th + bth one tum to cast the spell, and an additional
tN! caster. Id4 tums for the weather conditions to oc-
Only one cOFltil'fgf1l'fcy 5pell can be placed cur. The CUlTftlt weather conditions are de-
on the spelleaster at anyone time; if a sec- cided by the OM , depending on the climate
ConJure: AnimAls ond is cast, the first one (if still active) is and season . Weather conditions have three
(Con jur.UonJSummonlng) cancf'IIt'd . The conditions needed to bring components: prtc:ipitatio n, temperature,
Range: 30 yards thf'spell into effect must be dear, alt hough and wind. The spell can change tlwse condi-
they can be rather genua!. For example, a tions OIccordi ng to the following chart .
Components: V, S
cOl'ftil'fgency spell cast with an Qiry wIlter The upper-caSft! hf'adinp represent the
Duration: 1 round/ level
spell might prescribe that any time the wiz- existing weather conditions. The s mall
Casting Time: 6
ard is plunged into or otherwise engulfed in headings beneath each la~ heading are the
Area of Effect : Spedal
water or similar liquid, the Qiry IDQtftr spell new conditions to which the caster can
Saving Throw: None
will instantly come into effect. Or a conti n- ch~nge the t'Xisting conditions . Further-
The c01l;urll Ql'firllld, spell enables the wiz- gency could bring a lemher {IlU spell into ef- more, the caster can control the direction of
ard to magically create one or more mam- fect an y time the wizard falls more than two the wind . For example, a day that is d ear
mals to attack hls opponf'nts. The tota l Hit feet . In all cases, the cont ingency immedi- and warm with moderate wind an be con-
Dice of the mammals cannot t'XCftd twice ately brinp into effect the second spell, the trolled to become hny, hot, and calm . Con-
his level, if determined randomly, or his latler being ~cast " instantaneously when the tradictions are no t possible- fog and s trong
level if a specific animal type is requested prescribed ci rcumst ances occur. Note wind, for ecample. Multiple cOl'ftro/ ,"ath-
(see thf' DUFlgeol'f M aster ; Guide). Thus, a
wizard of 12th level could randomly conjure
Preci pitation Temperat ure Wind
two mammals with 12 Hit Dice, four with 6
Hit Dice each, six with 4 Hit Dlceeach, eight
with 3 Hit Dice each, twelve with 2 Hit Dice CLEAR WEATHER HOT CALM
Very clear Sweltering heat Dead calm
each, or 24 with 1 Hit Die each. Count every
Ught douds or hazy W.~ liaht wind
+1 hit point bonus of a creature as II. of a
PARUY CLOUDY WARM Moderate wind
Hit Oil', thus a ctealun with 4 + 3 Hit Dice
equals a 4 J / . Hit Dice cno:ature. The con- Clear weather Hot MODERATE WIND
jured anima)(s) remain for one round for Cloudy Cool Calm
Mist/ light rain / small hail COOL Strong wind
f'ach level of the conjuring wiurd, or until
Sleet / Ugh t snow w.~ STRONG WIND
slain . They follow the caster's verbal com-
CLOUDY Cold Moderate Wind
mands. Coniu~ animals unfailingly attack
Partly doudy COLD Gal.
the wiurd's opponf' nts, but they resist being
used for any other purpose. Deep douds Cool G ALE
Fog Arctic cold Strong wind
Heavy rain/ large hail Storm
Drivina sleet/heavy snow sroRM
G./e
Hurricane-typhoon

174
er spells can be used only in sucassio n. Mul mum' of level evocatiON (cone of cold, woll of fire.
The material components for this spell are Creahn-es' Hit Dice Creahl,," Affected UHlll of ice. cloudlcill, etc.) . If recognized as
burning in«nR and bits of earth and wood Under 2 4<120 demi-shadow m;lgic (if a Silving throw VI .
mixed in water. Obviously, this spell fune- 2 t04 2<120 spell is sucasslun. damaging spells inflict
tioM only in areas where there are appropri- 4+1 t06+3 2d4 only 40" of normal damage, with a m ini-
ate climatic conditiOM. 6+4t08+3 1d4 mum of 2 points per die of damage. A clemi-
magic c10udkill slays creatUrH with fewer
If creatures o f differing Hit Dice are thil n 2 Hit Di« and inflicts 1d2 points of
Dc.th Fog Wteratlon,. Evocation)
attacked with a death spell, roll the di« damage per round.
Range: 30 yards (4d20) to determine how many creatures of
Components: V, S, M under 2 Hit Dice are affected . If the number
Duration: ld4 rounds + l / Ievel Dlslntesr.tc (Alteration)
rolled is grealer than the actual number of
Casting Time: 6 sub-2 Hit Dice creatures, appl y the remilln- Range: 5 yards/ level
Ana of Efket: Two 10-foot cubes/ level der of the roll to the higher Hit Dice crea- Componuts; V, S, M
Saving Throw : None tures by consulting the following table. Duration: Lnstantaneous
The casting of a death f08 spell creates an Casting Time: 6
area of solid fog that has the additional Conversion Area of Effect : Special
Creature's H it Dice Factor (CF) Saving Throw : Neg.
property of being highly acidic. The vapors
are deadly to living things, 50 that vegeta- Under 2 1
2 to 4 2 This spell causes mailer 10 vanish . It
tion exposed to tM m will die-grass and affects even ma iler (or enersy) of a magical
4+1 t06 + 3 10
similar small plants in two rounds, bushes nature, such as Bigby's forceful hand, but
6+4t0 8+3 20
and shrubs in four, small trees in eight. and not a globe of invulnerability or an anti-
large trees in 16 rounds. Animal life not magic shell. Disintegration is instantane-
immune to acid suErers damage according to In other wo rds. from the 4d20 roll sub-
Iract the number of creatUrH of less than 2 ous, and its effects are pennanent. Any
the length o f time it is exposed to the vapors si ngle creature ca n be affected , even
of a death fog. as follows: Hit Dice (tMse creatures die). If there are
a ny remaining points from the 4d20 roll, undead. Nonliving mattn, up to a 10' x 10'
subtract 2 for each creature of 2 to 4 Hit x 10' cube, can be obliterated by the spell.
1st round : 1 point The spell creates a thin. green ra y that
2nd round : 2 poInt s Dice (these creaturH a lso die). If this still
doesn't use up all the 4d20 roll, subtract 10 causes physical material touched to glow
3rd round : 4 points ;lnd vanish. leaving traces of fine dust .
4th and each suCCftding round : 8 points for each creature of 4 + 1 to 6 + 3 Hit Dice.
and so on . Stop when all the creatures are Creatures that successfully save vs. spell
dead, all the 4d20 roll is used up, or the have avoided the ray (materiaJ items have
The death fog o therwise rnembles the resisted the magic) and are not affected.
2nd-level fog cloud: rolling, billowing remainder is less than I/J of the CF of any
remaining creatures. (If the remainder is liz Only the first creature or object struck can
vapors that can be moved o nly by a very be dfected .
strong wind . An y creature attempting 10 or more of the CF of a crealure. that crea-
ture dies.) The material components are a lodestone
move thro ugh the death fog progrHSH at a a nd a pinch of dust .
rate of but o ne fOOl per unit of nonnal &amplf': A mixed group of 20 goblins,
movement rate per round . A gl.l5t of wind eight gnolls. ilnd four ogres, led by a hill
spell cannot affect it . A fireball. name giant , ilrecaught in the areil of a df'ath spell . Enchut ..n Item
strike, o r a wall of fire can burn it away in a The 4d20 roll gives a total of 53 points; 20 of (Enchantment, Invocation)
single round . this eliminates the goblins (20 x 1 CF). 16
kills the gnolls (8 x 2 CF), and the remain- Range: Touch
The material components are a pinch of Components: V. S, M
dried and powdered peas, powdered animal ing 17 kills two ogres (10 points to kill one
~ , and the remaining 7 points are enough Duration: Spedal
hoof, and strong acid of an y sort (including Casting Time: Spedal
highly distilled vinegar or acid crystals). to kill one more ogre). The other two ogres
and the hill giant are unhanned . Area of Effect : 1 item
which must be obtained fro m an alchemist. Saving Throw : Neg.
A death spell does not affect lynn-
thropes. undead creatures, or creatures This is a spell that must be used by a wiz-
De.th Spell (Neaoman(),) from planes other than the Prime Material. ard planning to create a magjal item. The
Range: 10 yards / level The material component of this spell is a fll1chant an iff, m spell prepares the object to
Components: v, S, M crushed black pearl with a minimum value iilttept the magic. The item must mfft the
Duration : Instantaneous of 1,000 gpo following tests: 1) it musl be In sound and
Casting Time: 6 undamaged condition; 2) the item must be
Area of Effect : One 3O-foot cube/ level Dcml-Sh.dow M.SIc: the finest possible, considering its nature.
Saving Throw: None (111 UJionlPha ntum) i.e .• crafted of the highest quaJhy materiaJ
and with the finest workmanship; 3) its OO5t
When a death spel l is cast , it snuffs out the Range: 60 yards + 10 yards/ level or value must renec! the s«ond test, and in
life forces of crea tures in the area of effect Components: V, S most cases the Item must h;lve a raw-
instantly and irrevocably. Such creatures Duration ; Speciil! materials cost in excess of 100 gp. With
cannot be raised or resurrected . but an indi- Casting Time: 6 respect to requirement 3, it is not possible to
vidual slain in this manner might be brought Area of Effect: Special apply this test to items such as ropes, leather
b.ack via a wish . The number of creatures Saving Throw: Special goods, cloth, and pottery not nonnally
that can be slain is a functio n of their Hit
This spell is similar to Ihe Sth-Ievel embroidered, bejeweled, tooled, carved, o r
Di«.
shadow mllgic spell, but this spell enables engraved. If such work or materials can be
the casting of partially real 4th- and 5th added to an item without weakening or
harming its nonnal functions. ho wever,
175
these are required fo r the item to be be made permanent . Magical devices can- time it is used, to determine whether or not
enchanted . nol be used to , nchant an item o r casl magic the job wa s done properl y). The base
The wizard must have access to a wo rk- upon an object 50 prepared, bUI scrolls can chance is modified by the difference
shop or laboratory, properl y equipped and be used for this purpose. belwterl the wizard's combined Intelligence
from which conlaminating magic can be The materials needed for this spell vary and experience level and the Intelligence and
screened . Any magical item not related 10 according to bOlh the nature of the item the experience level or Hit Dice of the crea-
the fabrication process (such as mosl pro- being enchanted. and the magic to be casl ture ensnared . If the spellcasler has a higher
tective devices) and within 30 feet of the upon it. For ~ample, a doak of displace- total. tha t difference in percentage points is
materials is a sou rce of contaminating magic ment might require the hides of one or more subtracled from the chance fo r the creature
and will spoil the process . displacer beasls, a sword meant to slay 10 b reak free . If the creature has a higher
The item to be prepared must be touched dragons could require the blood and some total, that diffe:rence is added to its chance
by the spell caster. This touching must be other part of the type(s) of dragon(s) it will to break free .
conslant and continual during the casting be effective against , and a ring of shooting The chance can be further reduced by
time, which is a base 16 hours plus an addi- sta rs might require pieces of meleorites and careful preparation of the circle . If the hand·
lional 8d8 hours (as the wizard may never the horn of a ki-rin. These specifics, as well made circle is drawn over a longer period of
work more than eight hours per day, and as other information pertaining 10 this spell , time, using specially prepared pigments
haste or any other spells will nol alter the are decided by your Dungeon Master and (1 ,000 gp value per turn spent drawing), the
time ~u i red in any way, this effectively must be discovered or researched in play. chance. of breaking free is reduced by 1 'l> for
means that casling time for this spell is two every tum spent in preparation. This can
days + ld8 days). All work must be unin- bring the base chance to 0 %.
Ensn.uement (Conjuration/Sum mo ning)
terrupted, and duri ng rest periods the item Similarly, an inlaid or carved design can
being enchanted must never be more than Range: 10 yards be brought to a O'J. chance of the creature
one fool distant from Ihespellcaster, for if it Components: V, S, M breaking free by inlaying with various
is, the whole spell is spoiled and must be Duration : Special metals, minerals, etc. This cost will require
begun aga in. (NOll.' Ihat during rest periods Casting Time: 1 turn a minimum of one full month of time and
absolutely no other form of magic ca n be Area of Effect : Special add not less than 50,000 gp to the basic cost
performed, and the wizard must remain qui- Saving Throw: Neg. of having the circle inlaid o r carved into
I.'I and in isolalion or the enchantment is stone. An y break in the circle spoils the effi·
ruined .) Casting this spell attempts a dangerous
act : to lure a powerful creature from cacy of the spell and enables the creature to
AI Ihe end of Ihe spell, the caster will brea k fret: automatically. Even a straw
another plane to a specially prep<lred trap,
know that the item is ready for Ihe final test. dropped across the line of a magic circle
He will then pronounce Ihe final magical where it will be held unlil it agrees to per-
destroys ils power. Fortunately, the creature
form one service in return for freedom from
syllable, and if Ihe ilem makes a saving within cannot so much as place a straw
the e'l5F1arement spell . The type of creature
throw (which is exactly the same as that of upon any portion of the inscribed ward, fo r
the wizard) vs. spell, the spell is completed. to be ensnared must be known and stated,
and if it has a specific, proper, or given the magic of the barrier absolutely prevents
The spellcaster's saving throw bonuses also it .
name, this must be used in casting the
apply to the item, up to + 3. A result of 1 on Once safely ensnared, the creature can be
e/l5 naremetlt spell . The spell causes an
the ld20 roll always results in fa ilure, kept for as long as the spellcaster dares.
regardless of modifications. Once the spell awareness of a gate-like opening on the
plane of the creature to be ensnared . A spe- (Remember the danger of somelhing break-
is finished, the wizard can begin to place the ing the wardl) The creature cannot leave the
dal saving throw is then made to detennine
desired spell upon the item. The spell he circle, nor can any of ils attacks or powers
if the creature delects the nature of Ihe pla-
plans to place must be cast within 24 hours penetrate the barrier. The aster can offer
or the preparatory spell fades, and the item nar opening as a trap or believes it to be a
gate . To save, the creature must roll equal to bribes, use promises, or make threalS in
must be enchanted again . order to exact one service from Ihe .:aptive
or less than its lntelligence score on 1ci20.
Each spell subsequen tly casl upon an creature.
The score is modified by the difference
object bearing an errchant a" item spell The OM will then assign a value to what
requires 2d4 hours per spell level of Ihe mag- between the creature's Intelligence and that
of the spelkaster. If Ihe creature has a higher the wizard has said to the ensnared creature,
ic being cast. Again, during casting Ihe item rating it from 0 to 6 (with 6 being the most
score, the diffe rence is subtracted from its
musl be touched by the wizard, and during persuasive) . This rating is then subtracted
dice roll to save. If the spelkaster has a high-
the rest periods it must always be within one from the lnlelligence score of the creature. If
foot of his person. This procedure holds er score, the difference is added to the dice
roll . the creature rolls a successful Intelligence
true for any additional spells placed upon check against its adjusted Intelligence, it
the item , and each successive spell must be If the saving throw succeeds, the creature
ignores the spell-aeated opening, and the refuses service. New offers, bribes, etc. , can
begun within 24 ho urs of the last , even if the be made, or the old ones re-offered 24 hours
prior spell failed . spell fails . If the saving throw fails, the crea -
ture steps into Ihe opening and is ensnared . later, when the creature's Intelligence has
No magic placed on an item is permanent dropped by 1 point due to confinement.
unless a permanency speJI is used as a finish- When so trapped, t.he olher-planar crea-
lure can freely attack the ensnaring wizard , This can be repeated until the crealure
ing touch . This always runs a 5 % risk of promises to serve, until it breaks fret:, or
draining 1 point of Constitution from the unless the caster has ~ated a warding dr-
cle. Such d rcles may be temporary (drawn until the caster decides to get rid of it by
wizard casting the spell . Also, while it is means of some riddance spell . Impossible
possible to tell when the basic spell (etlchant by hand) or permanent (inlaid or carved).
Even wilh such protection, Ihe e:ntTapped demands or unreasonable commands are
arr item) succeeds, it is not possible 10 tell if never agreed to.
successive castings act ually work, for each creature may break free and wreak its
vengeance upon Ihe spellcasler. Once Ihe single service is completed, the
must make the same sort of saving throw as creature need only so inform the spellcaster
the item itself made. Naturally, items that A hand-drawn circle has a base failure
chance of 20% , while one inlaid or carved to be instantly sent from whence it came.
are charged- rods, staves, wands, jaUi!/ins The creature might later seek revenge.
of lign bling, ring of wishes, elc. - can never has a base of 10 'J. (and that is fo r the first

116
complete rest or one point per hour of mod- GI.usee (A1teratlon)
f.xt~lon III (Alteratio n) erate activity. The dfects cannot ~ negated
~e : Touch
by a cure dlsPse or heal spell. bu~ a rem~e
Range; 0 curse or successful dispel ma81c spell IS Components; V, S, M
Componmts; V effective. Creatures other than humans, Ouration: 1 round / level
Duration; Special demihumanJ, and humanoids save with + 2 Casting Time: 1 round
Cutin& Time; 6 ~a of Effect: Special
bonuses versus this attack.
~a of Effect ; Special Saving Throw: None
Sleep: The wizard can ca.use any individ-
~ving Throw; None
ual to ran inlO a comat05of:sl um~r by means By means of this spell. the wiurd is able
This spill is the same ..s the 4th-leve.! of a gaze ~ a single word, unless the sub- to make a Retion of metal , slOM, or wood
extension I spell, ex«pt that it will extend jKl successfully rolls ils savi~ throw VI. as transparent as glass to his gaze, or evm
1st- through 3rd-level spells 10 double dur.a- spdl. Creatures normally subJKI to a )st- make it inlO tran.parent materia.l as
lion and will exlend the duration of 4th- or level slup spell save with - 2 penalties. An explained herea.fter. Normally, up to four
Sth-I~el spells by 50% . affected enature must be .ha.ken or other- inches of metal can be seen through. stone
wise shocked back. to COnKlousnes,s. up to six inches thick can ~ made transpar-
In all cases. the pu attack has a speed mt, ~ 2.0 Inches of wood can be affKled
Eye-bite (EnchanlmentlChann.
factor of 1. This spell does not aHKI undead by the gllUMe spell. The spell will not work
Illuslon/Phanta.m) of any type. or Vltend beyond the plane on lead sold, or platinum. The wizard can
Range; ZO yards occupied by lhe caster. Note that the ca.ster opl to ~ke the gla$5H work only for him-
Components ; V, S is subjKl to the effects of his ~Kled gaze, self for the duration of the spell, Of he can
Duration; 1 round/3 levels and Is allowed any applica.ble saving throw . actually make a transparent aru. a one-
Casting Time: 6 In the case of a rdlK'led charm gaze, the way window. in the material affected .
~a of Effect ; 1 enatUff caster is paralyzed until it wears off or is Either case gives a viewing area 3' wide by2'
Saving Throw: Special countered. hlsh. If a window is created, it has the
An ~ebite spell mables the caster to strength of the original material.
merely mffi the gaze of a O't!alure a.n~ speak The material component of the spell is a
Geas (Encha.ntmentICharm)
a single word to cause an effect . Thll gaze small piece of CJ")'$tal or glass.
attack Is in addition to any other attacQ Ranae: 10 yards
allowed the wiurd . The wiurd selects one Components: V
Globe of InvulnerAbility (Abjuration)
of four posaible gaze attacks at the lime the Ouration: Special
spell is cast, and this attack cannot ~ Casting TIme: 4 Range: 0
changed. For example, a 12th-level cast~r Area of Effecl: 1 creatUff Componenls: V. S. M
who chose feAf would have four OpportunI- Saving Throw: None Ouration : 1 round/ level
ties to make gaze a.tta.cks causing feAr, one A gell$ spell places a magical command Casting Time: 1 round
for each round of the spell's dur.ation . Any upon a creature (usually human or human- Area of EffKl; 5-foot-radius sphere
gaze attack is nega.ted by a sucassful saving oid) to carry out some service. or to refrain Saving Throw: None
throw vs. spell. wilh Wisdom adjustmmts. from lOme a.ction or coune of activity, as This spell creatH an Immobile, faintly
The four ~Kls of the .pell are as follows: desired by the spellcaster. The creature must shimmering. magical sphere around the
ChArm: The wizard can charm a .in&!e ~ intelligent, conscious. under its own voli- caster that prevents any lst-, 2nd-, 3rd-, or
penon or monster by gaze and by uttering a tion, and able to understand the caster. 4th-level spell effects from pendr.aling ,
.ingle word . The effKl Is to make t~e While a geas cannot compel a creature to Thus the area of effKl of any such spe1l does
chArmed subject absolutely loyal and doole kill itself or to perform actl that are likely to nol include the area of the globe of invulner-
to the caster, evm 10 the point of pftW~ result in «rta.in death. it can ca.use almost ability. This includes innate spell-like abili-
danger. It il otherwise the same a.s a charm any other course of action . The geased crea- ties and effKls from devices. How~er, any
monster spell . All creaturH other than ture must fo llow the sIven instructlolU until type of spell can ~ cast out of the magica.l
humans. demihumaru, and humanoids save the geas is completed . Failure to do so will sphere, and these pus from the caster of the
with + 2 bonusa. ca.use the O't!ature to grow sick ~ die with- globe to the subjKl without effKl upon lhe
Fear: The wizard can QUI<!! fear by gitU in 1d4 weeks. Deviation from or twisting of globe. Filth and higher leve.! spell. are not
~ by speUlng a single word . The subject the instructiolU ca.usa cofftSPOnding loss affKled by the globe. The globe can ~
flees in blind terror for 1d4 round. . After of Strength points until thedeviation ceases. brought down by a suttessful dispel mAgiC
this the O't!alure reiu5H to face the caster A geas can be done away with by a wish spell.
and' cowen or bolts for the nearut cover il spell, but a dupel magic or remow curu The material component of the spell Is a
subsequmtly confronted by the casler (50% spell will not negate it. Your OM will decide glass or aystal bead that sha.uers at the
cha.nce of either) . The latter effK'l lasts one any additional details of a seas, for ils cast- expiration of the spell .
tum per caster level. ThiI attack can ~ ins and fulfillment are tricky, and a.n
negated by spells tha.t counter fear . improperly cast gen is ignored.
Sicken: Thi. powe.r enables the caster to
merely gaze, .peak a word, and ca.UII! sud-
den ~ and fever to sweep over the sub-
jKl's body. Creatures with ability scores
function at half effectivmess, olhen inflict
only one-half <bmage with physical attacks.
Movement is at one-ha.1f normal rate. lhe
subject rtmains stricken for one tum per
level of Ihe casler, after which all abilities
return at tM rate of one point per tum of

\71
Invisible St.lker lion only if the person, place, or thing is
Gu.uds And W.uds (Evocation,. noteworthy or legendary.
Allerltion,. Encha ntmentIChl rm) (Co njuralioRiSum monJng)
Suppose Delsenora came across a.n
Range: 0 Range: 10 yards extremely well-made sword . It radiates
Components: V, S, M Components: V, S, M magic, but when she used an identify spell,
Duration: 1 hour / level Duration : Special she could not learn any information. Even
Casting Time: 1 round giving it to a trusted fighter didn't work as
Casting Time: 3 turns
Area of Effect: Special Area of Effect : Special the sword did not reveal a ny special
Saving Throw: None powers. Finally, she C;llStS a legend lore spell,
Saving Throw: None
This spell summons an invisible stalker hoping to gain more information. Since the
This special and powerful speJI is primari- sword is at hand. she completes the spell in
ly used to defend the wizard's stronghold . from the elemental plane of Air. T his 8 Hit
Dice monster obeys and serves the spellcast- three turns. In her mind comes the message,
The ward protects a one-sto rey stronghold, ~Once this was the sword of he who waits
with a base dimension of 400' x 400'. The er in performing w hatever tasks are set
before it. It is a faultless tracker within one till Albion', time of greatest peril, whfOn
wizard can w;llrd a multi-storey area by unlo his hand it shall nyagain. Fair was the
reducing the base area proportionately. The day of the quarry's passing. The invisible
sta lker fo llows instructions even if they send hand that gave me and fair was the hand
follOwing take plaCt' in the warded area that reclaimed me.w Clearly, Oelsenora real-
upon casing of the spell : him hundreds o r thousands of miles away
and, once given an order, follows through izes, this must be a very powerful item,
1. All cOrTidors become misty, and visibil- unceasingly until the task is accomplished . since her spell gave onl y a cryptic answer.
ity is reduced to 10 feel . However, the creature is bound to serve; it But who is he who waits7 And where is
2 . AU doors are wizlmllocked. does not do so from loya lty o r desire. Albion7 For more information , Delsenora is
3. Stairs are filled with webs from lop 10 Therefore, it resen ts prolonged missions or going 10 have to cast more spells. But now
bottom. T hese act as the 2nd-level web complex tasks, and it attempts to pervert the proces.s will take much longer. since she
spell, except that they regrow within one instructions accordingly. Invisible stalkers has onl y the vaguest of dues to follow.
turn if destroyed. understand common speech but speak no
4. Where there are choi~ in di rection- language save their own . Lower W.ter (Alteration)
such as a ct0S5 o r side passage- a mino r The material components of this spell are Reversible
confusion-type spell functions so as to burning incense and a piece of hom carved
make it SO% probable that intruders into a crescent shape. Range: 80 yards
believe they are going in the exact oppo- Components: V, S, M
site direction. Duration : 5 rounds/ level
S. The whole area radiates magic. T he nor- Legend Lore (DlvinatJo n) Casting Time: 1 tum
mal use of the detect magic speU becomes Range: 0 Area of Effect : 10-foot square area / level.
impossible for those of less than the caSl- Components: V, S, M Saving Throw : None
er's level and difficult for others. Duratio n: Special
6. One door per level of experience of the The wizard casting a lower ~ter spell
Casting Time: Special
wizard is covered by an illusion to causes water or similar fluid in the area. of
Area of Effect: Special effect to sink away, The water can be lowered
appear as if it were ;II plain w;llil. Silving Throw : None
7. The wizard can place one of the follow- up to two feet for every e:xperieJlCt' level of
ing addi tional magical effects: The legend lore spell is used to determine the wizard, to a minimum depth of one inch.
A . Dancing lights in four corridors legendary in/ormation regarding a known Thf' water is lowered within a square area
B. Magic mouth in two places person, place, or thing. If the person or whose sides are 10 feet long per caster level .
C. Stinking cloud in two pla~ thing is at hand, or if the wizard is in the Thus, a Uth-Ievel wizard affects a volume
D. Gust of wind in one corridor o r rcom place in question, the likelihood of the spell 24' x 120' x UO', a 13th-level caster a vol·
E. 5ugg25tion in one place. producing results is fa r greater and the cast- ume of 26' )( 130' )( 130', and so on . In
ing time is only ld4 turns. If only detailed extremely la~ and deep bodies of water,
Note th;llt items 6 and 7 function only information on the person, place, or thing is such as deep oct'an. the spell creates a whirl-
when the wizard is totally familiar with the known, casting time is Idl0 days. If only pool that swt'epS ships and similar craft
area of the spell's effect. DUpel magic can rumors are known, C.il.Sting time is 2d6 downward. putting them at risk and render-
remove one effect, at random, per casting. weeks . ing them unable to leave by nonnal move-
A remove curse spell will not work . During the casting, the wizard cannot ment for the dwation of the spell . When cast
The material components of the spell are engage in activities other than the routine: on water elementals and other water-based
burning incense, a small measure of sulphur eating, sleeping, etc. When completed, t.he creatures, this spell acts as a slow spell: the
and oil, a knolled Itring, a smaU amount of divination reveals if legendary ma terial is creature moves at half speed and makl'S haJf
umber hulk blood, and a small silver rod . available. It often reveals where this materi- the number of attacks fOach round. It has no
al is-by place name, rhyme, or riddle. It effect on other creatures.
sometimes gives certain informa tion rega rd- The ma terial component of this spell is a
ing the person, place, or thing (when the small vi;lll of dust .
object of the legend lore Is at hand), but this Its reverse, rais4 water, causes water or
cIata is always in some cryptic fo rm (rhyme, similar fluids to ret urn to thfOir highest natu-
riddle, anagram, cipher, sign. elc.). ral level: spring flood, high tide, etc . This
The spell is cast w ith incense and strips of can make fords impassable, n eat grounded
ivory formed into a rectangle, but lOme ships. and may even sweep away bridgH at
item of value to the caster must be saaificed the reff'ref!'S option . It negates lower water
in addition-a potion, magical 50'011. magi- and via versa .
cal item, etc. The material component of the raise
Naturally, leglmd lore reveals informa- ~ I er spell is a small vial of water.

118
milgie, short of il detection device or spell. check morale; they vanish when slai n, Uno
M.us Sugsestlon
In lIS more compln form . where a material opponent n isls to fight, summoned mon-
(EnchlntmentICh,um) component is used. detection is possible sters can, if the wizard can communicilte
Range: 30 yards only by some magical means. whether with them, and if they are physially capa-
Components: V, M devitt, item. or spell, Either form of miril8e ble. perform other services for lhe summon-
Duration : 4 turns + 4 turns / lnel ilrcana is subject to the dis,nl magic spell . ing wizard,
Casting Time: 6 As with all powerful illusions. the mind The material components of this ,pell are
Area of Effect : 1 creilture/ level of the believer u~ appropriate effectl a tiny bag and a small (not necesarily lit)
Saving Throw: Neg. upon the vie~r's body. Under the influence candle.
of the spell , the viewe:r could possibly walk
The mASS suggestion spell enilbles the wiz- across a bed of hot coals thinking it wu a
ard to Influence the actions of one or more MOfdenk.alnen's LucubrAtion
shallow stream of water that was cooling his
chosen creatures in the s.J.me way as the sU8- f~t (and thus suffe:r no damage), dine upon
(AJteratiGn)
gestion spell. Up 10 one creillure per vrperi- imaginary food and actually be satisfied. or Range: 0
ence level of the aster an be influenced, re1t comfortably upon a bed of sharp Components: V. S
provided that illI 5ubiKt creaturn ilre with- stones. thinking it a featherbed . Gravity is Duration: Instantaneous
in the ~yard range. Undead are nolsubjKt not affected by the spell. however. so thai Casting Time; 1
to thi' spell, The suggestion must be reason- an envisioned bridge spanning a d~p chilsm Area of Effect ; The caster
ilbly worded ilnd understood by the crea- does not support the believer. Th05e who Saving Throw: None
turn, and must be the Ame for all hearing witness the evmt see it as a sudden diup-
it. Cniltures successfully Nving v,. spelJ are pearance of the individual. They do not By use of this spell , the wizard is able to
unaffected. Silving throws against the ~II connect it with ~ illusion unless they are instantly recall any lst- Ihrough Sth-Ievel
wHeT iI penalty of -1 , and if a 51ng1e crea- otherwise aware of lOme ma.gjc al work. spell he has used dl1lins the past .z.. hOW'S.
ture is to be affected, its Nving throw suf- The spell must have been memorized and
fers a -4 penalty. Note thai a very actually used during that time period . M o r-
reasonable mass suggestion can cause the MisleAd (Illusion/Phantasm) dellkainen 's luclolbration allow, the recovery
Nving throw to be made with an addi tional Range: 10 yards of only one spell . IE the recalled spell
penally (5Uch ilS -1 , -2, etc,) Oil the distte- Compone:nt : S requires material components. these must
tion of your OM . A mass suggestion an Duration : 1 round/ level be provided by the cuter; the recovered
continue in effect for a considerable dun- Casting Time: 1 spell is not usable until the material compo-
lion, at the OM's discretion. Conditions that Area of Effect : Special nents are available.
willirigger a spedal action can also be sped- Saving Throw : None
fied : If the condition is nOI met before the
When iI mislead lpell is cut by the wiz- Move Luth (Aiter.. Uon)
'pell expirH, then the action will not be per-
formed . ard, he actually creales an illusory double at Range: 10 yards / level
The material components of this spell are the same time that he i, cloaked by Components: V. 5 , M
a make', longue and either a bit of honey- improved invisibility magic (see the 4th- Duration: Permanent
comb or a drop of sweet oil, level spell) . The wizard is then fref: to go Casting TIme: Special
elsewhe:re while his double seemingly moves Area of Efft'cl : SpeciaJ
Mlr.se ArcAnA away. The spell enables the illusion of the Saving Throw: None
wizard 10 speilk and gesture as if it were
(lUu,lon/Pholnlasm. AJter.. tlon) reill, and there are full olfactory and touch When cast , Ihe move earth spell moves
components as well. A true Heing spell or a dirt (clay, loam. sand) and its other compo-
Range: 10 yards/ level
Components: V, S, (M optional) gem of Heing will reveal the illusion for nents. Thus embankments can be collapsed.
Duration : Special what It is, A detect invisibility or troe Heing hillocb moved. dunes shifted. etc, How-
Cuting Time: Special spell. or items such u a gem of .seeing or ner. in no nent can rock prominenca be
Area of Effect: 10 fm/ level radius rob. of eyn can detect lhe inviSlole wizard collapsed or moved. The area to be affected
Saving Throw: None (_ the 5th-level wizard spell. shadow dicta tes the casting time; for nery40 yd. )(
door) . 40 yd. surface area and 10 feet of depth. one
The magic of this spell I, similar to Ihal of lum of casting time is required . The maxi-
the vacancy spell, only this is more power- mum area that can be affected is 240 yd, )(
ful and elaborate. The spell enables the cast- Monster Summoning IV 240 yd .• which takes four hours. II terrain
er to make an area appear to be something (Conluration!Summonlng) features are to be moved-as compared to
other than it is. a setting he has personally Range: 60 yards simply caving in banks or walls of earth-It
Sftn . The spell remains as long as the caMeT is necesary that an earth elemental be sub-
Components: V. 5 , M
maintilin, a minimal con<:altration upon it . sequently summoned to assist . All spell
Duration: 5 rounds + 1 round/ le:ve:1
Even after this. the spell persists for a total co1.sting or summoning must be completed
Casting Time: 6
of one hour plus one additional tum for Area of Effect: Special before any effects occur. As any summoned
each vrperience level of the cuter. (Note: earth elemental will perlonn most of Its
Saving Throw : None
Minimal concentratio n can be maintained work underground, il is unlikely that it will
during normal conve~tion but not while This spell is much like the 3rd-level mon- be intercepted or inte:rrupted . Should thi,
spellcalting. in melee. o r If harmed by all stIr summoning I ,pell, except that tm. spell occur. however. the movement of the earth
iluack ,) U the cnter actually uses a small bit summons ld3 4th-lnel monsters, Thee: requiring its &ervk:n must be stopped until
of anything connected with the place to at- appear within spell range and attack the the elemental is once again available .
ilte this spell. lhen it takes on a quasi-reality. caster's opponents. until he commands the:m Should the elemental be slilin or dismiSRd.
In its basic form, forcftul contact is neces- to ceil5e, the spell duration expirt'S. or the the moue earth spell is limited to collapsing
sary to have any hope of discovering the monllers are slain. These crealUlft do not bU\ks or wall, of earth.

179
The spell annot be ~ fo r tunneling. successfu l). U5e the Dtmgllon Mosler's magic spell, of course.
and is gmerally too slow to trap or bury Guidll Grenade-Uke Missile Table to find The material component of the spell Is a
creilitUre5; its prirrullty use is for diging or where misses strike. Note tha t if the globe Is bit ofneece.
filling moats or for iIIdjusting ternin con- not thrown or slung within one round per
lOurs before a battle. level of the spell-caster, it shalters and
The malerial components for this spell an causes cold da~e as stated above. This Progr.mmed illusion
a mixture of soils (clay. loam, sand) in ill limed effect can be employed against pursu- (lUusionIPhantu m)
small bag iIInd iIIn iron blade. ers, although it can prove hazardous to the Range: 10 yardsllevel
Note: This spell does not violently break spellc.aster and his associates as weJI. Components: V, S, M
the surface of the ground . Instead it crea tes The material component is a 1,OOO-gp Duration: Speci..l
wave-like crests and troughs, with the eanh diamond . Casting Time: 6
tcillcting wilh glacier-like nuidity until Ihe Area of Effect : 20' cube + 10' cube/ level
desired result is achiev~. T~, structures, Saving Throw : Special
PArt W.ter (Alterdlon)
rock formations , and so on. are rel.illtively
unarrect~ . save for changes in elevation Range: 10 ymsllevel This spe.1I creates a 5p«tral force speU
and relative topogrillphy. Components: V, S, M that activates upon command or when a
Duration: 5 rounds / level specific condition occurs. The illusion has
Casting Time : 1 tum visual. auditory. oUactory, and IhermaJ ele-
Ottluke's freezing Sphere Area of Effect: Special ments . It can be of any object, cre.. ture. or
(AJler.. Uon,. Evoc.. Uon) Saving Throw : None force , as long as it remains within t.he
Range:; Special boundaries of the srwll's area of effect .
By employing a pari Wflter spell, the wiz- The ocrurrence lhat begins the illusion
Components: V. S, M ard is able to cause water or similar liquid 10 can be as general or as specific and delail~
Duration: Special move ap.. rt , thus forming a »foot-wide
Casting Time: 6 as desired, such as 1M following: "8egjn
trough. The depth .. nd lenglh of the trough omy when ill venerable female human carry-
Area of Effect: Special afe dependent upon the level of the wizard,
Saving Throw: Special ing a sack of groat clusters sill cross-legged
and a trough tt\fee feet deep by 10 yards within one foot of this spot.~ Such vi$uaJ
Otiluke's Fruling Sphere is a multi- long is created per level. For enmple, at triggers can react to a character wing the
purpose spell of considerable power. If the 12th level lhe wizard would part water J6 disguislt ability. Command range is five
caster opts, he may create any of the follow- feet deep by 20 feet wide by 120 yards long. Yillrds per level of the wizard, so a 12th-level
ing: The trough rftnains as long as the spell lasts mage can command the programmed illu-
or until the w;urd who cast il opts to end its sion 10 occur at a maximum encounter
A) Frigid globe. A small globe of matter al effects. If cast underwater, this spell creates
absolute lero temperature that spreads range of 60 yards. A programmed illusion
a n air cylinder of appropri.. te lenath and cannot distinguis h invisible creatures, nor
upon contact with water. or a liquid that is
diameter. If cast dirKIly on a water elemen- alignment, level, Hit Dice, or class, ex~pt
principally waler, frffzing it to a depth of
tal or other water-based crealW1!, the crea- by external garb. If desired, the effect can be
six Inches over an aru equal to 100 square ture receives 4dB damage and must roll a
feet per level of the mage casting the spe.1I. keyed to a specific noise or spoken word.
successful saving throw vs. spell or nee in The spell lasts until the illusion occurs. thus
This ice lasts for one round per level of the
panic for 3d4 rounds. the spell duration Is variable. The WusJon
asler.
The material components for the spell are will last for a maximum of one round per
The material component is a thin sheet of
two small sheets of crystal or glass. level of the spellcaster.
crystal about an inch square.
Creatures that attempt to disbelieve the
B) Cold ray. The spell can a lso be used as a illusion pin a saving throw vs, spell and, il
rerm .... ent illusion (lllusloniPhantlSm)
thin ray of cold that springs from the caster's successful, they see it for wh.tot it is and add
hand to a distance of 10 yards per level of Range: 10 yards / level +4 bonuKS 10 assodalts' saving throws, if
the wiurd; this ray inflicts Id4 + 2 points of Components: V. S, M this knowledge: can be communicated effec-
damage per level of Ihe caster upon the first Duration : Permanent tively. Creatures not sensing the spell efHd:
creature struck. A saving throw vs . spell i5 Casting Time: 6 are immune until tMY become awa~ of it.
appliable; all damage is negated if it is suc- Area of Effect : 20' cube + 10' cube/ level The illusion is subject to a dis".l magic
cessful (as the ray is so narrow a save Indi- Saving Throw : Special spell.
COllies it missed). If the first crealure is The material component of the spell is a
When this spell Is c..st , the wiurd creates
missed, the path of Ihe ray is plotted 10 its
an illusion wilh visual, auditory, olC.. ctory, bit of neece.
full dislance, and anything else in ils path
and thermal elements. The spell can create
must save (if applk.. ble) or suffer appropri-
the illusion of any objecl , creature, or force. Project Im.ge
iIIte damage .
as long as it is within the boundaries of the (AJtention,. lllulioniPhanl.um)
The material component Is a while sap-
spell's afea of effect. It affects all creatures
phire of not less than 1,000 gp v.. lue. Range: 10 yards/ level
that view the illusion, even 10 the extent of
e) Glob, of cold. This creates a small globe them suffering damage from faJ ling into ..n Components: V. S, M
about the size of a sling stone. cool 10 the Illusory pit full of sharp spikes. Duration : I round/ level
touch, but not h.tormful. This globe can be Creatures that attempt to disbelieve the Casting Time: 6
hurled. either by hand to a distance of 40 illusion gain a saving throw vs. spell and, if A rea of Effect : Special
yards (considered short nlnge), or as a sling successful. they see It for what it is and add Saving Throw: None
bullet . The globe wtte("$ upon impact , + 4 bonuses to associates' SOlving throW$, if By means of this spell , the wizard creales
inOicting 6d6 points of cold damage upon this knowledge can be communlcat~ effec- a nonmateriaJ dupliCiilte of hltnKli, project-
all creatures within a l~foot radius (one- tively. Creatures not sensing the spell effect ing it 10 any spot within spell range. This
half damage if a saving throw vs. spell is are immune until they become aware of it. im.. ge performs actions decided by the
The permanent illusion is subject to a dispel

180
wiurd-w~lking. spe~king. speUaSiing- Nole; Very good or very evil persons will Stone to flesh (Alleratio n)
conforming to the actu~ ~ctions of the wiz· not be I"t:incam~ted as creaturct whose gen· Reveraible
~rd unless h~ concentrates on m~king it act era! alignment is the opposite.
diff~rently (in which case Ih~ wizard is lim- The material components of the spell are Range: 10 Yilrd5/ level
iled to half m ovem~n t ~nd no attacks). iI small drum ilnd a drop of blood. Components: V, S, M
Th~ ima8~ an be dispelled only by m~ans Duration: Permanent
of ~ succnsful disp~/ magic spell (or upon Cas ling Time: 6
Repulsion (Abjur;lltlon) Area of Effect : 1 cnaturt!
command from the spellcast~r) ; attacks p~ss
humlessJy through it. The lma~ must be Range: 10 yards / lev~1 Saving Throw: Spec:i~
within vi_ of Ihe wiutd protecting il 0111 all Components: V, S, M The $ton# to flesh spell turns any sort of
tima. and if his light is obslructed, lhe spell Duration : 1 round/ 2 levels stone into f1Hh . If the m:ipient stone obJect
isbroken . Note thai if the wizard is invisibl~ Casting Time: 6 was formttly living. this spell restores life
0111 the lime the spell is casl, the image is also Area of Effect : Creatures in a (and goods), iI!though the survival of lhe
invisible unlillhe casler's invisibilily ends, l().(oot· widt path crt!ilture is subject 10 the usual s)'Slem shock
thou&h the wizard must still be ~ble to see Saving Throw: None survival roll . Any formerly living creillure,
1M ima~ (by me~ns of a detect inv isibility resardleu of size, can be thus returned to
When this spell is cast, the wizard is able
spell or other method) to m~ i ntain Ih~ spell . flesh . Ordinary stone can be turned to flesh
to CilUse all creatures in the path of the area
U tht' wiurd uses dimension door, telepo rt , of effect to move direc:tly aw~y from his per- in a volume of nine cubic f~t per level oE
"l4In. , hift, or similar spell that breaks his experience of the spellcaster. Such flesh is
son . Repulsion occun ill the speed of the
line of vision, the project image spell ~nds . inert, lacking a vitill life force, unless iI life
creature attempting to mov~ toward the
The mat~rial component of Ihis sp~JI is a fol'Cl! or magical energy i5 aVililable (for
spellcaster. The rt!pelled crealurt! continues
.u-;-alJ replica (doll) oflhe wizard. I!:XiImple, this spell would tum a stone golem
, 10 move ilWilY for a complete round even if
this takes it ~yond spe.1I ranae. The caster into a flesh golem, but lin ordinary stiltue
Re.lnC...,..,tlon (NKrOnu ncy) can designate a n_ direction each round. would become iI body). If cast upon stone,
but use of this power counts as the caster's the wizard un creat~ a cylinder of flesh y
Range: Touch material from one to three f~t in diamettt
Component.: V, S, M principal action in the round . The caster
an, of course, choose to do somelhing else and up to 10f~t long. ~lIowi ng a pi!ssage to
Duration: Permanent be mild~ .
instead of using the rt!pulsion attack .
Casting Time: 1 turn The material components are a pinch of
The milterial component fo r this spell is a
Aru of Effecl : Person touched earth and a drop of blood.
pair of small magnetized iron hilrs ,,!fached
Saving Throw: None The reverse, flesh to ston ~, turns flesh of
to two small c~nine statuettes, one ivory
With Ihis spell, the wizard can bring back and one ebony. any sort to slone. All possessions on the per-
to life a person who died no mort! than on~ son of the creature likewise tum to stone.
day per level of experience of the wizard The intended subject of the spell rKeives iI
Sh.l.de:s a UusionfPha nlu m) saving Ihrow vs. spel1 to avoid the effect . If
before Ihe casting of the spell. The essen~
of the dead person is transferred to another Ran~ : 30 yards iI sl,a!ue created by this spell is sub~ed 10
body, possibly one very differt!nt from his Components: V, S breabge or weilthering, the being (if ever
former body. Reincarnation does not Duration: I round / level rt!turned 10 his original, fleshy state) will
r!!quirt! any laving Ihrow. system shock, or Casling Time: 6 hilve simililr d~mage , defonnities, etc. The
resW"1'«tion survival roll. The corpse is Area of Effect : 2O-fool cube OM mlly allow such damage to be repaired
touched, and a n~w incarnation of the per· Saving Throw: Special by various high-level dericill spells, such as
son will appear in the area in Id6 turns . The regenerall.
person reincamated recalls the majority of T his spell is relilted to the shadow mon· The miltenill components of the spell art!
his formtt life and form , but the character sters and di'mi-shadow monstlt". spells. The lime, wilter, ilnd earth,
class, if any, of the new incarnation might
shades spell uses material from the plane of
be different inde«i. The new inaomation is Shadow 10 form Soemi-reil! illusions of one or
mort! monslen, up to 1 Hit Oie per caster TeMet"'S Tr..nsfonn.ltlon
determined on the following table. If a play-
lev~l. All shades cnated by one spell must (Alleratlon,. Evoca tio n)
er characttt race is indicated, the character
must be cnilted. be of the same SOI'1 , and they have 6O'lb of Range: 0
the hit point total the rt!al creatures would Components: V, S, M
0100 Ro ll IncarnaUon have. Those viewing the shades and filmng Duration: 1 round / level
01-05 BugiJeM thdr saving throws vs. spell believ~ the illu- Casting Time: 6
06-11 Ow. ... sion .
-1. Ell The shades perform as 1he rt!al monsters
Art!a of Effect : The cilster
Silving Throw : None
19-23 enoll wilh respect to Armor Class and allack
24· 28 Gnome forms. Special attack fOrml such ilS petrifi- Tenser's transfonnation is a sight guaran·
29-33 Goblin cation or level drilin do not ilctually occur. teed to astound any creature not aware of Its
34-40 tuIf..U but a wbjtet who believes the shades are power, for when the wizard casts the spell,

......
41-47

S5-59
tblfling
tuIf.",
Hobgoblin
reill will react appropri~tely, until the illu-
sion it countered by iI dupe' magic spell or
the condition is countered by a hu/ spell .
he undergoes II startling transformation ,
The size ilnd slrength of the wiu;rd increase
to heroic proportions, so he becomes a for·
60-73 Human Those who roll successful hving throws see midable fighting machine; the spell CilUses-

.....
74-79

86-90
Kobold
OK
Ogn
t.he shades as tr~nsparent imaga supe:rim·
posed on vague shildowy forms. These are
Armor Class 6 and cause only 60 .. of the
Ihe casl~r 10 become ~ berserk fighter! The
wiurd's hit points double, and all dilmilge
he sustains comes firsl from the magical
91-95 Ogn."... true monsters' nonnal mel~ dama.ge. points gained ; once these points art! ellml-
96-00 Troll

181
nated, all subsequent damag~ (to his tru~ hit For e!ither usage of the spell, oth~r compo-
points) is doubled . Th~ Armor Class of th~ nents required are diamond dust of at least
wizard is4 better than that h~ possessed pri. 500 gp value and a bit of seashell .
or to casing the spell (AC 10 goes 10 6, AC 9
to 5, AC 810 4, etc.), to a maximum Annor
True Seeing (Divination)
Class of -]0.
All attacks an~ as a fjght~r of the same Range: Touch
leveJ as the wizard (i.e .. the wizard uses the Components: V, S, M
combat values normally rHerved for fight - Duration: 1 round !level
ers). The wizard can use either a dagger or a Casting Time: 1 round
staff when attacking. A dagger can be used Area of Effect: 6O-foot light range
twice per round, and each sUe«ssful attack Saving Throw: None
inflicts an additional 2 points of damage. A
When the wizard employs this spell, he
staff can be used only once per round, but
confers upon the recipient the ability to see
with a + 2 bonus to attack and damage
allihings as they actually ar~ . The spell pen-
rolls. The wizard fights in melee in prefer-
etrates normal and magical darkness. 5ecfft
ence to all other forms of attack, and con·
tinues attacking until all opponents are doors become! plain. The exact location of
displaced things is obvious. Invisible things
slain, h~ is killed, the magic is dispdled , or
become visible. UJ usions and apparitions
the spell dura tion expires.
are SC!en through. Polymorphed. changed,
The material component for casting this
or enchanted objects are apparent . (The! real
spell is a potion of heroism (or superhero-
ism) that the wizard must consume during form appears translucently superimposed
th~ course of uttering the spell .
on the! apparent fonn : a gold dragon poly·
morphed to human form would a ppear
human with a ghostly dragon looming over
Tr.nsmute W.ter to Dust (Aherlltion) the human form .) Unlike! the! clerical v~rsion
Reven lble of this spell, the recipient cannot determine
alignm~ n t. The recipie nt can focus his
Rilnge: 60 Yilrds
vision to see into the Ethereal plane or the!
Components: V, S, M
bo rd~ring areas of adjacent planes. The
Duriltion : P~rmanent
Casting Time: 5
range of vision confe!rre!d is 60 feet . True see- Seventh-Level Spells
ing does not penetrate solid objects; it in no
Area of Effect: One 10-foot cube/ level
way confers X-ray vision or its equivalent. knlshment (Abjura tion)
Saving Throw: None (special)
Furthermore, the spell effects cannot be
Rang~: 20 yards
When this spell is cast, the subject area enhanced with magic.
instantly undergoes a change from liquid to The spell requires an ointment for the! Components: V. S, M
powdery dust. Note that if the water is eyes that is made from a very rare mush- Duration : Instantaneous
already muddy, the area of effect is doubled, room powder, saffron, and fat. It costs no Casting Time: 7
while if wet mud is being transmuted, the less than 300 gp per use and must be aged fo r Area of Effect: 1 or more creatures
a rea of eHect is quadrupled. If wat~ r 1d6 months. in a 6O-fool radius
remains in contact with the transmuted Saving Throw: Special
dust. the fonner quickly soaks the latter, A banishment spell e!nables the caster to
Veil (lIluslon/Phan tasml
turning the dust into silty mud, if a suffi· force SOme! extra planar creature out of the
cient quantity of water exists to do 50, oth· Range: 10 yards / level cast~r's home plan~. The effect is instant an~
erwise soaking or dampening the dust Compone!nts: V, S ous, and th~ subject cannot come back with·
according! y. Duration: Itum / lev~l out some special summoning or meilns of
Only liquid actually in the area of effect Casting Time: 6 C!gtess from its own plane to the one from
at the moment of spetlcasting is affected. Area of Effect: 20-foot cube/ leVe!l which it was banishe!d. Up to 2 Hit Dice or
Liquids that are only partially wa ter are Saving Throw: None levels of creature per caster level can be ban-
affected only insofar as the actual water ished .
The veil spell enables the wizMd to instanliy
content is concerned, except that potions The caste!r must both name the type of
change th~ appearance of his surroundings
containing water are rendered useless. Liv- creature(s) to be sent awa y and give its
and party or to create hallucinatory terrain 50
ing creatures a re unaffected , except for name and title as well, if any. In any event,
as to fool ~ the most clever creatures unJess
those native to the elemental plane of Waler. the crea t ur~'s magic resista nce must be
they have the t~ 54!ring spell, a gflm of !('eo
Such creatures receive saving throws vs. defe!ated for the spell to be effective.
ing, or similar magical aid. The veil can make
spell . Failure inOicts Id6 points of damage The! material components of the spell ar~
per caste!r I~ve!l upon the subject, while sue· a sumptuous room seem a filthy den and even
tactile impressions confonn to the visual iIlu· substances harmful, hatd ul , or opposed to
ens means the cr~atur~ receives but balE lhe nat ure of t h~ subject(s) of the spell. For
damag~ . Only one such creature can be
sion. likewise, a party might be made to
resemble a mixed band of brownies, pixies, every such substance include!d in the cast·
affected by any single casting of this spell, ing, the subject aeature(s) loses S'lb from its
regardless of the creature', size or the siz~ of and faeries led by a lreanl. If hallucinatory tt't-
the spell's area of effect.
The reverse of th~ spell is simply a very
...
rain is outed, louch does not cause it to van·
,
magic resistance and suffe!r5 a - 2 penalty to
its saving throw vs. spell. For exilmple, if
iron, holy wa ter, sunstone, and a sprig of
high-powered crflate water spell that rosemary were used in casting a banishment
requires a pinch of normal dust as an addi· upon a being that hates those things, its sav-
tional material component. ing throw v~rsus the! spell would be made

182
with a -8 penalty (four 5Ubstanc~ times The saving throw applies onl y to intelligent DrOllwmlJ's Inst.nt Summons
the faclor of - 2). Special items, such as hair plilnts, and il is made with a -4 penalty to (Conjuralion/Summoning)
from the tail of a ki-rin, or couatl feathers , the die roll.
could also be added to bring the factor up to The material components of the spell are: Range: Infinite + special
-3 or -4 ~ritem . In contrast, a tilan's hair 01 pinch of humus, 01 drop of water, and a
Components: V, S, M
or mistletoe blessed by a druid might lower twig or le~ . Duration: Instantaneous
the factor to - 1 with respect to the same Casting Time: I
creature. If the subject creature successfully Area of Effect: 1 small object
Control Unde.ad (Necromilncy) Saving Throw : None
rolls its saving throw vs. spell , the caster is
slung by a backlash of energy, suffers 2d6 Ra nge: 60 feel When this speJI is cast, the wizard tele-
points of damage, and is stunned for one Components: V. S, M ports some d~ired item from virtuall y any
round. Duration: Jd4 rounds + 1 round / level location directly to his hand. The single ob-
Casting Time: 1 round ject can be no longer in an y dimension than
Bigby's Grasping HMld (Evocation) Area. of Effect : Id6 undead a sword, can have no more weight than a
Saving Throw: Special shield (i1bout eight pounds). and it must be
,Rilnge: 10 Yilrds/ level nonliving. To prepare this spell, the wizard
This spell enables the wizard 10 command
C.-,mponents: V, S, M must hold a gem of not less than S,OOO gp
I d6 undead creatures for a short period of
OwOltion: 1 round / level value in his hand and utter .. 11 but the final
lime. Upon casting the spell , the wizard se-
Cillit.'ng Time: 7 lects one point within range of the spell. ..... ord of the conjuration . He then must
Area ~ Effect: Special Those undead neilr~t to Ihis point are af- crush this gem and utter the fina l word. The
SOlVing Throw: None fected , until either undead equal in Hit Dice desired item is then transported instantly
8igb>~s grasping hand is a superior ve r- to the caster's level or six undead are af- into the spellcaster's right or left hand as he
lion of th e 6th-leyel Bigby's forceful hilnd. It fected . Unde~d with J Hit Dice or less are desires. The item must have been previously
creilter of man-sized (five feet ) to gar- automatic~lIy controlled. Those of greater touched during Ihe initial incantation and
ganluiln.-sU:ed (21 f~t ) hand that appears Hit Dice are allowed a saving throw vs. specifically named; only that particular
and grasps a creature designated by the spell, which if suttessful negates the i1Uempl item is summoned by the spell. The special
casler, regardless of what the spelkaster to control that creature. Regardless of the gem used to summon the item has a magi-
does or how the opponent tries to escape it. SUttes5 or fa ilure of the saving throw, each call y created inscription naming the item to
The grasping hand can hold motionless a creature req uired to milke a check counts to- be summoned . The inscription is invisible
creature or object of up to 1,000 pounds ward the Hit Dice limit of the spell. and unreadable, vccept by means of 01 r/tad
weight, slow moyement to 10 feet per round Those creatu res under the control of the magic spell, to all but the wizard who cut
if the creature weighs between 1,000 and wizard can be commanded by the caster if the summons.
4,000 pounds, or slow movement by SO% if they are within hearing range. There is no If the item is in the possession of another
the creature weighs up to 16,000 pounds. te lepathic communica tion between the creature, the spell does not work, and the
The hand itself inflicts no damage. The caster and the controlled undead. There is caster knows who the possessor is iIl1d
grasping hand has i1n Armor Class of 0, has no language requirement either. Even if roughly where he, she, or it is located whM
as many hit points as its caster in full heal th, commu niCiit ion is impossible, the con- the summons is cast. Items can be sum·
and va nishes when d~troyed . The caster trolled undead do not attack the spellcaster. moned from other planes of existence, but
can order it to release a trapped opponent or At the end of the spell, the controlled un- only if such items are not in the possession
can dismiss it on command . dead revert 10 their normal behaviors . (not necessarily the physical grasp) of an-
The material component is a leather Those not mindless will remember the con- other creature. For each level of experience
glove. trol exerted by the wizard. above the 14th, the wizard is able to sum-
The material component for this spell is a mon 01 desired item from one plane farther
small piece each of bone and raw meal. removed from the plane he is in at the time
Ch.arm FI.nts (EnchanlmentlChum) the spell is cast (one plane away at 14th
Range: 30 yards level, two planes away atlSth, elc.) Thus, a
Oel.ayed Blut Flreb.all (Evocation) wiurd of 16th level could cast the spell even
Components: V, S, M
Duration: Permanent Range: 100 yards + 10 yards/ level if the desired item was on the second layer of
Casting Time: 1 tum Components: V, S, M one of the outer planes, but al14th level the
Area of Effect : Special Duration: Special wizard would be able 10 summon the ilem
Saving Throw: Neg. Casting Time: 7 only if it were no farther than one of the in·
Area of Effect : 20-foot-rildius globe ner planes, the Ethereal plane, or Ihe Aslrill
The charm plants spell ena bl~ Ihe spell- plane (set' Manual 0/ Ih /t Plants) . Note tha t
Saving Throw : liz
caSler to bring under command vegetable special wards or barriers, or filctors that
life forms and communicille with them. This spell creates a fi reball, with a + 1 bo- block the teleport or platlt' shift spells, may
These plants obey instructions to the best of nus to each of its dice of damage, which re- also block the oper~ tio n of this spell. Ob-
their ability. The spell will charm plants in a leases its blast anywhere from instantly to jects in leomund's secret ch~1 cannot be re-
30' )( 10' area. While the spell does not en- five rounds Jate.r, according to the command coyered by using this spell.
dow the vegeta tion with new abilities, it given by the wizard. In other respects, the NOle: If the item is wiurd milrked, it Cill1
does enable the wizard to command the spell is the same as the J rd-Ievel spell fir~ be summoned from anywhere on the same
plants to use whatever they ha ve in order to ball. plane unless spedal loul conditions apply.
fu lfill his instructions; if the plants in the Furthermore, the details of the location of
are:a of effect do have special or unusual the item are more specific , and the item is
abilities, these are used as commanded by more easily traceable ..... ith other types of
the wizard. For example, this spell can gen· serying magic.
erall y duplicate the effects of the lst·level
priest spell entangle , if the caster d~ires .

..3
The changes can be rtversed before anima- of study, the wizard must then toss the dust
Duo-Dimension (Altenltion)
tion by a limited wish or similar spell cast di- into the ai r and it will disappea r.
~e:O rectly upon the body, while a full wish
Components: V, S, M restores the subject to life.
Duration: 3 rounds + I round / level limited Wish (ConJ urationJSummo nlng.
The caster utters the finge r of death spell
CilSting Time: 7 incantation, points his index finger at the Invocation/Evocation)
Area of Effect: The caster creature 10 be slain, and unless the victim Range: Unlimited
Saving Throw: None succeeds in a saving throw vs. spell, death Components: V
occurs. A creature su«essfully saving still Duration: Special
A dl4 (}-dimension spell causes the caster
receives 2d8+1 points of damage. If the Casting Time: Special
to have only two dimensions, height and
sub}ect dies of damage. no internal changes Area of Effect: Special
width, but no depth. He is thus invisible
occur and the victim can then be revived Saving Throw: Special
when turned sideways. This invisibility can
be detected only by means of a true seeing normally.
The limited wish is a very potent but diffi-
spell or similar methods. In addition, the cult spell. It will fulfill literally, but only
duo-dimensional wizard can pass through Forc.ec..ge (Evocatio n) partially or for a limited duration. the utter-
the thinnest of spaces iIS long as these have
Range: 10 yards per 2 levels ance of the spellcaster. Thus, the actuality o~!
the proper height- gOing through the space the past , present. or futurt might be altere-d
Components: V, S + spedal
between a doo r and its fra me is a simple (but possibly only for the wizard unless the
Duration: 6 turns + lIlevel
matter. The wizard can perform all actions wording of the spell is most carefully S~ ted)
Casting Time: 3-4
normally. He can turn and become invisible, in some limited manner. The use of a Ii mited
move in this state, and appear again next Area of Effect: 21).foot cube
Saving Throw: None wish will not substantially change fl\} jor ~
round and cast a spell, disappearing on the alities, nor will it bring wealth or exP~rience
following round . This powerful spell enables the caster 10 merely by asking. The spell can, fo r exam_
Note tha t when turned , the wizard cannot bring into being a cube of foree, but it is un- ple, restort some hit points (or all hir points
be affected by any form of attack, but when like the magical item of tha t name in one im- for a limited du ra tion) lost by the wizard. [t
visible, he is subject to double the amount of portant respect: The forcecage does not can reduce opponent hit probabilities or
damage normal for an attack form , e.g., a have solid walls of force; it has alternating damage, increase duration of some magical
dagger thrust would inflict 2d4 points of bands of force with 1I2~i nch gaps between. effect. ca~ a creature to be favo~bly dis-
damage if it struck a duo-dimensional wi%.- Thus, it is truly a cage rather than an m - posed to the spelJcaster. mimic a spell of 7th
ard. Furthermore, the wizard has a portion closed space with solid walls. Creatures level or less. and so on (see the wish spell) .
of his existence in the Astral plane when the within the arta of effect of the spell are C reedy desires usually end in disaster for
spell is in effect, and he is subject to possible caught and contai ned unless they art able to the wisher. Casting time is based on the time
notice by creatures there. If noticed. it is pass through the openings-and of course spent preparing the wo rding for the spell
25% probable that the wizard is pulled en- all spells and breath weapons can pass (clever players decide what they want to say
tirely into the Astral plane by any attack through the gaps in the bars of force of the before using the spell). Normally the casting
from an astral creature. Such an attack (and [oreecage. time is one round (most of it being taken up
any subsequent attack received on the As- A creature with magic resista nce has a by deciding what to say). Casting this spell
Iral plane) inflicts normal damage. single attempt to pass through the walls of ages the caster one year per 100 yean of reg~
The material components of this spell are the cage. If the mistance check is success- ular life span.
a flat ivory likeness of the spellcaster (which ful. the creature escapes. If it fails. then the
must be of finest workmanship, gold fili- creature is caged . Note that a successful
greed. and enameled and gem-studded at an check does not destroy the cage, nor does it Mus InviSibility
average cost of 500 to 1.000 gp) and a strip enable other creatures (save familiars) to (IIIU5ionfPhantasm)
of parchment. As the spell is ullered. the flee with Ihe escaping creature. The force-- Range: 10 yards/ level
parchment is given a half twist and joined at cage is also unlike the solid-walled protect- Components: V, S, M
the ends. The figurine is then passed ive device, cube of force, in that it can be Duration : Special
through the parchment loop. and both dis- gollen rid of only by means of a dispel Casting Time: 7
appear forever. magic spell or by the expiration of the spell . Area of Effect : Special
By means of spedal preparation at the Saving Throw: None
Finger of De.th (N«romancy) time of memorization. a forcecage spell can
be altered to a forcecube spell. The cube cre- This is a more extensive ada ptation of the
Range: 60 yards ated is 10 feet on a side, and the spell then re- invisibility spell for battlefield use. It can
Components: V. S sembles that of a cube of force in all respects hide creatures in a 60 yd. )( 60 yd. area; up
Duration : Pennanent save that of the differences between a cast to 300 to 400 man-sized creatures. 30 to 40
Casting Time: 5 spell and the magic of a device, including giants. or six to eight large dragons. The ef-
Area of Effect: 1 creature Ihe methods of defeating its power. fect is mobile with the unit and is broken
Saving Throw: Neg. Although the actual casting of either ap- when the unit attacks. Individuals leaving
plication of the spell requires no material the unit become visible. The wizard can end
The finger of dea th spell snuffs out the this spell upon command .
victim's life force. If successful. t.he victim component. the study required to commit it
to memory does demand that the wizard The material component of the mllSS in-
can be neither raised nor resurrected. In ad-
powder a d iamond of at least 1.000 gp visibility spell are an eyelash and a bit of
dition. in human sub}ects the spell initiates
value. using the diamond dust to trace the gum arabic, the forme r encased in the latter.
changes to the body such that after three
days the caster can, by means of a spedal outlines of the cage or cube he dHires to cre-
ceremony cost.ing not less than 1,000 gp plus ate via spellcasting at some later time. Thus,
500 gp per body, animate the corpse as a ju- in memorization, the diamond dust is em-
ju zombie under the control of the caster. ployed and expended., for upon completion

184
appear immediately, and if those resting visible to all creatures save the spellcaster,
Monster Summoning V have not eaten real food within a reasonable and only he can use the space or passage the
(ConjurationlSummoning) time span, ravenous hunger strikes. Failure spell creates, disappearing when the phase
Range: 70 ya rds to ea t normal food immediately results in door is entered, and appearing when it is ex-
Components: V,S, M the onset of fatisue or starvation penalties ited . If the caster desires, one other creature
Duration; 6 rounds + 1 round / level as decided by the OM . of man siu or less can be taken t/'trough the
Casting Time: 6 The material components of this spell a~ door; this counts as two u~ of the door.
Area of Effect; Special a miniature portal carved from ivory, a The door does not passlight, sound. or spell
Savina Throw : None small piKe of polished marble, and a tiny effects, nor can the caster see through it
silver spoon, These are utterly destro yed without using it. Thus the spell can provide
This spell is much like the 3rd-level mOll - when the spell is cast. an escape route. though. certain creatute5,
ster sum moning I spell, except that this spell (It is worth mentioning that this spell has such as phase spiders, can follow with ease.
summons 1d3 5th-level monsters. These ap- been used in conjunction with a normal por~ A gem of true steing and similar magic will
pear within spell range and attack the cast- tal. as well as with illusion magic. There is reveal the presence of a phase door but will
er's opponents until either he commands evidenC1! that the design and interior of the not allow its use.
them to cease, the spell duration expires, or space created can be al tered to suit the cast- The phase doo r lasts for one usage for
the monsters are slain. These creatures do er's wishes. ) every two levels of experience of the spell.
not check morale, and they vanish when caster. It can be dispelled only by a casting
~Iain . If no opponent exists to fight, sum~ of dispel magic from a higher level wizard,
Droned monsters can, if the wizard can com- Mordenkillnen's Sword (Evocation)
or by several lower level wiurds, casting in
municate with them , and if they are Range: 30 yards con ~ rt. whose combined levels of experi-
phy~lally capable. perform other services
Components: V, S. M ence are more than double that of the wiz-
for ttw summoning wizard. Duratio n: 1 round / level ard who cast the spell (this is the only
The material components of this spell are Casting Time: 7 instance in which combining dispel effects
a tiny. bag and a small (not necessarily lit) Area of Effect: Special can be done).
candle. Saving Throw: None Rumor has it that Ihis spell has been
Upon casting this spell. the wiurd brings adapted by a certain powerful wizard (or
MordenkAinen's Milgnlflcent into being a shimmering, sword ~like plane wizards) loereate renewable (or pennanent)
M.1.nslon (Aherallon. Conjuration) portals, which may (or may nol) be keyed
of force . The spellcaster is able to mentally
to specific individuals (henchmen) or items
Range: 10 yards wield this weapon (to the exclusion of all ac-
(such as rings).
Components: V. S. M tivities other than movement). causing it to
Duration; 1 hour/ level move and strike as if it were: being u~ by a
Casting Time: 7 rounds fighter. The basic chance for Mor- rower Word, Stun
Area of Effect: JOO sq. fU level denkainen's sword to hit [s the same as the (Conjuraliol'llSummonlng!
Saving Throw : None chance for a sword wielded by a fighter of
one-half the level of the spellcaster, e.g., if Range: 5 yards/ level
By means of this spell, the wizard con~ cast by a 14th~level wizard, the weapon has Components: V
jures up an extradimensional dwelling, en- the same hit probability as a sword wielded Duration: Special
trance to which can be gained onl y at a by a 7th-level fighter. The sword has no Casting Time: 1
single point of space on the plane from magical attack bonuses, but it can hit nearly Area of Effect: 1 crea tu ~
which the spell was cast. From the entry any sort of opponent, even those nonnally Saving Throw: None
point , those creatures observing the area see struck only by +3 weapons or those astral. When a p01Dl!r word. stun spell is utterecl,
onl y a faint shimmering in the air, in an area ethereal,or out of phase. It hils any Armor any crea ture of the mage's cho ice is
fou r feet wide and eight feet high. The caster Class on a roll of 19 or 20. It inflicts 5<14 stunned - reeling and unable to think. coher-
of the spell cont rols entry to the moill\S;On, points of da mage to opponents of man-siu entl y or to act - for a duration dependent on
and the portal is shut and made invisible be- or smaller, and 5d6to opponents larger than its current hit points. Of course, the wizard
hind him when he enters. He may open il man-siud. It lasts until the spell duration must be facing the creature, and the creature
again from his own side OIl will . Once ob- expires. a dispel magic is used successfull y must be within the range of five yards per
servers have passed beyond the ent rance, upon it, or its caster no longer desires it. experience level of the caster. Creatures
they behold a magnificent foyer and nume r- The material component is a miniature with 1 to 30 hit points are stunnt'd for 4d4
ous chambers beyond. The place is fur- platinum sword with a grip and pommel of rounds,those with :n to 60 hit points are
nished and contains suffident foodstuffs to copper and :line, which costs 500 8P to con- stunned for 2d4 rounds, those wilh 61 to 90
serve a nine-<oUTSe banquet to as many struct, and which disappears after the spell's hit points are stunned for ld4 rounds, and
dO:lens of people as the spel/caster has levels completion . creatures with over 90 hit points a~ not af-
of experience. There is a staff of near-
fected. Note that if a creatu~ is weakened
transparent servants, liveried and obedient ,
Phue Door (AJteralion) 50 that ils hit points are below its usual max-
there to wait upon all who enter. The atmos~
imum, the current number of hit points is
phere is clean, fresh, and wann .
Since the place can be entered onl y
th rough its special portal, outside cond i~
Range: Touch
Components: V
Duration: 1 U5agel 2 levels
""".
tions do not affect the mansion, nor do co n ~ Casting Time: 7
ditions inside it pass to the plane beyond. Area 01 Effect; Special
Rest and relaxation within the place is nor- Saving Throw : None
mal , but the food is not. It seems excellent
and quite filling as long as one is within the When this spell is cast, the wizard attunes
place. Once outside. however, its effects dis- his body, and a section of wall is affected as
if by a passwall spell. The phase door is in~

,.5
creature with fewer than 8 Hit Oi« struck stepping from the plane of Shadow to the
Prlsm~tlc Spr.y by a ray is blinded for 2d4 rounds, regard. Prime Material plane. The wizard knows
(Conillfalion/Summonlng) less of any other effect . where he will come out on the Prime Materi-
Rangl!: 0 Any creClture in the area of effrct will be al plane.
Components: V, S touched by one or more of the rays. To The shadow walk spell can also be used to
Duration : Instantanwus determine which ray strikes a Cf'eClture, roll tTilvel 10 other planes that border on the
Casting Timl!: 7 1d8 . plane of Shadow, but this requires the
Area of EffKt : 70'.long planl!, 15' widl! at potentially perilous t.ransit of the plane of
Prismatic Spray Results
I!nd, 5' widl! at base Shadow to arrive at a border with another
Saving Throw: SpKial 1 .. red 5 .. blue plane of reality. Any creatures touched by
2 .. orange 6 .. indigo the wizard whe;n shadow W41k is Qsl also
When this spell is CilSt, the wiurd causes 3 .. yellow 7 .. violet make the transition to the borders of the
seven shimmering, mlllti--colored ra ys of 4 .. green 8 .. struck by two plane of Shadow, They ma y opt to follow
light to flash from his hand. These include ra Y5, roll ilgain twice the wiz.i.1"d. wander off into Shadowland, or
all colors of the visible spectrum; each ray ignoring any 8s stu mble back inlo the Prime Material plane
has a different power and purpose, Any (50% chan« for either result if they are lost
o r aba ndoned by the wizard ). Creatuteli
Color of Ray Order of Ray EHl!cts of Ra y unwilling to accompany the wiurd into the
plane of Shadow get a saving throw, negatJ
Red 1" inflicts 20 hit points of damage. save vs. spell for half ing the effect if successful.
Orange 2nd inflicts 40 hit points of damage. save vs. spell for half
Yellow 3,d inflicts 80 hit points of damage. save Vi. spell for half
G""n 4Ih save vs. poison or die, if survive suffer 20 points of Simul.i.crum (UJ usionJPhantasm)
poison damage Range: Touch
Blue SIh save vs. petrification or turned to stone Components: V, S, M
Indigo 6Ih save vs. wand or insane Duration : Permanent
Violet 71h save vs. spell or senl to another plane Casting Time: Special
Area of Effect : 1 creature
object(s) invisible to any form of sight or Saving Throw : None
Reverse (ir.nlty (Alteration) seeing. Thus, a sequester spell can mask a By means of Ihis spell, the wizard is able
Range: 5 yards/ level ~t door, a treasure vault . or whatever. to create a duplicate of any creature. The
Components: V, S, M Of course, it does not re;nder the subject duplicate appears to be exactly the same as
Duration: 1 round / level proof from tactile discovery or fro m the original. but there are differences: the
Casting Time: 7 devices, such as a robe of eyes o r a gem of simulacrum has only 51 % to 60 % (50% +
Area of Effect: .30 feet )( 30 feet seeing. If cast upon a creature not desiring IdlO%) of the hit poinl5 of the real creature,
Saving Throw: None to be affected, a normal saving throw vs. there an: personality differences, there are
spell is given, living creatures (and even areas of knowledge that the duplicate does
This spell reverses gravity in the area of
undead typ6) aHected by a sequester spell not have, and a detect magic spell will
effect , causing all unattached objects and
become comatose and are effectively in a instantly reveal it as a simulacrum, as will a
creatures within it 10 "faW upwa rd. The
state of suspended animation until the spell true suing spell . At illI times the simula-
reverse gravity lasts as long as the casler
wears off o r is dispelled, crum re mains under the absolute command
desires or until the spell e)!;pires. If some
The material components of the spell are of the wizard who created it . No spKial tele-
solid objrct is encountered in this - fall .~ the
a basilisk eyelash, gum ar",bic, and a dram pathic link e)!;is!s, so command must be
object strikes it in the same manner as it
of whitewash. e;xercised in some other manner. The spell
would during a normal downward fall . At
the end of the spell du ration . the affrcted creates the Form of the creature. but it is
objects and creatures fall downward . As the Sh.i.dow W.lk (lnUJlon,. Enchantme nt) only a zombie-like creation . A nincanla-
spell affects an area . objects tens, hundreds, tion spell must be used to give Ihe duplicilte
Range: Touch a vital foret', and a limited wish spell must
or even thousands of feet in the ai r above
Components: V. S be used to empower the duplicate with 40%
the area can be affected.
Duration: 6 turns / level 1065 %(35 % + 5 to.30%) of the knowledge
The material components of this spell are
Casting T ime: 1 and personality of the original. The level . if
a lodestone and iron filings.
Area of EffK t: Special any, of the simulacrum is from 20% to 50%
Saving Throw: None of that of the original crealure.
Sequester In order to use the shadow walk spell, the The duplicate creature is formed from ice
(IlluslonJPhant um. Abjuration) or snow . The spell is cast over the rough
wizard must be in an area of heavy
Range: Touch shadows. The caster and any creature he form and some piece of the creature to be
Compone;nts: V, S, M touches are then transported to the edge of duplic.ated must be plilced inside the snow
Dur",tion: 1 week + 1 da y/ level the Prime Material plane where it borders or ice. Additionally. the spell requires pow-
Casting T ime: 7 the plane of Shadow. In this region the wi%- dered ruby.
Area of Effect : 2-foot cube/ level ard can move at a rate of up to seven miles The simulacrum has no ability to become
Saving Throw: SpKial per tum . moving normally on the borders more powerful: it cannot increase its level or
of the plane of Shadow but much more ra p- abilities. If destroyed. it reverts to snow and
Whe;n cast . this spell not only prevents melts into nothingness, Damage to the simula·
idly relative to the Prime Material plane.
detection and location spells from working crum can be repaired by a compb process
Thus rapid travel can be accomplished by
to detect or locate the objects affected by the requiring at least oneday, 100 gp per hit point,
moving in the plane of Shadow and then
54tquester spell . it also renders the affected and a fully equipped laboratory.

• 86
Spell Turning (Ablurltlo n) St.a.tue (Altuatlon) V.a.nl.sh (Alterallon)
Range: 0 RInge; Touch Range: Touch
Components: V. S. M Components: V. S. M Componmts: V
Duration; Up to 3 rounds/ level Duration ; 1 hour/ level Duration : Special
Casting Time: 7 Casting Time: 7 Casti", Timr: 2
~a of Efftct : The caster Ana of Effect: Crealure to uchtd Are~ of Effect : 1 object
Saving Throw: None Saving Throw: Spedal Saving Throw: None
This powerful abjuration causes spells When ill stu t UII spell is cast. the wizard or When the wizard employs this spell. he
cast a~insl tM wizard to rebound on the otMr creature is apparently turned to solid cause a n object 10 vanish (i.e,. to be: tde--
original aster. This inclucks spells cast stone. along with any garments and equip- ported as if by a Irlrport spell) if it we:ighs
from scrolls and innate spell-like abilities. me:nt wo rn or carried. The initial tra nsfor- no mo~ than 50 pounds per ca.ster level.
but specifically excludes the following : area mation from AHh to stone requires o ne full Thus a 14th-leve:l aster can vanish. and
effects that are not centertd directly upon round after the spell is cast . During this ini- cause to reappear .11 a desi~ location. ~n
the protecttd wizard. spell effectl delive~ ti;,.1 transfonnation. the creature must roll a object up to 700 pounds in weight. The max-
':Iy touch. and spell dfects from devl«s such saving throw 01 82 'lb or le:ss. with - I de- imum volumr of malerial that can be af-
~ ..... andt. staves. etc. Thus a light spell cast ducted from the dice roll for each point of fe:cted is three cubic feet prr leve:l of
I~ blind the pro tKttd wiza rd could be Coru;titution. so an 18 Constitution grants t'xperie:n~. Thus. both weight and volume
tUNd back upon and possibly blind the certain success. Fa il ure indicatH system limit the spell. An object that exCftds e:ither
attr. while the same spell would be unaf- shock and dea th. Thereafter the: creillture limitation is unaffected a.nd the spell fails.
h<l!r;teoif cast to light iIIn area within which can withstand any irupection and appear to If desired. a vanis hrd objecl an be placed
the )n-dected wizard is standing. be a slone statur, although a faint magic is dHp within tM Ethere:al plane. In this CiIISt'.
FrO'mKVm to ten spell levels are iIIUeeted detected from the stonr if it is checked for. the point from which thr object vanished re--
by the hlmin&. llle ex.act number is secretly Despite being in this condition. the petri- m~ins faintly m~gical un til the item is reo-
roUed by the OM; the plillyer MYer knows fied individuilll Cilln _ . hear. and smell nor- lrieved. A sUe«ssful dislHl magic spell cast
for cutain how effeetive the spell is. mally. Feeling is limited to those sensations o n the point will bring the vanished item
A spell may be o nly partially tumed- that an affect the granite--hard substance of bac k from the Ethereal plane. Note that
divide the numbu of remaining levels that the individual's body-i.e .. chipping Is cre:atut6 and m~gical forct$ annot be
can be turned by the spell level of the incom- I!qual to a slight wound. but breaking off made: to vanish.
ing spell to see whillt fraction of the effect is one of thr statue's arms is serious dam~ . There is a 1 'II. chancr that a vanished item
tumtd- the remainder alfects the caster. The individual undu the magic of a will be disintegrated instead , There is also a
For example. if an incoming fi®allis em- statue ~II can rrcum to his nonnal statr in- 1 '11. chance that a creature from the Ethereal
te~ o n ill wizard with one level of turning stantly. act. and then rrcum to the statue plane i.s able to gain acce:ss to the Prime Ma-
Idt . This means that ~/J of the fireball af- stillie. if he: so dHirH. illS 101\3 as thespelJ du- te:rial plane through the villnished item's con-
fects t he protected wiurd. III Iffeets the ration is in effect , nection.
caSler. and each il the center of ill firdnll ef- The material components of this lpell are
fect. If lhe rolltd damage is 40 pointl . the lime:. sand. and a drop of waler stirred by an
VisIon (Dlvlnilltlon)
protected wiurd reaivt5 27 point' of dam- iron bar. such as a nail or spib.
age and the culer luffers 13. Both (and any Range:: 0
creatures in the res(>«tive areas) can roll Telepon Without Error (Alteration) Componmts: V. S. M
saving throws VI. spell fo r half damage. Duration: Special
Partially turned hold or puralysis spells will Range: Touch Casting Timt': 7
slow those who are SO'll. or more affected . Componenls: V Area of Effect: The ca.sle:r
If the prottcted wb.ard and a 5pellcillsting Duration : instillntaneous Saving Throw : None
a ttacker both have sprll turning effects op- Casting Timr : 1
At such timr as the: wizard wishes to gain
e:rating. a re50naling f~ld is crealed that has Area of Effect : Special
supernatural guidance, he casts ~ uisiort
the follo wi1\3 effects: Saving Throw: None
spell. ailing upon whatrv~ powe:r he de-
0100 This spell is similiir to thr tell/porl spell. .sirH aid from . and asking the question for
RoD EHret The aster is able to transport himself, along which a vision is to be giVI!rI in answer. Two
01-70 Spell drains away without effect with thr material weight noted fo r a trleport six-sided. dice an! rolled . if they total 2 to 6.
7l-<!O SpeU aIfects both equally at fuJI spell. to any known location in his home the: powe:r Is annqyed and will cause the: wiz-
d....... planr with no chana: for e:TTOr. The spell ard. by iIIn ultra-powerful geu or quest, to
81-97 Both turning effects are rendered iilso e:nablH the casle:r to travel to olher do some service. and no questions are an-
non·functional fo r ld4 turns planes of existence. but any such plane is, at swered , If the dice lotal 7 to 9, the power is
98-00 Both asters go throU&h a rift best . ~st ud ied carefully.~ This assumes that indifferent. and lOme: minor vision. possi-
into the Positive Material plane the caster has. in fact, actually been to the bly un~ l~ ted to the question. is givm. A
plane iIInd ard'ully perused an a~a for an score of 10 or beltrr indicates that the vision
The material component for the spell is ill evmtual ,.ll/portation wi,hout error spell. is gran ted.
small silvu mirror. The table for the tf!irport spell is used, with The material component of the spell il the
the: casler's knowle:dge of the: a~a to which sacrifice of IOmrching valued by the spell-
transportation is desired used to detennine aster or by the: power supplica ted. Thr
chance of error. (Exce:pt ion: See: the: 9th- more prf:dous the sacrifice. Ihe better the
level wizard spell • .succor.) The caster can chance of spell success. A very precious
do nothing rise: the round thai he appean ilem grants a bonus of + 1 on Ihe dice, o ne
from a teleport . that is extre mely precious adds + 2. a nd a
priceles item adds + 3 .

• 87
object or item. The desire to slay in the area leather glove and a small device consisting
or touch the object is overpowering. Unless of four rings loined so as to form a slightly
a saving throw vs. spell is successfully rolled curved line, with an · I ~ upon which the bot-
the creature or character will stay or refuse toms of the rings rest, the whole fashioned
to release the object. If the saving throw is of an alloy of copper and zinc.
successful , the creature or character is
released from the enchantment, but a subs.e- Blndlns (Enchantmen t,. Evocation)
quent saving throw must be made Id6tums
later. If this saving throw fails, the affected Range: 10 yards
creature will return to the area or object. Components: V, S, M
The material components of this spell are Durilllion: Speciilll
1,000 gp worth of cnJshed pearls and a drop Casting Time: Special
of honey. Area of Effect: 1 creature
Note that the particular type of creature Saving Throw : Special
to be affected must be named specifically,
A binding spell creates a magical restraint
e.g., red dragons, hill giants, wererats, lam-
to hold a creature, usually from another
masu, catoblepas, vampires, etc. likewise,
plane of existence. Extraplanar crutUtel
the specific alignment must be named. e.g.,
must be confined by a drcular d.J.a&ram;
chaotic evil. chaotic good, lawful neutral.
other creatures can be physically confiner.<
true neu tral, etc.
The duration of the spell dependJ upon M
H this spell is cast upon an area, a 10-foot
form of the binding and the lev~ of the aQ_
cube can be enchanted per experience level
er(s). as well as the length of time the !pe'iI is
Eighth-Level Spells of the caster. H an object or itml is enchant-
actually uttered . The components vary
ed, only that single thing can be enchanted;
aceording to the form of the spell, but they
AndpAthy.Sympilthy affected creatures or rnarillcters save VI. the
include a continuous chanting utterance
(EnchanlmentlCharm) spell with a - 2 penalty.
read from the scroll or book page giving the
Range: 30 yards spell; gestures appropriate to the form of
Componmts: v, S, M liSby's Clenched fist (Evocation) binding; and materials such as miniature
Duration: 2 hours / level chains of special metal (silver for Iycan-
lUnge: S yards/ level
usling Time: 1 nour tMOpes, etc.), soporific herbs of the rarest
Components: V, S, M
Area of Effect: Special sort, ill corundum or diamond gem of great
Duration: 1 round/ level
Saving Throw: SpKial size (1,000 gp value per Hit Die of the sub-
Casting Time: 8
ject creature), iIInd a vellum depiction or
This spell allows the wizard to set certain Area of Effect : Special
Saving Throw: None Cillrved stillluetle of the subject to be up-
vibrations to emanate from an object or .=d.
location Inallend to either tl!pel or attract a The Bigby's clenched fist spell brings forth Magic resistance applies unless the sub-
specific type of intelligent creatu~ or char- a huge, disembodied hand that is balled into ject's true name is used . A saving throw is
acters of it particular alignment. The wizard a fist . This magical member is under the not applic.able as long as the experience level
must decide which effect is desired with mental control of the spell caster, who can of the caster is at least twice as great as the
regard to what creature type or alignment cause it to strike one opponent each round. Hit Dice of the subject. The caster's level can
before beginning the spe.llca5ting. for Ihe No concentration is required once the spell be augmented by one-third of the levels of
components of each application differ. The is cast . The clenched fist never misses, but it each assisting wizard of 9th level or higher,
spell cannot be cast upon living creatu~ . can only strike as directed by the caster. and by one level for each assistant of 4th
Antipathy: This spell causes the affected Thus it can be fooled by invisibility or other through 8th level. No more than six other
creature or alignment type to feel an over- methods of con«alment and misdirection. wizards can assist with this spell. If the cast-
powering urge to leave the area or to not The effectiveness of its blows varies from ers level is less than twice the Hit Dice of the
touch the affKle<:! item . U a saving throw round to round. subject, then the subiect gains a saving
vs. spell is successful. the creature can stay throw vs. spell, modified by the form of
in the area or touch the item, but the crea- 02.
binding being attempted. The various forms
ture will feel very uncomfortable. ilnd it per- RoU Result
1-12 glancing blow-ld6 hp of binding are these:
sistent itching will cause it to suffer the loss Chaining: The subject is confined by
of 1 point of Dexterity per round (for the 13-16 solid punch-2d6 hp
17-19 hard punch-Jd6 hp and opponent restraints that generate an rmtipathy affect-
spell's du ration). subject to a maximum loss ing all creatures who approach the subject,
of 4 points and a minimum Dexterity of J . is stunned next round
except the caster. Duration is as long as one
Failure to save vs. spell forces the being to 20 C rushing blow· -4d6 hp and
year per level of the caster(s). The subject of
abandon the arta or itml, shunning It per- opponent is stunned for next three
rounds this form of binding (as well as in the slum-
manently and never willingly retuming it ber and bound slumber versions) remains
until the spell is removed or expires. • The wizard adds +4 to the die rolls of within the restraining barrier.
The material component for this applica- subsequent attacks if the opponent is S/umb.r: Brings a comatOK sleep upon
tion of the spell is a lump of alum soaked in stunned, as the opponent is not capable of the subject for a dutilltion of up to one year
vinegar. dodging or defending against the iIIltillck per level of the caster(s).
Sympathy: By casting the Iympathy effectively. Bound Slumber: A combination of chain-
application of the spell. the wiurd can ing and slumber that lasts for up to one
cause a particular type of creature or align- The fist has an Armor CliII55 of 0, and is
destroyed by damage equal to the hit points month per level of ttie caster(s).
~t of character to feel elated and pleased
of its caster at full health. Hedged Prison : The subject is transported
to be in an area or touching or possessing an to or otherwise brought within a confined
The material component of this spell is a

'88
area from which it cannot wander by any time at which the flesh was taken , and all
Glusteel (Alteration)
means until f~. The spell remillhu until subsequent knowledge, experience, etc., is
the DU3ial hedge is somehow broken . lotally unknown to Ihe clone. The clone is a Range : Touch
Metamorphosis: Causes the subject to physical duplicate, and possessions of the Components: V. S, M
change to some noncorporeal fonn. save for original are another matter entirely. A clone Duration: Pennanent
its head or face . The binding is pennanent takes 2d4 months to grow, and only after Casting Time: 8
until some prescribed acl frees the subject. that time is dual exislence established. Area of Effect: Objecl touched
Minimus Contllirlment: The subject is Finally, the clone has one less Constitution Saving Throw: None
shrunken 10 a height of one inch or even less point than the body it was cloned from, and
The glassree! spell tums nonnal, non-
and Mid wilrun the hedged prison of some the cloning fails if the clone would have a
magical crystal or glass Into a transparent
gem or similar object. The subject of a mini· Constitution of O.
substance that has Ihe tensile strength and
mus conta inme nt , metamo rphosis, or The material component of the spell is a
unbreakability of iiclual steel. Only a rela-
hedged prison Tildiates a very faint aura of small piece of Ihe flesh from the person to be
tively small volume of ma terial can be
IIYgic. duplicated.
affected. a maximum weight of 10 pounds
"The type of binding does not modify the The OM may, in addition, add other stip-
per level of experience of the spellcaslu , and
saving throw for the chaining form of the ulations to the success of a cloning effort,
it must fonn one whole objecl. The Armor
.pell. Slumber allows the subject a + 1 requiring that some Irace of life must remain
Class of the substance is 1.
bnus, bound slumber a +2 bonus, hedged in the flesh sample, that some means of stor-
The material components of Ihis spell are
pn9n a +3 bonus, metamorphosis a +4 ing and preserving the sample must be
a small piece of glass and a small piece of
bon.. and minimus containment a + 5 devised and maintained. etc.
steel .
bo.-au.to the Solving throw, However, if the
subject is magically weakened, the referee Dem.nd
can assisn a - 1. - 2, orevm -4 penalty to Incendiary Cloud
the saving throw. A successful saving throw (Evocation,. EnchanlmenllCharm)
(AJlerIlUon,. Evocalion)
enableslhe subject to burst its bonds and do Range: Special
as it pleases. Range: 30 yards
Components: V, S, M
A binding spell can be renewed in the case Components: V. 5 , M
Duralion: Special
of Ihe fint thrff forms of the spell, for the Duration: 4 rounds + 1d6 rounds
Casting Time: 1 tum
subject does not have Ihe opportunity to Casting Time; 2
Area of Effect: 1 creature
break the bonds. (If anything has caused a Area of Effect: Special
Saving Throw: Special
weakening of a chaining or slumber version, Saving Throw: 111
such as attempls to contact the subject or This spell is very much like the Sth-Ievel
An incendiary cloud spell exactly resem·
magicillily touch It . a nonnal $iIIving throw wizard spell s~" ding. allowing a brief con-
tact with a far distant creature, except that bles the smoke effects of a pyrot/lch"ies
applies to the renewal of the spelL) Othl!'r- spell . except that its minimum dimensions
wise. ilher one year, and each year thereaf- the message can also contain a suggestion
(~3rd-Ievel wizard spell}. which the sub-
are a cloud of 10-foot height by 20-foot
ter, the subject gains a nonnal saving throw length ~nd breadth. This dense vapor cloud
vs. the spell. Whenevu it is successful , the ject will do its best to carry out if it fails its
billows forth , and on the Ihird round of its
binding speJi is broken and the creature is saving throw vs. spell. with a - 2 penalty.
Of course, if the message is impossible or existence it begins to flame, ausing 1-2
f.... points of damage per level of the wizard
meaningless according to the circumstances
that exist for the subject at the time the who casl it. On the fourth round it inflicts
Oone (N«romancy) ld4 points of damage per level of the caster,
demand comes, the message is understood
and on the fifth round this iilgaln drops to
Range: Touch but no saving throw is necessary and the
1-2 points of damage per level as its flames
Components: V, S, M suggestion is ineffective.
bum out . Any successive rounds of exist·
Duration: Permanent The caster must be familiar with the crea-
ture contacted and must know its name and ence are simply harmless smoke thai
Casting Time: 1 tum obscures vision within ils confines. Crea-
Area of Effect: Special appearance well. If the creiilure in question
tures within the cloud need to make only
Saving Throw: None is not in the same plane of existence as the
spellcaster. there is a base 5'!1t chance Ihat one saving throw if it is successful. but if
This spell creates ill dupliale of a human, the demand does not arrive. Local condi- they fail the first saving th row, they roll
demihuman, or humanoid creature. This tions on other planes may worsen this again on the fourth and firth rounds (if nec-
clone is in most resPKls Ihe duplicate of the chance considerably at the option of the essary) to attempt 10 reduce dama~ sus.
individual, complete to the level of experi- DM . The demand, if received , will be lained by on~half.
ence, memories, etc . However. the dupli- understood even if the creature has an intel- In order to cast this spell, the wixard must
cate really is the person, so that if the ligence ability score as low as 1 (animal have an available fire source (just as with a
original and a duplicate exist at the same Intelligence) . Creatures of demigod status pyrotechnics spell), scrapings from beneath
lime, each knows of the other's existence; or higher can choose to come or not, as they a dung pile, and a pinch of dust .
and the original person and the clone will please.
each desire to do ilway with the other, for The demand message to the creature must
such an altu-ego is unbearable to both. If be 25 wo rds or less, including Ihe sugges-
one cannot destroy the other, one will go tion. The creature can also give a short reply
insane (90% likely to be the clone) and immediately.
destroy itself, or possibly (2 '!It chance) bolh The material components of the spell are
will become mad and destroy themselves. a pair of cylinders, eiich open at one end,
These events nearly always occur within connected by a Ihin piece of copper wire and
one week of the dual existence. Note that some small part of the subject creature-a
the done is the person as he existed at the hair, bit of nail, etc.

'89
Mus Chum (Enchantmenl/Charm) or read emotions or thoughts. This protects actual, so the orb can be rolled without ex-
against augury, charm , command, confu- ceptional effort . Because of the reduced
lUnge: 5 yards / level sion, divination , empath y (all fonns), ESP. weight, r.IIpid motion or falling within the
Component : V lear. /e,blemind, m45.5 sugglStion, phantas- field of the sphere is relatively hannless to
Duration: Special mal killer. possession, ruiership , soul trap- the object therein, although It can be disas-
Casting Time: 8 ping, suggestion, and telepathy. Cloaking trous should the globe disappear when the
Area of Effect: Special protection also extends to the prevention of subject inside is high above a hard surface.
Saving Throw: Neg. discovery or infonnation gathering by crys- The caster can dismiss the effect with a
tal balls or other scrying devices, clairaudi- word.
A mass charm spell affects either persons
e"ce, clairvoyance, communi"g, contacting In addition to a hemispherical piece of di-
or monsters just as a charm plfnon spell or a
other planes, or wish-related methods amond and a matching piece of gum a ... bic,
charm monster spell. The mQS5 charm spell,
(luish, limited wish). Of course, exceedingly the casler must also have a pair of small bar
however, affects a number of creatures
powerful deities can penetrate the spell's magnets as material components for this
whose combined levels of experience or Hit
barrier. spelL
Dice does not exceed twice the level of expe-
rience of the spelkaster. All affected crea-
ture must be within the spell range and Monster Summonlns VI Otto's IlTeslstlble O.nce
within a JO..foot cube. Note that the crea- (ConjuratlonlS ummoning) (Enchant mentlCha nn)
tures' saving throws are unaffected by the
number of recipients (see the charm peru," Range: 80 yards Range: Touch
and charm monster spells), but all target Components; V, S, M Components: V
creature are subject to a penalty of - 2 on Duration: 7 rounds + 1 round / level Duration : Id4 + 1 rounds
their saving throws because of the efficiency Casting Time; 8 Casting Time: 5
and power of this spell. The Wisdom bonus Area of Effect : Special Area of Effect: Creature touched
against chann spells does apply. Saving Throw; None Saving Throw: None
This spell is much like the 3rd-level mon- When an Otto's irresis ,iblll dance spell is
Mue (ConlurAtlonlSum moning) ster summoning I spell, except that it sum- placed upon a creature, the spell causes the
mons 1d3 6th-level monsters. Tht>se appear recipient to begin dancing, complete with
Range: 5 ya rdsllevel in Id3 rounds within the spell range and at- feel shuffling and ta pping. This dance
Components: V, S tack the caster's opponents, until either he makes it impossible for the victim to do any-
Duration: Special commands them to cease, the spell duration thing other than caper and prance; this ca-
Casting Time: 3 expires, or the monsters are slain, These vorting worsens the Armor Class or the
Area of Effect : 1 creature creatures do not check morale, and they creature by -4, makes saving throws im-
Saving Throw : None vanish when slain . If no opponent exists to possible except on a roll of 20, and negates
An extradimensional space is brought into fight, summoned monsters can, if the wiz- any consideration of a shield. Nole that the
being upon utterance of a mau spell. The sub- ard can communicate with them, and if they creature must be touched- as if melee com-
ject vanishes into the shifting labyrinth of are physically capable, perfonn other serv- bat were taking place and the spellcaster
force pWle!i for a period of time that is totally ices for the summoning wizard . were striking to do damage.
dependent upon its Intelligence. (Note: Mino- The material components of this spell are
taurs are not aHected by this spell.) a tiny bag and a small (not neassarily lit)
candle. Pcrmt\nency (Alteratio n)
Intelligence of Time Trapped Range: Special
Maud CreAture In MaXI! Otlluke's Telekinetic Sphere Components: V, S
under 3 2d4 turns Duration : Pennanent
(Evocation. Alteration)
3t05 1d4 turns Casting Time: 2 rounw
6 to 8 5<14 rounds Range: 20 yards Area of Effect : Special
9 to 11 4d4 rounds Components: V, S, M Saving Throw: None
U to 14 3d4 rounw Duration: 2 rounds / level
This spell affects the duration of certain
15t017 2d4 rounds Casting Time: 4
other spells, making the duration penna-
18 and up Id4 rounds Area of Effect : I-foot..c.iameler sphere
nent . The personal spells upon which a per-
per level
Note that teleport and dimemion door manency is known 10 be effective are as
Savil\8 Throw; Neg . follows:
spells will not help a cha~cter escape a
mate spell, although a pla'ie shilting spell This spell is exactly the same as the 4th- comprehend
will. level witard spell, Otiluke's resflient sphere,
languages protection from &!"ViI
with the addition that the crrat ure or ob-
detec! evil protfction from
jects inside the globe are just about
Mind II~k (A bjuratio n) detect inuisibilily normal mwillS
weightless-anything contained within it
detect magic reAd magic
lUnge: 30 yards weighs only Ih . of its nonnal weight. Any
inlrauision tongues
Components: V, S subject weighing up to 5,000 pounds can be
protection from
Duration : 1 day telekinetically lifted in the sphere by the
catltrips
Casting Time: 1 caster. Range of control extends to a maxi-
Area of Effect : 1 creature mum distance of 10 yards / level after the
sphere has actually succeeded in encapsulat- The wizard casts the desired spell and
Saving Throw : None then follows with the pf!rmanency spell.
ing a subject or subjects. Note that even if
When the very powerful mind blank spell Each plfrmanency spell lowers the wizard's
more than 5,000 pounds of weight is en-
is cast, the creature is totally protected from globed, the perceived weight is but 11t6 of Constitution by 1 point. The wizard cannot
all devices and spells that detect , influence, cast these spells upon other creatures. This

"190
application of permaMnCY can bot dispelled Kingdom Animal, vrgetabll, minen.1 rower Word, Blind
only by a wlurd of g~ater level than the CI"" M .. mmals, bip~s . fungi ,
(Conlur;!ltiol\lSummoning)
spellcastu was wh~ hr cast the spell. met .. ls, etc.
In addition to personal use, the prmlA- Rrlillionsnip Twig is to tree, sand is to Range: 5 yards/ level
neney spell can be used to makr the follow- beach, etc. Components: V
ing objrct /crealure or arra-effect spells SiUl Sm..ller, equal, larg~r Duration : Spedal
permanrnt: Sn ape Comparlltlve resemblance: of Casting Time:: 1
prismatic spherr
the original to the poly- Are.. of Effect : 15-foot-~dius sphere
I!'Pl/Arge
morphed state Saving Throw : None
f lAr stinking cloud
JI1I,IIiglll1cr Particul.. rly with regard to a
gust 0/ wind 1J)Q1/ 0/ firr chanse in which the Ind When a poUlllr word, blind spell is CilSt,
inuisibi/ity 1J)Q1I olloru one or more creatures within the area of
_b product is morr intellisent
mAgic mouth effed become sightll!'S$. The spellc..,ter
A change: in kil1gdom makf:S the spell selects one creature as the tarset a:nle.r, and
Additionally, the following spells c.. n be work for hours or turns- i.r .• hours if OM the effect spreads outward from the a:nter,
cast upon objects or llTI!'as only and rrn- removed, turns if two removed . Other affecting cre~tUfft with the lowest hit point
dered permanent: changes likewise affect spell duration. Thus, totals first ; alternatively. the spe.U c~n be
changing a lion to an androsphinx would bot focused to affect only an individual crea-
a/arm wall of fire
permanent, but turning a turnip to a purple
audible glamer distanell distortioll ture. Creatures with a cumnt hit point total
fel,port worm would be .. chanse of only hours over 100 hit points .. ~ not affected and do
IiRncing lights duration; tuming a tusk Into an eleph.. nt
solid log not count apinst the number of cre.. tUff:S
would be perm.. nent . but turning a twig affected. The spell ..Hects up to 100 hit
These appliatioru; to other spells allow it into a sword would be a change of only sev- points of creatures, but the duration
to be CUi simuhaMOusly with any of the er.. 1 turns dur .. tion . All polymorphed ckpends upon how many hit points llTI!'
I.. uer whm no living ~atu~ it the target, objeds radiate a strong malic. <lind if .. dis- affected . If 25 or fewer hit poinu .. re affect-
but the enti~ spell complex then CilJ\ be dis- lUI mllgic spell is suCCHllully cast upon ed. the blindness is permanent until cured . If
pelled norm.aJly, and thus negillted . them. they return to their natural form. 26 to 50 hit points are affrcted, the blindness
The p4Prmonency spell is also used in the Nole that a SI OI1I!' to /Inn , or its reverse, will lasts for Id4 + 1 turns, if 51 to 100 hit points
fabrication of magic..l items (we the 6th- affect objects Wlder this spell . As with other of creatures .. re .. ffrcted. the spell duration
level encnant An itrm spell). At the OM's polymorph spells. damage sustained in the is but Id4+1 rounds. An individual crea-
option, permanency might become unslable new form can rf'Iiult in thr injury or death of ture cannot be: partially affected; if ..II of its
or filii! aftrr .. long period. at least 1,000 the poJymorphed creature . It is possible to current hit points are affected. it is blinded,
years. Unstable effects might oper.. te inte,. polymorph a creature into rock lind grind it otherwise, It Is not. Blindness can be
mittmtly or fail altogether. to dust, c.. usi"! damage, perh .. ps even removed by a cur~ blindness or dupIJ magic
The OM may allow other selrcted spells death . U thecreatu~w ..schanged to dust to spell.
to be made permanent. Rrse .. rchms this start with, more creative methods to d .. m-
pouible applic.. tion of .. spell cosls as much age: it would have to be applied-perhaps
time and money u independently rrsearch- using a gust 01 wind spell to scatter the dust hlsmACIc: WAil
ins the selected spell . If the OM has already f.. r and wide. In general. dama&e: occurs (Conlut;!ltJol\ISummorung)
determined thallhe .. pplic.. tion is nol possi- when the new form is .. lIeted through physi- Range: 10 yards
ble, the research .. utomalically fails . Note cal force, although the OM will have to Components: V, S
that the wiLard neve r learns what is possi- adjudicate many of these situations. Duration: 1 tum / level
ble, except by the SUa::HS or f.. nure of his Th~ system shock roll must be applied to Casting Time: 1
rese.. rch . living creatUreI. as must the restrictions Area of Effect: Special
noted regarding the polymorph otn!?" and Saving Throw: Sped.. 1
stonr to flesh spells. Also note that a poly-
'olymCKph Any Oble(.t (Alteratio n) This spell enables the wizard to conjure
mo rph effed often detracts from an itmt's
Range: 5 yards/ level or creature's powers, but doa not ..dd new up a vertical, opaque wall-a shimmerina,
Components: V, S. M powers-exctpt possibly movement ca ~­ muhi-coJored plane of light tlul t gives him
Du~lion : Vari .. ble bilitin not present in the old fonn. ThUJi. a protrction from ~II forms of att..ck . This
Casting Time: 1 round vorpa/ sword polymorphed into .. diIIggu scintiUating wall flashes all colors of the vis-
Ana of Effect : Special would not retain vorpal c.. p.. billty. like- ible spectrum. Seven of the colors hillVe dis-
~ving Throw: Special wise. valueless ite.ms cannot be m ..de into tinct powers and PUrp0se5. Any ~ature
pennanenl valuable items. with fewer than 8 Hit Dice that is within 20
This spell changes one object or creature feet of the wall and that does not shield its
into .. nother. When used as a polymorph The material components of this spell <lIN!
mercury. gum arabic, and smoke. vision is blinded for 2d4 rounds by the col-
olnllr or 5 t0l111 10 /Inh spell. simply treat th~ ors of the wall. The wall is immobile. The
spell ..s .. more powerful venion. with laV- spell caster can pass through the w ..11 with-
ing throws mllde with -4 penalties to the out hann. however. Each color in the wall
die roll . When it is cast in order to chllnge has .. 5p«i.a1 effect . Each color can also be
other obje:dS, the duration of the spell will negated by a specific magical effect, but the
depend on how ~dic..1 .. change it is from colors must be: negated in the pCKiJe order
tM original sta fe to Its ~chanted stllte:• .., of the spectrum . The colors and effects (ona
well.., how diffumt it is in size. This will be being trying to attack the casler) of the pris-
determined by your Dungeon MaSler by matic wall spell. as well as what will negillte
using the followins guidelines: e.. ch color. are as follows (see next pagl):

'9'
Order Prism.tic Wa U Effects
Color of Color Effects of Color Spell Negated By
R.a '>I Stops nonmagical missiles-inOicts 20 points of damage, save for half cone of cold
Orange 2nd Stops magical missiles-inflicts 40 points of dama~, save for half gust of wind
Yellow 3,d Stops poisons, gases, and petrification- inflicts 80 points of damage, save for half di5integrate
Green 4th Stops breath weapons-save vs. poison or die, survivors suffer 20 points of damage passwall
Blue 5th Stops location/ detection and mental attacks- save vs. petrification or turned to stone magic missile
Indigo 6th Stops magical spells-save vs. wand or insane continua/light
Viole, 7th Force field protection- save vs. spell or sent to another plane dispel magic

The wall's maximum proportions are 40 unless a saving throw vs. spell (for a crea-
Serten'$ Spell Immunity (Abjuration)
feet wide per level of experience of the caster ture) or a saving th row vs. disintegration
and 20 feet high per level of experience. A Range: Touch (for an object with magical properties) is
prismatic wall spell cast to materialize in a Components: V, S, M successful. (Note: ~magical properties" in-
space occupied by a creature is disrupted Duration: 1 tum / level clude those of magical items as listed in the
and the spell is wasted . Casting Time: 1 round / recipient Dungeon Masters Guide , those of items en-
Area of Effect: Creature(s) touched chanted or otherwise of magical origin, and
Saving Throw: None those of items with protection-type spells or
Screen (Dlvinli tionllllu5ion) with permanent magical properties or s.imi-
By use of this spell. the wizard is able to
Range: 0 lar spells upon them.) items of a nonmagicai
confer virtual immunity to artain spells
Components: V, S natutt' 1Itt' not entitled to a SIIving throw .
and magical attack lonns upon those he
Duration : 1 hourllevel The subject becomes of slightly greater den-
touches. For every four levels of experience
Casting Time: ] turn sity than the surface upon which it stands if
of the wizard, one creature can be pro-
Area of Effect : 3O-foot cubellevel its saving th row was not successful.
tKted by the ~rtlms spell immunity spell,
Saving Throw: Special The spellcaster now has the option of
but , if mo re than one is protected , the du-
ceasing his spell and leaving the subject as it
This spell combines several elements to ration of the protection is divided among
the protected creatures. (Example: A 16th- is, in which case the spell expires in four
create a powerful protection from scrying
turns, and the subject tt'tums to nonnal. If
and direct observation . When the spell is level wizard can cast the spell upon one
the caster p roc~ with the spell (into the
COllSt, the wizard dictates what will and will creature and it will last 16 turns. or place it
next rou nd), the sub ject begins to sink
not be observed in the area of effect. The il- upon two creatures fo r eight turns, or upon
fo ur creatures for four turns.) The protec- slowly into the ground . Before any actions
lusion created must be stated in general
are taken in the new round, the subject sinks
tenns. Thus the caster could specify the illu- tion gives a bonus to saving throws, ac-
one-quarter of its height ; after the first
sion of him and another playing chess for cording to spell type and level, as shown in
group acts, another- one-quarter; after the
the duration of the spell, but he could not the following table.
second group acts, another; at the end of the
have the illusionary chess players take a SpeJllevel Wizard Spell Prie5t Spell round, the victim is totally sunken into the
break, make dinner, and then resume their
]st-3rd +9" +7 ground .
game. He could have a crossroads appear 4th-6th +7 +5 This entombment places a creature or ob-
quiet and empty even while an anny is aClu-
7lh-8th +5 +3 ject in to II state of suspended animation.
lilly passing through the area . He could
• Includes beguiling effects. The «ssation of time means that the subject
specify that no one be seen (including pass-
does not grow older. Bodily and other func-
ing strangen), that his troops be unde-
tions virtually cease, but the subject is oth-
tected, or even that every fifth man or unit The material component of this spell is II
should be visible. Once the conditions are diamond of at least SOO gp value, which erwise unhanned. The subject exists In
must be crushed and sprinkled over the spell undamaged form in the surface into which it
set, they cannot be changed.
was sunk, its upper poinl as far benellth the
Attempts to scry the area automatically recipients. Each such creature must also
surface as the subject has height-a s.ix-foot-
detect the image stated by the caster with no have in its possession a diamond of at least
saving throw allowed. Sight and sound are one carat si%e, inl ..ct and carried on its per- tall victim will be six feet beneath the sur-
face, while a 6O-foot-tall subject will have
appropriate to the illusion created. A band ",n.
its uppermost point 60 feet below ground
of men standing in a meadow could be con-
cealed as an empty meadow with birds level. If the ground around the subject is
Sink (Enchantment. Alteration) somehow removed, the spell is broken and
chirping, etc. Oirect observation may allow
a saving throw (as per a normal illUSion). if Range: ]0 yards / level the subject returns to nonnal, but it does not
there is CIiUse to disbelieve what is seen. Cer- Components: V, S rise up . Such spells as dig, traruml4te rock to
tainly onlookers in the area would become Duration : Special mud, and freedo m (reverse of the 9th-level
suspicious if the column of a marching anny imprisonment spell) will not harm the
Casting Time: 8
disappeared at one point to reappear at an- sunken creature or object and will often be
Area of Effect : 1 creature or 1 objKt of 1 cu-
othe-r! Even entering the area does not can- helpful in tt'COvering it. If a detect magic
bic foot / level
celthe illusion or necessarily allow a saving Saving Throw: Special spell is cast over an area upon which a sink
throw, assuming care is taken by the hidden spell was used, it reveals a faint mOigical
By means of this spell, a wizard can force aura of undefinable nature, even if the sub-
beings to stay out of the way of those .1-
a creature or object into the very earth or ject is beyond detection range. If the subjKt
fected by the illusion .
floor upon which it stands. When casting is within range of the detection, the spell's
lhe spell, the wizard must chant the spell for schools can be discovered (alteration and
the remainder of the round without inter- enchantment).
ruption. At that juncture, the subject crell-
ture or object becomes rooted to the spot

.91
Slftlp All creatures under 8 + 1 Hit c.an go free. ona the gem imp risonin8 il ill
Symbol (Conluratlonl'Sullllllonlng) Dice Immedi.alely f.all inlo a brokm.
~ : Touch cililatonic slumber and can- Before the actual casting of the trap thr
Components: V, S, M not be awakenrd for IdU soul spell, the wiurd must p~re the
OuT~tion : Special + 4lums. prison, a gem of at leasl 1,000 8P value for
Cuting Time: 8 Stunning One or more creatures every Hit Die or level of experience p0s-
Ana of Effect: Sped~1 whose total hit points do sessed by the cre.atUft to be lrapped (e.s ., it
~ving Throw: Spedal not exCHd 160 illre ftunned requiTes a gem of 10,000 gp value to trap a
and ree.llng fo, 3d4 round" 10Hit Oie or 10th-level creature). If the gem
A symbol spell cn.ates m.agic.al runes i. not valuabJe enough, it .hallers when the
droppins anything Ihey are
affecting creatuns that pass over, touch, or
holdins· entrapmmt i. attempled. (Note that while
nad the runes, or pass through a port.al
characters have no concept of level as such,
upon which the symbol Is inscribed. Upon The type of symbol cannot be recosniud
the value of the gem nee-ckd to trap.an indi·
casting the spell, the wiurd inscribe5 the withoul bema ~ad and thus activiltina its
vidual can be researched. Remember th.at
symbol upon whatever surface he desiru. effects.
this value can change over time as chane·
Ukewise, the spellcaster is able to place the The material componfrlts of this spell an!
ters advance .) Creating the prison gem
symbol of his choice, using .anyone of the powdered black op.al and di.amond dust,
worth notlKS than 5,(XX) 8P each . requiTrs an fncharlt IIrI itnn . pell iIInd the
following :
placement of a m4.tft spell into the gem,
D~th One or more cre.atures, thereby fonnina the prison to contain the
whose tot.al hit points do TrAp the Soul (ConjlllaUonl'SwtunoninS) life force .
not e:xCft'd 50, an sl.ain.
R>ng., 10 ".,."
Discord All cre.atures an affected
CompoMnts: V, S, M
and immediately f.all to loud Duration: PennaMnt until broken
bickering and arguing; there
Casting Time: Special + 1
Is a 50.. probability that
A~a of Effed : 1 creatu.re
creatures of diffuent align-
Saving Throw: Special
ments all.ack e.ach other.
The bickering Juts for Scl4 This spell forces the creatun-'s life fora
rounds, the fishting for 2d4 (and its material body) into a sped.al prilOn
rounds. gem enchanted by the spellaster. The crea-
This symbol creates ~n lun must be sem by the casler when the
extr.a-strong ffarspell, alJ.to- fiNI word is uttered.
iog .all creatures to save V1 . The spell can be lrigered in one of two
spell with -4 penaJties to ways. First, the final word of the spdl can be
the die roll, or panic.and flee ,poken when the crealure is within spell
.as if .attacked by.a fetlr spell . range. This allows magic 1ftist.ance (if any)
All cre.atures an! .affected and a saving throw v•. spell to avoid the
.and must tum back in dejec- effect: . If lhe creatu~'1 re.al name is spokfrl
tion unlH5 they save vs. as well, any maaic resist~ is ignored .and
spell. Affected creatures the saving throw VI . •pell suffers a penalty
submit to the demands of of -2 . If lhe saving throw Is successful, the
any opponent - e.g ., sur- prison gem wtlers.
render, get out , etc. ; the The s«ond mdhod Is far more insidious,
hopelessness lasts for 3d4 for II tricks the victim into accepting.a lrig-
turns. During this puiod it ger object inscribed with the final spell
is 25 .. prob.able that affect- word, automatically placing the creature',
ed cre.atures take no action soul into the trap. To use thill method, both
during .any round, .and 25 .. the creature's true name and the trigger
likely that those t.aking word must be inscribed on the trilSer item
.action tum b.ack or retire when the gem [, enchanted. A , y ,npathy
from battle, as appliCilble . spell can also be placed on the trilSer item.
irtS4nity One or more creatures h soon ~ the subject creature picks up or
whose tot.al IUt points do accepts the trl88er item, ils lIfe fora is auto-
not excud 120 beco me matically tnnsferred 10 the gem, without
ins.a.ne.and nm.ain so, .acting Ihe benefil of magic resistance or saving
as If a confwion spell h.ad throw.
been pl.aced upon them , The gem prison will hold the trapped enli-
until a hHI, res toration, or ty inctmnitrly, or unlil the SMI is brokfrl
wish spell ill used 10 remove and lhe life fora i. released, allowing the
the madness. material body to rd'orm. If the creature
Pain All creatures are affljcted tr.apped is a powerful creature from another
with wracking pains shoot- plane (.and this could actually mean ill chiIIr-
ing through their bodies, acter Ir.apped by some Inhabitant of another
ausing .a -2 penalty 10 plane of e:xistm~ when the character ill not
Daterity and a -4 pen.a.lty on 1M Prime Materi.al plane), it can be
to atl.ack dice for 2dl0 required to perform a service immediately
turns . upon being freed . Otherwise the creature

19]
plane, but most become temporarily non- metal shield, metal armor, or even an iron
Nlnth·Level Spells magical therein, or in any planes removed golem can be changed to a delicate, gl.1.
from the Prime Material plane. Armor and like material easily shattered by any forceful
AstrAl Spell (Evexatlon) weapons of + 3 or better might function in blow. Furthermore, this change is unalter-
Range: Touch other planes at the OM's option . Artifacts able short of a wish spell: .1 disprl magic will
Components: V, S and relics function .1nywhere, Items draw- not reverse the spell .
Duration: Special ing their power from a given plane are more The caster must physically touch the
Casting Time: 9 powerful in that plane (e.g., a ring of fire item- if it is an opponent or something an
Area of Effect : SpKia 1 resistan ce in the elemental plane of Fire or a opponent is using or wearing, the wizard
Saving Throw : None sword of life stealing in the Negative Mate- must get Into melee and roll a successful
rial plane), att.1ck roll. Any single metal item can be
By means of the QStrQ/ spell. a wiz.ilrd can affected by the spell . Thus a suit of armor
proj«1 his aslral body into the Ast ral plane, worn by a creature can be changed to crys-
leaving his physiGiI body and material pas- IlISby's Crushlns H~nd (EvOCiiltion) tal, but the crf:ature's shield would not be
S65ions behind in the Prime Material plane Range: 5 yards/ level affected, or vice versa . All items gain a sav-
(the plane in which the wtire unive~ and Components: V, S, M ing throw equal to their magical bonus val-
all of its parallels v:isl ). Only magical items Duration : 1 round/ level ue or protection (the OM has Ihis
can be brought into the Astra l plane information), A +1 / + 3 sword wouJd get a
Casting Time: 9
(although nOR magical items could be ren- Area of Effect : Special 10% (.1verage of t.he two pluses) chance to
dered temporarily magical through the use Saving Throw: None save; +5 magical armor has a 25% chance
of some spells. if the OM allows), N. the to be unaffected; an iron golem has a 15%
Ast ral plane touches upon all of the first The Bigby", crus/II'ng hand spell crutes a
chance to save (for it is hit only by m<18iCiilI
level!! of the outer plants. the wizard can huge, disembodied hand similar to those of
weapons of + 3 or better quality). Artifacts
tr;!lvel aslrally to any of these ouler planes as the other Bigby's hand spells. The crushing
and relics constructed of metal may be
he wills. The caster then leaves the Astral hand is under the m~tal control of the casl-
affected OIl the discretion of the DM (this is
plane. fonning a body in the plane of exist- er, and he can cause it to grasp and squeeze
highl y unlikely). Affected items not imme-
ence he has chosen to enter. It is also possi- an opponent. No attack roll is necessary:
diateJy protected are shattered and perma-
ble to travel aslraliy anywhe~ in the Prime the hand automatically grasps and inflicts
nently destroyed if struck by a normal blow
Material plane by means of the IU/rld spell, constriction damage any round in which the
from a metal tool or any weighty weapon,
but a second body cannot be formed in the wizard concentrates. The damage inflicted
including a staff.
Prime Material plane . As a g~era l rule, a depends on the numbe r of rounds it acts
person astrally projected can be seen only upon the victim :
by creatures in the Astral plane. Energy Dr~ln (Evocation,.. Necromancy)
lst round ldlO hit points
At all times. the astral body is connected
2nd and 3rd rounds 2d10 hit points Range: Touch
to the material body by a silvery cord . If the
4th &: beyond 4<110 hit points Components: V, S, M
cord is broken, the affected person is killed,
Duration : Permanent
astrally and materially. but normally only The crushing hand has an Armor Class of
Casting Time: 3
the psychic wind can cause the cord to 0, has as many hit points as its caster at full
Area of Effect : 1 creature
break. When a second body is formed in a strength, and vanishes when destroyed. The
Saving Throw: None
different plane, the silvery cord remains hand is susceptible to no rmal combat
invisibly attached to the new body. If the attacks and damaging spells, but if it is By casting this spell, the wizard opens a
astral form is slain , the cord simply returns struck by an area-effect spell, the person channel between the plane he is in and the
to the original body where it rests in the held suffers the same fate as the hand (i.e., if Negative Material plane, the caster becom-
Prime Material plane, reviving it from its the hand fails its saving throw, the victim ing the conductor between the two planes.
state of suspended animation . automatically fails his). The hand is not As soon as he touches (equal to a hit if melee
Although astrally projt'Cted persons are effective against noncorporeal or gaseous is involved) any living creature, the victim
able to funct ion in the Astral plane, their forms, but it does prevent creatures that are loses two levels (as if struck by a spectre). A
actions do not affect creatures not existing able to slip through small cracks from monster IOSH 2 Hit Dice permanently, both
in the Ast ral plane. The spell lasts until the escaping. If the hand grasps an item or con- for hit points and attack ability. A character
wiurd desires to end it, or until it is termi- struction, the approp riate S.ilving throw loses levels, Hit Dice, hit points, and abili-
nated by some outside means (a dispel mag- must be made as if squeezed by a Strength of ties permanentl y (until regained th rough
ic spell or destruction of the wizard's body 25. adv~turing, if applicable).
in the Prime Material plane). The material components of the spell ,lITe The material component of this spell is
The wizard can project the astral forms of a glove of snake skin and the shell of an egg, essence of spectre or vampire dust . Prepara-
up to seven other creatures with him by tion requires mere moments, then the mate-
means of the astral spell, providing the crea- rial component is cast forth . and upon
Cry.st~lbrlttle (A1teralion)
tures are linked in a circle with the wizard . touching the victim, the wiu rd speaks the
These fellow travelers are dependent upon Range: Touch triggering wo rd, causing the spell to take
the wizard and can be stranded . Travel in Components: V, S effect instantly.
the Astral plane can be slow or fast accord- Duration: Permanent The spell remains effective for a single
ing to the wizard's desire. The ultimate des- Casting Time: 9 round only. Humans or humanoids brought
tin.1t ion urived at is subject to the Area of Effect: 2 cubic ft.llevel below zero energy levels by this spell can be
conceptualization of the mage. (See the Saving Throw! Special animated as juju zombies under the control
Manual of the PlantS for further informa- of the caster.
The magic of this spell cau5t'$ metal.
tion on the Astral plane and astral projec- The caster alwaY5 has a 5% (l in 20)
tion. ) whether as soft as gold or as hard as ada-
chance to be affected by the dust, losing one
Any magical items an go into the Astral mantite, to tum to a crystalline substance as
brittle and fragile as crystal. Thus a sword, point of Constitution at the same time as the

194
victim is drained . When the number of Con- wizard must name the entity he desires to level, with rolls of9 + considered 9, and the
stitution points lost equals the c~ter·. origi- use the gate and to come to the wizard's aid. exact monsters determined by the random
nal Constitution ability score, the caster There is a 100 % certainty that something encounter tables.
dies and becomes a shade. steps through the gate. Unless the DM has For elCample, If the initial rolls were 22
some facts prepared regarding the minions and 60, the number of monsters released il
serving the being called forth by the gate .22 X .60 - .1320 - 13 monsters. Sina
foresight (Dlvln.tlon) spell. the being itself comes. only 10,*, of these will be in the immediate
Range: 0 If the matter is triRing, the being might v icini ty of the caster, the wizard may
Components: V. S. M leave, inflict an appropriate penalty on the encounter only one or two of them.
Duration: 2d4 rounds + 1 round / level wizard, or attack the wizard; if the matter is
Casting Time: 1 round of middling importance, the being can take Meteor Swum (Evoutlon)
Area of Effect : Special some positive action to set mailers aright,
Saving Throw: None then demand appropriate repayment : and if Range: 40 yards + 10 ya rds/ level
the matter is urgent , it can act acco rdingly Components: V, S
This spell grants the caster a powerful Duration : Instan taneous
and ask whatever Is its wont thereafter, if
lixth sense in rela tion to himself or another. appropriate. The actions of the being that Casting Time: 9
Although cast upon himself, the wizard can comes through depend on many factors, Area of Effect : Special
specify that he or another is the bendiclary including the alignments of the wizard and Saving Throw: III
of the spell. Ona the spell is cast, the wizard
the deity, the nature of his companions, and
receives instantaneous warninp of impend- A meteor swarm is a very powerful and
who or what opposes or threa tens the wiz-
ing danger or harm to the object of the spell. spectacular spell which is similar to the fire-
ard. Such beings generally avoid direct con-
Thus, if he were the object of the spell, the ball spell in man y aspects. When it is cast,
flict wi th their equals or betters. The being
wizard would be warned in advance if a either four spheres of two-foot diameter or
gated in will either retu rn immediately (very
thief were about to attempt to backstab eight spheres of one-foot diameter spring
unlikely) or remain to take action . Casting
him, or if a creature were about to leap out from the outstretched hand of the wizard
this spell ages the wizard five years.
from an unelCpl!Cted di rection. or if an and streak in a straight line to the distance
attacker were specifically targeting him demanded by the spellcaster, up to the maxi-
wi th a spell or missile weapon. When the Imprisonment (AbjurAtion) mum range. Any creature in the st-raight-
warnings are about him personally, the wiz- Reversible line path of these missiles receives the full
ard Ullno! be surprised and always knows effect of the missile. or missiles, without
the direction from which any attack on him Range: Touch benefit of a saving throw . The meteor mis-
is made. In addition. the spell gives the wiz- Components: V, S siles leave a fiery trail of sparks, and each
ard a general idea of what action he might Duration : Permanent bursts as a fireba ll. The large spheres inflict
take to best protect himself- duck, jump Casting Time: 9 lOd4 points of damage. bursting in a dia-
right, close his eyes, etc.-and gives him a Area of Effect: 1 creature mond or box pattern. Each has a 30-1001
defensive bonus of 2 to his Armor Class. Saving Throw : None
diameter area of effect, and each sphere is 20
When another is the object of the spell. the When an impri50nment spell is cast and feet apart, along the sides of the P"llIern, so
wizard receives warnings about that person. the victim is touched , the recipient is that there are overlapping areas of effect,
He must stilI communicate this to the other entombed in a state of suspended ani mation and the a nte r will be exposed to all four
to negate any surprise . Shouting a warning. (see the temporal stasu; spell) in a small blasts. The eight spheres have one-half the
yanking the person bade, even telepathical- sphere far beneath the surface of the eart h. diame ter (15 feet ) and one-half the damage
ly communicat ing through a crystal ball can The victim remains there unless a reve~ of potential (Sd4). They burst in a pattern of a
all be accomplished before the trap is the spell, with the creature's name and back- bolC within a diamond or via versa. each of
sprung-if the wizard does not hesitate . The ground, is ~t. Magical search by crys tal the outer sides 20 feet long. Note that the
object of the spell does not gain the defen- ball, a locau object spell. or similar means cenler has four areas of overlapping effect,
sive bonus to his Armor Class, however. will not reveal the fact that a creature is and there are numerous peripheral areas
The material component for this spell is a imprisoned . The imprisonment spell func- lhat have two overlapping areas of effect. A
hummingbird's feather. tions only if the subject creature's name and saving throw for each area of effect will
background afe known. indicate whether full damage or half dam-
Gillte (ConJllfdlon/Su mmonlng) The reverse spell. freedom , cast upon the age is sustained by creatures within each
spot at which a creature was entombed and area , except as already stated with regard to
Range: 30 ya rds sunk into the earth, causes it to reappear at the missiles impacting.
Components: V, S that spot . If the caster does not perfectly
Duration: Special intone the name and background of the
Casting Time: 9 Monster Summoning VII
crealure to be freed. there is a 10% chana
Area of Effect : Special that 1 to 100 creatures will be freed from (ConjuriitionlSummoning)
Saving Throw: None imprisonment at the same time. Range: 90 yards
The casting of a gate spell has two effects. Note: The exact details of any creatures Components: V. S, M
First. it caU$t5 an interdimensional connec- freed are up to the DM . A random method Duration : 8 rounds + 1 round / level
tion between the plane of elCistena the wiz- of determining this is to roll percentile dice Casling Time: 9
ard is in and the plane in which dwells a twia (once for imprisoned creature density Area of Effect: Special
specific being of great power, enabling the and once for a base number of creatures loll Saving Throw: None
being to merely step through the gate, or maximum density) . The rolls are multiplied
and rounded to the nearest whole number. This spell is much like the 3rd-level mon-
portal. from it5 plane to that of the casler. s ter summoning J spell, except that this spell
Second. the utterance of the spell attracts Each released creature has a 10 % chance to
be in the area of the spellcaster. If monsters summons one or two 7th-level monsters
the attention of the sought-after dweller in Ihat appear one round after the spell is coUt,
the other plane . When casling the spell, the are being generated randomly, rolildlO for

t95
or one 8th-level monster that appears two prtsm.tlc Sphere ical effects; however, the first must be
rounds after the spell is cast. (AbjuraUon. Conl uratlon!Summonlng) brought down before the second can be
affected, etc. Any creature passing through
Range: 0 the: barrier receives the effect of every color
MordenkAinen's DisJunction Components: V still remaining. Note tha t typica.lly the
(AJlenition. Enchantment) Dufiiltion: 1 tum / level upper hemisphere of the globe is visible. as
Casting Time: 7 the spellcaster is at the center of the sphere,
Range: 0
Area of Effect : 10-foot--radJus sphere so the lower half is usually hidden by the
Components: V
Duration: Instantaneous Saving Throw : Special floor surface he is standing upo n. The colors
Casting Time : 9 This spell enables the wizard 10 conjure: and effects of the prismatic sphere, as well
Area of Effect : 3O-foot radius up an immobile. opaque globe of shimme:r- as what will negate each globe, are shown
Saving Throw : Special ing, multi-coJored light to surround him. on the accompanying ta.ble .
giving protection from all fo rms of attack. Note that a rod of cancel/ation or a Mor-
When this spell is cast, all magic and magi- denkainen's disjunction spell will destroy a
cal items within the radius of the spell, except This scintillating sphere nashes in all colon
of the visible spectrum . Seven of the colors prismatic sphere (but an anti-magic shell
those on the person of or being touched by will fail to penetrate it). Otherwise. any-
the spd]caster, are disjoined . That is, spells have distinct powers and purposes. Any
creature with fewer than 8 Hit Dice is blind- thing short of an artifact or relic entering the
being cast are separated into thdr individual sphere is destroyed, and any creature is sub-
components (usually spoiling the effect as a ed for 2d4 turns by the colors of the sphere.
Only the spellcaste:r can pass in and out of ject to the e:frects of every color still active-
disPf!/ magic spell does), and Pf!m1anmt and i.e., 70-]40 points of dam age plus death,
the: p rismatic sphere: without harm,
enchanted items must save (vs. spell if actu- petrification, insanity, and instantaneous
ally cast on a creature, or vs. a dispel magic although he can cast it ove:rothers to protect
them. The sphere can be destroyed, color by transportation to another plane.
spell otherwise) or be tu rned into nonnal
color, in conse:cutive orde:r, by various mag-
items. Even artifacts and relia are subject to
Mordenkainen's disjunction, although t~
is only a 1 'It chan~ per caster experience Color of Order
level of actually affecting such powuful Globe of Globe Effects of Globe Spell Negated By
itmlS. Thus all potions, scrolls, rings, rods,
miscellaneous magical items, artifads and R.d lst Stops nonmagicai missiles- innicts 20 points of cone of cold
relics, arms and annor, swords, and misttlla- damage, save vs. spell for half
neous weapons within 30 feel of the spellast- 2nd Stops magical missiles-inniclS 40 points of dam- gust of wind
er can possibly lose all their magical age, save vs. spell for half
properties when the Mordenkaine,. s disjunc- Y"lIow 3rd Stops poisons, gases, ;rnd petrification-inflicts disintegratfl
tion spell is cast, The caste:r also has a 1 % 80 points of damage, save vs. spell for half
Green 4th Stops breath weapons-save vs. poison or dead, passwat/
c:h.ance per level of destroying an anti-magic
shd!. If the shell survives the: disjunction, no successful save takes 20 points of poison damage
items within it are disjoined. Blue 5th Stops location/ de:tection and mmtal attacks- magic missile
Note: : Destroying artifacts is a dangerous save: vs. petrification or turned to stone
Indigo 6th Stops magical spells-save vs. wand or insane continual light
business, and 95 % likely to attract the
attention of some powerful being who has Violet 7th Force: fie:ld protection- save: vs. spell or sent to dispel magic
an interest or connection with the: device . anothu p lane
Additionally, if an artifact is destroyed, the
casting wizard must roll a successful saving incurred .
th row vs. spell with a - 4 penalty o r penna- Sh.pe Chol.nse (Alteration)
Example: A wizard is in combat and
nently lose: all spelkasting abilities. Range: 0 assumes the form of a will 0 ' wisp, and whe:n
Components; V, S. M Ihis form is no lo nger useful, the wizard
Power Word, KUI Duration : 1 tum / leveJ changH into a stone golem and walks away.
(ConJurallonlSummonlns) Casting Time: 9 When pursued, the: golem-shape is changed
Area of Effect : The caster to that of a flea , which hides upon a horse
Range: 5 yards / two levels Saving Throw: None: until it can hop off and become a bush . If
Components: V detected as the latter. the wizard can become:
DUfiiltion: Permanent With this spell, a wizard is able to assume
a dragon, an ant. or just about anything he:
Casting Time: 1 the: fonn of any living thing o r cre:ature
is familiar with.
Area of Effect : ]O-foot radius below demigod status (greater or lesser dei-
A wizard adopting another form also
Saving Throw : None ty, singular dragon type, or the like). The
spellcaster becomes the creature he wishes, adops its vulnerabilities. For example, a
When a pow er word, kill spell is uttered, and has all of the abilities save those depen- wizard who becomes a spectre is powerless
one or more creatures of any type: within the: in daylight, and is subject to being turned ,
dent upon Intelligence, innate magical abili-
spell range: and area of effect are: slain . The controlled, or destroyed by opposing c1er-
ties, and magic resistance, for the mind of
power word slays one creature with up to 60 ia. Unlike: similar spells, a wizard who is
the: creature is that of the spellcaster. Thus
hit points, or it kills two or more creatures he can change inlo a griffon and flyaway, kille:d in another form does not revert to his
with 10 or fewer hit points, up to a mvei- the:n to an dreel and ny through a roari ng original shape. which may disallow certain
mum of 120 hit points. The: option to attack types of reviviHcation.
name:, and then to a titan to lift up a wagon,
a single creature. or multiple creatures, etc. These creatures have whatever hit The material component is a jade circlet
must be stated along with the: spell range points the wi%ard has at the time of the wort.h no less than 5,000 gp, which shatte:rs
and area of effect cente:r. The current hit at the end of the spell's duration . In the
shape change:. Each alteration in form
points of the creatures are used. requires but a second . No syste:m shock is meantime, the circlet is left in the wake of

.96
the shape change. ~nd premature shattering that the reverse requires only ill singJe word return in one lurn). Failure to save vs. spell
ends the spell immediately. and no somatic or material componenls . causes the creature or creatures to (ace their
The material componmt of a tempo rill nemeses, the opponenls most fured and
s tasis spell is a powder composed of dia- inimical to them . Actual combat must then
Suc.c.or (Alter"Uon. Enchantment) mond, emerald, ruby, and sapphire dust, take place, for no magical mean. of Heape is
Rellenlble each crushed Slone of at least 100 8P value. possible. The foe fought is tf:ai for all intmls
Range: Touch and purposes. Affected creatures that lose,
Components: V. S. M die. If a creature's phantasmal nemesis from
Time Stop (Alteration)
Du~lion: Speci~ the uwird spell is slain, then the mature
Casting Time: 1 104 days Rillnge: 0 emerges with no dam,age. no loss ol items
Are,a of Effect : 1 individu,al Components: V seemingly used in the combat. and no loss of
Saving Throw: None Duration : Special spells lik.ewise seemingly expended . Experi-
Casting Time: 9 en~ for defeating the weird is gained if
By casling this spell. the wizard CTf:ates a Anill of Effect : IS-foot-radius sphere applicable. Although each round of combat
powerful magic In some spKi,ally p~red SaVing Throw: None seems nortrull, It taices but 1110 of a round.
objKt-a statuette, a ~led rod. a gem, During the coww of the spell, the caster
etc, This object radiates magic, for il con- Upon casting a tim' stop spell, the wizard
must concentrate fully upon maint~ining it .
tains the power to instantaneously trans- causes the flow of time to SlOp for one round
in the area of effect . Outside this iIIna the
If thecombat gOH beyond ten rounds, those
port it! possessor to theabcde of the wizard who saved against the spell can tau action.
who created it. Once the: item Is enchanted, sphere simply seems to shimmer for an
If the casler is disturbed, the ~rd spell
the wizard must give it willingly to an indi- instant . Inside: the sphere, the a ster is free
10 act for IdJ rounds of appillnnt time. The
ends immediately. Creatures attacked while
vidu~ . at the same time informing him of a
wizard can move and aet freely within the paralyzed with fear are fre:-e of the paralysiS
comm.and word to be spoken when the item immediately.
is to be used. To make use of the item, the area where time is stopped, but all other
rttipient must spe~k the command word at creatures, ex~pt for those of demigod and
the same time thai he: rends or brub the greater status or unique erealum, are fro- Wish (ConJuraUonlSummonlng)
item . When this is done, the individual and zen in their iIIetion5, for they are Iiter~ly
between ticks of the time clod:.. (The spell Range: Unlimited
all that he is wearing and c,urying ~re
duration is subjective to the caSler.) Nothing Component!: V
inslOlntly transported to the abode of the Duration: Special
wizard. No other creatures can be affected . can enter the areill of effect without being
Casting Time: Special
The reversed application of the spell stopped in time also. If the wizard leaves the
Area of Effect : Special
transports the wiz.ard to the immediate area, the spell is immedi,ately negated.
When the spell durilltion ceases, the wizard Saving Throw: Spedal
vicinity of the poss.tS5Or of the spelled item,
when it is broken and the command word is again operating in normal time. The wuh spQll iJ; a more potent version of
said . The wizard will have a general idea of Note: It is recommended that the DM use a limited wish. If il is used to alter nality
the location and situation of the item p0s- a Slop watch or silently count to time this with respect to damage sust,ained bya party,
sessor, but has no choice whether or not to spell. If the casler is unable to complete the to bring a dead CTf:,ature to life, or 10 Heape
go (making this a rare casrins indeed!). intended action before the spell duration from ~ difficult situation by lifting the spell-
The material components u5e'd include expires. he will probably be ClIIUght in ilf\ caster (and his party) from one pla~ to
gemstones totaling not I6s than 5.000 gp embarraossing situation. The use of a tele- anotMr, it will not cause the wizard any dis-
value; whether it is a faceted gem or not is pon spell before the expiration of the time ability. Other forms of wishes, however.
immaterial. The components can be stop spell is pennissible. cause the spellcasttr to weaken (- 3 on
enchanted only once per month (usually on St.rength) and require 2d4. days of bed rest
a night of a dear. full moon). At that Weird (lUuslonlPhantasm) due to the stresses the wish places upon
time,w obiKt it set for the type of succor time, space. and his body. Regardle55 of
and its fiNl destination (either the: location R~e : 30 yards what is wished for, the exact tenninology of
of the spellcastlng or an ;uea well known to Components: V, S the wish spell is likely to be carried out.
the wizard). Durilltion: Concentration Casting a wish spell ages the aster five
Casting Time: 9 years.
Area of Effecl : 2O-£oot radius This discretionary power of the OM is
TemporAl StASIs (Alteration) Saving Throw: Special n~ry in order to maintain goJme baJ-
Revenible
This spell confronts those affected by it anct. As wishing another creature dead
Range: 10 yardJ wilh phantasmal images of their most feMed would be grossly unfair, for example, your
Components: V, S. M enemies, forcing an imaginary combat thillt OM might well advance the spellcaster to a
Duration: Penn anent seems real, but actually occurs in the blink future period in which the Cteatutf: is no
Casting Time: 9 of an eye. When this spell is nst . the wizard longer a.live, effectively putting the wishing
Area of Effect: One creature must be able toconverw with the victims to character out of the campaign.
Saving Throw: None bring the spell into being. During the cast-
Upon casting this spell. the wizard places ing, the wizard must call out to the CTf:atures
the recipient cre,alure inlo a Slale of sus- 10 be affected, infonning one or all that their
pended animation . This cessation of time final fate, indeed their doom, is now upon
means that the creature does not grow older. them .
Its body functions virtua.lly cease. This state The force of the magic is such that even if
penists until the magic is removed by a dis- the CTf:atures make Iheir saving throws vs.
~1 mllgic spell or the reverse of Ihe spell spell, fear will paralyze them for a full
(temporAl rt'itlStAtltment) is uttered . Note round, and Ihey will lose 1d4 Strength
points from this fear (the lost Stnngth will

197
however, affects o nly those not already en-
PrIest Spells Note First-Level Spells gaged in melee comba t. T he caster deter-
Following the name mines at what range (up to 60 yards) he will
Anlm ..1 Friendship
of each priest spell. notice that a magical cast the spell. At the instant the spell is com-
school is given in parentheses. This is for (Encha ntmentICharm) plete<1. it affects all creatures in a SO--fool
reference purposes only. For instance, Wis- Sphere: Animal cube centered on the point selected by the
dom bonuses apply to saving throws vs. Range; 10 yards caster (thus, affected CTeat utes leaving the
enchantment / charm spells. If the appropri- Components: V, S, M area afe still subject to the spell's effect;
ate magical school were not listed with Duration: Permanent those entering; the area after the casting is
priest spells. it would be hard to figure out Casting Time: I hour completed are not).
which spells were considered to be Area of Effect : 1 animal A second use of this spell is to bless a sin-
enchantmenllchanns. There are a few other Saving Throw: Neg. gle item (for example. a crossbow bolt for
n!asons one might need 10 know this Infor- use against a rakshasa). The weight of the
malion. The priest spells are not really orga- By means of this spell, the caster is able to item is limited to one pound per caster level
nized into magical schools, but rather into show any animal of animal intelligence to and the effect lasts until the item is used or
spheres of influence. as described on page J4 semi-intelligence (i.e ., Intelligence 1-4) that the spell duration ends.
and in Chapler 7: Magic. he desires friendship . If the animal does not Multiple bless spells are not cumulative.
roll a successful saving throw vs. spell im-
See Appendix 2 on page 129 for explana- In addition to the verbal and somatic ges--
tions of what the spell parameters (Range, mediately when the spell is begun. it stands lure components, the bless spell requires
Components, etc.) mean . quietly while the caster fi nishes the spell . holy water.
Thereafter, it follows the caster about. ~
This spell can be reversed by the priest to
spell functions only if the caster actually
a curse spell upon enemy creatures that
wishes to be the animal's friend. If the caster lowen their morale and attack rolls by - 1.
has ulterior motives, the animal always The curse requires the sprinkling of unholy
sen5n them (e.g. , the caster intends to eat water.
the animal, send it ahead to set off traps,
etc.).
The caster can teach the befriended ani- Combine (Evocalion)
ma l three specific tricks or tasks for each Sphere: All
point of Intelligence it possesses. Typical
Range: Touch
tasks are those taught to a dog or similar pet Components: V, S
(I.e., they cannot be complex). Training lo r Duration: Special
each such trick must be done over a period
Casting Time: I round
of one week, and all must be done within
Area of Effect: The circle of priests
three months of acquiring the creature. Dur- Saving Throw : None
ing I.he three-monlh period, the animal will
not harm the caster, but if the creature is left Using this spell, three to five priests com-
alone fo r more than a week, it will revert to bine their abililies so thai one of Ihem casts
its natural sta te and act accordingly. spells and tu rns undead al im enhanced
The caster can use this spell to attract up level. The highest level priest (or one of
to Z Hit Dice of animal(s) per experience them. if two or more are tied for highest)
level he possesses. This is also the maximum stands alone, while the others join hands in
total Hit Dice of the animals that can be at- a surrounding circle. The central priest casts
tracted and trained at one time; no mo re the combine spell. He temporarily gains one
than twice the caster's experience level. level fo r each priest in the circle, up to a
Only unaligned anima ls can be attracted, maximum gain of four levels. The level in-
befriended, and trained. crease affects turning undead and spell de-
The material components of this spell are tails thai vary with the caster's level. Note
the casters holy symbol and a piece of food that the central priest gains no additional
the animal likes. spells and that the group is limited to his
currently memorized spells.
The encircling priests must concentra te
Iless (Conjur.Uon!Summonlng)
on maintaining the combine effect. They
Reversible lose all Annor Class bonuses for shield and
Sphere: All Dexterity. If any of them has his concentra-
Range: 60 yards tion broken, the combine spell ends immedi-
Components: V. 5, M atel y. 1£ the combine spell is broken while
Duration : 6 rounds the central priest is in the act of casting a
Casting Time: 1 round spell , that spell is ruined jusl as if the caster
Area of Effect : so.-foot cube was dis turbed . Spells cast in combination
Saving Throw: None have the full enhanced effecl, even if the
combine is broken before the duration of
Upon uttering the bless spell, the caster the enhanced spell ends. Note thai the com-
raises the mo rale of friendly creatures and bination is not broken if onl y the central
any saving throw rolls they make against caster is disturbed.
fear effects by + 1. Furthermore, it raises
their attack dice rolls by + 1. A blessing.

'98
Cure Usht Wounds fNecrom&ncy) path of detection 10 feet wide in the direc-
Comm.nd (Encha nlmentlChann) tion in which the priest is facing. The priest
Reversible
Sphere: Charm must concentrate-stop, have quiet, and in-
Range: 30 yards Sphere: Healing tently seek to detect the aura - for at least
Compon61t : V Range: Touch one round to receive a reading.
Duration : 1 round Components: V, 5 The spell requires the use of the priest's
Casting Time: 1 Duration: Permanent holy symbol as its material component,
Area of Eff~t: 1 ~ature Casting Time: 5 with the priest holding it before him.
Saving Throw: None Areil of Effect : Creilture touched
Saving Throw: None
This spell enables the priest 10 command Detect M.SIc. (Divin&lion)
another ~ature with a single word. The When casting this spell and laying his
command must be uttered in a language un- hand upon a creature, the priest causes 1d8 Sphere: Divination
derstood by the creilture. The subject will points of wound or other injury damage to Range: 30 yards
the creature's body to be healed . This heal· Components: V, S, M
obey to the best of hisf its ability only as
long as the command is absolutely dear and ing cannot affect creatures without corpo- Duration: llum
unequivocal; hence, a command of ~Sui­ real bodies, nor can it cure wounds of Casting Time: 1 round
cide J~ is ignored. A command to "Vier creatures not living or of extraplanar origin. Areil of Effect: l().foot path
causn the creature to fall in a faint or cata- The reversed spell, cause /ight wollPlds, Saving Throw: None
leptic state for one round, but thereafter the operates in the same manner, inWcting Ids Whe.n the delec! mllgic spell is cast, the
creature revives and is alive and well . T ypi- points of damage. If iI creature is avoiding priest detects magical radiations in a path 10
cal commands are back, halt, nee, run, Ihis touch, 311 attack roll is needed to deter· feet wide and up to 30 yards long, in the di·
stop, fall , go, leave, surrender, sleep, resl , mine if the priest's hilnd strikes the oppo- rection he is lacing. The intensity of the
etc. No command affects a creature for nent and causes such a wound. magic ciln be detected (dim, faint, moder-
more than one round; undead are not af- Curing is permanent only insofar as the ate, slrong, overwhelming). The caster has
fected at all . Creatures with Intelligence of creature does not sustain further damage; a 10 % chance per level to determine the
13 (high) or more, or those with 6 or more caused wounds will heill-or can be cured- sphere of the magic, but unlike the wizard
Hit Dice (or experience levels) are entitled to iust as any normill injury. venion of the spelt the Iype of ffi.ilgic (alter-
a saving throw vs. spell, adjusted for Wis- ation, conjuration, etc.) cannot be divined.
dom. (Creatures with 13 or higher Intelli· Detect hll (Divlpa tlon) The caster can tum, scanning a 60 0 arc per
gence And 6 Hit Dice/ levels get only one Reversible round. A stone wall of one foot or more
saving throwl) thickness, solid metal of one inch thickness,
Sphere: All or a yard or more of solid wood blocks the
Range: 120 yards spell.
Cre.te W.ter (Alteration) Components: V,S, M
Reversible The spell requires the use of the priest's
Duration : I tum + 5 rounds / level holy symbol.
Sph.ere: Elemental (Water) Casting Ti~ : 1 round
Range: 30 yards Area of Effect: l().foot path
Components: V, S, M Saving Throw : None Detect Polson (Divina tion)
Duration: Permanent This spell discovers emanations of evil, or Sphere: Divination
Casting Time: 1 round of good in the cil5eof the reverse spell , from Range: 0
Area of Effect: Up to 27 cubic feet any creature, object, or area , Charilcter Components: V, S, M
Saving Throw: None alignment. however, is revealed only under Duration : llum + 1 round / level
When the priest casts a ueatl! water spell, unusual circumstances: characters who are Casling Time: 4
up 10 four gallons of water are generated for strongly aligned, who do not stray from Area of Effect : Spedal
every experience level of Ihe caster (e.g., a their faith , and who are of at least 9th level Saving Throw: None
2nd-level priest creales up to eight gallons of might radiate good or evil if i"tent UPo" up. This spell enables the priesl to determine
water, a 3td-level up to 12 gallons, etc.). propn'ate actions. Powerful monsters, such if all object has been poisoned or is poison-
The water is clean and drinkable (il is just as rakshasas or kl-rin , ~d forth emana- ous. One object. or a 5-fool cubic mus, can
like rain water). The created water can be tions of evil or good, even if polymorphed. be checked pu round. The priest has a 5 %
dispelled within a round of its creation, oth- Aligned undead radiate evil, for it is this chan« per level of determinillg the exact
erwise its magic fades, leaving normal water power and negative force that enable them type of poison.
that can be used , spilled, evaporated, etc. to continue existing. An evilly cursed object The material component is a strip of s~
Revening the spell, dl!$troy water, obliter- or unholy wilter radiates evil, but iI hidden da lly blessed vellum, which turns black if
ates without Irace (no vapor, mist, fog, or trap o r an unintelligent viper does not . poison is present .
sleam) a like quantity of water. Water can The degree of evil (faint. moderate,
be creilled or destroyed ill an area as small strong, ovenvhelming) and possibly its gen-
as will actually contain the liquid, or in an eral nature (expectallt, malignant, gloating.
area as large as 27 cubic feet (1 cubic yard). etc.) can be nOled. If the evil is ovenvhelm-
The spell requires at least a drop of water ing, the priest has a 10% ch.ilJ1ce per level of
to create, or a pinch of dust to destroy, water. detecting its general bent (lawful, neutral.
Note tru..t water can neither be cruled chaotic). The duration of a detect evil (or
nor destroyed within a cteilture. For refer- detect good) spell is one tum plus five
ence purposes, water weighs about 8 'll rounds per level of the priest. Thus a priest
pounds per gallon, and a cubic fool of water of 1st experience level Coln casl oil. spell with a
weigh.s approximatdy b4 pounds. IS-round duration, at 2nd level h.e can ColSt a
2().round duration spell, etc. The spell hilS a

.99
magic, breath weapons, and so on. The a n- outlining can rende r otherwise invisible
Detect 5n...es &. Pits (Divinatio n) cellation occurs regardless of the applica- creatures visible. However, it cannot out-
Sphere: Divination tion and regardless of whether a heat or cold line noncorporeal. ethereal. or gaseous
Ra nge: 0 effect hits the charilcter (e.g., an endure cold creatures . Nor does the light come any-
Components: V, S, M spell is cancelled by magical heat or fire as where close to sunlight. Therefore it hu no
Duration: 4 rounds/ level well as by magical cold). The reci pient of special effect on undead or dark-dwelling
Casting Time: 4 the spell does not suffer the first 10 points of creatures. The faerie fire can be blue, grftn,
Area of Effect: 10-£oot path, 40 feet long damage (after any applicable saving or violet according to the word of the caster
Saving Throw: None throws) from the heat or cold during the at the time of casting. The faerie fire does
rou nd in which the spell is broken . The spell not cause any harm to the object or creature
Upon casting this spell . the caster is able ends instantly if either resist /ire or resist th us outlined.
to detect snares, pits, deadfalls and similar The material component is a small piece
cold is cast upon the recipient.
haz.ards along a 10-foot-wide by 40-£oot-
of foxHre .
long path . Such hazards include simple pits.
deadfalls, snares of wilderness creatures EntAngle (Alteration)
(e.g. , trapdoor spiders, giant sundews. ant Invisibility to Anlm.1s (AJterallon)
Sphere: Plant
lions, etc.), and primitive traps constructed
Range: 80 yards Sphere: Animal
of natural materials (mantraps, missile Components: V, S, M Range: Touch
trips, hunting snares, etc.). The spell is
Duration: 1 tum Components : S, M
directional - the caster must face the desi red
Casting Time: 4 Duration: 1 tum + 1 round / level
direction to determine if a pit veists or a trap
Area of Effect: 40.£oot cube Casting Time: 4
is laid in that direction. The casler experi-
Saving Throw: lh Area of Effect : 1 creature touched / level
ences a feeling of dange r from the direction
Saving Throw ; None
of a detected haurd, which increases as the By means of this spell, the caster is able to
danger is app roached. The c..ster learns the cause planlS in the area of effect to entangle When an invisibility to animals spell is
general natun' of the danger (pit, snare, or creatures within the area. The grasses, cast. the creature touched becomes totally
deadfall) but not its ex.. ct operation. nor weeds, bushes, and even trees wrap, twist . undetectable by normal animals with intel-
how to disarm it. Clo~ examination, how- and entwine about the creatures. holding ligences unde r 6. Normal animals includes
ever. enables the caster to sense what them fast for the duration of the spell. Any giant-sized varieties, but it excludes any
intended actions might trigger it . The spell creature entering the area is subject to this wi th magical abilities or powers . The
detects certain natural hazards-quicksand effect. A creature that rolls a successful sav- enchanted individual is able to walk among
(snare), sinkholes (pil ), or unsafe walls of ing throw vs. spell can escape the area, such animals or pass through them as if he
natural rock (deadfall). Other hazards, such moving at only 10 feet per round until out of did not exist. For veample, this individual
as a cavern that floods during rain, an the area. bceptionally large (gargantuan) could stand before the hungriest of lions or a
unsafe construction, or a naturally poison- or strong creatures may suffer little or no tyrannosaurus rex and not be molested or
ous plant. are not revealed. The spell does distress from this spell, at the DM's option, even not.iced. However, a nightmare, hell
not detect magical traps (save tho~ that based on the strength of the entangling hound, or winter wolf would certainly be
operate by pit, deadfall, or snaring; see the plants. aware of the individual. For every level the
2nd-level spell trip and the l rd·level spell, The material component is the caster's caster has achieved , one creature can be ren-
snQre), nor those that are mechan ically holy symbol. dered invisible. Any recipient attacking
complex, nor does it detect snares or dead- while this spell is in effect ends Ihe spell
falls that have been rendered safe or inac- immediately (for himself only) .
fAerie fire (AJteration)
tive. The material component of this spell is
T he caster musl have his holy symbol to Sphere: Weather holly rubbed over the recipient.
complete the spell . Range: 80 yards
Component: V, M
DuratiQn : 4 rounds / level Invisibility to Unde.d (Ab jur.l tion)
Endure Cold/Endure HeAt (Alteration)
Casting T ime: 4 Sphere; Necromantic
Sphere: Protection Area of Effect : 10 sq . feet/level within Range: Touch
Range: Touch a 40-foot radius Components: V, S. M
Componrnts: V, S Saving Throw: None Dura tion : 6 rounds
Duration : JI /~ hours / level Casting Time : 4
This spell enables the caster to outline one
Casting Time: 1 round Area of Effect : Creature touched
Area of Effect: Creature touched or more objects or creatures with a p.. le
Saving Throw : Special
glowing light . The number of subjects out-
Saving Throw: None
lined depends upon the number of square This spell causes affected undead to lose
The creatu re receiving this spell is pro-- feet the caster can affect. Sufficient footage track of and ignore the warded creature for the
tected from normal extremes of cold or heat enables several objects or creatures to be duration of the spell. Undead of 4 or fewer Hit
(depending on which application the priest outlined by the ftu!rie fire spell. but one Di~ are automatically affected, but those
~lects at the time of casting). The creature must be fully outlined before the next is with more Hit Dice receive a savifl8 throw vs.
can stand unprotected in temperatures as begun, and all must be within the area of spell to avoid the effect , Note that a priest pro-
low as -30° F. or as high as 130° F.(depend- effect. Outlined objects or creatures are visi- lected by this spell cannot tum affected
ing on application) with no ill effect. Tern· ble at 80 yards in the dark, 40 ya rds if the undead. The spell ends immediately if the
peratures beyond these limits inflict 1 point viewer is near a bright light source. Out- recipient makes any attack. although ca.stifl8
of damage per hour of exposure for every lined creatures are easier to strike. thus spells such as Cl.Ire light wounds, augury, or
degree beyond the limit . The spell is imme- opponents gain a + 2 bonus to attack rolls in dumt does not end the ward.
diately cancelled if the recipient is affected darkness (including moonlit nights) and a The malerial component is the priest's
by any non-normal heat or cold , such as + 1 bonus in twilight or beller. Note that holy symbol.

100
Ught (Alteration) mate number present is leiome:d. During Pus Without Tr.ce
each round of lhe spell's duration. the caster (Ench. ntlnent/Ch."")
Revenible can lace in only one direction, i.e .. only a
Sphere: Sun 2a-foot -wide path can be known. The spell Sphere: Plant
Range:: UO yards lasts one round per level of experience of the Range: Touch
Components: V, 5 caster, while the length of the path is 100 Components: V, S, M
Duration: 1 hour + 1 tum / level yards plus 20 yuds per lev~ of e:-xperience. Duration: 1 tum / level
Castinl; Time: 4 (At the OM's option, some: casten may be Casting Time: 1 round
k;a of EffK1: 2O-foot-radiw globe able to locate only thOIt' animals lor plantsl Area of Effect : Creature touched
Saving Throw: Special a.ssociated c101t'iy with their own myth05.) SaVing Throw : None
The material component is the caster's When this spell [5 cast , the recipient nn
This spell cauSH a luminous glow within holy symbol.
20 feet of the spell's Cftlter. The area of light move through any type of terrain-mud,
While the exact chance of locating a ~ snow, dust. etc.-and leave neither foot-
thus caused is equal in brightne:55 to torch- cilic type of animal or plant depends o n the
light. Objrcts in darkness beyond this prints nor scent . The area that 15 passed over
details and circumstan~ of the locale, the r"diatH magic for 1d6 tums after the affe:ct-
sphere can be seen. at best, as vague and general frequency of the subject can be used
shadowy shapes. The spell is centered on a e:d creature passes. Thus, tracking ;a person
as a guideline: common - SO,*" uncom- or other creature covered by this spell is
point selected by the caster, and he must
mon - 3O'*' , rare: - 15% , and very rare - impossible by normal means. Of course,
have a lillI!' of sight or unobstructed path to
S ... Most herbs grow in temperate reaions, intelligent tracking techniques, such as
thai point when the spell is cast . light can while most spicn grow in tropkal regions.
spring from air, rock, metal, wood, or usi"8 a spiral ~arch pattern, can result in
Most plants sought as .spell components or the trackers picking up the trail at a point
.tlmost any similar substance. The effect is
for m;l.gical research are rare or very rare. wher~ the 5pel! has worn off.
immobile unless it is specifically centered on
The results of this spell are always deter- The mat~rial component of this spell is a
a movable object or mobile creature. If this mined by the OM .
spell is cast upon ;a creature. any applicable sprig of pine or evergreen, which must be
magic resistance and saving throws must be burned and the ashes powdend and scat-
rolled. Sucnssful rHistance negates the M.SIc.1 Stone (Ench.tnlment) tered when the spell is cast .
spell, while a succe:s.sEul saving throw indi- Sphere: Combat
cates that the spell i5 ct:ntend immediately hotcc.tlon from bl! (Abjuration)
Range: 0
behind the creature, rather than upon the Revenible
Components: V, S, M
creature itself. A Ught spell centered on the
Duralion: Special Sphere: Protection
visual organs of a creature blinds it, reduc-
Casting Time: 4 lUnge: Touch
iTlg its attack and saving throw rolls by 4
Area of Effect: Special Components: V, S, M
and worsening its Annor Class by 4. The
Saving Throw: None
ca51ercan extinguish the light at any time by Duration: 3 rounds/ level
ullering a singJe word. Light spells are nol By using this spell, the priest can tempo- Casting Time: 4
cumulative-multiple castings do not pro-- rarily enchant up to three small pebbles. no Area of Effe:ct : Creature touched
vide a brighter light. larger than sling bullets. The magical stonH Saving Throw : None
The spell is reversible, causing darknes.s can then be hurled or slung at an opponent.
When this spell iscast. it creates a magical
in the sanw area and under the sa~ condi- If hurled, they can be thrown up to JO barrier around the recipient at a distance 0#
tions as the fight spell, but with half the yards, and all three can be thrown in one one foot. The barrier moves with the recipi-
duration . Magical darkness is equal to that round . The character USing them must roll
ent and has three major effects:
of an unlit interior room-pitch darkness. normally to hit. although the magic of the
First , all attacks made by evil or evilly
Any normal light source or masical light stonH enables any character to be proficient
enchanted creatures against the prote:cted
50Urce of lesser intensity than full daylight with t~m. The stones are considered + 1
creature receive a penalty of - 2 10 ~ach
does not function in maginl darknes.s. A weapons for determining if a creature ca.n be attack roll, and any saving throw5 caused
dllrlrnHS spell cast directly apinst a light struck (thOIt' struck only by magical weap-
by such attacks are made by the protme:d
spell cancels both, and vice versa . ons, for instance), although they do not cte.tture with a +2 bonus.
have an attack or damage bonus. Each stone
Second, any attempt to exertilt' mental
that hits innkts Id4 points of damage, 2d4
lou.le "nlm.. ts or rlMts control over the protected creature (II. for
points against undead. The magic in each
(Divination) e:Jtample. it had ~n charmed by a vampire)
stone lasts lor but on~half hour or until
,><d. or to invade and take over its mind (as by a
Sphere: Divination (Animal, ptantl
ghOSe'5 magic jar "tlack) is blocked by this
Range: 100 yards + 20 yd .l level The material components are the priest's
spell. Note that the protection does not pre-
Components: V,S, M holy symbol and three sma ll pebbles,
vent a vampire's charm itself. nore:nd it, but
Duration : 1 round / level unworked by tools or magic of any type.
it does prevent the vampire from e:Jtercisi"8
Casting Time: 1 round
mental control through the barrier. Uke-
Area of Efle:ct: 20-fool-wide path 20 yards
wi~ , an outside life force is merely kept out ,
long/ level
SaviTlg Throw: None and would not be expelled if in place before
the protection was cast .
The caster can fiTld the direction and dis- Third. the spell prevents bodily contact
tance of anyone tyl>t of animal or pliont he by creatures of an e:xtraplanar or conjured
desires. The caSler, facing in a direction. nature (such as aerial servants, elementals,
thinks of the ionlmal or plant , and then imps. invisible stalkers, sa.lamanden. water
knows if any such animal or plant is within weirds, xom, and others). This causes the
range. If so. the exact distance and approxi- natural (body) weapon attacks of such ere..-
tures to fail and the creature to ruoil if such

20 1
llttacks I'ftjuire touching the protected crea- at levels S through 8, etc.). The materia.! components of this spell oJre
ture. Animals or monsters summoned or The reverse of the spell, cause fear. causes a shamrock leaf and the caster's holy .ym-
con jurN by spells or similar magic are like- one creature to fI~ in panic at maximum bol.
wise hedged from the character. Thil pro- movement speed away from the caster for
teclion ends if the protected cha rllcler Id4 rounds. A succe"ful saving throw
makes a melee attack against or tries to against the reversed dfect negates it, and
foftt the barrier against the blocked crea- any Wisdom adjustment also applies, Of
ture. course, cauu f, ar can be automatically
To complete this spell, the priest uses holy countered by remolt4! fear and vice versa.
water or burning incense. Neithe-r spell has any effect on undead of
Thillpell nn be reversed to become pro- any sort .
tection from good; the second llnd third
bendits remain unchanged .
~c:tuMy (Abjuratio n)
The materilll components for the reverse
are a circle of unholy water or smoldering Sphere: Protection
dung. Range: Touch
Components: V, S, M
Purify Food &. Drink (Alteration) Duration: 2 rounds +1 round / level
Casting Time: 4
Reversible AreoJ of Effect : Creature touched
Sphere: All Saving Throw: None
Range: 30 yards
When the prinl casts oJ sanctuary spell,
Components: V, S
Duration: Permanent
any opponent attempting to ,trike or other- Second-Level Spells
wise directly attade. the protected creatun
Cuting Time: 1 round must roll a saving throw vs. spelL If the sav-
Area of Effect : 1 cubic foot llevel, A.ld (Necromancy, Conjuration)
ing throw is successful, the opponent can
10-foot-square area attack normally and Is unaffected by that Sphere: Neaomantic
Saving Throw: None Range: Touch
casting of the spelL If the saving throw is
When nst, this spell makes spoiled, rot- failed, the opponent loses track of and total- Components: V, S, M
ten, poisonous, or otherwise contaminated ly ignores the warded creature for the dura- DuroJtion : 1 round + 1 round / level
food and waler pure and suitable for eating tion of the spell . Those not attempting to Casting Time: 5
and drinking. Up 10 one cubic foot of food attack the subject remain unaff«ted. Note Area of Effect : Creature touched
and drink per level can be thus made suit- that this spell doe-s not prevent the opera- Saving Throw : None
able for consumption. This spell does not tion of area altaw (fireball, ice storm, The recipient of this spell gains the benftit
prevenl subsequent natural decay or spoil- etc,). While protected by this spell, the sub- of a bIns .pell ( + 1 to attack rolls and saving
age. Unholy wate!" and similar food and ject cannot take direct offensive action with- throws) and a special bonus of IdS addition-
drink of significance is spoiled by purify out breaking the spell. but may use al hit poinls for the duration of the spelL
food and drink, but thes~1 has no dfect on non-attack spells or otherwise act in any The aid spell enables the recipient to actu-
creatures of any type nor upon magical way Ihal doe-s not violate the prohibition ally have more hit points than his full nor-
potiON . against offensive action . This allows a mal lotaL The bonus hit points are loti first
The reverse of the spell Is putrefy food warded priest to heal wounds, for example, when the recipient takes damage; they can-
and drink. This spoils even holy water, It or to bless, perform an augury, chant, cast a not ~ regained by curative magic. Exam-
likewise hu no effect upon creatures or light in the area (not upon an opponent!), ple: A lst-Ievel fighter has 8 hit points,
potiON. and so on, suffers 2 point. of damage (8 - 2 .. 6), and
The components of the spell include the then ~i ves an aid spell that gives S addi-
IcmO\le Fe.... (Ablurltion) priest's holy symbol and a small silver mir- tional hit points. The fighter now has 11 hit
ror. points, S of which are temporary. U he Is
Re\lerslble
then hjt for 7 points of damage, 2 normal hit
Sphere:: Chum Shllicl.Bh (AlterIUon) points and all S temporary hit points oJre
Range: 10 yards lost . He then receives a cur, Iisht wounds
Components: V, S Sphere: Combat, Plant spell that heals 4 points of damage, restor-
Duration : Special Range: Touch ing him to his original 8 hi! points,
Cuting Time: 1 Components: V, S, M Note that the operation of the .pell is
Area of Elftct: 1 creature/ 4 levels Duration: 4 rounds + 1 round / level unaffected by permanent hit point losses
Saving Throw: Special Casting Time-: 2 due to energy drain, Hit Die losses, the loss
Area of Effect: 1 normal oaken club of a familiar. or the operation of certain arti-
The priest instills courage in the spell Sa\ling Throw: None
recipient , raising the creature's saving throw fact. ; the tm'lporary hit point gain is figured
roUs against magiclli fear attacks by +4 for This spell enables the caster to change his from the new, lower lotal.
one tum . U the: recipient has rKently (that own oaken cu~J or unshod staff into a The material components of this spell are
day) failed a saving throw against such an magical weapon that gairu a + 1 bonus to its a tiny strip of white doth with a sticky .ub-
attack, the spell immediately grants another attade. roll and inflicts 2d4 points of dam.a.ge stanC'f (.uch as I.lft sap) on the ends, plus
saving throw, with a +4 bonus to the die on opponents up to man-slzed, and ld4 + 1 the priest's holy symbol.
roll. For every four levels of the cuter, one points of d.J.mage on larger opponents. The
creature can ~ afftcted by the spell (one spell inflicts no damage to the slaff or cud-
creature at levels 1 through 4, two creatures gel. The caster must wield the shillelagh, of
course.

202
must have a handful of bark from an oak as view of the situation suggests that this
AuSUfY (Divination) course of action still allows a reasonable
the material component of the spell.
Sphere: Divination chance of survi val.
Range: 0 The subject's attitudes and priorities are
Ch.&nt (ConjuultionlSllmmonlng)
Components: V. S, M changed with respect to the castu, but basic
Duration: Special Sphere: Combat persona lity and a lignment a re not. A
COlisting Time: 2 rounds R~nge: 0 request that a victim ma ke itself defenseless,
Area of Effect: Special Components: V. S give up a valued item. or even use a charge
SOlving Throw: None Duration: Time of chanting from a valued item (especially OIIgainst form-
Casting Time: 2 rounds er associates or allies) might allow an immf:'-
The priest casting an augury spell seeks to diate saving throw to see if the charm is
Area of Effect : 3O-foot radius
divine whether OlIn action in the immediate Saving Throw : None thrown off. Ukewise, a charmed creature
future (within one-half hour) will be for the
does not necessarily reveal everything it
benefit of. or harmful to, the part y. For By means of the Chlillt spell, the priest
knows or draw maps of entire areas. Any
example, if a party is considering the brings special fa vor upon himself and his
request may be refused, if such refusal is in
destruction of a weird seal that doses a por- party, and causes harm to his enemies.
character and does not directly hann the
tal , an augury spe:U can be used to fi nd if When the chant spell is completed, all
caster. The victim's regard for the caster
weal or woe will be the immediate result. If attack and damage rolls and saving throws
does not necessarily extend to the caster's
the spell is successful, the OM yields some made by those in the ~rea of effect who are
friends or allies. The victim does not react
indication of the probOlible outcome: ~weal ,N friend ly to the priest gain + 1 bonuses,
well to the charmer's allies making sugges-
"woe," or possibly a cryptic puzzle or while those of the priest's enemies suffer -1
tions such as, ~ Ask him this question ... ; nor
rhyme. The base chance for receiving a penalties. This bonus/ penalty continues as
does the channed creature put up with ver-
meaningful reply is 70% , plus 1 % for eOlich long as the c~sler continues 10 chant the
bal or physical abuse from the charmer's
level of the priest casting the spell. e.g. , 71 % mystic syllables and is stationary. An inter'
associates, if this is out of cru.racter.
at 1st level. 72% at 2nd, etc. Your OM deter· ruption. however, such as an attack thai
Note also that the spell does not empower
mines any adjustments fo r the particular succeeds and causes damaae, grappling the
the caster with linguistic capabilities beyond
conditions of eOlich augury. chanler, or a silence spell, brea ks the spell .
those he nonnally has. The du ration of the
For example. if the qu~t.ion is "Will we do Multiple chants are not cumulative; how-
spell is a function of the charmed creature's
well if we venture to the third level1 ~ and a ever, if the 3rd-level prayer spell is spoken
Intelligence, and it is tied to the saving
terrible troll guarding 10.000 s.p. and a while a priest of the SiIIme religious persua·
throw. T he spell can be broken if a success--
shield + 1 lurks near the entrance to the sion (not merely alignment!) is chanting, the
ful saving throw is rolled . This saving throw
level (which the OM estimates the party effect is increased to + 2 and -2 .
is checked on a periodic basis according to
could beat after a hard fight ) t.he augury
might be: ~Great risk brings great reward .N the creature's Intelligence, even if the caster
Chum rerson or M.&mm.&1 has not overly strained the relationship.
If the troll is too strong for the part y, the
augury might be: "Woe and destruction (Encha.ntmentlChlllrm) Period Between
awaiW Ukewise, a party casting several Sphere: Animal Intelligence Score Checks
OIIuguries about the same act ion in quick suc- Range: 80 yards 3 or less 3 months
cession might receive identical answers. Components: V, S 4to 6 2 months
regardless of the dice rolls. Duration: Special 7 t09
l~o.._.
The material component for OIIugury is OIl
set of gem.inlaid sticks, dragon bones. or
similar tokens of at least 1.000 gp value
Casting Time: 5
Area of Effect : 1 person or mammal
Saving Throw: Neg.
010
13 1014
a
2-.
(which are not expended in casting). 17 3 days
This spell affects any single person or 18 2 days
mammal il is cast upon. The creature then 19 or more 1 day
l.ukskln (AlterOlilion) regards the caster as a trusted friend and ally
to be heroed and protected . The term per- U the caster harms. or attempts to harm,
Sphe:re: Protection, Plant
son includes any bipedal human. demihu· t.he charmed creature by some overt action,
Range: Touch
man or humanoid of man-size or smaller, or if a dispel magic spell is successfully cast
Components: V, S, M
i.neluding brownies, dryads, dwa rves. upon the charmed creature. the charm is
Duration : 4 rounds + 1 round / level
elves, gnolls, gnomes. goblins, half-elves. broken automatically.
Cuting Time: 5
Area of Effect : Creature touched halOings, h~If-orcs, hobgoblins, humans. If the subject of the charm person/charm
kobolds. lizard men, nixies. orcs, pixies. mam mal spell successfully rolls its saving
Saving Throw: None
sprites. troglodytes. and others. Thus, a throw vs. the spell , the effect is negated.
When a priest casts the barkskin spell lOth·level fighter is included, while an ogre This spell. if used in conjunction with the
upon a creature, its skin becomes as tough is nol. animal friemuhip spell. can keep the animal
as bark, increasing its base Annor Class to The spell does not enable the caster to neu the caster's home base. if the caster
AC 6, plus 1 AC fo r every four levels of the control the charmed creature as if it were an must leave fo r an extended period .
priest : Annor Class 5 OIIt 4th level, Annor automaton, but any wo rd or action of the
Class 4 at 8th, and so on. This spell does not caster is viewed in the most favorable way.
function in combination with nonnal annor Thus a charmed creature would not obey a
or any magical protection. In addition. sav- suicide command , but might believe the
ing throw rolls vs. all attack forms e;l(cept caster if ~ssured that the only chance to save
magic gain a + 1 bonus. This spell can be the caster'S life is for the creature to hold
placed on the caster or on any other creature back an onrushing red dragon for -just a
he touches. round or two" and if the charmed creature's
In addition to his holy symbol, the caster

203
spell to keep his concentnlion, or the spell direction in order to determine if a trap is
Detect Ch.vm (Divination) 100id in that particular direction .
is ruined. Any creature native to the ele-
Reversible mento1l plane of Air-even another dust A trap is any device or magico1l ward tho1t
Sphere: Divination devil- can disperse a dust devil with a sin- meets three crileria: it ca.n inflict a sudden
Range: 30 yards gle hit. or unexpectfed result. the spellcaster would
Components: Y, S view the result as undesirable or harmful,
Duration: 1 turn o1nd the harmful or undesirable result was
lnthr4l.1I (EnchantmentlChann)
Casling Time: 1 round specifically intended o1S such by the creo1tor.
Area of Effed: 1 creaturt/ round Sphere: Charm Thus t.ro1ps include o1larms, glyphs. and simi-
Saving Throw: None ~nge : O lo1r spells or devices.
Components: Y, 5 The caster learns Ihe general nature of the
When used by a priest , this spell can Duration : Special Irap (magiul or mechanical) but not its
detKt if a person or monster is under the Casting Time : 1 round exact effKt, nor how to disarm it . Close
influence of a chann spell, or similar control Area of Effect: 9O-fool radius eXo1minatio n will, however, enable the Co1st-
s uch as hypnosi5, suggestion, beguiling, Saving Throw: Neg. er to sense what intended o1ctions might trig-
possession, etc. The creature rolls a saving ger it. Note that the caster's divirultion is
throw vs. spell and, if successful, the caster A priest using this spell can enthrall an
limited to his knowledge of what might be
learns nothing about that particular crea- audience that can fully understand his lan-
unexpected and harmful. Th~ spell cannot
ture from the casting. A caster who learns guage . Those in the area of effK t must save
predict actions of creatures (hence 01 con-
that a creature is being influenct'd has a 5% vs. spell or give the caster their undivided
attention, totally ignoring their surround- cealed murder hole or ambush is not a tT<llp).
chance per level to determine the exact type
ings. Those of a race or religion unfriendly nor are na tural hazardJ considered traps (a
of influence. Up to 10 different creatures can Co1vem tho1t floods during rain, a wall weak-
be checkfed before the spell wanes. If the to the cClSter's have a + 4 bonus to the roll.
Any Wisdom adjustment also applies. Crea- ened by o1ge, a naturally poisonous plo1nt). If
creature is under mo re than one such effKt,
tures with 4 or more levels or Hit Dice, or the DM is using specific glyphs or sigils to
only the information that the charms exist is
identify magical wards (see the glyph of
gained. The type (since there are conflicting wi th a Wisdom of 16 or better, o1re unaffect-
emo1no1tions) is impossible to determine ,
The revuse of the spell. undetectable "'.To cast the spell . the casler must speak
without inte rruption for a full round.
w arding spell). this spell shows the form of
the glyph o r mark. The spell does not deted
tro1ps that have been disarmed or are other-
charm. completely masks all charms on a
wise inactive.
single creature for 24 hours. Thereo1fter, the enchantment lo15tS as long as
the priest spto1ks, to a maximum of one
hour. Those enthralled to1ke no action while Fire Tr4l.p (Abjur.lion. Evocalion)
Dust Devil (ConJur.ationtSummo nins) the priest speaks. and for Id3 rounds there-
Sphere: Elemental (Fire)
Sphere: Elemental (Air) after while they discuss the matter. Those
Range: Touch
Ro1nge: 30 Yo1rds entering the areo1 of effect must also save or
Components: Y, S. M
Components: Y, S become enthrallfed. Those not enthralled are
50% likely every tum to hoot and jeer in Duration : Permanent un til discharged
Duration : 2 rounds/ level
unison. If there is excessive jeering. the rest Casting Time: 1 tum
Casting Time: 2 rounds
Area of Effect : Objecllouched
Areo1 of Effect: Special are allowed a new saving throw. The speech
Saving Throw: 1/ 1
Saving Throw: None ends (but the IdJ round delay still o1pplies) if
the priest is successfully o1ltacked or per- Any closeable item (book, box. bottle,
T his spell enables a priest to conjure up 01
forms any o1ction other than speaking. chest, coffer, cof/In, door. drawer. and so
weo1k ai r elemental- a dust devil of AC 4, 2 If the o1udien.ce is attacked. the spell ends forth ) can be warded by a firf! trRp spell, The
HD, MV 180 feet per round, one allo1ck for and the audience reacts immediately, rolling spell is cenlered on a point selected by the
Id4 poinls of damage, which can be hit by
a reaction check wil h respect to the source spell caster. The item so trapped u nnot hoJve
nonnal weapons. The dust devil appears as
of the interrupt.ion, at 01 penalty of - 10. a second closure or warding spell placed
a smo111 whirlwind one foot in diameter at its
Note: When handling a large number of upon it. A knoelc spell cannot aUKt oil fire
base, five feel lall. and three 10 four feet
saving throws for similar creatures, the DM trap in o1ny wo1y-as soon as the offending
across at the lop. It moves as directfed by the
can assume an average to save time: e.g.• a Po1rty opens the item. the trap dischargl.'S.
priest, but dissipates if it is ever separated crowd of 20 men with a base saving throw
from the caster by more tho1n JO yards. Its .As with most magico1l tfoJPS, a thief hu only
of 16 (25% success chance) will have 15 men half his nonnal find traps score to detect 01
winds are suIficienlto put oul torches, small enth ralled o1nd five not.
campfires. exposed lante rns, and other fire tT<llp , Failure to remove it successfully
smo1ll, open flames of non-magico1l origin. detono1 tes il imrMCiiately. An unsuttessfu.l
The dust devil can hold a gas cloud or a Find Ti'4l.PS {Divlno1 tlon) di5pei magic spell will not detona te the
creature In gaseous form at bay or push it spell. When the tro1P is discharged. there will
Sphere: Divination be an explosion of five-foot radius from the
away from the caster (though it cannot
Range: 30 yards spell's center. All creo1tures within this area
damage or disperse such a cloud). If skim-
Components: V. S must roll saving throws vs. spell. Do1moilge is
mi ng o1long the ground in an area of loose
Duration: 3 turns Id4 points plus 1 point per level of the cast-
dust, sand. or ash, lhe dust devil picks up
Co1sting Time: 5 er; half tha t toto1l o1mount for creo1tUres suc-
lhose particles and disperses them in a 10-
Area of EffK! : 100foot po1th cessfull y saving. (Underwater, this wo1rd
foot-diameter cloud centered on itself. The Saving Throw: None
cloud obscures normal vision, and creo1tures inflicts half do1mage and cre.atl.'S 01 large
co1ught within o1re blinded while inside and When a priest casts a find traps spell. all cloud of steam .) The item tT<llpped is not
for one round after they emerge. A spell- traps-conceo1led normally or moJgically- harmed by this explosion ,
caster caught in the dust devil or its cloud of magical or mechanical na.ture become The cuter Co1n use the trapped object
while cuting must make a saving throw vs. appo1tent to him. Note that this spell is direc- without dischoJrging it, as can any indiv id~
tional, and the caster must face the desired ual to whom the spell Wo15 specifico1lly

lO4
atlun!ed when cast (the method usually jed to a maximum of 8 points of such curing annor, or a single mass of metal equal to 50
involves a keyword). in iIIly 24-hour period. pounds weight). Thus, a 3rd-Jevel caster
To place this spell, the caster must trace The reverse of the spell, badberry, CilUsn would affect one such creature, iI 4th- or
Ihe outline of the closure with a stick of 2d4 rotten berries to appeilt wholesome, but 5th-level caster two, etc.
charcoal and touch the «nter of the effect . each actually deliven 1 point of poison The reverse of the spell, chill metal,
Attunement to another individual requires a damage (no saving throw) if ingested . counters iI heat metal speJl or else causn
hair or similar object from the individual . The milterial component of the spell is the metal to iIIct ilS follows :
The material components are holly ber- cilster's holy symbol pilssed over the freshJy
Metil) Temperature Damage per Round
ries. picked, edible berries to be enspelled (blue-
berries, blackberries, raspberries, currants, cold none
gooseberries, etc.). ky 1-2 hit points
fl"me Blade (Evocation) freezing' 1d4 hit points
Sphere: Elemental (Fire)
He.t Met.l (Alteration) (') On the final round of freezing, the
Range: 0
Reversible afflicted creature must roll a succusful sav-
Components: V, S, M
ing throw vs. spell or suffer from the numb-
Duration: 4 rounds + 1 round / 2 levels Sphere: Elemental (Fire) ing effects of the cold. This causes the loss of
Casting Time: 4 Range: 40 yards all feeling in a hand (or hilnds, if the OM
Area of Effect : 3' long, sword-like blade Components: V, S. M rules the saving throw was failed badly) for
Saving Throw: None Duration: 1 rounds ld4 days. During this time, the chiltacter's
With this spell, the caster ca~ a blazing Casting Time: 5 grip is extremely weak and he cannot use
ray of red-hot fire to spring forth from his Area of Effect : Special thai hand for fighting or any other activity
hand. This blade-like ray Is wielded as if It Saving Throw: Speciill
requiring a firm grasp .
were a scimitar. If the casler successfully hits By means of the heat metal spell , the cast-
with the flame blade in mel~ combat , the er is able to make ferrous metal (iron, Iron The chill metal spell is countered by a
creature struck suffers Id4 + 4 points of alloys, steel) extremely hot. Elven chain resist cold speU, or by any great heat-
damage, with a damage bonus of +2 (Le .. mail is not affected, and magiul metal proximity to a bla:!:ing fire (not a mere
1-10 points) if the creature is undead or is armor receives an item saving throw vs. torch). iI magicill flaming sword, a wall of
especially vulnerable to fire. If the creature magical fire. If this is successful, the heat fire spell. etc. Underwater, this version of
is protected from fire, the damage inflicted metAl spell does not affect it . the spell inflicts no damage, but ice immedi-
is reduced by 2 (Le., Id4 + 2 points). Fire On the first round of the spell, the metal iltely forms iltound the affected metal,
dwellers and those using fire as an innate menly becomes very warm and uncomfor- exerting iln upward buoY<1-ncy.
attack form surfer no damage from the table to touch (this is also the effect on the
spell . The flame blade can ignite combusti- lasl melee round of the spell's duration).
ble materials such as parchment, straw, dry Hold reBC)n (EnchantmentlCharml
During the second and sixth (next to the
sticks, doth, etc. However, it is not a magi- lilst) rounds, heilt causes blisters and dam- Sphere: Charm
cal weapon in the nonnal sense of the lenn, age; in the third, fourth , al'ld fifth rounds, Rilnge: l20 yards
so crealures (other than undead) struck only the metill becomes searing hoI. causing Components, V. S. M
by magical weapons are nOI hanned by il. damage to exposed £lesh, as shown below : Duration : 2 rounds/ level
This spe11 does not function underwater. Casting Time: 5
In addition 10 the caster's holy symbol, Melal Temperature Damage per Round Area of Effect: ld4 persons
the spell requires a leaf of sumac as a materi- very warm none in a 20-fool cube
al component. hot Idol. points Saving Throw: Neg.
searing' 2d4 points
This spell holds ld4 humans, demihu-
Goodberry (Alterallon.. Evocation) (. ) On the final round of searing, the mans, or humanoid creatures rigidly immo-
Renrsible afflicted crealure must roll a successful sav- bile and in place for five or more rounds.
ing throw vs. spell or suffer one of the fol - The hold person spdlllffects any bipedal
Sphere: Plant
lowing disabilities: hand or foot-unusable human, demihuman , or humanoid of man-
Range: Touch
Components: V,S, M for 2d4 days, body-disabled Idol. days, size or smaller, including brownies, dryads,
Duration: 1 day + 1 day / level head - unconscious Id4 turns. This effect dWilrves. elves. gnolls, gnomes, goblins,
can be completely removed by the 5th-level half-elves, halflings, half-orcs. hobgoblins,
Casting Time: 1 round
priest heal spell or by norm<1-1 rest . humilns, kobolds, lizard men, nixies, orcs,
Area of EffKt : 2d4 fresh berries
Saving Throw : None pixies, sprites. troglodytes, and othen.
Note illso that materials such as wood, Thus, a 10th-level fighter could be held,
Casting a goodberry spell upon a handful leather, or £lilmmable cloth smolder and while an ogn could not .
of freshly picked berries makes 2d4 of them bum if exposed to searing hot metal . Such The effect is centered on a point selected
magic<1-l . The caster (<1.5 well as any other materials cause searing damilgt' to exposed by the C<1-ster, and it affects penons selected
caster of the same faith and 3rd or higher flesh on the next round. Fire resist<1-nce by the caster wilhin the area of effect. If the
level) can immedi<1-tely discern which berries (spell, potion, or ring) or a protKtion from spell is cast at three penons, each gets a nor-
are affected . A detect magic spell discovers fire spell totilllly negates the effects of a heAt mal saving throw; if only two perIOnJ are
this also. Berries with the magic either metal spell, as does immersion in water or being enspelled, each rolls his saving throw
enable a hungry creature of approximately snow, or exposure to a cold or ice storm with a -1 penalty; if the spell is cast at but
ma.n-size to eat o ne and be as well- spell. This version of the spell does not func- one person, the saving throw die roll suffers
nourished <1-S if a full normal meill were eat- tion underwater. For every two experience - 2 penillty. Saving throws are adjusted for
en, or else cure 1 point of physical dilmage levels of the casler, the metilll of one man- Wisdom. Those who succeed on their sav-
from wounds or other similar causn, sub- sized creature can be ilffected (Le., arms and ing throws an totally unaffected by the
spell . Undead creiltures cannot be held .
l05
H~Jd creatUrH cannot mov~ or speak, bul then wait at that location untillhe duration but no more than one fl ame per round.
they remain aware of events around them of the spell expires. (Note that unless the in- The caster can snuff out magical flame
and can use abilities not requiring motion or tended recipient of a message i5 expecting a any time he desires, but fire caused by the
speech . Being held does nOI prev~nt the messenger in the form of a small animal or flame cannot be so extinguished. This spell
wo~ning of the subjK"ts' condition due to bird, the carrier may be ignored.) When the does not function under water.
wounds, disease, or poison. The priest cast- spell's duration expires, the animal or bird
ing the hold person spell can end the spell retu rns to its normal activities. The in-
Resist fire/Resist Cold (Alteration)
with a single utterance at any time; other- tendtd recipient of a message gains no com-
wise the duration is two rounds at 1st level, munication ability. Sphere: Protection
four rounds at 2nd level, six rounds at 3rd Range: Touch
level. ~IC . Obscurement (Alteratio n)
Components: V, S, M
The spellcaster nt't!ds a small, straight Du ration: 1 round / level
pi~ of iron as the material component of Sphere: Weather Casting Time: 5
this spell. Range: 0 Area of Effect: Creature touched
Components: V, S Saving Throw : None
Duration ; 4 rounds / level
Know Alignment (Divination) When this spell is placed upon a creature
Casting Time : 5
Reversible bya priest, the creature's body is toughened
Area of Effect : Special
Saving Throw: None to withstand heat or cold, as chosen by the
Sphere: Divination caster. Complete immunity to mild condi-
Range: 10 yards This spell causes a misty vapor to arise tions (sta nding naked in the snow or reach-
Components: V, S around the caster. It persists in this locale ing into an ordinary fi re to pluck out a n o t ~)
Duration: 1 tum for four rounds per caster level and reduces is gained . The recipient can somewhat resist
Casting time: 1 round the visibility ranges of all types of vision (in- intense heat or cold (whether natural or
Area of Eff«t : 1 creature or object cluding inlravision) to 2d4 feet. The ground magical in origin), such as red-hot charcoal.
Saving Throw : Neg. area affected by the spell is a square progres- a large amount of burning oil, flaming
A know q/ignment spell enables the priest sion based on the caster's level : a 10' x 10' swords, fir~ storms, fi reballs, meteor
to exactly read the aura of a creature or an area at 1st lev~1. a 20' x 20 ' area at 2nd swarms, red dragon's breath. frostbrand
aligned obj«t (unaligned obj«ls reveal level, a 30' x 30' area at 3rd level. andso on. swords, ice storms, WQnds of frost , or white
nothing). Th~ caster must remain stalionary The height of the vapor is restricted to 10 dragon's breath. In all of these cases, the
and concen t rat~ on the subj«t for a full feet , although the cloud will otherwise ex- temperature affects the creature to some ex-
round. If the crealure rolls a successful sav- pand to fill confined spaces. A strong wind tent . The reci pient of Ihe spell gains a bonus
ing throw vs. spell , theuster leams nothing (such as the 3rd-level wizard spell, guS! of of +3 to saving throws against such attack
about that particular creature from the cast- wind, can cut the du ration of an obscure- forms and all damage sustained is reduc~
ing. Certain magical devices negate the mell l spell by 75 %. This spell does not func- by 50%; therefore, if the saving throw is
power of the know alignmellt spell. tion under water. failed , the creature sustains one-half dam·
The reverst, Imdetectable alignmfml , age, and if the saving throw is successful,
conceals th~ alignment of an object or crea- Produce fI .. me (Alteration) only one-quarter damage is sustained. Re--
ture for 24 hours. sistance to fire lasts for one round for each
Sphere: Elemental ( Fir~) experience level of the priest placing the
Range: 0 spell.
Messenger (InchantmentICha rm) Components; V, S The caster needs a drop of mercury as the
Sphere: Animal Duration: 1 round / l~vel material component of this spell.
Range: 20 yards/ level Casting Time: 5
Components: V, S Area of Effect : Special
Saving Throw; None Silence, I 5 ' R~dlus (Alteratio n)
Duration; 1 day/ l~vel
Casting Time: 1 round Sphere: Guardian
A bright flame, equal in brightness to a
Area of Effed: 1 creature Range: 120 yards
torch, springs forth from the caster's palm
Saving Throw: Neg. Components: V, S
when he casts a produclt flame spell. The
flame does not harm the caster, but it is hOi Duration : 2 rou nds / l~v~1
This spell enables the priest to call upon a
Casting Time: 5
tiny (su:e T ) creature of al least animal intel- and it causes the combustion of flammable
materials (paper, cloth, dry wood, oil, etc.). Area of Effect: 1S·foot-radius sphere
ligence to act as his messenger. The spell
Saving Throw : None
does not affect giant animals and it does not The caster is capable of hurling the magical
work on creatures of low (Le. , 5) Intelli- flame as a missile, with a ra nge of 40 yards Upon casting this spell, compl~te silence
gence or higher. If the creature is within (conSidered short range). The flame flashes prevails in the affected area. All sound is
range, the priest , using some type of food on impact, igniting combustibles within a stopped : conversa tion is impossible, spells
desirable to the animal as a lure, can call the three-foot diameter of its center of impact, cannot be cast (or at least not those with
animal to come. The animal is allowed a and then it goes ouL A creature struck by verbal components, if the optional compo-
saving throw vs. spell. If the saving throw is the flame suffers Id4 + 1 points of damage nent rule is used) , and no noise whatsoever
failed , the animal advances toward th~ and, if combustion occurs, must spend a issues from or ent~rs the area. The spell can
priest and awaits his bidding. The priest can round extinguishing the fire or suffer addi- be cast into the air or upon an object. but
communicate wi th th~ animal in a crude tional damage assigned by the OM until the the effect is stationary unless cast on a mo-
fashion , ttlling it to go to a certain place, fire is extinguished. A miss is resolved as a bile object or creature. The spell lasts two
but directions must be simple. The spell- grenade-like missile. If any duration re- rounds for each level of experience of the
caster can attach some small item or note to mains to the spell, another flame immetfi- priest. Th~ spell can be centered upon a
the animal. If so instructtd . the animal will alely appears in the casler's hand . TheCilster creature, and the effect thl'l1 radiates from
can hurl a maximum of on~ flam~ per level , the creature and moves as it moves. An un-

106
willing CTYature receives a saving throw Variations of this spell may ('Xist , allow- the same direction as the caster is facing, so
against the spd!. If tht." saving throw is suc- ing other creatures significant 10 a particular if he is behind the target, all bonu5ft for rear
cessful, tht." spell effect is centered about one mythos to be affected. Your OM will inform a ttack are gained along with the loss of any
foot behind the position of the subject CTYa- you if such spells exist. modifications to the target's AC for shield
turt." at tht." instant of casting. This 5pc."1l pro- and Dexterity.
vidt."S a dt."fense against sound-based attacks, As soon as the caster ceases concentra-
Speu With AnlmoAls (AJle ratlo n)
suen as harpy singing, hom of blastin8, etc. tion, the spiritual hammer spell ends. A dis-
Sphere: Animal, Divination pel magic: spell that includes either the caster
Slow Polson (Necromilncy) Range: 0 or the forct." in its area of effect has a chance
Components: V, S 10 dispel the spiritual hammer. If an at-
Spht."re: Healing Duration: 2 rounds / level lacked creature has magic resistance, the re-
Range: Touch Casting Time: 5 s istance is checked the first time the spiritual
Components: V, S, M Area of Effect: 1 animal within hammer strikes. If the hammer is success-
Duration: 1 hour / level 3O-foot radius of print fully misted, the spell is lost. If not , the
Casting Time : 1 Saving Throw: None hammer has its normal fuJI effect for the du-
Area of Effect: Creature touched ration of the spell.
Saving Throw : None This spell empowe.n the priest to compre-
hend and communicate with any warm- o r The malerial component of this spell is a
When this spell is placed upon a poisoned cold-blooded normal or giant animal that is normal war hammer that the priest must
individual. it greatly slows the effects of no t mindless. The priest is able to ask ques- hurl toward opponents while uttering a plea
venom, if it is cast upon the victim before tions and receive answers of the creatu~, al- to his deity. The hammer disappears when
the poison takes full effect. (This period, though friendliness and cooperation are by the spell is cast .
known as the onsel time, is known to the no means assured . Furthermore, terseness
OM. ) While this spell does not neutralize and evasiveness are likely in basically wary Trip (Enchilntme.ntlCha rm)
the venom, it does prevent it from substan- and cunning creatures (the more stupid o nes
tially harming Ihe individual for Ihe dura- will instead make inane comments). If the Sphere: Plant
tion of its magic in hopes Ihat , during that animal i5 friendly or of the 5.iIIme general Range: Touch
period, a full cure can be accomplished . Components: V, S
alignment as the priest, there is a possibility
Tht." material components of the slow poi- that the animal will do some favor or st:rvice Duration: 1 tum / level
son spell are the priest's holy symbol and a for the priest. This possibility is determined Casting Time: 5
bud of garlic that must be crushed and by the OM. Note that this spell differs from Area of Effect: 1 object up to 10 feet long
smea~ on the wound (or t."aten if poison the sp4!lIk with monsters spell , for this spell Saving Throw: Neg.
was ingHted). allows conversation only with normal or gi- This magic must be cast upon iI normal
ant, non-fantaslic ~atures such as apes, object-a length of vine, a st.ick, a pole, a
Snake Ch....m (EnchantmentiCharm) bears, cats, dogs, elephants, and so on. rope, o r a similar object . The spell causet
the object to rise slightly off the ground or
Sphert.": Animal noor it is resting on to trip most CTYatures
SplrltuoAl HoAmmer (lnvoc.atlon)
Range: 30 yards crossing it, if they fail their saving throws
Components: V, S Sphere: Combat vs. spell . Note thilt only as many creatures
Duration: Special Rilnge: 10 yards/ level can be tripped as are actually stepping
Casting Time: 5 Components: V, S, M across the enchanted object. Thus a thft."e-
Area of Effect : 3O-fool cube Duration: 3 rounds + 1 round / level foot-long piece of rope could trip only one
Saving Throw: None Casting Time: 5 man-sized crealure. Creatures moving OIl a
Area of Effect : Special very rapid pace (runn ing) when tripped suf-
When this spell is cast. a hypnotic pattern
is set up that causes one or more snakes to Saving Throw: None fer 1 poinl of damage and are stunned for
cease all activity except a semi-erect, swaying By calling upon his deity, the caster of a Id4 + 1 rounds if the surface they faU upon is
movement. If the snakes ve charmed while spiritual hammu spell brings into exislence very hard (if it is turf or other soft material ,
in a torpor, the duration of the spell is Id4+2 a field of fo~ shaped vaguely like a ham- they are merely stunned for the rest of that
turns: If the snakes ve not torpid, but are not mer. As long as the caster concentrates upon round). Very large creatures. such as ele-
aroused and angry, the charm lasts IdJ turns; the hammer, it strikes at any opponent phants, are nol at all affected by a trip. The
if the snakes are angry or attacking, the within its rangt.", as desired . Each round the o bject continues to trip all creatures passing
snake chann spell lasts 1d4 +4 rounds. The caster can choose to attack the same target over it , including the spellcaster, for as long
priest casting the spell can charm snakes as the previous round or switch to a new tar- as the spell duration lasts. A crealure aware
whose total hit points are less than or equal get that he can see anywhe~ within his max- of the object and its potential adds a +4 b0-
to those of the priest. On the average, a 1st- imum range. The spiritual hammer's chance nus to ils saving throw roll when crossing
level priest could charm snakes with a total to successfully hit is equal to that of the the object . The enchanted object is 80% un-
of 4 or 5 hit points; a 2nd-level priest could casler, without any Strength bonuse:s. In ad- detectable unless a means that detects magi-
charm 9 hit points, rtc. The hit points can be dition, it strikes as a magical weapon with a cal traps is employed or the operation of the
those of a single snake or those of several of bonus of + 1 for every six experience levels spell is observed. This spell does not func-
the reptiles, but Ihe total hit points cannOI ex- (or fract ion) of the spellcilster, up to iI total tion under WOller.
ceed those of the priest casting the spell. A of + 3 to the attack roll and +3 to the dam-
23-hit point caster charming a doz.m 2-hit ilge roll for a 13th-level caster. The bast:
poinl snakes would charm 11 of them . This damilge inflicted when it scores a hit is ex-
spell is also effective against any ophidian or actly the same as a normill war hammer
oprudianoid monster, such as naga, coual!, (ld4 + 1 vs. opponents of man size or
etc., subject to magic resistance, hit points, smaller, Id4 upon larger opponents, plus
and so forth . the magical bonus) . The hammer strikes in

107
ers is permitted .) Note th;llt while affected
W.up Wood (AJteralioR)
by the withdraw spell , tM caster can use
Revenl ble only the following spells: any divination
Sphere: Plant spell or any curing or he;lliing ~Jl , the latter
Range: 10 yards / level on himself only. The casling of any of lhese
Components: V. S spells in a diffe~nt fashion (e.g., a cure light
Duration: Permanent wounds spell bestowed upon a companion)
Casting Time: 5 negates the withdrllW spell. Similarly, the
Atea of EH«l : Special withdrawn caster cannot walk or run. be:-
Saving Throw : Special come invisible, or engage in actions other
than thinking, reading. and the like. He can
When this spe:1J is cast . the priest causes a be affected by the actions 01 others, losing
volume of wood to bend and warp. perma- any Dexterity or shield bonus. Any success-
nently destroying its straightness, form . and
ful attack upon the caster breaks the spelL
strength. The range of a warp wood spell is
10 yards for each level of experience of the
caster. It affects approximately a 15-inch Wyvem W.tc:h (Evontlon)
shaft of wood of up to one-inch diameter Sphere: Guardian
per level of the caster. Thus, at 1st level. a Range: 30 yards
caster might be able to warp an hand axe Components: V, S, M
handle or four crossbow bolts; at 5th level , Duration: 8 hours or until strike Third-Level Spells
he could w.. rp the shaIt of a typical spear.
Casting Time: 5
Note that boards or planks can also be af- Area 01 Effect: to-foot-radius sph~ Anlm.te DeAd (Necrom" n<l')
fected , causing a door to be sprung or a boat Saving Throw: Ntg.
or ship to leak. Warped missile weapons are Sphere: Nettomantic
useles; warped melee weapons surfer a - 4 This spell is known as wywnt walch be:- Range: 10 yards
penalty to their attack rolls. cause of the insubstantial haze brought Components: V,S, M
Enchanted wood is affected only if the forth by its casting, which vaguely resem- Duration: Permanent
spellcaster is of higher level than the caster bles a wyvern. It is typically used to guard Casting Time: 1 round
of the prior enchantment. The spellcaster some area against intrusion. Any creature Area of Effect : SpKial
has a lO,*, cumulative chance of success per approaching within 10 leel of the guarded Saving Throw: None
level of difference (lO,*, if one level higher, area may be affected by the ~wyvern ." Any This spell CJ'f:ates the lowest of the undead
40 .. if two levels higher. etc.). Thus, a door crealu~ entering the guarded are;ll must roll monsters, skelelons or zombies, usu"lly
magically hekl or wizard locked by a 5th- a successful saving throw vs. spell or stand from the bones or bodies of dead humans,
level wizard is 40 .. likely to be ..ffected by a paral)'%ed for OM round per level of the demihumans. or humanoids. The spell
tDQrp wood spell cast by a 7th-level priest . casler, until freed by the spcllcasler, by a c.auses these ~ains to become animated
Wooden magical items are conside~ en- dup,' magic spell, Or by a remoult parlllysu and obey the simple verbal commands of
chanted at 12th level (or better). Extremely spell. A successful saving throw indicates the caster, regardless of how they communi-
powerful items, such as artifacts, are unaf- that the subject c~ature was missoed by the cated in life. The skeletons or zombies can
fected by this spell. attack of the wyvern-form. and the spell re- follow the caster, remain in an area and at-
The reversed spell. straighten wood , mains in place. As soon as a subject creaturt: tack any CJ'f:atu~ (or just a Specific type of
straightens bent or crooked wood, or re- is successfully struck by the wyvem-form, creature) entering the place. etc. The un-
verses the effects of a tDQrp wood spell, sub- the paralysis takes effect and the force of the dead remain animated until they are de-
ject to the same restrictions. spell dissipates. The spell force likewise dis-. stroyed in combat or a~ turned; the magic
sipates if no intruder is ltruck by the cannot be dispelled..
wyvem-/orm for eight hours after the spell The print can animale one skeleton or
WithdrAW (Alter.ltlon)
is cast. Any creature approaching the space one zombie lor each experience level he has
Sphert:: Protection being guarded by the wyvem-form may be attained . If CTeatureswith mo~than 1 + Hit
Range: 0 able to detect its presence bd'ore coming Dice art: an.imated, the number is deter-
Components: V, 5 close enough to be attacked; this chance of mined by the monster Hit Dice . Skeleta.l
Duration : SpKial detection is 90,*, in brightlighl , 3O,*, in lwi· forms have the Hit Dice of the originaJ crea-
Casting Time; 5 light conditions, and 0" in darkness. tun, while zombie forms have 1 mort: Hit
Area of Effect : The caster The material component Is thlt priest's Die. Thus, a Uth-Ievel priest could animate
Saving Throw : None holy symbol. 12 dwarven l keletons (or six zombies), four
By means of a withdraw spell, the priest zombie gnolls. or a lingle zombie fire giant.
in effect alters Ihe now of time with regard Note that this Is based on the standard racial
10 himself. While but one round of time Hit Die norm; thus, a high-level adventurt:r
passes for those not affected by the spell. the would be animated as a skeleton or zombie
priest is able to spend two rounds. plus one 01 1 or 2 Hit Dice, and without spKial class
round per level. in contemplation . Thus, a or radal abilities. The caste!' can. a.ltema-
5th-level priest ca.n withdraw for seven tinly, animate two small animal skeletons
rounds to cogitate on some matter while one (1-] Hit Die or less) for every level 01 experi-
round pa55e5/or all others. (The DM should ence he has achieved.
allow the player one minute of real time per The spell requires" drop of blood, a piece
round withdrawn to ponder some problem of nesh of the type of creature being ani-
o r question . No discussion with other play- mated, and a pinch 01 bone powder or a
bone shard to complete the spell. Casting

208
this spell is not a good act, and only evil moves as it moves). Note: that this spell also auditory organs damaged by injury or dis-
priests use it freque:ntly. blinds .J cre.Jture if it is successfully cast ease.
upon the creature's visual organs. If the spell Its reve:rse, CAuse blindness or deAfness,
is C.Jst on a small object th.Jt is then placed in requires a s uccessfu l touch (successful
un Ughtnlng (Alteration) a light-proof cove:ring, the: spt:1l effects are att.Jck ro ll) on the victim . If the victim rolls
Sphere: We:ather blocked until the covering is removed. a succHSful saving th row, the effect is
Range:: 0 Continual light brought into an area of negated. If the saving throw is failed. a non-
Components: V, S magical darkness (or vice versa) cancels the: damaging magic.JI blindness or deafness
Duration : 1 tum / leve:l darkness 50 th.Jt the otherwise prev.Jiling re:sults.
Casting Time: 1 tum light conditions exist in the overlapping A deafe:ntd creature suffe:n.J -1 pt:nalty
Area of Effect: 360-foot radius areas of e:ffect. A direct casting of a contin- to surp rise rolls, a + 1 penalty 10 its initia-
S.Jving Throw: 111 uDI light spell against a similar or weaker tive rolls. a 20% chance of spell failure for
magical darkness cancels both. spt:lls with verbal components, .Jnd can
When a col/lightning spell is ast , there This spt:1I eventually consumes the mate- react only to what it can see or fHI. A blind-
must be a storm of some sort in the: are.J-a rial it is cast upon, but the process takes far ed. creature suffers a -4 pt:nalty to its attack
rain showe:r. clouds and wind, hot ;md
longer than the time in a typical campaign. rolls, a +4 penalty toits ArmorOaS5, and a
cloudy conditions, or e:ve:n a tornado Extremely hard and expensive materials +2 penalty to its initiative rolls.
(including.J whirlwind formed by a djinn or
might last hundreds or e:ve:n thousands of
air e:le:mental of 7 Hit Dice or more). The:
years. Cure Olse.ue (Abjuratio n)
cuter is then able to call down bolts of light- The reverse spell. contin,",1 dDrkn~,
ning. The: caster can call down one bolt per auses complete absence of light (pitch Reversible
tum . The: caste:r need not call a bolt of light-
blackness), similar to the dArkness spell but Sphere: Necromantic
ning immediately-other actions, even
of greater duration .Jnd area. Range: Touch
spellcasting, can be performed: however,
the caster must remain stationary .Jnd con- ComponMts: V, S
centrate for a fu ll round each time a bolt is Cr~te food &. Water (Alteratio n) Duration: Pe:rmanent
calltd. The spell has a duration of one tum Casting T ime: 1 round
Sphere: Creation Area of Effect: Creature touched
per caster level. Each bolt causes 2d8 points
Range:: 10 yards Saving Throw: None
of electrical damage:, plus an additional ld8
Components: V, S
points fo r e:ach of the caster's experience This spell Mables the aste:r to cure: most
Duration : Special
leve:ls. Thus, a 4th-level caster calls down a diseases by pl.Jcing his hand upon the dis-
Casting Time: 1 tum
6d8 bolt (2d8 + 4d8) . eased creature. The affJiction rapidly dis.Jp-
Area of Effect: 1 cubic foot / level
The: bolt of lightning flashes down in a pears thereafter, maki ng the cured creature
S.Jving Throw: None
vertical stroke at whatever dist.Jnce the whole: and well in from one tu m to 10 days,
spell caster decides, up to 360 yards .Jway. When this spell is cast, the: priest causes depending on the type of disuse and the
Any creature within a 10-fool radius of the food and water to appea r. The food thus stale of its adva nceme:nl when the cure took
p.Jth or the point where the lightning strikes created is highly nourishing if r.Jther bland; place. (The DM must adjudicate these con-
suffers full damagt' unless a successful sav- each cubic foot of the mate:rial sust.Jins three ditions.) The spell is also effective .Jg.;Jinst
ing throw vs. spell is rolled, in which case human-sized. creatures or one horse-sized. parasitic monsten such as green slime, rot
only one-half damage: is taken. creature for a full day. The food decays and grubs, and others. When cast by a priest of
Bec.auw it requue:s a storm overhead, this becomes inedible within 24 hours. al though at least 12th level, this spell cures Iyanthro-
spell C.Jn only be used outdoors. It does not it C.Jn be restored for .Jnother 24 hours by py if cast within three d.JYS of the infection .
function undu ground or under water. casting a purify food tv1d wgler spell upon Note that the spell does not prevent reoccur-

Condnu.l Usht (Alteratio n)


it. The w.Jtercreated by this spell is the same
as that created by the lst-Ievel priest spell ",,,,,,,,,.
rence of a disease If the recipient is again

eregte "WQter. For each feXpt:rit'f\ce level the The reverse of the cure disease spell is
Reversi ble priest has attained, one cubic foot of food or CAuse disease . To be effective. the priest
Sphere: Sun WOller is created by the spell. A 2nd-le:ve:1 must touch the inte:nded victim, and the vic-
Rotnge: 120 ya rds priest could create one cubic foot of food ti m must fa..i l a saving throw vs. spell. The
ComponHlts: V, S and one cubic foot of wate:r. severity of the d ise.Jse is decided by the
Duration: Pennanent prie:st (de:bilitaling or fatal). The: exact
Casting Time:: 6 Cure Blindness or Oe.a.fness details of the d isease are: decided by the OM,
Area of Effect : 6O-foot-radius globe but the follOwing are typical:
(Ablut.Jtion)
Saving Throw: Special • Debilitoting- The disease takes effect in
Reversible
1d6 turns, after which the creature loses 1
This spell is simil.Jr 10 a light spell, except Sphere : Necromantic ~int of Strength per hour until his Strength
that il is as bright as full daylight and lasts Range: Touch is reduced to 2 or less, at which time the
until negated by magical da rknf!S5 or by a Components: V. S recipient is weak and virtually helpless. If a
dispel mAgic spell. Cre:atures with penalties Duration: Perm.Jnent creature has no Strength rating, It loses 10%
in bright light suffer them in this spell's are:a Casting Time: 1 round of its hit points per Strength loss, down to
of dfect . As with the light spell, this can be Are.J of Effect : Creature touched 10% of its origin.JI hit points. If the disease
cast into air, onto.Jn object. or at a creature. Saving Throw: Sped.J1 also affects hit points, use the more severe
[n the third case. the continual light affKts pt:nalty. Recovery requi res a period of IdJ
the space about one: foot behind .J creature By touching the creature afflicted. the weeks.
that successfully rolls its saving throw VI . priest e:mploying the spt:lI can permanen tly
• fgtg l- This wasting disease is t:ffective
spell (a failed. S.Jving throw means the: con- cure some forms of blindness or deafness. immediately. Infected creatures receive no
tinu.JI light is centered on the creature and This spell does not restore or repair visual or benefit from cur. wound spells while the

109
disease is in ~ffKt ; wounds h~a l at only 10" Summary of Dispel Effects
of th~ natural rat~. Th~ disease proves fatal
So urce o f Effect Resisls As
within Id6 months and can be cured only by
Caster None
magical means. Each mon th the disease pro-
gresses, the creatul't' losn 2 points of Cha-
Other casterlinnate ability LevellHD of other c,:::::._-::::
risma, permanently. IV,"" Iii lewl
Staff 8th level
The inflicted disease can be cured by the
cure diHase spell. Lycanthropy cannot be
caused.
OM discretion OM discretion
• Effect negated; if cast directly on item, item becomes nonoperational fo r 1d4 rounds.
Dispel M"Sic (Abjuratio n)
Sphere: Protection Note that this spell, if successful, will
Range: 60 yards
release charmed and similarly beguiled crea-
n"me W"lk (AUer.a tJo n)
Components: V, S
tures. Certain spells or effects cannol be dis- Sphere: Elemental (Fire)
Duration: Special
peJlC'd ; these arC' listed in the spell RangC': Touch
Casting Time: 6
descriptions. Components: V, S, M
Area of Effect : JO..fool cube or 1 item
Duration : 1 round + 1I1evei
Saving Throw: None
Casting Time: 5
feign De"th (Necromancy)
When a priest casts this spell. it has a Area of Effect: Creature(s) touched
chance to neutralize or negate the magic it Sphere: Necromantic Saving Throw: None
comes in contact wilh as follows : Range: Touch
Component: V By means of this spC'JI, thC' c.astC'r
First, it has a chance to remove spells and
empowers one or more creatures to with-
spell-like effects (including device eff«ls Duration : llum + 1 round / level
stand non magical fires of temperatures up
and innate abili t j~s) from creaturl!5 or Casting TimC': III
to 2.000" F. (enabling them to walk upo n
objects. Second, it may disrupt the casting Area of Effecl : Person touched
molten lava). It also confers a +2 bonus to
or use of these in the area of effect at the Saving Throw : None
saving th rows against magical fire and
instant the dispel is cast. Third, it may
By means of this spell. the caster or any reduces damage from such fires by on~half,
destroy magical potions (which are treated
o the r willing person can be put into a cata- even if the saving throw is failed . For every
as 12th level for pu~ of this spell).
lC'ptic slatC' that is impossiblC' to distinguish experience level abovC' the minimum
Each effect or pol ion in the spell's area is
from actual death. Although the person required to cast the spell (5th), the priC'st can
checked to determine if it is dispelled. The
aff«ted can smell, hea r, and know what is affect an additional Cl't'ature. This spell is
caster can always dispel his own magic; oth-
going on, no feeling or sight of any sort is not cumulative with resist fire spells or simi-
erwise the chance depends on the difference
possible; thus, any wounding or mistreat- lar protections.
in lev~l betWefll thC' magical C'Hect and the
ment of the body is not felt , no reaction ThC' material components of the spell are
caster. The base chance of successfully dis-
occurs, and damage is only one-half nor- the priest's holy symbol and at I~ast SOO gp
pelling is 11 or higher on I d20. If the caster
mal. In addi tion, para lysis, poison, or of powdered ruby per affected creature.
is highC'r lC'vel than thC' Cl't'ator of thC' coffect
energy level drain does not aff«t a person
to be dispelled, the difference is subtracted
under the influence of this spell, but poison
from this base number needed . If the caster Glyph of W ....dlns
inj«led or otherwise introduC«! into t.he
is lower level, then the difference is added 10 (A bjuration. Evoc.a tion)
body becomes effective when the spell recip-
the base . A die roll of 20 always succeeds
ient is no longer under the influence of this Sphere: Guardian
and a die roll of 1 always fails . Thus, if a
spell, although a saving throw is permitted . RangC': Touch
caster is 10 levels higher than the magic he is
However, the spell offers no protection Components: V, S, M
trying to dispel, only a roll of 1 prevents the
from causes of certain death-being crushed Duration : Permanent until discharged
effect from being dispelled .
under a landslide, etc. Only a willing indi~ Casting Time: Special
A dispel magic can affect only a specially
enchanted item (such as a magical scroll , vidual can be aff«ted by afeign death spell . Area of Effect : Special
ring, wand, rod. staff. miscellaneous item, The priest is able to end th~ spell effect at Saving Throw: Special
any timC', but il requires a full round for
weapon, shield, o r armor) if it is cast A glyph of wa rding is a powerful inscrip-
bodily functions to begin again.
dir«tly upon the item . This renders thC' item tion magically drawn to prC'vent unauthor-
Note thai , unlike the wizard version of
nonope rationai for Idol rounds. An item ized or hostile creatures from passing,
possessed or carried by a creature has the this spell, only people can be affected, and
thallhose of any level can be affected by the entering, or opening. It can be used to guard
creature's saving throw against this effect ; a small bridge, to ward an entry, or as a trap
priest casting this spell.
otherwise it is automatically rendered non- on a chest or box.
operational. An interdimensional interface The priest must set the conditions of the
(such as a bag of holding) rendered no n- wa rd; typically any creature violating the
operational is temporarily dosed. Note that wa rded area without speaking the name of
an item's physical properties are unchanged: the glyph is subject to the magic it stores. A
a nonoperational magical sword is still a successful saving throw vs. spell enables the
sword. creature to escape the effects of the glyph.
Artifads and relics are not subject to this Glyphs can be set according to physical
spell, but some of their spell-like eHects may characte:ristics, such as creature type, si:;:e,
be, OIl the DM's option . and weight. G lyph!! can also be set with
respect to good or evil, or to pass those of
the caster's religion. They cannot be set

z. o
according to class, Hit Oi«, or l~v~1. Multi- of the spell . it has a penalty of - 4 to its roll; AC 1 at 17th level. The magic lasts for five
pl~ glyphs cannot be cast on lh~ sam~ area; if two are subject, ~ach rece:iv~ a. penalty of rounds per level of th~ castu, or until th~
although if a cabinet had three drawers, - 2 to its roll; if three are subject, each caster loses consciousness. If the vestment is
~ach could be ~arat~ly warded. receives a penalty of -1 to its roll: if four worn with other armors, only the best AC
When the spell is cast, the priest w~aves a are subject, ~ach gets an unmodified saving (either the armor or the vestment) is use:d-
tra«ry of faintly glowing lines around th~ tMOW . this protection is not cumulative with any
warding sigil. For ev~ry fiv~ square feet of A maximum body weight of 400 pounds other AC protection.
area to be protected, one round is required (100 pounch for nonmammal.) per animal Th~ mat~rial components are the vest-
to tra« the warding lines of the glyph. Th~ per caster level can be affected-e.g .. an ment to be enchanted and the priest's holy
caster can affect an area equal to a squar~ 8th-level caster can affect up to four l,200- symbol, which are not expended.
the sides of which are the same as his I~vel . pound mammals or a lik~ number of 800-
in feet. The glyph can be plaCftllo conform pound nonmammals. such as birds or
Meld Into Stone (Alteration)
to any shape up to the limitations of the reptiles.
cast~r's lotal square footage . Thus a 6th- Sph~r~: Elemental (Earth)
level caster could pla« a glyph on a 6' x 6' Range: 0
Loc.te ObJect (Divination)
square, shape it into a rectangl ~ 4' x 9', a Components: V, S, M
R~versi ble
band 2' by 18', or a sil)&l~ strip l' by 36' . Duration: 8 rounds + ld8 rounds
When the spell is compl~ted , th~ glyph and Sphere: Divination Casting Time: 6
tracery become invisible. Rang~ : 60 yuds + 10 yd .l l~vel Area of Effect : Caster
Th~ priest traces the glyph with incense, Components: V, S, M Sa.ving TMOw: None
which, if Ih~ area exCffds SO square feet , Duration: 8 hours This spell enables the priest to meld his
musl be sprinkled with powd~red diamond Casting Time: 1 tum body and possessions inlo a single block of
(at least 2,000 8P worth). Area of Effect: 1 object stone. Th~ stone must be l arg~ enough to
Typical glyphs shock for Id4 points of Saving Throw : None accommodate his body in all three dimen-
electrical damage per lev~1 of the spellcasler,
This spell helps locate a known or famil- sions. When casting is complete. th~ priest
explode for a like amount of fire damage,
paralyze, blind, d~afen , and so forth . Th~ iar object . The priest casts the spell, slowly and not more than 100 pounds of nonliving
OM may allow any harmful priest spell turns, and will sense when he is facing in the gear merge with the stone. If either condi-
direction of the object to be located, provid- tion is violated, the spell fails and is wasted.
effect to be used as a glyph, provided th~
cast~ r is of sufficient level 10 cast the spell .
ed the object is within ra nge-e.g., 90 yards While in the stone, the priest remains in
for l rd-Ievel priests, 100 yards for 4th, 110 contact , however tenuous, with the face of
Succ~ssful saving throws eith~r reduce
yards for 5th, ~tc . The spell locates such th~ stone through which he melded . The
effects by one-half or negat~ th~m , accord-
objects as apparel. jewelry, furniture , tools, priest remains aware of the passag~ of time.
ing to the glyph employed, Glyphs cannot
weapons. or even a ladder or stairway. Nothing that goes on outside th~ stone can
be affected or bypassed by such m~ans as
On« the caster has fixed in his mind the be seen o r heard, how~ver. Minor physical
physical or magical probing, though they
item sought, the spell locates only that item. damage to the stone does not harm the
can be dispelled by magic and foiled by
Attempting to find a specific item, such as a priest, but its partial destruction, if enough
high-level thieves using their find-and-
kingdom's crown, requires an accurate men- so that th~ caster no longer fits, expels tl'te
r~move-traps skill ,
tal imag~. If th~ image is not dose enough to priest wit.h 4d8 points of damage. The
The OM may decide that th~ exact glyphs
the actual i t~m, the spell does not work; in ston~'s destruction expels the priest and
available to a priest depend on his r~ ligion ,
short . desired but unique objects cannot be slays him instantly, unless a successful sav-
and he might make new glyphs available
located by this spell unless they are known ing throw vs. spell is rolled ,
according to the magical research rules.
by the caster. The spell is blocked by lead . The magic lasts for ld8+8 rounds. the
The casting requires the use of a piece of variable part of th~ duration rolled secr~tly
Hold Anlm.1 (EnchlintmentlCh.mn) lodestone. by the OM . At any lime befor~ the duration
The reversal, obsc... rl' object. hides an expires, Ihe priest can step oul of the stone
Sphere: Animal
object from location by spell, crystal ball, through the stone surface he entered. If the
Range: 80 yards
or similar means for eight hours. The caster duration runs out, or the effect is dispelled
Compon~nts : V, S
Duration: 2 rounds / level must touch the object being concealed. before the priest exits the stone, then h~ is
Neither application of th~ spell affects liv- violently expelled and suffers 4d8 points of
Casting Tim~: 6
ing creatures, damage.
Area of Effect : 1 to 4 animals in a
40-£oot cubC' The following spells harm the priest if
Saving Throw : Neg. cast upon the stone that he is occupying:
M.SIc.' Vestment (Enchantment) stone to flesh expels the priest and inflicts
By means of this spell, the caster holds Sphere; Protection 4d8 points of damage; stone shape causes
one to four animals rigid . Animals affected Range: Touch 4d4 points of damage, but does not expel the
are normal or giant-sized mammals, birds, Components: V, S, M priest; transmute rock to m ...d expels and
or r~ptiles, but not monsters such as cen- Duration: 5 rounds/ level slays him instantly unless he rolls a success-
taurs, gOTgons, harpies, naga , dc. Apes, Casting Time: 1 round ful saving throw vs. spell; passwall expels
bears, crocodiles. dogs, eagles, faxes , giant Area of Effect : The caster the priest without damage.
beavers, and similar animals are subject to Saving Throw: Non~
this spell . Th~ hold lasts for two rounds per
caster level. The caster decides how many This spell enchants the caster's vestment .
animals can be affected. but th~ greater th~ providing protection at least the eq ... ivalent
number, th~ beller chance each has to sue- of chain mail (AC 5). The vestment gains a
~fully 5aV~ against th~ spell. Each animal
+ 1 enchantment for each three levels of the
gets a saving throw: if only one is the subject priest beyond 5th level. to a maximum of

211
thorn . trees, vines, and weeds become so Protection from fire (Abjuration)
Nes.dve PlAne Protection thick and overgrown in the a.rea of effect as
(AbJur.ltlon] to form a barrier. The area of effect is a Sphere: Protection. Elemental (Fire)
Sphere: Protection, Necromantic square 20 feet on a side per level of experi- Range: Touch
Range: Touch ence of the c;uter, in any square or J'KIangu- Components: V. S. M
Components: V, S lar shape that the caster decidn upon at the Duration : Special
Duration: Special time of the spellcasting. Thus an 8th-level Casting Time: 6
Casting Time: 1 round caster can affect a maximum areil of 160' Area of Effect : Creature touched
Arta of Effect : 1 creature x 160' square, a 320' x 50' rectangle, a Saving Throw: None
Saving Throw: None 640' x 40' rectangle, a 1.280' x 20' ~­
The effect of a protection /rom fire s~1l
tangle, etc. The spell's effect5 persist in the
This spell affords the caster or touched diffen according 10 the recipient of the
area until il is cleared by labor. fire. or such
creature partial protection From undead magic-either the caster or some other crea-
magical means as a dispel magic spell.
monsters with Negative Material plane con- ture. In either case. the spell lasts no longer
The second uS4! of the spell affects a one-
nections (such as shadows, wights, wraiths, than one tum per caster level.
mile square area. The OM secretly makes a
spectres, or vampires) and certain weapons saving throw (based on the caster's level) 10 • If the spell is cast upon the caster, it confers
and spells that drain energy levels . The neg- see if the spell takes effect. If successful . the complete invulnerapility to normal fires
ative plane protection 5~1l opens a channel spell renders plants more vigorous. fruitful . (Ion::hes, bonfires, oil fires. and the like) and
to the Positive Material plane. possibly off- and hardy, increasing yields by 20 % to 50% to exposure to magical fires such as fiery
setting the effect of the negative energy ([ld4 + I J x 10% ), given a normal growing dragon breath, spells such as burn ing
attack. A protected creature struck by a season . The spell does not prevent disaster hands, fi reball, fir. ~etb, fire ~torm, flame
negative energy iluilck is allowed iI saving in the form of floods . drought. fire , or strib. meteor .swarm , hell hound or pyro-
throw vs. death magic. If successful. the insects. although even in these cases the hydra breath, etc. , un til the spell has
energies can~ with a bright flash of light plants survive beller Ihan expe-cted. This absorbed 12 points of heat or fire damage
and a thunderclap . The protected creature effect lasts only for the life cycle of one sea- ~r level of the caster, at which time the spell
suHers only normal hit point damage from son. the winter ~deat h~ marking the end of a is negated.
the attack and does not suffer any drain of life cycle even for the sturdiest of trees. in
e){~rience or Strength. regardless of the • If the spell is cast upon another creatun, it
many farming communities. this spell is
num~ of levels the attack would have gives invulnerability to normal fire, gives a
normally cast at planting time as pari of the
drained. An attacking undead creature suf- bonus of + 4 to saving throw die rolls vs.
spring festivals. fire attacks, and it reduces damage sus.-
fers 2d6 points of damage from the Positive
plane energy; a drai ning wiz..ard or weapon tained from magical fires by 50% .
receives no damage . PrAy er (Conjurallon/Summo nlng)
The casler's holy symbol is the material
This protection Is proof against onl y one Sphere: Combat component .
such attack. dissipating immediately wheth- Range: 0
er or not the saving throw was successful. If Components: V. S, M
the saving throw is failed, the spell recipient PyrotechnIcs (AlteraUon)
Duration: 1 round / level
suffers double the usual physical damage, in Casting Time: 6 Sphf're: Elemental (Fire)
addition to the loss of experience or Area of Effect : 6O-foot radius Range: 160 yards
Strength that normally occurs. The protec- Saving Throw: None Components: V. S, M
tion lasts for one tum per level of the priest Duration: Special
casling the spell, or until the protected crea- By means of the prayer spell, the priest
Casting Time: 6
ture is struck by a negative energy attack. brings !.-peria] favor upon himselF and his
Area of Effect: 10 or 100 times
This s~1I cannot be cast on the Negative party and causes harm to his enemies.
a single fire source
MatmaJ plane. Those in the area al the instant the spell is
Saving Throw: Special
completed are affected for the du ration of
the s~ 11. When the spell is completed, all A pyrotechnics spell draws on an existing
PlAnt Growth (Alter.tion) attack and damage rolls and saving throws fire source to produce either of two effects,
Sphere: Plant made by those in the area of effect who are at the option of the caster.
Range: 160 yards friendly to the priest gain +1 bonuses, • First. it can produce a flashing and fiery
Components: V, S, M while those of the pries!"s enemies suffer -1 bunt of glowing, colored aerial fireworks
Duration: Permanent ~n alties . Once the prayer spell is uttered, that lasts one round . This effect temporarily
Casting Time: 1 round the priest can do other things, unlike a blinds those creatures in, under, or within
Area of Effect : Special chant. which he must continue to make the 120 fee-t of the area tha t also have an uno&.
Saving Throw: Special spell effective. If another priest of the same structed line of sight to Ihe effect, for Id4 + 1
religious persuasion (not merely the same rounds unless the creatures roll successful
The planl growth spell enables the caster alignment) is chanting when a prayer is cast, saving throws vs. spell. The firewo rks fill a
10 choose either of two different uses. The the effects combine to +2 and -2, as long volume ten times greater than the original
first causes normal vegetation to grow, as both are in effect at 01'1« . fire source.
entwine, and entangle to form a thicket or The priest needs a silver holy symbol, • Second. it can cause a thick, writhing
jungle that creatures must hack or fOfce a prayer beads, or a similar device as the stream of smoke to arise from the source
way through at a movement rate of 10 feet material component of this spell. and form a choking cloud that las ts for one
per rou nd (or 20 feet ~r round for larger.
round per experience level of the caster. This
than-man-size.d creatures). Note that the
covef5 a roughly hemispherical volume
area must have brush and trees in it in order
from the ground or floor up (or confonning
for this spell to take effect . Briars, bushes,
to the ,ha~ of a confined area) that totally
creepers, lianas, roots, saplings. thistles.
obscures vision beyond two feet . The smoke

211
..
fills a volume 100 times that of the fire
,,,.,,,
The spell uses one fire source within the
Remove r ....lysb (Ablur.Uonj
Sphere: ProtK1ion
tu U houn have elapsed, the materials of
the snare lose all magical properties and the
loop opens, freeing anything it held . The
area of effm, which is immediately extin- Range: 10 yards / level snare can be cut with any magical weapon,
guished. An ext~mely large fire can be used Components: V, S or with any edged weapon wielded with at
as the source, and it is only p<lrtiatty extin- Duration: Permanent least a +2 attaCK bonus (from Strength, for
guished by the casting. Magical fires art! not Casting Time: 6 example) .
extinguished, although a fire-based creatu~ Area of EffKt : Id4 creatures in a 20' cube The c.uter must have a snake skin and a
(such as a fire elemmtal) U5t'd as a source Saving Throw: None piece of sinew from a strong animal to
suffers Id4 points of cUmage, plus 1 point of weave into the cord-like object from which
cUmage per caster level. This spell does not By tM use of this spell, the priest can free
one or more creaturH from the effects of he will make the snare. Only the castu's
function under water. holy symbol Is otherwise needed .
any pafillyution or from ~Iated magic
(such as a ghoul touch, or a hold or slow
Remove Curse (Abjuration) spell). If the spell is casl on one creaturt!, the
Renrsible paralyzation is negated. If cast on two crea-
tures, each rKt'ives another saving throw
Sphere: Protection vs. the effect that afflicts it, with a + 4 b0-
R.lnge: Touch
nus. If cast on three or four creatures, each
Components: V, S receives another saving throw with a + 2
Duration: Permanent bonus. There must be no physical or magi-
Casting Time: 6
cal barrier between the castu and the erea-
Area of Effect: Special
turn to be affected, or the spell fails and is
Saving Throw: Special wasted .
Upon casting this spell, the priest is usu-
ally able to remove a curse on an object , on S.....e (EnchantmentIChann)
a person, or in the form of some undesirm
sending or evil prl!5ence. Note that the r,.. Sphere: Plant
move curu spell does not ~move the curse Range: Touch
from a cursed shield, weapon, or suit of ar- Components: V, S, M
mor, for ('xample, although the spell typi- Duration: Pennanent until triggered
cally enablH th(' person afflicted with any Casting Time: 3 rounds
such cursed Item to get rid of it . Certain-"pI!-" Area of Effect : 2' diameter d rde plus 1/. per
cial c::uncs may not be counterm by this level of the spellcaster
spell, or may be countered only by a caster Saving Throw: None
of a Cft"tain lev('1 or more. A caster of 12th This spell enables the caster to make a
level or more can cure lycanthropy with this
snare that is 90'" undetectable without
spell by casting it on the animal form . The magic.oll aid. The snart! can be made from
werl'<n!aturl' rKt'iv('$ a saving throw vs.
any supple vine, a thong, or a rope. When
spell and, if successful, the spell fails and the
the 5110rf! spell Is cast upon it , the cord-
priest must gain a level before attempting like object blends with its surroundings.
the remedy on this creature again.
One end of the snare is tied in a loop that
The reverse of the Spl'lI is not permanent;
contracts around one or more of the limbs
the bfttow CLlnll spell lasts for one tum for
of any ereatur(' stepping Inside the circle
every experience level of the priest using the (note that the head of a worm or snake
spell . The rune can hav(' one of the follow-
could be thus ensnared).
ing effects (roll peruntile dice): so .. of the
If a strong and supple tree is nearby. the
time it reduces one ability of the victim to 3
snare can be fastf!:ned to it. The magic of the
(the OM randomly determines which abil-
spell causes the tree to bend and then
ity); 25 .. of the time it low('n the victim's
straighten when the loop is triggered, inAic::t-
attack and saving throw rolls by -4 ; 25'!'>
ing Id6 points of cUm.olge to the creature
of the time it makes the victim SO'!'> likely to
trapped, and lifting it off the ground by the
drop whatever he is holding (or do nothing,
trapped member(s) (or strangling it if the
in the case of creatures not using tools)-
head/ neck triggered the snare). If no such
roUeach round .
sapling or tree is available, the cord-like ob-
It is possible for a priest to devise his own
ject tightens upon the member(s), then
curse, and It should be similar in power to
wraps around the entire creature, causing
those given hert!. Consult your OM . The
no damage, but lightly binding it. Under
subject of a bestow curst' spell must be
water, the cord coils back upon il5 anchor
touched . If the victim is touched, a saving
point . Tht: snare is magical, so for one hour
throw is still applicable; if it is successful.
the effK1 is negated . The bestowed curse it iJ; breakable only by cloud giant or grealer
cannot be dispelled. Strength (23); each hour thereafter, the
snare material loses magic so as to become 1
point mo~ breakable per hour-22 after
two houn, 21 after three, 20 after four-
until six full houn have elapsed . At that
time, Ig Strength will brl'ak the bonds. Af-

113
depend on the levr:1 of operience of the enables the disbeliever to no te that the
SpeAk With De.d (Necromancy) priest. Even if the casting is suca:ssful, such '·stars~ are actlolally evoked lights. This spell
Sphere: Divination creatures are as evasive as possible when does not function under watt'r.
Range: 1 questioned . The dead tend to give extremely The malerial components a« several
Components: V, S, M brief and limited answers, oft en cryptic, and stalks from an amaryllis plant (especially
Duration: Special to take questions literally. Furt he:nnore, Hypoxis) and several holly berries.
Casting Time: 1 tum their knowledge is oCten limited to what
Area of Effect: 1 creature they knew in life. Stone Sh.tpe (Alteration)
Saving Throw: Special A dead creature of different alignment or
of higher level or Hit Dice than the caster's Sphere: Elemental (Earth)
Upon casting a speak with dead spell, the level receives a saving throw vs. spell . A Range: Touch
priest is able to ask several ques tions of a dead creature that successfully saves can Components: V, S, M
dead creature in a set period of time and refuse 10 answer queslions, ending the spell . Durat ion: Pennanent
l"eCf'ive answers accordi ng to the knowledge At Ihe DM's option, the casting of this spell Casting Time: 1 round
of that creature. Of course, the priest must on a given creature might be restricted to Area of Effect: 3' cube plus l ' cube/ level
be able to converse in the language that the once per week. Saving Throw: None
dead creature once used . The length of time The priest needs a ho ly symbol and burn-
the creature has been dead is a factor, since By means of this spell, the caster can form
ing incense in order to cast this spell upo n
onl y higher level priests can converse with a an existing piece of stone into any shape that
tht' body, ~ains, or a portion therwf. Tht'
long-dead creature. The number of qUe5* suits his purposes. For example, a stone
remains a« not expended. This spell does weapon ca.n be made, a special trapdoo r
tions that can be answered and the length of not function under water.
time in which the questions can be asked fashioned, or a crudt' idol sculpted . By the
same token, it enablH the spel\caster to
reshape a stone door, perha ps so as to
Number
escape imprisonment , providing the volume
Caster's Level Maximum Length TIm. of of stone involvt'd was within the limits of
of Experience of TIme Dead Questioned QloIestions
the: area of effect. Whilt' stont' coffen can be
up to 7th 1 week 1 round 2
thus fonned, stone doors made, etc., the
7th-8th 1 monlh 3 rounds J
9th--uth
1Jth~lSth
1 year
10 yot$.
,.=
2 turns

5
fineness of detail is not great. If the shaping
has moving pilrts, there is a 30% chance
they do not work.
16th-20th 100 years 3 turns 6
The material component of this spell is
21st and up 1.000 years 1 hou r 7
soft clay that must be worked into roughly
the desirt'd shape of the stone object, and
as such until a victim enters the area and suf- then touched to tM stone when tht' spell is
Spike Growth (Alteration. Enchantment) fers damage. Even then, the creature cannot uttered .
Sphere: Plant delennine the extent of the perilous area
Range: 60 yards unless some means of magical dt'tection is
Components: V. S, M
Duration: 3d4 turns + l / Ievel
u"".
The components for this spell are the
Summon Insects
fConjlolrationlSummo nlng)
Casting Time : 6 priest's holy symbol and either seven sharp Sphe«: Animal
Area of Effect : 10-foot square/ level thorns or seven small twigs, each sharpened Range: 30 yards
Saving Throw : None to a point . Components: V, S, M
Wherever any type of plant growth of Duration : 1 round/ level
StArShlne (Evocation. 1l1lo1sionlPhantlSm) Casting Time: 1 round
moderate size or densi ty is found , this spell
Area of Effect: 1 crt'ature
can be used. The ground-coverin8 vegeta- Sphere : Sun
tion o r roots and roo tlets in the area Saving Throw : None
Range: 10 yd / level
becomes very hard and sharply pointed . In The S/..t rnm O/l insectJ spell aUracts a cloud
Components: V. S, M
effect the ground cover, while appearing to Duration: 1 tum / level or swann of nonnal insects to attack the
be unchanged, acts as if the area were fOt'S of the caster. Aying insects appt'ar 70%
Casting Time: 6
st rewn with calt rops. In areas of bart' Ana of Effect: 100foot square/ level of tht' time, whilt' crawling insects appear
ground or earthen pits, roots and rootlets Saving Throw : None 30% of the time . The exact insects called are
act in the same way. For t'ach 10 feet of bees, biting fliH, hornets, or wasps, if flying
movement through the area. the victim suf- A starshine spell enables the caster to insects are indicated; biting ants or pinching
fers 2d4 points of damage. He must also roll softly illu minate an area as if it were beetles, if crawling insects art: indicated. A
a saving throw vs. spell. If this saving throw exposed to a clear night sky filled with stars . cloud of the flying type, or a swann of tht'
is failed, tht' victi m's movement rate is Regardless of tht' height of the open art'Oi in crawling sort, appears after the spell is cast .
reduced by lh from its current total (but a which the spell is cast, the area immediately This gathers al a point chosen by Iht' castt'r,
crealurt'·S movement rate can never be less beneath it is lit by starshine. Vision ranges within the spell's range, and attacks any sin-
than 1). This penalty lasts for 24 hours, after are the same as those for a bright moonlit gle creature the caster points to.
which the character's nonnal movt'ment nighl - movement noted out to 100 yards; The attacked creature suslains 2 points of
rate is regained. stationary crealurH seen up to SO yards; damage if it does nothing but attempt to flee
Without Ihe use of a spelJ such as true see- general identifications made at 30 yards; or fend off the insects during the time it is
ing, similar magical aids, or some other spe- recognition at 10 yards. The spell c«ales attacked; it suffers 4 points of damage per
cial means of detection (such as detect traps shadows and has no effKl on infravision. round otherwise. If the insects are ignored,
or detect S/la res arId pits), an area affected The area of effect actually appears to be a the victim fight s with a - 2 penalty to his
by spikP growth is absolutely undetectable night sky, but disbelief of the illusion merely attack roll and a +2 penalty to his Armor
214
Class. If he attempts to cast a spell , an initia- Water Bre~thlns (Alterltion)
tive roll should be made for the insects to see Reversible
if their damage occurs before the spell is
cast. If it does, the victim's concentration is Sphere: Elemental (Water, Air)
ruined and the spell is lost. Range: Touch
The insects dis~rse and the spell ends if Components; V, S
the victim enten thick smoke or hot flames. Duration : 1 hour/ lev",1
Besides being driven off by smoke or hot Casting Time; 6
flames, the swarm might possibly be out- Ana of Effect : Cr",ature touched
run, or evaded by plunging into a sufficient Saving Throw: None
body of water. If evaded, the summoned The recipient 01 a water breathing spell is
insects can be sent against another oppo- able to breathe undt'r water freely for the
nent, but there will be at least a 1 round duration of the spell-i.e. , one hour for
delay while t.hey leave the former opponent each experience level of the caster. The
and attack the new victim. Crawling insects priest can divide the base. duration between
can travel only about 10 feet per round multiple characters. Thus an 8th-level priest
(maJll:imum speed over smooth ground) and can confer this ability to two characters for
flying inS«ts travel 60 fed ~r round . The (our hou ~, four for two hours, eight for one
casler must concentrate to maintain the hour, etc., to a minimum of liz hour per
swann; it dissipales If he moves or is dis- character.
turbed. The reverse, air breathing, enables watt'r-
Fourth-level Spells
11 is possible, in underground situations, breathing creatures to survive comfortably
that the caster might summon ld4 giant ants Abjure (Ablur.. lio n)
in the atmosphere for an equal duration.
by me~ of the spell, but the possibility is Note that neither ve~ion prevents the recip- Sphere; Summoning
only 30 .. unless giant anls are nearby. This ient creature from breathing in its natural Range: 10 yards
spell does not function under water. ele~nt . Components: V, S, M
The materials needed for this spell are the Duration: Special
caste,'s holy symbol, a flower ~tal. and a Casting Time: 1 round
bit of mud or wet day. W~ter W~11t (AJteflltion)
Area of Effect: 1 creature
Sphere: Elemental (Water) Saving Throw: Special
Tree (Alterll tion) Range: Touch
Components: V, S, M This spell COIn send an extraplanar crea-
Sphere: Plant Duration: 1 tum + 1 tum / level ture back to its own plane of existence. The
Range: 0 s~n fails against entities of demigod status
Casting Time: 6
Components; V, S, M or gn!ater, but their servants or minions can
Ana of Effect: Special
Duration: 6 turns + 1 lum/ level be abjured. If the. creature has a specific
Saving Throw: None
Casting Time: 6 (proper) name, then that must be. known
Area of Effect: The caster By means of this spell, tht' caster is able to and used . Ally magic resistance of the. sub-
Saving Throw: None empower one or more creatures to tread ject must be overcome, or tht' spell fails. The
upon any liquid as if il were firm ground: priest has a SO% chance of success (a roll of
By means of this spell, the caster is able to this includes mud, quicksand, oil, /"\Inning 11 or beiler on IdlO). The roll is adjusted by
assume the form of a small living tree or water, and snow. The recipient's fet't do not the difference in level or Hit Dice between
sh/"\lb or that of a large dead tree t/"\lnk with touch the surface of the liquid, but oval the caster and the creature being abjured:
but a few limbs. Although the closest depressions of his appropriate foot siz.e. and the number needed is decreased if tht' priest
inspection cannot reveal that this plant is two inches deep are left in the mud or snow. has more Hit Dice and increased if the crea-
actually a person, and for all normal tests he Tht' recipient's rate of movement remains ture has more ffit Dice. If the spell is suc-
is, in fact , a tree. or sh/"\lb, the caster is able normal. If cast underwater, the recipient is ce.sslul, the creature is instantly hurled back
to observe all that gOH on around him just borne toward Ihe surface. to Its own plane. The affected creature must
as if he were in normal form . The Armor For every level of the casler above the survive a system shock check. If the crea-
Class and rut points of the plant are. those. of minimum required to cast the spell (5th ture does not have a Constitution score, the.
the caster. The caster can remove the s~1I at level), he can affect another creature. required roll is 70 .. + 2% / Hit Die or level.
any time, instantly changing from plant to The material components for this s~1I are The caster has no control over where in the
his normal form and having full capability a piece of cork and the priest's holy symbol. creature's plane the abjured cruture
for any action normally possible (including arrives. If the attempt fails, the priest must
spellcasting) . Note that all clothing and gear gain another level before another attempt
worn or carried change with the GlIster. can be made on that particular creature.
The material components of this spell are The spell requires the priest's holy sym-
the priest's holy symbol and a twig from a bol. holy water, and some material inimical
tree. to the creature.

215
of the following sortJ of ~ings can ~ sum- Clo.-k of ar.. very
Anlm..1 Summoning I moned by the spell. They COInt only if they
(Conjuration. Summo ning) are within the range of the call. (Conluralion/Summo ning)
The caster can call three times, for a dif- Reversl bl~
Sphere: Animal. Summoning
Range: 1 mile radius ferent type each time. Once a call1ssucCHS- Sphere: Charm
Components: V. S ful. no other type can be called without Range: Touch
DurOition: Special another casting of the spell . (Your OM will Components: V. S. M
Casting Time: 7 consult his outdoor map or base the proba- Duration : Special
AreOi of Effect : Special bility of any such creature being within spell Casting Time: 6
Saving Throw: None range upon the nature of the area the caster Area of Effed : Creature touched
is in at th~ time of spellcasti ng.) Saving Throw: Neg.
By means of this spell. the caster calls up Th~ creature(s) called by the spell are
to eight animals that have 4 Hit Dice or leu. entitled to a saving throw vs. spell (with a The clO4lk of brav~ry spell catI be cast
of whatever son the caster names when the -4 penalty) to avoid the summons. Any upon any willing creature. The protected
summoning is made. Only animals within woodland beinp answering the call aff individual gains a bonus to his savina throw
range of the caster at the time Ihe spell is cast favorably disposed to tM spellaster and against any form of fear encounterrd (but
will come. The caster can try three times to give whatever aid they are capable of. How- not awe-an ability of some Lesser and
summon three different types of animals- ever, if the caller o r members of the aller's Greater Powers). When cast, the spell can
e.g .• suppose that wild dogs are first sum- party are of evil alignment. the creatures are affect one to four creatures (aster's choice).
moned to no avail. then hawks are entitled to another saving throw vs. spell If only one is affectrd. the saving throw
unsuccessfully called. and finally the caSler (this time with a +4 bonus) when they-come bonus is +4. If two are affected. the bonus
calls for wild horses that mayor may not ~ within 10 yards of tM caster or another evil is + 3, and so fonh , until four creatures an:
within summoning range. Your OM must eharactu with him. These beings immedi· protected by a + 1 bonus. The magic of the
detennine the chance of a Mlmmoned ani- ately seek to escape if their saving throws clOAk 0/ brav~ry spell works only once and
rmal type being within the range of the spell. are successful. In any eve:nt. if the caster then the spell ends. whether or not the crea·
The animals summoned aid the caster by requests that the summoned creatures ture's saving throw is successful. The spell
whatever means they pos.se5S. Slaying until engage in combat on his behalf, they are ends after eight hours if no saving throw Is
a fight is over. a specific mission is finished , required to roll a loyalty reaction check required before then.
the caster is safe. he sends them away, etc. based on the caster's Charisma and what- The reverse of this spell. clOAk of feAr.
Only nonnal or giant animals can ~ sum- ever dealings he has had with them. empowers a single creatuff touched to radi-
moned; fantastic animals or monsten can- This spell works with respect to neutral or ate a personal aura of lear. at will. out to;l
not be summoned by this spell (no good woodland creatuU5. as determined by t h~foot radius. All other characters and
chimerae. dragons. gorgons. manticorf'S. the OM . Thus the OM can freely add 10 or cffatures within this aura must roll success-
etc.). alter the list as he sees fit . ful saving throws vs. spell or run away in
If the aster personally knows a certain panic for ld8 rounds. Affected individuals
Call WoocU.and Beings individual woodland being. that being can mayor may not drop items. at the OM's
be summoned at double the nonnal range . If option .
(Conjurltlon!Summoning) The spell has no effect upon undead of
this is done, then no other woodland crea-
Sphere: Summoning tures are affKted. Olny sort . The effect can ~ used but once,
Range: 100 yards/ levd The material components of this spell are and the spell expires after eight houn if not
Components: V, S, M a pine cone and eight holly herrie:s. brought down earlier. Members of the reclp"-
Duration: Special If a percentage chance is given. druids ient's part y are not immune to the effects of
Casting Time: Special and other nature-based priests add 1'-" per the spell.
Area of Effect : Special caster level. These chances can be used if no The malerial component for the clOQk of
Saving Throw: Neg. other camp;lign information on the area is brawry spell is the feather of an eagle or
available. hawk. The reverse requires the tail feathers
By Intans of this spell. the caster is able to of a vulture or chicken .
summon «rtain woodland creatures to his
location . Naturally, this spell works only
outdooB. but nol ne«ssarily only in wood- Control Temper.. ture. 10' R..dlus
ed areas. The caster begins t.he incantation (Alteration)
and continues uninterrupted until some
called creature appears or two turns have Sphere: Weather
elapsed . (The verbalization and somat ic Range: 0
gesturing are easy. 50 this is not particularly Components: V. S, M
exhausting to the spelleaster., Only one type Duration : 4 turns + 1 tum / level
Casting Time: 7
Area of Effect : 100foot radius
Cfflture Type of Woodllnds Saving Throw: None
Type Called Ughl Moderate/Sylnn OenseJVirgln
2d8 brownies 30 .. 20.,. 10 .. When this spell is cast. the temperOiture
Id4 centaurs
,.
5 .. 30 .. 5 ..
15 .. _ _
sUfToundina the caster Gin ~ altered by 10
degrees Fahrenheit , either upward or down-

..
ld4 dryads 25.,.
Ida pi,uH
1d4 satyrs
Id6 sprites
,
'0"
0 ..
20..
30.,.
5.,.
10."-
10 ..
25 ..
ward, per level of e:xperimce of the spell-
caster. Thus, a 10th-level caster could raise
o r lower the surrounding temperature fro m
1 lreant 5 .. 25 .. 1 to 100 degrees. The spell can ~ used to
1 unicorn 15 .. 20 .. ensure the comfort of the cUler and those
with him in ~JI(t reme weather conditions.
116
The party could stand about in shirt sleeves The spell's reverse, undetectable /ill'. pre- magic tha t impedes movement (such as wll'b
during the worsl bliu.a.rd (although it would vents the magical detection of lies spoken by or slow spells) or while under water. It even
be raining on tht'm) or make ice for their the creature for 24 hours. negates or prevents the effects of paralysis
drinks during a scorching heal wave. The reverse requires b rass dust as its and hold spells . Unde r water, the individual
The spell also provides prot~tion from material component . moves at normal (surface) speed and inflicts
intense normal and magical attacks. If the full damage. even with such cutting weap-
extreme of temperatun is beyond what ons as axes and swords and with such
Dlvln.. tlon {Divination}
could be afft'cted by the spell (a searing blast smashing weapons as flails. hammers. and
of a Hnball or the icy chill of a white Sphere: Divination maCt'$, provided that tht' weapon is wielded
drago n), the spell red uces the damage Range: 0 in the hand rather than hurled . The free
caused by 5 points fo r every level of the Components: V, S, M action spell does not. however, allow water
caster. Normal saving throws are still Duration : Special breathing without furt her appropriate mag-
allowed, and the reduct.ion is taken after the Casting Time: 1 tum ic.
saving th row is made or failed . Once struck Area of Effect : Special T he malerial component is a leather
by such an attack, the spell immediately col- Saving Throw: None thong, bound around the arm or similar
lapses. appendage. which disintegrates when the
A divirultion spell is used 10 gamer a use-
The material component for this spell is a spell expires.
ful piece of advice concerning a specific
strip of willow bark (to lower temperatures)
goal , event, or activity Ihat will occur with-
or raspberry leaves (to raise temperatures) .
in a one-week period. This can be as simple GI.nt Insect (Al teratio n)
as a short phrase. or it mighl takc the form Reversible
Cure Serious Wounds (Necromancy) of a cryptic rhyme or omen. Unlike the
augury spell. this gives a specific piea of Sphere: Animal
Reversible
advice. For example, if the question is 'Will Range: 20 yards
Sphen: Healing we do well if we venture 10 the third level1 ~ Components: V, S, M
Range: Touch and a terrible troll guarding 10,000 gp and a Duration : Special
Components: V, S shield + 1 lurks near the entrance to the Casting Time: 7
Duration: Permanent level (the OM eslimates the party could beat Area of Effect : I to 6 insects
Casting Time: 7 the troll after a hard fight) the divinatio n Saving Throw: None
Area of Effect: Creature touched response migh t be: UReady oil and open By means of this spell, the priest can tum
Saving Throw: None flame light your way to wealth .~ In all cases, one or mo re normal-sized InSKts into larger
This spell is a mon potent version of the the OM controls what info rmation is forms resembling the giant insects described
cure light wounds spell. When laying his received and whether additional divinations in the Monstrous Compendium . Only one
ha nd upon a creature, the priest hea ls will supply additional information. Note type of insect can be altered at one time (Le. ,
2<18 + 1 points of wound or other injury that if the information is not acted upon, the a single casting cannot affect both an ant
damage to the creature's body. This healing conditions probably change so that the and a fly ) and all insects affected must be
cannot aHect noncorporeal, nonliving, or informa tion is no longer usd'ul (in the exam- grown to the same size. The number of
extraplanar creatures. ple, the troll might move away and take the insects and the size to which they can be
Cause seriow wounds. the reverse of the treasure with it). grown depend upon the priest's level:
spell, operates similarly to Ihe cawe Ught The base chance for a correct divination
wounds spell, the victim having to be touch- is6O %, plus 1 % for each experience level of Priest's I_ I Maximum
ed first. If the touch is successful. 2d8 + 1 the priest casting the spell. The OM makes Level Hit Dice Total HD
points of damage are inflicted . adjustments to this base chance considering
the aclions being divined (if. for example,
7·9
10-12
3
, 9
U
unusual precautions against the spell nave 13 + 6 15
Deted Lie (D""n. tlo n) been taken). If the dice roll is fai led, the cast-
Reversible er knows the spell fa iled, unless specific For example, an 8th-level priest can grow
magic yielding false information is at work. thre-e insects to J Hit Dice, four insects to 2
Sphere: Divination Hit Dice, or nine insects to 1 hit die. Aying
Range: JO yards The material components of the diuina-
rion spt'1J are a sacrificial offering, incense, insects of J Hit Dice or more can carry a
Components: V, S, M ride r of human size (assume that such can
Duration: 1 round/ level and the holy symbol of the priest. If an
unusually important divina tion is attem pt- carry 80 pounds per Hit Die).
Casting Time: 7
ed. sacrifice of particularly valuable gems. If the casting is interrupted for any rea-
Ana of Effect : 1 creature
jewelry, or magical items may be required. son. or if the insects are currently subject to
Saving Throw: Neg. any other magical eff~t (including this
A priest who casts this spell is immedi- one), the insects die and the spell is ruined .
ately able to de termine if the subjt'ct Cl'«'a- Free Action (Abj uration.. Enchantment) The OM decides how many normal insects
ture deliberately and knowingly speaks a Sphere: Charm of what type an available; this is often a
lie. II does not reveal the tru th, uncover Range: Touch greater limitation on the speilihan the limits
uni ntentional inaccurades, or necessarily Components: V, S, M above.
reveal evasions. The subject l'Kt'ives a sav- Duration : 1 tum / level If the insect created by this spell matches
ing throw vs. spell, which is adjusted onl y Casting Time: 7 an l"Xisting monster descrip tion. use the
by the Wisdom of the caster-e.g., if the Area of Effect: Creature touched monster description. Otherwise. unless the
caster has a Wisdom of 18, the subject's sav- Saving Throw: No ne OM creates a Special description. the giant
ing throw roll is reduced by 4 (see Table SI . form has an Armor Oass of between 8 and
The material component for the de tect lie This spell enables the creature touched to 4, one attack. and inflicts ld4 points of
spell is one gp worth of gold dust. move and attack normally for the duration damage per Hit Die.
of the spell, even under the influence of

217
Ex.ample: A 14th-level priest uses the gi- entire attempt, including a ny allowable
Hold PlAnt (Encha ntment/Charm) spells that were chosen. Higher level per-
ant jnSflct spell to enlarge o ne beetle (all that
is available) to 6 HD size. The DM decides Sphere: Plant sons can receive more than one spell at the
the beetle has AC 5 and bites once for 6cI4 Range: 80 yards priest's option :
points of damage. Components: V, S
Note that the spell works only on actual Duration : 1 round / level Level of Red ple nt Spells Imbued
insects. Arachnids, crustaceans, and o ther Casting Time: 7 1 One lst-Ievel spell
types of small Cf1!atUTn a~ not affected . Area of Effect : Special 3 Two I st-Ievd spells
Any giant insects created by this spell do not Saving Throw: Neg. 5+ Two lst- and o ne
a ttempt to harm the priest, but the priest's 2nd-level spells
The hold plant spell affects vegetable
control of such c~atures is limited to Simple matter as follows: 1) it causes ambulatory The transferred spell's variable character-
commands ( ~attack ," "defend," Wguard ,~ and
vegetation to cease moving; 2) it prevents istics (range, duration , area 01 effect, etc.)
so forth). O rders to attack a certain creature
vegetable matter from entwining, grasping, functio n according to the level of the priest
when it appears o r guard against a particu-
closing, or growing; 3) it prevents vegetable originally imbuing the spell.
lar occurrence are too complex. Unless com- matter from making any sound or move- A priest who casts imbue witll spell abil-
manded to do otherwise, the giant insects ment that is not caused by wind. The spell ity upon another character loses the number
a ttempt to attack whoever o r whatever is effects appl y to all fonns of vegetation, in- of 1st- and 2nd-level spells he has imbued
near lhem.
cluding paras itic and fungoid types, and untillhe recipient uses the transferred spells
The reverse of the spell. shrink insect, re--
those magically animat~ or otherwise mag- o r is slain . Fo r example, a 7th-level priesl
duces any giant insect to nonnal insect size.
ically empowered, It affects such monsters with five lsl- and four 2nd-level spells im-
The number of Hit Dice affected by the as green slime, molds of any sort, shambling bues a 10th-level fighter with a cuu light
priest is subtracted from the num ber of Hit
mounds, shriekers, treants, etc. The dura- wounds spell and a slow poison spell . The
Dice of the insects, and any insect reduced cleric now can have only four lst-Ievel
tion of a hold pla"t spell is one round per
to 0 Hit Dice has been shrunk . Partial
level of experience of the caste r. It affects spells memorized until the cure is cast and
shrinking is ignored; an insect is either Id4 plants in a 40' x 40' area - o r a square o nly three 2nd·level spells until the slow
shrunk o r unaffected. Thus, a 9th-level
fou r to 16 yards on a side of small ground poison is cast, or until the fighter is killed. In
priest a ttacked by giant ants could shrink
growth such as grass or mold . If but o ne the meantime. the priest remains responsi-
three warrior ants o r four worker ants to
plant (o r four yards square) is chosen as the ble to his ethos for the use to which the spell
nonnal insect size with no saving throw . target for the spell by the caster, the saving is put.
This spell has no effect o n intelligent insect-
throw of the plant (or area of plant growth) The material components for this spell are
like creatures.
is made with a - 4 penalty to the die ro ll ; if the priest's holy symbol. plus some minor
The priest must use his holy symbol fo r
two plants (or eight yards square) are the item from the recipient that is symbolic of
either version of the spell. target , saving throws suffer a - 2 penalty; if his profession (a lockpick fo r a thief, etc.).
thtee' plants (or 12 yards square) are the tar- This item, a nd any ma terial component for
HAllucinAtory forest get, saving throws suffer a -1 penalty; and the imbued spell, is consumed when the im-
(lUuslonlPhantum) if the maxim um of four plants (or ]6 ya rds bue with spell ability spell is cast.
Reversible square) a re the target, saving throws are un-
modified.
Sphere: Plant lower WAter (AJter,lltion)
Range: 80 yards Revenible
Components: V, S Imbue With Spell Ability
Sphere: Elemental (Water)
Duration : Pennanent (Enchantment)
Range: 120 yards
Casting Time: 7 Sphere: Chann Components: V, S, M
Area of Effect: 40-foot square/ level Range: Touch Duration: 1 tum / level
Saving Throw : None Components: V, S, M Casting Time: ] tum
When this spell is cast , a hallUCinatory Duration : Special Area of Effect: Special
forest comes Into existence. The illusionary Casting Time: 1 tum Saving Throw: None
forest appears to be perfectly natural and is Area of Effect: Person touched
The lo~r water spell causes water or
indistinguishable from a real fo rest . Priests Saving Throw: No ne
similar nuid in the a rea of effect to sink
attuned to the woodla nds-as well as such By the use of this spell, the priest can away to a minimum depth of one Inch. The
creatures as centaurs, dryads, green drag- transfer a limited number and selection of depth can be lo wered by up to two feet for
o ns, nymphs, sat yrs, and treants- his currently memorized spells, and the abil· every experience level of the priest. The wa-
recognize the forest fo r what it is. All other ity to cast them, to another person . Only ter is lowered within a square area whose
creatures believe it is there, and movement non-.spellcaster.li (including rangers under sides are 10 feet long per caster level. Thus,
and o rde r of march are affected accordingly. 8th level and paladins under 9th level) can an 8th·level priest affects a volume up to 16'
Touching the illusory growth neither affects receive this bestowal: the imbue with spell x 80' )( SO', a 9 th-level caster affects a vol-
the magic nor reveals its nature. The hallu- ability enchantment does not function for ume up to ]8' x 90' x 90', and so o n. In
cinatory forest remains until it is magically those belonging to spellcasting classes, for extremely large and deep bodies of water,
dispell~ by a reverse of the spell or a dispe l
unintelligent monsters, no r for a ny individ- such as deep ocean, the speJI creates a whirl-
mllgie spell . The area shape Is either roughly
ual with less than 1 full Hit Die. In addition, pool that sweeps ships a nd similar craft
rectangular o r square, in gener.ll , and a t the person thus imbued must ha ve a Wis- downward, putting them at risk and render-
least 40 feet deep, in wha tever location the dom score of 9 o r higher. Only priest spells ing them unable to leave by normal move-
caster dC5iru. The fo rest can be of Ins than
of an infonnatio nal o r defensive nature o r a ment for the duration of the spell. When
maxim um area if the caster wishes. One of cure light wounds spell can be tra nsferred . cast on water elementals and other water-
its edges can appear up to 80 ya rds away
Transferring any other spell type negates the based creatures, this spell acts as a slow
from. the caster.

118
spell : the crt!alure moves at half speed and trunk and remain hidden there until the creature within the circle will break the
mues half its usual number of atlacb each spell ends. The spell also enables the passage warding against enchanted/ sum moned
round. The spell has no fHect on other crt!a- or hiding of any man-sized or smaller crea- monsters if he attacks those monsters. A
tures. ture; hiding is subject to spa~ consider· creature unable to fit completely into the
Its reverse, raise water, causes water or ations. If the tree is cut down or burned, area of effect (for example, a 21· fooHall
similar flu ids to return 10 their highest natu- those within must leave before the tree falls titan) remains partially exposed and subject
ral level : spring nood, high tide, etc. This or is consumed. or else they are Idlled also. to whatever penalties the OM decides. U
can make fords impassable, float grounded The duration of the spell is one tum per level such a creature is the recipient of the spell,
ships, and may even SWtep away bridges at of experience of the caster. If the caster opts the sptoll acts as a normal protection from
the OM's option . It negates 10UHr water and to stay within an oak, the spell lasts nine evil spell for that crt!ature only.
vi~ vena. times longer. if in an ash tree, it lasts three The reverse, protltction from good, ] 0'
The material components of this spell are times longer than normal. The path created radius , wards against good crt!atures.
the priest's holy (or unholy) symbol and a by the spell is up to four ftet wide, eight ftet To complete this spell, the priest must
pinch of dust. high. and 12 feet long per level of experien~ trace a circle 20 ftet in diameter using holy
of the caster. This spell does not function on (or unhol y) water and incense (or smolder-
plant-based monsters-e .g., shambling ing dung), according to the protection from
Neutr.lI~e Polson (Necromancy)
mounds, molds, slimes, treants, etc. evil speJl .
Revenible The material components for this spell are
Sphere: Healing a piece of charcoal and the caster's holy
Protection from Ushtnlng
Range: Touch symbol.
(A blur<ltio n)
Components: V. S
Duration: Permanent Produce fire (Alteration) Sphere: Protection, Weather
Casting Time: 7 Range: Touch
Revenible
Area of Effect : Creature touched or 1 cubic Components: V. S, M
foot of substance/ 2 levels Sphere: Elemental (Fire) Duration : Special
Saving Throw: None Range: 40 yards Casting Time: 7
Components: V, S, M Area of Efkct : Creature touched
By means of a neutralize poison spell, the
Duration: 1 round Saving Throw: None
priest deto)(ifies any sort of venom in the
Casting Time: 7
creature or substan~ touched. Note that an The effect of a protection from lightning
Area of Effect : U -foot square
opponent, such as a poisonous reptile or spell changes depending on who is the recip-
Saving Throw: None
snake (or even an envenomed weapon of an ient of the magic-the caster or some other
opponent) unwilling to be so touched By means of th.is spell, the caster causes a creature. In either case, the spell lasls no
requires the priest to roll a successful attack common fire of up to 12 ftet ptorside in area. longer tha n one tum per caster level.
in combat. This spell can prevent death in a Though it lasts but a single round, unless it • If the spell is cast upon the caster, it
poisoned creature if cast before death ignites additional nammable material, the confers complete invulnerability 10 electri-
oexurs. The effects of the spell are perma· fire produced by the spell inflicts Id4 points cal attack such as dragon breath. or magical
nent only with respect to poison existing in of damage plus 1 point per caster level (ld4 lightning such as lightning bolt, shocking
the touched creature at the time of Ihe + 1I1evel) upon creatures within its area. It grasp, storm giant, will ' 0 wisp, etc., until
touch, thus crt!atures (and objects) that gen- ignites combustible materials, such as cloth, the spell has absorbed 10 points of electrical
erate new pOison are not permanently oil. paper, parchment, wood. and the like. damage per level of the caster, at which time
deto)(ified. so as 10 cause continued burning. the spell is negated .
The reversed spell. p oison, likewise The reverse, quench fire , extinguishes • If the spell is cast upon another crea-
requires an attack. roll that succeeds, and the any normal fire (coals, oil, tallow, wax, lure, it gives a bonus of + 4 to th.e die roU for
victim is allowed a saving throw vs. poison . wood, etc.) wi thin the area of effect . saving throws made vs. electrical attacks,
If the latter is unsuccnsful. the victim is The material component for either ver· and it reduces the damage sustained from
incapacitated and dies in one turn unless the sion is a paste of sulfur and wax, formed such attacks by 50% .
poi&on is magically neutralized or slowed. into a ball and th rown at the target.
The casters holy symbol is the material
PlAnt Door (Alteratio n) Component.
Protection from lvII , 10' RAdius
Sphere: Plant (Abjuration)
Range: Touch Revenible Reflecting Pool (Divlnilltio n)
Components: V, S, M Sphere: Protection Sphere: Divination
Duration: Special Range: Touch Range: 10 yards
Casting Time: 7 Components: V, S, M Components: V, S, M
Area of Effect : Special Duration: 1 tum / level Duration: 1 round / level
Saving Throw: None Casting Time: 7 Casting Time: 2 hours
The plant door spell opens a magica.I portal Area of Effect: 10-foot·radius sphere Area of Effect : Special
or passageway through trees, undergrowth, Saving Throw: None Saving Throw : None
thickets, or any similar growth-even The globe of protection of this spell is This spell enables the caster 10 cause a
growth of a mag,ical nature. The plant door identical in all respects to that of a protec- pool of normal waler found In a natural set·
is open to the caster who casl the spell, cast- tion from etJif sptoll, except that it encom- ling to act as a saying device. The pool can
ers of a higher levd, or dryads; others must passes a much larger area and its du ration is be of no greater diameter than two feet per
be shown the location of the door. The door greater. The effect is centered on and moves level of the caster. The effect is to create a
even enables the caster 10 enter a solid tree with the crt!ature touched. Any protected saying devi~ similar to a crystal ball. The

2'9
scrying can exlfend only to Ihose planes of The material component for spell immu-
Sped With PlAnts (AJterallonl
exislen~ that are coexistfent with or bordt:r nity is the sam~ as thai for the spell to be
on the Prime Mat~rial plane- the Innu Spher~: Plant protected against.
pu.I\ft (including the ~ra~l~mental planes, Range: 0
pbne of Shadow, dC.). ~~ral notes on Components: V, S, M
Sticks to Sn.kes (AJteraUon)
saying. detection by th~ subject, and ~nal. Duntion: 1 round / ln-~
Reverslb~
ties for attempting to sc:ry beyond the cast- Casting Time: 1 tum
ersown plan~ aresiven in th~ DMG , as w~lI Area of Effect : JO..fool radius Sphere: Plant
as a decription of the uys'ld ball item. Saving Throw: None Range: JO yards
Th~ foll owing spells can be cast through a Compon~nts : V, S, M
When cast. a spe"k with pl"nts spe:1I
reflecting pool, with a 5 .. ~r I~vel chance enablH the priHt to conv~rse, in very rodi- Duration : 2 rounds/ ln-el
for opf:raling correctly: d"~ct magic, d",ct Casting Time: 7
mentary tenns, with all sorts of living vege-
snare$ and pits, d,tKf poison. Eich addi- Area of Effect : Id4 slicks + 1 stick/ level in a
tables (including fungi , moldl, and
tional detection attempt requires a round of 100foot cube
plant-like monsters, such as shambling
concentration, regardless of suc«ss . Infra- mounds) and to ex~rcise limited control Saving Throw: None
vision , if avai l abl~ , operates normally
over nonnal plants (j.e. , not monsters or By means of this s~11. the cast~r can
through the reflecting pool. plant-like creaturn). Thus, the caster can
The image is nearly always hazy enough change Id4 sticks, plus one stick ~r ex~ri­
question plants as to whether or not crea· en~ level. into snakes; thus a 9th-level
to prevent the reading of script of any type .
turH have passed through them , cause priest can change 10-1J sticks into an equal
The material component is the oil extract·
thickets to part to enable easy passage, number of snakes. These snakes attack as
ed from such nuls as the hickory and the
require vines 10 entangle pursuers, and com- commanded by th~ priest . Th~re must, of
walnut , refined, and dropped in three mea-
sum upon the surface of the pool. (A mea- mand similar services. Th~ s~1I does not course, be sticks o r similar pieces of wood
enable plants 10 uproot themselvK a nd (such as torches, s~ars , etc.) to tum into
sun need be no more than a single oun~ of
move about. but any movements within the snakl!S. Such a stick cannot be larg~r than a
oiL)
plants' nonnal capabilities are possible. slaff. Slicks held by creatures are allowed a
At the DM's option, the casting of this
Creatures entangled by the ht-In-el s~1I of saving throw equal to that of the pouessor
spell may be limited 10 once ~r day.
Ihat name can be relustd . Th~ power of the (i.~ .. a spear held by an ore must fail lhe
spell lasts for one round for each experience ore's saving throw vs. polymorph). Magical
Repe.l Insects (Abfuratlon. AJteratlon) level of the casting priest. All vegetation items, such as staves and mchanted spears,
within the area of effect is affected by the are nOI affected by the spell. Only sticks
Sphere: Animal. Protection
spell. within the ana of effect are changed. The
Ranse: O The material components for this spell are
Components: V, S, M type of snak~ aeated varies, but a typical
a drop of water, a pinch of dung.. and a specimen has 2 Hit Di~, Armor ClaM 6, a
Duration : Itum / l~vel
name. movement rate of 9, and ~ither constricts
Casting Time: I round
Aru of Effect : 100foot radius for Id4 + 1 points of damage per round or
Saving Throw: None Spe.llimmunity (AbjullItion) bitH for 1 point plus poison (if any) . The
chanc~ of a snake thus cholnged being ven-
When this spe:1I is cast, the priHt creatH Sphere: Protection omous Is 5 .. per caster level. if the spellcast-
an invisible barrier to all sorts of insects, Range: Touch er dHires. Thus, an 11 th-Ievel priest has ..
and nonnal ins«ts do not approach wit hin Components: V, S, M maximum 55 % chance Ihat any snake cre-
10 feet of the caster while the spell is in Duration: 1 tum/ level ated by the spell is poisonous. The spell lasis
effect. Giant Insects with Hit Di e~ 165 than Casting Time: 1 round for two rounds for each experi~nce level of
III of the caster's experience level are also Area of Effect: Creature touched the spelleaster.
repelled (e.g., 2 Hit Dice for 7th-t09th-levd Saving Throw : None The matuial components of the spell are a
casters, J Hit Dice at 10th through 12th small piece of bark and several sna.ke sale.
level, etc.). InsKts with more Hit Dice can By means of this spt'li. the priest renders a
creature touched immune to the effects of a The reverse changes nonnal-sized snakes
enter th~ protected area if the insect is es~ to Slicks for the same duration, or it negates
specified spell of 4th ~vel or lower. It pro-
dally aagrusive and, in addition, rolls a the stic/a to s"abs spell according to Ihe
tects against s~lIs. 5~1I-like effects of magi-
sucauful saving throw vs. spe.!1. Those Ihat t~v~1 of the priHt counlering the s~1I (~ . g .,
cal items. and innate I~II -Iike abilities of
do sustain Id6 points of damage from pass- a 10th-level priHt casting the reverse spell
creatures. It does nol protect against breath
ing of the masiai barrin-. Note that the can tum 11-14 snakes back into slicks).
weapons or gaze attacks of any Iy~ . The
spe'!l does not in any way affect arachnids.
spell has additional limitations. First , the
myriapods, and similar creatures-it affects
cast~r must holve directly experienced the Tongues (Alter.tion)
only troe ins«cs.
effect of the spell specified. For example, if Reversible
The material components of the rePll the caster has been attacked by a fir~ball
insects s~lI include anyone of lhe follow- Sph~re: Divination
spell at some tim~ , then he coin use spell
ing: several crushed marigold flowers , a Range : 0
immunity to provide protection from a fire-
whole crushed leek, seven crushed stinging Components: V. S
ball. Second, th~ s~1I cannot affect .a crea-
nettle leaves. or a small lump of min from a Duration: 1 tum
ture alrudy magically protected by a
camphor t~ . Casting Time: 7
pOI ion, protective spell, ring, or o ther
device. Third, only a particular spell can be Area of Effect : The caster
protected against, not a certain sphere of Saving Throw: None
spells or a group of spells that are similar in This s~1I enables the caster to speak and
effect; thus, a creature given immunity to understand additional languagH, whether
the lightning bolt spell Is still vulnerable to a they are racial tongues or regio nal dialects,
shocking grasp spell.

210
but not communications of animals or angle of 4S degrees at the nonnal movement rangf of the caster at the time the spell is cast
mindless creatun5. When the spell is cast, rate is possible. An air-walking creature is will come . The caster can try three times to
the spellc.aster selects the language or lan- always in conlrol of its movement rate, save summon three different types of animals-
guages to be understood . TM spell then em- when a wind is blowing. In this case the suppose that wild dogs are first summoned
powers the caster with the ability to speak creature gains or loses 10 feet of movement to no avail , then hawks are unsuccessfully
and understand the language desired with for every 10 miles per hour of wind velocity. called, and finally the caster calls for wild
perfect fluency and accent . The spell enables The creature may, at the OM's option, be horses thai mayor may not be within sum-
the priesl to be understood by all speakers subject to additiorutl penalties, loss of con- moning range. Your OM wi11 determine the
of that language within hearing distana, trol, and possible damage in exceptionally chance of a summoned animal type being
usually 60 fed. This spell does not predis- strong or turbulent winds. within range of the spell. The anim.1ls sum-
pose the subject toward the caster in any The spell can be placed upon a trained moned aid the caster by whatever meillns
way. The priest can speak one additional mount , so it can be ridden through the air. they possess, staying until a fight is over, a
tongue for ~ery th~ levels of experiena . Of course, a mount not accustomed to such specific mission is finished, the caster is safe,
The reverse of the spell cancels the effect movement would certainly need careful and I'll' .sends them away, etc. Only nonnal or gi-
of the tongues spell or confuses verbal com- lengthy training, the details of which are up ant animals can be summoned; fantastic an-
munication of any sort within the area of ef- to the OM . imals or monsters cannot be summoned by
fect. The material components for the spell are this spell (no chimeru, dragons, gorgons,
the priest's holy symbol and a bit of thistle- manticores, etc. ).
down.
Anti-Plant Shell (A bjuration)
Animal Growth (Alteration)
Sphere: Plant. Protection
Reversible Range: 0
Sphere: Animal Components: V, 5
Range: 80 yards Duration: 1 tum / level
Components: V. S, M Cuting Time: 8
Duration : 2 rounds/ level Area of Effect : 15' dia meter hemisphere
Casting Time: 8 Saving Throw: None
Area of Effect : Up to g animals in a The anti·plant shell spell creates an invisi-
20-foot·square area
ble, mobile barrier that keeps oul all crea-
Saving Throw: None
lures or missiles of living vegetable
When this spe11 is cast, the caster causes material. Thus, the caster (and iIIny crea-
all animals, up to a maximum of eight, tures within the shell) is protected from at·
within a 2o-foot-square area to grow to tillcking plants or vegetable creatures such as
twice their nonnal size. The effects of this shambling mounds or lreants. Any attempt
growth are doubled Hit Dice (with resultant to force the barrier against such creatures
improvement in attack potential), doubled shatters the barrier immediately. The spell
hit points (except hit points added to Hit lasts for one lum for each experience level of
Dice), and doubled damage in combat. the caster.
Movement and AC are not affected. The
spell lasts for two rounds for each level of Atonement (Abj ura tion)
the caster. The spell Is particularly useful in
conjunction with a charm person or mam· Sphere: All
mal spell. Range: Touch
The reverse reduCH animal size by one- Components: V, S, M
half, and likewise reduces Hit Dice, hit Duration: Pennanent
points, attack damage, etc. Casting Time: 1 tum
The malerial component for this spell and Area of Effect : 1 person
Fifth-Level Spells its reverse is the caster's holy symbol and a Saving Throw : None
scrap of food .
This spell is used by the priest to remove
A.lr W.. lk (Alteration)
the burden of unwilling or unknown deeds
Sphere: Elemental (Air) Animal Summoning II from the person who is the subjecl of the
Range: Touch (ConjurilltionlSum mo nins) atonement. The spell removes the effects or
Components: V, S, M magical alignment change as well . The per-
Duration : 1 hour + 1 tumll~el Sphere: Animal, Summonins son seeking the aton.ment spell must either
Casting Time: 8 Range: 60 yards / level be truly repentant or not have been in com-
Area of Effect: Creature touched Components: V. 5 mand of his own will when the acts to be
Saving Throw: None Duration : Special atoned for were committed . Your OM will
Casting Time: 8 judge this spell in this regard, noting any
This spell enables a creature, which can Area of Effect : Special past instances or its use upon the person .
be as large as the largest giant, to tread upon Saving Throw: None
air just as if it were solid ground. Moving Deliberate misdeeds and acl5 of knowing
By means of this spell. the caster calls up and willful nature cannot be atoned for with
upward is similu to walking up a hill ; a
maximum upward angle of 45 degrees is to silt animals that have 8 Hit Dice or less, or this spell (see the quest spell). A character
12 animals of 4 Hit Dice or less, of whatever who refuSf'S to accept an atonement is auto-
possible at one-half the creature's move-
sort the caster names. Only animals within matically considered to have committed a
ment rate. likewise, a maximum downward
willful misdeed.

12.
The priest needs his religious symbol, presence of powerful unnatural creatures to increase or decrease, although the rate of
prayer beads or wheel or book, and burning an also be detected, as can the general state the change cannot be altered , The spell re-
incense. of the natural selling. The spell is most ef· mains in force for one tum for each level of
fective in outdoor seUings, operating in a experience of the caster. When the spell is
radius of one-half mile for each level of the exhausted , the force of the wind wanes (or
Commune (Divination)
caster. In natural underground settings- waxes) at the same rate, un til it reaches the
Sphere; Divination caves, caverns, etc.-the range is limited to level it was at before the spell took effect.
Range; 0 10 ya rds per caster level . In constructed set- Another caster can use a control winds spell
Components: V, S, M tings (dungeons and towns), the spell will to counter the effects of a like spell up to the
Duration; Special not funct ion. The OM may limit the casting limits of his own ability.
Casting Time: 1 tum of this spell to once per month ,
Area of Effect : Special Cure Crltlc.1 Wounds (Necroml ncy)
Saving Throw; None
Control W inds (Alterillon) Reversible
By use of a commune spell, the priest is
Sphere: Weather Sphere: Healing
able to contact his divinity - or agents
Range: 0 Range: Touch
thereof-and request Information in the
Components: V, S Components; V, S
form of questions that can be answered by a
simple "yes" or ~no .~ The priest is allowed Duration : 1 tum / level Duration; Permanent
Casting Time: 8 Casting Time: 8
one such question for every experience level
Area of Effect: 40-footllevel radius Area of Effect: Creature touched
he has attained. The answers given are cor-
Saving Throw; None Saving Throw : None
rect within the limits of the entity's knowl-
edge ( ~I don't know" is a legitimate answer, By means of a control winds spell, the The cure critical wounds spell is a very
as powerful outer planar beings are not n« - caster is able to alter wind force in the area potent version of the cure light wounds
essarily omniscient). Optionally, the OM of effect. For every three levels of experi- spell . The priest lays his hand upon a crea-
may give a single short answer, of five ence, the caster can increase or decrease ture and heals 3d8 + 3 points of damage
words or less. The spell will , at best , pr~ wind force by one level of strength , Wind from wounds or other damage. The spell
vide information to aid character decisions. strengths are as follows : does not affect creatures without corporeal
Entities communed with structu re thei r an- bodies, those of extra planar origin, or those
Wind Force Miles Per Hour
swers to further their own purposes. It is not living,
light Breeze 2-7
probable that the OM will limit the use of The reversed spell , cause critical wo.mds,
Moderate Breeze 8-18
commune spells to one per adventure, one operates in the same fashion as other CQUU'
Strong Breeze 19-31
per week, or even one per month, for the wounds spells, requiring a successful touch
Gille 32-54
greater powers dislike freq uent interrup- to inflict the 3d8 +3 points of damage,
Stonn 55-72
tions. Ukewise, if the caster lags, discusses Caused wounds heal via the same methods
Hurricane 73-176
the answers, or goes off to do anything else, as do wounds of other sorts.
the spell immediately ends. Winds in excess of 19 miles per hour drive
The material components necessary to a small flying creiltures (those eagie-sized and
commune spell are the priest's religioussym- under) from the skies, severely affect missile Dispel hll (A.b juratJon)
bol. holy (unholy) water, and incense. If a accu racy, and make saillng diHicult . Winds Reversible
particularly potent commune is n~ed , a in excess of 32 miles per hour drive even Sphere: Protection, Summoning
sacrifice proportionate with the difficulty of man-sized fl ying creatures from the skies Range: Touch
obtaining the information is required, and if and cause minor ship damage, Winds in ex- Components: V, S, M
the offering is insufficient, only partial or no cess of 55 miles per hour drive all flying Duration: 1 round/ level
information is gained. creatures from the skies, uproot trees of Casting Time: 8
small size, knock down wooden structures, Area of Effect: Creature to uched
tear off roofs, etc., and endanger ships. Saving Throw: Neg.
Commune WIth NAture (DIvination)
Winds in excess of 73 miles per hour are of
Sphere; Divination hurricane force, The priest using this spell causes a sum-
Range: 0 An ~eye" of 40-foot radius, in which the moned creature of evil nature, an evil crea-
Components; V, S wind is calm, exists around the caster. Note ture from another plane, o r a cre"ture
Duration : Special that while the spell can be used in under- summoned by an evil caster, to return to its
Casting Time; 1 tum ground places, the eye shrinks one foot for own plane or place when the caster success-
Area of Effect: Special every foot of confinement, if the spell is cast fully strikes it in melee combat . (Examples
Saving Throw: None in an area smaller than the area of effect . of such creatures are aerial servants, djinn,
(For example, if the area of effect is a 360-- efreet, elementals, and invisible stalkers.)
This spell enables the caster to become An evil ench" ntment (such as a charm spell
foot rildius, and the space only allows a 350-
one with nat ure in the area, thus being em- cast by an evil creature) thilt is subiect to a
powered with knowledge of the surround- foo t area, the eye shrinks by 10 feet to a
3O-foot radius; a spilce under 320 feel in ra- normal disp,l magic spell can be automati-
ing territory. For each level of experience of cally dispelled by the dispel evil spell. Note
the caster, he can ~know~ one fact: the dius would eliminate the eye and subject the
spellcaster to the effects of the wind.) that this spell lasts for a maximum of one
ground ahead, left or right; the plants round for each experience level of the caster,
ahead, left or right; the minerals ahead, left Once the spell is cast, the wind force in-
creases (or decreases) by 3 miles per hour or until expended , While the spell is in ef-
or right; the water courses/ bodies of water fect, all creatures that could be affected by it
ahead, left or right ; the people dwelling per round until the maximum (or minimum)
s~ is a ttai ned , The caster, with one attack with a -7 penalty to their attack
ahead, left or right; the general animal pop- rolls when engaging the spellcaster.
ulation, left or right; the ptHftlce of wood- round of complete concentration, can stabi-
lize the wind at its current strength, or set it
land creatu res, left o r right ; etc . The

211
Th~ rev~rse of th~ spell, dispel good, the spell. The plague lasts Iwo rounds for surprise. The light does not adversely affect
functions against summontd or enchanttd ~<lIch level of the COllter, <lind the~after the infravision. The casler can dim th~ beam to
cr~alures of good alignment or creatures insects disperse. near darkness if desired . The beam has, in
Ihat hav~ been senllo aid the cause of good. The insects swarm in <lin area that centers addition, all the properties of true moon-
Th~ mat~rial components for this spell ar~ around a summoning point delennined by light and can induce a Iycanthropic change
th~ priest's r~ l igious objKt and holy (or un- the spellcaster; the point can be up 10 120 (while in the beam), unless your OM rules
holy) wat~r. yards away from the priest . The insect otherwise.
plague don not move thereafter for as long The material components are several
as it lasts. Nol~ that the spell can be coun- seeds of any moonseed plant and a piece of
nolme Strike (Evoc.. tion) tered by a dispel mAgic spell. opalescent fe1dspar (moonstone).
Sph~re: Combat The material components of this spell a~
Rang~ : 60 yards a few grains of sugar, some kernels of grain,
PASS PlAnt (Alter"lion)
Components: V, S, M and a smear of fat.
Duration : Instantaneous Sphere: Plant
Casting Tim~ : 8 Range: Touch
MASlc font (Di vl n.. lion)
Area of Effect : 5-foot radius Components: V, S, M
by 3O-foot-high column S phe~ :Divination Duration: Special
Saving Throw: 11:1. Range: Touch Casling Time: 8
Components: V, S, M Area of Effect: Special
Wh~n lhe priesl calls down a flam e strike
Duration: Special Saving Throw : None
spell, a vertical column of fire roars down-
Casting Time: 1 hour
ward in th~ exact location called for by the By using this spell, the caster is ab l~ to en-
Area of Effect: Special
caster. Any creature within the area of effKI Saving Throw: None ler a tree a nd move from inside it to Inside
of a fla~strike must roll a saving throwvs. another tree of the same type that lies In ap-
spell . Failure means the creatur~ sustains The spell cauSH a holy water font to serve proximately the direction desired by the
6d8 points of damage; otherwi~, the dam- as a scryins device. The spell does not func- spell user and is within th~ range shown in
age is halved. tion unless the priest is in good standing the fo llowing table.
The material componenl of this spell is a with his d~ity. The basin of holy water be-
pinch of sulphur. comes similar 10 a crystal bAli. For each vial Type ofTrH Range o f Art'" of Eflect
of capacity of the basin, the priest may scry Oak 600 yards
Insect rI..gue (Conjura UontSummo ning)
for one round, up to a maximum of o ne
hou r; thus, the dur<lltion of the mAgic font
A'"
y~
540 yards
480 yards
Sphere: Combat spell is directly relattd to th~ size of the holy Elm 410 ya rds
Range: 120 yards water rect>ptacle. The OM will know the linden 360 yards
Components: V, S, M c hances of a character being able to detect deciduous 300 yards
Duration : 2 rounds / level $Crying . coniferous 140 yards
Casting Time: 1 tum The priest's holy symbol a.nd the font and other 180 yards
Area of Efftct : 180' diameter, 60' high cloud its trappings are not consumed by the spell.
Saving Throw : None The Itee e:nlered and that receivi ng the
casler must be of the same type, must both
When this spell is casl by the priest. a Moonbe.m (Evocalio n.. Alteratio n) be living, and of girth at least equal to that
hord~ of creeping, hopping, and flying in- of the casler. Note that if the caster enters a
Sphere: Sun
sects gather and swarm in a thick cloud . (In tree, an ash, for example, and wishes to pass
Range: 60 yards + 10 yards / level
an environment free of normal insects, the north as far as possible (540 yards), but the
Componenls: V, S, M
spell fails.) The insects obscure vision, limit- only appropriate ash in range is to the
Duralion: 1 round / level
ing it to 10 feel. SpeJlcasting within the south, the caster will pass to the ash in the
Casting Time: 7
cloud is impossible. Creatures in the insect soulh. The pass plAnt spell fund ions so Ihat
Saving Throw: None
plague sustain 1 point of damage for each the movement takes o nly one round. The:
Area of Efftct: S-foot-radius sphere
round they remain within, due to the bites caster can, at his option, remain within the
(plus special)
and stings of the insects, ~dless of AJ- receiving tree for a maximu m of one round
mor Oass. Invisibility is no prolection . All Saving Throw : None
per Ie:vel of t"ltperience. Otherwise, he can
creatures with 2 or fewer Hil Dice will auto- By means of this spell, the caster is able to step forth immediately. Should no like tree
matically move al their fastest possible COlUSE: a beam of soft, pale light to strike be in range, the caster simply remains
speed in a random direction until th~y are downward from overhead and illuminate within th~ tree, does not pass elsewhere,
more than 240 yards away from the insects. whatever area he is pointing al. The light is and must step fort h in Ihe appropriate num-
Creatures with fewer than 5 Hit Dice must exactly the ~me as moonlighl , so Ihal col- ber of rounds . If Ihe ocCl.lpied trH iii
check morale; failure means they run as de- ors other than shades of black, gray, o r chopped down or burned, the casler is slain
scribed above. white are vague. The spe.llcaster can eaSily if he does not exit before the proem is com-
Heavy smoke drives off insects within its make the moonbeam move to any area thai plete.
bounds. Fire also drives insects away; a wall he can see and point 10 , This makes the spell
of fire in a ring shape keeps a 5ubsequently an eHKtive way to spotlight somelhing, an
caSI insecl pl<ll&ue o utside il5 confines, but a opponent, for ~mple. While the moon-
fireball simply clean insects from its blast beAm spell does not eliminate all shadows, a
area. for o ne round . A single lorch is ineffK- creature centered in a moonbeam is most
tive against this vast horde of insects. light- certainly visible. The reflected light from
ning, cold, or ice are likewise ineHKtive, this spell enables dim visual perception 10
while a strong wind that co vers the enli~ yards beyond the area of effect , but it does
plague area disperses the insects and ends not shed a telltale glow that would negate

Zll
need to know arises.) Violet-metallic or regenerating creatures
'I..ne Shift (Alteration) If cast upon an unwilling subject, the vic-
When the bow is drawn, an arrow of the
Sp~~: Astral tim is allowed a saving throw . However if
the person quested agrees to a task, even if appropriate color magicall y appears,
Range: Touch
nocked and ready. If no color is requested,
Components: V, S, M the agreement is gained by forn or trickery,
no saving throw is allowed. If a quest is just or a color that has already been used is
Duration: Permanent
asked for, then the nex t arrow (in the order
Casting Time: 8 and deserved, a creature of the priest's reli-
of the spectrum) appears.
Area of Effect: C~ature touched (special) gion cannot avoid it, and any creature of the
Bridge: The caster causes the rainbow to
Saving Throw : Neg. priest's illignment saves with a - 4 penalty
to the saving throw, in any case. A quest form a seven-hued bridge up to three feet
When the pl'lne shift spell is cast, the wide per level of the caster. It must be at
cannot be dispelled but can be removed by a
priest moves himself or some other creature least 20 feet long and can be as long as UO
priest of the same religion or of higher level
to another plane of existence. The recipient yards, according to the caster's desire. It
than the caster. Some artifacts and relics
of the spell ~mains in the new plane until lasts as long as the spell duration or until
might negate the spell , as can direct inter-
sent forth by some like means. If several ordered out of existence by the caster.
vention by a deity. Likewise, an unjust or
persons link hands in a circle, up to eight The components for this spell are the
undeserved quest grants bonuses to its sav-
can be affected by the plane shift at the same priest's holy symbol and iI vial of holy
ing th rows, or might even automatically
time. water. If no rainbow is in the vicinity, the
fai l!
The material component of this spell is a caster can substitute a diamond of not less
The material component of this spell is
smail, forked metal rod- the exact size and than 1 ,OOOgp value. specially prepared with
the priest's holy symbol.
metal type dictating to which plane of exist- bless and pr'lyer spells while in sight of a
ence (including sub-planes and alternate rainbow. The hol y water and diamond dis.-
dimensions) the spell sends the affected R.lnbow (Evocation. AJteratlon) appear when the spell is cast .
creatures. (Your OM will determine specifics
Sphere: Weather, Sun
regarding how and what planes are
reached.)
Range: 120 ya rds R.lse De.d (Necromancy)
Components: V, S, M Reversible
An unwilling victim must be touched
Duration: 1 round/level
(successful attack roll) in order to be sent; in Sphere: Necromantic
Casting Time: 7
addition, the creature is also allowed a sav- Range: 30 yards
Area of Effect : Special
ing throw. If the saving throw is successful, Components: V. S
Saving Throw: None
the effect of the spell is negated . Note that Duration: Permanent
pinpoint accuracy is rarely achieved; arriv- In order to cast this spell. the priest must Casting Time: 1 round
ing a random distance from an intended des- be in sight of a rainbow of any sort, or have Area of Effect: 1 person
tination is common . a special component (see below). The ,"in· Saving Throw: Special
The metal rod is not expended when the bow spell has two applications, and the
spell is cast. Forked rods keyed to cutain priest can choose the dtsired one at the time When the priest casts iI r'lise dead spell, he
planes may be difficult to come by, as decid- of casting. These applications are as fol- can restore life to a dwarf, gnome, half-elf,
ed by the OM . Jows: haifling, or human (other creatures may be
Bow: The spell creatts a shimmering, allowed. at the OM's option). The length of
multi-layered short composite bow of rain- time that the person has been dead is of
Quest (Enchantmenl/Ch.um) importance. as the priest can raise persons
bow hues. It is light and easy to pull, so that
Sphere: Charm any character can use it without penalty for dead only up to a limit of one day for each
Range: 60 yards non-proficiency. It is magical: Each of its experience level of the priest (I.e., iI 9th-
Components: V, S, M shimmering missiles is the equivalent of a level priest can ra~ a person who has been
Ouration : Until fulfilled +2 weapon, including attack and damage dead for up to nine days) .
Casting Time: 8 bonuses. Magie resistance can negate the Note that the body of the person must be
Area of Effect: 1 creatu~ effect of any missile fired from the bow . The whole. or otherwise missing parts are still
Saving Throw: Neg. bow firts seven missiles before disappea r- missing when the person is brought back to
ing. It can be fired up to four times per life. Likewise, other ills, such as poison and
The quest spell enables the priest to disease, are not negated . The raised person
round. Each time a missile is fired , one hue
require the affected creature to perform a must roll a successful resurrection survival
leaves the bow, corresponding to the coJor
service and return to the priest with proof check to survive the ordeal (see Table 3:
of arrow that is released. Each color of
that the deed was accomplished . The quest Constitution) and loses 1 point of Constitu-
arrow has the ability to cause double dam-
can, for exilmple, require thilt the creilture tion. Furthermore, the raised person is weak
age to certain creatures, as follows :
locate and ~turn some important or valu- and helpless in any event, and he needs a
Red - fire dwellers/ users and fire elementals
able object, rescue a notable person, release minimum of one full day of rest in bed for
some creature, capture a stronghold, slay a Orange- creatures or constructs of clay,
sand, earth, stone or similar mate- each day or fraction he was dead. The per-
person, deliver some item, and so forth . If son has but 1 hit point when raised and must
rials, and earth elementals
the quest is not properly followed, due to regain the rest by natural healing or curative
Yellow-vegetable opponents (including
disregard, delay, or perversion, the creature magic.
affected by the spell loses 1 from its saving fungu s creat ures, shambling
mounds, treants, etc. ) Note that a character's starting Constitu-
throw rolls for each day of such action . This tion is an absolute limit to the number of
penalty is not removed until the quest is G reen- aquatic creatures and water eJe-
mentals times the character can be revived by this
properly pursued or the priest cancels it . means.
(There are certain circumst;lnct'S that will Blue- aerial creatures, electricity-using
creatUfts, and air elementals. The somatic component of the spell is a
temporarily suspend a quest , and others pointed finge r.
that will discharge or cancel it; you r OM Indigo-acid-using or poison-using crea-
tures The reverse of the spell, sl'lY liv ing,
will give you appropriate information as the
grants the victim a saving throw vs. death Creatures W1able to I~vilate, ny. or other- ment for the reverse spell is concocted o( oU,
magic, and If it is successful, the victim Ma- wise free themselves from the mud sink at poppy dust, and pink orchid essence.
tains damage equal only to that of a ca~ the rate of II) of their height per round ilnd For both spells, the ointment must be
unous 'WOunds .spell-l.~., 2d8+1 points. eventually suffocate, save lor lightwri&ht a.ged lor ld6 months.
Failure means tM victim dies instantly. creatures that could normally pass acrou
such ground . Bnah thrown atop the mud
can support creiltures able to climb on top WAIl of nre {ConlurationlSwnmonfnsJ
Spike Stones (AlteraHon. Enchantm~nt)
of ii , with the amount required dedd«l by Sphere: Elemental (Fire)
Sphere: Elmlental (Earth) the OM. Creatum largemough to walk on Range: 80 yards
Range: 30 Ylfds the bottom can move throush the area at a Components: V, S, M
Componentt: V, S, M rat~ of 10 feet per round. Duration : Spedal
Duration: 3d4 turns + 1I1evei The mud rem.ains until a successful dispel Castin8 Time: 8
Castina: Tim~ : 6 mllgie or '''lIll5mU'e mud ' 0 ,.ocle spell Area of Effect : Speru.1
Area 01 Effect: 10-fool Iquare pft" level. 1 mtom its sub.tance- but not necnsa.riIy Saving Throw: Non~
spike: per 1-foot sq . its form. Evaporation turns the mud to nor-
Th~ wall of fire spell brings forth an
Saving Throw: None mal dirt at a rate of Id6 c:Uys per 10 cubic
feet . 1ne exact lime depends on exposure to Immobile, blazifl8 curtain of magical fire of
The spike stones spe.1I causes rode 10 shimmering color-yellow-green or amber
the sun, Wind, and normal drainage.
shape. itself into long, sharp points lru.t tend (different from the 4th·level wizard ver-
The reverse, t,.IIMmuhr mud 10 rocle,
to blend into the background. It is effective sion). The spell creata an opaque sheet of
hardens normal mud or quicksand into soft
on both natu~1 rock ~ worked stOM. 1ne fla.me up to one 2O-foot square per level of
stone (undstone or similar minual) puma-
spike slone. serv~ to i mped~ progreu the spellcaster. or a ring with a radius of up
nently unless magiaJJy c:h.ansed . Crutura
through an area and to inflict damage. Han
in the mud are allowed a saving throw to to 10 feet + five feet for every two 1n~1J of
area it carefully obs6ved, each observer .is experience of the wizard, and 20 Mt high.
25" likely to notice the sharp points of
rock. Otherwise, thOle entering the spell's
escape. before the arta is hardened to slone.
Dry sand is unaffected. Th~ wall of fire mwt be cast 50 that it it
vertical with respect 10 the casler. On~ side
area of effect suffer Id4 points of damage The material components fo r the spell are
clay ~ water (or sand, lime, and water for of the wall, selected by the casler, sends
pe.r round . The succes of each attack Is forth waves of heat , inflicting 2<14 points of
determined u if 1M casler of the .spell were the reverse).
damage upon miltum within 10 feet and
actuallyen.g;aging in combat . Those enter- Id4 points of damage upon those wilhin 20
ifl8 the area are subject to attack immedi- True SeeInS (DIviluitlon) feet . In addition, the: walJ inflicts 4d4 points
ately upon Htring foot In the ana and for RentSlbl~ of damage, plus 1 point of dama~ per level
each round spent in 1M area th~reaft~r. 1ne of the spe:lialter. to any creatUn! pUling:
initial step enables the individual to become Sphere: Divination
through it . Creatures apedally subject to
aware of some problem only if the initial Ranse: Touch
fire may lake additional damag~ , and
attack suttftds; olherwise mOVmlent con- Components: V, S, M
undead always take twice normal dama.ge,
tinua ~ th~ spik~ stones remain unno- Duration: 1 roWid / ieveJ
Note that altmtpting to directly catch mov-
ticed until daftQ3e occurs. Charging or Casting Ti.tru!: 8
ing creatum with a newly created wall of
runnin8 victims .uffer two attacks per Area of Effect, Cruture touched
Saving Throw: None fire is difficult; a sucassful savina: throw
round . enables th~ creature: to avoid the wall, whJle
Those falling into pits affected by spike When the priest employs this spell, he its ~te and direction of movement dele,...
stones suffer six such attacks for every 10 confers upon the recipient the ability to see mine which ,ide of th~ creilted wall it it on.
feet fallen . each attack having a + 2 bonus all things aJ they actually are. The spell pen- The wall of fire IUtl as 10fl8 as the: priest
to the attack roll. In addition, the c:Uma.ge ~traln normal and maslcal c:Urknes. Secret concentrates on maintaining ii, or on~
inflicted by each attack increases by +2 for doors become plain . The exact location of round per level of experience of the print in
~very 10 feet fallen. FiNJly, th~ creatures displaced things is obvious. Invisible things the event he does not wish to concentrate
also IUffer any normal blling damage. become quite visible. Illusions ~ appMi- upon it.
The material component of this speU is tions are seen throu8h . Polymorphed, 1ne material componenl of the: spell it
four tiny stmctita. changed, or enchanted t.hings are appuent . phosphorus.
Even the aura projected by creatures
Tr.uu;mute lock to Mud (Alteration) becomes visible, so that a.lignment can be
R~versJbl~
diJCemed. Furthermore, the recipient can
focus his vision to see into the Ethereal plan~
Sphere: Elemental (Earth, Water) or the bonkring artaJ of adjacent planes.
Range: 160 yards The ranse of vision conIerred is 120 feet .
Components: V, S, M True SHing, however, does not penetrate
Ountion: Special solid objects; it in no way confers X-ray
Casling Time: 8 vision or its equivalent . Furthermore, th~
Ana of Effect : 2~foot cubellev~l spe.1I effects cannot be further enhanced
Savifl8 Throw: None with known magic.
This spell turns natural rock of any sort The spe.JJ requirn an ointment for the
into an equal volume of mud. If it is cast eyes that is made from very rare mushroom
upon a rock, for example, the rock affected powder, saffron, and fOil and costs no leu
colJapta into mud. Magical or enchanted than 300 gp per ux.
stone is not affected by the spell. 1ne depth 1ne reverse, falu Sfting, causes the per-
of 1M mud created cannot ex~ 10 ffft . son to 1ft things as they-are not : rich is poor,
rough Is smooth, beautiful 15 ugly. The oint-

115
AnimAl Summonlns III 120 feel per round. Slithering movemenl is
Sixth-Level Spells (Conjuration. Summo ning) about 10 feet to 20 feet per round; rolling is
30 feet to 60 feet per round. The dama.ge
Aerial Sernnt Sphere: Animal. Summoning aused by the attac:k of an animated object
(Conju f ldon/Summoning) iU.nge; 100 yards/ level depends on its (onn and composition. light.
Sphere; Summoning Components: V, S suppJ@ objects can only obscure vision.
Duration: Special obstruct movement. bind, trip, smother.
R.n&e: 10 yards
CompoMnls: V. S Casting Time: 9 elc. Ught. hard ob}ectl can fall upon or oth-
Durllltion: 1 cUy / leve)
Area of Effect ; Special erwise strike for 1d2 points of dama8@ or
Saving Throw : None possibly obstruct ~nd trip, as do light. sup-
Casting Time: 9
Arou of Effect : Special This spell is the 5lime in duration and pl@ objecli . H~rd , medium-weight object.
Saving Throw; None effect as the 4th-level animrd summoning I can crush or strike for 2d4 points of dam-
spell. except that up to four animals of no age. whii@ Iarg6 and heaviu objects may
This sPf:ll summons an invisible aerial ser-
vant to find and bring back an object or
enalun described to It by the priest . Unlike
an elemental. ,in
aterial servant cannot be
mono than 16 Hit Dice each can be .ummon·
ed. or eight of no more than 8 Hit Dice, or
16 creatures of no mono than 4 Hit Dia!
....
inmct Jd4, 4<14. or even Sd4 points of dam-

The frequency of attack of animated


Only animals within range of the caster a; objects depends on their method of locomo-
commanded to fight fo r the! enter. Whm it tion, ~ppendages. and method of auack.
is summoned, the priest musl have cast a the time the spell is cast will come. The cast·
er can try three times to summon three dlf· This varies from as seldom as ona every
protection from l!IJil spell, be within a pro- five melee rounds to as frequ@ntly as once
tective circle, or have a special item used to ferent types of animals-e.g., suppose that
wild dogs are first summoned to no nail . per round. The Armor Oass of the object
control the aerial servant. Otherwise. it animated is basically ~ function of material
attrmpts to slay Its summoner and return then hawks are unsuccessfully called. and
finally the caster calls for wild horses that and movmtent abiUty. Damage depends on
from whence it came. the type 01 weapon and the objKt struck. A
The object or creature to be brought must mayor may not be within summoning
ra~ . Your OM will determine the chance sharp cutting weapon is effective against
be such as to allow the auial servant to fabric, leather. wood. and llk@ substancltl.
physically bring it to the priest (an olmai of a summoned animal type being within
range of the spell . The animals summoned Heavy smuhing and crushing weapons are
Kf'Vant can carry at lust 1,000 pounds). If useful against wood. stone, and metal
p,,"mted. for any reason, from complding will aid the caster by whatever mean. t~
po:s.sess, staying until a fight is over, a sPf:"- objects. Your OM wi1l determine all of these
the aJ5igned dUly, the urial servant factors, as well as how much damage the
becomes insAne and s«ks out and att~pts eific mission is finished. the caster is we, he
sends them away. etc. Only nonnal or giant animated obtect can sustain before being
to destroy the cuter. The aeri~1 servant destroyed . The priest can animate one cubic
retums to its own pl~ne whenever the spell animals can be summoned; fantastic ani·
mals or monste~ cannot be summoned by foot of material for each experience leve1 he
l~psH, its duty is fulfilled, it is dispelled, the has attained. Thus. a 14th-l@vel priest could
priest ",leases it, or the priHt is ,I~in . The this spell (no chimerae, dragons, gorgons,
m~nticores, etc.). animate one or more ob}ect. whOM: saiki
spell luts for ~ maximum of one day for volume did not exceed 14 cubic feet - a large
e~ch Inel of experimce of the priest who
statue. two rugs. three chai~ , or a dozen
cast it . AnimAte Oblect IAilenltion) average aoc:ks.
II the cre~tu"' to be fetched cannot detect
invisible objects, the aerial servant attads, Sph@re: Creation. Summoning
automatically pining surprise. If the crea- lUnge: 30 yards Antl· Anlm.1 Shell (Abjuril tion)
ture involved can detect invisible objects, it Components: V, S
Duration: 1 round / level Sphere: Animal, Protection
still suffers a - 2 penalty to all surprise rolls Range: 0
caused by the aerial servant. Each round of Casting Time: 9
Area of Effect : 1 cubic foot / level Component.: V. S. M
comb~t . the urial servant must roll to Duration : 1 tum / lev@1
~ttac:k . Whm a hit Is KOred. the aerial ser-
Saving Throw: None
Casting T ime: 1 round
vant has grabbed the item or c",atu", it was This powerful spell enables the priest Area of Effect : 20' diameter hemisphel'@
sent for. A cre~ t u"' with a Strength rating is casting it to imbue inanimate obtects with Saving Throw : None
allowed an evasion roll, equal to twice its mobility and a sanblance of life . The ani-
lnnd bQrs chana. to esape the hold . If the mated object , or objects, th@n attacks By casting this spell, th@ casterbri"S'into
cre~tu.re in question does not h~ve a whomever or whatevu the priest first de5ig- being a hemispherical force field thai pre--
Strength rating. ro1l1d8 for each Hit Die the nates. The animated obtect can be of any venti the entrance 01 any sort of living crea-
aerial servant and the creature grabbed nonmagical material whatsoever- wood. ture that is wholly or partially animal (not
have. The hi&her total is the stronger. Once nmal. ston@. fabric. leath@r. ct:ramk. glass. magical or extraplanar) . Thus a sprite. a
seized. the cnature cannot fno.e itself by etc. AUmtpting to animate an obtect in giant , or a chimera would be kept out. but
Strength or Dexterity and is flown to the someone's possession grants that person a undead or conjured creatures could pass
priest forthwith . saving throw to prevent the spell's effect . through the shell of force, as could such
The speed of movement of the object monsters as aerial servants, imps. quasits,
d~ds on its means of propulsion and its golem'. elmtentab, etc. The anti-animal
w@ight . A larg@ woodm table would be shell functions normally against cross-
rather heavy, but its 1@85 would give It breeds, such as cambions. and lasts for one
speed. A rug could only llither along. A jar tum for each level of experience the caster
would roU . Thus a large Itone pedestal has attained . Forcing the barrier against
would rock forward at 10 feet per round. a creatul'tl . trains and ultimately collapses
stone statue would move ~t 40 feet per the field .
round. a wooden statue 80 feet per round. The ' pell requires the caster's holy symbol
an ivory 51001 of light weight would move at and a handful of pepper.

226
of the situation. The conjured animals dis- with concentration the spell enables the sub-
BI.de 1I.atTler ([voc.Uon) appear when slain. ject to sense trip wires or the proper word to
Sphere: Guardiim , cnation bypass a glyph). The spell ends when the
Range: 30 yards destination is reached or when one tum for
Conlure Fire Element.al each caster level has elapsed. The spell frees
Components: V, S
(Conjuratlon/Summonln8) the subject, and those with him, from a
Dura tion : 3 rounds/ level
Casting Time: 9 Reven.lble maze spell in a single round, and will con-
Area of EffKI: Sp«ial Sphere: Elemental (Fire) tinue to do so as long as the spell lasts.
Saving Throw: Special Range: 80 yards Note that this divi nation is keyed to the
Components: V, S caster, not his companions, and that. like
The priest employs this spell to set up a the find traps spell, it does not predict or
wall of circling. razo~harp blades . These Duration : 1 tum / level
Castin8 Time: 6 rounds allow fo r the actions of creatures.
whirl and nash around a central point, c~ The spell req uires a set of divination
ating an immobile biuner. Any creature Area of Effect: Special
Saving Throw: None counters of the sort favored by the priest-
that attempts to pass through the blade bar· bones, ivory counters. sticks, carved rones,
rier suffers 8d8 points of damage in doing Upon casting a conjure fire elemental or whatever.
so. The plane of rotation of the blades can spell, tlle ca~ter opens a special gate to the The reverse spell. lose the p'Hh. makes the
be horizontal. vertical. or in between . Crea- elemental plane of Fire, .and a fire elemental creature touched totally lost and unable to
IUrft wilhin the area of the barrier when it is is summoned to the vicinity of the spellcast· find its way for the duration of the spell,
invoked are enlitled 10 a saving throw vs. er. It is 65% likely that a 12 Hit Dice elemen· although it can be led. of course.
spell. U this is successful, the blades are tal appears, 20% likely that a 16 Hit Dice
avoided and no damage is suffered: the elemental appears, 9"" likely that two to
creature escapes the area of the blade barrier
by the shortest possible route. The barrier
four salamanders appear. 4"" likely that an
efreeti appears, and 2"" likely that a huge
fire Seeds (Conjura tion)
Sphere: Elemental (Fire)
remains for thre-e rounds for every experi- fire elemental of 21 to 24 Hit Dice appears. Range: Touch
ence level of the priest casting it . The barrier The conjuring caster need not fear that the Components: V, S, M
can cover any area from as small as five feet elemental force summoned will tum on him. Duration: Sp«ial
square to as large as 60 feet square. so concentration upon the activities of the Casting Time: 1 round / Ked
fire elemental (or other creatures summon- Area of Effe-ct : Special
Con,W'e AnimAls ed) or protect ion from the creature is not Saving Throw: 111
(ConjurolitiOn/Summoning) necessary. The elemental summoned helps
the caster however possible, including The fire 5Uds spell creates special missiles
Sphere: Summoning attacking opponents of the caster. The fire or timed incendiaries that bum with grf:at
Range: 30 yards elemental or other creat ure summoned heat . The spell can be cast to create either
Components: V, S remains for a maximum of one tum per level fire seed missiles or fire seed incendiaries. as
Duntion : 2 rounds/ level of the caster, or until it is slain, 5I!f\t back by chosen when the spell is cast.
Casting Time: 9 a dispel mQSic spell, the reverse of this spell • Fire seed mi"i1es: This casting turns up
Ana of Effe-ct: Special (dismiss fire elemental), or similar magic. to four acorns into specialgrena~like mis-
Saving Throw: None siles that can be hurled up to 40 yards. An
attack roll is required to st.rike the intended
The conjure anima15 spell enables the find the P.ath (Divination) target, and proficiency penalties are consid-
priest to magically create one or more mam- Reversible erec:l. Each acorn bursts upon siriking any
mals to attack his opponents . The tolal Hit hard surface, causing 2d8 points of damage
Dice of the mammals cannot exceed twice Sphere: Divination
Range: Touch and igniting any combustible materials
his level, if the creature conjured is deter- within a 1~foot diameter of the point of
mined randomly, or his level, if a specific Components: V, S, M
Duration : 1 tum / level impact. If a successful saving throw vs. spell
animal type is requested. The DM selects is made. olI creature within the burst area
the type of animal that appears if it is ran- Casting Time: 3 rounds
Area of EffKt: Creature touched receives only one-half damage, but a crea-
domly called . Thus. a priest of 12th level ture stl'Uck directly suffen. full damage (i.e.,
cou1d randomly conjuTl! two mammals with Saving Throw: None
no saving throw).
12 Hit Dice each, four with 6 Hit Dice each, The recipient of this spell can find the • Fire seed incendiaries. This casting turns
six with 4 Hit Dice each, eight with 3 Hit shortest , most dirKt physic.a1 route thai he up to eight holly berries into special incendj·
Dice each. 12 with 2 Hit Dice each, or 24 is seeking, be it the way into Of out of a aries . The holly benies an most often
with 1 Hit Die each. Count every + 1 hit locale. The locale can be outdoors or under placed, being too light 10 make effe-ctive
point added to a creature's Hit Dice as 1/ , of ground, a trap, or even a maz, spell . Note missiles (they can be tossed up to six feet
a Hit Die. Thus a creature with 4+3 Hit that the spell works with respect to locales. away). They burst inlo fla me if the caster Is
Dice equals a 43 / .. Hit Dice creature. The not ob;e-cts or creatures within a locale. within 40 yards and speaks a word of com·
conjured animals remain for two rounds for Thus. the spell could not find the way to Ha mand . The berries instantly ignite, causing
each level of the conjuring priest, or until forest where a green dragon lives" or to the ld8 points of damage to any creature and
slain, and they follow the caster's verbal location of Ha hoard of platinum pieces.H igniting any combustible within a five-foot-
commands. Conju~ animals unfailingly The location must be in the same plane as diameter burst area. Creatures within the
attac'k the priest', opponents, but resist the caster. area that successfully save vs. spell suffer
bein8 used fo r any other purpose; they do The spell enables the subject 10 sense the half damage.
not like It, bKome noticeably mon difficult correct dirKtion that will eventually lead All fire seeds lose their power after a
to control, and may refuse any action, him to his destination, indicating at the duration equal to one tum per experience
bnak. free , or tum on the caster, depending appropriate times the exact path to follow level of the caster-e.g., the seeds of a 13th-
on the nature of the creature and the details (or physical actions to take- for example, level caster remain pott':nt for a maximum of

111
13 turns after their creation. He.J (Necromancy) LlveOAk (Enchantment)
No other- material components beyond Revenlble
acorns or holly berTies a~ n~ed for this Sphere: Plant
spell. Sphere: Healing Range: Touch
Range: Touch Components: V, S, M
Components: V, S Duration: 1 day/level
forblddo1Ulce (AbJut<ltion) Duration: Permanent Casting Time: 1 tum
Sphe~ : Protection Casting Time: 1 round Area of Effect: 1 oak lree
Range: 30 yards Area of Effect: Creature touched Saving Throw: None
Components: V, S, M Saving Throw : None
This spell enables the caster 10 charm a
Duration: Permanent The very potent heal spell enables the healthy oak tree (or other type if the OM
Casting Time: 6 rounds priest to wipe away disease and injury in the allows) 10 cause It to serve as a protector.
Ana of Effect: One 6O-fool cube/ level creature who receives the bend'its of the The spell can be cast on a single tree at a
Saving Throw; Special spell. It completely cu.res aU diseases or time. While a lroeoak spell cast by a particu-
This spell can be used to S«Uf'e a conse-- blindness of the recipient and heals all lar caster is in effect, he cannot cast another
crated area (sec DMG). The ~11 seals the points of damage suffered due to wounds or such spell. The tree upo n which the spell iii
a~a from teleportation, plane shifting, and injUry. It dispels a /eeblemind spell. It cures cast must be within 10 feet of the caster's
ethereal penetration. At the option of the those mmtal disorders cilused by spells or dwelling place, within a place sacred to the
caster, the ward can be locked by a injury to the brain . Naturally, the ~s can cast~, or within 100 yards of something
password, in which case it can be entered be negilted by later wounds, injuries, and that the cast~ wishes to guard or protect.
onl y by those speaking the proper words. diseases. The liveoak spell can be casl upon a
Otherwise, the effm on those entering the The reverse, hllmt, Weds the victim with healthy tree of small, medium, or large lize,
enchanted area is based on their alignment, a disease and causn loss of all but 1d4 hit attording to desi~ and availability. A trig-
~Iative to the caster's. The most severe pen- points, if iI successful touch is inflicted. For gering p hrase of up to a maximum of one
alty is used. creatures tha t are not affected by the heal word per level of the spell caster is then
A lignmt' nt identical: No effect. If (or hllmt) spell, ~ the cure light wounds placed upon the targeted oak; for instance,
password locked, cannot enter area unless spell. ~Attack any persons who come near with-
password is known (no saving throw). out first saying 'sacred mistletoe'" is an 11-
Alignment difff!nmt with respect to law Heroes' feASt (hoc_tion) wo rd trigge r phrase that could be used by a
lind chaos: Save vs. spell to enter the area; if caster of 11th level or higher casting the
failed , suffer 2d6 points of damage. If Sphere: Creation spell. The liv loak spell triggers the tree into
p ass word locked, canno t enter unless R.mse: 10 yards animating as a treanl of equivalmt size, an
password is known . Components: V, S, M Armor Class of 0 and with two attacks per
Alignm f!n t d ifff!rfmt with rf!$~ct to good Duration: 1 hour round, but with only a 3O-foot-per-round
lind f!vil: Save vs. spell to enter this a~a ; if Casting Time: 1 tum movement rate.
fai led, suffer 4d6 points of damage. If word Area of Effect: 1 individual/level
locked, cannot enter unless password is Saving Throw; None Damage
known. The attempt does cause damage if This spell enables the priest to bring forth Tree Size Height Hit Dice
p'"
Attilck
the save is failed . a great feast that serves as many creatures as
Once a saving throw is failed, an intruder Small 12'-14' 7-8 2dB
the priesl has levels of experience. The spell Medium 16'-19' 9-10 3d6
a nnot enter the forbidden area until the
spell «asH. The ward cannot be dispelled
creates a magnificent table, chairs, service,
and all the necessary food and drink . The
1.0", 20'-23' + 11-12 "'6
by a caster of lesser level than the one who feast takes one full hour to consume, and A tree mchanted by this spell radiates a
established it. Intruders who enter by roil- the be.nd'icial effects do not 5f!t in until after magical aura (if checked for), and can be
ing succasful laving throws feel uneasy and this hour is over. Those partaking of the retumed to normal by a successful casting
tense, despite their SUtteS5 . feast are cured of all diseases, a~ Immune 10 of a diJpII magic spell , or upon iMcleire of
In addition to the priest's holy symbol, poison for 12 hours, and are healed of the caster who enchanted It. If dispelled, the
components include holy water and rare 1d4 +4 points of damage aIt~ imbibing the tree takes root immediately. If released by
in«nseS worth at least 1,000 gp per 6O-foot nectar-like beverage that is part of the feast. the caster, it tries to retu m to its original
cube. If a password lock is desired, this also The ambrosia-like food that is consumed is location before laking root . OalJ\il8e to the
requires the buming of rare incenses worth equal to a bless spell that lasts for U hours. tree can be healed with a plllnt growth spell,
at least 5,000 8P per 6O-foot cube. Also, during this same period, the people which restores 3d4 points of damage. A
who consumed the feast are immune to fear, pllln t growth spell used in this fas hion does
hopelessness, and panic. If the feast is Inter- not ina-ease the siu or hit points of the
rupted for any reason, the spell is ruined Iiveoak beyond the original value.
and all effects of the spell ate negated . The caster n~s his holy symbol to cast
The material components of the spell a~ this spell .
the print's holy Iymbol and specially fer-
mented honey taken from the « lis of ~
larvae destined for royal sta tus.

218
Put W.ter (A1ter.1lUon) Stone Tell (Divinlltlon) TrAnsport VI. PI.nts (Alteration)
Sphe~: Elemental (Wat~) Sphere: Elemental (Earth). Divination Sphere: Plant
Range: 20 yuds / level Range: Touch Ra nge: Touch
Components: V, S, M Components: V. S. M Components: V. S
Duration: 1 tum / level Duration: 1 tum Duration: Special
Casting Time: 1 tum Casting Time: I turn Casting Time: 4
Area of Effect : Special A~a of Effect : 1 cubic yard of stone Ana of Effect : Special
~ving Throw : None Saving Throw : None Saving Throw: None
By tmploying a part water spell. the When the priest asts a stone trll spell By means of this spell. thecastt'r is able to
priest is lIble to aU5e wllter or similar liquid upon an a~a . tM very stones speak iind mter any large plant (human-sized or larg-
to move apart, thus fonning a trough. The ~Iate to tM caster who or what has touched ~) and pass any distance to a plant of the
depth and Imgth of the trough created by thm'l as well as telling what is covered. con- same species in 111 single round. regardlftl of
the spell d~ds on the level of 1M priest. A cealed. or simply behind them. The stones the distance. separating the two. The entry
trough three feet d~ per ClIISter level, by 30 ~Iate complete descriptions. if asked . Note plant must be alive. Tht' destination plant
yards wide, by 20 yuds long per level Is cre-- that a stone's perspective. percept.ion. and need not be fllmiliar to the caster, but it also
ated . Thus at 12th level. the priest would knowledge may hinder this divination; such must be lIlive. If the caster is uncertain of the
part water J6 feet deep by 30 yards wide by details. if any. are decided by tM OM . destination plant. he need merely detennine
240 yards long. The trough ~ains as long The material components for this spell are direction and distance, and the trAnsport viA
as the spell lasts or until the priest who cast a drop of mercury and a bit of clay. plAnts spell moves him as close as possible
it opts to end its effects. Existing CUrrffllS to the desi red location . There is a basic 201(,
appear to now through the parted watt'r. chance. reduced by 1 'l11o per level of expui-
Tr.mmute W.ter to Dust (Alteration)
although swimming cnaturn and physical mce of the aster. that tM transport deliven
objects such as boats do not mter 1M rift Reversible the castt'r to a similar species of plant from 1
without st~nuous and deliberate effort . If Sphere: Elemental (Water. ElIIrth) to 100 miles away from the desired destina-
cast underwatu, this spell cnates an air cyl- Range: 60 ya rds tion plant. If 111 particular destination plant is
inder of appropriate length and diameter. If Components: V, S. M desired. but the plant is not living. the spell
cast directly on a water t'leme.ntal or other Duration : Pennanent fails and tilt' caster must come forth from
water-bast'd creatu~ . the creature receives Casting Time: 8 the ent rance plant within 24 hours. Note
4d8 points of damage and must roll a suc- Area of Effect: 1 cubic yard / level that this spell does not function with plant-
cessful aavinglhrow vs. spell or net' in paniC Saving Throw: Special like creatuns-e.g .• shambling mounds.
for 3d4 rounds. treants. etc. The destruction of an OttUpied
The material component of this spell is Whm this spell is cast, the subject area pl_lnt days the caster (see the plAnt door
the priest's holy symbol. instantly undergoes a change from liquid to spell) .
powdery dust. Note that if the water is
already muddy. the area of effect is doubled.
Speak With Monsters (Alteration) while if wet mud is present. the a~a of effect Tum Wood (Alteration)
Sphe~ : Divination
is quadrupled. U water remains in contact Sphere: Plant
Range: 30 yards with the transmuted dust. the former quick- Rangt': 0
Components: V. S ly penneatt'$ the latter, tuming the dust into Components: V, S
Duration : 2 round / level silty mud. if a sufficient quantity of water
Duration: 1 round/ level
Casting Time: 9 exists to do so. otherwise 50aking or damp- Casting Time: 9
Area of Effect : The caster ening the dust accordingly.
Area of Effect : 12o..fool-wide path.
Saving Throw: None Only the liquid actually in the area of 20 feet long/ lt'vt'l
effect at tht' moment of spellcasting is affect- ~ving Throw : None
When casl . the speAk with mONsters spell ed . Potions that contain water as a compo-
enables the priest to convelW with any type nent part are rendt'red useless. living When this spell is cast . waves of force roll
of cnature that has any fonn of communi- creOlitures are unaffected , except for those forth from the caster, moving In the: direc.
cative ability (induding t'mpathic. tactilt'. native to the elemental plane of Water. Such tion he faces . and causing all wooden
pheromonic. etc.). That is, the monstt:r crt'iltures must roll a successful saving objects in tM path of the spell to be pushed
understands. In its own language or ~uiva­ throws vs. death or be slain; however, only lIway from the caster to the limit of the area
lent. the intent of what is said to it by the one such creature can be lIIffected by any sin- or effect . Wooden objects above thffe inch-
priest and vice versa . Thecnature thus spo- gle casting of this spell. regardless of the es in dill meter that are fixed finnly are not
ken to is checked by your OM in order to creature's size or the size of the spell's area of affected, but loose objects (movable man-
detennine reaction . All creatures of the effect. tles, siege towers, etc.) movt' back. Objects
same type as that chosen by the priest can The reverse of this spell is simply a very under three inches in diamt'ter that are fixed
likewise understand if they are within high-po wered creAte WAter spell that splinter and break. and the piecn move
range. Tht' priest can spellk to different requift"5 a pinch of nonnal dust as an addi- with the: wave of force. Thus. objects such
types of crelltul'ft during the spell duration . tional material componmt. as wooden shields. spears. woodm Ioftapon
but he must spellk separately to each type. For either usage of the spell. other compo- shafts and haftl, and arrows and bolts are
The spell l,iSts for two rounds per cuter nents required are diamond dust of at least pushed blick, dragging those arrying them
level. 500 gp value. a bit of seasht'li . and the ClllSt- with thmt. If a Spelilf is planted in order to
ers holy symbol . prevent this forced movement. it splinters.
Even magical items with wooden sections
are turned, although an anti-magic shell
blocks the effects . A successful dispel '"4gic
spell ends the effect. Otherwise. the turn
129
wood spell lasts for one round for each We.ther Summoning 10% cumulative chance that the priest is
experience level of the caster. (ConjuraUontSummonlng) irrevocably lost. The priest is able 10 trans-
The waves of force continue to sweep port, in addition 10 himself, 25 pounds of
down the set path for the spell's duration, Sphere: Weather weight per experience level. Thus, a 15th-
pushing back wooden obiects in the area of Range: 0 level priest could transport his person and
effect at a rate of 40 feet per melee round. Components: V, 5 an additional 375 pounds weight . This extra
The length of the path is 20 feet pt':I' level of Duration: Special matter can be equipment, treasure, or even
the caster, thus a 14th-level caster casts a Casting Time: 1 tum living material, such as another person.
tum wood spell with an area of effect 120 Area of Effect: Special Exceeding this limit ca uses the spell 10 fail.
feet wide by 280 feet long, and Ihe spell lasts Saving Throw: None Note that unusually strong physical fields
for 14 rounds. Note that after casting the By this spell, the caster calls forth weather (e.g., magnetic, gravitational) or magical
spell, the path is set and the casler can then appropriate to the dimate and season of the forces can, at the OM's option, make Ihe use
do other things or go elsewhere without area he is in at the time. Thus, in spring a of this spell hazardous or impossible.
affecting the spell's power. tornado, thunderstorm, cold, sleet stonn,
or hot weather could be summoned. In sum-
WAIl of Thoms mer a torrenlial rain, heat wave, hail storm,
(Conjuration/Summoning) etc., can be called for. In autumn, hot or
cold weather, fog, sleet, etc .. could be sum-
Sphere: Plant, Creation moned. Winter enables great cold, blizzard,
Range: 80 yards or thaw cond itions to be summoned.
Components: V, 5 Hurricane-force winds can be summoned
Duration: llum / level near coastal regions in the late winter or ear-
Casting Time: 9 ly spring. The summoned weather is not
Area of Effect : One 100foot cube/ level under the control of the caster. It might last
Saving Throw: None but a single tum, in the case of a tornado, or
The UXiIl of thorns spell creates a barrier of for hours or even days in other cases. The
very tough, pliable, tangled brush bearing area of effect likewise varies from about one
needle-sharp thorns as long as a person's fin- square mile to 100 square miles. Note that
ger. Any creature breaking through (or several casters can act in concert to greatly
crashing into) the wall of thorns suffers 8 affect weather, coni rolling winds, and
points of damage, plus an additional amount working jointly to summon very extreme
of damage equal to the creatW'l!'s AC. Nega- weather conditions.
Within four turns after the spell is casl,
live ACs subtract from tM base 8 points of
the Irend of the weather to come is Seventh-Level Spells
damage, but no adjustment is made for Dex-
terity. Any creature within the area of effect apparent-e.g. , dearing skies, gusts of
warm or hot air, a chill breeze, overcast Anlm ..te Rock (Alteration)
of the spell when it is cast crashes into the
UXill of th oms, and must break through to skies, etc. Summoned weather arrives Sphere; Elemental (Earth)
move. The damage is based on each 10-fool Id12+5 turns after the spell is cast. Note Range: 40 yards
thickness of tM barrier. that the new weather condition cannot be Components: V. 5, M
If the wall of thorns is chopped at, it lakes changed by Ihe caster once it has been sum- Duralion: 1 round / level
at least four turns to cut a path through a 10- moned. Once the weather is fully summon- Casting Time: 1 round
foot thickness. Nonnal £ire cannot harm the ed, it cannot be dispelled . If the summoning Area of Effect: 2 cubic feet / level
barrier, but magical fires bum away the bar- is successfully dispelled before it has been Saving Throw: None
rier in two turns, creating a wall of fire effect completed, the weather slowly reverts 10 its
original condition. By employing an animate rock spell, the
while doing so (see wall of fire spell ). In this casler causes a stone object of up to the indi-
case, the cool side of the wall is that dosest cated size to move (see the 6th-level animate
to the caster of the thorn wall. Word of Rec..11 (Alter.. tlon) object spell.) The animated stone object
The nearest edge of the wall of thorns must be separate (not a part of a huge boul-
appears up to 80 yards distant from the cast- Sphere: Summoning
Range: 0 der or the like). It follows the desire of the
er, as he desires. The spell lasts for one tum caster-attacking, breaking objects, block-
for each level of experience of the caster, Components: V
Duration: Special ing-while the magic lasls. It has no intelli-
coven one ]O-fool cube per level of the cast- gence or volition of its own, but it follows
er in whatever shape the caster desires. Thus Casting Time: 1
Area of Effect : Special instruct.ions exactly as spoken. Note that
a 14th-level caster could create a wall of only one set of instructions for one single
Ihoms up to 70 feet long by 20 feet high (or Saving Throw: None
action (Ihe whole being simply wo rded and
deep) by 10 feet deep (or high), a 10-foot- The word of recall spell takes the priest very brief-12 wo rds or so) can be given to
high by 10-foot-wide by 140-foot-long wall instantly back to his sanctuary when the the animated rock. The rock remains ani-
to block a dungeon passage, or any other word is uttered. The sanctuary must be spe- mated for one round per experience leve.l of
sort of shape that suited his needs. The cast- Cifically designated in advance by the priest the casler. The volume of rock that can be
er can also create a wall of five-foot thick- and must be a well-known place. The actual animated is also based on the experience
ness, which inOicts half damage but can be poinl of arrival is a designated area no lars· level of the caster-two cubic feet of stone
doubled in one of the other dimensions. er than 10' x 10'. The priest can be trans- per level- e.g" 24 cubic feet, a mass of
Note that Ihose with the ability to pass ported any distance, from above or below about man-sized, at 12th level.
through overgrown areas are nol hindered ground. Transpo rtation by the word of While the exact delails of the animated
by this barrier. The caster can dismiss the recall spell is safe within a plane, but for rock are decided by Ihe OM, its Armor
barrier on command . each plane the priest is removed, there is a Class is no worse than 5, and it has Id3 hit

2)0
points per cubic foot of volume. It U5e5 the can be slow or fast , according to the priest's Ch.ulot Of Sustane (Evoca tionl
attack roll of the caster. TM maximum dam- desire. The ultimate destination arrived at is
age it can inflict isldl points per caster level subject to the desire of the priest. Sphere: Elemental (Fire), Creation
(thus, a 12th-level caster's rock might inflict Range: 10 yards
U 10 24 points of damase). Movement, for Components: V, S, M
Cta.ngHto1.ff (Evocation.. Enchantment)
a man-sized rock, is 60 feet per round. A Duration : 12 hours
rock generally weighs from 100 to 300 Sphere: Plant, Creation Casting Time; 1 tum
pounds per cubic foot. Range: Touch Area of Effect: Special
The material components for the spell are Components; V, S, M Saving Throw: None
a stone and drop of the caster's blood. Duration: Special
When this spell is cast, it brings forth a
Casting Time: 4 large, flaming chariot pulled by two fiery
Area of Effect: The caster's staff
Astr.&l Spell (Alteration) horses from the elemental plane of Fire.
Saving Throw: None
These appear in a clap of thunder amid a
Sphere: Astral By means of this spell, the caster is able to cloud of smoke. The vehicle moves at 24 on
Range: Touch change a specially prepared staff into a the ground, 48 flying , and can cany the
Components: V. S trean t-like creature of the largest size (about caster and up to seven other creatures of
Duration: Special 24 feet tall). When the priest plants the end man-size or less (the passengers must be
Casting T ime: liz hour
of the staff in the ground and speaks a spe- touched by the caster to protect them from
Area of Effect: Special cial command and invocation, the staff the flames of the chariot). Creatures other
Saving Throw; None turns into a trean t-like creature with 12 Hit than the caster and his designated passen-
By means of the astral spell, a priest is Dice, 40 hit points, and Armor Class O. It at- gers sustain 2d4 points of fire damage each
able to project his ast ral body into the Nr tacks twice per round, inflicting 4d6 points round if they come within five feet of the
Iral plane, leaving his physical body and of damage with every succnsful attack. The horses or chariot. Such creatures suffer no
material possessions behind on the Prime staff·treant defends the caster and obeys damage if they evade the area by rolling wc-
Material plane . As the Astral plane touches any spoken commands. However, it is by no cessful saving throws vs. petrification, with
upon the first levels of all the outer planes, means a tl'\Je ttean!; it cannot converse with Dexterity adj ustments.
the priest can travel astrally to the first level actual treants or control trees. The transfor- The caster controls the chariot by verbal
of any of these outer planes as he wills. The mation lasts either for as ma ny turns as the command, causing the flaming steeds to
priest then leaves the Astral plane, forming caster has experience levels, until the caster stop or go, walk, trot, run or fly, and tum
a body on the plane of existence he has cho- commands the staff 10 return 10 its tl'\Je left or right as he desires. Note that the char-
sen to enter. It is also possible to travel as- form , or until the staff is destroyed, which- iot of Sustarre is a physical manifestation
trally anywhere in the Prime Material plane ever occurs first. If the staff-trea nt is reo and can sustain damage. The vehicle and
by means of the Q.5trt~1 spell (however, a sec- duced to 0 hit points or less, it crumbles to a steeds are struck only by magical weapons
ond body cannot be formed on the Prime sawdust-like powder and the staff is de- or by water (one quart of which inflicts 1
Material plane; see following). stroyed. Otherwise, the staff can be used point of damage), they are Armor Oass 2,
As a general rule, a person astrally pro- again after 24 hours and the staff-treant is at and each requires 30 points of damage to
jected can be seen only by creatures on the full strength. dispel. Naturally, fire has absolutely no ef-
Astral plane. The astral body is connected To cast a c:hallgestaff spell. the caster must fect upon either the vehicle or its steeds, but
at all times 10 the material body by a silvery have either his holy symbol or leaves (ash, magical fires other tha n those of the chariot
cord. If tM cord is broken, the affecled per- oak, or yew) of the same sort as the staff. can affect the riders. Other spells, such as a
son is killed, ast rally and materially, bUI The staff for the changestaff spell must be successful dupel magic or holy word, will
generally only Ihe psychic wind can cause specially prepared. The staff must be a force the chariot back to its home plane,
the cord to break. When a second body is sound limb cut from an ash, oak, or yew without its passengers. The chariot can be
formed on a different plane, the silvery cord tree struck by lightning no more than 24 summoned only once per week.
remains invisibly attached to the new body. hours before the limb is cuI. The limb must The material components ar~ a small
If the second body or astral form is slain, the then be cured by sun drying and special piece of wood, two holly berries. and a fire
cord simply returns to the caster's body smoke for 28 days. Then it must be shaped, source at least equal to a torch.
where the body rests on the Prime Material carved, and polished for another 2B days.
plane, reviving it from its state of suspended The caster cannot adventure or engage in
Confusion (EnchantmentlChann)
animation. Although astral projections are other strenuous activity during either of
able to function on the Astral plane, their these periods. The finished staff, engraved Sphere; Charm
actions affect only creatures existing on the with woodland scenes, is then I'\Jbbed with Range: 80 yards
Astral plane; a physical body must be mate- the juice of holly belTies, and the end of it is Components; V, S, M
rialized on other planes. thrust into the earth of the caster's grove Duration: 1 round / level
The spell lasts until the priest desires to while he casts a speak with plant spell, call· Casting T ime: 1 round
end it, or until it is terminated by some out- ing upon the staff to assist in time of need . Area of Effect : Id4 creatures within
side means (such as a du,ul mllgic spell or The item is then charged with a magic that a 40' by 40'square
destruction of the priest's body on the Prime will last for many changes from staff to Saving Throw: Special
Material plane lwhich kills the priestJ). The treant and back again.
priest can project the astral forms of up to This spell causes confusion in one or more
seven other creatures with himself by means creatures within the area, creating indeci-
of the Q.5/ra/ spell, providing the creatures sion and the Inability to take effective
are linked in a circle with the priest. These action . The spell affects ld4 creatures, plus
fellow travelers are dependent upon the one creature per two caster levels. Thus,
priest and can be stranded if something hap- seven to ten creatures can be affected by a
12th- or 13th-level caster, eight to 11 by a
pens to the priest. Travel in the Astral plane
14th- or 15th·level caster, etc. These crea-

23'
tures V'e allowed uving throws vs. spell Conl...-e Lvth Uement.... The upper<ase heilldings represent exist-
with -2 penalties. adjusted for Wisdom . (ConjuratlonlSummonlng) ing weillther conditions. The lower-cue
Those successfully uving are unaffected by Rnemble headings below each upper--case heillding are
the spell . Confused creatures react as fol- the new conditions to which the alter can
lows (roIl1d10): Sphere: Elemental (urth ), Summonin8 change the existing conditions. Further-
Range: 40 yards more, the aster can control the diffi:tion of
01. ComponMts; V. S the wind . For exi1Imple, a day that Is clear.
Roll Reaction Duration: 1 tum / level Willnn, and with moder.llte wind can be con·
I Wander aWily (unll!S5 prevented) for Castin8 Time; 1 tum trolled to become hazy, hot, and calm. Con-
dUr.lltion of spell Area of Effect: Special tradictions are not possible-fOS and stro",
2-6 Stand confused one round Saving Throw : None wind, for exi1Imple. Multiple control_th-
(then roll again)
A caster who performs a cOl1jur~ ,arth rr spells can be used only in succes5ion.
7-4 Attack nearest creature for one round
,lemental spell summons an eillrth elemrntal The materiilll components for this spell V'e
(then roll again)
to do his biddi",. The elemmtal is 60" the priest's religious . ymbol. in«nse. and
10 Act normally for one round prayer beillds or similu pr.llyer object . Obvi-
(then roll again) likely to have 12 Hit Dice, 35% likely to
hillve 16 Hit Dice. and 5% likely have 21 to ously, this spell functions only In anas
The spell lasts one round for each level of to 24 Hit Ditt (20 + 1d4). Furthmnore, the where there are app ropriate climatic condi-
the caster. Those who fail their saving caster needs but to commillnd it. and it does tions.
throws are checked by the OM for actions iU desired, for the elemental rqanIs the
If Weather is a major sphere for the priest
eillch round. for the duration of the spell, or caster as a friend to be obeyed. The elemen- (as it is for druids). durilltion and area are
until the ~wander away for the durilltion of tal reoWns until detroyed. dispelled, sent doubled. and the caster an change the pre-
the spell" reswt occurs. away by dismisul or a holy word spd1 (see vailing weather by hDo places (e.8. , he can
Wandering creatures move as far from the the conjura fir~ ~l~mmlal spell), or the spell cause precipitation to 80 from partly cloody
aster as possible in their most typical mode durilltion expirn;. to heavy sleet, temperature to 80 from cool
of movement (chMacters walk, fish swim , to arctic, and wind to go from calm to
billts ny, ttc.). This is not ~cked night. strong).
Wilindering creatures also hillve a 50% Control We.&ther (Alteration)
chance of using i1Iny special innate mov~ Sphere; Weather Creeplns Doom
ment abilities (plane shift , burrowing, lUnge, •
night, ttc.). Saving throws and actions are (ConluratlonlSummonln8)
Components: V. S, M
checked at the beginning of each round . Duration: 4dll houl'J Sphere: Animilil. Summoning
Any confused creature that is ilIttacked per- Casting Time: 1 tum Range: 0
«ives the attacktt illS an enemy and aCU Areill of Effect : 4d4 square miles Components: V, S
according to its basic nature. Saving Throw; None Duration : 4 rounds / level
The material component of this spell Is a Casting Time: 1 round
set of three nut shells. The conlrollMQlhrr spell mabie a priest Area of Effect: Special
Note : If there are millny creaturts to change the weillther in the local areill. The Saving Throw: None
involved. the OM may decide to assume spell affects the weillthet- for 4d12 hours in an
ilIvttage results. For example, if there are 16 areill of 4d4 square miles. It requirn; one tum When the cutu utters the spell of ernp-
ora affected and 25% could be expected to to cast the spell, and an additionalld4 turns ing doom . he calls forth ill mass of from SOO
successfully roll the saving throw, then four for the effects of the spell to be fdt . The cur- to 1,000 (lld6+4! x 100) venomous, biting
are asaumed to have succftded, one willn- rent weather conditions ilIre decided by the and stinging ilIrachnids, insects, and myria-
deI'S away, four attack the nearest creature, OM , depending on the climate and season . pods. This ca.rpet-Iike mass swarms in an
six stand confused and the last acts normal- Weather conditioN have three components: area 20 feet Iquare. Upon command from
ly but must che<:k next round. Since the ora precipitation, temperillture, and wind. The the cuttt, the swarm cre-eps forth at 10 feet
are not near the party, the OM decides that spell can change these conditions according per round toward any prey within 80 yards,
two who are supposed to attack the ne;;uet to the following chi1lrt : movin8 in the direction in which the caster
creature attack each other, one attacks an
ore that 5aved, and one ilIttillcXs ill confused PrecipitAtion Temperature Wind
ore. whkh strikes billck . The next round. the
base Is Jl orcs, since four originally saved CLEAR WEATHER HOT CAlM
and one wandered off. Another one wan- Very clear Swelterin8 heat Dead calm
ders off, five stands confused, four attillck,
and one acts normally.
Ught clouds or hazy
PARTIY CLOUDY
W.=
WARM
Usht wind
Moderate wind
Oear weather Hot MODERATE WINO
Ooudy Cool Calm
MistllJ&ht rain/ small hail COOL Strong wind
Sleet/ Ught snow W= STRONGWlND
a.OUOY Cold Modente wind
Partly cloudy COLD Gillie
Deep clouds Cool GALE
Fog Arctic cold Stro", wind
HeillVY rain / large hail Storm
Driving slm/ heavy snow SlORM
Gal,
Humcane-.typhoon

132
comm.lnds. The creeping doom sl.Jys any Solidly built structures with foundations The spel1caster must know something
cn.Jture subject to normal .J1I.JCKs. as each reaching down to bedrock sustain one--h.Jlf about the creature to exact service from it,
of the small horrors inAicts 1 point of dam- dam.lge; one-quarter damage if they 5Core or else he must offer some fair trade in re-
age (each then dies after its attack), so that above SO .. on.J saving throw. An earth ele- turn for the service. That is, if the priest i,
up to 1.000 points of damage can be in- mental opposed 10 the caster in the area of awa re that the cnature has received some
flicted on c~al u res within the path of the effect C.Jn negilte 10'111 to l00'll! (rollldl0, favor from someone of the pries!'s align-
creeping doom. If the crttping doom gOH o - 100.. ) of the effect. Other magical ment , then the exaction spell can name this
mo~ than eo yards away fro m the sum- protections and wards allowed by the OM as cause: if no balancing reason for service is
moner, It iORS 50 of its number for each 10 may also reduce or neg.Jte this effect . If cast known, then some valuable gilt or service
yards beyond eo yards (e.g.. at 100 yards. undetSt'a. this spell m.lY. at the di.scrdion of must be pledged in retum for the exaction.
its number has shrunk by 100). There are a the OM, create a tsu nami or tidal wave. The service exacted must be reasonable with
number of W.JYS to thwilrt or dest.roy the The material componmts for this spell are respect 10 the past or promiSftl filvor or re-
cniltUres forming the swarm. The solutions a pinch of dirt, a piece of rocle , and.J lump ward, and with the being's dfort and risk .
are left to the imilginiltions of players and of clay. The spell then acts, subject to a magic resist-
OM.. anee roll, as a quest upon the being that is to
perfonn the required 5t'rvice. Immediately
b .• ,Uon (Evoca tio n. Alteri llo n)
EArthquAke (Alteration)
upon completion of the 5t'rvice, the being is
Sphere: Charm, Summoning transported to the vicinity of the prit'Sl., and
Sphere: Elemental (Earth) Range: 10 yards the priest must then ilnd there return the
R.1nge: 120 yards Components: V, S, M promised teWilrd. whether it is irrevocable
Componmts: V. S, M Dur.Jtion: Special cancellation of a past debt or the giving of
Duration: 1 round Cnting Time: 1 round some service or other m.lterial reward. Al-
Cuting TiI'M: 1 tum Area of Effect : 1 creature ter this is done, the creature is Instantly
Area of Effect : 5-fool diameter/ level Saving Throw: None freed to retum to its own plane.
Saving Throw: None The OM adjudicates when an equitable
When this spell is employed, the priest
WMn this spe'!l is cast by a priest. a local confronts some powerful creature from illn- arrangement has been reached. If the caster
tremor of fairly high st rength rips the requests too much, the cnature is free to de-
other plane (including devilS and other pow-
ground . The shock is over in one round. erful min ions, fo r instance, but not put or to attack the priest (as if the agrH-
The earthq uake affects all terrain, vegda- demigods or deities of any sort) and requires men t were breached) according to its
lion, structures, and cnatures in its area of of it some duty or quest . A creature of an natute. If circumstances leave the situation
effect. The areil of effect of the Farthquab unbalanced (for example, the creature dies
alignment opposed to the priest (e.g .. evil if
spell is circular, with a diamett'T of (ive fed while achieving a result that was not worth
the ptit'St is good, chaotic if the priest is lilw-
for every experience level of lhe priesl C.Jst- ful) cannot be ordered around unless it is the creature dying), then this might create a
ing it. Thus .J 20th-level priest CoilStS an willing. Note that iln absolute (true) neutral debt owed by the casler to the ct't'ilture', sur-
FarthqlUlke spell with a lOO-foot-diameter creature is effectively opposed to both good viving kith and kin, making the caster vul-
ilJ'ea of dfect. and evil. and both law and chaos. nerilble to a future uaction from th.Jt
quarter. Agreeing to a future exaction or re-
least' in the event of catastrophic failure or
Earthqul ke Effects: deillh are common caster pledges in securing
an exaction .
TERRAIN Failure to fulfill the promise to the letter
Cave or cavern -Collapses roof results In the priest being subject to exaction
Cliffs -Crumble, causing landslide by the subject cnature or by its master,
Ground - Cracks open, causing the following fract ions liege, etc .. at the very leilst. At worst. the
of creiltUres to fa ll in and die: creature may attack the reneging priest
-Si.nS: 1 in 4- without fear of any of his spells affecting it,
-Size M : 1 in 6 for the priest's f-ailu~ to live up to the bar~
- Size l: 1 in 8 gain gives the cnature tolal immunity from
- Dnins water off to fonn muddy, rough the priest's spell powers.
ground. The material components of this spell are
Tunnel -Caves in the pries!'s holy symbol. some m.llter or
substance from the plane of the creature
VEGETATION from whom an exaction is expected, and
Small growth -No effect knowledge of the creatu re's nature o r
T,.., -1 in 3 are up rooted and fall actions that Is writtm out on a parchment
thai is bumed to seal the pledge.
STRUCTURES
All structures -Sustain Sd12 points of structural damage;
thost suffering full damage are thrown dow n
in rubble.

CREATURES
See 'TERRAIW mtry

233
There is a 100% chance that something .egenerAte (Necromancy)
fire Storm (EvocaUon) steps through the gate. The actions of the
Re versible being that comes through depend on many Keven lble
Sphere: Elemental (Fire) factors , including the alignment of the Sphere: Necromantic
Range: 160 yards priest, the nature of those accompanying Range: Touch
Components: V, S him, and who or what opposes or threatens Components; V, S, M
Duration: I round the priest. Your OM will decide the exact Duration: Permanent
Casting Time; 1 round result of the spell, based on the crealure Casting T ime: 3 rounds
Area of Effect: Z()..foot cube/ level, mll"- called, the desires of the caster and the needs Area of Effect : Creature touchf'd
mum 16 l()..foot cubes of the moment. The being gated in either Saving Throw; None
Saving Throw: liz returns immediately or remains to taKe
action . Casting this spell ages the priest five When a regenerate spell is cast , body
When a fire storm spell is cast , thf' whole years. members (fingers, toes, hands, fee t, anns,
arf'a is shot through with sheets of roaring legs, tails, or even the heads of multi-headed
Ailme that equal a wall of fire spell in efff'Ct. creatures), bones, and organs grow bad:..
Creatum; within the area of fire and 10 feet Holy Word (Conjuration!Summo ning) The procHS of regeneration requires but one
or less from Ihe edge of the affected area Reversible round if thf' severed member(s) is (are)
receivf' 2d8 points of damage plus addition- presenl and touching the creature, 2d4 turns
Sphere: Combat otherwise. The creature must be living to
al dil.mage equal to Ihe caster's level (2dS +
Range: 0
l / level) . Creatures that roll successful sav- receive the benefits of this spell . If the sev-
Components: V
ing throws vs. spell suffer only one-half ered member is not present, or if the injury
Duration : Special
dilmage. The damage is inflicted each round is older than one day per caster level, the
Casting T ime: I
the crealun stays in the area of dff'Ct. The recipient must roll a successful system shock
Area of Effect : 3O-100t radius
area of dfect is equal to two 10' x 10' cubes check to survive the spell .
Saving Throw: None
per level of lhe Cilster~.g ., a 13th-level The reverse, wither, causes the member
GIsler can casl il fire storm measuring 130' x Uttering a holy word spell creates magic or organ touched to shrivel and cease func·
20' x 10'. The he:ight of the storm is 10 or 20 of tremendous power. It drives off evil crea- tioning in one round, dropping off into dust
feet : the balan« of its area must be in length tu res from other planes, forcing them to in Zd4 tu rns. Creatures must be touched for
and width. return to their own planes of existence, pro- the harmful effect to OCOIr.
The reverse spell, fire quench, smothers vided the speaker is In his home plane. Crea- The material components of this spell are
twice the area of dfect of a fire storm with tures so banished cannot retum fo r at least a a prayer device and holy water (or unholy
respect to norma l fires, and the normal area day. The spell fu rther affects creiltures of water fo r the reverse).
of dfect with retpect 10 magical firet . Fire- differing alignment as shown on the follow-
based creatures, such as elementals, sala- ing table:
manders, etc., of less than demigod status
have a a 5 % chan« per experience level of
Effe<ts of Ho ly Wo rd
the: casler of being extinguished. If cast only
Creature's
against a f/ametongue 5WOrd, the sword
Hit Dice o r Allack
must roll a successful saving throw vs.
Level Generill Move Ol ~ Spells
crushing blow or be rendered non magical.
Such a sword in the possession of a creature
Less than 4 Kills
4 t07+ Paralyzet 1d4 turns
first receives the creature's saving throw,
-,'
and if th is is successful. the second saving
throw is automatically successful.
8to11+
12 or mo re
Slows 2d4 rounds
Deafens Id4 rou nds
-SO"
-" . -, SO .. chance of failure
• Slowf'd creatures attack only on even-numbered rounds until the effect wears off.
G.te (Co njuraUol\ISummo nlng)
Afff'Cted creatures are those within the
Sphere: Summoning .elnc.anw.te (Necromilncy)
3O-foot-radius area of effect, which is cen-
Range: 30 yards
tered on the priest Glsting the spell. The side Sphere: Necromantic
Components; V, S
effects are negated for deal~ed or silenC\"d Range: Touch
Duration : Special
creatures, but such are still driven off if Components: V, 5
Casting Time: 5
other-planar. Duration : Permanent
Area of Effect: Special The reverse, unholy word, operates Casting Time: 1 tum
Saving Throw: None
exactly the same way but affects creatUrH Area of Effect : Person touched
Casting a gate spell has two effects: it of good alignment. Saving Throw: None
causes an interdimensional connect ion
With this spell, the priest can bring back a
between the plane of existence the priest is in
and the plane in which dwells a specific dead person In a nother body, if death
being of great power. The result of this con- occurred no more than o ne w~k before the
cilsting of the spell . ReinGlmation does not
nection is that the sought-after being can
step through the gate or portal, from its require any saving throw, system shock, or
plane to that of the priest. Uttering the spell resurrection survival roll . The corpse is
attracts the ilttention of the dweller on the touched, and a new incarnation of the per-
other plane. When casting the spell, the son appears in the area in Id6 turns . The
priest must name the ~ti ty he desires to person reinCilmated recalls the majority of
make use of the gale and to come to his aid . his former life and form , but the character
class, if any, of the new incarnation might

234
be very different indeed. The new incarna- ster. Thus, if a 10th-level character had been Succor (Altera tion. Enchantment)
tion is detennined on the following table or struck by a wight and drained to 9th level. Reversible
by OM choic~. If a player character race is the restoration spell would bring the charac-
indicated, the character must be created. At ter up to exactly the number of experience Sphere: Summoning
the OM's option, certain special (expensive) points nect!S5ary to restore him to 10th level Range: Touch
incenses can be used that may increase the once again, restoring additional Hit Dice (or Components: v, S, M
chance for a character to return as a specific hit points) and level functions accordingly. Duration: Special
race or species. A wish spell can restore a Restoration is effective only if the spell is Casting Time: 1 day
reincunated character to its original fonn cast within one day of the recipient's loss of Area of Effect: Special
and status. life energy, per experience level of the priest Saving Throw: None
casting it. A restoration spell restores the By casling this spell, the priest creates a
0100
intelligence of a creature affected by a powerful magic in some specially prepared
RoU JnCil m atlon
feeblemit!d spell. It also negates all forms of
01-03 Badger object-a string of prayer beads, a small
insanity. Casting this spell ages both the clay tablet, an ivory baton, etc. This object
04-<>8 Bear, black
caster and the recipient by two years. radiates magic, fo r it contains the power to
09-U Bear, brown
The reverse, t'tlergy drain . draws away instantaneously transport its possessor to
13--16 Bov. wild one Jife energy level (see such undead as
17-19 Centaur the sanctuary of the priest who created its
spectre, wight, and vampire, in the Mon - magic. Once the item is enchanted, the
lO-Zl !mad strous Compendium ). The energy drain
24-28 Eagle priest must give it willingly to an individual.
requires the victim to be touched. Casting at the same time inlonning him of a com-
29-31 Ell this fonn of the spell does not age the caster.
32-34 Faun/ satyr mand word to be spoken when the item is to
35-36 F~ be used . To make use of the item, the recipi-
37-<0 Gn_ Resurrection (N«romancy) ent must speak the command word at th~
'1-4.
.5-58
Hawk
Human
Revenib l~
same time that he rends or b~aks the item.
When this is done, the individual and all
59-61 lynx Sphere: Necromantic that he is wearing and carrying (up to the
.2-64 Owl Range: Touch maximum encumbrance limit for the char-
Components: V, S, M acter) are instantly transported to the sanc-
65-68 ixi<
69-70 Raccoon Duration : Pennanent tuary of the priest, just as if the individual
71-75 51.. Casting Time: 1 tum were capable of speaking a word of recall
Area of Effect : Creature touched spell . No other aeatures can be affected.
.,-85
76-80 Wolf
Wolverine
OM's choice
Saving Throw: None The reversed application of the spell
causes the priest to be transported to the
86<lO The priest employing this spell is able to
restore life and complete strength to any living immediate vicinity of the possessor of the
If an unusual creature fonn is indicated, item when it is broken and the command
the OM can (at his option only) use the creature, including elves, he bestows the resur-
rectiot! spell upon. The creature can have been word said . The priest has a general idea of
guidelines fo r new player character races to the location and situation of the item's p0s-
allow the character to earn experience and dead up to 10 years per level of the priest cast-
ing the spell. Thus a 19th-l~el priest can res- sessor, and can choose not to be affected by
advance in levels, although this may not be this summons. This decision is made at the
in the same class as before, If the reincarnat- UJTKt the bones of a creature dead up to 190
years. The creature, upon surviving a resur- instant when the transportation is to take
ed character returns as a aeature eligible to place, but if he chooses not to go, th~n the
be the same class as he was previously (Le., rection survival check, is immediately
restored to full hit points and can pM"orm opportunity is gone forever and the spell is
a human fighter returns as an elf), the rein- wasted.
carnated character has half his previous strenuous activity, The spell cannot bring back
a creature that has reached its allotted life span The cost of preparing the special item (for
levels and hit points. If the character returns either version of the spell) varies from 2,000
as a new character class, his hit points are (Le., died of natural causes), Casting this spell
makes it impossible fOf" the priest to cast fur.. to 5,000 gpo The mo re costly items can
half his previous total, but he must begin transport the subject from o~ plane of
again at 1st level. if the character returns as ther spells or enpge: in combat until he has
had one day of bed rest for each ex~ existence to another, if the OM allows. Note
a creature unable to have a class, he has half that the same factors that can prevent the
the hit points and saving throws of his pre- !eveJ or Hit Die of the creature brought bad:.
to life, The caster- ages three years upon cast- ope.ration of the plane shift and tll/llpon
vious incarnation . spells can also prevent the use of this spell .
ing this spell.
The ~verse , destruction , causes the vic-
Restor.don (Necromanc-y) tim of the spell to be instantly dead and Sunr.y (Evocation., Alteration)
Rt'ver5lble turned to dust. A wish spell or equivalent is
required for recovery, Destruction requires Sphere: Sun
Sph~re :Necromantic R;U\ge: 10 yards/ level
a touch, either in combat or otherwise, and
Range: Touch Components: V, S, M
Components: V, S does not age the caster. In addition, the vic-
tim is allowed a saving throw (with a -4 Duration: 1 + Id4 rounds
Duration : Pennanent Casting Time: 4
Casting Time: 3 rounds penalty). If t~ save is successful. the victim
receives &16 points of damage instead. Area of Effect : 5-foot-radius sphere
Area of Effect: Creature touched (plus special)
Saving Throw: None The material components of the spell are
the priest's relisious symbol and holy water Saving Throw: Special
When this .spell is cast, the life energy (unholy water for the reverse spell). The With this spell, the casler can evoke a
level of the recipient creature is raised by OM may reduce the chances of successful dazzling beam of light each rou nd in which
one. This reverses any previous life energy resurrection if little of the creature's ~mains no action other than movement is per-
level drain of the creature by a force or mon- are available. formed. The sunra y is like a ra y of natural

ll'
sunlight. All creatures in the 10-foot- The material components of this spell are
mercury and phosphorus (see 8th-level wiz-
Wind W.lk (AJler.Uon)
diameter area of effect must roll successful
saving throws vs. spell or be blinded for IdJ ard spell, symbol). Sphere: Elemental (Air)
rounds, those using infra vision at the time Range; Touch
for 2d4 rounds. Creatures to whom sunlight Components; V, S, M
Tr.nsmute Met.1 to Wood (Alter.tion)
is harmful or unnatural suffer permanent Duration ; 1 hour/ level
blindness if the saving throw is falled , and Sphere: Elemental (Earth) Casting Time; 1 round
are blinded (or 2d6 rounds if Ihe saving Range: SO )lards Area of Effect : Special
throw is successful. Those within its area of Components: V, S, M Saving Throw: None
effect , as welJ as creatures within 20 feet of Duration : Permanent
This spell enables the priest , and possibly
its perimeter, lose any infravision capabili- Casting Time: 1 round
one or two other persons, to alter the sub-
ties for Id4 + 1 rounds. Area of Effect : 1 metal object
stance of his body to a cloud-like vapor. A
Undead caught within the sunray's area of Saving Throw; Special
magical wind then wafts the priest along at a
effect receive 8d6 pOints of damage, one-
The trammute metal to wood spell en~ movement rate of 60, or as slow as 6, as the
half if a saving throw vs. spell is successful.
abies the caster to change an obtect from spellcaster wills. The wind WAlk spell lasts
Those undead 20 f~t to either side of the
metal to wood . The volume of metal cannot as long as the priest desires, up to a maxi-
sunray's area of effect r«eive .)d6 points of
exceed a maximum weight of 10 pounds per mum duration of six turns (one hour) per ex-
damage, no damage if a save is sU1;cessful.
experience ltvel of the priest. Magical ob- perience level of the caster. For every 8
In addition, the ray may result in the total
jects made of metal are 90% resistant to tht levels of experience the priest has attained,
destruction of those undead specifically af-
spell, and those on the penon of a creature up to 24, he is able to touch another person
fected by sunlight, if their saving throws are reaive the creature's saving throw as well.
failed . The ultraviolet light generated by the and carry that person, or those persons,
Artifacts and relics cannot be transmuted. along on the wind walk. Persons wind
spell inflicts damage on fungoid creatures
and subte.rranean fungi just as if they were Note that only a wish spell or similar magic walking are not invisible, but rather appear
can restore a transmuted object to its metal- misty and translucent. If fully clothed in
undead, but no saving throw is allowed.
lic state. Otherwise, for example, a metal white, they are SO'" likely 10 be mistaken
The material components are an aster
door changed 10 wood would be fo rever- for clouds, fog, vapors, elc. The priest can
seed ilnd iI piece of avenlurine feldspar (sun-
more a wooden door. regain his physical form as desired, each
Slone).
change to and from vaporous form requir-
ing five rounds. While in vaporous form ,
Symbol tConjuraUonlSummonlng) the priest and companions are hit only by
Sphere: Guardian magic or magical weaponry, though they
may be subject to high winds at the OM's
Range: Touch
Components: V, S, M discretion. No spelJcasting is possible in va-
porous form.
Duration: 1 tum / level
Casting Time; J The material components of this spell are
fire and hol y water.
Area of Effect: Special
Saving Throw: Neg.
The priest casting this spell inscribes a
glowing symbol in the air or upon any sur-
Face, according to his desi re. An y creature
looking at the completed symbol within 60
feet must roll a successful saving throw vs .
spell or suffer the effect. The symbol glows
for one tum for each experience level of the
caster. The particular symbol used is se-
lected by the caster at the time of casting.
The caster wjlJ not be affected by his own
symbol. One of the following effects is cho-
sen by the caster;
Hopelessness: Creatures seeing it must tum
back in dejection or surrender to capture
or attack unless they roll successful sav-
ing throws vs. spell. its effects last for
Jd4 tums.
Pain: Creatures affected suffer - 4 penalties
to their attack rolls and - 2 penalties to
their Dexterity ability scores due to
wracking pains. The effects last for 2dlO
turns.
Persuasion: Creatures seeing the symbol be-
come of the same alignment as and
friendly to the priest who scribed the
symbol for ldlO turns unless a saving
throw vs, spell is successful .

236
Gust of Wind (ltd) Sink (8th)
AbJuration Haste (ltd) CrySlalbrittle (9th)
Alarm (lst) Infravision (3td ) Motdenkainen's Disjunction (9th)
Canlrip (bt ) item (3 td ) Shape Change (9th)
Protection From Evil (lst) Leomund's Tiny Hut (lrd) Succor (9th )
Protection From Canlrips (2 nd ) Melfs Minute Meteors (3rd) Temporal Stasis (9th )
Dispel Magic (3rd) Secret Page (3td) T ime Stop (9th)
Non-Detection (lrd ) Slow (ltd)
Prol«l:ion From Evil, 10' Radius (Jrci) Tongues (3rd)
Protection From Nonn.. 1 Missiles (3rd) Water Breath!", (3rd )
Fire TfilP (4th) Wind Wall (ltd) ConJuration/Summoning
Minor Globe of Invwnerability (4th) Wraithform (lrd) Armor (bt)
Rftnov~ Curw (4th) Dimension Door (4th) Cantrip (lst)
Avoldan~ (5th) Extension I (4th) Find Familiar (lSI )
Dismiswl (5Ih) Fire Shield (4th) Gn!ase (lsi )
Anti-Mligic Shell (6Ih) Leomund's Secure Shelter (4th) Mount (lst)
G lobe of Invulnerability (6Ih) Massmorph (4th) Unseen Serv.Jnt (lsi )
Repulsion (6th) Otiluke's Rnillent Sphere (4th) GlitterdUSI (2nd)
Banishment (7th) Plan t G rowth (4th) Mell's Acid Arrow (2nd)
Sequester (7th) Polymorph Othfi (4th) Summon SW.Jrm (2nd)
Spell Turnin8 (7th ) Polymorph Self (4th) A.Jme Arrow (3td)
Mind Blank (8Ih ) R.Jinbow P.Jltem (4th) Monstu Summo ning I (lrd)
Serten'. 5pellimmunity (8Ih) Rary's Mnemonic Enhancer (4th) Phantom Steed (3rd)
lmprisonment (9th) Solid Fog (4th) ~la Snake Sigil (3td)
Prismatic Sphere (9th) Stonesldn (4th) Evatd's Black Tenlacles (4th)
V.JC.Jncy (4th) Monster Summoning II (4th)
Wiurd Eye (4th) Conjure Elemmt.J1 (5th)
Alteration Airy Water (Sth) Leomund's S«rel Chest (5th )
Animal Growth (Sth) Monster Summoning HI (5th )
AlfKt Normal Fires (lst) Avoida nce (Sth ) Mo tdenkalnen's Failhful Hound (5th)
Burning Hands (lst) Distance Distortion (Sth) Summon Shadow (5th)
Canttip (lst) Extension II (Sth) Conjure Animals (6th)
Color Spray (lst ) hbric.J te (5th) Enm.Jn!ment (6th)
Comprehend lilll\8uages (1sl) Leomund's Secret Chest (Sth ) Invisible Stalker (6th)
Dantin8 Ughts (1$1) Passw.J1I (5th) Monsler Summonl", IV (6th)
Enlarge (lst) Stone Shape (5th) Drawmij's Instant Summons (7th)
Erase (bt ) Telekinesis (Slh) limited Wish (7th)
Feather Fall (lst ) Teleport (Sth) MONter Summoning V (7th)
Can RfeiI«tion (Isd Transmute Rock to Mud (Sth) Mordenkainen's M.J.gnifiant Mansion (7th)
Hold Portal (lst ) Control Wulher (6th) Power Wotd, Stun (7Ih)
Jump (lst) De.Jth Fog (6th) Prismatic Spray (7th)
Light (lSi ) Disintegrate (6th) Mue (8I h)
Mending (l si) Extension III (6th ) Monster Summo ning VI (8th)
MHS.lge (lit) Glassce (6I h ) Power Word, Blind (8th)
Shocking GrilSP (lst) Guards and Wards (6th) Prismatic W.JII (8Ih)
Spider Climb (lsi) Lower Wate r (6th) Symbol (8th)
Wiurd Mark (lst) Mirage Arc.Jn.J (6th) Trap the Soul (8th)
Alter ~f (2nd) Mordenbinen's Lucubration (6Ih) Ga te (9th)
Continual U&hl (2nd) Move Earth (6th) Monster Summoning VII (9th)
DMknns. IS' ~diU5 (2nd) OtUuke's Freezing Sphere (6Ih) Power Word, Kill (9th)
L>eeppockets (2nd ) Part Water (6Ih) Prism.Jtic Sphere (9th)
Fog Goud (2nd ) Project Image (6th ) Wish (9th)
Fools' Gold (2nd) Stone to Resh (6th)
Irritation (2nd) Tenser's Transformation (6th)
Knock (2nd) Transmute Water to Dust (6Ih)
Levitate (2nd) Duo-Dimension (7th) Enchantment/Charm
Magic Mouth (2nd) Mordmkainen's Magnificent Mansion (7th) Cantrip (h t)
Pyrotechnics (2nd) Phase Door (7Ih) Charm Person (lsi )
Rope Trick (2nd) Reverse G rnily (7Ih) Friends (1st)
Shatter (2nd) SI.Jtue (7Ih) Hypnolism (lsi)
Strmgth (2nd ) Teleport Without Erro r (7th) Sleep (lst)
Whisperi", Wind (2nd) Vanish (7th) Taunt (lst )
Wizard Lock (2nd) Glasste-el (8th) Bind (2nd)
Blink (l rd ) Incendiary Goud (8th) Deeppockeu (2nd)
Delude (lrd) Otiluke's Telekinetic Sphen! (8Ih) Forget (2nd)
Explosive Runn (3rd) Permanency (8th) Ray of Enfeeblement (2nd)
Ay (lrd) Polymorph Any Object (8th) Scare (2nd)

238
Tasha's Uncontrollable Hideous Shadow Monsle:rs (4th) Forcecage (7th )
Laughter (2nd) Vacancy (4th) limited Wish (7th)
Hold Person (3rd) Advanced JIIusion (5th) Motdenkainen's Sword (7Ih)
Suggestion (3rd) Demi-Shadow Monsters (Sth) Bigby's Clenched Fist (8th)
Charm Monster (4th) Dream (5th) Binding (8th)
Confusion (4th) Major Crealion (5th) Demand (8th)
Emolion (4th ) Seeming (5th) incendiary Cloud (8th)
Enchanted Weapon (4th) Shadow Door (5th) Oliluke's Telekinetic Sphere (8Ih)
Fire Charm (4th) Shadow Magic (Sth) Astral Spell (9th)
Fumble (4th) Demi-Shadow Magic (6th) Bigby's Cl'\lshing Hand (9th)
Leomund's Secure Shelter (4th) Eyebile: (6th) Energy Drain (9th)
Magic Mirror (4th) Mirage Arcana (6th) MrtlWr Swarm (9th)
Chaos (Slh) Misle:ad (6th)
Domination (Sth ) Pe:rmanent JIlusion (6Ih)
Fabricate (5th) Programmed Illusion (6th)
Feeblemind (5th ) ProjKt Image: (6th) Lesser/ Greater Divination
Hold Monster (5th) Shades (6th) Cant rip (ht )
Leomund's Lamentable Belaborment (5th) Veil (6Ih) Det«t Magic (lst)
Enchant an Item (6th) Mass Invisibility (7Ih) Delect Undrad (1151)
Eyebite (6th) Sequester (7th) Identify (ht)
Ceas (6th) Shadow Walk (7Ih) Re:ad Magic ( ht )
Guards and Wards (6th) Simulacrum (7th) Detect Evil (2nd)
Mass Suggestion (6th) Screen (8Ih) Detect Invisibility (2nd)
Charm Plants (7th) Weird (9th) ESP (2nd)
Shadow Walk (7th) Know Alignment (2nd)
Antipathy-Sympathy (8th) locale: Object (2nd)
Binding (8th) Clairaudience (3td)
Demand (8th) Invocation/ Evocation - Clairvoyance (3td )
Mass Charm (8th) Alarm (lsi) DetKI Scrying (4th)
Otto's Irresistible Dance (8th) Cantrip (1151) Magic Mirror (4th)
Sink (8th) Magic Mi5Sile (lst) Contact Other Plane (Slh)
Mordenkaine:n's Disjunction (9th) Shield (lst) False Vision (5t h)
Succor (9th) Tenser's Reating Disc (lSI) Legend Lore (6th)
Wall of Fog (lsi) True Seeing (6Ih)
Ramins Sphere (2nd) Vision (7th)
illusion/ Phantasm Slinking Cloud (2nd) Scrffll (8Ih)
Web (2nd) Foresight (9th)
Audible Clamu (1st) Fi~ball (3rd)
Cant rip (1st) lightning Bolt (Jrd)
Change: Self (lst) Melfs Minute MetlWts (3rd )
Nyttul's Magical Aura (151) Dig (4th) Necromancy
Phantasmal Force: (lsi) Firr Shield (4Ih) Cantrip (1st)
Spook (1st) Fire Trap (4Ih) Chill Touch (ht )
Ventriloquism (lst) Ice Storm (4th) DetKt Undead ( ht )
Blindness (2nd) Otilukr's Resilient Sphere (4th) Speclral Hand (2nd)
Blur (2nd ) Shout (4th) Feign Death (Jrd )
Deafness (2nd) Wall of Firr (4th) Hold Undead (3td)
Fools' Cold (2nd) Wall of Ice (4Ih) V.. mpiric Touch (lrd)
Hypnolic Patte:m (2nd) Bigby's Interposing H~d (Sth) Contagion (4th)
Improved Phantll5mal Force (2nd) Cloudkill (5Ih) Enervalion (4th)
Invisibility (2nd) Conr of Cold (5th) Animate Dead (Slh)
Leomund', Trap (2nd) Dream (5th) Magic Jar (5th)
Mirror Image: (2nd) leomund's lamentable: Belaborment (5th) Summon Shadow (5Ih)
Misdir«llon (2nd) Sending (5th) Dealh Spell (6th)
Whispering Wind (2nd) Wall of Force (5th) Reincarnalion (6th)
Illusionary Script (Jrd ) Wall of Iron (5th) Conlrol Unde..d (7th)
Invisibility, 10' Radius (ltd) Wall of Slone (Sth) Finger of Death (7Ih)
Phantom SI~ (3rd ) Bigby's Foruful Hand (6th) Clone (8th)
Spectral Force (3rd ) Chain lightning (6th) Energy Dr..in (9th)
Wrailhfonn (3rd ) Contingency (6th)
Fear (4th) Death Fog (6th)
Hallucinatory Te:rrain (4Ih) Enchant an 11m"! (6Ih)
Illusionary Wall (4th) Guards and Wards (6th)
Improved Invisibility (4th) Otiluke:'s Freezing Sphere (6Ih)
Minor Creation (4Ih) Te:nser's Transformation (6th)
Phantas mal Killer (4th) Bigby's Grasping Hand (7th)
Rainbow Patte:m (4lh) Delayed BIaSi Fireball (7th)

139
Transmute Metal to Wood (7th)
All Creation Wind Walk (7th)
Bless (l sI) Create Food &: Water (lrd)
Co mbin ... (lsi ) Animate Object (6th)
Detect Evil (Ist) Blade Barrier (6th)
Purify Food &: Drink (1 sl) Heroes' Feast (6th)
Guardian
Atonement (5Ih) Wall of Thoms (6th) Silence, 15' Radius (2 nd )
Changesta(f (7th) Wyvem Watch (2nd)
Chariot of Suslarn (7th) Glyph of Warding (3rd)
Blade Barrier (6th)
Animal Symbol (7th )
Animal Friendship (1sl)
Invisibility to Animals (1st)
Divination
LOGIte Animals or Plants (lst) Detect Magic (1st)
Chann Person or Mammal (2nd) Detect Poison (1st )
Healing
Messenger (2nd) Detect Snares &- Pits (1st ) Cure Ught Wounds (1st)
Snake Charm (2nd) Locate Animals or P lants (ht) Slow Poison (2nd)
Speilk With Animals (2nd) Augury (2nd) Cure Serious Wou nds (4th)
Hold Animal (Jtd) Detect Charm (2nd) Neutralize Poison (4th)
Summon insects (Jtd) Find Traps (2nd) Cure Critical Wounds (5th)
Animal Summoning I (4th) Know Alignment (2nd) Heal (6th)
Call Woodland Beings (4th) Speak With Animals (2nd)
Giant Insect (4th) Locate Object (ltd)
Repellnsects (4th) Speak W ith Dead (lrd)
Animal Growth (5th) Detect lie (4th) Necromantic
Animal Summoning 11 (5th) Divination (4th ) Invisibilit y to Undead (lst)
AnirmJ Summoning III (6th) Reflecting Pool (4th) Aid (2nd)
Anti·Animal Shell (6th) Tongues (4th) Animate Dead (3 rd )
Crerping Doom (7th) Commune (5th) Cure Blindness o r Deafness (lrd)
Commune With Nature (5th) Cure Disease (lrd)
Magic Font (5th) Feign Death (lrd )
True Seeing (5th) Negative P lane P rotection (3rd)
Astral Find the Path (6th) Raise Dead (5th )
Plane Shift (5th) Speak With Monsters (6th) Regenerate (7th)
Astral Spell (7th) Reincamate (7th)
Restoration (7th)
Resurrection (7th)
Elemental
Charm Create Water (bt)
Command (1st) Dust Devil (2nd)
Remove Fear (lst ) Fire Trap (2nd)
Plant
Enthrall (2nd) Flame Blade (2nd) Entangle (lSI)
Hold Person (2nd) Heat Metal (2nd) Pass Withou t Trace (lsi )
Cloak of Bravl."ry (4th) ProduCt' Flame (2nd) Shillelagh (lst)
Fret' Action (4th) Flame Walk (Jrd) Barhlin (2nd)
1mbue With Spell Ability (4th) Meld In to Stone (3rd ) Goodberry (2nd)
Quest (5th) Protections From Fire (3rd) Trip (2nd)
Confusion (7Ih ) Pyrotechnics (ltd) Warp Wood (2nd)
Exaction (7th) Stone Shape (ltd) Plant Growth (3rd)
Water Breathing (3rd ) Snare (lrd)
Water Walk (3rd) Spike Growth (lrd)
Lower Water (4th) Tree (3rd)
Combat Produce Fire (4th) HallUCinatory Forest (4th)
Magical Stone (lst) Air Walk (5th) Hold Plant (4th)
Shillelagh (lst) Spike Stones (5th) Plant Door (4th)
Chant (2nd) Transmute Rock to Mud (5th) Speak With Plants (4 th )
Spiritual Hammer (2nd) Wall of Fire (5th) Sticks to Snakes (4th)
Proillyer (3td) Conjure Fire Elemental (6th) Anti-Plant Shell (5th)
Flame Sirike (5th ) Fire Seeds (6th) Pass Plant (5th)
lnsect Plaglle (5th) Part Water (6th) Uveoak (6th )
Holy Word (7th) Stone Tell (6th) Transport Via Plants (6th)
Transmute Waler to Dust (6th) Tum Wood (6th)
Animate Rock (7th) Wall of Thorns (6th)
Chariot of Sustan-e (7th) Changestaff (7th)
Conjure Earth Elemental (7th)
Earthquake (7th)
Fire Storm (7th)

140
Protection Summoning Sun
Endure Cold/ Endure Heat (lst) Abjure (4th) li&ht (lst )
ProtKtion From Evil (lst) Animill Summoning I (4th) Continual light (3rd)
Sanctuary (lst) Call Woodl~d Beings (4th) Starshine (3rd)
Barksldn (2nd) Animal Summoning II (Sth) Moonbeam (5th)
Resist Fire/ Resist Cold (2nd) Dispel Evil (Sth) lQinbow (5th)
WithdrOlw (2nd ) Aerial Servant (6th) Sunray (7th )
Dispel M~c (lrd) Animal Summoning III (6th)
Magical ~Iment (Jrd) Animate Object (6th)
Negative Plane Protection (lTd) Conjure Animals (6th)
Protection From fire (lrd) Wall of Thoms (6th)
Weather
RlI!'move Cune (lrd) Weather Summoning (6th) Faerie Fire (lst )
Remove Paralysis (lrd) Word of Recall (6th) C>bscu~nt (2nd)
Protection From Evil , 10' Evil (4th) Conjure Earth Elemental (7th) C.lllightning (3rd)
Protection From Ughlning (4th) Creeping Doom (7th) Control Temperatu~, 10' Radius (4th)
Repel Insects (4th) Exaction (7th) Protection From lightning (4th)
Spell Immunity (4th) Gate (7th) Control Winds (5th)
Anti-Plant Shell (Slh) Succor (7th) Rainbow (5th)
Dispel Evil (Sth) Weather Summoning (6th)
Anti-Animal Shell (6th) Control Weather (7th)

241
Clairaudience (Wiz3) ., "" ". "", 147 Dispel Evil (Pr 5) .................. 222
A Clairvoyance tWiz 31 ............... 147 Dispel Magic (Pr 3) ................ 2.10
AbjUrf: (Pr 4) ...................... 215 Cloak of Bravery (Pr 4) .. . .......... 216 Dispel Magic (Wiz 3) ............... 148
Advanced Illusion (Wit s) .......... 164 Clone (Wiz 8) ..................... 189 Distance Distortion (Wiz 5) ......... 167
Auial Suvant (Pr 6) ............... 226 Cloudkill (Wiz 5) .. . ............... 166 Divination (Pr 4) ................. . 217
Affect Norm;lll Fires (Wit 1) • .••...•. 131 Color Spray (Wiz 1) ............... 132 Domination (Wiz 5) ........ . ...... . 168
Aid (Pr 2) ........................ 202 Combine (Pr 1) .................... 198 Drawmij's Inslant Summons (Wiz 7) ,. 133
Air Walk <Pr 5 ) .................... 221 Command CPr 1) ................. .. 199 Dnam (Wiz 5) .................... 168
Airy Water (Wiz S) •••••••••.•••••. 165 Commune (Pr 5) ................... 222. Duo-Dimension (Wiz 7) ............ 184
Alarm (Wiz 1) ..................... 131 Commune With Nature (Pr 51 ....... 222 Dust Devil (Pr 2) .................. 204
AJter Self (Wit 2) ..... , ............ 139 Comprehend Languagn (Wiz 1) ..... 133
Animal Friendship (Pr 1) ........•..• 198 Cone of Cold (Wiz 51 .............. 166
Animal Growth (Pr 5) .............. 221 Confusion (Pr 7) , .................. 231
E
Animal Growth (Wiz 5 ) ............ 165 Confusion (Wiz 4) ................. 154 ESP (Wiz 2) ....................... 141
Animal Summoning I <Pr 4) ......... 216 Conjure Animals (Pr 6) ............. 227 Earthquake CPr 1) .................. 233
Animal Summoning II (Pr 5 ) ........ 221 Conjure Animals (Wiz 6) ........... 174 Emotion (Wiz 4) ..... .. ............ ill
Animal Summoning III (pr 6) ..... . . 226 Conjure Earth Elemental (Pr 7) ...... 232 Enchant an Item (Wiz 6) ....... , .•.. 175
Animate Dead (Pr 3) .... . ........ .. 208 Conjure Elemental (Wit 5) " ........ 166 Enchanted Weapon (Wiz 4) ......... 157
Animate Dead (Wiz 5 ) .............. 165 Conjure Fire Elemental (Pr 6) ........ 227 Endure Heal/Endure Cold (Pr 1) " ... 200
Animate Object (Pr 6) ........ . .. . .. 226 Contact Other Plilne (Wiz 5) ........ 167 Energy Drain (Wiz 9) ............... 194
Animate Rock <Pr 7) ............... 2JO Contagion (Wiz 4) ................. 155 Enervation (Wlz 4) ............. . ... 1.51
Anti-Animal Shell (Pr 6) ............ 226 Contingency (Wiz 6) ............... 174 Enlarge (Wiz 1) .................... 133
Anti. Magic Shell (Wiz 6) ........... 173 Continual Light (Pr 3 ) .............. 209 Ensnamnent (Wiz 6) .......... , .... 176
Anti·Plant Shell (Pr 5) .............. 221 Continual Light (Wiz 2) ............ 140 Entanglc(Pr 1) .................... 200
Antipathy·Sympathy (Wiz 8) .... . ... 188 Control Te mperilture, 10' Radius CPr 4) 216 Enthrall (Pr 2) ..................... 204
Armor (Wiz 1) . ... ........ ... ..... 131 Control Undead (Wiz 7) ., .......... 183 Erase (Wiz 1) ...... .......... ...... 134
Astral Spell (Pr 7) ................. 231 Contro l Weather (Pr 7) ............. 232 Evard's Black Tentacles (Wiz 4) •••••• 157
Astral Spell (Wiz 9 ) •••• , ........... 194 Control WeathCT (Wiz 6) ............ 174 Exaction (P r 1) .................... 233
Ato nement (Pr 5) .................. 221 Control Winds (Pr 5) ............... 222 Explosive Runes (Wiz 3) , .. , ... , •... 148
Audible Glamcr (Wiz 1) ....•...•... 131 Creilte Food &; Water CPr 3) ...... , .. 209 Extension I (Wiz 4) ..... '" ..... _... 157
Augury (Pr 2) ..................... 203 Crute Water (Pr 1) ................ 199 Extension II (Wiz 5) ................ 168
Avoidance (Wiz 5) ............ .... . 165 Creeping Doom (Pr 7) .............. 232 Extension III (Wiz 6 ) ............... 177
Crystalbriltle (Wiz 9) " ............. 194 Eyebite (Wiz 6) . ......... . .•..... . . 177
Cure Blindness o r Deafness (Pr 3) .... 209
B Cure Critical Wounds (Pr 5) ......... 222
Banishment (Wiz 7) ................ 182 Cure Disease (Pr 3) . . .. . ........... 209
F
Barksldn (Pr 2) .................... 20J Cure Light Wounds (Pr 1) ........... 199 filbricate (Wiz 5) .• , ........... " .. 168
Bigby's Clenched Fist (Wiz 8) •.•..... 188 Cure Serious Wo unds (Pr 4) ....... ,. 217 Filerie Fire (Pr 1) .. , ................ 200
Bigby's Crushing Hand (Wiz 9) ...... 194 False Vision (Wiz 5) ......•........ , 168
Bigby's For«ful Hand (Wiz 6) ....... 173 D Fear(Wiz 4) ............. . ........ . 157
Bigby's Grasping Hand (Wiz 7) .. , .. , 183 Feather Fall (Wit 1) ................ 134
Bigby's Interposing Hand (Wiz 5) ., .. 165 Dancing Lights (Wlz 1) " " ......... 133 Fft'blemind (Wiz 5) ............... . 168
Bind (Wiz 2) ...................... 139 Darkness, 15' Radita (Wiz 2) ........ 140 Feign Death (Pr 3) .......... ,." ... 210
Binding (Wiz 8) .................... 188 Deilfncs.s (Wiz 2) ................... 140 Feign Death (Wiz 3) ................ 149
Blade Buricr (Pr 6 ) ., .. ,." ........ 227 Death Fog (Wit 6 ) ................. 175 Find Familiar (Wiz 1) ..•.... . •...... 134
Bless Ifr 1) ...•........ , •. , •. , •. ,, 198 Death Spell (Wiz 6) ................ 175 Find Traps (Pr 2) .... ........ ....... 204
Blindness (Wiz 2) .................. 140 Dceppockns (Wiz 2 ) ............... 140 Find the Path (Pr 6) .. ... ....... " .. 227
Blink (Wiz 3) ..... ,." .. , . . , . . , .. ,. 141 Delayed Blast Fireball (Wiz 7) ....... 183 Finger or Death (Wiz 7) ......•..... . 184
Blur (Wiz 2) ... , .. ,., ... , .. , ....... 140 Delude (Wiz 3) .......... ... ....... 148 Fin Charm (Wiz 4) .. ........ ...... 158
Burning Hands (Wiz 1) ... . ... ...... 131 Demand (Wiz 8) •... " ..... , ....... 189 Fire Seeds CPr 6) ............ " ..... 221
Demi·Shadow Magic (Wiz 6) ........ 175 Fire Shield (Wiz 4) ." ...... ,", .. ,. 158
c Ocmi·Shadow Monsten (Wiz 5 ) .....
Detect ChiIInn (Pr 2) ...............
167
204
Fire Stonn (Pr 7) ................... 234
Fin Trap CPr 2) . .. ................. 204
Call Lightning (Pr 3) ............... 209 Detect Evil (Pr 1) .......... ... ..... 199 Fire Trap (Wiz 4) ... . .............. 158
Call Woodland Beings CPr 4) ........ 216 Detect Evil (Wiz 2) ................. 140 Fireball (Wiz 3 ) ........ .. . •. .. . .. .. 149
Cantrip (Wiz 1) ...•................ 131 Detect Invisibility (Wiz 2) ... . ....... 141 Aamc Arrow (Wiz 3 ) ... ... .... .. . .. 149
C hain Lightning (Wiz 6) ............ 173 Detect Lie (Pr 4) ................... 217 Aame Blade (Pr 2) ................ . 20S
Changc Sclf (Wiz 1) . ............... 132 Detcet Magic (Pr 1) ................ 199 Aame Strike (Pr 5) ............. , ... 223
Changcstaff (Pr 7) .... . . ..... .... 231 Detcet Magic (Wit I ) . , ... .......... 133 Aame Walk (Pr 3) ........... , ..... 210
C hant (Pr 2) . . .................... 203 Detcet Poison (Pr 1) ................ 199 Raming Sphere (Wiz 2) ............. 141
Chaos (Wiz 5) ..................... 166 Detcet Scrying (Wiz 4) ............. 155 Ry (Wiz 3) ........................ 149
C hario t of Sustarre (Pr 7) ........... 231 Detcet Snares" Pits (Pr 1) .......... 200 Fog Cloud (Wiz 2 ) ................. 141
C hann Monster (Wiz 4) ............ 154 Detcet Undead (Wiz 1) ......... . ... 133 Fools' Gold (Wiz 2) ........... _.... 141
C harm Person (Wiz 1) .............. 132 Dig (Wiz 4) ............. ........... 155 Forbiddance (Pr 6) ........•..... . .. 228
Charm Person o r Mammal (Pr 2) .... 203 Dimension Door (Wiz 4) ............ 155 Forcecage (Wiz 7) ......... , ........ 184
C hann Plants (Wiz 7) , .. , ..... . .... 183 Disintegrate (Wiz 6 ) ................ 175 Foresight (Wiz 9) . . ................ 195
C hill Touch (Wiz 1) ................ 132 Dismissal (Wiz 5) ... , .............. 167 Forget (Wiz 2) ..................... 142

241
F~ Action (Pr 4) .... " .. •. . . .... , . 217 Moonbeam (Pr 5 ) .................. Z23
Friends (Wit. 1) ......... . ... . ...... 134 J Mordenkalnen's Disjunction (Wiz 9) .. 196
Fumble (Wit. 4) ... ... • ..... ' 158 Jump (Wiz 1) ...................... 135 Mol'denkainen', Faithful Hound
(Wlz5) ......................... 170
Mordenkainen's Lucubr.. tion (Wiz 6) . 179
K Mordenk.inen·, Magnificent Mansion
Gate (Pr 7) ........................ 2J.4 Knock (Wiz 2) ..................... 143 (Wit. 7) ......................... 185
Gate (Wit. 9) ................ .. .... 195 Know Alignment CPr 2) ............. 206 Morde:nkainen's Sword (Wiz 7) ...... 185
Gaze Rdlmion (Wit. 1) ...... ..... .. 135 Know Alignment (Wiz 2) ........... 143 MountCWiz 1) .................... 136
Goeas (Wi:. 6) ...................... 177 Move Earth (Wiz 6) ................ 179
Giant Insect CPr 4) ................. 217
Glassee (Wi:. 6) .................... 177
L
Glassteel (Wi:. 8) ................... 189 ~d Lore (Wiz6) ................ 178
N
Glitterdust (Wi%. 2) ............... ,. 1(.2 Leomund's lament.. ble Belaborment Negative Plane Protection CPr 3) ..... 212
Globe of InvwMrability (Wi:. 6) ..... 177 (Wit. 5) ......................... 169 Neutralize Po lson (Pr 4) ............ 219
Glyph of Warding CPr 3) ......... . .. 210 Leomund's SKret Chest (Wit. 5) ...... 169 Non-Detection (Wit. 3) ...........•. 152
Goodberry (Pr 2) .................. 20.5 I..eomund·s Secure Shelter (Wit. 4) . ... 159 Nystul's Maaical Aura (Wiz 1) ....... 136
Grease (Wi:. I) .... . ............... 135 Leomund's Tiny Hut (Wiz 3) ........ 151
Guards and Wards (Wi:. 6) ..........
Gust of Wind (Wiz 3) ..............
178
149
I..eomund·s Trap (Wit. 2) .. .. ...... . . 143
Levitate (Wiz 2) ................... 143
o
Light (Pr 1) ....................... 201 Obscurement (Pr 2) ................ 206
Light (Wiz 1) .............•...•. .. • 136 Otiluke', Freezing Sphere (Wit. 6) .... 180
H Lightning Bolt (Wit. 3) .............. 151 OtiluM', Res.Ilient Sphere (Wit. 4) ..•. 160
Hallucinatory Forest (Pr 4) .......... 218 Limited Wish (Wit. 7) ............... 184 Otiluke's Telekinetic Sphere (Wiz 8) .. 190
Hallucin.. tory TerTilin (Wiz 4) ....... 158 Liveoak (Pr 6) ................ . ... , Z28 Otto's Irresistible Dance (Wit. 8) . . ... 190
Haste(Wiz 3) .......... . .......... 149 Locate Animals o r PI.. nts (Pr 1) ...... 201
Heal CPr 6 ) ......... .. ............. 228 locate Object (Pr 3) ................ 211 p
He.. t Metal (Pr 2) .................. 20S Locate Object (Wit. 2) .............. 143
Heroes' Feast (Pr 6) ....... • ...... . . 228 Lower Water (Pr 4) ................ 218 Part Water (Pr 6) ............•..... 229
Hold Anim.. 1(Pr 3) ....... . ........ 211 Lowe:r Water (Wit. 6) ......•...... .. 178 Part Water (Wiz 6) ................. 180
Hold Monster (Wiz 5) .............. 169 Pass Pli,"t (Pr 5) ................... 223
Hold Person (Pr 2) ...... ...• ....... 20S Pass Without Trace (Pr 1) . ... . ...... 201
Hold Person (Wit. 3) ... . .......... . ISO
M Passwall (Wit. 5) ................... 171
Hold Plant CPr 4) .................. 218 Maaic Font (Pr 5) .................. 223 Permanency (Wi:. 8) ............... 190
Hold Portal (Wi%. 1) ...... .. ........ 135 Magic Jar (Wit. 5) .................. 169 Permanmt Illusion (Wiz 6) .....•. . .. 180
Hold Undead (Wit. 3) ............... ISO Magic Mirror (Wit. 4) .............. 159 Phantasmal Fora' (Wiz 1) ........... 137
Holy Word (Pr 7) .................. 234 Magic Missile (Wiz 1) .. . ........... 136 Phantasmal Killer (Wit. 4) ........... 160
Hypnotic Pattem (Wit. 2) ........... 142 Magic Mouth (Wiz 2) ..•...•....... 143 Phantom Steed (Wit. 3) ............. 152
Hypnotism (Wiz 1 ) ................ 135 Magial Stone(Pr 1) ............... 201 Phase Door (Wiz 7) ................ 185
Magial Vestment (Pr 3) ............ 211 Plane Shift (Pr 5) ............ . ..... 224
Major Creation (Wjz 5) ............. 170 Plant Door cpr 4) .................. 219
I Mass Charm (Wjz 8) .. , ....... . .... 190 Plant Growth (Pr 3) ................ 212
Ice Storm (Wi:. 4) .................. 159 Mass Invuibility (Wi:. 7) . . ....... . .. 184 Plant Growth (Wit. 4) .... .. ........ 161
Identify (Wiz 1) ................... 135 Mass Suggestion (Wiz 6) ............ 179 Polymorph Any Object (Wiz 8 ) ...... 191
D1usionary Script (Wit. 3) ........... 150 Massmorph (Wit. 4) ................ 160 Polymorph Other (Wit. 4) .......•... 161
Illusionary w.. n (Wit. 4) ..........•. 159 Maze: (Wit. 8) ...................... 190 Polymorph Se:lf (Wiz 4) ............. 161
Imb~ With Spell Ability (Pr 4) ... . .. 218 Meld lnro Stone (Pr 3) , . . ....... . ... 211 Power Word. Blind (Wi%. 8) ... , ..... 191
Imprisonment (Wit. 9) ......... , .... 195 MelE's Add Arrow (Wit. 2) .. . ....... 144 Power Word. Kill (Wiz 9) ........... 196
Improved lnvuibility (Wiz 4) ........ 159 Mdfs Minute: Meteors (Wjz 3) ....... 151 Power Word. Stun (Wit. 7) .....•.... 185
Improved Phantasmal Fora' (Wiz 2) .. 1(.2 Mending (Wit. 1) ................... 136 PrAyer (Pr 3) .....................• 212
Incendiary Cloud (Wit. 8) ........... 189 Message (Wiz 1) ................... 136 Prismatic Sphere (Wit. 9) ... .. ... .... 196
Wravision (Wit. 3) ......... ... ..... ISO Messenger (Pr 2) . .. .. ....... . ...... 206 Prismatic Spray (Wit. 7) ... ......... 186
Insect Plague (Pr 5) ................ 223 Meteor Swarm (Wiz 9) ...... . ...... 195 Prismatic Wall (Wiz 8) ., •. ... ....... 191
lnvisibiJity (Wiz 2) ........... , ..... 142 Mind Blank (Wi:. 8) ................ 190 Produce Fire (Pr 4) ................. 219
lnvisibility to Animals cpr 1) ........ ZOO Minor Cre.. tion (Wiz 4) , ... . ....... . 160 Produce Flame (Pr 2) ..... ... . . ..... 206
lnvisibility to Undead CPr 1) . . ... . ... 200 Minor Globe of Invulnerability (Wit. 4) 160 Programmed Illusion (Wiz 6) ........ 180
Invisibility, 10' Radius (Wit. 3) ....... 150 Mirage Arcana (Wit. 6) .. ... . , ...... 179 Project Image (Wit. 6) .............. 180
Invisible Stalker (Wit. 6) ..... ... . ... 178 Mirror Image (Wiz 2) .............. 144 Protection From Cantrips (Wit. 2) ... , 144
Irritation (Wi:. 2) .................. 142 Misdirection (Wit. 2) .. .. ........... 144 Protection From Evil CPr 1) .........• 201
Item (Wit. 3) .. .................... 150 Mislead (Wit. 6) ................... 179 Protection From Evil (Wit. 1) ........ 137
Monster Summoning I (Wlz 3) ..••... 151 Protection From Evil. 10' Radius CPr 4) 219
Monster Summoning II (Wi:r: 4) ...... 160 Protection From Evil. la' Radius
Monster Summonina III (Wlz 5) ..... 170 (Wiz 3) ........•.. . ......•...... 152
Monster Summoning IV (Wit. 6) ..... 179 Protection From Fire (Pr 3) .......... 212
Monster Summoning V (Wiz 7) ...... 185 Protection From Lightning CPr 4) ..... 219
Monste:r Summoning VI (Wit. 8) ..... 190 Protection From NOnTl.ill Missiles
Monster Summoning VII (Wlz 9) ... . 195 (Wit. 3) ......................... 1.52
143
Purify Food &. Drink (Pr 1) ......... 202
Pyrotechnics (Pr 3) ................ 2U
Spectral Force (Wiz. 3) .............. 153
Spectral Hand (Wiz. 2) .............. 145
u
Pyrotechnics CWi.z 2) .....•.....•... 144 SpelllmmunilY (Pr 4) ......•....••. 220 Unseen Servant (Wiz. 1) ............. 138
Spell Turning (WI.z 1) .....••.•••.... 181
Q
Spicif!r Climb (Wizl ) ............... 138
Spike Growth (Pr 3) ............... 214
v
Quest (Pr 5) ...............•......• 224 Spike Stones (Pr 5) ................• 22S Vacancy (Wi.z 4 ) ....•.•.•.•.•.•.•.. 163
Spiritual Hammer (Pr 2 ) •••••••••••• 2(yJ Vampiric Touch (Wi.z 3) ............. 153
Spook (Wiz 1) ..................... 138 Vanish (Wiz 7) .................... 187
R Starshine (Pr 3) .............•..... . 214 V~I (Wi.z 6) ....................... 182
lU.inbow (Pr 5 ) .................... 224 Statue (Wiz. 1) ..................... 181 Ventriloquism (Wiz 1) .............. 139
Rainbow P~Uem (Wi..z 4) .......•.•. 162 Sticks 10 SnD.n CPr 4) .... . ........ . 220 Vision (Wi.z 7) ...•.....•.•......••• 187
Raise De..d CPr 5) .................. 224 Stinking Goud (Wiz 2) •..... . • . . . .. 145
Rary's Mnemonic Enhancer (Wi..z 4) .. 162 Stone Shape (Pr 3) ................. 214
Ray of Enkebl~ent (Wi..z 2) .•.••.•• 145 Stone Shape (Wiz 5 ) ............... 171
W
Re~d Magic(Wi..z 1) ................ 137 Stone Tell (Pr 6 ) ................... 229 Wall of Rre (Pr 5) .................. 22S
Rdlecting Pool (Pr 4) .............. 219 Stone 10 Aesh (Wiz 6 ) •. . ........... 181 Wall of Fire (Wi.z 4) ................ 163
Regenente (Pr 7) .................. 234 Stoneskin (Wi.z 4) ...............•.. 163 Wall oeFog (Wiz 1) ................ 139
Reincam~te (Pr 7) .....•..•. • .....• 234 StrU\gth (Wiz 2) ................... 146 Wall oeForce (Wiz S) . ........ .. .... 172
Reincarna tion (Wi..z 6) .............. 181 Succor (Pr 7) ...••............•••.. 235 Wall orlce (Wiz. 4) ................. 164
R~ove Curse (Pr 3 ) .•...•.•...•.•. 213 Succor (Wiz 9) .................... 197 W~II of Iron (Wi.z 5) ................ 172
R~ove Curse (Wi..z 4) ..... . .•..•.•. 162 SuggHtion (Wiz 3) ........•••....•. 153 Wall of Sto ne CWiz. 5) .............. 173
Remove Fear CPr 1) ................ 202 Summon lru«ts (Pr 3) ............• 214 Wall of TholTll (Pr 6) ............... 230
Remove P~ysis (Pr 3) ....•.....•. 213 Summon Shadow (Wi.z 5) ........... 171 Warp Wood (Pr 2) ................. 208
Repe:llnsects CPr 4) ................ 220 Summon Swann (Wiz 2) ............ 146 Wattt Breathing (Pr 3) ...........•.. 215
Repulsion (WI.z 6) .................. 181 Sunr~y (Pr 7) •••..........•.•..... 235 Wat~ Breathing (WI.z 3) ...... . .. . . . 153
Resist Fire/ Resist Cold CPr 2 ) .. . ..... 206 Symbol (Pr 7) ..................... 236 Wat~ Walk (Pr 3) ................. 215
Restontion (Pr 7) .................. 235 S ymbol (Wi.z 8 ) . ................ .. . 193 ~ather Summoning (Pr 6) ....•.... 230
Resurrection (Pr 7) ................. 23S Web (Wi.z 2 ) . . ........ . ... . . . ..... 146
Revene Gravity (Wiz 7) ............ 186 Weird (Wiz. 9) ..................... 191
Rope Trick (Wiz 2) ................. 145
T Whispering Wind (Wi.z 2) . . ........ . 147
Tasha's Uncontrollable Hideous Laughter Wind Walk (Pr 1) ... ....... ........ 236
s (Wiz 2) ...........•........•.... 146
Taunt (Wiz 1) ........ . ............ 138
Wind Wall (Wiz. 3) .. ............... 154
Wish (Wiz 9) ...................... 191
Sanctuary CPr 1) ............. . ..... 202 Telekinesis (Wiz. 5) ................. 171 Withdraw CPr 2) .•...•.••.••••••••. 208
Sare (Wiz 2) ...................... 145 Teleport (Wiz 5) ................... 172 Wiunt EydWiz 4) ................ 164
5aftn (Wiz8) .......... . .......... 192 Teleport Witho ut Error (Wiz 7) .. . ... 187 Wizard Lock (Wi.z 2) .. . ............ 141
Stem P~ (Wiz 3) ................ 152 Temporal Stuis (Wiz. 9) .......... . .. 197 Wiz.ard Mark (Wi.z 1) .............. 139
Stftning (Wiz 5) ........ .. ......... 171 Tenser's Aoatins Disc (Wi.z 1) ........ 138 Wont of Rec.ali CPr 6) ..........•.... 230
Sendins (Wi.z 5) ................... 171 Tenser's Transformation (Wiz. 6) ..... 181 Wraithform (Wiz. 3) ................ 154
Sepla Snake Sigil (Wi.z 3) ........... 152 Time Stop (Wi.z 9) ................. 191 Wyvem Watch (Pr 2) ............... 208
$equesltt (Wiz 7) .••••..........•.. 186 Tongues CPr 4) ..................... 220
Serlen's Spell Immunity (Wiz 8) ...... 192 Tongues (Wi.z 3) ................... 153
Shades (Wiz 6 ) .....•...... . ......• 181 Transmute Metallo Wood (Pr 7) •.... 236
Shadow Door (Wiz 5) ..•.•.....•... 171 Transmute Rock to Mud (Pr 5) ...•.. 22S
Shadow Magic(WI.z 5) ............. 171 Tr;ln5mute Rock to Mud (Wiz. 5) .•.•. 172
Shadow Monsten (Wiz 4) ••.......•. 162 Transmute Water to Dust (pr 6) .. ... . 229
Shadow Walk (Wiz 7) .............. 186 Transmute Water to Dust (Wiz 6) .... 182
Shape Change (Wiz 9) . . •........•.• 196 Transport Via Plants (Pr 6) .......... 229
Shattu (Wiz 2) .................... 145 Trap the Soul (Wiz 8 ) .............. 193
Shield (Wiz 1) ..................... 131 Tree (Pr 3 ) ................•....... 215
Shillel~ CPr 1) ................... 202 Trip (Pr 2) .....••.•.......•......• 1IJ1
Shocking Grup (Wiz 1) ............ 137 True Seoeing (Pr 5) ........ . ......... 225
Shout (Wi..z 4) ..................... 163 True Seeing (Wiz. 6) ..•......•.. . ... 182
Si~. IS' Radius (Pr 2) ........... 206 Tum Wood (Pr 6) .................. 229
SimuJ~aum (Wiz 1) .. . ............. 186
Sink (Wiz 8) ...................... 192
Sie-ep (Wiz.l) ...................... 138
Slow (Wiz 3) ..... ....... . .. .... ... 153
Slow Poison (Pr 2) .......•..•.•.•.. 2IYl
SrWte Chann (Pr 2) ................ 1m
Snare (Pr 3) ....................... 213
Solid Fog (Wiz 4) .............. .. .. 163
Speak With Animals (Pr 2) .......... 1m
SpeD. With De~d (Pr 3) ............ 214
Spe~k With Montiters (Pr 6) ......... 229
SpeD. With Plants (Pr 4) ............ 220

1"
T.ble 1: STRENGTH T.ble 2: DEXTERJTY
M.....
Ability Hit D. m'Se WelSht M ... Open Bend BIII"II

-.-, -,-.
Ability Re.cUon Au.ck Ddensive
5<0"
1
Prob. ...#!.
-4
Allow.
,,
P.... Doo" U/tG.tH
0
NotH 5<0.. Adj. Adj. Adj.
+,
2
3 -,
-3
-,
-2
-1
-1
,
1
0
1
,
2
0 ..
0 ..
0 ..
1
,2 -4 -4 +,
+4
4-'
6-7
8-9
-1 None
10
20
2S
55 4 0 .. , -2
-1
-%
-1
+,
+2
6 0 0 +1
1~11
7 0 0 0
U-13
14-15
NomW
NornW
No..
N.... •• 0 0 0

,."
17
Normal
+1
+1
+1
1~").4
15
• •
0
0
0
0
0
0
•+2
0
0
-1

-,
-2
18/ 51-75
~. 7
+2
+2
+3
+
,.,.
17 +2
+, +2 -4

,.
+, +, -4
18/ 91-99 +2 +, +
+3

-,-,-,
11)
18/ 00 +3 +. +. +.
21
+.

-.-.
22 +.
20 23 +4 +4
21 +. +9
22
23 +, • +9
+ll 1.130 .....
.,...
24

"
+,
+,
+,
+,
24

"
+.
+7
+12
+14
1,440
1 .750 . T itan

Table J: CONSTITUTION T.ble 4: INTEWGENCE


Ability Hit Point System Relul'TeCtlon Polson Ability , of Spell Chance to M".'of Spell
5<0..
1
AdjUltment Shod<
·3
" .. "SO".
SurvlYlI SilYe
-2
R~ener.tion
Nil .,.
Score lang. Lnel Learn SpeU
I
SpelWLvl Immunity

".
SO .. Nil 2 1
2
3 -,
·2
.... " .. 40 ..
-1
0 Nil 3 I

,• -1 0 Nil
,• 1

.."'....'". ......'"
-1 0 NiJ 1

7 0
""
SO..
55 ..
SO"
ssjlo 0
0
Nil
Nil •
7 1
• •
........".
0 0 Nil 1
9
10 0
0 70 ..
75",
0
0
9
10
2
2
4th
'1

7
11 0 75 .. SO" 0 11 2 Sth 7
as ..

.
SO-" SO..
........ ..... ..
12 0 0 7
as .. 90 ..
....
.. ..."'...
13 0 0 13 3 6th 55 .. 9
4 7th

.... ......
14 0 0 14
15
1.
+1
+2
0
0 ,
15 4
5
7th
71>
II
'II

,. ••
+2(+3)' 17 8th

.............
17 97 .. 0 1•
18 +Z(+4}O 100 .. 0 1.
19
20
+2 ( + 5)'
+2 ( +5)"
"J
100 ..
100 ..
+1
+1
+2
Nil
1I61ums 20 9
9th
9th.... 9'" All
All
lst-lvJ illusion.
2nd· lvl illusions

.......
+2 (+6) '" 100 ..

....
21 115 tunu 21 10 9th 97 .. All 3rd· lvl illusions
22 +2{+6)' " 100 + 174 tum. U Qi~ 9il All 4th-Ivl illusions
23 +2(+6)···· 100 .. +3 1/J tu.ml 23 12 9th All 5th-lvl iIIutiON
+2 (7)· ··· WI' 00 .. +3 1 1 th- vi illUfioni
+2 ( + 7) · ·· · 100" +4 III tum 20 9th 100 ..
" 100"
• Parenthetical bonus applies to warriors only. All other claSSH " All 7th-lvl illusion.
While unable to speaK iii languase. the: character ciiln still com-
~Ive maximum bonus of +2 per die. municate by gruntl and geltures .
•• All 15 rolled for Hit Dice are considered 21 .
••• AU 11 and 25 rolled for Hit Dice are con5idered 35 .
•••• Allls. 21, and 3s rolled for Hit Dice are considered 4s.

245
Table 5: WlS[X)M Table 6: CHARISMA
Magical Chance Maximum
, of

-. ..
AbiUty DefenR Bonus of SpeU S.." Ability Loy"lty Re;llction
Xore Adjustment S..", Failure Immunity 5<0~ Henchmen 8... AdjUJI.lMnl
1
2 -4
80"
.... 1
2
0
1 -7
-7

........
-6

. .
3 -3 SO" 3 1 -6 -5

5
• - 2
-1

5
1
2
-S
-3

7
• -1
- 1
35"
30 .. •
7 3
-3
-2
-2
-1
S 0 25 .. S 3 -1 0

•••
9 0 0 20 .. 9 0 0
10 0 0 15" 10 0 0
11 0 0 10 .. 11 0 0
12 0 0 5 .. 12 5 0 0
13 0 ,"
0 .. 13 5 0 +1
14
IS +1
0 b'
2nd
0 ..
0 ..
14
IS

7
+1
+3
+2
+3
1. +, 2nd 0 .. 1. S +S
17 +3 3«1 0 .. 17 10 +. +.
18 +. 4th 0" 18 15 +8 +7
19 +4 lsi , 41h 0 .. Ca use f~ar. Charm fHrson , Command, Friends , 19 20 + 10 +.
Hypnotism 20 2S + 12 +9
20
21
22

23
+4
+4
+.

+.
2nd , 4th 0 ..
3rd. Sth 0 ..
4th, Sth

5th , Sth
0 .,.

0 ..
Forget, Hold ~rson, Ra of ~n "bl,ment , Scar,
F•.,
Charm monster, Con/wion, Emofion , Fumb~. Sug
gl!5tion
Chaos, Feeblemind, Hold monsl,r, Magic jar, Qun t
21
22
23
2A
2S
..
30
3S

4S
SO
+14
+1.
+18
+20
+ 20
+ 10
+11
+12
+13
+ 14
24 +4 6th, 6th 0 .. Geas, Mass suggt$tion, Rod of rul, rship
25 +4 6th , 7th 0 .. A ntip,lIhyl symPQthy. D~alh s",lI, Mass charm
Table 7: RACIAL ABIUTY REQUIREMENTS
Ability Dw.trf Elf H.If-EIf Table 8: RACIAL ABIUfY
Gno me Halfllng
St~th 8 / 18 3 / 18 6/ 18 3 / 18 71 18 ' ADJUSTMENTS
Do.terity 3 / 17 6 / 18 3 / 18 6 / 18 71 18 .,« Adjustments
CONtitution 11 / 18 1'"/18 8118 6118 10/1 8 Ow," +1 Constitution; -1 Charisma
8118 18 <118 6 / 18 Elf +1 Dexterity; -1 Constitution
3 / 18 3 / 18 3/ t! 3 / 17 G no me + 1 lntetligltnclt; -1 Wisdom
Charisma 3 / 17 8/1 8 3118 3/18 311 8 Ha lmng + 1 Dexterity; - 1 Strength
, Ha lning fighters do not roll for exceptio nal Strength ,
T. ble 9: CONSTITUTION SAVING Table 18: RANGER ABILITIES
THROW BONUSES
Ranger Hide In M ove Casting PriHt Spell Levels
Constitutio n Score Saving Thro w Bo nus Level Shadows Silently Level 1 2 J
. -6 +1 1 10 15 ..
7-10 +2 2 IS .,. 21 ..
11-13
14-17
+3
+4 27"
33 ..
18-19 +5 5

31'' '
37 .. .,.
40 ..

7 .3 ..
.,..
55,",
Table 13: CLASS ABILITY MINIMU MS
Chaulcter 9
• ..
49 .. 1
2
1
2

....
10"
A... SI< 0., Con Int Wi, Ch. 10 63 .. 7. " 3 2 1
Fighter
Paladin -
Ranger •
9
12 9 13 17
11
12
70 ..
77 ..
..
... .. -
9. ..

........ .......
as ..

5

2
2
2
2 1

,.
13 13 14 I. 13 3 2 1
M...
SpedaJist ' •
V.. V.. V.. V.. V... V..
14
IS
93 ..
"
7

3
3
2 2
2
Citric
Druid ' •
12 15
9 3 3" - 3
Thid"
Bard • •
12 13 15
• Maximum ~rcen tillt seorlt
, . Maximum spell ability

• Opt iona l cha ractltr class . Specialist


includes illusionist .
246
Table 21: WIZARD SPELL PROGRfSSION Tlible 24: PRIEST SPEU P ROGRfSSION
Wwrd
,
Level
, 1 1 3 , ,
Spc!U Level
• 7
• , Priest
, ,
Level 1 2
-
Spc!1J Level
J 4 5 6· 7"

2 , 2 2 -
_ 7'__; i !5 ~ i;-~-~-=--=--=:-.::-;,
.~ ' 4 2 1 ,
,,

·
1
64.2 2.

, , ,,
7 4 3 2 1 •7 ,, J, 2 1
8 4 3 3 2 2
,,-.i',--- -i'- -ci'--',-
10 ','
. -,'- -..;',..-,,-,..-,,-,..-=- -=,....,
.- to
, 4
.4
4
4'
,,
3
2
3
,
' ,'
11 5 .4
~ i
11,.4 4 3 3
-1:____~:~__ : ----·~4----ii----------~---..
__
U • ,
L-+',,'~___,~__
••• , , ,
13 6 6 4 , ,
14 5 5 5 4 4 2 1 14 6 6 1
15 5 5 5 S. ~_r5.~ 2.~_~,.~_ _,, ___ =-.. 15 6 6
• 4 ,
1
16 5 5 5 5' 5 3' 2' 1
17 5 5 5 5 5 3 3 2
i
17
1
7
1
7
7
7 ~ ; ; -~
185.5.5 5.5 J J l _I L1.L ---'_ .J_ 8 8 • • 1
19 5 5 5
205555543
5 5 J 3 J
J ,
1 19
ZO
9
,
9
, ,
8

• 7
• 4
,
2
2

• Uwble only by prints with 17 or greater


Wisdo m.
•• Usable only by prints with 18 or
Table 22: WIZARD SPEClAUST REQUIREMENTS greater Wisdo m.
M inimu m
AbUity
Spedalis t School Rare Score Opposition Srhool(l )
Abjurer Abjuration H 15 W is Alteration ok Illusion Table 26: TIfIEVlNG SKILL
Conjurer Conj .lSumm. H. 111 E 15 Con Gr. Divin. &: Invocation BASE SCORES
£~~iner Gr. Divin . H . I I I E. E 16 Wis Conj ./ Summ.
I ~d>an .., En'• . l eN"" - N ,·,,~, " " Cha lnVOC.lE;;v;;;",;,.".".-
,C"".,,,,,;;;om,,,,,,,,,;;;;;
:;;-- , Skill Bilse Score

D1~k::ist
~N~~~o~~
1I1=~EY
~n~,,~,-¥lNecromancy
~HG
H
:: g:
16 Wis
Necro.. lnvoc.l Evoc.. Abiur.
Ench./eMma ok Conj.lSuzrun.
Pick Pockets
Open locks
Find/ Remove Traps
15%
10%
5 ..
Illusion &; Ench.lChann
Transmuter Alteration H. 111 E IS Dex Abjuration .k Necromancy Mow """'''y 10..
Hide in SMdOws 5
_,,'!,
--------------------------------1 In.....,.-
Cfi~b Walb'-----~~60~..' --I
Read Languages 0 '1>
Table 21: THIEVING SKIll RACIAL ADJUSTMENTS
Elf
Skill
Pick Pockets
Open Locks
Owuf
-
+10 %
+ 5%
-5 %
Gno me

+ S'l>
Half-l"U
+ 10 %
-
+,..
HaUling

+5%
Find/ Remove Traps + 15% + 10% - +5 %
~,~ve Silently +,c..--
,, ·--'+sc.~··;_-..,,--~HO"
~inSMdows _ +10% +5% +5 % +15'1&
.... 5... HQ" _ +05 ..
Oimb Walls
Read Languages
- 10 '1>
- S'l>
-15 % -15 %
-, .

247
Table 28: THIEVING SKil L DEXTERIn' ADJUSTM ENTS Table JO: BACKSTAB DAMAGE
Pick Find/ Move Hide In MULTIPLIERS
Ope"
Dexterit y Pockets Locks Remove Trapi' Silently Shadows Thiel's level Damage Multiplier
9 -15 % -10 % -10 % -20 % - 10 % 1-' x 2
10
11
-10%
-5 %
-5 " - 10%
-5 %
-I S%
-10%
-5 '" 5-8
9-12
x 3
x ,
12 -5" 13 + x 5
l.l-lS
+
17 +5 " +10 % +5 .. + 5"
18 + 10 % +15 % +5 " + 10 % +10%
19 +15 % +20 % + 10 % +15 % +15 % Table 33: BARD ABILITlES
Climb Detect Pick Read
Walls Noise Pockets unguages
Table 29: THIEVING SKILL ARMOR ADJUSTMENTS SO'" 20 .. 10 .. 5%
Padded o r
Skill No Armor
Elven Chain " Studded Lea ther
Pick Pockets +5% - 20% -30 %
Open Locks - 5% -10 % Table 36: SECONDARY SKILLS
Fi nd / Remove.,;"~,:
Move Silently
.p~,:.._ _ _ _~___
+"10% '
..
- _ _ _ _~-~5~~----,-,,'~0f.i_-,
~
.. 0100
Ro ll Secondary Skill
Hide in Shadows + 5% -10 % -20% 01-02 Armorer (make, repair, " evalu-
DetK!. Noise - 0.",_ .. ate annor and weapons)
Climb Walls +10% -20% - 30-% 03-04 Bowyer/ Fletcher (make, repai r. &:
Read Languages evaluate bows and arrows)
• Bards (only) in non-elven chain mail suffer an additional - SOl. penalty. 05-10 Fanner (basic agriculture)
11 -14 Fisher (swi mming, nets, a nd small
boat handling)
15-20 Forester (basic wood lore, lumber-
Table 34: PROFICIENCY SLOTS ing)
Weillpon Nonweapon 21 -23 Gambler (knowledge of gambling
Proflclencies Proficiencies games)
Cro up Initial llevels Penalty Inillal llevels 24-27 G room (animal handling)
Warrior 4 3 -2 3 3 28-32 Hunter (basic wood lore, butcher-
WiUlrd 1 ___ ______
~6 ~-~5 ______ ~' ______ ~3 __ ~ ing, basic tracking)
Priest 2 4 -3 4 3 33-34 Jeweler (appraisal of gems and
RoS',!e jewelry)
2 3 .
35-37 Leather wo rker (skinning, tan-
ning)
38-39 Limner/ Painler (map making, ap-
Table J5: SPECIA LIST ATTACKS PER ROUND praisal of art obj«ts)
40-42 Mason (sto nr-cutling)
Othe r
fightt'f Melee ligh t Heavy Thrown Thrown {Non-bo wl 43-44 Miner (stone-cutling, assaying)
Level Weapon X-bo w X-bow Dasge r O. rt Missiles '5-46 Navigator (astronomy, sailing.
1-6 312 111 112 311 312 swimming, navigation )
' II
7-12 21 1 312 111 47-49 Sailor (sailing, swimming)
'11 511 211
13+ 512 211 312 511 50-51 Scribe (reading, writing, basic
611 512
math)
Shipwright (sailing, carpentry)
Tailor/ Weaver (weaving. sewing.
embroidery)
57-59 Teamster/ Freighter (animal han-
dling, wagon-repair)
60-62 Trader/ Barterer (apprai sa l of
common goods)
Trappc!r/ Furrier (basic wood lore,
skinning)
67-68 Weaponsmith (make, repair, "
evalua te weapons)
69-n Woodworker/ Carpenter (carpen-
try, carving)
n-85 No skill of measureable wo rt h
86-00 Roll twice (reroll any result of
86-(0)

148
Index

A Artistic ability proficiency .. . ........ • ......... . ......... 51


A.!Itrology proficiency ..........•.......•.. • ............. 57
Abb~ial.iQns ... . ................ . . . .......•.. • ... ..... 13 Attack roll ..... . .................. • ..•.......•...... 89. 90
Ability checks .. . ...... . .... • ..... . . . ..•......... ... . . . 101 ability modifiers .. .. .... . ............ • . . .......... . ... 99
Ability score ....... .. ...... . ..•... . ... • ....... . .... . .. . 13 cover modifi~ ...... .... .......... . . •. . ... . ........ . . 99
class requirtnlents . . ... . .................•............. 2S non-lethal attack ......... . ...... • ..•.... • ..•..•. . ..... 97
effects of aging ..... .. .............. • •. . •...... • .. . ... 24 Attacking with two weapons ...............•............. 96
interpreting the numbers . . ....... •. ......•............. 18 Attacking without killing ... . ......•..........•....• . ..•. 91
minimums and maximums .... . .. • .......• , . • .. . ....... 20 Aura of protection. paladins' . . . ....•.. • .. . ........... . ... 27
prime req u isltts .• .. ..•.. . . . . . . .• • .. • .......•.. •... ...• 26 Auto matic hits and misses ... ... . . .... . • ..•..... , . • . , .. ' ,. 90
Tao ..1 adjustmt'nls . . ............. • .......• , . • . ... . . ' . .. 20 Avoiding enco unters .. . . . . . . , .... , ... . . . . . ... • ..•... . . , 113
Ad d, thrown wt'ilIpon . . . .....•.... . . . •............... . . 100 Awl pike ............. , ... . , .... , ....•.. • ....... • ....... 74
Actions in combat .......... . •...... .• .......•.. • ....... 93
Adventuring groups . . . . .........•.......•.. , ... • . ...... 109
B
~ ..... D
Aging. system shock .................•.......... • ....... 15
&.~ ... . .. .......... ..... ~
Banded armo r .. . .. , . • .. •. .. . . ..•.......• . .............. 75
Agriculture proFiciency ..... . .... • ....... • .... . .. ... ..... SO
Air. holding your breath ......... . .. . .... ... •.. • . . . . . ... ill
&~ ... . . . . . . . . . . . au
B.. rdiche ......... ,.,., . ... • .......•..•.......•....... . . 14
Airborm riding proFiciency ........ . ..................... 62
Barding ...... , ... .... . . . ..... • . , .....•.. • ... , . ..... . ... 70
Alignment .....................•.. •. ...... . , . • .. . ...... 46
Bastard sword ....... , .....•.. • ....... . ................. 75
changing alignment .. . . . . . . . ..... • . .• . ..... , •... . ..... 49
Ambus h ........... . . .. ............ . . • ......... . ...... 112
Bee <k corbin ........... . .... • ...•.... .. .• , ......... , .. . 14
Ancient history profi ciency ......... . ..................... SO Bend bars / lift gatH ...... .. ... . .. • ...... .•. . • ... • . ...... 14
Ancient language.; proficiency ..... . ....... .. ............. 61 Bill-guisanne ...... , ................................ . ... 74
Blacksmithing proficiency .. ... ....•...... . ... • ........... 57
Animal alignment ........... ' '" ....... . ....•..• ... ..... 47
Animal empathy. rangers ...... . . . • . .•.......... • ...... .. 29 Blind· fighting profiCiency .......•....... • ... . ... . ...... ,. 57
Bludgeoning weapons . . . . ........... • . ....... , .•.... ... , 90
Animal handling proficiency .. ...•• .. •. . ... . • •.. • . . . .. ... 56
Bodyguards . . . . . . .... . .. . .....•.. . .. . .•.. , ..... , ... . ... 26
Animal lore proficiency ... . ..........•.. • ............. . . . 56
Bonus spell. for Wisdo m ., ......•..... , .•. .• ....•........ 1 7
AnimaltRining proficiency ............. • .. . ............. 56
Animals. Bonuses. rela ted weapons . . ....... . •..•.. . .... • ....... . .. 52
carrying capacity ..... . ......• , . • ....... • .. • .......... 78 Bonuses, saving thro ws ...............•..........•... , .. 101
encumbrance . .................. • ..........•.. . . ...... 79 Bows .... . ................ . ........... .. ............... 73
non·lethal combat •............ • . . ..... • . . ............. 98 Strength bonuses ......... . . , ..•... . , ..•..•.... ,' . ..... 90
price list .......... . .....•.......•...... •• ..•.. . ...... 68 elvH ' bonuses . ... ", ............ • .. • .... • . . • ....... . . 21
App r.. ising proficiency .....................•............ 57 Firing a nd moving ............ . •..•. . ..... • ... . ... . .... 96
Appraising tre~ure .......... . .....•. . •.......•........ 107 firing inlo melee ................ . ...•..... , .•. . ...... , 99
Ana of effect. spells . . . ................•.. • ... .. ......... 87 in combat ....... . ...............•.. • .......•......... 99
Annor ... . . ....... ....... ......... .. ..•....... . . . .. 75. 76 Bowyer/ Fletcher proficiency ............. , . • ..... " ..... , . 58
adjustments to thieving skill ..........•..•.......... . ... 39 Breath Weapon , saving t hrow .....•... " ..•. .. ........ . . 101
barding . ............................................. 10 Brewing proficiency ...... . .......•..•.......•.. • ........ 58
magical ................................ • ... . .... 90, 108 Brigandine annor .... . ......................•.. . ........ 75
modifiers in wretling ..... • ..•.. ..• .. , ............. . .. 97 Buckler ..... .. , . . .. . ... , ........... . .... , ............. . 1S
price list . ...... . .... . .... , ..... . . ,. .. ........... . . . . . 69
restrictions for bard . .. ............. .. • . . , ............. 41
c
restrictions For druids . .. . ................•............. 3S Calling a paladin's warhofW . " ....... . •.. . ....•..•.. . . . .. 28
restrictions fo r rangers . ............. • .......•.......... 28 Capturing o pponents ........ , ....•.•. • .................. 97
restrictions for thief .............•.. • ......••..•....... J8 Carpt'ntry proficiency .... . ......... , ....•... ,., .• ....... 58
restrictions for wiUl rds ... . .........•.......•. .• ....... JO Carry ing capacities of animals .........•.......... • ....... 78
Armo r class . . . . . . . . . . ........ . . • . . •... . • . .•...... .. .... 89 Casting spells ......... , .... .. . . . ... . ..... . .• . . . . . . . .....
8S
adjustment fo r Dexterity ....... . .. •. ......•....... . .. . . 14
Casting time . ..... , ...... . ..... . .. • ....... • ..•......... 87
charge modifier ...............•.. • . ......•......... . .. 97 Chain mail ... , .... . ... , ........... . .. • .. . .. . . • .. • ... , ..
75
climbing Pft\altiH .. . . . ..............•....... • ....... . llJ Cha nging alignment ........•.. • ...............•..•...... 49
Dexterity modifiers ......... • .... . .....•.. • ........... 98
Chaos ....... . ......................................... 46
mirro r modifier ...... . . . ....... • ....... • .. • .......... 118
Character abilities .... . ... . .......•....... .. .•........ . .. 13
parrying bonus ..... . . ... ...... . ..•....... • . . . . . . .... 100
Characte r classes .. , .. , ... . . .•. ........ , ..... . ..•........ 25
surprise ... . .... , . . .. . . • .. • ....... • ...... , • ..• . ...... 113
mulli· a nd duaJ-class ... . .. • .... . .. • ................... 44
while casting spell .........•..........•.... . .. , .. . ..... S5
Character creatio n ., ..........•.. • .. . . • .. • ....... , .... 8, 13
Armo~ proficiency ............ • ..... . . • .. , ........ . . .. . 57
startins mo ney .......... ' ...•..•....•..•.... . ........ 66
Arquebus ......... . ...........•.. • .......•...... . . . . . .. 73
Charilcter names ....... • .. • .......•.......•.... : . .... , .. 23
Art objects .......... . . . .. • ....•...... . • . ...... ,. '" ... 107
Charging , ............... .. ............ .. .............. 96
Artifacts . . ........... . . . . . . • .......• . .. . . . .•...... 107. 109
149
Index

Chariotee:ring profidency .....•.... • .... • ....•.. • .... . ... 58 swimming . . ... , ......... , ..•....•.... , ............. 121
Charisma ................... . ........... .. .• . . . ........ 17 Cooking proficiency , ..................... • .... . ......... 58
henchmen .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . • . . . . . . . 11 S Cover, against missiles ............... • .... , .. • ......... , . 99
Circle of power, paladins' .......... . ... .. .. • .... • ........ 27 C rossbows ........................ .. ...... .. ... .. ...... 73
Class ability 5CO~ requ irements ........•.... • ....•.. . ..... 25 Crowd, bard influe ncing reactio n .....•.. • ....•. , ..•...... 42
Class restrictions C ursed items, affecting alignment ........•.... • ....•...... 49
elves ......... _...................• . . ..•. ....... . .... 21 Cursed items, in combat ................ • ....•..•. , ...... 90
gnomes .............. • ... . •... • ... • ....•............. 22
dwarves ........•....•..... .. • ....•.. •. . . . • .......... 21 D
half~l ves ....... • .................................... 22
halnings .....................•....•....... • .......... 2J Damage .. , .... . ............................... 89, 103, 104
paladins . .... .... ....... . ... .•... . • .......•.......... 28 adjustments for Strength ............. ,., ............... 13
radaJ .. ... . ................. .. .... .. .•....•.......... 20 da mage multiplier ..... . ........ . ... • ................. 104
Class. mul ti· a nd dua loo<:lass ................... • .......... 44 massive damage , .............. . •....... • .... • ....... 106
Cleric . . .............................. • .. ..•. ....... 25, 33 non-lethal damage ..............•.. . .... . . ,., • ... , .... 98
Clerical spells used by ra ngers .......•....•.............. . 29 non-lethal weapon attacks .......•.. • . . .. •.... •........ 98
Oimbing ................................•......... 122·123 rMuctio n for cover ........... , •. , . , •.... , ............. 99
Climbing walls . ...... . . .. ... ... . . •....•..•...... . ... 40, 42 special da mage ............... • ... , •. , .. . ............ 104
Oothing, price list .......•....•... . •.................... 66 Dancing proficiency .......... • . ...........•............. 58
Cobbling proficiency ........ ..•. .. .•... ... . • . . ... .. . . . . . 58 Death ................... , ....•....... • , ... ,., .... 103, 105
Coins ................. . .....•............ • ............ 66 inescapable dea th ............. , .. •.. . . •........... , .. 106
Combat .... . .............•.... • ....•....•.......... 89·106 ra ising the dead ..................•.... • ..•........ , .. 106
charging ..................••.. • • • . . • .... • ............ 96 saving thro w vs. death ................• . ...... • .. , .... 84
defense .......................•. . .. • . ,.............. 100 Death magic, saving throw .............. , •....... • ...... 101
fleeing ........................ •. ... • ...... . ........ . . 97 Defenses, special ........ , ...... . ......•....•.... , ...... 100
grenade.like missiles ...... . • ....•....•.. • ....•... , ... . 100 Defensive adjustme nt for Dexterity ...... . .... • .. • • •... . . .. 14
injury ................... • .... • ... • . ..•.... • ........ 104 Deities, granting priest spells ................•.... . ....... 8S
magic resistance .......... •. ... • .... . ..•....•.. . ..... 102 Deities, priest foll o wef5 .............. , . • .... • ............ 33
missile combat .......•................. • ....• ' ........ 89 Descending .................. . ..•.... • .......•....... . 124
missile weapons .... . • ..•....•.... • .... • ....•......... 99 Detecting evil, paladins ...........•....•.. ,., ..•........ , 27
modifien ... .... . . . . • ..•... .•. . .. •. .. . . ....... • ...... 90 Detecting noise ................... , . . ................ 40, 42
movement .......... • . ...... . .........•.......•...... 96 Dexterity ............. . ...................... • .....•... 14
multiple attacks .............. • ....•........... . •...... 95 adjust ments 10 thieving skill .... . .............•......... 39
non-lethal ................... . .......•....•........... 97 armor class penalty while casting spell . ..... . ..•......... 8S
non·lethal wil.h weapons .........•....•... . •........... 98 armor class modifiers ............. , ..........•......... 98
re treat ...... . ...............•. . .......... •.. .. .. ... .. 97 c harge bonus .......................... , .............. 97
rounds .......................•....•.............. 91 , 93 climbing .................. ..•. ...•....•. . ........... 123
sequence .................. • .... • ... . • . ............... 93 mirror modifier ..............•... • .... • ... • .......... 118
special defense .............•....•..... , . • . .... . . ... . . 100 missile weapon modifiers ..... • ....•.... . ..•........... 99
touch spells .................... • ............ • ........ 98 saving throw bonus .......... • .... . ........... . ...... 101
turning undead .................... • ....•....•....... 103 surprise ..... . ............... . ..•....•............... 113
us ing two weapons . .. ..... •• ..•. . . . •... .• .... . ........ 96 using two weapons ........ . .. , . .•...••... • . ..•........ 96
withdrawal ..................•....•.................. 97 Direction sense proficiency . ............. • ....... • ........ 58
Combat bonuses Disbelieving illusions ..... . ........•....•....... • ........ 82
backstab ...........•....•..... , ..... . •... . •.......... 40 Disease, and paladins . ............. . ... . . .. • ... . •.. . ..... 27
bard's song .........•.... • ..• • , .. • ....•... . •..• , ...... 42 Disguise proficiency .......... . .... . .. • .... • ..• .• ..... .. . 58
dwarves ...........•. , ..•....• ... .... • ....•.. • ....... 21 Dividing treasure ............ • ............•..•......... 109
elves .,., ..........•.... • . . ......... . ..... . .......... 21 Diving . ... . .... . ....................•....• ..• ......... 122
gnomes ............... . ................... , ... . ... . .. 22 Doors .................•....... • ....... • .... • .......... 13
halflings . . . ................•.... , .... , ..•......... . .. 23 Draining levels ....... • .. . . •. .. • . ..•....•....... . ...... 104
rangers ....... , .... , ......... . ....•....•. . .•. . .... 28, 29 Druid ... . ............ . ..•.... . .. • ....•.... • ........ 25, 35
Command wo rds . ............... . .... • ....• . .......... 108 advancement .......... . . • . . .. . .......•.... , .......... 37
Concealed doors, spotting ......... • ....•................. 22 hierophant ....... .. ........•....•.......... . ......... 37
Concealment , against missiles ..... • .... , ................. 99 organizat ion .......... • .... • ... • , . .•.... • ............ 37
Constitution ............... . .... . .......•....•......... 14 Dualoo<:Jass characters ......... • .. • .... • ...••.......... 44, 4.5
bonus for dwarves ..................... • ....•......... 21 level drain .............. • .... • .... • .... • ......... 45, 104
bonus fo r gno mes .........................•... . ....... 22 specialist wizards ......... • ....•.... . ..•.•............ 31
bo nus for halflings ........................•...•....... 23 Dwarves .............. . ....•.... . .. • ....•.............. 20
bonus for multioo<:lass characters .... , ..... , , .•........... 44
rMuctions ..........................•....•.......... 106
runn ing limit .................. , ..... • ............... 120

250
Index

Guisarme .. .... .... . . ... ..... ............ •. ............ 14


E Guisarme-vou lge ........................................ 14
EI~lal travel, druids .. . ............................... J3
E1vH .................................................. 21
H
Encounters ... _._._._._ ..... _._._._._._ ........ . 91 , 112· 113
___ . . .... . . . . . ~~~lU Hack-and-Slash p ming ................... . •..•.......... 89
Hair color . . ....................... . ...•.......•........ 24
Enduranct' proficiency ......•.. •. ...•.................... 58
Hairfeets ....................•.... •. . . .... • ............. 23
Energy drain ......................•..•................ 104
Halberd ......... • .. •. ...•.. •. ...•......••............. 14
Engin~rin8 proficiency ........•..•....•..•....•......... 58
Half-elvH ........•.......•..•....•..•....•..•.......... 22
Equipment ....................•....•..•.. , .......... 66-79
Halflings .........•.......... • ....... • .......•.......... 23
climbing tools .................... . .........•. _...... 124
Handedness ..............•..•....•..•....•..•.......... 23
Etiquette proficiency ..........•..•....•..•....•......... 58
Healing ...................•... •• ..•.......•....... 34. lOS
Evasion .. . .......•. . .•.• • .. • . .. ••.. , .•.••......•...... 113
paladins , ........... .•. .. _. ..•.. . .•. . •............... 27
Evil ................... .• .......•.......•........ ... ... 46
poison victims ...... . .................•.............. lOS
Evil priests ..............•.......... • ....•............. 103
Healing proficiency ..........•....... • .......•.......... 59
Exceptional Strength ........... ... ............... . ... . .. 13
Hearing no i~ ..............•..•....•..•.... • ........ 40. 42
Exotic treasures .............•.. . ....•.... • ..... . ....... 107
Height .........................•....... • ............... 23
Experience level drain ....... . ............... • . ......... 104
Henchmm .....................•.. • .. . .... •. .......... 115
duaJ-class chiilriilcters ...................•.............. 4S
maximum number .......•...............•............ 11
Experience points ..................•................. 26, 88
wizilrd5 ......................•..•.... • ..•....•.... _.. 31
iiIlignment chanaH ..... , . . • ..•.... • ... , ............ ,., 49
piilliildins ................•..•.... • .... . ..•............ 28
multi-cliilss chiilracters , ............. • ... . ...... ' .... , , ., 44
__ .. ~~~~U slain henchmen ..... . ....• . .•............• . .•........ 116
Heraldry proficiency .. . .... .. .•............... .... ...... 59
Eyecolor ,., . ............. , ...•. ,., ......... , ...... ,.,. 24
Herbalism proficiency ...... • .......•.. • ....•............ 59
F Hibemiiltion, druid5 ........... • ... • . .. • .......•..•.... _. 38
Hide annor .....................•.... • _......•..•...... 7S
Falling ............ , ... , •..•... ,., ..... ,., .•..... . 104, 124 Hiding in shadows ...................................... 40
Fiiluchard ., ... ,.,., .....• . .. • . , ..... • ..... , ... ,.,., .... 14 rangers ............................... . .............. 29
Fiiluchard-fork .. ......... , ..... ,.,., ... ,., ..... ,., ....•. 14 Hierophant druids ...... . •..•....•...................... 31
Field pliilteannor , ... , ..... ,., .. .... , ...... , ..•... . , ..... 1S Hiking ......................... . ............. . .. . .... . 120
Fighter ..... , ..... ,., ..... ,., ....... , .•. ,.,.,.,.,.,. 25, 26 Hirelings . .... . ... . ............................... 114 . 116
Fighting with two weiilpons, riilngers ......•... ,.,.,.,.,. 28, 96 Hit points ........ . ......................... 14, 89, 103-105
Findif13/ removing trilps ., . , . , ... _........•....... , ...... _ 39 Hit probability ii1djustments. fo r Strength .. . ................ 13
Fire--building proficiency ..... , .. _...................... " 58 Holding your breiilth ................................... 122
Fishing proficiency ... , ... , ..... . •.. •. , ..•..•....•. . ..... 58 Holy Willer. thrown ....................... . ....•..... . . 100
Aeeing a battle ................•...•.......•............ 9'1 Holy items ...............•....•..•.. . .... • ....... . ..... 71
Followers ............................•.......•........ 115 Holy sword .........................•...• . ..•.......... 27
bard ...... ... ...... . ...•... ....•. ........... . ....... 44 Hook fauchard ...... . . . ... .. ............. •... .......... 14
pilliildin ......... . ..•....... • .... . ..•.......•......... 28 Hopeless characters ................... _..•.. • ........ 18, 25
~~ . . .. . ....... . .. ~ Household provisioning, price list ...... . ............. . .... 67
~r ............................................... 29 Humans .. . .......................... _. • ............... 23
thief ........ . ...............•.... • ..•....•..•..... . " 41 dual-class ............................•..•....•.... _.. 4..S
wizilrd .... ........ ........... _•..•.......•.......... . 31 Hunling proficiency .....................• . . .... .•....... 59
Food and lodging, price list ...... .. ...........•........ ... 67
Force march ........... , .......•.. •.. ..•.. •.. ..... .. ... 120 I
Forgery proficiency .......................•............. 58
Full plilte annor ................ ... ....•..•....•.. .. ... . 75 Illuminatio n .................... " ....... .. •.. • .. " .... 117
Illusionist ....... . ............•....... • ................. 32
G Illusions ................•..•....•.......•.. •. ... _...... 82
immunity .....................•.. •. ..••..•........... 17
Game time ................................•........... 119 Individuiill initiiiltive ... .... ..•...............•........... 9S
Gaming proficiency ............................. • ....... 59 Inescapable death ...........•.......•..• ....•... ....... 106
Gem cutting proficie ncy ... , ... •.. ..•.... , ..•........ . ... S9 Infriilvision .................... . .. • ....•..•.... • ....... 118
Gems ........................•..•....•....•..•........ l07 dwarvH ............•.......•.......•...... _•........ 21
Glaive .......................•....... • .......•......... 74 elves .......... •. ...... • ..•....•.......•............. 22
G liilive-guiynne _........•..•....•.......•.............. 74 gnomes .............................................. 22
Gnomes ................•...... .. ..•... • . .............. 22 half-elvf:$ ... _.. . ..•...............•.......... . ..... . . ZZ
Good ......................................•....... ... . 46 halnings ..........•.. • ....•.. • ....................... 23
Grenade--Iike missiles ........ . .......•.................. 100 Initiative ........ • .... .. ....•.......•........ 89, 93, 94. 120
Group initjatlve ............ . ......• • .......•........... 94

151
Index

Initiati ve m odifiers ......•....... • .... • ..•.•.. . .... . ..... 94 M


charging ..•..........•... • •..... . . • ....•.. . .... . ..... 97
mag ical weapons ......•.................•.. . .......... 96 Mage ..............................••..•.... • ...... 25, 31
multiple attacks .... . ..•............•....• . . . .......... 9S Magic ........ . ...........•....•.... . .. • . . ..•....... 80-87
spellcasting ............•....•....•....... • ........ 87, 96 aging, magical effects ............•.... • ................ 24
wea pon speed ........... • ....•... • •....... • .......... 96 alignment effects ...........•....•....•................ 49
Injury ............. . ...... . ....•.... • ................. 103 area of effect ..............•... . •... • •..•............. 87
Inspirational song .................... • .... • ............. 42 bards ...................•....•.... . ..•....•...... 42, 44
Intdligence .............................•.. . . • .......... IS casting time ...............•....•.................... , 87
immunity to illusions ..................•....•.......... 11 illusions ., ............... , ........................... 82
initiative . . . . .............. • ..•....•.... . .. • .......... 96
J, K learning new spells ........ , •....... • . , ..•..•.. , . , ..... 81
phantas ms .... ,.,., ... , .. , . , . • .... • .... • ' .•.......... 82
Jogging ...................................•• . ..•...... 1.20
priestly magic .............. , . • .... • ....• , ........ , ... 84
Juggling proficiency ...........•....•.........•..•....... 59
reversible spells ,.,., .. • , ......•. , ..•..... ' . • .......... 86
Jumping proficiency ................ • ....•.... • .... . ... . . 61
schools of magic . . . . ..•.. • .... • ....•.... . ..•.......... 81
Khopesh ...............................•....•..•....... 75
spell books ................... • . , ..•.......•. , ... , ... , 81
Knock-out, from punching . ..•.. • ....•....•....... 98
theory of magic .... , . , ... , ..............•............. 80
L thieves ........... ,.,., .............. • ...... , ........ 41
louch spells in combat ,.,., ...... , ... , .•..... , .... , ... , 98
Lance ........ . .... . ... .. ................. . ............ 73 Wisdom Ul ving throw adjustment .......•....... , ....... 17
Languages ............................................. 15 Magic resistance , ... , .............. , ... , . , ....... 22, 23, 102
druidic ..................•....•....•.... . ............ 3S Magic schools , ... ,.,., ............ , ....... ,., .... 25, 31, 86
woodland creatuf'n ......... . .......•................. 35 Magicspheres ,.,., ................•. , ... , .............. 86
number learned ................•.... . ..•....•......... 15 Magical annor .,.,., .... . .. . •.... . ..•.... • ... , ... ,. 79, 108
proficiencies ...................•....•................. 61 saving throw bonuses .. , ......... • .. , .... , ... , ....... 102
racial .........................•... • . ..• • ...•......... 20 Magical items .. . . ,.,.,.,., ..•.... . ..•... . •..... ,.,.30,107
reading languages (bards) .. . ......... . .. • ....•......... 42 artifacts and relics .......... , .•. , ..•... • . ,., .... , 107, 109
reading languages (thieves) .................. . •......... 40 bards ................ .. ... .. , ........................ 44
thieves' cant ........................... • ... . •......... 40 combat bonuses ............ . .......•.... • ........... , 90
Languages available to new characters command words .......•..•... , •. , ..• , ......•. , . , .... 108
bards ................................................ 44 creating .... . . . ....... • •....•..•. , .. . .. . .... • . , ....... 31
dwarves .............................. . .. • ....•...... 21 failu re ............ , ... , .•.......... , .•.... • ... , ... 21.22
elves .......... • ....• . .... . ......•............•...... 21 figh ters .................. ,.,., • . ,., . , ...... • . ,.,., ... 26
gnomes ........•..•....•....•... • •....... • ....•...... 22 identifying .. , ....•.. . .... • . ,.,.,., ....•... , •........ 107
half-elves ......•....... • ....•... . ........•........... 22 ~~~ .. , ................... . ........... . .......... U
halOings ............... . .... . ..•....• . .... . . . . . ... . .. 23 potions ...... . ............ , .•.... • ....•......... . ... 108
Lanterns .................•.... , ....... • ................ 71 rings , ... ,.,., ........................ , ............. 108
Lawfuln~ .......................•.... • ..•............. 46 saving throw bonuses , .......•....•......... , ...... ,. 102
Learning new spells .............. • ....•..•....•...... 30, 81 scrolls ... , ... , ... , ..........•... • •... •• ..•..... , .... 108
effect of Intelligence .............•.......•............. 16 wands. staves, rods ... , ......•.......•. , .. • , ..•. ,., .. 108
maximum number per level . . ... . •.......•............. 17 weapons ............. , . , ............•. . . . •..... . . . .. 107
Leather a nnor ....................•... • , .. • ....•........ 75 Magical research ........ , ..............•. ,.,., ...... , ... 86
Leatherwo rking proficiency ........•....... • ... , •........ 61 Magical rings ,., .................. , ....•.......•....... 108
Level drain . .........................•....... • ......... 104 Magical songs, countered by bards .......•..•....•........ 44
Level limits, racial ...................•.... • ............. 20 Magical weapons ...... ,.,., ........... . ..•.... • ....... 107
Level loss, dual-dass characters ....... . . ... • . ..•.......... 45 initiative effKts .... , . , . , ............. • .......•........ 96
Levels of experience ..................•.......•... . ...... 26 Magnifying glass ......... • •..•.... •. ..• • .. • . . . . •........ 71
Lifting capacity ..............................•.......... 13 Mancatcher ........ , ... , ....•... • . , .•... • • , .•.. ,., ..... 74
light ........................ • ....•....•.............. 118 Marching .,., .......... , .... • .. ,.,., •... .. , . • .... , ... , uo
Local history proficiency ................................. 61 Massi vedamage .............. , .•. ,., • ....•....... , ... , 106
locks ...... . ....................•....•............. 39, 71 Material components , ..........•... .• .......•........ 85, 86
Loyalt y ....................... • ....•............. 114,115 Maximum lifting capaci ty .,., ....•..•.... . . , ..•.......... 13
effect of Charis ma ..... . ..• • ...•....•... •• ............ 17 Mel~ ......... , ... ,., .. , ......•.......•. , ..•......... , 89
Lucern hammer ..........•............•................. 74 round ... ,.,. , . . ............ .. ..•....•........... . ... 91
missile wea pons .. , ...... . . ......•. , .••.............. , 99
movement ............ , ....• , .. , •....... , ........ ,.,. 96
Men-ai-arms .... , ...... • . , ..•..... , ......•... , • , ..... 26-28
Mercenaries ............. • . . .• • .... • , .•. , ..•........... 114
Military fo rk .... , ............•. , ..• , ......•. , . . ........ 74
Mining proficiency ........... , ., ...... • ....•.. • ...... , .. 61
252
Index

Mirrors .... . ........ . ...............•..•.......•. . . . .. 118 Pt'trification . . .... . . . .. • ..• . . • ..... . .•.. • ... . ...... IS, 101
Missile combat .........•............•.................. 89 ~tasms .. . ...... . ....................... .• ......• . . . 82
Dexterityadiwtment ............•.. • ..•............... 14 Picking pockets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . .. 39. 42
mov~t .............•.......... • ............. . .... 96 Pirrcing weapons ......... , .......................... . .. 90
MiS5i1e weapons ..........•......•.... _••............ 69, 99 Plate am"Ior (full , field . mail, U\d bronze) . . ............. . .. 15
grmadlt'-like missile weapons ...........•..•..•........ 100 Point-blank ,...nge ...... . ............. . ....... • ..• . ...... 52
halflings' bonus ........... . ........... . .. • .. • ......... 23 Points of dilmage . . .. . ... ...... . .............•. .•. .... . . 89
Mistletoe ................ , ... . . . .... • ........... . ...... 37 Poison . . . . . .. . . . ...... . .•.. • . . ........ . .. • ..•......... 105
Modem languages proficiency .... . .. • .......•..•......... 61 _ _ . ... . . .. .... . .................... . ... . ...... . D
Mont'Y ............ . •.............•.. . .......•. .. ...... 66 h~f1inp ...... . ...... . ...••.•..•..... . ...... . ........ 23
Monsters ••.................•................•.. . ..... 112 hierophant druids .... . ....... • ..•.......... . .....•.•.. 38
Morale .......................••..•..•................ 114 uving throw ............•...•..•..•.. •. ... . . 15, 101 . 102
Mountaineering . . ............... . .. • ..•..•............. i l l thrown poison ..........•..... . .•..•..•..... . .......• 100
Mountain~ng proEldrncy . ...........•.......... . ...... 61 Polearms ................ . ..........•.. • ....•.......... 1.
Movrmrnt . . .......... . ............. • ..•..•. , ...... 78, 119 R t apinst chargt' .... . . .• .......•..•..•............... 97
charging .. . .................. • ..•....... . .... . . . .. . .. 96 Polymorph ........... . . . . . .....•.. • .. • .. .. ........ 15.t101
combat .............. . ..•.............•........ . ..... 96 Potions .. . ........ . .........• , .... . .... . . .• ..... . ..... 108
missilr combat ...........•.. , ...• . ..•..•.............. 96 drinking in combat .........•..•..... , . • .. •. ......... . . 91
Moving silently .......... , . • ....................... . .... 40 Pottery proficiency .. . ... , ....•..•..•....... • ..•.. , ...... 61
rangi!rs .................... . .... .. ................... 29 PnYeT, for print spe:lls .......•..........•..•... . ........ 84
Multi<lass characters . . .....•........ . . • ..•...... " 21-23, 44 PriCt' lists .. ....... . ................................. 66-69
level drain .................•.................... ... . 104 PIit's! ... , ....... . ......... . ..•.. • .. • ...... .• .. . .... 25, 32
specialist wizards ..... . .. • ..•.......... . ........ . ..... 31 evil pritslS ......... . . . .. . . . .....•.. • .... . . . . , ... .... 103
Multiple attacks ................. , .. , .......... . .... . . . . 95 t'Xpt!'rit'nCt' points .... . ......... . •..• ... . . .. , ....... 33, 88
using two weapons .................................... 96 praying for spe:lls , ... , • .. • .. • .. . .... • ..•.. • , ..•....... 84
weapon specialists .............. . . • ..•................ 52 spe:lls .................•..•...... , •..•.. •. ........ 33, 84
Musical instrument proficiency ....... . ................... 61 turning undt'ild .......•..•..•.......•........... . .... 103
Mythos, ~ating your own .............................. 14 Wisdom bonuses ........• , ................ . ..... " .... 11
Primt' RequiSite .......... • .......•..•..• . ...... . ... , .. ,. 26
N Proficimcit'S ............. . ... . .•........ . . . ..•. . ..... 51-65
acquiring ......... , . ... .. • ....... • .. • ..•. , ........... S1
NPC • ...... . ......... , ................•. , .... 112, 114-116 languagt'S ............. . ...... . • . .•.. • ................ 20
Natural annor . . ............• . .•........................ 76 Ir~ng prolidendes .. . ..............•.. • ..•....... . .. 51
Natural weapons .............•.......•.. • . . ............. 90 multi-class characters .........•.. • .... . .. • ......... , ... 44
Navigation proficiency ............•..•..•. . ............. 61
nonweapon proficit'nciH . . .....•.... , ..•..•..•...... 52-65
NNt,...lity .... . ..............•..... . ....•............... 47 proficiency checks ...........•.............•.... . ..... 55
druids ...... . .............•..•.... , ........•......... 31 re.latt'd wt'apons .............. , .•.......•..•.......... 52
Noise, detecting ............•.. • . . ........ . ..•. .. .... 40, 42
secondilty skills . . ....... , ......• • ..•.. • . . •.......... . , 53
Non-aligned creatures ........... . ..•..•............ . . . .. 47 .H ...... ~m
Non-lethal combat ............. .. .•..........•....... 14, 97
~~~ng .... , ..............•... , ...•.................. ~
aniltlills ............................ ' ................. 9g
wt'apon profidencit'S ....................... . ....... .51 , 52
with weapons ............................•........... 98 wt'ilpon spt'dililution ... , ................... . ......... 52
Nonweapon proficit'ncies ................... • ..•....... 52-6S
Punching .......... . ....... . .... , ...•... , ........... 97, 98
o R
Oil ........................................... 13. 100, 108
()pt'ning doors . ........................................ 13 ·- . . ... ............ w
adjus tments to thieving skill ........ • .. • .......•.. " .... 39
Opt'ning locks ......•................................... 39
,...cial ability scores ................•.. • ................ 20
Overbt'aring ........................... • . ..•........ 97, 98
racial Chilrisma adjustments ................. . . . .... , ... 18
p Rada! ianguagt'S of ckmihumans ............ , ............. 20
Raise dead ............. . ........... , ... , ..... . . 14, 106, 116
Paddt'd annor . ..... . ..................... • ... . ......... 15 Rilngt' .......... .. ... . ...... . .......•............ , .... 111
Paladin ...............•....... • ..•...... . ..... . ..... 25, 27 mi5Sil~ combat .....•.........• . ..•.... . ...... . .... 70. 99
turning undt'ad .......•..•.. • .. • . .. ....•..•.......... IOJ encountt'rs ..... , .... . .. • .............•.. • .. • ........ 113
warhot'St' ............... • .. • ....... . .....•..... . ..... 28 spt'lJs .....................•.. • ........ . .•..•......... 86
Paralyution .... . ...........•..•.. • .......•. . ..... 101, 104 ~t'r .................... . .....•..... . . • ..•. . ..... 25, 28
Panying ........................•..•..•............... 100 Ranseur .............................•.. •. ............. 14
Partiun .................. . ........ • ..•..... . ...... . .. . 14 Ransom ...........................•.•.............. ,. 116
Pennallt'nt spells . . .......... • ..........•................ 87 Rate of fire, missile w~apons ..........•. , •............ 10, 99
Personal characteristics ...... • .. , ...... .. .. . .. • .......... 24 Rt'actions ..... . .......... . ...... , .....• , . • . . ..... 14, 17, 42

25]
Index

Reactions of animals, modified by rangers ...... .... . . ... . . . 29 Ships .. . . . .... . .... . ..........•..... . . . . . . . ......... . . . 70
Reading languages ................. , ................ , 40, 42 Sight .......... . . . .....•..•....•.... . ..•.......... 117·1]8
Ruding Ups proficiency . . ... . .. . . . ..........• .. ... . . ... . 61 Silent movement ............ • ....•..• , ... • .....•. 21, 23, 40
Ruding/ writing proficimcy ... . ...... . . . •....•........... 61 ra.ngers ...... __ ............................. __ ....... 29
Reill time ................... . ............ • ....•....... 119 Si.n,g.ing ..................•.... . .......•........ . ... . . . . 41
Regeneration. Coratilution bonus ........ .. . • .. . .•... . .... 15 Singing proficiency .. ......•.. • .... • .. . _• ..•.... • ....... _ 63
Related weapons bonus ......................... • ........ 52 Size .....................•....•..•....•. ,., . .. • .... . .. 117
Relics . ...... .... . .......... . ........................ . 109 Slashing weapons .........•....•....... • .......•........ 90
Religion proficiency ..... . . .. , .. ........... . ............. 61 Sonic attacks . .. . . . .. ..... . ..• . ... •.. • .. . .• ... .• .. . , .... 44
Restrictions for muhi-class characters .. . . . ................. 4S Spedal damage ..............•.......•....•..•......... 104
ResutTKtion ............. . ...................... 14, 15. 106 Special dcfenws .... . ........... . •.... • .... . ..•.. . ...... 100
Retreat .................... _................. . ......... 97 Specialist wiz.ards . ................ • .......•...•...... . .. 31
Revenible spells ................ •. ... . .................. 86 Specialization, weapon ... . ...•.......•.................. 52
Riding proHciency .. . ...... • . . .. • .. . ....•.... • ..•.... . .. 62 Speed factors ............ . ...•..•.... • .......•.......... 13
Ring mail ......... . .......•....•..•....•....•.. • ....... 75 Spell book .. ..... .. . . ...... . ..•.......•...• • ....... . 30, 81
Rings ........... . ......... . . . ....... • ....... • ... . . . . . . 108 SpellCTaft proficiency .........•..... . .•. . . . •......... . .. . 6J
Roads .. . .................•. . ... . . • ....•....•..... . ... 120 Spells
Rods ...........•.................•...••...••.... _.... 108 arca of effect ..... . ........•.. • ....•.. • .... • .......... 87
Rogue ...........................•....•............. 25, lB bards ............ .. .................................. 42
~pc!:fience points .. . ............•...... . . . ......... lB, 88 asting ......... . ....•..... . .•....... • ............... as
Role--playing weak characters ....... _•.. ..•..•............ 18 casting lime ................ . .•.......•.... . .......... 87
Role-playing alignment ......... __ ....................... 47 components ..... . ........... . ..•....•..... . .....•. 85. 86
Rolling up a characler ..............•.... . ..•. ... . . . . ... . 13 dura tion .. . . . . . . .. ....... . ...... • .... . ..•.......... . . 87
Rope ........... . ................... . .... . ............ U4 failure , chance by Wisdom ... , .... . .................... 17
Rope use proficiency . ........••.. • .... • ....•............ 6J illusions . . ...................... • . . .....•............ 82
Rounds .............. ' ...... . ..•. " . • ....•.. •. ..... 91. 119 immunity ..... . .................•. . •....•..•........ _ 17
Running ... . .........................•................ 120 initiative modifiers • . ...............• .. •• . . .• ....... 95, 96
Running proficiency ............ . ......•....•............ 6J intl"fn.lptions during asling .. . .......•.......•......... 85
leaming new spells ....................•....•....... 30, 81
s level limits, by Intelligence .................... . .. , ..... 15
magic rnistance .... , ..... . . . ... .... ...• . , ..• , . ... . . . 102
Saddles ... . . . .... . ............ . ..... _...... . .... . ... . .. 70 maximum number of spells per level ..... . •.............. 17
Saving throws .............................. 87, 89, 100, 101 memorization ... . ........................•... ,.,., ... 81
ability bonuses ................... ..... ..... 14 , 15. 17, 101 paladins ......................... . ............... . ... 28
ability checks ................•... _• ................. ' 101 ph~tasms ..... . ....• . . . .•..•.... • .... . ..•....•.... . • 82
cover modifiers ...... . ....... • ....•..•.... . ........... 99 priHtly spells ........•.......•....• . .......... , ... " .' 84
declining option ...................................... 87 range ........... . ...... • . . . ,. , .... . .•............ . ... 86
equipment saving throws ... . . . . . •......... . ..•........ 87 rangers ..... ,.,. ,. ,., ..•... , . , . • .. . . • ............ . ... 29
illusions .................... . ..•....•...• . .. • ....... . 84 ~an:h . _......... , ......•... . , ..•....•....... 31 , 32, 86
massive damage ...... . .... . ... .• ....•.. • .. ... . . ..... 106 reversible spells . . . .. , ... , ... , •.. • ....•... . ..... , .. . .. . 86
modifiers ............•.... • ....•.................... 101
saving throws ..... , ...........•.......•......... 101 , 102
paladiN' bonuses .....•.. . .... • ....•.................. 27 louch spells in combat ......•....... • .................. 98
nidal bonuses .........•... _• .... • _.•.... • .. . ... 21 , 22, 23 Spetum ..... . .... _. .. , ......•....... • .................. 74
specialist wizards .....•.... . ..•....................... 32 Spherfl of innuence . . ........•• . ..•..•• . .... , .. . 33, 34, 240
• • .................. . ............. . ................. 0 Splint mail .... _... . ........ ,., . • . , ..• _.• .. . ........ .. . . 76
Scale mail . ... ........ . ... . ... • . , ...................... . 75 Spotting .......... . ....... • ................ , ..... , ... _ 117
Schools of magic ....... . ..•....•...... 25. 31. 32. 81 . 86, 2J8 Spyglass ..................•...• • .. • ....•..•.... • .. . .. ,. 73
Scou~ ................................................ 74
Standard initiative . . .... • .......•.......•.... . .. • ....... 94
Scrolls ............. . ......... _....................... ' 108 Starting age ............. . .• , .. . ...•.......•. , ..••...... 23
thieves ............. . ....... , .• , ...• . ... . ..•......... 41 Starting money ...............•....•.. • ....•............ 66
Seamanship proficiency ........... • ....•..•.............. 6J Staves .......... . .... . .......•..•... . •.. • ....•... , .... 108
Seamstrn5ltailo r proficiency .... . . • ....•..... . ...... . .... 6J Stonemasonry proficiency ...... . , .•..... , .•....•......... 6J
Secondary skills .................•....•....•............ 53 Storinglreasure ... , ., .. . , . . . . . . ..•. , . , . , . • . , ' . • ..... ... 109
Secret doors ................. . ....•....•..• . . . ..... 22 . 120 Stouls . _................ . .. , ....•... ,.,., ... , .......... 23
Sequence of action, combat ..........•....... • ........... 93
Stowage capacity , ... ,., .........•..•. , ..•........ . ..... 78
Services, price lisl ..............•....•................... 68
Strenglh ........................... • ....... •.. .••..... , 13
Set 5narn proficiency ......... _. .. • ....•... • . . .• ........ 6J bonus in non-lethal combat ... _....•....... , ....•...... 96
~ ......... ........ . ........ D combat modifiers .. . ........... _.....•....•..... _..... 90
Shadows, hiding in ........... • ....•....•....... • ........ 40
~ceptional Strength . .... . .. . ....•....•....• , .•........ 13
Shapechange. druids .........•...••....... • ....• . ....... 37
missile weapon modifiers ...... , .•. , ..• , . •....•...... . . 99
Shields ..................... • ....•.......•.... . ........ 75
running checks .. . ............... , .. . .. . •....... , . , . . uo
25.
Index

Strongholds
bm ..............•.................•....... . ....... 44
w
c1e.ric ...•....••....•.......•. • •.••...•.... • .•....... . 3J WilgH .................................•....•..... lIS, 116
druid ........ . •..•... . •••.. • ••..•....•.... • .. .. .. .. . . 37 Walking ...................•.... • .... • ................ 120
fighter .. . ...•.... • .... • . . .. • ....•....•....•.... . .. . .. 27 Wall dimbing ............. . .......•....•.... • .. . .... 40, 42
paladin ... . . . .... . ... ... ... • ......... • ....•.......... 28 Wands ......... . . . .... . ..•• . .. • .... • • . .. • ...• • ...•.... lOS
rangu ......... , . • .... . ....•....•....•....•.......... 29 Wilrhorse, pillildin', .........•....•..•.•..•....•......... 28
thid ...................• • ..•....•...••.... • .. • • . ..... 41 Warrior .• . ...............•.........•... . ...•....... 25, 26
wiurd .................. . • . •..•.•.... . ...... . . . . ..... 31 experi~ points ... . . . •....• . ...•....•.... . ....... 26, 88
Studded Ie.ather annor ..... . ...•....•.................... 76 Water dock .... . .. . ..... . • . ...• . . . . • ..•. • ..•. . ......... 73
Subdual ............... . .. . . . •..•.•..... . ....... .. ..... 97 Water, swimming .........•.. . .•.. . . . ..•....•.......... UO
Surprise .................................. 89, 112. 113, 118 \oVealth ................. . • . ...•.. . .•..•....••....•.. . .. 66
e.lv~· bonus ...... . .... . ..• . .. . •..... . ...... . ...... . . . 21
Weapon p roficiendes ................. . ............... .51 • .52
halflinp' bonus ... . .. .. .... . ...•..... . ..... .. . ........ 23 Weapon restrictions
reilcHon adjustmmt ............ • ....•....•............ 14 wizards .... . . . .. . . . . . ..•..•• . ..•• • .. • ... . •..... . . . ... 30
Survival proficiency . .. . .....•... . • .... • .. . .•.. . . .... .. .. 63 bards .... . ... . .........•.... . ..•.•.. • .... • .... • ...... 41
Swimming ..................•....• . ...• . ...•.. . . . . U~121 priests ...............•.........•.. . .•.. . . . ..........• 3J
Swimming pro ficiency ............ • ....•................. 64 thieves .. . ................•....•....•.... . ........... 38
Sword .....................•.. • .•.... . .. • .. . . . .. . .. . ... 7.5 Weapon sizes ...........•....•....•.... . .... . . . ......... 73
System Shock .............••..••...•....•.... • ......... 1.5 Weapon spKialization ....... • .. . .•..• . •..•.... • ...... 26. 52
WeJlpon speed ... . .......•...... • ... . •.. . .• . . . .. . . . ..... 96
T WeJlpon t~ VS . armor .............. . •.... • ............. 90
WeJlpons
THACO
Tack and hameu ......•..•....•....•................... 70 descriptio ns ... . ... . ......•• . ..•. . .. •. .. . •....•.... 13-15
price list ............. • ....•.... • .. . .•....•.... . ...... 67 information list ...........•....• . ... • . ...• . •....• . . 68-69
Tallfe llows ... . .... . .. . . • .... • ....•. . ..•... . •. ... . . .. . .. 23 magical ....... , ..........•....•.... • .... • ....... 90, 107
Taming animals ....... . . . ..............•................ 58 non-lethal combat ..........................•... . . . . . .. 98
Teache:rs .............. .. ... .. ......... . ...... . . . .. .. .. . 51 two weapons ....................•.... • ....•.......... 96
Terrain ...... .. . . ...•.... • .... • .... • .. . .•.... . . . . . 117, UO Weaponsmithing proficiency ...... , ••....... • ... . •....... 6S
Thid" .......................•....•....•......... 25, 38, J9 Weather sense proficiency ................ . ... . . . . • . ...•.. 6S
thieves' cant ....................•..................... 40 Weaving proficiency .... . .......•..... . .... . .....•.•..... 6S
thieves' picks ... . ..................•.. . .•.... . . . ...... 73 Weight ........ . ....................................... 23
Thrown weilpons ... . ... . .. . . .. ...... . . . •.... • .. . . . .. .. 100 Wright allowance ildjustments for Strength ..... , .•. . .... . .. 13
Tightrope will king profici~ ......... . ..•....•.......... 64 WiKlom ....................................... . . . ..... 11
T ime and Movement .. . .. .... .... • .......•.... . . . .. U9-U4 WiKlom, saving throw bonus .......•..... . ... . .. . . . , •.•. 101
Tithing, by pilladins ..........................•....... . .. 28 Withdrawal ..... . .........•.....•....... • .•...... . . . . . . 97
To-Hit Number ..........•......... . ..•................. 89 W_ ....... . .. .. . . . • • ~
Tools, climbing ....... .... .. • ....•....•...• • .... . . .. . . . 124 experience points ., .... • .. . .•....•....... • ......... 30, 88
Touch lpells .....................•....•....•............ 98 specialist . ....... . ..... . •... . •.. • •• , . • . . . . . .... . . , .... 31
Trild:.ing proficiency ....... • .. ..• ....•....•.. .. ...... 28, 64 Wounds ......... ,., .....•. . ..... • ... .• ....•......•... 1()4,
Training ................•.... • ....•....•....•....... .51, 88 Wrestling .............• . ........•....•.....•.•. , . . , . 91, 98
Training animill, ...... . ...•....•....•....•.............. 56
TraMport ................................•....... . .. 70-71
price list .......•....... . ............................. 67
Traps ................... . . . ........ .. ..•.......... 63, UO
Traps. fi nding/ removing/ disarming .. . . ..... • ....... . . . ... 39
Travel .................. . ................ • ....... . . . .. no
rreasure ...... . ...... . . . .. . ..................... . . 101-109
rumbling p roficiency ... .. . . •..• . • . .. . •....... •. ..... .. .. 64
fuming undead ................... • ....•....•...... . 33, 103
paladin .........................•...••...••.... . ..... 28
urns ............ ....................... ... ....... 91 . 119
wo weilpons. used by rangers ............. • .......... 28, 96

u,v
·ndeild. PC.s becoming unckad ...............•.......... 1()4,
I!ntriloquism proficiency ..........•......... • ....... . . . . 64
ision ................. . .......... • • . ..•.......... 111-118
;)ulge ................. " . ....... • ....•...••....... . ... 14

155
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