Dungeons And Dragons 2nd Edition Pdf

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Gary Gygax, a pioneer of the imagination who transported a fantasy realm of wizards, goblins and elves onto millions of kitchen tables around the world through the game he helped create, Dungeons & Dragons, died Tuesday at his home in Lake Geneva, Wis. He was 69. His death was confirmed by his wife, Gail Gygax, who said he had been ailing and had recently suffered an abdominal aneurysm, The Associated Press reported. As co-creator of Dungeons & Dragons, the seminal roleplaying game introduced in 1974, Mr. Gygax wielded a cultural influence far broader than his relatively narrow fame among hard-core game enthusiasts. Before Dungeons & Dragons, a fantasy world was something to be merely read about in the works of authors like J. R. R. Tolkien and Robert Howard. But with Dungeons & Dragons, Mr. Gygax and his collaborator, Dave Arneson, created the first fantasy universe that could actually be inhabited. In that sense, Dungeons & Dragons formed a bridge between the noninteractive world of books and films and the exploding interactive video game industry. It also became a commercial phenomenon, selling an estimated $1 billion in books and equipment. More than 20 million people are estimated to have played the game. While Dungeons & Dragons became famous for its voluminous rules, Mr. Gygax was always adamant that the game’s most important rule was to have fun and to enjoy the social experience of creating collaborative entertainment. In Dungeons & Dragons, players create an alternate persona, like a dwarven thief or a noble paladin, and go off on imagined adventures under the adjudication of another player called the Dungeon Master. “The essence of a role-playing game is that it is a group, cooperative experience,” Mr. Gygax said in a telephone interview in 2006. “There is no winning or losing, but rather the value is in the experience of imagining yourself as a character in whatever genre you’re involved in, whether it’s a fantasy game, the Wild West, secret agents or whatever else. You get to sort of vicariously experience those things.” When Mr. Gygax (pronounced GUY-gax) first published Dungeons & Dragons under the banner of his company, Tactical Studies Rules, the game appealed mostly to collegeage players. But many of those early adopters continued to play into middle age, even as the game also trickled down to a younger audience. “It initially went to the college-age group, and then it worked its way backward into the high schools and junior high schools as the college-age siblings brought the game home and the younger ones picked it up,” Mr. Gygax said. Mr. Gygax’s company, renamed TSR, was acquired in 1997 by Wizards of the Coast, which was later acquired by Hasbro, which now publishes the game. In addition to his wife, Mr. Gygax is survived by six children: three sons, Ernest G. Jr., Lucion Paul and Alexander; and three daughters, Mary Elise, Heidi Jo and Cindy Lee. These days, pen-and-paper role-playing games have largely been supplanted by online computer games. Dungeons & Dragons itself has been translated into electronic games, including Dungeons & Dragons Online. Mr. Gygax recognized the shift, but he never fully approved. To him, all of the graphics of a computer dulled what he considered one of the major human faculties: the imagination. “There is no intimacy; it’s not live,” he said of online games. “It’s being translated through a computer, and your imagination is not there the same way it is when you’re actually together with a group of people. It reminds me of one time where I saw some children talking about whether they liked radio or television, and I asked one little boy why he preferred radio, and he said, ‘Because the pictures are so much better.’ ”
Dave Arneson, who has died aged 61, was an American pioneer of role playing games and co-creator of the immersive world of Dungeons & Dragons; its extraordinary popularity spawned a host of imitators both on paper and online, transforming a geeky concept once considered the exclusive realm of spotty teenage boys into an industry worth billions that now captivates tens of millions of people around the world. With Gary Gygax (who died last year), his partner in creating D&D in the early 1970s, Arneson developed rules that expanded on traditional tabletop battles played out using lead figurines, making two principal innovations. Firstly, instead of using historically-themed armies often thousands strong, the pair concentrated on smaller groups and individuals drawn from the medieval and fantasy worlds popularised by JRR Tolkien. The biggest departure, however, was to focus on what their imaginary protagonists did 'in between' the fighting. 'We started setting different objectives for the players. We started stealing things: bombs, guns, food supplies, that sort of thing,' Arneson recalled, describing the evolution of D&D. 'Players could negotiate with each other for who captured the goal, and then had to figure out how they were going to slip the products past a blockade and sell them on the black market.' Suddenly, the heroes of role-playing games (or RPGs as they quickly became known) were not Napoleonic-era officers, but axe-wielding dwarves and warrior-princesses clad in unfeasibly tight leather armour. They faced not artillery or cavalry charges, but goblins and dragons, which could only be defeated by the acquisition of 'skills' and 'experience' picked up in the course of the game. At the time that he was developing D&D's rules, Arneson was working as a security guard and 'couldn't afford new shoes'. Then a friend bankrolled the pair to produce 500 copies of the first D&D rule books from Gygax's basement. With its dependence on players' imaginations and quirky innovations (six sided dice were supplemented by four, eight, 10, 12 and 20-sided die), the game defied expectations and quickly sold out, with
successive and bigger print runs also snapped up. Thirty years later, Arneson said Dungeons and Dragons was selling more than a million copies a year. David Lance Arneson was born on October 1 1947 in Minnesota. At school he enjoyed history but frequently became diverted by 'whatif' speculations about past events rather than concentrating on actual facts. He went on to study History at the University of Minnesota. By the summer of 1970 he and a group of like minded high-school and college students were gathering for role playing games around the ping-pong table in his parent's cellar in St Paul, where the evolution from traditional 'military miniatures' to Dungeons and Dragons began. From the beginning however, it was clearly not a 'cool' pursuit: 'I'm trying to take myself seriously,' recalled one member of the original group, Dave Wesley. 'They're playing with elves and dwarves. I'm thinking 'I'm never going to tell anybody I was in this game'.' Arneson's own father was bemused by the fact that gaggles of young players disappeared into his basement for hours on end, but stubbornly refused to raid the alcohol cabinet housed there. It was between 1970 and 1974, when the first 500 copies of D&D were printed, that the game's complex rules were developed. But as the game took off, the partnership with Gygax, whom Arneson had met in 1969 at a gaming convention, became strained. Arneson was forced out of the company, TSR, which they ran together. His acrimonious departure, which centred over creative credits and royalty rights, led to a series of court disputes, which were eventually settled in 1981. Though the pair remained in contact, and Arneson briefly rejoined TSR in the mid-1980s, the friendship which produced D&D was ruptured. 'We don't hate each other. We don't hang out with each other that often, though. We just kept going our own two separate ways,' Arneson said. Arneson continued to develop a range of fantasy role playing games in the 1980s before moving into computer programming which he 'hated'. He also consulted for computer companies before moving to California, developing an interest in the education of disabled and disadvantaged children through role-play. In the early 1990s he moved to Florida to work at a private university, where he taught students about the complexities of computer code.
Table of Contents Priests of Specific Mythoi Requirements Weapons Allowed Spells Allowed (Spheres of Influence) Granted Powers Ethos Priest Titles Balancing It All Druid Druid Organization Rogue Thief Bard Multi-Class and Dual-Class Characters Multi-Class Combinations Multi-Class Benefits and Restrictions Dual-Class Benefits and Restrictions
Welcome to the AD&D® Game How the Rule Books are Organized Learning the Game Coming From the D&D Game The AD&D Game Line A Note About Pronouns Creating a Character
The Real Basics The Goal Required Materials An Example of Play
Glossary Step-by-Step Character Generation Chapter 1: Player Character Ability Scores Rolling Ability Scores Alternative Dice-Rolling Methods The Ability Scores Strength Dexterity Constitution Intelligence Wisdom Charisma What the Numbers Mean
Chapter 2: Player Character Races
Chapter 4: Alignment Law, Neutrality, and Chaos Good, Neutrality, and Evil Alignment Combinations Non-Aligned Creatures Playing the Character's Alignment Changing Alignment
Chapter 5: Proficiencies (Optional) Acquiring Proficiencies Training Weapon Proficiencies Effects of Weapon Proficiencies Related Weapon Bonus Weapon Specialization Cost of Specialization Effects of Specialization Nonweapon Proficiencies Using What You Know Secondary Skills Nonweapon Proficiencies Using Nonweapon Proficiencies Nonweapon Proficiency Descriptions
Minimum and Maximum Ability Scores Racial Ability Adjustments Class Restrictions and Level Limits Languages Dwarves Elves Gnomes Half-Elves Halflings Humans Other Characteristics
Chapter 3: Player Character Classes Class Ability Score Requirements Class Descriptions Warrior Fighter Paladin Ranger Wizard Mage Schools of Magic Specialist Wizards Illusionist Priest Cleric
Chapter 6: Money and Equipment Starting Money Equipment Lists Clothing Daily Food and Lodging Household Provisioning Tack and Harness Transport Miscellaneous Equipment Animals Services Weapons 4
Table of Contents Armor Equipment Descriptions Tack and Harness Transport Miscellaneous Equipment Weapons Armor Armor Sizes Getting Into and Out of Armor Creatures with Natural Armor Classes Encumbrance (Optional Rule) Basic Encumbrance (Tournament Rule) Specific Encumbrance (Optional Rule) Encumbrance and Mounts (Tournament Rule) Magical Armor and Encumbrance Effects of Encumbrance
Spellcasting and Initiative Weapon Speed and Initiative (Optional Rule) Magical Weapon Speeds Attacking with Two Weapons Movement in Combat Movement in Melee Movement and Missile Combat Charging an Opponent Retreat Attacking Without Killing Punching and Wrestling Overbearing Weapons in Non-Lethal Combat Non-Lethal Combat and Creatures Touch Spells and Combat Missile Weapons in Combat Range Rate of Fire Ability Modifiers in Missile Combat Firing into a Melee Taking Cover Against Missile Fire Grenade-Like Missiles Types of Grenade-Like Missiles Special Defenses Parrying (Optional Rule) The Saving Throw Rolling Saving Throws Saving Throw Priority Voluntarily Failing Saving Throws Ability Checks as Saving Throws Modifying Saving Throws Magic Resistance Effects of Magic Resistance When Magic Resistance Applies Successful Magic Resistance Rolls Turning Undead Evil Priests and Undead Injury and Death Wounds Special Damage Falling Paralysis Energy Drain Poison Treating Poison Victims Healing Natural Healing Magical Healing Herbalism and Healing Proficiencies Character Death Death From Poison
Chapter 7: Magic Wizard Spells Schools of Magic Learning Spells Illusions Priest Spells Casting Spells Spell Components (Optional Rule) Magical Research Spell Descriptions
Chapter 8: Experience Group Experience Awards Individual Experience Awards Training Where's the Specific Info?
Chapter 9: Combat More Than Just Hack-and-Slash Definitions The Attack Roll Figuring the To-Hit Number Modifiers to the Attack Roll Weapon Type vs. Armor Modifiers (Optional Rule) The Various Types of Weapons Impossible To-Hit Numbers Calculating THAC0 Combat and Encounters The Combat Round What You Can Do in One Round The Combat Sequence Initiative Standard Initiative Procedure Initiative Modifiers Group Initiative (Optional Rule) Individual Initiative (Optional Rule) Multiple Attacks and Initiative 5
Table of Contents Death From Massive Damage Inescapable Death Raising the Dead
Chapter 10: Treasure Treasure Types Magical Items Dividing and Storing Treasure
Chapter 11: Encounters The Surprise Roll Effects of Surprise Encounter Distance Encounter Options
Chapter 12: NPCs Hirelings Followers Henchmen Player Character Obligations
Special Note About Spells in this Book The spells presented in this book is the combination of the Players Handbook and Tomb of Magic for ease of use. Obviously I have changed the appendix of this book from the original, so if an entry says look in a certain appendix then ignore that entry. For the online information on a complete list of spells and magic items, go to: http://toosigma.com/wiki/index.php/Advanced_Dungeons_ %26_Dragons_2nd_edition
Appendix 1: Spell List Appendix II: Spell Descriptions
Chapter 13: Vision and Light Limits of Vision Light Infravision Using Mirrors
Chapter 14: Time and Movement Movement Jogging and Running (Optional Rule) Cross-Country Movement Swimming Holding Your Breath Climbing Calculating Success Climbing Rates Types of Surfaces Actions While Climbing Climbing Tools Getting Down
Converted to PDF By Dennis Bratcher This book is in loving memory of the fathers of the D&D world: Gary Gygax Dave Arneson May they roll a natural 20 to get into heaven. Forward Welcome to the fantastic world of Advanced Dungeons & Dragons 2nd edition, Version 2.5, What is different about 2.5 Players Handbook? Simple, 1) I combined all the spells from the Tomb of Magic into the spell list. 2) This book has links to bring you right to the chapter you are looking for in the table of contents. 3) There is links in the spell list to bring you to the beginning of the spell level you are looking for. 4) This is not a photocopy or a generic text only book, it is an honest to goodness real PDF remake of the greatest version of D&D in the history of D&D. And yes, retyped. Whew!!! Why did I do this, Simple, Because no one else has ever done anything like this before, ever, also, with the passing of the 2 creators of the game, I felt it would pay homage to them to do this. They were a part of my like sense I was a child and I met Mr. Gygax once and he was a really nice guy, not high on himself, really down to earth, and someone that nice needed a tribute to him, so here it is, the first of the 3 core rulebooks remade in the 21st century format. Enjoy. 6
Welcome to the AD&D Game You are reading the key to the most exciting hobby in the world -- role-playing games. These first few pages will introduce you to the second edition of the most successful roleplaying game ever published. If you are a novice role-player, stop right here and read the section labeled The Real Basics (on the next page). When you understand what roleplaying and the AD&D game are all about, come back to this point and read the rest of the introduction. If you are an experienced role-player, skip The Real Basics.
They can get you immediately into the game and explain things as you need to know them. You don't need to read anything beforehand. In fact, it's best if you can play the game for several hours with experienced players before reading any of the rules. One of the amazing things about a role-playing game is that the concept is difficult to explain, but marvelously simple to demonstrate. If none of your friends are involved in a game, the best place to find experienced players is through your local hobby store. Role-playing and general gaming clubs are common and are always eager to accept new members. Many hobby stores offer a bulletin board through which DMs can advertise for new players and new players can ask for information about new or The AD&D game rule books are intended ongoing games. If there is no hobby store in your primarily as reference books. They are designed area, check at the local library or school. so any specific rule can be found quickly and If you can't find anyone else who knows easily during a game. the AD&D game, you can teach yourself. Read Everything a player needs to know is in the Player's Handbook and create some the Player's Handbook. That's not to say that all characters. Try to create a variety of character the rules are in this book. But every rule that a classes. Then pick up a pre-packaged adventure player needs to know in order to play the game is module for low-level characters, round up two or in this book. three friends, and dive into it. You probably will A few rules have been reserved for the make lots of mistakes and wonder constantly Dungeon Master® Guide (DMG). These either whether you are doing everything wrong. Even if cover situations that very seldom arise or give you are, don't worry about it. The AD&D game the Dungeon Master (DM) information is big, but eventually you'll bring it under that players should not have beforehand. control. Everything else in the DMG is information that only the Dungeon Master needs. If the DM feels ® that players need to know something that is explained in the DMG, he will tell them. Like the DMG, the Monstrous If you are switching to the Advanced Manual™ supplement is the province of the DM. This gives complete and detailed information Dungeons & Dragons game from the Dungeons about the monsters, people, and other creatures & Dragons® game, you have some special inhabiting the AD&D world. Some DMs don't adaptations to make. You know everything you mind if players read this information, but need to about role-playing, but you will need to the game is more fun if players don't know adjust to doing certain things different ways. everything about their foes -- it heightens the Much of the jargon of the two games is sense of discovery and danger of the unknown. very similar. Don't let this mislead you into thinking that they are the same game. There are many subtle differences (along with some obvious ones), and you will need to read the If you have played the AD&D game rules in this book carefully to catch them all. before, you know almost everything you need to Pay special attention to the chapters on play the 2nd Edition. We advise you to read the PC races and classes, alignment, weapons and entire Player's Handbook, but the biggest armor, and spell descriptions. The terminology of changes are in these chapters: Character Classes, both games is quite similar, sometimes identical, Combat, and Experience. Be sure to read at least when discussing these rules. These similarities those three chapters before sitting down to play. often hide important differences between the way If you come to a term you do not the rules work or how the numbers line up. understand, look for it in the Glossary. Overall, it is best to approach the If you have never played the AD&D AD&D game as if it is a completely new game game before, the best way to learn to play the and be pleasantly surprised when you find game is to find a group of experienced players overlapping concepts. Don't make the mistake of and join them. assuming that a rule, item, or spell with the same name in both games works the same way in both games.
How the Rule Books are Organized
Coming from the D&D Game
Learning the Game
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The AD&D Game Line Quite a few books and other products are published for the AD&D game. As a player, you need only one of them – this book. Every player and DM should have a copy of the Player's Handbook. Everything else is either optional or intended for the Dungeon Master. The Dungeon Master Guide is essential for the DM and it is for the DM only. Players who are not themselves DMs have no cause to read the DMG. The Monstrous Manual supplement is also essential to the DM. It includes the most commonly encountered monsters, mythical beasts, and legendary creatures. Additional supplements, called Monstrous Compendium® Annuals, are available for specific AD&D product lines, such as the Ravenloft® and Forgotten Realms® campaign settings. These supplements expand the variety of monsters available and are highly recommended for DMs who play in those settings. Expanded character class books--The Complete Fighter, The Complete Thief, etc.-provide a lot more detail on these character classes than does the Player's Handbook. These books are entirely optional. They are for those players who really want a world of choice for their characters. Adventure modules contain complete game adventures. These are especially useful for DMs who aren't sure how to create their own adventures and for DMs who need an adventure quickly and don't have time to write one of their own.
A Note About Pronouns The male pronoun (he, him, his) is used exclusively throughout the second edition of the AD&D game rules. We hope this won't be construed by anyone to be an attempt to exclude females from the game or imply their exclusion. Centuries of use have neutered the male pronoun. In written material it is clear, concise, and familiar. Nothing else is.
The Real Basics This section is intended for novice role-players. If you have played role-playing games before, don't be surprised if what you read here sounds familiar. Games come in a wide assortment of types: board games, card games, word games, picture games, miniatures games. Even within these categories are subcategories. Board games, for example, can be divided into path games, real estate games, military simulation games, abstract strategy games, mystery games, and a host of others. Still, in all this mass of games, role-playing games are unique. They form a category all their own that doesn't overlap any other category. For that reason, role-playing games are hard to describe. Comparisons don't work because there isn't anything similar to compare them to. At least, not without stretching your imagination well beyond its normal, everyday extension. But then, stretching your imagination is what role-playing is all about. So let's try an analogy. Imagine that you are playing a simple board game, called Snakes and Ladders. Your goal is to get from the bottom to the top of the board before all the other players. Along the way are traps that can send you sliding back toward your starting position. There are also ladders that can let you jump ahead, closer to the finish space. So far, it's pretty simple and pretty standard. Now let's change a few things. Instead of a flat, featureless board with a path winding from side to side, let's have a maze. You are standing at the entrance, and you know that there's an exit somewhere, but you don't know where. You have to find it. Instead of snakes and ladders, we'll put in hidden doors and secret passages. Don't roll a die to see how far you move; you can move as far as you want. Move down the corridor to the intersection. You can turn right, or left, or go straight ahead, or go back the way
you came. Or, as long as you're here, you can look for a hidden door. If you find one, it will open into another stretch of corridor. That corridor might take you straight to the exit or lead you into a blind alley. The only way to find out is to step in and start walking. Of course, given enough time, eventually you'll find the exit. To keep the game interesting, let's put some other things in the maze with you. Nasty things. Things like vampire bats and hobgoblins and zombies and ogres. Of course, we'll give you a sword and a shield, so if you meet one of these things you can defend yourself. You do know how to use a sword, don't you? And there are other players in the maze as well. They have swords and shields, too. How do you suppose another player would react if you chance to meet? He might attack, but he also might offer to team up. After all, even an ogre might think twice about attacking two people carrying sharp swords and stout shields. Finally, let's put the board somewhere you can't see it. Let's give it to one of the players and make that player the referee. Instead of looking at the board, you listen to the referee as he describes what you can see from your position on the board. You tell the referee what you want to do and he moves your piece accordingly. As the referee describes your surroundings, try to picture them mentally. Close your eyes and construct the walls of the maze around yourself. Imagine the hobgoblin as the referee describes it whooping and gamboling down the corridor toward you. Now imagine how you would react in that situation and tell the referee what you are going to do about it. We have just constructed a simple role-playing game. It is not a sophisticated game, but it has the essential element that makes a roleplaying game: The player is placed in the midst of an unknown or dangerous situation created by a referee and must work his way through it. 10
This is the heart of role-playing. The player adopts the role of a character and then guides that character through an adventure. The player makes decisions, interacts with other characters and players, and, essentially, 'pretends' to be his character during the course of the game. That doesn't mean that the player must jump up and down, dash around, and act like his character. It means that whenever the character is called on to do something or make a decision, the player pretends that he is in that situation and chooses an appropriate course of action. Physically, the players and referee (the DM) should be seated comfortably around a table with the referee at the head. Players need plenty of room for papers, pencils, dice, rule books, drinks, and snacks. The referee needs extra space for his maps, dice, rule books, and assorted notes.
The Goal Another major difference between role-playing games and other games is the ultimate goal. Everyone assumes that a game must have a beginning and an end and that the end comes when someone wins. That doesn't apply to role-playing because no one 'wins' in a role-playing game. The point of playing is not to win but to have fun and to socialize. An adventure usually has a goal of some sort: protect the villagers from the monsters; rescue the lost princess; explore the ancient ruins. Typically, this goal can be attained in a reasonable playing time: four to eight hours is standard. This might require the players to get together for one, two, or even three playing sessions to reach their goal and complete the adventure. But the game doesn't end when an adventure is finished. The same characters can go on to new adventures. Such a series of adventures is called a campaign. Remember, the point of an adventure is not to win but to have fun while working toward a common goal.
The Real Basics But the length of any particular adventure need not impose an artificial limit on the length of the game. The AD&D game embraces more than enough adventure to keep a group of characters occupied for years.
Another, more expensive, way to generate a number from 1 to 100 is to buy one of the dice that actually have numbers from 1 to 100 on them. At least one player should have a few sheets of graph paper for mapping the group's progress. Assorted pieces of scratch paper are handy for making Required Materials quick notes, for passing secret messages Aside from a copy of this book, to other players or the DM, or for very little is needed to play the AD&D keeping track of odd bits of information game. that you don't want cluttering up your You will need some sort of character record. character record. TSR publishes Miniature figures are handy for character record sheets that are quite keeping track of where everyone is in a handy and easy to use, but any sheet of confusing situation like a battle. These paper will do. Blank paper, lined paper, can be as elaborate or simple as you like. or even graph paper can be used. A Some players use miniature lead or double-sized sheet of paper (11 x 17 pewter figures painted to resemble their inches), folded in half, is excellent. Keep characters. Plastic soldiers, chess pieces, your character record in pencil, because boardgame pawns, dice, or bits of paper it will change frequently during the can work just as well. game. A good eraser is also a must. A full set of polyhedral dice is necessary. A full set consists of 4-, 6-, 8-, 10-, 12-, and 20-sided dice. A few extra 6- and 10-sided dice are a good idea. Polyhedral dice should be available wherever you got this book. Throughout these rules, the various dice are referred to by a code that is in the form: # of dice, followed by 'd,' followed by a numeral for the type of dice. In other words, if you are to roll one 6-sided die, you would see 'roll 1d6.' Five 12-sided dice are referred to as '5d12.' (If you don't have five 12sided dice, just roll one five times and add the results.) When the rules say to roll 'percentile dice' or 'd100,' you need to generate a random number from 1 to 100. One way to do this is to roll two 10sided dice of different colors. Before you roll, designate one die as the tens place and the other as the ones place. Rolling them together enables you to generate a number from 1 to 100 (a result of '0' on both dice is read as '00' or '100'). For example, if the blue die (representing the tens place) rolls an '8' and the red die (ones place) rolls a '5,' the result is 85. 11
An Example of Play To further clarify what really goes on during an AD&D game, read the following example. This is typical of the sort of action that occurs during a playing session. Shortly before this example begins, three player characters fought a skirmish with a wererat (a creature similar to a werewolf but which becomes an enormous rat instead of a wolf). The wererat was wounded and fled down a tunnel. The characters are in pursuit. The group includes two fighters and a cleric. Fighter 1 is the group's leader. DM: You've been following this tunnel for about 120 yards. The water on the floor is ankle deep and very cold. Now and then you feel something brush against your foot. The smell of decay is getting stronger. The tunnel is gradually filling with a cold mist. Fighter 1: I don't like this at all. Can we see anything up ahead that looks like a doorway, or a branch in the tunnel? DM: Within the range of your torchlight, the tunnel is more or less straight. You don't see any branches or doorways. Cleric: The wererat we hit had to come this way. There's nowhere else to go. Fighter 1: Unless we missed a hidden door along the way. I hate this place; it gives me the creeps. Fighter 2: We have to track down that wererat. I say we keep going. Fighter 1: OK. We keep moving down the tunnel. But keep your eyes open for anything that might be a door. DM: Another 30 or 35 yards down the tunnel, you find a stone block on the floor. Fighter 1: A block? I take a closer look. DM: It's a cut block, about 12 by 16 inches, and 18 inches or so high. It looks like a different kind of rock than the rest of the tunnel. Fighter 2: Where is it? Is it in the center of the tunnel or off to the side? DM: It's right up against the side. Fighter 1: Can I move it?
The Real Basics DM: (checking the character's Strength score): Yeah, you can push it around without too much trouble. Fighter 1: Hmmm. This is obviously a marker of some sort. I want to check this area for secret doors. Spread out and examine the walls. DM: (rolls several dice behind his rule book, where players can't see the results): Nobody finds anything unusual along the walls. Fighter 1: It has to be here somewhere. What about the ceiling? DM: You can't reach the ceiling. It's about a foot beyond your reach. Cleric: Of course! That block isn't a marker, it's a step. I climb up on the block and start prodding the ceiling. DM: (rolling a few more dice): You poke around for 20 seconds or so, then suddenly part of the tunnel roof shifts. You've found a panel that lifts away. Fighter 1: Open it very carefully. Cleric: I pop it up a few inches and push it aside slowly. Can I see anything? DM: Your head is still below the level of the opening, but you see some dim light from one side. Fighter 1: We boost him up so he can get a better look. DM: OK, your friends boost you up into the room . . . Fighter 1: No, no! We boost him just high enough to get his head through the opening. DM: OK, you boost him up a foot. The two of you are each holding one of his legs. Cleric, you see another tunnel, pretty much like the one you were in, but it only goes off in one direction. Thee's a doorway about 10 yards away with a soft light inside. A line of muddy pawprints leads from the hole you're in to the doorway. Cleric: Fine. I want the fighters to go first. DM: As they're lowering you back to the block, everyone hears some grunts, splashing, and clanking weapons coming from further down the lower tunnel. They seem to be closing fast.
Cleric: Up! Up! Push me back up through the hole! I grab the ledge and haul myself up. I'll help pull the next guy up. (All three characters scramble up through the hole.) DM: What about the panel? Fighter 1: We push it back into place. DM: It slides back into its slot with a nice, loud 'clunk.' The grunting from below gets a lot louder. Fighter 1: Great, they heard it. Cleric, get over here and stand on this panel. We're going to check out that doorway. DM: Cleric, you hear some shouting and shuffling around below you, then there's a thump and the panel you're standing on lurches. Cleric: They're trying to batter it open! DM: (to the fighters): When you peer around the doorway, you see a small, dirty room with a small cot, a table, and a couple of stools. On the cot is a wererat curled up into a ball. Its back is toward you. There's another door in the far wall and a small gong in the corner. Fighter 1: Is the wererat moving? DM: Not a bit. Cleric, the panel just thumped again. You can see a little crack in it now. Cleric: Do something quick, you guys. When this panel starts coming apart, I'm getting off it. Fighter 1: OK already! I step into the room and prod the wererat with my shield. What happens? DM: Nothing. You see blood on the cot. Fighter 1: Is this the same wererat we fought before? DM: Who knows? All wererats look the same to you. Cleric, the panel thumps again. That crack is looking really big. Cleric: That's it. I get off the panel, I'm moving into the room with everybody else. DM: There's a tremendous smash and you hear chunks of rock banging around out in the corridor, followed by lots of snarling and squeaking. You see flashes of torchlight and wererat shadows through the doorway.
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Fighter 1: All right, the other fighter and I move up to block the doorway. That's the narrowest area, they can only come through it one or two at a time. Cleric, you stay in the room and be ready with your spells. Fighter 2: At last, a decent, stand-up fight! DM: As the first wererat appears in the doorway with a spear in his paws, you hear a slam behind you. Cleric: I spin around. What is it? DM: The door in the back of the room is broken off its hinges. Standing in the doorway, holding a mace in each paw, is the biggest, ugliest wererat you've ever seen. A couple more pairs of red eyes are shining through the darkness behind him. He's licking his chops in a way that you find very unsettling. Cleric: Aaaaarrrgh! I scream the name of my deity at the top of my lungs and then flip over the cot with the dead wererat on it so the body lands in front of him. I've got to have some help here, guys. Fighter 1 (to fighter 2): Help him, I'll handle this end of the room. (To DM:) I'm attacking the wererat in the first doorway. DM: While fighter 2 is switching positions, the big wererat looks at the body on the floor and his jaw drops. He looks back up and says, 'That's Ignatz. He was my brother. You killed my brother.' Then he raises both maces and leaps at you. At this point a ferocious melee breaks out. The DM uses the combat rules to play out the battle. If the characters survive, they can continue on whatever course they choose.
Glossary Ability--any of the six natural traits that represent the basic definition of a player character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. A player character's abilities are determined at the beginning of a game by rolling 6-sided dice (d6s). The scores continue to be used throughout the game as a means of determining success or failure of many actions. Ability check--a 1d20 roll against one of your character's ability scores (modifiers may be added to or subtracted from the die roll). A result that is equal to or less than your character's ability score indicates that the attempted action succeeds. AC--abbreviation for Armor Class. Alignment--a factor in defining a player character that reflects his basic attitude toward society and the forces of the universe. Basically there are nine categories demonstrating the character's relationship to order vs. chaos and good vs. evil. A player character's alignment is selected by the player when the character is created. Area of effect--the area in which a magical spell or a breath weapon works on any creatures unless they make a saving throw. Armor Class (abbr. AC)--a rating for the protective value of a type of armor, figured from 10 (no armor at all) to 0 or even -10 (the best magical armor). The higher the AC, the more vulnerable the character is to attack. Attack roll--the 1d20 roll used to determine if an attack is successful. Bend bars/lift gates roll--the roll of percentile dice to determine whether a character succeeds in bending metal bars, lifting a heavy portcullis, or similar task. The result needed is a function of Strength and can be found in Table 1. Bonus spells--extra spells at various spell levels that a priest is entitled to because of high Wisdom; shown in Table 5.
Breath weapon--the ability of a dragon or other creature to spew a substance out of its mouth just by breathing, without making an attack roll. Those in the area of effect must roll a saving throw. Cha--abbreviation for Charisma. Chance of spell failure--the percentage chance that a priest spell will fail when cast. Based on Wisdom, it is shown in Table 5. Chance to know spell--the percentage chance for a wizard to learn a new spell. Based on Intelligence, it is shown in Table 4. Charisma (abbr. Cha)--an ability score representing a character's persuasiveness, personal magnetism, and ability to lead. Class--A character's primary profession or career. Common--the language that all player characters in the AD&D game world speak. Other languages may require the use of proficiency slots. Con--abbreviation for Constitution. Constitution (abbr. Con)--an ability score that represents a character's general physique, hardiness, and state of health. d--abbreviation for dice or die. A roll that calls for 2d6, for example, means that the player rolls two six-sided dice. d3--since there is no such thing as a three-sided die, a roll calling for d3 means to use a d6, making 1 and 2 be a 1, 3 and 4 be a 2, and 5 and 6 be a 3. d4--a four-sided die. d6--a six-sided die. d8--an eight-sided die. d10--a ten-sided die. Two d10s can be used as percentile dice. d12--a twelve-sided die. d20--a twenty-sided die. d100--either an actual 100-sided die or two different-colored ten-sided dice to be rolled as percentile dice. DMG--a reference to the Dungeon Master Guide. Damage--the effect of a successful attack or other harmful situation, measured in hit points.
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Demihuman--a player character who is not human: a dwarf, elf, gnome, half-elf, or halfling. Dex--abbreviation for Dexterity. Dexterity (abbr. Dex)--an ability score representing a combination of a character's agility, reflexes, hand-eye coordination, and the like. Dual-class character--a human who switches character class after having already progressed several levels. Only humans can be dual-classed. Encumbrance--the amount, in pounds, that a character is carrying. How much he can carry and how being encumbered affects his movement rate are based on Strength and are shown in Tables 47 and 48. Encumbrance is an optional rule. Energy drain--the ability of a creature, especially undead, to drain energy in the form of class levels from a character, in addition to the normal loss of hit points. Experience points (abbr. XP)--points a character earns (determined by the Dungeon Master) for completing an adventure, for doing something related to his class particularly well, or for solving a major problem. Experience points are accumulated, enabling the character to rise in level in his class, as shown in Table 14 for warriors, Table 20 for wizards, Table 23 for priests, and Table 25 for rogues. Follower--a nonplayer character who works for a character for money but is initially drawn to his reputation. Gaze attack--the ability of a creature, such as a basilisk, to attack simply by making eye contact with the victim. Henchmen--nonplayer characters who work for a character mainly out of loyalty and love of adventure. The number of henchmen a character can have is based on Charisma and is shown in Table 6. The DM and the player share control of the henchmen. Hireling--nonplayer characters who work for a character just for money. Hirelings are completely under the control of the DM.
Glossary Hit Dice--the dice rolled to determine a character's hit points. Up to a certain level, one or more new Hit Dice are rolled each time a character attains a new class level. A fighter, for example, has only one 10-sided Hit Die (1d10) at 1st level, but when he rises to the 2nd level, the player rolls a second d10, increasing the character's hit points. Hit points--a number representing: 1. how much damage a character can suffer before being killed, determined by Hit Dice. The hit points lost to injury can usually be regained by rest or healing; 2. how much damage a specific attack does, determined by weapon or monster statistics, and subtracted from a player's total. Infravision--the ability of certain character races or monsters to see in the dark. Infravision generally works up to 60 feet in the darkness. Initiative--the right to attack first in a combat round, usually determined by the lowest roll of a 10-sided die. The initiative roll is eliminated if surprise. is achieved. Int--abbreviation for Intelligence. Intelligence (abbr. Int)--an ability score representing a character's memory, reasoning, and learning ability. Italic type--used primarily to indicate spells and magical items. Level--any of several different game factors that are variable in degree, especially: 1. class level, a measure of the character's power, starting at the 1st level as a beginning adventurer and rising through the accumulation of experience points to the 20th level or higher. At each level attained, the character receives new powers. 2. spell level, a measure of the power of a magical spell. A magic-using character can use only those spells for which his class level qualifies him. Wizard spells come in nine levels (Table 21); priest spells in seven (Table 24).
Loyalty base--a bonus added to or a penalty subtracted from the probability that henchmen are going to stay around when the going gets tough. Based on the character's Charisma, it is shown in Table 6. M--abbreviation for material component. Magical defense adjustment--a bonus added to or a penalty subtracted from saving throws vs. spells that attack the mind. Based on Wisdom, it is shown in Table 5. Maneuverability class--a ranking for flying creatures that reflects their ability to turn easily in aerial combat. Each class—from a top rank of A to a bottom rank of E—has specific statistical abilities in combat. Material component (abbr. M)--any specific item that must be handled in some way during the casting of a magical spell. Maximum press--the most weight a character can pick up and raise over his head. It is a function of Strength and may be found in Table 1. Melee--combat in which characters are fighting in direct contact, such as with swords, claws, or fists, as opposed to fighting with missile weapons or spells. Missile combat--combat involving the use of weapons that shoot missiles or items that can be thrown. Because the combat is not 'toe-to-toe,' the rules are slightly different than those for regular combat. Movement rate--a number used in calculating how far and how fast a character can move in a round. This number is in units of 10 yards per round outdoors, but it represents 10 feet indoors. Thus, an MR of 6 is 60 yards per round in the wilderness, but only 60 feet per round in a dungeon. MR--abbreviation for movement rate. Multi-class character--a demihuman who improves in two or more classes at the same time by dividing experience points between the different classes. Humans cannot be multi-classed.
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Mythos (pl. mythoi)--a complete body of belief particular to a certain time or place, including the pantheon of its gods. Neutrality--a philosophical position, or alignment, of a character that is between belief in good or evil, order or chaos. Nonhuman--any humanoid creature that is neither a human nor a demihuman. Nonplayer character (abbr. NPC)--any character controlled by the DM instead of a player. NPC--abbreviation for nonplayer character. Open doors roll--the roll of a 20-sided die to see if a character succeeds in opening a heavy or stuck door or performing a similar task. The die roll at which the character succeeds can be found in Table 1. Opposition school--a school of magic that is directly opposed to a specialist's school of choice, thus preventing him from learning spells from that school, as shown in Table 22. PC--abbreviation for player character. Percentage (or percent) chance--a number between 1 and 100 used to represent the probability of something happening. If a character is given an X percentage chance of an event occurring, the player rolls percentile dice. Percentile dice--either a 100-sided die or two 10-sided dice used in rolling a percentage number. If 2d10 are used, they are of different colors, and one represents the tens digit while the other is the ones. Player character (abbr. PC)--the characters in a role-playing game who are under the control of the players. Poison save--a bonus or a penalty to a saving throw vs. poison. Based on Constitution, it is shown in Table 3. Prime requisite--the ability score that is most important to a character class; for example, Strength to a fighter.
Glossary Proficiency--a character's learned skill not defined by his class but which gives him a greater percentage chance to accomplish a specific type of task during an adventure. Weapon and nonweapon proficiency slots are acquired as the character rises in level, as shown in Table 34. The use of proficiencies in the game is optional. Proficiency check--the roll of a 20-sided die to see if a character succeeds in doing a task by comparing the die roll to the character's relevant ability score plus or minus any modifiers shown in Table 37 (the modified die roll must be equal to or less than the ability score for the action to succeed). Race--a player character's species: human, elf, dwarf, gnome, half-elf, or halfling. Race puts some limitations on the PC's class. Rate of fire (abbr. ROF)--number of times a missile-firing or thrown weapon can be shot in a round. Reaction adjustment--a bonus added to or penalty subtracted from a die roll used in determining the success of a character's action. Such an adjustment is used especially in reference to surprise (shown on Table 2 as a function of Dexterity) and the reaction of other intelligent beings to a character (shown on Table 6 as a function of Charisma). Regeneration--a special ability to heal faster than usual, based on an extraordinarily high Constitution, as shown in Table 3. Resistance--the innate ability of a being to withstand attack, such as by magic. Gnomes, for example, have a magic resistance that adds bonuses to their saving throws against magic (Table 9). Resurrection survival--the percentage chance a character has of being magically raised from death. Based on Constitution, it is shown in Table 3. Reversible--of a magical spell, able to be cast 'backwards,' so that the opposite of the usual effect is achieved. ROF--abbreviation for rate of fire.
Round--in combat, a segment of time approximately 1 minute long, during which a character can accomplish one basic action. Ten combat rounds equal one turn. S--abbreviation for somatic component. Saving throw--a measure of a character's ability to resist (to 'save vs.') special types of attacks, especially poison, paralyzation, magic, and breath weapons. Success is usually determined by the roll of 1d20. School of magic--One of nine different categories of magic, based on the type of magical energy utilized. Wizards who concentrate their work on a single school are called specialists. The specific school of which a spell is a part is shown after the name of the spell in the spell section at the end of the book. Somatic component (abbr. S)--the gestures that a spellcaster must use to cast a specific spell. A bound wizard cannot cast a spell requiring somatic components. Specialist--a wizard who concentrates on a specific school of magic, as opposed to a mage, who studies all magic in general. Spell immunity--protection that certain characters have against illusions or other specific spells, based on high Intelligence (Table 4) or Wisdom (Table 5) scores. Sphere of influence--any of sixteen categories of priest spells to which a priest may have major access (he can eventaully learn them all or minor access (he can learn only the lower level spells). The relevant sphere of influence is shown as the first item in the list of characteristics in the priest spells. Str--abbreviation for Strength. Strength (abbr. Str)--an ability score representing a character's muscle power, endurance, and stamina. Surprise roll--the roll of a ten-sided die by the Dungeon Master to determine if a character or group takes another by surprise. Successful surprise (a roll of 1, 2, or 3) cancels the roll for initiative on the first round of combat. 16
System shock--a percentage chance that a character survives major magical effects, such as being petrified. Based on Constitution, it is shown in Table 3. THAC0--an acronym for 'To Hit Armor Class 0,' the number that a character needs to roll in order to hit a target with AC 0. To-hit roll--another name for attack roll. Turn--in game time, approximately 10 minutes; used especially in figuring how long various magic spells may last. In combat, a turn consists of 10 rounds. Turn undead--an ability of a cleric or paladin to turn away an undead creature, such as a skeleton or a vampire. V--abbreviation for verbal component. Verbal component (abbr. V)--specific words or sounds that must be uttered while casting a spell. Weapon speed--an initiative modifier used in combat that accounts for the time required to get back into position to reuse a weapon. Wis--abbreviation for Wisdom. Wisdom (abbr. Wis)--an ability score representing a composite of a character's intuition, judgment, common sense, and will power. XP--abbreviation for experience points.
Step-by-Step Player Character Generation To create a character to play in the AD&D game, proceed, in order, through Chapters 1 through 6. (Chapter 5 is optional). These chapters will tell you how to generate your character's ability scores, race, and class, decide on his alignment, pick proficiencies, and buy equipment. The necessary steps are summarized here. Don't be concerned if you encounter terms you don't understand; they are fully explained in chapters 1 through 6. Once you've worked through this list, your character is ready for adventure!
Step 3: Select a Class (chapter 3) Select a class that is available to your character's race: Dwarf Elf Gnome Half-elf Halfling Human
F, C, T, F/T, F/C F, R, M, C, T, F/M, F/T, M/T, F/M/T F, I, C, T, F/C, F/I, F/T, C/I, C/T, I/T F, R, M, C, D, T, B, F/C, F/T, F/D, F/M, C/R, C/M, T/M, F/M/C, F/M/T F, C, T, F/T F, P, R, M, I, C, D, T, B
Step 1: Roll Ability Scores (chapter 1) Check Table 13 for class-based Your character needs scores for ability score restrictions. Read the class Strength, Dexterity, Constitution, description and record special class Intelligence, Wisdom, and Charisma. abilities and restrictions. If your character is a fighter, Step 2: Choose a Race (chapter 2) paladin, or ranger, is not a halfling, and See Table 7 for ability score has a Strength score of 18, roll d100 to requirements. Then adjust the character's determine exceptional Strength. Consult scores according to the race chosen: Table 1 and readjust those bonuses affected by exceptional Strength. Dwarf Con +1, Cha -1 If your character is a mage, Elf Dex +1, Con -1 consult Table 4 and record his maximum Gnome Int +1, Wis -1 spell level, chance to learn spells, and Half-elf no adjustments maximum number of spells per level. Halfling Dex +1, Str -1 Ask your DM what spells the character Human no adjustments knows. If your character is a cleric, Consult tables 1-6 and record the consult Table 5 and record bonus spells various bonuses and penalties the and his chance of spell failure. Note the character receives for having particularly spell spheres to which the PC has access. high or low scores. If your character is a thief, record Consult the racial descriptions in his base thieving skills scores from Table chapter 2 and record the character's 26. Modify these scores according to special racial abilities. Tables 27 and 28. Then apportion 60 Finally, check Tables 10, 11, and points between those abilities, assigning 12 to determine the character's height, no more than 30 points to any one score. weight, starting age, and age effects. If your character is a bard, not his thief abilities from Table 33. Modify these percentages according to Tables 27 and 28. Then apportion 20 points between these abilities.
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Step 4: Choose an Alignment (chapter 4) In selecting your alignment, abide by class restrictions: Paladin Ranger
lawful good lawful, neutral, or chaotic good Mythos Priest any acceptable to deity Bard any neutral combination All others any Step 5: Record Saving Throws and THAC0 (chapter 9) Consult Table 60 to determine the base saving throws for your character. Consult Table 53 to determine your character's THAC0. Step 6: Roll Hit Points (chapter 3) Roll the appropriate hit die for your character. If the character is multiclassed, roll all applicable hit dice and average the results. Warrior Priest Rogue Mage
1d10 1d8 1d6 1d4
Step 7: Record Base Movement (chapter 14) Find the character' base movement rate on Table 64 and record it. If the optional encumbrance rules are in effect, also record the encumbrance categories from Table 47 and modified movement rates and combat abilities.
Step-by-Step Player Character Generation Step 8: Select Proficiencies (optional, chapter 5) Consult Table 34 to determine the character's weapon and nonweapon proficiency slots. Add the character's number of languages known (from Table 4) to his number of nonweapon proficiencies. Select weapon proficiencies. If the character is a fighter, you may select a weapon specialization. Select nonweapon proficiencies. Record their relevant abilities and check modifiers. Step 9: Equip Your Character (chapter 6) Consult Table 43 to determine your character's starting funds. Using Table 44, select and pay for your character's starting equipment. Consult Table 46 to determine your character's armor class rating. Modify this base AC by his defensive adjustment. Record the weight, size, damage, rate of fire, and range information for each weapon carried. Include type and speed factors if those optional rules are in play.
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Chapter 1: Player Character Ability Scores To venture into the worlds of the AD&D game, you first need to create a character. The character you create is your alter ego in the fantasy realms of this game, a make-believe person who is under your control and through whom you vicariously explore the world the Dungeon Master (DM) has created. Each character in the AD&D game has six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The first three abilities represent the physical nature of the character, while the second three quantify his mental and personality traits. In various places throughout these rules, the following abbreviations are used for the ability names: Strength —Str; Dexterity--Dex; Constitution-Con; Intelligence--Int; Wisdom--Wis; Charisma—Cha.
Method V: Roll four six-sided dice (4d6). Discard the lowest die and total the remaining three. Repeat this Method I creates characters five more times, then assign the six whose ability scores are usually between numbers to the character's abilities 9 and 12. If you would rather play a however you want. This is a fast method character of truly heroic proportions, ask that gives you a good character, but you your DM if he allows players to use can still get low scores (after all, you optional methods for rolling up could roll 1s on all four dice!). characters. These optional methods are designed to produce above-average Method VI: This method can be characters. used if you want to create a specific type of character. Method II: Roll 3d6 twice, It does not guarantee that you will get noting the total of each roll. Use the character you want, but it will whichever result you prefer for your improve your character's Strength score. Repeat this chances. for Dexterity, Constitution, Intelligence, Each ability starts with a score of Wisdom, and Charisma. This allows you 8. Then roll seven dice. These dice can to pick the best score from each pair, be added to your character's abilities as generally ensuring that your character you wish. All the points on a die must be does not have any really low ability added to the same ability score. For scores (but low ability scores are not all example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. Rolling Ability Scores that bad any way!). You can add as many dice as you want to Let's first see how to generate Method III: Roll 3d6 six times any ability, but no ability score can ability scores for your character, after and jot down the total for each roll. exceed 18 points. If you cannot make an which definitions of each ability will be Assign the scores to your character's six 18 by exact count on the dice, you given. abilities however you want. This gives cannot have an 18 score. The six ability scores are you the chance to customtailor your determined randomly by rolling sixcharacter, although you are not sided dice to obtain a score from 3 to 18. guaranteed high scores. There are several methods for rolling up these scores. Method IV: Roll 3d6 twelve times and jot down all twelve totals. Method I: Roll three six-sided dice Choose six of these rolls (generally the (3d6); the total shown on the dice is your six best rolls) and assign them to your character's Strength ability score. Repeat character's abilities however you want. this for Dexterity, Constitution, This combines the best of methods II and Intelligence, Wisdom, and Chrisma, in III, but takes somewhat longer. that order. This method gives a range of As an example, Joan rolls 3d6 scores from 3 to 18, with most results in twelve times and gets results of 12, 5, 6, the 9 to 12 range. Only a few characters 8, 10, 15, 9, 12, 6, 11, 10, and 7. She have high scores (15 and above), so you chooses the six best rolls (15, 12, 12, 11, should treasure these characters. 10, and 10) and then assigns them to her character's abilities so as to create the strengths and weaknesses that she wants her character to have (see the ability descriptions following this section for explanations of the abilities).
Alternative Dice-Rolling Methods
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Chapter 1: Player Character Ability Scores Damage Adjustment also applies to combat. The listed number is added to or The six character abilities are described subtracted from the dice rolled to below. Each description gives an idea of determine the damage caused by an what that ability encompasses. Specific attack (regardless of subtractions, a game effects are also given. At the end successful attack roll can never cause of each ability description is the table less than 1 point of damage). For giving all modifiers and game example, a short sword normally causes information for each ability score. The 1d6 points of damage (a range of 1 to 6). blue-shaded ability scores can be An attacker with Strength 17 causes one obtained only by extraordinary means, extra point of damage, for a range of 2 to whether by good fortune (finding a 7 points of damage. The damage magical book that raises a score) or ill adjustment also applies to missile fortune (an attack by a creature that weapons, although bows must be lowers a score). specially made to gain the bonus; crossbows never benefit from the user's Strength Strength. Strength (Str) measures a Weight Allowance is the weight character's muscle, endurance, and (in pounds) a character can carry without stamina. This ability is the prime being encumbered (encumbrance requisite of warriors because they must measures how a character's possessions be physically powerful in order to wear hamper his movement--see Glossary). armor and wield heavy weapons. A These weights are expressed in pounds. fighter with a score of 16 or more in A character carrying up to the listed Strength gains a 10% bonus to the weight can move his full movement rate. experience points he earns. Furthermore, any warrior with a Strength score of 18 is entitled to roll percentile dice (see Glossary) to determine exceptional Strength; exceptional Strength improves the character's chance to hit an enemy, increases the damage he causes with each hit, increases the weight the character is able to carry without a penalty for encumbrance (see below), and increases the character's ability to force open doors and similar portals. The rest of this section on Strength consists of explanations of the columns in Table 1. Refer to the table as you read. Hit Probability adjustments are added to or subtracted from the attack roll rolled on 1d20 (one 20-sided die) during combat. A bonus (positive number) makes the opponent easier to hit; a penalty (negative number) makes him harder to hit.
The Ability Scores
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Maximum Press is the heaviest weight a character can pick up and lift over his head. A character cannot walk more than a few steps this way. No human or humanoid creature without exceptional Strength can lift more than twice his body weight over his head. In 1987, the world record for lifting a weight overhead in a single move was 465 pounds. A heroic fighter with Strength 18/00 (see Table 1) can lift up to 480 pounds the same way and he can hold it overhead for a longer time! Open Doors indicates the character's chance to force open a heavy or stuck door. When a character tries to force a door open, roll 1d20. If the result is equal to or less than the listed number, the door opens. A character can keep trying to open a door until it finally opens, but each attempt takes time (exactly how much is up to the DM) and makes a lot of noise. Numbers in parentheses are the chances (on 1d20) to open a locked, barred, or magically held door, but only one attempt per door can ever be made. If it fails, no further attempts by that character can succeed. Bend Bars/Lift Gates states the character's percentage chance (rolled on percentile dice) to bend normal, soft iron bars, lift a vertical gate (portcullis), or perform a similar feat of enormous strength. When the character makes the attempt, roll percentile dice. If the number rolled is equal to or less than the number listed on Table 1, the character bends the bar or lifts the gate. If the attempt fails, the character can never succeed at that task. A character can, however, try to bend the bars on a gate that he couldn't lift, and vice versa.
Chapter 1: Player Character Ability Scores Table 1:
Strength Ability Score 1 2 3 4-5 6-7 8-9 10-11 12-13 14-15 16 17 18 18/01-50 18/51-75 18/76-90 18/91-99 18/00 19 20 21 22 23 24 25
Hit Prob. -5 -3 -3 -2 -1 Normal Normal Normal Normal Normal +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +5 +6 +7
Dmg. Adj. -4 -2 -1 -1 None None None None None +1 +1 +2 +3 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +14
Weight Allow. 1 1 5 10 20 35 40 45 55 70 85 110 135 160 185 235 335 485 535 635 785 935 1,235 1,535
Max. Press 3 5 10 25 55 90 115 140 170 195 220 255 280 305 330 380 480 640 700 810 970 1,130 1,440 1,750
Open Doors Lift 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15(3) 16(6) 16(8) 17(10) 17(12) 18(14) 18(16) 19(17) 19(18)
Missile Attack Adjustment is used to modify a character's die roll Dexterity (Dex) encompasses several whenever he uses a missile weapon (a physical attributes including hand-eye bow or a thrown weapon). A positive coordination, agility, reaction speed, number makes it easier for the character reflexes, and balance. Dexterity affects a to hit with a missile, while a negative character's reaction to a threat or number makes it harder. surprise, his accuracy with thrown Defensive Adjustment applies to weapons and bows, and his ability to a character's saving throws (see dodge an enemy's blows. It is the prime Glossary) against attacks that can be requisite of rogues and affects their dodged--lightning bolts, boulders, etc. It professional skills. A rogue with a also modifies the character's Armor Dexterity score of 16 or higher gains a Class (see Glossary), representing his 10% bonus to the experience points he ability to dodge normal missiles and earns. parry weapon thrusts. For example, Rath Reaction Adjustment modifies is wearing chain mail, giving him an the die roll to see if a character is Armor Class of 5. If his Dexterity score surprised when he unexpectedly is 16, his Armor Class is modified by -2 encounters NPCs. The more positive the to 3, making him harder to hit. If his modifier, the less likely the character is Dexterity score is 5, his Armor Class is to be surprised. modified by +2 to 7, making him easier
Dexterity
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Bend Bars/ Gates 0% 0% 0% 0% 0% 1% 2% 4% 7% 10% 13% 16% 20% 25% 30% 35% 40% 50% 60% 70% 80% 90% 95% 99%
Notes
Hill Giant Stone Giant Frost Giant Fire Giant Cloud Giant Storm Giant Titan
to hit. (In some situations, beneficial Dexterity modifiers to Armor Class do not apply. Usually this occurs when a character is attacked from behind or when his movement is restricted-attacked while prone, tied up, on a ledge, climbing a rope, etc.)
Chapter 1: Player Character Ability Scores Table 2:
Dexterity Ability Score 1 2 3 4 5 6 7 8 9 10-14 15 16 17 18 19 20 21 22 23 24 25
Reaction Adj. -6 -4 -3 -2 -1 0 0 0 0 0 0 +1 +2 +2 +3 +3 +4 +4 +4 +5 +5
Missile Attack Adj. -6 -4 -3 -2 -1 0 0 0 0 0 0 +1 +2 +2 +3 +3 +4 +4 +4 +5 +5
Defensive Adj. +5 +5 +4 +3 +2 +1 0 0 0 0 -1 -2 -3 -4 -4 -4 -5 -5 -5 -6 -6
and divine intervention is reserved for only the bravest and most faithful A character's Constitution (Con) heroes! score encompasses his physique, fitness, For example, Rath's Constitution health, and physical resistance to score at the start of his adventuring hardship, injury, and disease. Since this career is 12. He can be revived from ability affects the character's hit points death 12 times. If he dies a 13th time, he and chances of surviving such cannot be resurrected or raised. tremendous shocks as being physically Hit Point Adjustment is added reshaped by magic or resurrected from to or subtracted from each Hit Die rolled death, it is vitally important to all for the character. However, no Hit Die classes. Some classes have minimum ever yields less than 1 hit point, allowable Constitution scores. regardless of modifications. If an A character's initial Constitution adjustment would lower the number score is the absolute limit to the number rolled to 0 or less, consider the final of times the character can be raised or result to be 1. Always use the character's resurrected from death. Each such current Constitution to determine hit revival reduces the character's point bonuses and penalties. Constitution score by one. Magic can Only warriors are entitled to a restore a reduced Constitution score to Constitution bonus of +3 or +4. Nonits original value or even higher, but this warrior characters who have has no effect on the number of times a Constitution scores of 17 or 18 receive character can be revived from death! only +2 per die. Once the character has exhausted his The Constitution bonus ends original Constitution, nothing short of when a character reaches 10th level (9th divine intervention can bring him back, 24
Constitution
for warriors and priests)--neither the Constitution bonus nor Hit Dice are added to a character's hit points after he has passed this level (see the character class descriptions in Chapter 3). If a character's Constitution changes during the course of adventuring, his hit points may be adjusted up or down to reflect the change. The difference between the character's current hit point bonus (if any) and the new bonus is multiplied by the character's level (up to 10) and added to or subtracted from the character's total. If Delsenora's Constitution increased from 16 to 17, she would gain 1 hit point for every level she had, up to 10th level. System Shock states the percentage chance a character has to survive magical effects that reshape or age his body: petrification (and reversing petrification), polymorph, magical aging, etc. It can also be used to see if the character retains consciousness in particularly difficult situations. For example, an evil wizard polymorphs his dim-witted hireling into a crow. The hireling, whose Constitution score is 13, has an 85% chance to survive the change. Assuming he survives, he must successfully roll for system shock again when he is changed back to his original form or else he will die. Resurrection Survival lists a character's percentage chance to be successfully resurrected or raised from death by magic. The player must roll the listed number or less on percentile dice for the character to be revived. If the dice roll fails, the character is dead, regardless of how many times he has previously been revived. Only divine intervention can bring such a character back again. Poison Save modifies the saving throw vs. poison for humans, elves, gnomes, and half-elves. Dwarves and halflings do not use this adjustment, since they have special resistances to poison attacks. The DM has specific
Chapter 1: Player Character Ability Scores information on saving throws. Regeneration enables those with specially endowed Constitutions (perhaps by a wish or magical item) to heal at an advanced rate, regenerating damage taken. The character heals 1 point of damage after the passage of the listed number of turns. However, fire and acid damage (which are more extensive than normal wounds) cannot be regenerated in this manner. These injuries must heal normally or be dealt with by magical means. Table 3:
Constitution Ability Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Hit Point Adjustment -3 -2 -2 -1 -1 -1 0 0 0 0 0 0 0 0 +1 +2 +2 (+3)* +2 (+4)* +2 (+5)* +2 (+5)** +2 (+6)*** +2 (+6)*** +2 (+6)**** +2 (+7)**** +2 (+7)****
System Shock 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 88% 90% 95% 97% 99% 99% 99% 99% 99% 99% 99% 100%
Resurrection Survival 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 92% 94% 96% 98% 100% 100% 100% 100% 100% 100% 100% 100%
Poison Save -2 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +1 +1 +2 +2 +3 +3 +4
Regeneration Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil 1/6 turns 1/5 turns 1/4 turns 1/3 turns 1/2 turns 1/1 turn
* Parenthetical bonus applies to warriors only. All other classes receive maximum bonus of +2 per die. ** All 1s rolled for Hit Dice are automatically considered 2s. *** All 1s and 2s rolled for Hit Dice are automatically considered 3s. **** All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.
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Chapter 1: Player Character Ability Scores Intelligence Intelligence (Int) represents a character's memory, reasoning, and learning ability, including areas outside those measured by the written word. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. A wizard with an Intelligence score of 16 or higher gains a 10% bonus to experience points earned. The wizard's Intelligence dictates which spells he can learn and the number of spells he can memorize at one time. Only those of the highest Intelligence can comprehend the mighty magic of 9th-level spells. This ability gives only a general indication of a character's mental acuity. A semiintelligent character (Int 3 or 4) can speak (with difficulty) and is apt to react instinctively and impulsively. He is not hopeless as a player character (PC), but playing such a character correctly is not easy. A character with low Intelligence (Int 5-7) could also be called dull-witted or slow. A very intelligent person (Int 11 or 12) picks up new ideas quickly and learns easily. A highly intelligent character (Int 13 or 14) is one who can solve most problems without even trying very hard. One with exceptional intelligence (Int 15 or 16) is noticeably above the norm. A genius character is brilliant (Int 17 or 18). A character beyond genius is potentially more clever and more brilliant than can possibly be imagined. However, the true capabilities of a mind lie not in numbers--I.Q., Intelligence score, or whatever. Many intelligent, even brilliant, people in the real world fail to apply their minds creatively and usefully, thus falling far below their own potential. Don't rely too heavily on your character's Intelligence score; you must provide your character with the creativity and energy he supposedly possesses!
Number of Languages lists the number of additional languages the character can speak beyond his native language. Every character can speak his native language, no matter what his Intelligence is. This knowledge extends only to speaking the language; it does not include reading or writing. The DM must decide if your character begins the game already knowing these additional languages or if the number shows only how many languages your character can possibly learn. The first choice will make communication easier, while the second increases your opportunities for role-playing (finding a tutor or creating a reason why you need to know a given language). Furthermore, your DM can limit your language selection based on his campaign. It is perfectly fair to rule that your fighter from the Frozen Wastes hasn't the tongues of the Southlands, simply because he has never met anyone who has been to the South lands. If the DM allows characters to have proficiencies, this column also indicates the number of extra proficiency slots the character gains due to his Intelligence. These extra proficiency slots can be used however the player desires. The character never needs to spend any proficiency slots to speak his native language. Spell Level lists the highest level of spells that can be cast by a wizard with this Intelligence. Chance to Learn Spell is the percentage probability that a wizard can learn a particular spell. A check is made as the wizard comes across new spells, not as he advances in level. To make the check, the wizard character must have access to a spell book containing the spell. If the player rolls the listed percentage or less, his character can learn the spell and copy it into his own spell book. If the wizard fails the roll, he cannot check that spell again until he advances to the next level (provided he still has access to the spell). 26
Maximum Number of Spells per Level (Optional Rule) This number indicates the maximum number of spells a wizard can know from any particular spell level. Once a wizard has learned the maximum number of spells he is allowed in a given spell level, he cannot add any more spells of that level to his spell book (unless the optional spell research system is used). Once a spell is learned, it cannot be unlearned and replaced by a new spell. For example, Delsenora the wizard has an Intelligence of 14. She currently knows seven 3rd-level spells. During an adventure, she finds a musty old spell book on the shelves of a dank, forgotten library. Blowing away the dust, she sees a 3rd-level spell she has never seen before! Excited, she sits down and carefully studies the arcane notes. Her chance to learn the spell is 60%. Rolling the dice, Delsenora's player rolls a 37. She understands the curious instructions and can copy them into her own spell book. When she is finished, she has eight 3rd-level spells, only one away from her maximum number. If the die roll had been greater than 60, or she already had nine 3rd-level spells in her spell book, or the spell had been greater than 7th level (the maximum level her Intelligence allows her to learn), she could not have added it to her collection. Spell Immunity is gained by those with exceptionally high Intelligence scores. Those with the immunity notice some inconsistency or inexactness in the illusion or phantasm, automatically allowing them to make their saving throws. All benefits are cumulative, thus, a character with a 20 Intelligence is not fooled by 1st- or 2ndlevel illusion spells.
Chapter 1: Player Character Ability Scores Table 4:
Intelligence Ability Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
# of Lang. 0* 1 1 1 1 1 1 1 2 2 2 3 3 4 4 5 6 7 8 9 10 11 12 15 20
Spell Level -– ------4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 9th 9th 9th 9th 9th
Chance to Learn Spell --------35% 40% 45% 50% 55% 60% 65% 70% 75% 85% 95% 96% 97% 98% 99% 100% 100%
Max. # of Spells/Level --------6 7 7 7 9 9 11 11 14 18 All All All All All All All
Illusion Immunity ------------------1st-level 2nd-level 3rd-level 4th-level 5th-level 6th-level 7th-level
* While unable to speak a language, the character can still communicate by grunts and gestures.
Wisdom Wisdom (Wis) describes a composite of the character's enlightenment, judgment, guile, willpower, common sense, and intuition. It can affect the character's resistance to magical attack. It is the prime requisite of priests; those with a Wisdom score of 16 or higher gain a 10% bonus to experience points earned. Clerics, druids, and other priests with Wisdom scores of 13 or higher also gain bonus spells over and above the number they are normally allowed to use. Magical Defense Adjustment listed on Table 5 applies to saving throws against magical spells that attack the mind: beguiling, charm, fear,
hypnosis, illusions, possession, suggestion, etc. These bonuses and penalties are applied automatically, without any conscious effort from the character. Bonus Spells indicates the number of additional spells a priest (and only a priest) is entitled to because of his extreme Wisdom. Note that these spells are available only when the priest is entitled to spells of the appropriate level. Bonus spells are cumulative, so a priest with a Wisdom of 15 is entitled to two 1st-level bonus spells and one 2nd-level bonus spell. Chance of Spell Failure states the percentage chance that any particular spell fails when cast. Priests with low Wisdom scores run the risk of having 27
their spells fizzle. Roll percentile dice every time the priest casts a spell; if the number rolled is less than or equal to the listed chance for spell failure, the spell is expended with absolutely no effect whatsoever. Note that priests with Wisdom scores of 13 or higher don't need to worry about their spells failing. Spell Immunity gives those extremely wise characters complete protection from certain spells, spell-like abilities, and magical items as listed. These immunities are cumulative, so that a character with a Wisdom of 23 is immune to all listed spells up to and including those listed on the 23 Wisdom row.
Chapter 1: Player Character Ability Scores Table 5:
Wisdom Ability Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Magical Defense Adjustment -6 -4 -3 -2 -1 -1 -1 0 0 0 0 0 0 0 +1 +2 +3 +4 +4 +4 +4 +4 +4 +4 +4
Bonus Spells --------0 0 0 0 1st 1st 2nd 2nd 3rd 4th 1st, 3rd 2nd, 4th 3rd, 5th 4th, 5th 1st, 6th 5th, 6th 6th, 7th
Chance of Spell Failure 80% 60% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
Spell Immunity ------------------cause fear, charm person, command, friends, hypnotism forget, hold person, ray of enfeeblement, scare fear charm monster, confusion, emotion, fumble, suggestion chaos, feeblemind, hold monster, magic jar, quest geas, mass suggestion, rod of rulership antipathy/sympathy, death spell, mass charm
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Chapter 1: Player Character Ability Scores Charisma The Charisma (Cha) score measures a character's persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with nonplayer characters (NPCs), mercenary hirelings, retainers, and intelligent monsters. It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers. Maximum Number of Henchmen states the number of nonplayer characters who will serve as permanent retainers of the player character. It does not affect the number of mercenary soldiers, men-at-arms, servitors, or other persons in the pay of the character. Loyalty Base shows the subtraction from or addition to the henchmen's and other servitors' loyalty scores (in the DMG). This is crucial during battles, when morale becomes important. Reaction Adjustment indicates the penalty or bonus due to the character because of Charisma when dealing with nonplayer characters and intelligent creatures. For example, Rath encounters a centaur, an intelligent creature. Rath's Charisma is only 6, so he is starting off with one strike against him. He probably should try to overcome this slight handicap by making generous offers of gifts or information.
Table 6:
Charisma Ability Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Maximum # of Henchmen 0 1 1 1 2 2 3 3 4 4 4 5 5 6 7 8 10 15 20 25 30 35 40 45 50
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Loyalty Base -8 -7 -6 -5 -4 -3 -2 -1 0 0 0 0 0 +1 +3 +4 +6 +8 +10 +12 +14 +16 +18 +20 +20
Reaction Adjustment -7 -6 -5 -4 -3 -2 -1 0 0 0 0 0 +1 +2 +3 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14
Chapter 1: Player Character Ability Scores What the Numbers Mean Now that you have finished creating the ability scores for your character, stop and take a look at them. What does all this mean? Suppose you decide to name your character 'Rath' and you rolled the following ability scores for him: Strength 8 Dexterity 14 Constitution 13 Intelligence 13 Wisdom 7 Charisma 6 Rath has strengths and weaknesses, but it is up to you to interpret what the numbers mean. Here are just two different ways these numbers could be interpreted. 1) Although Rath is in good health (Con 13), he's not very strong (Str 8) because he's just plain lazy--he never wanted to exercise as a youth and now it's too late. His low Wisdom and Charisma scores (7, 6) show that he lacks the common sense to apply himself properly and projects a slothful, 'I'm not going to bother' attitude (which tends to irritate others). Fortunately, Rath's natural wit (Int 13) and Dexterity (14) keep him from being a total loss. Thus, you might play Rath as an irritating, smart-alecky twerp forever ducking just out of range of those who want to squash him. 2) Rath has several good points-he has studied hard (Int 13) and practiced his manual skills (Dex 14). Unfortunately, his Strength is low (8) from a lack of exercise (all those hours spent reading books). Despite that, Rath's health is still good (Con 13). His low Wisdom and Charisma (7, 6) are a result of his lack of contact and involvement with people outside the realm of academics.
Looking at the scores this way, you could play Rath as a kindly, naive, and shy professorial type who's a good tinkerer, always fiddling with new ideas and inventions. Obviously, Rath's ability scores (often called 'stats') are not the greatest in the world. Yet it is possible to turn these 'disappointing' stats into a character who is both interesting and fun to play. Too often players become obsessed with 'good' stats. These players immediately give up on a character if he doesn't have a majority of above-average scores. There are even those who feel a character is hopeless if he does not have at least one ability of 17 or higher! Needless to say, these players would never consider playing a character with an ability score of 6 or 7. In truth, Rath's survivability has a lot less to do with his ability scores than with your desire to role-play him. If you give up on him, of course he won't survive! But if you take an interest in the character and role-play him well, then even a character with the lowest possible scores can present a fun, challenging, and all-around exciting time. Does he have a Charisma of 5? Why? Maybe he's got an ugly scar. His table manners could be atrocious. He might mean well but always manage to say the wrong thing at the wrong time. He could be bluntly honest to the point of rudeness, something not likely to endear him to most people. His Dexterity is a 3? Why? Is he naturally clumsy or blind as a bat? Don't give up on a character just because he has a low score. Instead, view it as an opportunity to role-play, to create a unique and entertaining personality in the game. Not only will you have fun creating that personality, but other players and the DM will have fun reacting to him.
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Chapter 2: Player Character Races After creating your character's ability scores, you must select a player character race. This is not a race in the true sense of the word: caucasian, black, asian, etc. It is actually a fantasy species for your character -- human, elf, dwarf, gnome, half-elf, or halfling. Each race is different. Each possesses special powers and has different lists of classes to choose from. All six of the standard races are described in detail in this chapter. In many cases, broad statements are made concerning the race in general. Players are not bound by these generalities. For example, the statement that 'dwarves tend to be dour and taciturn' does not mean that your character cannot be a jolly dwarf. It means that the gardenvariety dwarf is dour and taciturn. If player characters were just like everyone else, they wouldn't be adventurers. Make your character unique and he will be more fun to play.
the slash; the maximums are listed after the slash). Your character's sex has no effect on these minimums or maximums. Consult Table 7 before making any racial adjustments to your character's ability scores. If the basic scores that you rolled up meet the requirements for a particular race, your character can be of that race, even if later modifications change the ability scores so they exceed the maximums or don't meet the minimums. Once you satisfy the requirements at the start, you never have to worry about them again. Table 7 gives the minimum and maximum scores a newly created character must have to be a member of a demihuman race. Any character can be a human, if the player so desires.
Table 8:
Racial Ability Adjustments Race Dwarf Elf Gnome Halfling
Adjustments +1 Constitution; -1 Charisma +1 Dexterity; -1 Constitution +1 Intelligence; -1 Wisdom +1 Dexterity; -1 Strength
Class Restrictions and Level Limits
The human race has one special ability in the AD&D game: Humans can choose to be of any class-- warrior, wizard, priest, or rogue -- and can rise to great level in any class. The other races have fewer choices of character classes and usually are limited in the level they attain. These restrictions reflect the Racial Ability Adjustments can natural tendencies of the races (dwarves If you chose to make your like war and fighting and dislike magic, character a dwarf, elf, gnome, or etc.). The limits are high enough so a halfling, you now have to adjust some of demihuman can achieve power and your character's ability scores. The importance in at least one class. A Minimum and Maximum adjustments are mandatory; all halfling, for example, can become the characters of these races receive the Ability Scores best thief in the land, but he cannot adjustments. Even if adjustments raise All nonhuman PC races (also become a great fighter. or lower your character's ability scores called 'demihuman' races) have The limits also exist for play beyond the minimums and maximums minimum and maximum requirements balance. The ability of humans to shown on Table 7, you do not have to for their ability scores. If you want to assume any role and reach any level is pick a new race. The adjustments can have a demihuman character, the their only advantage. The demihuman also raise a score to 19 or lower it to 2. character's ability scores must be within races have other powers that make them the allowable range. The minimums and entertaining to play -- particularly the maximums for each race are listed on ability to be multi-classed (see Table 7 (the minimums are listed before Glossary). These powers balance the
Table 7:
Racial Ability Requirements Ability Strength Dexterity Constitution Intelligence Wisdom Charisma
Dwarf 8/18 3/17 11/18 3/18 3/18 3/17
Elf 3/18 6/18 7/18 8/18 3/18 8/18
Gnome 6/18 3/18 8/18 6/18 3/18 3/18
Half-Elf 3/18 6/18 6/18 4/18 3/18 3/18
* Halfling fighters do not roll for exceptional Strength. 32
Halfling 7/18* 7/18 10/18 6/18 3/17 3/18
Chapter 2: Player Character Races enjoyment of play against the ability to strong and brave. They enjoy beer, ale, rise in level. Ask your DM for the level mead, and even stronger drink. Their limits imposed on nonhuman characters. chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque Languages gems (except pearls, which they do not Racial languages for demihumans like). Dwarves like the earth and dislike can be handled in either of two ways, the sea. Not overly fond of elves, they depending on whether or not your DM have a fierce hatred of orcs and goblins. uses the optional proficiency system. Their short, stocky builds make them illEither way, your character automatically suited for riding horses or other large knows his native language. mounts (although ponies present no Without the proficiency system, difficulty), so they tend to be a trifle your character starts adventuring already dubious and wary of these creatures. knowing a number of additional They are ill-disposed toward magic and languages (the number depends on his have little talent for it, but revel in Int score, see Table 4). The additional fighting, warcraft, and scientific arts languages must be chosen from among such as engineering. those listed in his race's description. Though dwarves are suspicious If you use the proficiency system, and avaricious, their courage and your character receives additional tenacity more than compensate for these languages by using proficiency slots (see shortcomings. Chapter 5: Proficiencies) to determine Dwarves typically dwell in hilly how many languages he knows when he or mountainous regions. They prefer life starts adventuring (his native language in the comforting gloom and solidness does not cost a slot). Demihumans must that is found underground. They have choose these languages from among several special abilities that relate to those listed in the following racial their underground life, and they are descriptions. noted for being particularly resistant to Human PCs generally start the magics and poisons. game knowing only their regional A character of the dwarven race language—the language they grew up can be a cleric, a fighter, or a thief. He speaking. The DM may decide to allow can also choose to be a fighter/cleric or beginning PCs additional languages (up fighter/thief. to their Int score limit or proficiency slot From living underground, limit), if he feels the PCs had the dwarves have found it useful to learn the opportunity to learn these as they grew languages of several of their neighbors, up. Otherwise, human PCs may learn both friendly and hostile. The initial additional languages as they adventure. languages a dwarf can learn are common, dwarf, gnome, goblin, kobold, Dwarves orc, and any others your DM allows. Dwarves are short, stocky The actual number of languages is fellows, easily identified by their size limited by the Intelligence of the player and shape. They average 4 to 4- ½ feet character (see Table 4) or by the tall. They have ruddy cheeks, dark eyes, proficiency slots he allots to languages and dark hair. Dwarves generally live for (if that optional system is used). 350 years. By nature, dwarves are Dwarves tend to be dour and nonmagical and never use magical spells taciturn. They are given to hard work (priest spells are allowed however). This and care little for most humor. They are gives a bonus to dwarves' saving throws
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against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3 - _ points of Constitution score. Thus, for example, if a dwarf has a Constitution score of 7 he gains +2 on saving throws. These bonuses are summarized on Table 9. Table 9:
Constitution Saving Throw Bonuses Constitution Score 4-6 7-10 11-13 14-17 18-19
Saving Throw Bonus +1 +2 +3 +4 +5
Similarly, dwarves have exceptional resistance to toxic substances. All dwarven characters make saving throws against poison with the same bonuses that they get against magical attacks (see Table 9). Also because of their nonmagical nature, however, dwarves have trouble using magical items. All magical items that are not specifically suited to the character's class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons,
Chapter 2: Player Character Races shields, armor, gauntlets, and girdles. This penalty does not apply to dwarven clerics using priest items. In melee, dwarves add 1 to their dice rolls to hit orcs, half-orcs, goblins, and hobgoblins. When ogres, trolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract 4 from their attack rolls because of the dwarves' small size and combat ability against these much bigger creatures. Dwarven infravision enables them to see up to 60 feet in the dark. Dwarves are miners of great skill. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).
Elves
Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live to be over 1,200 years old, although long before this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain, but it is an undeniable urge of their race. Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates Detect grade or slope in passage otherwise. They are not fond of ships or 1-5 on 1d6 mines, but enjoy growing things and Detect new tunnel/passage construction gazing at the open sky. Even though 1-5 on 1d6 elves tend toward haughtiness and Detect sliding/shifting walls or rooms arrogance at times, they regard their 1-4 on 1d6 friends and associates as equals. They do Detect stonework traps, pits, and not make friends easily, but a friend (or deadfalls enemy) is never forgotten. They prefer to 1-3 on 1d6 distance themselves from humans, have Determine approximate depth little love for dwarves, and hate the evil underground denizens of the woods. 1-3 on 1d6 Their humor is clever, as are their songs and poetry. Elves are brave but Note that the dwarf must never foolhardy. They eat sparingly; they deliberately try to make these drink mead and wine, but seldom to determinations; the information does not excess. While they find well-wrought simply spring to mind unbidden. jewelry a pleasure to behold, they are not Because of their sturdy builds, overly interested in money or gain. They dwarves add 1 to their initial find magic and swordplay (or any Constitution scores. Their dour and refined combat art) fascinating. If they suspicious natures cause them to subtract have a weakness it lies in these interests. 1 from their initial Charisma scores. There are five branches of the elven race; aquatic, gray, high, wood, and dark. Elf player characters are always assumed to be of the most common type -- high elves – although a character can be another type of elf with the DM's permission (but the choice grants no additional powers). To the eye of outsiders, the differences between the 34
groups are mostly cosmetic, but most elves maintain that there are important cultural differences between the various groups. Aquatic elves spend their lives beneath the waves and have adapted to these conditions. Gray elves are considered the most noble and seriousminded of this breed. High elves are the most common. Wood elves are considered to be wild, temperamental, and savage. All others hold that the subterranean dark elves are corrupt and evil, no longer part of the elven community. A player character elf can be a cleric, fighter, wizard, thief, or ranger. In addition, an elf can choose to be a multiclass fighter/mage, fighter/thief, or ranger. In addition, an elf can choose to be a multi-class fighter/mage, fighter/thief, fighter/mage/thief, or mage/thief. (The rules governing these combinations are explained under 'Multi-Class and Dual-Class Characters' in Chapter 3: Player Character Classes). Elves have found it useful to learn the languages of several of the forest's children, both the good and the bad. As initial languages, an elf can choose common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll. The number of languages an elf can learn is limited by his Intelligence (see Table 4) or the proficiency slots he allots to languages (if that optional system is used). Elven characters have 90% resistance to sleep and all charm-related spells. (See Chapter 9: Combat for an explanation of magic resistance.) This is in addition to the normal saving throw allowed against a charm spell. When employing a bow of any sort other than a crossbow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls. An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of elves or halflings
Chapter 2: Player Character Races (also not in metal armor), or 90 feet or more away from his party (the group of characters he is with) to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2. Elven infravision enables them to see up to 60 feet in darkness. Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal. As stated previously, elven characters add 1 to their initial Dexterity scores. Likewise, as elves are not as sturdy as humans, they deduct 1 from their initial Constitution scores.
and elves--although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins' aversion to surface dwellers foolish. A gnome character can elect to be a fighter, a thief, a cleric, or an illusionist. A gnome can have two classes, but not three: fighter/thief, illusionist/thief, etc. Due to his upbringing, a beginning gnome character can choose to know the following languages, in addition to any others allowed by the DM: common, dwarf, gnome, halfling, goblin, kobold, and the simple common speech of burrowing mammals (moles, badgers, weasels, shrews, ground squirrels, etc.). The actual number of languages a character begins with depends upon his Intelligence score (see Table 4) or the proficiency slots he allots to languages (if that optional system is used). Like their cousins the dwarves, gnomes are highly magic resistant. A gnome player character gains a bonus of +1 for every 3_ points of Constitution Gnomes score, just as dwarves do (see Table 9). Kin to dwarves, gnomes are This bonus applies to saving throws noticeably smaller than their distant against magical wands, staves, rods, and cousins. Gnomes, as they proudly spells. maintain, are also less rotund than Gnomes also suffer a 20% chance dwarves. Their noses, however, are for failure every time they use any significantly larger. Most gnomes have magical item except weapons, armor, dark tan or brown skin and white hair. A shields, illusionist items, and (if the typical gnome lives for 350 years. character is a thief) items that duplicate Gnomes have lively and sly thieving abilities. This check is made senses of humor, especially for practical each time the gnome attempts to use the jokes. They have a great love of living device, or, in the case of continuous-use things and finely wrought items, devices, each time the device is particularly gems and jewelry. Gnomes activated. Like dwarves, gnomes can love all sorts of precious stones and are sense a cursed item if the device fails to masters of gem polishing and cutting. function. Gnomes prefer to live in areas of In melee, gnome characters add 1 rolling, rocky hills, well wooded and to their attack rolls to hit kobolds or uninhabited by humans. Their goblins. When gnolls, bugbears, ogres, diminutive stature has made them trolls, ogre magi, giants, or titans attack suspicious of the larger races—humans 35
gnomes, these monsters must subtract 4 from their attack rolls because of the gnomes' small size and their combat skills against these much larger creatures. Gnomish infravision enables them to see up to 60 feet in the dark. Being tunnelers of exceptional merit, gnomes are able to detect the following within 10 feet (exception: They can determine their approximate depth or direction underground at any time.). They must stop and concentrate for one round to use any of these abilities. Detect grade or slope in passage 1-5 on 1d6 Detect unsafe walls, ceiling, and floors 1-7 on 1d10 Determine approximate depth underground 1-4 on 1d6 Determine approximate direction underground 1-3 on 1d6 Gnome characters gain a +1 bonus to their Intelligence scores, to reflect their highly inquisitive natures. They suffer a -1 penalty to Wisdom because their curiosity often leads them unknowingly into danger.
Half-Elves Half-elves are the most common mixed-race beings. The relationship between elf, human, and half-elf is defined as follows: 1) Anyone with both elven and human ancestors is either a human or a half-elf (elves have only elven ancestors). 2) If there are more human ancestors than elven, the person is human; if there are equal numbers or more elves, the person is half-elven. Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of each of their races. They mingle freely with either race, being
Chapter 2: Player Character Races only slightly taller than the average elf (5 feet 6 inches on average) and weighing about 150 pounds. They typically live about 160 years. They do not have all the abilities of the elf, nor do they have the flexibility of unlimited level advancement of the human. Finally, in some of the less-civilized nations, halfelves are viewed with suspicion and superstition. In general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors and the refined senses, love of nature, and artistic tastes of his elven ancestors. Half-elves do not form communities among themselves; rather, they can be found living in both elven and human communities. The reactions of humans and elves to halfelves ranges from intrigued fascination to outright bigotry. Of all the demihuman races, halfelves have the greatest range of choices in character class. They tend to make good druids and rangers. A half-elf can choose to be a cleric, druid, fighter, ranger, mage, specialist wizard, thief, or bard. In addition, a half-elf can choose from the following multi-class combinations: cleric (or druid)/fighter, cleric (or druid)/fighter/mage, cleric (or druid)/ranger, cleric (or druid)/mage, fighter/mage, fighter/thief, fighter/mage/thief, and mage/thief. The half-elf must abide by the rules for multi-class characters. Half-elves do not have a language of their own. Their extensive contact with other races enables them to choose any of the following languages (plus any other allowed by the DM): common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll. The actual number of languages the character knows is limited by his Intelligence (see Table 4) or by the number of proficiency slots he allots to languages (if that optional system is used). Half-elven characters have a 30% resistance to sleep and all charm-related spells.
Half-elven infravision enables them to see up to 60 feet in darkness. Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-insix chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.
Halflings Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years. Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. In fact, they can be a trifle boring at times. Halflings are not forward, but they are observant and conversational if in friendly company. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need. Halfling homes are wellfurnished burrows, although most of their work is done on the surface. Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and 36
outgoing than any of these other three, they get along with other races far better. There are three types of halflings: Hairfeets, Tallfellows, and Stouts. Hairfeets are the most common type, but for player characters, any of the three is acceptable. A halfling character can choose to be a cleric, fighter, thief, or a multiclass fighter/thief. The halfling must use the rules provided for multi-class characters. Through their contact with other races, halfling characters are allowed to choose initial languages from common, halfling, dwarf, elf, gnome, goblin, and orc, in addition to any other languages the DM allows. The actual number of languages the character knows is limited by his Intelligence (see Table 4) or by the number of proficiency slots he allots to languages (if that optional system is used). All halfling characters have a high resistance to magical spells, so for every 3-_ points of Constitution score, the character gains a +1 bonus on saving throws vs. wands, staves, rods, and spells. These bonuses are summarized on Table 9. Halflings have a similar resistance to poisons of all sorts, so they gain a Constitution bonus identical to that for saving throws vs. magical attacks when they make saving throws vs. poison (i.e., +1 to +5, depending on Constitution score). Halflings have a natural talent with slings and thrown weapons. Rock pitching is a favorite sport of many a halfling child. All halflings gain a +1 bonus to their attack rolls when using thrown weapons and slings. A halfling can gain a bonus to surprise opponents, but only if the halfling is not in metal armor. Even then, the halfling must either be alone, or with a party comprised only of halflings or elves, or 90 feet or more away from his party to gain this bonus. If he fulfills any of these conditions, he causes a -4
Chapter 2: Player Character Races penalty to opponents' surprise rolls. If a door or other screen must be opened, this penalty is reduced to -2. Depending on their lineage, certain halfling characters have infravision. Any halfling character has a 15% chance to have normal infravision (this means he is pure Stout), out to 60 feet; failing that chance, there is a 25% chance that he has limited infravision (mixed Stout/Tallfellow or Stout/Hairfeets lineage), effective out to 30 feet. Similarly, halflings with any Stoutish blood can note if a passage is an up or down grade with 75% accuracy (roll a 1, 2, or 3 on 1d4). They can determine direction half the time (roll a 1, 2, or 3 on 1d6). These abilities function only when the character is concentrating on the desired information to the exclusion of all else, and only if the character is pure or partially Stout. Halfling characters have a penalty of -1 to their initially generated Strength scores, and they gain a bonus of +1 to Dexterity.
Although many people have claimed to live to great ages, the oldest human of verifiable age was 113 years old in 1988 and is still alive!
Players may also want to know their characters' starting ages. Human characters can start at any age that is agreeable to both the player and the DM. However, all beginning adventurers are assumed to be at least 16 years old, since they must grow physically, emotionally, and in practical experience before they are ready to undertake the rigors of an adventuring life. Table 11 can be used to give a starting age (add the variable die roll to the base starting age to get the character's starting age) and the possible life span of a character, assuming a quiet and peaceful life. Humans are also included on this list in case you want to determine their ages randomly. The maximum age for a character should be secretly determined and recorded by the DM. Player characters may have an idea of how long they expect to live, but do Humans not know their true allotted life span. Although humans are treated as a As a character ages, his ability single race in the AD&D game, they scores are affected. Upon reaching onecome in all the varieties we know on half of his base maximum age (45 for a Earth. A human PC can have whatever human), the character loses 1 point of racial characteristics the DM allows. Strength (or half of his exceptional Humans have only one special Strength rating) and 1 point of ability: They can be of any character Constitution, but gains 1 point each of class and rise to any level in any class. Intelligence and Wisdom. At two-thirds Other PC races have limited choices in of his base maximum age (60 for a these areas. human), the character loses 2 more Humans are also more social and points of Strength (or all his exceptional tolerant than most other races, accepting Strength and 1 point more), 2 points of the company of elves, dwarves, and the Dexterity, and 1 more point of like with noticeably less complaint. Constitution, but he gains 1 point of Because of these abilities and Wisdom. Upon reaching the base tendencies, humans have become maximum age, the character loses 1 significant powers within the world and more point from each of Strength, often rule empires that other races Dexterity, and Constitution, while (because of their racial tendencies) gaining 1 more point in both Intelligence would find difficult to manage. and Wisdom. All aging adjustments are cumulative. See Table 12 for a summary of these effects. 37
There may be times when a magical device or spell adds years to or subtracts years from a player character's life. This magical aging can have two different effects. Some magical aging physically affects the character. For example, a haste spell ages those it affects by one year. This aging is added directly to the player character's current age. He physically acquires the appearance of himself one year older (a few more wrinkles, etc.). Characters who increase in age from magical effects do not gain the benefits of increased Wisdom and Intelligence--these are a function of the passage of game time-but the character does suffer the physical losses to Strength, Dexterity, and Constitution associated with aging. These are breakdowns of the body's systems. Physical age can also be removed in the same manner. Some potions give years back to the character. In this case, the physical appearance of the character is restored. The character can regain lost vigor (Str, Dex, and Con) as his body is renewed but he does not lose any of the benefits of aging (Wis and Int). Magical aging can also work to increase or decrease the life span of the character. In such a case, the actual age of hte character is unaffected. All adjustments are made by the DM to the character's maximum age (which only the DM knows). For example, a human finds a magical fountain that bestows great longevity (10 to 60 years more). The DM has already determined the human will naturally live to 103 years (base 90 + 2d20, in this case 13). The water of the fountain bestows 40 more years so that, unless the character meets a violent end, he will live to 143 years. He still suffers the effects of aging at the usual ages (45, 60, and 90 years,
Chapter 2: Player Character Races respectively), but the period in which he would be considered a venerable elder of his people is extended for 40 years. There are a number of other personal characteristics your character has--hair and eye color, body shape, voice, noticeable features, and general personality. There are no tables for these things, nor should there be. Your job, as a player, is to add these details, thereby creating the type of character you want. You probably know some from the start (do you want to play a towering, robust warrior, or a slim, unassuming swordsman?); others, especially your character's personality, will grow and take form as you play. Remember, you are an actor and your character is your role!
Table 10:
Average Height and Weight Height in Inches Base* Modifier 43/41 1d10 55/50 1d10 38/36 1d6 60/58 2d6 32/30 2d8 60/59 2d10
Race Dwarf Elf Gnome Half-elf Halfling Human
Weight in Pounds Base* Modifier 130/105 4d10 90/70 3d10 72/68 5d4 110/85 3d12 52/48 5d4 140/100 6d10
* Females tend to be lighter and shorter than males. Thus, the base numbers for height and weight are divided into male/female values. Note that the modifier still allows for a broad range in each category. Table 11:
Age Race Dwarf Elf Gnome Half-elf Halfling Human
Starting Age Base Age 40 100 60 15 20 15
Variable 5d6 5d6 3d12 1d6 3d4 1d4
Maximum Age Range (Base+Variable) 250+2d100 350+4d100* 200+3d100 125+3d20 100+1d100 90+2d20
* Upon attaining this age, an elf does not die. Rather he feels compelled to migrate to some mysterious, other land, departing the world of men. Table 12:
Aging Effects Race Dwarf Elf Gnome Half-elf Halfling Human
Middle Age* (½ Base Max.) 125 years 175 years 100 years 62 years 50 years 45 years
* -1 Str/Con; +1 Int/Wis ** -2 Str/Dex, -1 Con; +1 Wis *** -1 Str/Dex/Con; +1 Int/Wis
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Old Age** (2/3 Base Max.) 167 years 233 years 133 years 83 years 67 years 60 years
Venerable*** (Base Max.) 250 years 350 years 200 years 125 years 100 years 90 years
Chapter 3: Player Character Classes After choosing your character's race, you select his character class. A character class is like a profession or career. It is what your character has worked and trained at during his younger years. If you wanted to become a doctor, you could not walk out the door and begin work immediately. First you would have to get some training. The same is true of character classes in the AD&D game. Your character is assumed to have some previous training and guidance before beginning his adventuring career. Now, armed with a little knowledge, your character is ready to make his name and fortune. The character classes are divided into four groups according to general occupations: warrior, wizard, priest, and rogue. Within each group are several similar character classes. All classes within a group share the same Hit Dice, as well as combat and saving throw progressions. Each character class within a group has different special powers and abilities that are available only to that class. Each player must select a group for his character, then a specific class within that group. Warrior Fighter Ranger Paladin
Wizard Mage Illusionist Other
Priest Cleric Druid Other
Rogue Thief Bard
To help you choose your character's class, each group and its subordinate classes are described briefly. The groups and classes are described in detail later in this chapter. Warrior: There are three different classes within the warrior group: fighter, paladin, and ranger. All are well-trained in the use of weapons and skilled in the martial arts. The fighter is a champion, swordsman, soldier, and brawler. He lives or dies by his knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good fighter needs to be strong and healthy if he hopes to survive. The paladin is a warrior bold and pure, the exemplar of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions. The ranger is a warrior and a woodsman. He is skilled with weapons and is knowledgeable in tracking and woodcraft. The ranger often protects and guides lost travelers and honest peasantfolk. A ranger needs to be strong and wise to the ways of nature to live a full life.
Wizard: The wizard strives to be a master of magical energies, shaping them and casting them as spells. To do Fighter, mage, cleric, and thief are the so, he studies strange tongues and standard classes. They are historical and obscure facts and devotes much of his legendary archetypes that are common to time to magical research. many different cultures. Thus, they are A wizard must rely on knowledge appropriate to any sort of AD&D game and wit to survive. Wizards are rarely campaign. All of the other classes are seen adventuring without a retinue of optional. Your DM may decide that one fighters and men-at-arms. or more of the optional classes are not Because there are different types appropriate to his campaign setting. (or schools) of magic, there are different Check with your DM before selecting an types of wizards. The mage studies all optional character class. types of magic and learns a wide variety 40
of spells. His broad range makes him well suited to the demands of adventuring. The illusionist is an example of how a wizard can specialize in a particular school of magic, illusion in this case. Priest: A priest sees to the spiritual needs of a community or location. Two types of priests--clerics and druids--are described in the Player's Handbook. Other types can be created by the DM to suit specific campaigns. The cleric is a generic priest (of any mythos) who tends to the needs of a community. He is both protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well-suited to seek it out on its own ground and destroy it. The druid class is optional; it is an example of how the priest can be adapted to a certain type of setting. The druid serves the cause of nature and neutrality; the wilderness is his community. He uses his special powers to protect it and to preserve balance in the world. Rogue: The rogue can be found throughout the world, wherever people gather and money changes hands. While many rogues are motivated only by a desire to amass fortune in the easiest way possible, some rogues have noble aims; they use their skills to correct injustice, spread good will, or contribute to the success of an adventuring group. There are two types of rogues: thieves and bards. To accomplish his goals, for good or ill, the thief is a skilled pilferer. Cunning, nimbleness, and stealth are his hallmarks. Whether he turns his talent against innocent passers-by and wealthy merchants or oppressors and monsters is a choice for the thief to make. The bard is also a rogue, but he is very different from the thief. His strength is his pleasant and charming personality. With it and his wits he
Chapter 3: Player Character Classes makes his way through the world. A bard is a talented musician and a walking storehouse of gossip, tall tales, and lore. He learns a little bit about everything Table 13: that crosses his path; he is a jack-of-all- Class Ability Minimums trades but master of none. While many Character bards are scoundrels, their stories and Class Str Dex Con Int Wis Cha songs are welcome almost everywhere. Fighter 9 -----Paladin* 12 -9 -13 17 Class Ability Score Ranger* 13 13 14 -14 -Mage ---9 --Requirements Specialist* Var Var Var Var Var Var Each of the character classes has Cleric ----9 -minimum scores in various abilities. A Druid* ----12 15 character must satisfy these minimums Thief -9 ----to be of that class. If your character's Bard* -12 -13 -15 scores are too low for him to belong to any character class, ask your DM for * Optional character class. Specialist includes illusionist. permission to reroll one or more of your ability scores or to create an entirely new character. If you desperately want your character to belong to a particular class but have scores that are too low, your DM might allow you to increase these scores to the minimum needed. However, you must ask him first. Don't count on the DM allowing you to raise a score above 16 in any case. The complete character class descriptions that follow give the specific, detailed information you need about each class. These are organized according to groups. Information that applies to the entire group is presented at the start of the section. Each character class within the group is then explained. The descriptions use game terms that may be unfamiliar to you; many of these are explained in this text (or you may look the terms up in the Glossary). Experience Points measure what a character has learned and how he has improved his skill during the course of his adventures. Characters earn experience points by completing adventures and by doing things specifically related to their class. A fighter, for example, earns more experience for charging and battling a monster than does a thief, because the
fighter's training emphasizes battle while the thief's emphasizes stealth and cleverness. Characters accumulate experience points from adventure to adventure. When they accumulate enough, they rise to the next level of experience, gaining additional abilities and powers. The experience level tables for each character group list the total, accumulated experience points needed to reach each level. Some DMs may require that a character spend a certain amount of time or money training before rising to the next experience level. Your DM will tell you the requirements for advancement when the time comes. Level is a measure of the character's power. A beginning character starts at 1st level. To advance to the next level, the character must earn a requisite number of experience points. Different 41
character classes improve at different rates. Each increase in level improves the character's survivability and skills. Prime Requisite is the ability score or scores that are most important to a particular class. A fighter must be strong and a wizard must be intelligent; their prime requisites, therefore, are Strength and Intelligence, respectively. Some character classes have more than one prime requisite. Any character who has a score of 16 or more in all his prime requisites gains a 10% bonus to his experience point awards.
Chapter 3: Player Character Classes Warrior The warrior group encompasses the character classes of heroes who make their way in the world primarily by skill at arms: fighters, paladins, and rangers. Warriors are allowed to use any weapon. They can wear any type of armor. Warriors get 1 to 10 (1d10) hit points per level and can gain a special Constitution hit point bonus that is available only to warriors. The disadvantage warriors have is that they are restricted in their selection of magical items and spells. All warriors use Table 14 to determine their advancement in level as they earn experience points. All warriors gain one 10-sided hit die per level from 1st through 9th. After 9th level, warriors gain just 3 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.
Table 14:
Warrior Experience Levels Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Paladin/ Ranger 0 2,250 4,500 9,000 18,000 36,000 75,000 150,000 300,000 600,000 900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 3,300,000 3,600,000
Fighter 0 2,000 4,000 8,000 16,000 32,000 64,000 125,000 250,000 500,000 750,000 1,000,000 1,250,000 1,500,000 1,750,000 2,000,000 2,250,000 2,500,000 2,750,000 3,000,000
Hit Dice (d10) 1 2 3 4 5 6 7 8 9 9+3 9+6 9+9 9+12 9+15 9+18 9+21 9+24 9+27 9+30 9+33
All warriors gain the ability to make more than one melee attack per round as they rise in level. Table 15 shows how many melee attacks fighters, paladins, and rangers can make per round, as a function of their levels. Table 15:
Warrior Melee Attacks per Round Warrior Level 1-6 7-12 13 & up
Attacks/Round 1/round 3/2 rounds 2/round
Also, high Strength gives the fighter a better chance to hit an opponent Ability Requirements: Strength 9 and enables him to cause more damage. Prime Requisite: Strength The fighter is a warrior, an expert Allowed Races: All in weapons and, if he is clever, tactics and strategy. There are many famous The principal attribute of a fighter from legend: Hercules, Perseus, fighter is Strength. To become a fighter, Hiawatha, Beowulf, Siegfried, a character must have a minimum Cuchulain, Little John, Tristan, and Strength score of 9. A good Dexterity Sinbad. History is crowded with great rating is highly desirable. generals and warriors: El Cid, Hannibal, A fighter who has a Strength Alexander the Great, Charlemagne, score (his prime requisite) of 16 or more Spartacus, Richard the Lionheart, and gains a 10% bonus to the experience Belisarius. Your fighter could be points he earns.
Fighter
42
modeled after any of these, or he could be unique. A visit to your local library can uncover many heroic fighters. Fighters can have any alignment: good or evil, lawful or chaotic, or neutral. As a master of weapons, the fighter is the only character able to have weapon specialization (explained in Chapter 5). Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter
Chapter 3: Player Character Classes character is not required to specialize in a weapon; the choice is up to the player. No other character class--not even ranger or paladin—is allowed weapon specialization. While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields. When a fighter attains 9th level (becomes a 'Lord'), he can automatically attract menat- arms. These soldiers, having heard of the fighter, come for the chance to gain fame, adventure, and cash. They are loyal as long as they are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. To attract the men, the fighter must have a castle or stronghold and sizeable manor lands around it. As he claims and rules this land, soldiers journey to his domain, thereby increasing his power. Furthermore, the fighter can tax and develop these lands, gaining a steady income from them. Your DM has information about gaining and running a barony. In addition to regular men-atarms, the 9th-level fighter also attracts an elite bodyguard (his 'household guards'). Although these soldiers are still mercenaries, they have greater loyalty to their Lord than do common soldiers. In return, they expect better treatment and more pay than the common soldier receives. Although the elite unit can be chosen randomly, it is better to ask your DM what unit your fighter attracts. This allows him to choose a troop consistent with the campaign. A fighter can hold property, including a castle or stronghold, long before he reaches 9th level. However, it is only when he reaches this level that his name is so widely known that he attracts the loyalty of other warriors.
Table 16: Fighter's Followers Roll percentile dice on each of the following subtables of Table 16: once for the leader of the troops, once for troops, and once for a bodyguard (household guards) unit. Die Roll Leader (and suggested magical items) 01-40 5th-level fighter, plate mail, shield, battle axe +2 41-75 6th-level fighter, plate mail, shield +1, spear +1, dagger +1 76-95 6th-level fighter, plate mail +1, shield, spear +1, dagger +1, plus 3rd-level fighter, splint mail, shield, crossbow of distance 96-99 7th-level fighter, plate mail +1, shield +1, broad sword +2, heavy war horse with horseshoes of speed 00 DM's Option Die Roll Troops/Followers (all 0th-level) 01-50 20 cavalry with ring mail, shield, 3 javelins, long sword, hand axe; 100 infantry with scale mail, polearm*, club 51-75 20 infantry with splint mail, morning star, hand axe; 60 infantry with leather armor, pike, short sword. 76-90 40 infantry with chain mail, heavy crossbow, short sword; 20 infantry with chain mail, light crossbow, military fork 91-99 10 cavalry with banded mail, shield, lance, bastard sword, mace; 20 cavalry with scale mail, shield, lance, long sword, mace; 30 cavalry with studded leather armor, shield, lance, long sword 00 DM's Option (Barbarians, headhunters, armed peasants, extra-heavy cavalry, etc.) *Player selects type. Die Roll Elite Units 01-10 10 mounted knights; 1st-level fighters with field plate, large shield, lance, broad sword, morning star, and heavy war horse with full barding 11-20 10 1st-level elven fighter/mages with chain mail, long sword, long bow, dagger 21-30 15 wardens: 1st-level rangers with scale mail, shield, long sword, spear, long bow 31-40 20 berserkers: 2nd-level fighters with leather armor, shield, battle axe, broad sword, dagger (berserkers receive +1 bonus to attack and damage rolls) 41-65 20 expert archers: 1st-level fighters with studded leather armor, long bows or crossbows (+2 to hit, or bow specialization, if using that optional rule) 66-99 30 infantry: 1st-level fighters with plate mail, body shield, spear, short sword 00 DM's Option (pegasi cavalry, eagle riders, demihumans, siege train, etc.) The DM may design other tables that are more appropriate to his campaign. Check with your DM upon reaching 9th level.
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Chapter 3: Player Character Classes Paladin Ability Requirements: Strength 12 Constitution 9 Wisdom 13 Charisma 17 Prime Requisites: Strength, Charisma Races Allowed: Human The paladin is a noble and heroic warrior, the symbol of all that is right and true in the world. As such, he has high ideals that he must maintain at all times. Throughout legend and history there are many heroes who could be called paladins: Roland and the 12 Peers of Charlemagne, Sir Lancelot, Sir Gawain, and Sir Galahad are all examples of the class. However, many brave and heroic soldiers have tried and failed to live up to the ideals of the paladin. It is not an easy task! Only a human may become a paladin. He must have minimum ability scores of Strength 12, Constitution 9, Wisdom 13, and Charisma 17. Strength and Charisma are the prime requisites of the paladin. A paladin must be lawful good in alignment and must always remain lawful good. A paladin who changes alignment, either deliberately or inadvertently, loses all his special powers -- sometimes only temporarily and sometimes forever. He can use any weapon and wear any type of armor. A paladin who has Strength and Charisma scores of 16 or more gains a 10% bonus to the experience points he earns. Lawfulness and good deeds are the meat and drink of a paladin. If a paladin ever knowingly performs a chaotic act, he must seek a high-level (7th or more) cleric of lawful good alignment, confess his sin, and do penance as prescribed by the cleric. If a paladin should ever knowingly and willingly perform an evil act, he loses the status of paladinhood immediately and irrevocably. All benefits are then lost and no deed or magic can restore the
character to paladinhood: He is ever after a fighter. The character's level remains unchanged when this occurs and experience points are adjusted accordingly. Thereafter the character is bound by the rules for fighters. He does not gain the benefits of weapon specialization (if this is used) since he did not select this for his character at the start. If the paladin commits an evil act while enchanted or controlled by magic, he loses his paladin status until he can atone for the deed. This loss of status means the character loses all his special abilities and essentially functions as a fighter (without weapon specialization) of the same level. Regaining his status undoubtedly requires completion of some dangerous quest or important mission to once again prove his worth and assuage his own guilt. He gains no experience prior to or during the course of this mission, and regains his standing as a paladin only upon completing the quest. A paladin has the following special benefits: A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters. A paladin receives a +2 bonus to all saving throws. A paladin is immune to all forms of disease. (Note that certain magical afflictions – lycanthropy and mummy rot --are curses and not diseases.) A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day. A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 44
through 5, twice per week at levels 6 through 10, etc.). A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised. A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin's experience level. (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.) A paladin gains the power to turn undead and fiends when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower--for example, at 3rd level he has the turning power of a 1st-level cleric. See the section on priests for more details on this ability. A paladin may call for his war horse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character (as decided by the DM). A paladin's war horse is a very special animal, bonded by fate to the warrior. The paladin does not really 'call' the animal, nor does the horse instantly appear in front of him. Rather, the character must find his war horse in some memorable way, most frequently by a specific quest. A paladin can cast priest spells once he reaches 9th level. He can cast only spells of the combat, divination, healing, and protective spheres. (Spheres are explained in the Priest section.) The acquisition and casting of these spells abide by the rules given for priests. The spell progression and casting level are listed in Table 17. Unlike a priest, the paladin does not gain extra
Chapter 3: Player Character Classes Table 17:
spells for a high Wisdom score. The paladin cannot cast spells from clerical or druidical scrolls nor can he use priest items unless they are allowed to the warrior group. A paladin may not possess more than 10 magical items. Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other magical items. A paladin never retains wealth. He may keep only enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This money can never be given to another player character or NPC controlled by a player. A paladin must tithe to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10% of the paladin's income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately. A paladin does not attract a body of followers upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists, although these men must be lawful good in comportment. A paladin may employ only lawful good henchmen (or those who act in such a manner when alignment is unknown). A paladin will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The paladin realizes that most people simply cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.
Paladin Spell Progression Paladin Level 9 10 11 12 13 14 15 16 17 18 19 20*
Casting Level 1 2 3 4 5 6 7 8 9* 9* 9* 9*
Priest Spell Level 1 2 3 1 --2 --2 1 – 2 2 -2 2 1 3 2 1 3 2 1 3 3 2 3 3 3 3 3 3 3 3 3 3 3 3
4 ------1 1 1 1 2 3
* Maximum spell ability
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Chapter 3: Player Character Classes Ranger Ability Requirements: Strength 13 Dexterity 13 Constitution 14 Wisdom 14 Prime Requisites: Strength, Dexterity, Wisdom Races Allowed: Human, Elf, Halfelf The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. Robin Hood, Orion, Jack the giant killer, and the huntresses of Diana are examples of rangers from history and legend. The abilities of the ranger make him particularly good at tracking, woodcraft, and spying. The ranger must have scores not less than 13 in Strength, 14 in Constitution, 13 in Dexterity, and 14 in Wisdom. The prime requisites of the ranger are Strength, Dexterity, and Wisdom. Rangers are always good, but they can be lawful, neutral, or chaotic. It is in the ranger's heart to do good, but not always by the rules. A ranger who has Strength, Dexterity, and Wisdom scores of 16 or more gains a 10% bonus to the experience points he earns. Although the ranger can use any weapon and wear any armor, several of his special abilities are usable only when he is wearing studded leather or lighter armor. Although he has the basic skills of a warrior, the ranger also has several advantages. When wearing studded leather or lighter armor, a ranger can fight two-handed with no penalty to his attack rolls (see 'Attacking with Two Weapons' in Chapter 9: Combat). Obviously, the ranger cannot use a shield when fighting this way. A ranger can still fight with two weapons while wearing heavier armor than studded leather, but he suffers the standard attack roll penalties. The ranger is skilled woodsman. Even if the optional proficiency rules are not used, the ranger has tracking
proficiency. If the proficiency rules are used in your campaign, the ranger knows tracking without expending any points. Furthermore, this skill improves by +1 for every three levels the ranger has earned (3rd to 5th level, +1; 6th to 8th level, +2, etc.). While wearing studded leather or lighter armor, the ranger can try to move silently and hide in shadows. His chance to succeed in natural surroundings is given on Table 18 (modified by the ranger's race and Dexterity, as given on Tables 27 and 28). When attempting these actions in nonnatural surroundings (a musty crypt or city streets) the chance of success is halved. Hiding in shadows and moving silently are not possible in any armor heavier than studded leather--the armor is inflexible and makes too much noise. In their roles as protector of good, rangers tend to focus their efforts against some particular creature, usually one that marauds their homeland. Before advancing to 2nd level, every ranger must select a species enemy. Typical enemies include giants, orcs, lizard men, trolls, or ghouls; your DM has final approval on the choice. Thereafter, whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. This enmity can be concealed only with great difficulty, so the ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type. Furthermore, the ranger will actively seek out this enemy in combat in preference to all other foes unless someone else presents a much greater danger. Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal's reactions. (A natural animal is one that can be found in the real world -a bear, snake, zebra, etc.) When dealing with domestic or non-hostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the 46
best horse in the corral or seeing that the runt of the litter actually has great promise). When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods to resist the ranger's overtures. (This table is used even though the ranger's power is nonmagical.) The ranger imposes a -1 penalty on the die roll for every three experience levels he has earned (-1 at 1st to 3rd, -2 at 4th to 6th, etc.). If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses. Of course, the ranger must be at the front of the party and must approach the creature fearlessly. For example, Beornhelm, a 7thlevel ranger, is leading his friends through the woods. On entering a clearing, he spots a hungry black bear blocking the path on the other side. Signaling his friends to wait, Beornhelm approaches the beast, whispering soothing words. The DM rolls a saving throw vs. rods for the bear, modified by -3 for Beornhelm's level. The bear's normal reaction is unfriendly, but Beornhelm's presence reduces this to neutral. The party waits patiently until the bear wanders off to seek its dinner elsewhere. Later, Beornhelm goes to the horse market to get a new mount. The dealer shows him a spirited horse, notorious for being vicious and stubborn. Beornhelm approaches it carefully, again speaking soothingly, and mounts the stallion with no difficulty. Ridden by Beornhelm, the horse is spirited but well-behaved. Approached by anyone else, the horse reverts to its old ways. A ranger can learn priest spells, but only those of the plant or animal spheres (see 'Priest' later in this chapter), when he reaches 8th level (see Table 18). He gains and uses his spells according to the rules given for priests. He does not gain bonus spells for a high Wisdom score, nor is he ever able to use priest scrolls or magical items unless specially noted otherwise.
Chapter 3: Player Character Classes Rangers can build castles, forts, or strongholds, but do not gain any special followers by doing so. At 10th level, a ranger attracts 2d6 followers. These followers might be normal humans, but they are often animals or even stranger denizens of the land. Table 19 can be used to determine these, or your DM may assign specific followers. Of course, your DM can assign particular creatures, either choosing from the list above or from any other source. He can also rule that certain creatures are not found in the region -- it is highly unlikely that a tiger would come wandering through a territory similar to western Europe! These followers arrive over the course of several months. often they are encountered during the ranger's adventures (allowing you and your DM a chance to role-play the initial meeting). While the followers are automatically loyal and friendly toward the ranger, their future behavior depends on the ranger's treatment of them. In all cases, the ranger does not gain any special method of communicating with his followers. He must either have some way of speaking to them or they simply mutely accompany him on his journeys. ('Yeah, this bear's been with me for years. Don't know why--he just seems to follow me around. I don't own him and can't tell him to do anything he don't want to do,' said the grizzled old woodsman sitting outside the tavern.) Of course, the ranger is not obligated to take on followers. If he prefers to remain independent, he can release his followers at any time. They reluctantly depart, but stand ready to answer any call for aid he might put out at a later time. Like the paladin, the ranger has a code of behavior. A ranger must always retain his good alignment. If the ranger intentionally commits an evil act, he automatically loses his ranger status. Thereafter he is considered a fighter of
the same level (if he has more experience points than a fighter of his level, he loses all the excess experience points). His ranger status can never be regained. If the ranger involuntarily commits an evil act (perhaps in a situation of no choice), he cannot earn any more experience points until he has cleansed himself of that evil. This can be accomplished by correcting the wrongs he committed, revenging himself on the person who forced him to commit the act, or releasing those oppressed by evil. The ranger instinctively knows what things he must do to regain his status (i.e., the DM creates a special adventure for the character). Furthermore, rangers tend to be loners, men constantly on the move. They cannot have henchmen, hirelings, mercenaries, or even servants until they reach 8th level. While they can have any monetary amount of treasure, they cannot have more treasure than they can carry. Excess treasure must either be converted to a portable form or donated to a worthy institution (an NPC group, not a player character).
Table 19:
Ranger's Followers Die Roll Follower 01-10 Bear, black 11-20 Bear, brown 21 Brownie* 22-26 Cleric (human) 27-38 Dog/wolf 39-40 Druid 41-50 Falcon 51-53 Fighter (elf) 54-55 Fighter (gnome) 56-57 Fighter (halfling) 58-65 Fighter (human) 66 Fighter/mage (elf)* 67-72 Great cat (tiger, lion, etc.)* 73 Hippogriff 74 Pegasus* 75 Pixie* 76-80 Ranger (half-elf) 81-90 Ranger (human) 91-94 Raven 95 Satyr* 96 Thief (halfling) 97 Thief (human) 98 Treant* 99 Werebear/weretiger* 00 Other wilderness creature (chosen by the DM) *If the ranger already has a follower of this type, ignore this result and roll again.
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Chapter 3: Player Character Classes Wizard The wizard group encompasses all spellcasters working in the various fields of magic-- both those who specialize in specific schools of magic and those who study a broad range of magical theories. Spending their lives in pursuit of arcane wisdom, wizards have little time for physical endeavors. They tend to be poor fighters with little knowledge of weaponry. However, they command powerful and dangerous energies with a few simple gestures, rare components, and mystical words. Spells are the tools, weapons, and armor of the wizard. He is weak in a toeto-toe fight, but when prepared he can strike down his foes at a distance, vanish in an instant, become a wholly different creature, or even invade the mind of an enemy and take control of his thoughts and actions. No secrets are safe from a wizard and no fortress is secure. His quest for knowledge and power often leads him into realms where mortals were never meant to go. Wizards cannot wear any armor, for several reasons. Firstly, most spells require complicated gestures and odd posturings by the caster and armor restricts the wearer's ability to do these properly. Secondly, the wizard spent his youth (and will spend most of his life) learning arcane languages, poring through old books, and practicing his spells. This leaves no time for learning other things (like how to wear armor properly and use it effectively). If the wizard had spent his time learning about armor, he would not have even the meager skills and powers he begins with. There are even unfounded theories that claim the materials in most armors disrupt the delicate fabric of a spell as it gathers energy; the two cannot exist side by side in harmony. While this idea is popular with the common people, true wizards know this is simply not true. If it were, how would they ever be able to cast spells requiring iron braziers or metal bowls?
Table 18:
Ranger Abilities Ranger Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Hide in Shadows 10% 15% 20% 25% 31% 37% 43% 49% 56% 63% 70% 77% 85% 93% 99%* 99%
Move Silently 15% 21% 27% 33% 40% 47% 55% 62% 70% 78% 86% 94% 99%* 99% 99% 99%
Casting Level -------1 2 3 4 5 6 7 8 9
Priest Spell Levels 1 2 3 ---------------------1 --2 --2 1 -2 2 -2 2 1 3 2 1 3 2 2 3 3 2 3 3** 3
* Maximum percentile score ** Maximum spell ability For similar reasons, wizards are severely restricted in the weapons they can use. They are limited to those that are easy to learn or are sometimes useful in their own research. Hence, a wizard can use a dagger or a staff, items that are traditionally useful in magical studies. Other weapons allowed are darts, knives, and slings (weapons that require little skill, little strength, or both). Wizards can use more magical items than any other characters. These include potions, rings, wands, rods, scrolls, and most miscellaneous magical items. A wizard can use a magical version of any weapon allowed to his class but cannot use magical armor, because no armor is allowed. Between their spells and magical items, however, wizards wield great power. Finally, all wizards (whether mages or specialists) can create new magical items, ranging from simple scrolls and potions to powerful staves and magical swords. Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has 48
learned the appropriate spells (or works with someone who knows them). Your DM should consult the Spell Research and Magical Items sections of the DMG for more information. No matter what school of magic the wizard is involved in, Intelligence is his prime requisite (or one of several prime requisites). Characters must have an Intelligence score of at least 9 to qualify to be a wizard. All wizards use Table 20 to determine their advancement in level as they earn experience points. They also use Table 21 to determine the levels and numbers of spells they can cast at each experience level. All wizards gain one four-sided Hit Die (1d4) per level from 1st through 10th levels. After 10th level, wizards earn 1 hit point per level and they no longer gain additional hit point bonuses for high Constitution scores.
Chapter 3: Player Character Classes Table 20:
Table 21:
Wizard Experience Levels
Wizard Spell Progression
Level (d4) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mage/Specialist
Hit Dice
0 2,500 5,000 10,000 20,000 40,000 60,000 90,000 135,000 250,000 375,000 750,000 1,125,000 1,500,000 1,875,000 2,250,000 2,625,000 3,000,000 3,375,000 3,750,000
1 2 3 4 5 6 7 8 9 10 10+1 10+2 10+3 10+4 10+5 10+6 10+7 10+8 10+9 10+10
Learning and casting spells require long study, patience, and research. Once his adventuring life begins, a wizard is largely responsible for his own education; he no longer has a teacher looking over his shoulder and telling him which spell to learn next. This freedom is not without its price, however. It means that the wizard must find his own source for magical knowledge: libraries, guilds, or captured books and scrolls. Whenever a wizard discovers instructions for a spell he doesn't know, he can try to read and understand the instructions. The player must roll percentile dice. If the result is equal to or less than the percentage chance to learn a new spell (listed on Table 4), the character understands the spell and how to cast it. He can enter the spell in his spell book (unless he has already learned the maximum number of spells allowed for that level). If this die roll is higher than the character's chance to learn the spell, he doesn't understand the spell.
Wizard Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 1 2 2 3 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5
2 --1 2 2 2 3 3 3 4 4 4 5 5 5 5 5 5 5 5
Spell Level 3 4 --------1 -2 -2 1 3 2 3 2 3 2 4 3 4 4 5 4 5 4 5 5 5 5 5 5 5 5 5 5 5 5
Once a spell is learned, it cannot be unlearned. It remains part of that character's repertoire forever. Thus, a character cannot choose to 'forget' a spell so as to replace it with another. A wizard's spell book can be a single book, a set of books, a bundle of scrolls, or anything else your DM allows. The spell book is the wizard's diary, laboratory journal, and encyclopedia, containing a record of everything he knows. Naturally, it is his most treasured possession; without it he is almost helpless. A spell book contains the complicated instructions for casting the spell -- the spell's recipe, so to speak. Merely reading these instructions aloud or trying to mimic the instructions does not enable one to cast the spell. Spells gather and shape mystical energies; the procedures involved are very demanding, bizarre, and intricate. Before a wizard can actually cast a spell, he must memorize its arcane formula. This locks an energy pattern for that particular 49
5 --------1 2 3 4 4 4 5 5 5 5 5 5
6 -----------1 2 2 2 3 3 3 3 4
7 -------------1 1 2 3 3 3 3
8 ---------------1 2 2 3 3
9 -----------------1 1 2
spell into his mind. Once he has the spell memorized, it remains in his memory until he uses the exact combination of gestures, words, and materials that triggers the release of this energy pattern. Upon casting, the energy of the spell is spent, wiped clean from the wizard's mind. The wizard cannot cast that spell again until he returns to his spell book and memorizes it again. Initially the wizard is able to retain only a few of these magical energies in his mind at one time. Furthermore, some spells are more demanding and complex than others; these are impossible for the inexperienced wizard to memorize. With experience, the wizard's talent expands. He can memorize more spells and more complex spells. Still, he never escapes his need to study; the wizard must always return to his spell books to refresh his powers. Another important power of the wizard is his ability to research new spells and construct magical items. Both
Chapter 3: Player Character Classes endeavors are difficult, time-consuming, costly, occasionally even perilous. Through research, a wizard can create an entirely new spell, subject to the DM's approval. Likewise, by consulting with your DM, your character can build magical items, either similar to those already given in the rules or of your own design. Your DM has information concerning spell research and magical item creation. Unlike many other characters, wizards gain no special benefits from building a fortress or stronghold. They can own property and receive the normal benefits, such as monthly income and mercenaries for protection. However, the reputations of wizards tend to discourage people from flocking to their doors. At best, a wizard may acquire a few henchmen and apprentices to help in his work.
Mage Ability Requirements: Intelligence 9 Prime Requisite: Intelligence Races Allowed: Human, Elf, Half-elf Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage's selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage's ability to learn specialized spells is limited compared to the specialist's. Mages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These
legendary figures worked toward secret ends, seldom confiding in the normal folk around them. A mage who has an Intelligence score of 16 or higher gains a 10% bonus to the experience points he earns.
This diagram illustrates the schools that oppose each other. See Table 22 and its entry descriptions for more information. Of these schools, eight are greater schools while the ninth, lesser divination, is a minor school. The minor The Schools of Magic school of lesser divination includes all Spells are divided into nine divination spells of the 4th spell level or different categories, or schools, less (available to all wizards). Greater according to the types of magical energy divinations are those divination spells of they utilize. Each school has its own the 5th spell or higher. special methods and practices. Although they are called schools, Specialist Wizards schools of magic are not organized A wizard who concentrates his places where a person goes to study. The effort in a single school of magic is word 'school' identifies a magical called a specialist. There are specialists discipline. A school is an approach to in each type of magic, although some are magic and spellcasting that emphasizes a extremely rare. Not all specialists are particular sort of spell. Practitioners of a well-suited to adventuring--the diviner's school of magic may set up a magical spells are limited and not generally university to teach their methods to useful in dangerous situations. On the beginners, but this is not necessary. other hand, player characters might want Many powerful wizards learned their to consult an NPC diviner before starting craft studying under reclusive masters in an adventure. distant lands. Specialist wizards have The nine schools of magic are advantages and disadvantages when Abjuration, Alteration, compared to mages. Their chance to Conjuration/Summoning, know spells of their school of magic is Enchantment/Charm, greatly increased, but the intensive study Greater Divination, Illusion, results in a smaller chance to know Invocation/Evocation, Necromancy, spells outside their school. The number and Lesser Divination. of spells they can cast increases, but they lose the ability to cast spells of the school in opposition to their specialty (opposite it in the diagram). Their ability to research and create new spells within their specialty is increased, but the initial selection of spells in their school may be quite limited. All in all, players must consider the advantages and disadvantages carefully. Not all wizards can become specialists. The player character must meet certain requirements to become a specialist. Most specialist wizards must be single-classed; multi-classed characters cannot become specialists, except for gnomes, who seem to have more of a natural bent for the school of illusion than characters of any other race. 50
Chapter 3: Player Character Classes Table 22:
Wizard Specialist Requirements Specialist Abjurer Conjurer Diviner Enchanter Illusionist Invoker Necromancer Transmuter
School Abjuration Conj./Summ. Gr. Divin. Ench./Charm Illusion Invoc./Evoc. Necromancy Alteration
Dualclass humans can choose to become specialists. The dedication to the particular school of magic requires all the attention and concentration of the character. He does not have time for other class-related pursuits. In addition, each school has different restrictions on race, ability scores, and schools of magic allowed. These restrictions are given on Table 22. Note that lesser divination is not available as a specialty. The spells of this group, vital to the functioning of a wizard, are available to all wizards. Race lists those races that, either through a natural tendency or a quirk of fate, are allowed to specialize in that art. Note that the gnome, though unable to be a regular mage, can specialize in illusions. Minimum Ability Score lists the ability minimums needed to study intensively in that school. All schools require at least the minimum Intelligence demanded of a mage and an additional prime requisite, as listed. Opposition School(s) always includes the school directly opposite the character's school of study in the diagram. In addition, the schools to either side of this one may also be disallowed due to the nature of the character's school. For example, an invoker/evoker cannot learn enchantment/charm or conjuration/summoning spells and cannot use magical items that duplicate
Minimum Ability Score 15 Wis 15 Con 16 Wis 16 Cha 16 Dex 16 Con 16 Wis 15 Dex
Race H H, ½ E H, ½ E, E H, ½ E, E H, G H H H, ½ E
spells from these schools. Being a specialist does have significant advantages to balance the trade-offs the character must make. These are listed here: A specialist gains one additional spell per spell level, provided the additional spell is taken in the specialist's school. Thus, a 1st-level illusionist could have two spells—one being any spell he knows and the other limited to spells of the illusion school. Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school. Both of these modifiers can be in effect at the same time--for example, when an enchanter casts an enchantment spell at another enchanter, the modifiers cancel each other out. Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell (see Table 4). Whenever a specialist reaches a new spell level, he automatically gains one spell of his school to add to his spell books. This spell can be selected by the 51
Opposition School(s) Alteration & Illusion Gr. Divin. & Invocation Conj./Summ. Invoc./Evoc. & Necromancy Necro., Invoc./Evoc., Abjur. Ench./Charm Conj./Summ. Illusion & Ench./Charm Abjuration & Necromancy DM or he can allow the player to pick. No roll for learning the spell need be made. It is assumed that the character has discovered this new spell during the course of his research and study. When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist. An enchanter attempting to create a new enchantment spell would have an easier time of it than an illusionist attempting to do the same.
Chapter 3: Player Character Classes As an example, consider Joinville the illusionist. He has an Intelligence Ability Requirements: Dexterity 16 score of 15. In the course of his travels Prime Requisite: Intelligence he captures an enemy wizard's spell Races Allowed: Human, Gnome book that contains an improved invisibility spell, a continual light spell, The illusionist is an example of a and a fireball spell, none of which are in specialist. The description of the Joinville's spell book. He has an 80% illusionist given here can be used as a chance to learn the improved invisibility guide for creating wizards specializing in spell. Continual light is an alteration other magical schools. spell, however, so his chance to learn it First, the school of illusion is a is only 50% (consult Table 4 to see very demanding field of study. To where these figures come from). He specialize as an illusionist, a wizard cannot learn the fireball spell, or even needs a Dexterity score of at least 16. transcribe it into his spell book, because An illusionist who has an it is an evocation spell. Intelligence of 16 or more gains a 10% bonus to the experience points he earns. Because the illusionist knows far more about illusions than the standard wizard, he is allowed a +1 bonus when rolling saving throws against illusions; other characters suffer a -1 penalty when rolling saving throws against his illusions. (These modifiers apply only if the spell allows a saving throw.) Through the course of his studies, the illusionist has become adept at memorizing illusion spells (though it is still an arduous process). He can memorize an extra illusion spell at each spell level. Thus, as a 1st-level caster he can memorize two spells, although at least one of these must be an illusion spell. Later, when he begins to research new spells for his collection, he finds it easier to devise new illusion spells to fill specialized needs. Research in other schools is harder and more time consuming for him. Finally, the intense study of illusion magic prevents the character from mastering the other classes of spells that are totally alien to the illusion school (those diametrically opposite Priest illusion on the diagram). Thus, the The priest is a believer and illusionist cannot learn spells from the advocate of a god from a particular schools of necromancy, mythos. More than just a follower, he invocation/evocation, or abjuration. intercedes and acts on behalf of others, seeking to use his powers to advance the beliefs of his mythos. 52
Illusionist
All priests have certain powers: The ability to cast spells, the strength of arm to defend their beliefs, and special, deity-granted powers to aid them in their calling. While priests are not as fierce in combat as warriors, they are trained to use weaponry in the fight for their cause. They can cast spells, primarily to further their god's aims and protect its adherents. They have few offensive spells, but these are very powerful. All priests use eight-sided Hit Dice (d8s). Only priests gain additional spells for having high Wisdom scores. All priests have a limited selection of weapons and armor, but the restrictions vary according to the mythos. All priests use Table 23 to determine their advancement in level as they gain experience points. They also all use Table 24 to determine how many spells they receive at each level of experience. All priests spells are divided into 16 categories called spheres of influence. Different types of priests have access to different spheres; no priest can cast spells from every sphere of influence. The 16 spheres of influence are as follows: All, Animal, Astral, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Plant, Protection, Summoning, Sun, and Weather. In addition, a priest has either major or minor access to a sphere. A priest with major access to a sphere can (eventually) cast all spells in the sphere. A priest with minor access to a sphere can cast only 1st-, 2nd-, and 3rd-level spells from that sphere. All priests gain one eight-sided Hit Die (1d8) Per level from 1st through 9th. After 9th level, priests earn 2 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.
Chapter 3: Player Character Classes Table 23:
Table 24:
Priest Experience Levels Priest Spell Progression Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cleric 0 1,500 3,000 6,000 13,000 27,500 55,000 110,000 225,000 450,000 675,000 900,000 1,125,000 1,350,000 1,575,000 1,800,000 2,025,000 2,250,000 2,475,000 2,700,000
Druid 0 2,000 4,000 7,500 12,500 20,000 35,000 60,000 90,000 125,000 200,000 300,000 750,000 1,500,000 3,000,000 3,500,000 500,000* 1,000,000 1,500,000 2,000,000
Hit Dice (d8) 1 2 3 4 5 6 7 8 9 9+2 9+4 9+6 9+8 9+10 9+12 9+14 9+16 9+18 9+20 9+22
Priest Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 1 2 2 3 3 3 3 3 4 4 5 6 6 6 6 7 7 8 9 9
2 --1 2 3 3 3 3 4 4 4 5 6 6 6 7 7 8 9 9
3 ----1 2 2 3 3 3 4 5 6 6 6 7 7 8 8 9
Spell Level 4 5 ------------1 -2 -2 1 3 2 3 2 3 2 4 2 5 3 6 4 6 4 7 5 8 6 8 6 8 7
6* ----------1 2 2 2 2 3 3 4 4 5
7** -------------1 1 1 2 2 2 2
* Usable only by priests with 17 or greater Wisdom. * See section on hierophant druids under ** Usable only by priests with 18 or greater Wisdom. 'Druids' in this chapter. the Middle Ages: the Teutonic Knights, the Knights Templars, and Hospitalers. Ability Requirement: Wisdom 9 These orders combined military and Prime Requisite: Wisdom religious training with a code of Races Allowed: All protection and service. Members were trained as knights and devoted The most common type of priest themselves to the service of the church. is the cleric. The cleric may be an These orders were frequently found on adherent of any religion (though if the the outer edges of the Christian world, DM designs a specific mythos, the either on the fringe of the wilderness or cleric's abilities and spells may be in war-torn lands. Archbishop Turpin (of changed--see following). Clerics are The Song of Roland) is an example of generally good, but are not restricted to such a cleric. Similar orders can also be good; they can have any alignment found in other lands, such as the sohei of acceptable to their order. A cleric must Japan. have a Wisdom score of 9 or more. High Clerics are sturdy soldiers, constitution and Charisma are also although their selection of weapons is particularly useful. limited. They can wear any type of A cleric who has a Wisdom of 16 armor and use any shield. Standard or more gains a 10% bonus to the clerics, being reluctant to shed blood or experience points he earns. spread violence, are allowed to use only The cleric class is similar to blunt, bludgeoning weapons. They can certain religious orders of knighthood of 53
Cleric
use a fair number of magical items including priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order. Spells are the main tools of the cleric, however, helping him to serve, fortify, protect, and revitalize those under his care. He has a wide variety of spells to choose from, suitable to many different purposes and needs. (A priest of a specific mythos probably has a more restricted range of spells.) A cleric has major access to every sphere of influence except the plant, animal, weather, and elemental spheres (he has minor access to the elemental sphere and cannot cast spells of the other three spheres). The cleric receives his spells as insight directly from his deity (the deity does not need to make a personal
Chapter 3: Player Character Classes appearance to grant the spells the cleric prays for), as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment. The cleric is also granted power over undead -- evil creatures that exist in a form of non-life, neither dead nor alive. The cleric is charged with defeating these mockeries of life. His ability to turn undead (see 'Turning Undead' in Chapter 9: Combat) enables him to drive away these creatures or destroy them utterly (though a cleric of evil alignment can bind the creatures to his will). Some of the more common undead creatures are ghosts, zombies, skeletons, ghouls, and mummies. Vampires and liches (undead sorcerers) are two of the most powerful undead. As a cleric advances in level, he gains additional spells, better combat skills, and a stronger turning ability. Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size. The cleric can build this place of worship at any time during his career, but he does not attract believers until he reaches 8th level. These followers are normal warriors, 0-level soldiers, ready to fight for the cleric's cause. The cleric attracts 20 to 200 of these followers; they arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as his followers. At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the cleric's cause. However, the construction cost of
the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The cleric can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.
Weapons Allowed Not all mythoi are opposed to the shedding of blood. Indeed, some require their priests to use swords, spears, or other specific weapons. A war deity might allow his priests to fight with spears or swords. An agricultural deity might emphasize weapons derived from farm implements -- sickles and bills, for A deity of peace and harmony Priests of Specific Mythoi example. might grant only the simplest and least In the simplest version of the harmful weapons -- perhaps only lassoes AD&D game, clerics serve religions that and nets. Given below are some can be generally described as 'good' or suggested weapons, but many more are 'evil.' Nothing more needs to be said possible (the DM always has the final about it; the game will play perfectly word in this matter). well at this level. However, a DM who has taken the time to create a detailed Deity Weapon campaign world has often spent some of Agriculture Bill, flail, sickle that time devising elaborate pantheons, Blacksmith War hammer either unique creations or adaptations Death Sickle from history or literature. If the option is Disease Scourge, whip open (and only your DM can decide), Earth Pick you may want your character to adhere Healing Man-catcher, quarterstaff to a particular mythos, taking advantage Hunt Bow and arrows, javelin, of the detail and color your DM has light lance, sling, spear provided. If your character follows a Lightning Dart, javelin, spear particular mythos, expect him to have Love Bow and arrows, manabilities, spells, and restrictions different catcher from the generic cleric. Nature Club, scimitar, sickle Priesthood in any mythos must be Oceans Harpoon, spear, trident defined in five categories: requirements, Peace Quarterstaff weapons allowed, spells allowed, Strength Hammer granted powers, and ethos. Thunder Club, mace, war hammer Requirements War Battle axe, mace, morning Before a character can become a star, spear, sword priest of a particular mythos, certain Wind Blowgun, dart requirements must be met. These usually involve minimum ability scores and Of course there are many other mandatory alignments. All priests, reasons a deity might be associated with regardless of mythos, must have Wisdom a particular weapon or group of scores of at least 9. Beyond this, your weapons. These are often cultural, DM can set other requirements as reflecting the weapons used by the needed. A god of battle, for example, people of the area. There may be a should require strong, healthy priests (13 particular legend associated with the Str, 12 Con). One whose sphere is art deity, tying it to some powerful artifact and beauty should demand high Wisdom weapon (Thor's hammer, for example). and Charisma (16 or better). Most deities The DM has the final choice in all demand a specific type of behavior from situations. their followers, and this will dictate alignment choices.
54
Chapter 3: Player Character Classes
Spells Allowed A priest of a particular mythos is allowed to cast the spells from only a few, related spheres. The priest's deity will have major and minor accesses to certain spheres, and this determines the spells available to the priest. (Each deity's access to spheres is determined by the DM as he creates the pantheon of his world.) The 16 spheres of influence are defined in the following paragraphs. A priest whose deity grants major access to a sphere can choose from any spell within that sphere (provided he is high enough in level to cast it), while one allowed only minor access to the sphere is limited to spells of 3rd level or below in that sphere. The combination of major and minor accesses to spheres results in a wide variation in the spells available to priests who worship different deities. All refers to spells usable by any priest, regardless of mythos. There are no Powers (deities) of the Sphere of All. This group includes spells the priest needs to perform basic functions. Animal spells are those that affect or alter creatures. It does not include spells that affect people. Deities of nature and husbandry typically operate in this sphere. Astral is a small sphere of spells that enable movement or communication between the different planes of existence. The masters of a plane or particularly meddlesome powers often grant spells from this sphere. Charm spells are those that affect the attitudes and actions of people. Deities of love, beauty, trickery, and art often allow access to this sphere. Combat spells are those that can be used to directly attack or harm the
enemies of the priest or his mythos. These are often granted by deities of war or death. Creation spells enable the priest to produce something from nothing, often to benefit his followers. This sphere can fill many different roles, from a provider to a trickster. Divination enables the priest to learn the safest course of action in a particular situation, find a hidden item, or recover long-forgotten information. Deities of wisdom and knowledge typically have access to this sphere. Elemental spells are all those that affect the four basic elements of creation--earth, air, fire, and water. Nature deities, elemental deities, those representing or protecting various crafts, and the deities of sailors would all draw spells from this sphere. Guardian spells place magical sentries over an item or person. These spells are more active than protection spells because they create an actual guardian creature of some type. Protective, healing, and trickster deities may all grant spells of this sphere. Healing spells are those that cure diseases, remove afflictions, or heal wounds. These spells cannot restore life or regrow lost limbs. Healing spells can be reversed to cause injury, but such use is restricted to evil priests. Protective and merciful deities are most likely to grant these spells, while nature deities may have lesser access to them. Necromantic spells restore to a creature some element of its life-force that has been totally destroyed. It might be life, a limb, or an experience level. These spells in reverse are powerfully destructive, and are used only by extremely evil priests. Deities of life or death are most likely to act in this sphere. Plant spells affect plants, ranging from simple agriculture (improving crops and the like) to communicating with plant-like creatures. Agricultural and nature Powers grant spells in this sphere. 55
Protection spells create mystical shields to defend the priest or his charges from evil attacks. War and protective deities are most likely to use these, although one devoted to mercy and kindness might also bestow these spells. Summoning spells serve to call creatures from other places, or even other dimensions, to the service of the priest. Such service is often against the will of the creature, so casting these spells often involves great risk. Since creatures summoned often cause great harm and destruction, these spells are sometimes bestowed by war or death powers. Sun spells are those dealing in the basic powers of the solar universe-the purity of light and its counterpart darkness. Sun spells are very common with nature, agricultural, or life-giving powers. Weather spells enable the priest to manipulate the forces of weather. Such manipulation can be as simple as providing rain to parched fields, or as complex as unbridling the power of a raging tempest. Not surprisingly, these tend to be the province of nature and agricultural powers and appear in the repertoire of sea and ocean powers. Additional spheres can be created by your DM. The listed spheres are typical of the areas in which deities concentrate their interest and power. Spells outside the deity's major and minor spheres of influence are not available to its priests. Furthermore, the priest can obtain his spells at a faster or slower pace than the normal cleric. Should the character's ethos place emphasis on self-reliance, the spell progression is slower. Those deities associated with many amazing and wondrous events might grant more spells per level. Of course, your DM has final say on this, and he must balance the gain or loss of spells against the other powers, abilities, and restrictions of the character.
Chapter 3: Player Character Classes Granted Powers Another aspect of a specific mythos is the special powers available to its priests. The cleric's granted power is the ability to turn undead. This ability, however, is not common to all priests. Other deities grant powers in accordance with their spheres. If your DM is using a specific mythos, he must decide what power is granted to your priest. Some possible suggestions are given below. *Incite Berserker Rage, adding a +2 bonus to attack and damage rolls (War). *Soothing Word, able to remove fear and influence hostile reactions (Peace, Mercy, Healing). *Charm or Fascination, which could act as a suggestion spell (Love, Beauty, Art). *Inspire Fear, radiating an aura of fear similar to the fear spell (Death). These are only a few of the granted powers that might be available to a character. As with allowed weapons, much depends on the culture of the region and the tales and legends surrounding the Power and its priests. Ethos All priests must live by certain tenets and beliefs. These guide the priests' behavior. Clerics generally try to avoid shedding blood and try to aid their community. A war deity may order its priests to be at the forefront of battles and to actively crusade against all enemies. A harvest deity may want its priests to be active in the fields. The ethos may also dictate what alignment the priest must be. The nature of the mythos helps define the strictures the priest must follow. Priest Titles Priests of differing mythoi often go by titles and names other than priest. A priest of nature, for example (especially one based on Western European tradition) could be called a druid (see below). Shamans and witch doctors are also possibilities. A little
library research will turn up many more unique and colorful titles, a few of which are listed here: Abbess, Abbot, Ayatollah, Bonze, Brother, Dom, Eye of the Law, Friar, Guru, Hajji, Imam, Mendicant, Metropolitan, Mullah, Pardoner, Patriarch, Prelate, Prior, Qadi, Rector, Vicar, and Yogi
Balancing It All When creating a priest of a specific mythos, careful attention must be given to the balance of the character's different abilities. A priest strong in one area or having a wide range of choice must be appropriately weakened in another area so that he does not become too powerful compared to the other priests in the game. If a war deity allows a priest the use of all weapons and armor, the character should be limited in the spells allowed or powers granted. At the other extreme, a character who follows a deity of peace should have significant spells and granted powers to make up for his extremely limited or non-existent choice of weapons. A druid, for example, has more granted powers than a normal cleric to compensate for his limited armor and spell selection. 56
Druid Ability Requirements: Wisdom 12 Charisma 15 Prime Requisites: Wisdom, Charisma Races Allowed: Human, Half-elf Historically, druids lived among the Germanic tribes of Western Europe and Britain during the days of the Roman Empire. They acted as advisors to chieftains and held great influence over the tribesmen. Central to their thinking was the belief that the earth was the mother and source of all life. They revered many natural things -- the sun, moon, and certain trees -- as deities. Druids in the AD&D game, however, are only loosely patterned after these historical figures. They are not required to behave like or follow the beliefs of historical druids. The druid is an example of a priest designed for a specific mythos. His powers and beliefs are different from those of the cleric. The druid is a priest of nature and guardian of the wilderness, be it forest, plains, or jungle. Requirements A druid must be human or halfelven. He must have a Wisdom score of at least 12 and a Charisma score of 15 or more. Both of these abilities are prime requisites. Weapons Allowed Unlike the cleric, the druid is allowed to use only 'natural' armors -padded, hide, or leather armor and wooden shields, including those with magical enhancements. All other armors are forbidden to him. His weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling, and staff. Spells Allowed Druids do not have the same range of spells as clerics. They have major access to the following spheres: all, animal, elemental, healing, plant, and weather. They have minor access to the divination sphere. Druids can use all magical items normally allowed priests, except for those that are written (books and scrolls) and armor and weapons not
Chapter 3: Player Character Classes normally allowed for druids. Granted Powers A druid makes most saving throws as a priest, but he gains a bonus of +2 to all saving throws vs. fire or electrical attacks. All druids can speak a secret language in addition to any other tongues they know. (If the optional proficiency rules are used, this language does not use a proficiency slot.) The vocabulary of this druidic language is limited to dealing with nature and natural events. Druids jealously guard this language; it is the one infallible method they have of recognizing each other. Additional powers are granted as the druid reaches higher levels: He can identify plants, animals, and pure water with perfect accuracy after he reaches 3rd level. He can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate after he reaches 3rd level. He can learn the languages of woodland creatures. These include centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants. The druid can add one language at 3rd level and one more every time he advances a level above 3rd. (If the optional proficiency rules are used, it is the druid's choice whether or not to spend a proficiency slot on one or more of these languages.) He is immune to charm spells cast by woodland creatures (dryads, nixies, etc.) after he reaches 7th level. He gains the ability to shapechange into a reptile, bird, or mammal up to three times per day after he reaches 7th level. Each animal form (reptile, bird, or mammal) can be used only once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Upon assuming a new form, the druid heals 10-60% (1d6 x 10%) of all damage he has suffered
(round fractions down). The druid can only assume the form of a normal (real world) animal in its normal proportions, but by doing so he takes on all of that creature's characteristics -- its movement rate and abilities, its Armor Class, number of attacks, and damage per attack. Thus, a druid could change into a wren to fly across a river, transform into a black bear on the opposite side and attack the orcs gathered there, and finally change into a snake to escape into the bushes before more orcs arrive. The druid's clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form. A druid cannot turn undead. Ethos As protectors of nature, druids are aloof from the complications of the temporal world. Their greatest concern is for the continuation of the orderly and proper cycles of nature-- birth, growth, death, and rebirth. Druids tend to view all things as cyclic and thus, the battles of good and evil are only the rising and falling tides of time. Only when the cycle and balance are disrupted does the druid become concerned. Given this view of things, the druid must be neutral in alignment. Druids are charged with protecting wilderness--in particular trees, wild plants, wild animals, and crops. By association, they are also responsible for their followers and their animals. Druids recognize that all creatures (including humans) need food, shelter, and protection from harm. Hunting, farming, and cutting lumber for homes are logical and necessary parts of the natural cycle. However, druids do not tolerate unnecessary destruction or exploitation of nature for profit. Druids often prefer subtle and devious methods of revenge against those who defile nature. It is well known that druids are both very unforgiving and very patient. 57
Mistletoe is an important holy symbol to druids and it is a necessary part of some spells (those requiring a holy symbol). To be fully effective, the mistletoe must be gathered by the light of the full moon using a golden or silver sickle specially made for the purpose. Mistletoe gathered by other means halves the effectiveness of a given spell, if it causes damage or has an area of effect, and grants the target a +2 bonus to his saving throw if a saving throw is applicable. Druids as a class do not dwell permanently in castles, cities, or towns. All druids prefer to live in sacred groves, where they build small sod, log, or stone cottages. Druid Organization Druids have a worldwide structure. At their upper levels (12th and above), only a few druids can hold each level. Druids, Archdruids, and the Great Druid At 12th level, the druid character acquires the official title of 'druid' (all druid characters below 12th level are officially known as 'initiates'). There can be only nine 12th-level druids in any geographic region (as defined by oceans, seas, and mountain ranges; a continent may consist of three or four such regions). A character cannot reach 12th level unless he takes his place as one of the nine druids. This is possible only if there are currently fewer than nine druids in the region, or if the character defeats one of the nine druids in magical or hand-to-hand combat, thereby assuming the defeated druid's position. If such combat is not mortal, the loser drops experience points so that he has exactly 200,000 remaining--just enough to be 11th level. The precise details of each combat are worked out between the two combatants in advance. The combat can be magical, non-magical, or a mixture of both. It can be fought to the death, until only one character is unconscious, until a predetermined number of hit points is
Chapter 3: Player Character Classes lost, or even until the first blow is landed, although in this case both players would have to be supremely confident of their abilities. Whatever can be agreed upon between the characters is legitimate, so long as there is some element of skill and risk. When a character becomes a 12th-level druid, he gains three underlings. Their level depends on the character's position among the nine druids. The druid with the most experience points is served by three initiates of 9th level; the second-most experienced druid is served by three initiates of 8th level; and so on, until the least experienced druid is served by three 1st-level initiates. Only three archdruids (13th level) can operate in a geographical region. To become an archdruid, a 12thlevel druid must defeat one of the reigning archdruids or advance into a vacant position. Each of the three archdruids is served by three initiates of 10th level. From among the archdruids of the entire world, three are chosen to serve the Grand Druid (see 'The Grand Druid and Hierophant Druids' section). These three retain their attendees but are themselves servants of the Grand Druid. The Great Druid (14th level) is unique in his region. He, too, won his position from the previous great druid. He is served by three initiates of 11th level. The ascendance of a new Great Druid usually sets off shock waves of turmoil and chaos through the druidical hierarchy. The advancement of an archdruid creates an opening that is fiercely contested by the druids, and the advancement of a druid creates an opening in their ranks. The Grand Druid and Hierophant Druids The highest ranking druid in the world is the Grand Druid (15th level). Unlike great druids (several of whom can operate simultaneously in different lands), only one person in a world can ever hold this title at one time.
Consequently, only one druid can be 15th level at any time. The Grand Druid knows six spells of each level (instead of the normal spell progression) and also can cast up to six additional spell levels, either as a single spell or as several spells whose levels total to six (for example, one 6th-level spell, six 1stlevel spells, three 2nd-level spells, etc.). The Grand Druid is attended by nine other druids who are subject only to him and have nothing to do with the hierarchy of any specific land or area. Any druid character of any level can seek the Grand Druid and ask to serve him. Three of these nine are archdruids who roam the world, acting as his messengers and agents. Each of them receives four additional spell levels. The remainder are normally druids of 7th to 11th level, although the Grand Druid can request a druid of any level to serve him and often considers applications from humble aspirants. The position of Grand Druid is not won through combat. Instead, the Grand Druid selects his successor from the acting great druids. The position is demanding, thankless, and generally unexciting for anyone except a politician. After a few hundred thousand experience points of such stuff, any adventurer worthy of the name probably is ready to move on to something else. For this reason, the Grand Druid reaches 16th level after earning only 500,000 more experience points. After reaching 16th level, the Grand Druid can step down from his position at any time, provided he can find a suitable successor (another druid with 3,000,000 experience points). Upon stepping down, the former Grand Druid must relinquish the six bonus spell levels and all of his experience points but 1 (he keeps the rest of his abilities). He is now a 16th-level hierophant druid, and begins advancing anew (using the progression given in Table 23). The character may rise as high as 20th level as a hierophant druid 58
(almost always through self training). Beyond 15th level, a druid never gains any new spells (ignore the Priest Spell Progression table from this point on). Casting level continues to rise with experience. Rather than spells, spell-like powers are acquired. 16th level: At 16th level, the hierophant druid gains four powers: Immunity to all natural poisons. Natural poisons are ingested or insinuated animal or vegetable poisons, including monster poisons, but not mineral poisons or poison gas. Vigorous health for a person of his age. The hierophant is no longer subject to the ability score adjustments for aging. The ability to alter his appearance at will. Appearance alteration is accomplished in one round. A height and weight increase or decrease of 50% is possible, with an apparent age from childhood to extreme old age. Body and facial features can resemble any human or humanoid creature. This alteration is not magical, so it cannot be detected by any means short of true seeing. 17th Level: The character gains the biological ability to hibernate. His body functions slow to the point where the character may appear dead to a casual observer; aging ceases. The character is completely unconscious during hibernation. He awakens either at a preordained time ('I will hibernate for 20 days') or when there is a significant change in his environment (the weather turns cold, someone hits him with a stick, etc.). A 17th-level hierophant druid can also enter the Elemental Plane of Earth at will. The transference takes one round to complete. This ability also provides the means to survive on that plane, move around, and return to the Prime Material Plane at will. It does not confer similar abilities or immunities on the Prime Material Plane. 18th level: The character gains the ability to enter and survive in the Elemental Plane of Fire.
Chapter 3: Player Character Classes 19th level: The character gains the ability to enter and survive in the Elemental Plane of Water. 20th level: The character gains the ability to enter and survive in the Elemental Plane of Air.
Rogue Rogues are people who feel that the world (and everyone it) somehow owes them a living. They get by day by day, living in the highest style they can afford and doing as little work as possible. The less they have to toil and struggle like everyone else (while maintaining a comfortable standard of living), the better off they think they are. While this attitude is neither evil nor cruel, it does not foster a good reputation. Many a rogue has a questionable past or a shady background he'd prefer was left uninvestigated. Rogues combine a few of the qualities of the other character classes. They are allowed to use a wide variety of magical items, weapons, and armor. Rogues have some special abilities that are unique to their group. All rogues tend to be adept at languages and thus, have a percentage chance to read strange writings they come across. All are skilled in climbing and clinging to small cracks and outcroppings—even more skilled than the hardy men of the mountains. They are alert and attentive, hearing things that others would miss. Finally, they are dexterous (and just a little bit lightfingered), able to perform tricks and filch small items with varying degrees of success. Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.
All rogues use Table 25 to determine their advancement in levels as they gain experience points. All rogues gain one six-sided Hit Die (1d6) per level from 1st through 10th. After 10th level, rogues earn 2 hit points per level and no longer receive additional hit point bonuses for high Constitution scores.
fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation. The thief's prime requisite is Dexterity; a character must have a minimum score of 9 to qualify for the class. While high numbers in other scores (particularly Intelligence) are desirable, they are not necessary. The Table 25: thief can have any alignment except good. Many are at least partially Rogue Experience Levels lawful neutral. Level Thief/Bard Hit Dice (d6) A thief with a Dexterity score of 1 0 1 16 or more gains a 10% bonus to the 2 1,250 2 experience points he earns. 3 2,500 3 Thieves have a limited selection 4 5,000 4 of weapons. Most of their time is spent 5 10,000 5 practicing thieving skills. The allowed 6 20,000 6 weapons are club, dagger, dart, hand 7 40,000 7 crossbow, knife, lasso, short bow, sling, 8 70,000 8 broad sword, long sword, short sword, 9 110,000 9 and staff. A thief can wear leather, 10 160,000 10 studded leather, padded leather, or elven 11 220,000 10+2 chain armor. When wearing any allowed 12 440,000 10+4 armor other than leather, the thief's 13 660,000 10+6 abilities are penalized (see Table 29). 14 880,000 10+8 To determine the initial value of 15 1,100,000 10+10 each skill, start with the base scores 16 1,320,000 10+12 listed on Table 26. To these base scores, 17 1,540,000 10+14 add (or subtract) any appropriate 18 1,760,000 10+16 modifiers for race, Dexterity, and armor 19 1,980,000 10+18 worn (given on Tables 27, 28 and 29, 20 2,200,000 10+20 respectively). The scores arrived at in the Thief preceding paragraph do not reflect the Ability Requirement: Dexterity 9 effort a thief has spent honing his skills. Prime Requisite: Dexterity To simulate this extra training, all Races Allowed: All thieves at 1st level receive 60 discretionary percentage points that they Thieves come in all sizes and can add to their base scores. No more shapes, ready to live off the fat of the than 30 points can be assigned to any land by the easiest means possible. In single skill. Other than this restriction, some ways they are the epitome of the player can distribute the points roguishness. however he wants. The profession of thief is not Each time the thief rises a level in honorable, yet it is not entirely experience, the player receives another dishonorable, either. Many famous folk 30 points to distribute. No more than 15 heroes have been more than a little points per level can be assigned to a larcenous -- Reynard the Fox, Robin single skill, and no skill can be raised Goodfellow, and Ali Baba are but a few. above 95 percent, including all At his best, the thief is a romantic hero adjustments for Dexterity, race, and 59
Chapter 3: Player Character Classes armor. As an option, the DM can rule that some portion of the points earned must be applied to skills used during the course of the adventure. In addition to the base percentages listed above, demihuman characters and characters with high or low Dexterity scores have adjustments to their base numbers. Some characters may find that, after adjustments, they
have negative scores. In this case, the character must spend points raising his skill percentage to at least 1% before he can use the skill. (Some races just aren't very good at certain things!) A thief character uses the 'No Armor' column if wearing bracers of defense or a cloak without large or heavy protective clothing.
Table 26:
Thieving Base Scores Skill Base Pick Pockets Open Locks Find/Remove Traps Move Silently Hide in Shadows Detect Noise Climb Walls Read Languages
Score 15% 10% 5% 10% 5% 15% 60% 0%
Table 27:
Thieving Skill Racial Adjustments Skill Pick Pockets Open Locks Find/Remove Traps Move Silently Hide in Shadows Detect Noise Climb Walls Read Languages Table 28:
Dwarf -+10% +15% ----10% -5%
Elf +5% -5% -+5% +10% +5% ---
Gnome -+5% +10% +5% +5% +10% -15% --
Half-elf +10% ---+5% ----
Halfling +5% +5% +5% +10% +15% +5% -15% -5%
Thieving Skill Dexterity Adjustments Dexterity 9 10 11 12 13-15 16 17 18 19 Table 29:
Pick Pockets
Open Locks
-15% -10% -5% ---+5% +10% +15%
-10% -5% ---+5% +10% +15% +20%
Find/ Remove Traps -10% -10% -5% ----+5% +10%
Move Silently
Hide in Shadows
-20% -15% -10% -5% --+5% +10% +15%
-10% -5% ----+5% +10% +15%
Thieving Skill Armor Adjustments Padded, Hide or Skill No Armor Elven Chain Studded Leather Pick Pockets +5% -20% -30% Open Locks --5% -10% Find/Remove Traps --5% -10% Move Silently +10% -10% -20% Hide in Shadows +5% -10% -20% Detect Noise --5% -10% Climb Walls +10% -20% -30% Read Languages ---* Only Bards can wear ring mail or non-elven mail while using thief skills. 60
Chain mail* or Ring Mail* -25% -10% -10% -15% -15% -5% -25% –
Chapter 3: Player Character Classes Skill Explanations Pick Pockets: The thief uses this skill when filching small items from other peoples' pockets, sleeves, girdles, packs, etc., when palming items (such as keys), and when performing simple sleight of hand. A failed attempt means the thief did not get an item, but it does not mean that his attempt was detected. To determine whether the victim noticed the thief's indiscretion, subtract three times the victim's level from 100. If the thief's pick pockets roll was equal to or greater than this number, the attempt is detected. A 0th-level victim, for example, notices the attempt only if the roll was 00 (100), while a 13th-level character notices the attempt on a dice roll of 61 or more. In some cases, the attempt may succeed and be noticed at the same time. If the DM wishes, he can rule that a thief of higher level than his victim is less likely to be caught pilfering. The chance that the victim notices the attempt can be modified by subtracting the victim's level from the thief's level, and then adding this number to the percentage chance the thief is detected. For example, Ragnar, a 15thlevel thief, tries to pick the pocket of Horace, a 9th-level fighter. Normally, Ragnar would be detected if his pick pockets roll was 73 or more (100[3x9]=73). Using this optional system, since Ragnar is six levels higher than Horace, this number is increased by six to 79 (73+6=79). This option only applies if the thief is higher level than his victim. A thief can try to pick someone's pocket as many times as he wants. Neither failure nor success prevents additional attempts, but getting caught might! Open Locks: A thief can try to pick padlocks, finesse combination locks (if they exist), and solve puzzle locks (locks with sliding panels, hidden releases, and concealed keyholes). Picking a padlock requires tools. Using typical thief's tools grants normal
chances for success. Using improvised tools (a bit of wire, a thin dirk, a stick, etc.) imposes a penalty on the character's chance for success. The DM sets the penalty based on the situation; penalties can range from -5 for an improvised but suitable tool, to -60 for an awkward and unsuitable item (like a stick). The amount of time required to pick a lock is 1d10 rounds. A thief can try to pick a particular lock only once per experience level. If the attempt fails, the lock is simply too difficult for the character until he learns more about picking locks (goes up a level). Find/Remove Traps: The thief is trained to find small traps and alarms. These include poisoned needles, spring blades, deadly gases, and warning bells. This skill is not effective for finding deadfall ceilings, crushing walls, or other large, mechanical traps. To find the trap, the thief must be able to touch and inspect the trapped object. Normally, the DM rolls the dice to determine whether the thief finds a trap. If the DM says, 'You didn't find any traps,' it's up to the player to decide whether that means there are no traps or there are traps but the thief didn't see them. If the thief finds a trap, he knows its general principle but not its exact nature. A thief can check an item for traps once per experience level. Searching for a trap takes 1d10 rounds. Once a trap is found, the thief can try to remove it or disarm it. This also requires 1d10 rounds. If the dice roll indicates success, the trap is disarmed. If the dice roll indicates failure, the trap is beyond the thief's current skill. He can try disarming the trap again when he advances to the next experience level. If the dice roll is 96-100, the thief accidentally triggers the trap and suffers the consequences. Sometimes (usually because his percentages are low) a thief will deliberately spring a trap rather than have unpleasant side effects if the trap doesn't work quite the way the thief thought, and he triggers it while standing in the wrong place. 61
This skill is far less useful when dealing with magical or invisible traps. Thieves can attempt to remove these traps, but their chances of success are half their normal percentages. Move Silently: A thief can try to move silently at any time simply by announcing that he intends to do so. While moving silently, the thief's movement rate is reduced to 1/3 normal. The DM rolls percentile dice to determine whether the thief is moving silently; the thief always thinks he is being quiet. Successful silent movement improves the thief's chance to surprise a victim, avoid discovery, or move into position to stab an enemy in the back. Obviously, a thief moving silently but in plain view of his enemies is wasting his time. Hide in Shadows: A thief can try to disappear into shadows or any other type of concealment -- bushes, curtains, crannies, etc. A thief can hide this way only when no one is looking at him; he remains hidden only as long as he remains virtually motionless. (The thief can make small, slow, careful movements: draw a weapon, uncork a potion, etc.) A thief can never become hidden while a guard is watching him, no matter what his dice roll is--his position is obvious to the guard. However, trying to hide from a creature that is locked in battle with another is possible, as the enemy's attention is fixed elsewhere. The DM rolls the dice and keeps the result secret, but the thief always thinks he is hidden. Hiding in shadows cannot be done in total darkness, since the talent lies in fooling the eye as much as in finding real concealment (camouflage, as it were). However, hidden characters are equally concealed to those with or without infravision. Spells, magical items, and special abilities that reveal invisible objects can reveal the location of a hidden thief.
Chapter 3: Player Character Classes Detect Noise: A good thief pays attention to every detail, no matter how small, including faint sounds that most others miss. His ability to hear tiny sounds (behind heavy doors, down long hallways, etc.) is much better than the ordinary person's. Listening is not automatic; the thief must stand still and concentrate on what he's hearing for one round. He must have silence in his immediate surroundings and must remove his helmet or hat. Sounds filtering through doors or other barriers are unclear at best. Climb Walls: Although everyone can climb rocky cliffs and steep slopes, the thief is far superior to others in this ability. Not only does he have a better climbing percentage than other characters, he can also climb most surfaces without tools, ropes, or devices. Only the thief can climb smooth and very smooth surfaces without climbing gear. Of course, the thief is very limited in his actions while climbing--he is unable to fight or effectively defend himself. Read Languages: Out of necessity, thieves tend to learn odd bits of information. Among these is the ability to read various languages, particularly as they apply to treasure maps, deeds, secret notes, and the like. At 4th level, the thief has enough exposure to languages that he has a chance to read most nonmagical writing. This ability naturally improves with more experience. However, your DM can rule that some languages (those the thief has never encountered) are indecipherable to the thief. The die roll to read a language must be made every time the character tries to read a document (not just once per language). A successful die roll means the thief puzzled out the meaning of the writing. His understanding of the document is roughly equal to his percentage chance for success: a 20% chance means that, if the thief understands it at all, he gets about 20% of the meaning. A different document in
the same language requires another die roll (it probably contains different words). It isn't necessary to keep notes about what languages the thief has read in the past, since each document is handled individually. Only one die roll can be made for any particular document at a given experience level. If the die roll fails, the thief can try again after gaining a new experience level. If the character knows how to read a given language because he spent a proficiency slot on it, this die roll is unnecessary for documents in that language. Thieves have other abilities not listed on Table 26: Backstab: Thieves are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target's shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes. To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them--the first rule of fighting is to never turn your back on an enemy! However, someone who isn't expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him. The multiplier given in Table 30 applies to the amount of damage before modifiers for Strength or weapon bonuses are added. The weapon's standard damage is multiplied by the value given in Table 30. Then Strength and magical weapon bonuses are added. Backstabbing does have limitations. First, the damage multiplier 62
applies only to the first attack made by the thief, even if multiple attacks are possible. Once a blow is struck, the initial surprise effect is lost. Second, the thief cannot use it on every creature. The victim must be generally humanoid. Part of the skill comes from knowing just where to strike. A thief could backstab an ogre, but he wouldn't be able to do the same to a beholder. The victim must also have a definable back (which leaves out most slimes, jellies, oozes, and the like). Finally, the thief has to be able to reach a significant target area. To backstab a giant, the thief would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn't going to be as effective. Table 30:
Backstab Damage Multipliers Thief's Level Multiplier 1-4 5-8 9-12 13+
Damage x2 x3 x4 x5
The ogre marches down the hallway, peering into the gloom ahead. He fails to notice the shadowy form of Ragnar the thief hidden in an alcove. Slipping into the hallway, Ragnar creeps up behind the monster. As he sets himself to strike a mortal blow, his foot scrapes across the stone. The hairy ears of the ogre perk up. The beast whirls around, ruining Ragnar's chance for a backstab and what remains of his day. If Ragnar had made a successful roll to move silently, he could have attacked the ogre with a +4 bonus on his chance to hit and inflicted five times his normal damage (since he is 15th level).
Chapter 3: Player Character Classes Thieves' Cant: Thieves' cant is a special form of communication known by all thieves and their associates. It is not a distinct language; it consists of slang words and implied meanings that can be worked into any language. The vocabulary of thieves' cant limits its use to discussing things that interest thieves: stolen loot, easy marks, breaking and entering, mugging, confidence games, and the like. It is not a language, however. Two thieves cannot communicate via thieves' cant unless they know a common language. The cant is useful, however, for identifying fellow cads and bounders by slipping a few tidbits of lingo into a normal conversation. The concept of thieves' cant is historical (the cant probably is still used today in one form or another), although in the AD&D game it has an ahistorically broad base. A few hours of research at a large library should turn up actual examples of old thieves' cant for those who want to learn more about the subject. Use Scrolls: At 10th level, a thief gains a limited ability to use magical and priest scrolls. A thief's understanding of magical writings is far from complete, however. The thief has a 25% chance to read the scroll incorrectly and reverse the spell's effect. This sort of malfunction is almost always detrimental to the thief and his party. It could be as simple as accidentally casting the reverse of the given spell or as complex as a foul-up on a fireball scroll, causing the ball of flame to be centered on the thief instead of its intended target. The exact effect is up to the DM (this is the sort of thing DMs enjoy, so expect the unexpected). Thieves do not build castles or fortresses in the usual sense. Instead, they favor small, fortified dwellings, especially if the true purpose of the buildings can easily be disguised. A thief might, for example, construct a wellprotected den in a large city behind the facade of a seedy tavern or old
warehouse. Naturally, the true nature of the place will be a closely guarded secret! Thieves almost always build their strongholds in or near cities, since that is where they ply their trades most lucratively. This, of course, assumes that the thief is interested in operating a band of thieves out of his stronghold. Not all thieves have larceny in their hearts, however. If a character devoted his life to those aspects of thieving that focus on scouting, stealth, and the intricacies of locks and traps, he could build an entirely different sort of stronghold—one filled with the unusual and intriguing objects he has collected during his adventurous life. Like any thief's home, it should blend in with its surroundings; after all, a scout never advertises his whereabouts. It might be a formidable maze of rooms, secret passages, sliding panels, and mysterious paraphernalia from across the world. Once a thief reaches 10th level, his reputation is such that he can attract followers – either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows. They are generally loyal to him, but a wise thief is always suspicious of his comrades. Table 31 can be used to determine the type and level of followers, or the DM can choose followers appropriate to his campaign. Thieves tend to be very jealous of their territory. If more than one thief starts a gang in the same area, the result is usually a war. The feud continues until one side or the other is totally eliminated or forced to move its operation elsewhere.
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Table 31:
Thief's Followers D100 Level Roll Follower Range 01-03 Dwarf fighter/thief 1-4 04-08 Dwarf thief 1-6 09-13 Elf thief 1-6 14-15 Elf thief/fighter/mage 1-3 16-18 Elf thief/mage 1-4 19-24 Gnome thief 1-6 25-27 Gnome thief/fighter 1-4 28-30 Gnome thief/illusionist 1-4 31-35 Half-elf thief 1-6 36-38 Half-elf thief/fighter 1-4 39-41 Half-elf thief/fighter/mage 1-3 42-46 Halfling thief 1-8 47-50 Halfling thief/fighter 1-6 51-98 Human thief 1-8 99 Human dual-class thief/? 1-8/1-4 00 Other (DM selection) –
Chapter 3: Player Character Classes Bard
choice (preferably one that is portable). to be gained by serendipity and Additional instruments can be learned if happenstance. In no case can a bard Ability Requirements: Dexterity 12 the optional proficiency rules are used -- choose to specialize in a school of Intelligence 13 the bard can learn two instruments for magic. Beginning bards do not have a Charisma 15 every proficiency slot spent. selection of spells. A 2nd-level bard Prime Requisite: Dexterity, Charisma In his travels, a bard also begins with one to four spells, chosen Races Allowed: Human, Half-elf manages to learn a few wizard spells. either randomly or by the DM. (An Like a wizard, a bard's Intelligence Intelligence check must still be made to The bard is an optional character determines the number of spells he can see if the bard can learn a given spell.) class that can be used if your DM allows. He makes his way in life by his know and the chance to know any given The bard is not guaranteed to know read spell. These he keeps in his spell book, magic, as this is not needed to read the charm, talent, and wit. A good bard writings in a spell book. The bard can should be glib of tongue, light of heart, abiding by all the restrictions on memorization and spell use that bind a add new spells to his spell book as he and fleet of foot (when all else fails). wizard, especially in the prohibition of finds them, but he does not In precise historical terms, the armor. Hence, a bard will tend to use his automatically gain additional spells as he title 'bard' applies only to certain spells more to entertain and impress than advances in level. All spells beyond groups of Celtic poets who sang the those he starts with must be found history of their tribes in long, recitative to fight. Table 32 lists the number of spells a bard can cast at each level. during the course of adventuring. The poems. These bards, found mainly in Since bards are dabblers rather bard's casting level is equal to his Ireland, Wales, and Scotland, filled than full-time wizards, their spells tend current level. many important roles in their society. They were storehouses of tribal history, reporters of news, messengers, and even ambassadors to other tribes. However, in the AD&D game, the bard is a more Table 32: generalized character. Historical and BARD SPELL PROGRESSION legendary examples of the type include Bard Spell Level Alan-a-Dale, Will Scarlet, Amergin, and Level 1 2 3 4 5 6 even Homer. Indeed, every culture has 1 ------its storyteller or poet, whether he is 2 1 -----called bard, skald, fili, jongleur, or 3 2 -----something else. 4 2 1 ----To become a bard, a character 5 3 1 ----must have a Dexterity of 12 or more, an 6 3 2 ----Intelligence of 13 or more, and a 7 3 2 1 ---Charisma of 15 or more. The prime 8 3 3 1 ---requisites are Dexterity and Charisma. A 9 3 3 2 ---bard can be lawful, neutral or chaotic, 10 3 3 2 1 --good or evil, but must always be 11 3 3 3 1 --partially neutral. Only by retaining 12 3 3 3 2 --some amount of detachment can he 13 3 3 3 2 1 -successfully fulfill his role as a bard. 14 3 3 3 3 1 -A bard, by his nature, tends to 15 3 3 3 3 2 -learn many different skills. He is a jack- 16 4 3 3 3 2 1 of-all-trades but master of none. 17 4 4 3 3 3 1 Although he fights as a rogue, he can 18 4 4 4 3 3 2 use any weapon. He can wear any armor 19 4 4 4 4 3 2 up to, and including, chain mail, but he 20 4 4 4 4 4 3 cannot use a shield. All bards are proficient singers, chanters, or vocalists and can play a musical instrument of the player's 64
Chapter 3: Player Character Classes Combat and spells, however, are not the main strength of the bard. His expertise is in dealing and communicating with others. To this end, the bard has a number of special powers. The base percentage for each power is listed on Table 33. This base percentage must be adjusted for the race and Dexterity of the bard as given in the Thief description. After all adjustments are made, the player must distribute (however he chooses) 20 additional percentage points to the various special abilities. Thereafter, each time the character advances a level, he receives an additional 15 points to distribute. Table 33:
Bard Abilities Climb Walls 50% Detect Noise 20% Pick Pockets 10% Read Languages 5% Bard abilities are subject to modifiers for situation and armor as per the thief. Climb Walls enables the bard to climb near sheer surfaces without the aid of tools, just like the thief. Detect Noise improves the bard's chances of hearing and interpreting sounds. He may be able to overhear parts of a conversation on the other side of a door or pick up the sound of something stalking the party. To use the ability, the bard must stand unhelmeted and concentrate for one round (one minute). During this time, all other party members must remain silent. The DM secretly makes the check and informs the player of the result. Pick Pockets enables the bard not only to filch small purses, wallets, keys, and the like, but also to perform small feats of sleight-of-hand (useful for entertaining a crowd). Complete details on pickpocketing (and your character's chances of getting caught) can be found in the Thief description.
Read Languages is an important ability, since words are the meat and drink of bards. They have some ability to read documents written in languages they do not know, relying on words and phrases they have picked up in their studies and travels. The Read Languages column in Table 33 gives the base percentage chance to puzzle out a foreign tongue. It also represents the degree of comprehension the bard has if he is successful. The DM can rule that a language is too rare or unfamiliar, especially if it has never been previously encountered by the bard, effectively foiling his attempts to translate it. At the other extreme, the bard need not make the dice roll for any language he is proficient in. Success is assumed to be automatic in such cases. The bard can also influence reactions of groups of NPCs. When performing before a group that is not attacking (and not intending to attack in just seconds), the bard can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the bard (round fractions down). If the saving throw fails, the group's reaction can be shifted one level (see the Reactions section in the DMG), toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.
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Cwell the Fine has been captured by a group of bandits and hauled into their camp. Although they are not planning to kill him on the spot, any fool can plainly see that his future may be depressingly short. In desperation, Cwell begins spinning a comic tale about Duke Dunderhead and his blundering knights. It has always been a hit with the peasants, and he figures it's worth a try here. Most of the bandits have 1 Hit Die, but the few higher level leaders raise the average level to 3. Cwell is only 2nd level so he gains no modifier. A saving throw is rolled and the group fails (Cwell succeeds!). The ruffians find his tale amusing. The player shifts their reaction from hostile to neutral. The bandits decide not to kill Cwell but to keep him around, under guard, to entertain them. If the bandits' saving throw had succeeded, the bandits would have been offended by the story (perhaps some of them served under Duke Dunderhead!), and their reaction would have shifted from hostile to violent. They probably would have roasted Cwell immediately. This ability cannot affect people in the midst of battle; it is effective only when the audience has time to listen. If Cwell tried telling his tale while the bandits were attacking his group, the bandits would have quickly decided that Cwell was a fool and carried on with their business. Furthermore, the form of entertainment used must be appropriate to the audience. Cwell might be able to calm (or enrage) a bear with music, but he won't have much luck telling jokes to orcs unless he speaks their language. The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the bard can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale
Chapter 3: Player Character Classes (particularly useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting before the battle begins. This affects those within a range of 10 feet per experience level of the bard. The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be reinspired by the bard's words. A troop of soldiers, inspired by Cwell, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue. Cwell, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit. Bards are also able to counter the effects of songs and poetry used as magical attacks. Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song (or recites a poem, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if he is struck or fails a saving throw, his effort is ruined. Success is checked by having the bard make a saving throw vs. spell. Success blocks the attack, failure means the attack has its normal effect (everyone affected rolls saving throws, normal damage is inflicted, etc.). The bard can use this ability once per encounter or battle. This power does not affect verbal spell components or command words; it is effective against spells that involve explanations, commands, or suggestions. Finally, bards learn a little bit of everything in their studies and travels. Thus, all bards can read and write their native tongue (if a written language exists) and all know local history (without cost if the optional proficiency rules are used). Furthermore, bards have a 5% chance per experience level to identify the general purpose and function of any magical item. The bard need not handle the item but must
examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature. Since Cwell the Fine is 2nd level, he has a 10% chance to know something about a magical sword +1. If he succeeds, he knows whether the sword is cursed and whether it has an alignment ('This sword was used by the evil warrior Lurdas. I wouldn't touch it if I were you!'). This ability does not enable him to identify the sword's exact properties, only its history and background. He has no idea of its bonuses or penalties or any special magical powers, except as can be inferred from the histories. Being something of a warrior, a bard can build a stronghold and attract followers upon reaching 9th level. The bard attracts 10d6 0th-level soldiers into his service. They arrive over a period of time, but they are not automatically replaced if lost in battle. Of course, a bard can build a stronghold any time, but no followers arrive until he reaches 9th level. Upon reaching 10th level, a bard can attempt to use magical devices of written nature-- scrolls, books, etc. However, his understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item he uses is read incorrectly. When this happens, the magical power works the opposite of what is intended, generally to the detriment of the bard or his friends. The DM will tell you what happens to your character, based on the situation and particular magical item. The result may be unpleasant, deadly, or embarrassing. (Deciding these things is part of the DM's fun!)
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Multi-Class and DualClass Characters A multi-class character improves in two or more classes simultaneously. His experience is divided equally between each class. The available class combinations vary according to race. The character can use the abilities of both classes at any time, with only a few restrictions. Only demihumans can be multi-class characters. A dual-class character is one who starts with a single class, advances to moderate level, and then changes to a second character class and starts over again. The character retains the benefits and abilities of the first class but never again earns experience for using them. There are some limitations on combining the abilities of the two classes but, as long as minimum ability and alignment requirements are met, there are no restrictions on the possible character class combinations. Only humans can be dual-class characters.
Chapter 3: Player Character Classes Multi-Class Combinations All of the standard demihuman races are listed here, along with their allowable multiclass combinations. Note that the character class names (not group names) are used below. Dwarf Fighter/Thief Fighter/Cleric Elf Fighter/Mage Fighter/Thief Mage/Thief Gnome Fighter/Cleric Fighter/Illusionist Fighter/Thief Cleric/Illusionist Cleric/Thief Illusionist/Thief Halfling Fighter/Thief Half-elf Fighter/Cleric* Fighter/Thief Fighter/Mage Cleric/Ranger Cleric*/Mage Thief/Mage Fighter/Mage/Cleric* Fighter/Mage/Thief * or Druid As stated earlier in their description, specialist wizards cannot be multi-class (gnome illusionists are the single exception to this rule). The required devotion to their single field prevents specialist wizards from applying themselves to other classes. Priests of a specific mythos might be allowed as a multi-class option; this will depend on the nature of the mythos as determined by the DM.
Rupert's character, Morrison the Multi-Faceted, is a half-elf fighter/mage/thief. At 1st level, Morrison A multi-class character always rolls three dice for hit points: 1d10 uses the most favorable combat value (fighter), 1d6 (thief), and 1d4 (mage). and the best saving throw from his The results are 6, 5, and 2. Their sum different classes. (13) is divided by three and rounded The character's hit points are the down to equal 4 (13/3=4-1/3=4). average of all his Hit Dice rolls. When Morrison begins the game with 4 hit the character is first created, the player points. Later, Morrison reaches 2nd rolls hit points for each class separately, level as a thief before he reaches 2nd totals them up, then divides by the level as a fighter or a mage. He rolls number of dice rolled (round fractions 1d6 for additional hit points and the down). Any Constitution bonus is then result is 4. He divides this by 3 (because added to the character's hit points. If one he has three classes) and rounds down. of the character's classes is fighter and he Morrison gets 1 more hit point when he has a Constitution of 17 or 18, then he becomes a 2nd-level thief. (He will also gains the +3 or +4 Constitution bonus roll 1d10 and 1d4 [both rolls divided by available only to warriors (instead of the 3] when he reaches 2nd level as a +2 maximum available to the other fighter and as a mage, respectively.) character classes). Later the character is likely to Multi-class characters can gain levels in different classes at combine abilities from their different different times. When this happens, roll classes with the following restrictions: the appropriate Hit Die and divide the Warrior: A multi-classed warrior result by the number of classes the can use all of his abilities without character has (round fractions down, but restriction. The warrior abilities form the a Hit Die never yields less than 1 hit base for other character classes. point). The character's Constitution Priest: Regardless of his other bonus is split between his classes; thus, a classes, a multi-classed priest must abide fighter/mage gets ½ of his Con bonus by the weapon restrictions of his mythos. when he goes up a level as a fighter and Thus, a fighter/cleric can use only the other ½ of the Con bonus when he bludgeoning weapons (but he uses the goes up a level as a mage. A warrior combat value). He retains all his fighter/mage/thief would get 1/3 of his normal priest abilities. bonus when he goes up as a fighter, 1/3 Wizard: A multi-classed wizard when he goes up as a mage, and the can freely combine the powers of the other 1/3 when he goes up as a thief. wizard with any other class allowed, If the optional proficiency system although the wearing of armor is is used, the character starts with the restricted. Elves wearing elven chain can largest number of proficiency slots of the cast spells in armor, as magic is part of different classes. Thereafter, he gains the nature of elves. However, elven new proficiency slots at the fastest of the chain is extremely rare and can never be given rates. To determine the character's purchased. It must be given, found, or initial money, roll according to the most won. generous of the character's different Thief: A multi-classed thief classes. cannot use any thieving abilities other than open locks or detect noise if he is wearing armor that is normally not allowed to thieves. He must remove his gauntlets to open locks and his helmet to detect noise.
Multi-Class Benefits and Restrictions
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Chapter 3: Player Character Classes Dual-Class Benefits and Restrictions Only humans can be dual-classed characters. To be dual-classed, the character must have scores of 15 or more in the prime requisites of his first class and scores of 17 or more in the prime requisites of any classes he switches to. The character selects one class to begin his adventuring life. He can advance in this class as many levels as he desires before switching to another class; there is no cut-off point beyond which a character cannot switch. However, he must attain at least 2nd level in his current class before changing to another class. There is no limit to the number of classes a character can acquire, as long as he has the ability scores and wants to make the change. (Certain character classes have alignment restrictions that the character must meet, however.) Any time after reaching 2nd level, a human character can enter a new character class, provided he has scores of 17 or better in the prime requisites of the new class. After switching to a new class, the character no longer earns experience points in his previous character class and he can no longer advance in level in that class. Nor can he switch back to his first class at a later date, hoping to resume his advancement where he left off. Once he leaves a class he has finished his studies in it. Instead, he starts over in a new class, at 1st level with 0 experience points, but he does retain his previous Hit Dice and hit points. He gains the abilities, and must abide by all of the restrictions, of the new class. He does not gain or lose any points on his ability scores (for example, an 18 Strength wizard who changes to fighter does not gain the percentile Strength bonus, but likewise a fighter changing to a wizard would not lose it). The character uses the combat and saving throw tables appropriate to his new class and level. This is not to imply that a dualclass human forgets everything he knew
before; he still has, at his fingertips, all the knowledge, abilities, and proficiencies of his old class. But if he uses any of his previous class's abilities during an encounter, he earns no experience for that encounter and only half experience for the adventure. The only values that can be carried over from the previous class without restriction are the character's Hit Dice and hit points. The character is penalized for using his old attack or saving throw numbers, weapons or armor that are now prohibited, and any special abilities of the old class that are not also abilities of the new class. (The character is trying to learn new ways to do things; by slipping back to his old methods, he has set back his learning in his new character class.) In addition, the character earns no additional Hit Dice or hit points while advancing in his new class. The restrictions in the previous two paragraphs last until the character reaches a higher level in his new class than his maximum level in any of his previous classes. At that point, both restrictions are dropped: the character gains the abilities of his previous classes without jeopardizing his experience points for the adventure, and he earns additional Hit Dice (those of his new class) and hit points for gaining experience levels in his new class. Once these restrictions are lifted, the character must still abide by the restrictions of whichever class he is using at the moment. A dual-class fighter/mage, for example, cannot cast spells while wearing armor. Tarus Blood-heart begins his career as a cleric with a Wisdom of 16. He rises to 3rd level and then decides to become a fighter, since his Strength is 17. He keeps his 14 hit points (rolled on 3d8), but in all other ways he is treated as a 1st-level fighter. Upon reaching 4th level, Tarus is allowed to roll 1d10 for additional hit points. He can now cast spells as a 3rd-level cleric and fight as a 4th-level fighter. For the rest of his 68
career, Tarus advances as a fighter but retains his minor clerical powers--a useful advantage when the situation gets ugly! When a dual-class or multi-class character is struck by a level-draining creature, he first loses levels in the class in which he has advanced the highest. When his different classes are equal in level, the class level requiring the most experience points is lost first. The player character is allowed to regain levels lost by level draining, but until he regains all of his former levels, he must select which class he will use prior to any particular adventure. Using abilities of the other class then subjects him to the experience penalties given earlier. When he regains all of his former levels, he is then free to use all the abilities of all his classes once again. Of course, he cannot raise his earlier class(es) above the level(s) he was at when he switched class. Tarus is a 4th-level cleric/3rdlevel fighter. He is struck by a wight and loses one level from his cleric class, since it is his highest level. If struck again, he would lose one level from his fighter class. Thereafter he could regain his lost levels, but would have to choose to act as either a fighter or cleric. Once he earned enough experience to regain his previous fighter level, he would not be allowed to advance further in it (restoring himself to his previous level only). But he could still advance as a cleric and use his 3rdlevel fighter abilities.
Chapter 4: Alignment After all other steps toward creating a character have been completed, the player must choose an alignment for the character. In some cases (especially the paladin), the choice of alignment may be limited. The character's alignment is a guide to his basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general. Use the chosen alignment as a guide to provide a clearer idea of how the character will handle moral dilemmas. Always consider alignment as a tool, not a straitjacket that restricts the character. Although alignment defines general attitudes, it certainly doesn't prevent a character from changing his beliefs, acting irrationally, or behaving out of character. Alignment is divided into two sets of attitudes: order and chaos, and good and evil. By combining the different variations within the two sets, nine distinct alignments are created. These nine alignments serve well to define the attitudes of most of the people in the world.
Law, Neutrality, and Chaos Attitudes toward order and chaos are divided into three opposing beliefs. Picture these beliefs as the points of a triangle, all pulling away from each other. The three beliefs are law, chaos, and neutrality. One of these represents each character's ethos—his understanding of society and relationships. Characters who believe in law maintain that order, organization, and society are important, indeed vital, forces of the universe. The relationships between people and governments exist naturally. Lawful philosophers maintain that this order is not created by man but is a natural law of the universe. Although man does not create orderly structures, it is his obligation to function within them, lest the fabric of everything crumble. For
less philosophical types, lawfulness manifests itself in the belief that laws should be made and followed, if only to have understandable rules for society. People should not pursue personal vendettas, for example, but should present their claims to the proper authorities. Strength comes through unity of action, as can be seen in guilds, empires, and powerful churches. Those espousing neutrality tend to take a more balanced view of things. They hold that for every force in the universe, there is an opposite force somewhere. Where there is lawfulness, there is also chaos; where there is neutrality, there is also partisanship. The same is true of good and evil, life and death. What is important is that all these forces remain in balance with each other. If one factor becomes ascendant over its opposite, the universe becomes unbalanced. If enough of these polarities go out of balance, the fabric of reality could pull itself apart. For example, if death became ascendant over life, the universe would become a barren wasteland. Philosophers of neutrality not only presuppose the existence of opposites, but they also theorize that the universe would vanish should one opposite completely destroy the other (since nothing can exist without its opposite). Fortunately for these philosophers (and all sentient life), the universe seems to be efficient at regulating itself. Only when a powerful, unbalancing force appears (which almost never happens) need the defenders of neutrality become seriously concerned. The believers in chaos hold that there is no preordained order or careful balance of forces in the universe. Instead they see the universe as a collection of things and events, some related to each other and others completely independent. They tend to hold that individual actions account for the differences in things and that events in one area do not alter the fabric of the universe halfway across the galaxy. Chaotic philosophers believe in 70
the power of the individual over his own destiny and are fond of anarchistic nations. Being more pragmatic, nonphilosophers recognize the function of society in protecting their individual rights. Chaotics can be hard to govern as a group, since they place their own needs and desires above those of society.
Good, Neutrality, and Evil Like law and order, the second set of attitudes is also divided into three parts. These parts describe, more or less, a character's moral outlook; they are his internal guideposts to what is right or wrong. Good characters are just that. They try to be honest, charitable, and forthright. People are not perfect, however, so few are good all the time. There are always occasional failings and weaknesses. A good person, however, worries about his errors and normally tries to correct any damage done. Remember, however, that goodness has no absolute values. Although many things are commonly accepted as good (helping those in need, protecting the weak), different cultures impose their own interpretations on what is good and what is evil. Those with a neutral moral stance often refrain from passing judgment on anything. They do not classify people, things, or events as good or evil; what is, is. In some cases, this is because the creature lacks the capacity to make a moral judgment (animals fall into this category). Few normal creatures do anything for good or evil reasons. They kill because they are hungry or threatened. They sleep where they find shelter. They do not worry about the moral consequences of their actions-their actions are instinctive. Evil is the antithesis of good and appears in many ways, some overt and others quite subtle. Only a few people of evil nature actively seek to cause harm or destruction. Most simply do not
Chapter 4: Alignment recognize that what they do is destructive or disruptive. People and things that obstruct the evil character's plans are mere hindrances that must be overcome. If someone is harmed in the process . . . well, that's too bad. Remember that evil, like good, is interpreted differently in different societies.
Alignment Combinations Nine different alignments result from combining these two sets. Each alignment varies from all others, sometimes in broad, obvious ways, and sometimes in subtle ways. Each alignment is described in the following paragraphs. Lawful Good: Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working serf, a kindly and wise king, or a stern but forthright minister of justice are all examples of lawful good people. Lawful Neutral: Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are good examples of lawful neutral behavior. Lawful Evil: These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly
defined hierarchy between master and servant. To this end, lawful evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits lawful evil characters, too bad. Lawful evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, lawful evil characters are usually very careful about giving their word. Once given, they break their word only if they can find a way to do it legally, within the laws of the society. An iron-fisted tyrant and a devious, greedy merchant are examples of lawful evil beings. Neutral Good: These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a neutral good character. True Neutral: True neutral characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. Since the majority of people in the world make judgments, true neutral characters are extremely rare. True neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides as the 71
previous loser becomes the winner. A true neutral druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few true neutral characters in the world. Neutral Evil: Neutral evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, going it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. Although neutral evil characters do not have the everyman- for-himself attitude of chaotic characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of neutral evil characters. Chaotic Good: Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who 'try to push folk around and tell them what to do.' Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a chaotic good character.
Chapter 4: Alignment Chaotic Neutral: Chaotic neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward chaotic neutral behavior. Chaotic Evil: These characters are the bane of all that is good and organized. Chaotic evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever means possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take what they want, and the weak are there to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monsters of low Intelligence are fine examples of chaotic evil personalities.
good nor evil, lawful nor chaotic. It is simply a dog. For these creatures, alignment is always detected as neutral.
Playing the Character's Alignment
Aside from a few minimal restrictions required for some character classes, a player is free to choose whatever alignment he wants for his character. However, before rushing off and selecting an alignment, there are a few things to consider. First, alignment is an aid to roleplaying and should be used that way. Don't choose an alignment that will be hard to role play or that won't be fun. A player who chooses an unappealing alignment probably will wind up playing a different alignment anyway. In that case, he might as well have chosen the second alignment to begin with. A player who thinks that lawful good characters are boring goody-two-shoes who don't get to have any fun should play a chaotic good character instead. On the other hand, a player who thinks that properly role-playing a heroic, lawful good fighter would be an interesting challenge is encouraged to try it. No one should be afraid to stretch his imagination. Remember, selecting an alignment is a way of saying, 'My character is going to act like a person who believes this.' Second, the game revolves around cooperation among everyone in the group. The character who tries to go it alone or gets everyone angry at him is likely to have a short career. Always consider the alignments of other characters in the group. Certain combinations, particularly lawful good and any sort of evil, are explosive. or later the group will find itself Non-Aligned Creatures Sooner spending more time arguing than In addition to the alignments adventuring. Some of this is unavoidable above, some things--particularly (and occasionally amusing), but too unintelligent monsters (killer plants, etc.) much is ultimately destructive. As the and animals--never bother with moral players argue, they get angry. As they get and ethical concerns. For these creatures, angry, their characters begin fighting alignment is simply not applicable. A among themselves. As the characters dog, even a well-trained one, is neither 72
fight, the players continue to get more angry. Once anger and hostility take over a game, no one has fun. And what's the point of playing a game if the players don't have fun? Third, some people choose to play evil alignments. Although there is no specific prohibition against this, there are several reasons why it is not a good idea. First, the AD&D game is a game of heroic fantasy. What is heroic about being a villain? If an evilly aligned group plays its alignment correctly, it is as much a battle for the characters to work together as it is to take on the outside world. Neutral evil individuals would be paranoid (with some justification) that the others would betray them for profit or selfaggrandizement. Chaotic evil characters would try to get someone else to take all the risks so that they could become (or remain) strong and take over. Although lawful evil characters might have some code of conduct that governed their party, each member would look for ways to twist the rules to his own favor. A group of players who play a harmonious party of evil characters simply are not playing their alignments correctly. By its nature, evil alignments call for disharmony and squabbling, which destroys the fun. Imagine how groups of different alignments might seek to divide a treasure trove. Suppose the adventuring party contains one character of each alignment (a virtually impossible situation, but useful for illustration). Each is then allowed to present his argument: The lawful good character says, 'Before we went on this adventure, we agreed to split the treasure equally, and that's what we're going to do. First, we'll deduct the costs of the adventure and pay for the resurrection of those who have fallen, since we're sharing all this equally. If someone can't be raised, then his share goes to his family.' 'Since we agreed to split equally, that's fine,' replies the lawful evil character thoughtfully. 'But there was
Chapter 4: Alignment nothing in this deal about paying for anyone else's expenses. It's not my fault if you spent a lot on equipment! Furthermore, this deal applies only to the surviving partners; I don't remember anything about dead partners. I'm not setting aside any money to raise that klutz. He's someone else's problem.' Flourishing a sheet of paper, the lawful neutral character breaks in. 'It's a good thing for you two that I've got things together, nice and organized. I had the foresight to write down the exact terms of our agreement, and we're all going to follow them.' The neutral good character balances the issues and decides, 'I'm in favor of equal shares--that keeps everybody happy. I feel that expenses are each adventurer's own business: If someone spent too much, then he should be more careful next time. But raising fallen comrades seems like a good idea, so I say we set aside money to do that.' After listening to the above arguments, the true neutral character decides not to say anything yet. He's not particularly concerned with any choice. If the issue can be solved without his becoming involved, great. But if it looks like one person is going to get everything, that's when he'll step in and cast his vote for a more balanced distribution. The neutral evil character died during the adventure, so he doesn't have anything to say. However, if he could make his opinion known, he would gladly argue that the group ought to pay for raising him and set aside a share for him. The neutral evil character would also hope that the group doesn't discover the big gem he secretly pocketed during one of the encounters. The chaotic good character objects to the whole business. 'Look, it's obvious that the original agreement is messed up. I say we scrap it and reward people for what they did. I saw some of you hiding in the background when the rest of us were doing all the real fighting. I don't see why anyone should be
rewarded for being a coward! As far as raising dead partners, I say that's a matter of personal choice. I don't mind chipping in for some of them, but I don't think I want everyone back in the group.' Outraged at the totally true but tactless accusation of cowardice, the chaotic evil character snaps back, 'Look, I was doing an important job, guarding the rear! Can I help it if nothing tried to sneak up behind us? Now, it seems to me that all of you are pretty beat up--and I'm not. So, I don't think there's going to be too much objection if I take all the jewelry and that wand. And I'll take anything interesting those two dead guys have. Now, you can either work with me and do what I say or get lost-permanently!' The chaotic neutral character is also dead (after he tried to charge a gorgon), so he doesn't contribute to the argument. However, if he were alive, he would join forces with whichever side appealed to him the most at the moment. If he couldn't decide he'd flip a coin. Clearly, widely diverse alignments in a group can make even the simplest task impossible. It is almost certain that the group in the example would come to blows before they could reach a decision. But dividing cash is not the only instance in which this group would have problems. Consider the battle in which they gained the treasure in the first place. Upon penetrating the heart of the ruined castle, the party met its foe, a powerful gorgon commanded by a mad warrior. There, chained behind the two, was a helpless peasant kidnapped from a nearby village. The lawful good character unhesitatingly (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, 73
but he would not give up until he had tried his utmost to defeat the evil creatures. The lawful evil character also entered the battle willingly. Although he cared nothing for the peasant, he could not allow the two fiends to mock him. Still, there was no reason for him to risk all for one peasant. If forced to retreat, he could return with a stronger force, capture the criminals, and execute them publicly. If the peasant died in the meantime, their punishment would be that much more horrible. The lawful neutral character was willing to fight, because the villains threatened public order. However, he was not willing to risk his own life. He would have preferred to come back later with reinforcements. If the peasant could be saved, that is good, because he is part of the community. If not, it would be unfortunate but unavoidable. The neutral good character did not fight the gorgon or the warrior, but he tried to rescue the peasant. Saving the peasant was worthwhile, but there was no need to risk injury and death along the way. Thus, while the enemy was distracted in combat, he tried to slip past and free the peasant. The true neutral character weighed the situation carefully. Although it looked like the forces working for order would have the upper hand in the battle, he knew there had been a general trend toward chaos and destruction in the region that must be combatted. He tried to help, but if the group failed, he could work to restore the balance of law and chaos elsewhere in the kingdom. The neutral evil character cared nothing about law, order, or the poor peasant. He figured that there had to be some treasure around somewhere. After all, the villain's lair had once been a powerful temple. He could poke around for cash while the others did the real work. If the group got into real trouble and it looked like the villains would attack him, then he would fight. Unfortunately, a stray magical arrow
Chapter 4: Alignment killed him just after he found a large gem. The chaotic good character joined the fight for several reasons. Several people in the group were his friends, and he wanted to fight at their sides. Furthermore, the poor, kidnapped peasant deserved to be rescued. Thus, the chaotic good character fought to aid his companions and save the peasant. He didn't care if the villains were killed, captured, or just driven away. Their attacks against the village didn't concern him. The chaotic neutral character decided to charge, screaming bloodthirsty cries, straight for the gorgon. Who knows? He might have broken its nerve and thrown it off guard. He discovered that his plan was a bad one when the gorgon's breath killed him. The chaotic evil character saw no point in risking his hide for the villagers, the peasant, or the rest of the party. In fact, he 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 probably make a deal with them and join their side. If everyone was killed, he could take everything he wanted and leave. All these sounded a lot better than getting hurt for little or no gain. So he stayed near the back of the battle, watching. If anyone asked, he could say he was watching the rear, making sure no one came to aid the enemy. The two preceding examples of alignment are extreme situations. It's not very likely that a player will ever play in a group of alignments as varied as those given here. If such a group ever does form, players should seriously reconsider the alignments of the different members of the party! More often, the adventuring party will consist of characters with relatively compatible alignments. Even then, players who role-play their characters' alignment will discover small issues of disagreement.
Although all of these have an effect, none are as permanent or damaging as Alignment is a tool, not a those choices the character makes of his straitjacket. It is possible for a player to own free will. change his character's alignment after the Changing the way a character character is created, either by action or behaves and thinks will cost him choice. However, changing alignment is experience points and slow his not without its penalties. advancement. Part of a character's Most often the character's experience comes from learning how his alignment will change because his own behavior affects him and the world actions are more in line with a different around him. In real life, for example, a alignment. This can happen if the player person learns that he doesn't like horror is not paying attention to the character movies only by going to see a few of and his actions. The character gradually them. Based on that experience, he assumes a different alignment. For learns to avoid certain types of movies. example, a lawful good fighter ignores Changing behavior means discarding the village council's plea for help things the character learned previously. because he wants to go fight evil Relearning things takes time. This costs elsewhere. This action is much closer to the character experience. chaotic good, since the character is placing his desire over the need of the community. The fighter would find himself beginning to drift toward chaotic good alignment. All people have minor failings, however, so the character does not instantly become chaotic good. Several occasions of lax behavior are required before the character's alignment changes officially. During that time, extremely lawful good activities can swing the balance back. Although the player may have a good idea of where the character's alignment lies, only the DM knows for sure. Likewise, the character cannot wake up one morning and say, 'I think I'll become lawful good today.' (Well, he can say it, but it won't have any effect.) A player can choose to change his character's alignment, but this change is accomplished by deeds, not words. Tell the DM of the intention and then try to play according to the new choice. Finally, there are many magical effects that can change a character's alignment. Rare and cursed magical items can instantly alter a character's alignment. Powerful artifacts may slowly erode a character's determination and willpower, causing subtle shifts in behavior. Spells can compel a character to perform actions against his will. 74
Changing Alignment
Chapter 4: Alignment There are other, more immediate effects of changing alignment. Certain character classes require specific alignments. A paladin who is no longer lawful good is no longer a paladin. A character may have magical items usable only to specific alignments (intelligent swords, etc.). Such items don't function (and may even prove dangerous) in the hands of a differently aligned character. News of a character's change in behavior will certainly get around to friends and acquaintances. Although some people he never considered friendly may now warm to him, others may take exception to his new attitudes. A few may even try to help him 'see the error of his ways.' The local clergy, on whom he relies for healing, may look askance on his recent behavior, denying him their special services (while at the same time sermonizing on his plight). The character who changes alignment often finds himself unpopular, depending on the attitudes of the surrounding people. People do not understand him. If the character drifts into chaotic neutral behavior in a highly lawful city, the townspeople might decide that the character is afflicted and needs close supervision, even confinement, for his own good! Ultimately, the player is advised to pick an alignment he can play comfortably, one that fits in with those of the rest of the group, and he should stay with that alignment for the course of the character's career. There will be times when the DM, especially if he is clever, creates situations to test the character's resolve and ethics. But finding the right course of action within the character's alignment is part of the fun and challenge of roleplaying.
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Chapter 5: Proficiencies (Optional) Most of what a player character can do is defined by his race, class, and ability scores. These three characteristics don't cover everything, however. Characters can have a wide range of talents, from the potent (and intricate) arts of magic to the simple and mundane knowledge of how to build a good fire. The character's magical ability (or lack thereof) is defined by his class. Lesser abilities, such as fire building, are defined by proficiencies. A proficiency is a learned skill that isn't essential to the character's class. A ranger, for example, may find it useful to know something about navigation, especially if he lives near an ocean or sea coast. On the other hand, he isn't likely to suffer if he doesn't know how to navigate; he is a ranger, not a sailor. Proficiencies are divided into two groups: weapon proficiencies (those related to weapons and combat) and nonweapon proficiencies (those related to everything else). All proficiency rules are additions to the game. Weapon proficiencies are tournamentlevel rules, optional in regular play, and nonweapon proficiencies are completely optional. Proficiencies are not necessary for a balanced game. They add an additional dimension to characters, however, and anything that enriches characterization is a bonus. If weapon proficiencies are used in your game, expect them to apply to all characters, including NPCs. Nonweapon proficiencies may be used by players who enjoy them and ignored by those who don't without giving unfair advantages to anyone (provided your DM allows this; he's the one who must deal with any problems). Once a proficiency slot is filled, it can never be changed or reassigned.
proficiency slot is empty until the player 'fills' it by selecting a proficiency. If your DM allows nonweapon proficiencies, the character's Intelligence score can modify the number of slots he has, granting him more proficiencies (see Table 4). In both cases, new proficiencies are learned the same way. Consider the case of Rath, a dwarf fighter. Table 34 gives him four weapon proficiency slots (he is a warrior). If nonweapon proficiencies are used, he has three slots and his Intelligence of 11 gives him two additional proficiency slots (according to Table 4) for a total of five nonweapon proficiency slots. The player must assign weapon or nonweapon proficiencies to all of these slots before the character goes on his first adventure. These represent what the character has learned before beginning his adventuring career. Thereafter, as the character advances in experience levels, he gains additional proficiency slots. The rate at which he gains them depends on the group he belongs to. Table 34 lists how many weapon and nonweapon proficiency slots the character starts with, and how many levels the character must gain before he earns another slot. Initial Weapon Proficiencies is the number of weapon proficiency slots received by characters of that group at 1st level. # Levels (for both weapon and nonweapon proficiencies) tells how quickly a character gains additional proficiency slots. A new proficiency slot is gained at every experience level that is evenly divisible by the number listed. Rath (a warrior), for example, gains one weapon proficiency slot at every level evenly divisible by 3. He gets one new slot at 3rd level, another at 6th, another at 9th, and so on. (Note that Rath also one nonweapon proficiency at 3rd, Acquiring Proficiencies gains 6th, 9th, etc.) Even newly created, 1st-level Penalty is the modifier to the characters have proficiencies. The character's attack rolls when he fights number of proficiency slots that a using a weapon he is not proficient with. character starts with is determined by his Rath, a dwarf, chose to be proficient group, as shown in Table 34. Each 77
with the warhammer. Finding himself in a desperate situation, he snatches up a flail, even though he knows little about it (he is not proficient with it). Using with weapon awkwardly, he has a -2 penalty to his chance to hit. Initial Nonweapon Proficiencies is the number of nonweapon proficiency slots that character has at 1st level. Even if you are playing with weapon proficiencies, nonweapon proficiencies are optional.
Training Like all skills and abilities, proficiencies do not leap unbidden and fully realized into a character's mind. Instead, a character must train, study, and practice to learn a new proficiency. However, role-playing the training time needed to learn a new skill is not much fun. Thus, there are no training times or study periods associated with any proficiency. When a character chooses a proficiency, it is assumed that he had been studying it in his spare time. Consider just how much spare time the character has. The player is not role-playing every second of his character's life. The player may decide to have his character spend a night in town before setting out on the long journey the next day. Perhaps the character must wait around for several days while his companions heal from the last adventure. Or he might spend weeks on an uneventful ocean voyage. What is he doing during that time? Among other things, he is studying whatever new proficiencies he will eventually learn. Using this 'down time' to handle the unexciting aspects of a role-playing campaign lets players concentrate on more important (or more interesting) matters. Another part of training is finding a teacher. Most skills are easier to learn if someone teaches the character. The DM can handle this in several ways. For those who like simplicity, ignore the need for teachers--there are self-taught people everywhere in the world. For
Chapter 5: Proficiencies (Optional) those who want more complexity, make the player characters find someone to teach them any new proficiency they want to learn. This can be another player character or an NPC. Although this adds realism, it tends to limit the PC's adventuring options, especially if he is required to stay in regular contact with his instructor. Furthermore, most teachers want payment. While a barter arrangement might be reached, the normal payment is cash. The actual cost of the service depends on the nature of the skill, the amount of training desired, the availability of tutors, the greed of the instructor, and the desire of the DM to remove excess cash from his campaign.
Table 34:
Proficiency Slots Group Warrior Wizard Priest Rogue
Weapon Proficiencies Initial 4 1 2 2
#Levels 3 6 4 4
Penalty -2 -5 -3 -3
Nonweapon Proficiencies Initial 3 4 4 3
#Levels 3 3 3 4
Table 35:
Specialist Attacks Per Round Fighter Level 1-6 7-12 13+
Melee Weapon 3/2 2/1 5/2
Light X-bow 1/1 3/2 2/1
Weapon Proficiencies A weapon proficiency measures a character's knowledge and training with a specific weapon. When a character is created, the player checks Table 34 to see how many weapon proficiency slots the character has. These initial slots must be filled immediately, before the character embarks on his first adventure. Any slots that aren't filled by then are lost. Each weapon proficiency slot must be assigned to a particular weapon, not just a class of weapons. Each weapon listed in Table 44 (Weapons) requires its own proficiency; each has its own special tricks and quirks that must be mastered before the weapon can be handled properly and effectively. A fencer who is master of the epee, for example, is not necessarily skilled with a
Heavy X-bow 1/2 1/1 3/2
Thrown Dagger 3/1 4/1 5/1
Thrown Dart 4/1 5/1 6/1
saber; the two weapons look similar, but the fighting styles they are designed for are entirely different. A player character could become proficient with a long bow or a short bow, but not with all bows in general (unless he devotes a proficiency slot to each individually). Furthermore, a character can assign weapon proficiency slots only to those weapons allowed to his character class. As a character reaches higher experience levels, he also earns additional weapon proficiencies. The rate at which proficiencies are gained depends on the character's class. Warriors, who concentrate on their martial skills, learn to handle a great number of weapons. They gain weapon proficiencies quickly. Wizards, who spend their time studying forgotten magical arts, have little time to practice 78
Other (Non-bow) Missiles 3/2 2/1 5/2 with weapons. They gain additional weapon proficiencies very slowly. Multiclass characters can use the most beneficial line on Table 34 to determine their initial proficiencies and when they gain new proficiencies.
Chapter 5: Proficiencies (Optional) Effects of Weapon Proficiencies A character who has a specific weapon proficiency is skilled with that weapon and familiar with its use. A character does not gain any bonuses for using a weapon he is proficient with; the combat rules and attack chances assume that everyone uses a weapon he is proficient with. This eliminates the need to add a modifier to every die roll during battle. When a character uses a weapon that he is not proficient with, however, he suffers a penalty on his chance to hit. The size of this penalty depends on the character's class. Warriors have the smallest penalty because they are assumed to have passing familiarity with all weapons. Wizards, by comparison, are heavily penalized because of their limited study of weapons. The modifiers for each class (which are taken as penalties to the attack die roll) are listed on Table 34.
Related Weapons Bonus When a character gains a weapon proficiency, he is learning to use a particular weapon effectively. However, many weapons have similar characteristics. A long sword, bastard sword, and broad sword, while all different, are all heavy, slashing swords. A character who is trained with one can apply some of his skill to the others. He is not fully proficient with the weapon, but he knows more about it than someone who picks it up without any skill in similar weapons. When a character uses a weapon that is similar to a weapon he is proficient with, his attack penalty is only one-half the normal amount (rounded up). A warrior, for example, would have a -1 penalty with a related weapon instead of -2. A wizard would have a -3 penalty instead of -5.
Specific decisions about which weapons are related are left to the DM. Some likely categories are: hand axe, battle axe; short bow, long bow, composite bow; heavy and light crossbows; dagger, knife; glaive, halberd, bardiche, voulge, guisarme, glaive-guisarme, guisarmevoulge; harpoon, spear, trident, javelin; footman's mace, horseman's mace, morning star, flail, hammer, club; military fork, ranseur, spetum, partisan; scimitar, bastard sword, long sword, broad sword; sling, staff sling
Weapon Specialization Knowing how to use a weapon without embarrassing yourself is very different from being a master of that weapon. There are warriors, and then there are martial artists. An Olympic fencer is more than just an athlete; he can do things with his weapon that astound most fencers. In the AD&D game, part of your character's skill is reflected in the bonuses he earns as he reaches higher levels. As your character advances, he becomes a wiser, more dangerous fighter. Experience has taught him to anticipate his opponents and to pounce on any advantage that presents itself. But this is a general, overall improvement, brought about by the warrior's sharpening senses and timing. It applies equally to all types of fighting. Weapon specialization is an optional rule that enables a fighter (only) to choose a single weapon and specialize in its use. Any weapon may be chosen. Specialization is normally announced (and paid for with weapon proficiency slots) when the character is created. But even after a player character earns experience, he can still choose to specialize in a weapon, provided he has the weapon proficiency slots available. 79
In one way, a weapon specialist is like a wizard specialist. The specialization requires a single-minded dedication and training. Thus, multiclass characters cannot use weapon specialization; it is available only to single-class fighters. Cost of Specialization Weapon specialization is obtained by devoting extra weapon proficiency slots to the chosen weapon. To specialize in any sort of melee weapon or crossbow, the character must devote two slots--one slot to become proficient with it, and then a second slot to specialize in it. Any bow (other than a crossbow) requires a total of three proficiency slots: one for proficiency and two to specialize. Assume, for the moment, that Rath the dwarf decided to specialize with the warhammer. Two of his four proficiency slots are thus devoted to the warhammer. With the two remaining, he can become proficient with the short sword and short bow (for example). Effects of Specialization When a character specializes with a melee weapon, he gains a +1 bonus to all his attack rolls with that weapon and a +2 bonus to all damage rolls (in addition to bonuses for Strength and magic). The attack bonuses are not magical and do not enable the character to affect a creature that can be injured only by magical weapons. Bow and crossbow specialists gain an additional range category: point blank. Pointblank range for bows is from six feet to 30 feet. Point-blank range for crossbows is from six feet to 60 feet. At point-blank range, the character gains a +2 modifier on attack rolls. No additional damage is caused, but Strength (for bows) and magical bonuses apply. Furthermore, if the character has an arrow nocked and drawn, or a bolt loaded and cocked, and has his target in sight, he can fire at the beginning of the
Chapter 5: Proficiencies (Optional) round before any initiative rolls are made. Fighters who specialize also gain extra attacks earlier than those who don't specialize. Bonus attacks for specialists are listed on Table 35. The use of this table is explained in Chapter 9: Combat. Bow specialists do not gain any additional attacks per round.
In addition to the things learned in school, you have also learned things from your parents, friends, scouts, or other groups. You might be able to add any of the following to your list:
Swimming Hunting Fishing Canoeing Nonweapon Proficiencies Sailing Horseback riding A player character is more than a First aid collection of combat modifiers. Most Animal training people have a variety of skills learned Cooking over the years. Consider yourself as an Sewing example--how many skills do you Embroidery possess? If you have gone through 12 Dancing years of school, were moderately active in after-school programs, and did fairly If you consider all your hobbies well on your grades, the following might and all the things you have done, you be a partial list of your skills: probably know many more skills. In fact, if you make a list, you probably will be English reading and writing surprised by the large number of basic Geometry, algebra, and trigonometry skills you have. And, at this point, you Basic chemistry are (or were) still young! Basic physics Now, having graduated from Music (playing an instrument, singing, school, you get a job. Are you just a or both) carpenter, mechanic, electrician, Spanish reading and writing (or French, salesman, or secretary? Of course not; German, etc.) you are a lot more than just your job. All Basic Shop or Home Economics those things you learned in school and Typing elsewhere are part of what you are. Driving Shouldn't it be the same for your player History character? Basic biology For a really complete roleplaying character, you should know what your character can do. There are three different ways to do this: using what you know, using secondary skills, and using nonweapon proficiencies. Each of these is optional, but each increases the amount of detail that rounds out your character.
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Using What You Know If your DM decides not to use secondary skills or nonweapon proficiencies, situations will arise in which you'll have to determine whether your character has certain skills. For example, Delsenora the wizard slips at the edge of a steep riverbank and tumbles into the water. The current sweeps her into the middle of the river. To escape, she must swim to safety. But does Delsenora know how to swim? One way to answer this is to pretend that your character knows most of the things that you know. Do you know how to swim? If you do, then your character can swim. If you know a little about mountain climbing, horseback riding, carpentry, or sewing, your character knows these things, too. This also applies to things your character might want to build. Perhaps your character decides he wants to build a catapult. If you can show your DM how to make such a device, then the DM may allow your character the same knowledge. Indeed, you might visit the local library just to gain this information. There are real advantages to this method. You can learn something at the library or school and bring it into your game. Also, there are fewer rules to get in the way of your fun. Since there are fewer rules, your DM has a lot of flexibility and can play out all the drama inherent in a scene. There are also problems with this method. First, you probably know a lot of things your character should not-basic electronics, the components of gunpowder, or calculus, for instance. You have a lot of knowledge that is just not available to someone in a medieval world (even a fantasy medieval world). Likewise, there are things that a typical person in a medieval world would know that you, as a modern person, have never needed to learn. Do you know how to make armor? Skin a deer? Salt meat away for the winter? Turn flax into linen? Thatch a roof? Read heraldry? You might, but there is no way you can
Chapter 5: Proficiencies (Optional) consider these common skills any more. But in a medieval world they would be common. Also, knowing something about a skill or trade doesn't mean you know a lot, and there is a big difference between the two. When Delsenora fell into the raging river, she had to swim out. But was she a strong enough swimmer to pull free of the current? The DM must make up a rule on the spot to handle the situation. Perhaps you can swim, but can you swim well enough to escape a raging torrent? The biggest drawback to this method is that there are no rules to resolve tricky situations. The DM must make it up during play. Some players and DMs enjoy doing this. They think up good answers quickly. Many consider this to be a large part of the fun. This method is perfect for them, and they should use it. Other players and DMs like to have clear rules to prevent arguments. If this is the case in your group, it is better to use secondary skills or nonweapon proficiencies.
Secondary Skills
Table 36:
Secondary Skills D100 Roll 01-02 03-04 05-10 11-14 15-20 21-23 24-27 28-32 33-34 35-37 38-39 40-42 43-44 45-46 47-49 50-51 52-53 54-56 57-59 60-62 63-66 67-68 69-71 72-85 86-00
Secondary Skill Armorer (make, repair & evaluate armor and weapons) Bowyer/Fletcher (make, repair, & evaluate bows and arrows) Farmer (basic agriculture) Fisher (swimming, nets, and small boat handling) Forester (basic wood lore, lumbering) Gambler (knowledge of gambling games) Groom (animal handling) Hunter (basic wood lore, butchering, basic tracking) Jeweler (appraisal of gems and jewelry) Leather worker (skinning, tanning) Limner/Painter (map making, appraisal of art objects) Mason (stone-cutting) Miner (stone-cutting, assaying) Navigator (astronomy, sailing, swimming, navigation) Sailor (sailing, swimming) Scribe (reading, writing, basic math) Shipwright (sailing, carpentry) Tailor/Weaver (weaving, sewing, embroidery) Teamster/Freighter (animal handling, wagon-repair) Trader/Barterer (appraisal of common goods) Trapper/Furrier (basic wood lore, skinning) Weaponsmith (make, repair, & evaluate weapons) Woodworker/Carpenter (carpentry, carving) No skill of measurable worth Roll twice (reroll any result of 86-00)
The second method for determining what your character knows is to assign secondary skills. Secondary skills are broad areas of expertise. Most correspond to occupations that your character may have been apprenticed in or otherwise picked up before beginning his adventuring life. Secondary skills are much more general than nonweapon proficiencies. They should not be used in combination with nonweapon proficiencies, which are explained later. Every player character has a chance at a secondary skill. Either choose one from Table 36 or take a chance and roll randomly. A random roll may result in one, two, or no secondary skills.
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Chapter 5: Proficiencies (Optional) Once a character has a secondary skill, it is up to the player and the DM to determine just what the character can do with it. The items in parentheses after each skill describe some of the things the character knows. Other knowledge may be added with the DM's approval. Thus, a hunter might know the basics of finding food in the wilderness, how to read animal signs to identify the types of creatures in the area, the habits of dangerous animals, and how to stalk wild animals. Like the previous method ('Using What You Know'), this method has strengths and weaknesses. Secondary skills do not provide any rules for determining whether a character succeeds when he uses a skill to do something difficult. It is safe to assume that simple jobs succeed automatically. (A hunter could find food for himself without any difficulty.) For more complicated tasks, the DM must assign a chance for success. He can assign a percentage chance, have the character make a saving throw, or require an Ability check (see Glossary). The DM still has a lot of flexibility. This flexibility means the DM must sometimes make up the rule to cover the situation, however. As mentioned earlier, some DMs enjoy this; others do not, their strengths being elsewhere. While secondary skills define and limit the player's options, they do not greatly simplify the DM's job.
Nonweapon Proficiencies The most detailed method for handling character skills is that of nonweapon proficiencies. These are much like weapon proficiencies. Each character starts with a specific number of nonweapon proficiency slots and then earns additional slots as he advances. Initial slots must be assigned immediately; they cannot be saved or held in reserve. Nonweapon proficiencies are the most detailed way to handle the question of what the player character knows. They allow the player to choose from a broad selection and define the effects of each choice. Like the other methods, however, this system is not without drawbacks. First, nonweapon proficiencies are rigid. Being so defined, they limit the options of both the player and DM. At the same time, there will still be questions unanswered by these proficiencies. Whereas before such questions were broad, they will now tend to be more precise and detailed. Secondly, using this system increases the amount of time needed to create a
character. While the end result is a more complete, well-rounded person, setup time can take up to two or three hours. Novice players especially may be overwhelmed by the number of choices and rules. Unlike weapon proficiencies, in which some weapons are not available to certain character classes, all nonweapon proficiencies are available to all characters. Some nonweapon proficiencies are easier for certain character classes to learn, however. Table 37 lists all nonweapon proficiencies. They are divided into categories that correspond to character groups. The proficiencies listed under each group can be learned easily by characters of that group. A fifth category--'General'--contains proficiencies that can be learned easily by any character. Refer to Table 38. When a player selects a nonweapon proficiency from those categories listed under 'Proficiency Groups' for his character's group, it requires the number of proficiency slots listed in Table 37. When a player selects a proficiency from any other category, it requires one additional proficiency slot beyond the number listed. Special Note: Just click on the proficiencies and it will bring you to the page of the discription.
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Chapter 5: Proficiencies (Optional) Table 37:
Rogue
Nonweapon Proficiency Groups General # of Slots Required 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 2 1 1 1 1 1 1 1 1 1
Relevant Ability Intelligence Wisdom Wisdom Wisdom Strength Intelligence Strength Dexterity Intelligence Dexterity Wisdom Charisma Wisdom Wisdom Intelligence Intelligence Intelligence Wisdom Dexterity Wisdom Wisdom Dexterity Dexterity Dexterity Charisma Strength Strength Wisdom Intelligence
Check Modifier 0 -1 0 0 0 0 0 0 0 0 +1 0 -1 -1 0 0 0 -3 -2 -2 +3 0 +1 -1 0 -2 0 -1 -1
# of Slots Proficiency Required Ancient History 1 Astrology 2 Engineering 2 Healing 2 Herbalism 2 Languages, Ancient 1 Local History 1 Musical Instrument 1 Navigation 1 Reading/Writing 1 Religion 1 Spellcraft 1
Relevant Ability Intelligence Intelligence Intelligence Wisdom Intelligence Intelligence Charisma Dexterity Intelligence Intelligence Wisdom Intelligence
Check Modifier -1 0 -3 -2 -2 0 0 -1 -2 +1 0 -2
Proficiency Agriculture Animal Handling Animal Training Artistic Ability Blacksmithing Brewing Carpentry Cobbling Cooking Dancing Direction Sense Etiquette Fire-building Fishing Heraldry Languages, Modern Leatherworking Mining Pottery Riding, Airborne Riding, Land-based Rope Use Seamanship Seamstress/Tailor Singing Stonemasonry Swimming Weather Sense Weaving Priest
# of Slots Required 1 1 2 1 1 1 2 1 1 1 1 2 1 1 1 1
Relevant Ability Intelligence Intelligence N/A Charisma Dexterity Charisma Dexterity Dexterity Strength Charisma Dexterity Intelligence Dexterity Dexterity Dexterity Intelligence
Check Modifier -1 0 N/A -1 -1 0 -2 -1 0 0 -1 -2 -1 0 0 -2
# of Slots Required 1 2 2 1 1 2 1 1 1 1 1 1 2 2 3
Relevant Ability Intelligence Intelligence N/A Dexterity Dexterity Constitution Charisma Wisdom N/A Intelligence Constitution Intelligence Intelligence Wisdom Intelligence
Check Modifier 0 -2 N/A -1 +2 0 0 -1 N/A -2 -6 -1 0 0 -3
# of Slots Proficiency Required Ancient History 1 Astrology 2 Engineering 2 Gem Cutting 2 Herbalism 2 Languages, Ancient 1 Navigation 1 Reading/Writing 1 Religion 1 Spellcraft 1
Relevant Ability Intelligence Intelligence Intelligence Dexterity Intelligence Intelligence Intelligence Intelligence Wisdom Intelligence
Check Modifier -1 0 -3 -2 -2 0 -2 +1 0 -2
Proficiency Ancient History Appraising Blind-fighting Disguise Forgery Gaming Gem Cutting Juggling Jumping Local History Musical Instrument Reading Lips Set Snares Tightrope Walking Tumbling Ventriloquism Warrior Proficiency Animal Lore Armorer Blind-fighting Bowyer/Fletcher Charioteering Endurance Gaming Hunting Mountaineering Navigation Running Set Snares Survival Tracking Weaponsmithing Wizard
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Chapter 5: Proficiencies (Optional) Table 38:
Nonweapon Proficiency Group Crossovers Character Class Fighter Paladin Ranger Cleric Druid Mage Illusionist Thief Bard
Proficiency Groups Warrior, General Warrior, Priest, General Warrior, Wizard, General Priest, General Priest, Warrior, General Wizard, General Wizard, General Rogue, General Rogue, Warrior, Wizard, General
Using Nonweapon Proficiencies When a character uses a proficiency, either the attempt is automatically successful, or the character must roll a proficiency check. If the task is simple or the proficiency has only limited game use (such as cobbling or carpentry), a proficiency check is generally not required. If the task the character is trying to perform is difficult or subject to failure, a proficiency check is required. Read the descriptions of the proficiencies for details about how and when each can be used. If a proficiency check is required, Table 37 lists which ability is used with each proficiency. Add the modifier (either positive or negative) listed in Table 37 to the appropriate ability score. Then the player rolls 1d20. If the roll is equal to or less than the character's adjusted ability score, the character accomplished what he was trying to do. If the roll is greater than the character's ability score, the character fails at the task. (A roll of 20 always fails.) The DM determines what effects, if any, accompany failure. Of course, to use a proficiency, the character must have any tools and materials needed to do the job. A carpenter can do very little without his
tools, and a smith is virtually helpless without a good forge. The character must also have enough time to do the job. Certainly, carpentry proficiency enables your character to build a house, but not in a single day! Some proficiency descriptions state how much time is required for certain jobs. Most, however, are left to the DM's judgment. The DM can raise or lower a character's chance of success if the situation calls for it. Factors that can affect a proficiency check include availability and quality of tools, quality of raw material used, time spent doing the job, difficulty of the job, and how familiar the character is with the task. A positive modifier is added to the ability score used for the check. A negative modifier is subtracted from the ability score. Rath, skilled as a blacksmith, has been making horseshoes for years. Because he is so familiar with the task and has every tool he needs, the DM lets him make horseshoes automatically, without risk of failure. However, Delsenora has persuaded Rath to make an elaborate wrought-iron cage (she needs it to create a magical item). Rath has never done this before and the work is very intricate, so the DM imposes a penalty of -3 on Rath's ability check. When two proficient characters work together on the same task, the highest ability score is used (the one with the greatest chance of success). Furthermore, a +1 bonus is added for the other character's assistance. The bonus can never be more than +1, as having too many assistants is sometimes worse than having none. Nonweapon proficiencies can also be improved beyond the ability score the character starts with. For every additional proficiency slot a character spends on a nonweapon proficiency, he gains a +1 bonus to those proficiency checks. Thus, Rath (were he not an 84
adventurer) might spend his additional proficiency slots on blacksmithing, to become a very good blacksmith, gaining a +1, +2, +3, or greater bonus to his ability checks. Many nonplayer craftsmen are more accomplished in their fields than player characters, having devoted all their energies to improving a single proficiency. Likewise, old masters normally have more talent than young apprentices--unless the youth has an exceptional ability score! However, age is no assurance of talent. Remember that knowing a skill and being good at it are two different things. There are bad potters, mediocre potters, and true craftsmen. All this has much less to do with age than with dedication and talent.
Chapter 5: Proficiencies (Optional) Nonweapon Proficiency Descriptions The following proficiency descriptions are arranged alphabetically, not according to character class. Each description gives a general outline of what a character with the proficiency knows and can do. Furthermore, some descriptions include rules to cover specific uses or situations, or exact instructions on the effects of the proficiency. Agriculture: The character has a knowledge of the basics of farming. This includes planting, harvesting, storing crops, tending animals, butchering, and other typical farming chores. Ancient History: The character has learned the legends, lore, and history of some ancient time and place. The knowledge must be specific, just as a historian would specialize today in the English Middle Ages, the Italian Renaissance, or the Roman Republic before Caesar. (The DM either can have ancient periods in mind for his game or can allow the players to name and designate them.) Thus, a player character could know details about the Age of Thorac Dragonking or the Time of the Sea-Raiders or whatever else was available. The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, breakthroughs (scientific, cultural, and magical), unsolved mysteries, crafts, and oddities of the time. The character must roll a proficiency check to identify places or things he encounters from that age. For example, Rath knows quite a bit about the Coming of the Trolls, a particularly dark period of dwarven history. Moving through some deep caverns, he and his companions stumble across an ancient portal, sealed for untold ages. Studying the handiwork, he realizes (rolls a successful proficiency
check) that it bears several seals similar a false call. All other creatures and to those he has seen on 'banned' portals characters are allowed a Wisdom check from the time of Angnar, doorways to to detect the fake. the legendary realm of Trolhel. Finally, animal lore increases the chance of successfully setting snares and Animal Handling: Proficiency traps (for hunting) since the character in this area enables a character to knows the general habits of the creature exercise a greaterthan- normal degree of hunted. control over pack animals and beasts of burden. A successful proficiency check Animal Training: Characters indicates that the character has with this proficiency can train one type succeeded in calming an excited or of creature (declared when the agitated animal; in contrast, a character proficiency is chosen) to obey simple without this proficiency has only a 20% commands and perform tricks. A chance of succeeding in the attempt. character can spend additional proficiencies to train other types of Animal Lore: This proficiency creatures or can improve his skill with an enables a character to observe the already chosen type. Creatures typically actions or habitat of an animal and trained are dogs, horses, falcons, interpret what is going on. Actions can pigeons, elephants, ferrets, and parrots. A show how dangerous the creature is, character can choose even more exotic whether it is hungry, protecting its creatures and monsters with animal young, or defending a nearby den. intelligence (although these are difficult Furthermore, careful observation of to control). signs and behaviors can even indicate A trainer can work with up to the location of a water hole, animal herd, three creatures at one time. The trainer predator, or impending danger, such as a may choose to teach general tasks or forest fire. The DM will secretly roll a specific tricks. A general task gives the proficiency check. A successful check creature the ability to react to a number means the character understood the basic of nonspecific commands to do its job. actions of the creature. If the check fails Examples of tasks include guard and by 4 or less, no information is gained. If attack, carry a rider, perform heavy the check fails by 5 or more, the labor, hunt, track, or fight alongside character misinterprets the actions of the soldiers (such as a war horse or animal. elephant). A specific trick teaches the A character may also imitate the trained creature to do one specific action. calls and cries of animals that he is A horse may rear on command, a falcon reasonably familiar with, based on his may pluck a designated object, a dog background. This ability is limited by may attack a specific person, or a rat volume. The roar of a tyrannosaurus rex may run through a particular maze. With would be beyond the abilities of a enough time, a creature can be trained to normal character. A successful do both general tasks and specific tricks. proficiency check means that only Training for a general task magical means can distinguish the requires three months of uninterrupted character's call from that of the true work. Training for a specific trick animal. The cry is sufficient to fool requires 2d6 weeks. At the end of the animals, perhaps frightening them away training time, a proficiency check is or luring them closer. A failed check made. If successful, the animal is means the sound is incorrect in some trained. If the die roll fails, the beast is slight way. A failed call may still fool untrainable. An animal can be trained in some listeners, but creatures very 2d4 general tasks or specific tricks, or familiar with the cry automatically detect any combination of the two. 85
Chapter 5: Proficiencies (Optional) An animal trainer can also try to tame wild animals (preparing them for training later on). Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month, a proficiency check is made. If successful, the beast is suitable for training. If the check fails, the creature retains enough of its wild behavior to make it untrainable. It can be kept, though it must be leashed or caged.
Armorer: This character can make all of the types of armor listed in the Player's Handbook, given the proper materials and facilities. When making armor, the proficiency check is rolled at the end of the normal construction time. The time required to make armor is equal to two weeks per level of AC below 10. For example, a shield would require two weeks of work, whereas a suit of full plate armor would require 18 weeks of work. If the proficiency check indicates Appraising: This proficiency is failure but is within 4 of the amount highly useful for thieves, as it allows needed for success, the armorer has characters to estimate the value and created usable, but flawed, armor. Such authenticity of antiques, art objects, armor functions as 1 AC worse than jewelry, cut gemstones, or other crafted usual, although it looks like the armor it items they find (although the DM can was intended to be. Only a character exclude those items too exotic or rare to with armorer proficiency can detect the be well known). The character must have flaws, and this requires careful and the item in hand to examine. A detailed inspection. successful proficiency check (rolled by If the flawed armor is struck in the DM) enables the character to melee combat with a natural die roll of estimate the value of the item to the 19 or 20, it breaks. The character's AC nearest 100 or 1,000 gp and to identify immediately worsens by 4 additional fakes. On a failed check, the character classes (although never above 10), and cannot estimate a price at all. On a roll the broken armor hampers the character's of 20, the character wildly misreads the movement. Until the character can value of the item, always to the remove the broken armor (a process detriment of the character. requiring 1d4 rounds), the character moves at ½ of his normal rate and suffers a -4 penalty to all of his attack rolls. If an armorer is creating a suit of field plate or full plate armor, the character who will use the armor must be present at least once a week during the creation of the armor, since such types of armor require very exact fitting.
field. Although it is not necessary to make a proficiency check, one can be made to determine the quality of the work. If a 1 is rolled on the check, the artist has created a work with some truly lasting value. If the check fails, the artist has created something aesthetically unpleasing or just plain bad. Artistic ability also confers a +1 bonus to all proficiency checks requiring artistic skill- -music or dance--and to attempts to appraise objects of art.
Astrology: This proficiency gives the character some understanding of the supposed influences of the stars. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and then prepare a forecast of the future for that person. The astrologer's insight into the future is limited to the next 30 days, and his knowledge is vague at best. If a successful proficiency check is made, the astrologer can foresee some general event--a great battle, a friend lost, a new friendship made, etc. The DM decides the exact prediction (based on his intentions for the next few gaming sessions). Note that the prediction does not guarantee the result--it only indicates the potential result. If the proficiency check is failed, no information is gained unless a 20 is rolled, in which case the prediction is wildly inaccurate. Clearly this proficiency requires preparation and advance knowledge on the part of the DM. Because of this, it is permissible for the DM to avoid the question, although this shouldn't be done all the time. Players who want to make Artistic Ability: Player their DM's life easier (always a good characters with artistic ability are idea) should consider using this naturally accomplished in various forms proficiency at the end of a gaming of the arts. They have an inherent session, giving the DM until the next understanding of color, form, space, session to come up with an answer. The flow, tone, pitch, and rhythm. Characters DM can use this proficiency as a catalyst with artistic ability must select one art and guide for his adventures--something form (painting, sculpture, composition, that will prompt the player characters to etc.) to be proficient in. Thereafter they go to certain places or to try new things. can attempt to create art works or Characters with the astrology musical compositions in their given proficiency gain a +1 bonus to all 86
Chapter 5: Proficiencies (Optional) navigation proficiency checks, provided Bowyer/Fletcher: This character the stars can be seen. can make bows and arrows of the types given in Table 44. Blacksmithing: A character with A weaponsmith is required to blacksmithing proficiency is capable of fashion arrowheads, but the making tools and implements from iron. bowyer/fletcher can perform all other Use of the proficiency requires a forge necessary functions. The construction with a coal-fed fire and bellows, as well time for a long or short bow is one week, as a hammer and anvil. The character while composite bows require two cannot make armor or most weapons, but weeks, and 1d6 arrows can be made in can craft crowbars, grappling hooks, one day. horseshoes, nails, hinges, plows, and When the construction time for most other iron objects. the weapon is completed, the player makes a proficiency check. If the check Blind-fighting: A character with is successful, the weapon is of fine blind-fighting is skilled at fighting in quality and will last for many years of conditions of poor or no light (but this normal use without breaking. If the proficiency does not allow spell use). In check fails, the weapon is still usable, total darkness, the character suffers only but has a limited life span: An arrow a -2 penalty to his attack roll (as breaks on the first shot; a bow breaks if compared to a -4 penalty without this the character using it rolls an unmodified proficiency). Under starlight or 1 on his 1d20 attack roll. moonlight, the character incurs only a -1 Option: If a character wishes to penalty. The character suffers no create a weapon of truly fine quality and penalties to his AC because of darkness. the DM allows it, the player can opt to Furthermore, the character retains use the following alternative procedure special abilities that would normally be for determining the success of his lost in darkness, although the attempt. When the proficiency check is effectiveness of these are reduced by made, any failure means that the weapon one-half (proficiency checks are made at is useless. However, a successful check half the normal score, etc.). This means that the weapon enables the proficiency is effective only against character to add Strength bonuses to opponents or threats within melee attack and damage rolls. Additionally, if distance of the character. Blind-fighting the proficiency check is a natural 1, the does not grant any special protection range of the bow is increased 10 yards from missile fire or anything outside the for all range classes or is of such fine immediate range of the character's melee work that it is suitable for enchantment. weapon. Thus, AC penalties remain for missile fire. (By the time the character Brewing: The character is trained hears the whoosh of the arrow, for in the art of brewing beers and other example, it is too late for him to react.) strong drink. The character can prepare While moving in darkness, the brewing formulas, select quality character suffers only half the normal ingredients, set up and manage a movement penalty of those without this brewery, control fermentation, and age proficiency. the finished product. Furthermore, this skill aids the character when dealing with invisible Carpentry: The carpentry creatures, reducing the attack penalty to proficiency enables the character to do -2. However, it does not enable the woodworking jobs: building houses, character to discover invisible creatures; cabinetry, joinery, etc. Tools and he has only a general idea of their materials must be available. The location and cannot target them exactly. character can build basic items from 87
experience, without the need for plans. Unusual and more complicated items (a catapult, for example) require plans prepared by an engineer. Truly unusual or highly complex items (wooden clockwork mechanisms, for example) require a proficiency check. Charioteering: A character with proficiency in this skill is able to safely guide a chariot, over any type of terrain that can normally be negotiated, at a rate 1/3 faster than the normal movement rate for a chariot driven by a character without this proficiency. Note that this proficiency does not impart the ability to move a chariot over terrain that it cannot traverse; even the best charioteer in the world cannot take such a vehicle into the mountains. Cobbling: The character can fashion and repair shoes, boots, and sandals. Cooking: Although all characters have rudimentary cooking skills, the character with this proficiency is an accomplished cook. A proficiency check is required only when attempting to prepare a truly magnificent meal worthy of a master chef. Dancing: The character knows many styles and varieties of dance, from folk dances to formal court balls. Direction Sense: A character with this proficiency has an innate sense of direction. By concentrating for 1d6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 20, the character errs by 90 degrees. If a 20 is rolled, the direction chosen is exactly opposite the true heading. (The DM rolls the check.) Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by 5%.
Chapter 5: Proficiencies (Optional)
Disguise: The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight, and race. A successful proficiency check indicates that the disguise is successful, while a failed roll means the attempt was too obvious in some way. The character can also disguise himself as a member of another race or sex. In this case, a -7 penalty is applied to the proficiency check. The character may also attempt to disguise himself as a specific person, with a -10 penalty to the proficiency check. These modifiers are cumulative, thus, it is extremely difficult for a character to disguise himself as a specific person of another race or sex (a -17 penalty to the check). Endurance: A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character before becoming subject to the effects of fatigue and exhaustion. In those cases where extreme endurance is required, a successful proficiency check must be
made. Note that this proficiency does not Fire-building: A character with enable a character to extend the length of fire-building proficiency does not time that he can remain unaffected by a normally need a tinderbox to start a fire. lack of food or water. Given some dry wood and small pieces of tinder, he can start a fire in 2d20 Engineering: The character is minutes. Flint and steel are not required. trained as a builder of both great and Wet wood, high winds, or other adverse small things. Engineers can prepare conditions increase the time to 3d20, and plans for everything from simple a successful proficiency check must be machines (catapults, river locks, grist rolled to start a fire. mills) to large buildings (fortresses, dams). A proficiency check is required Fishing: The character is skilled only when designing something in the art of fishing, be it with hook and particularly complicated or unusual. An line, net, or spear. Each hour the engineer must still find talented character spends fishing, roll a workmen to carry out his plan, but he is proficiency check. If the roll is failed, no trained to supervise and manage their fish are caught that hour. Otherwise, a work. hook and line or a spear will land fish An engineer is also familiar with equal to the difference between the die the principles of siegecraft and can roll and the character's Wisdom score. A detect flaws in the defenses of a castle or net will catch three times this amount. similar construction. He knows how to Of course, no fish can be caught construct and use siege weapons and where no fish are found. On the other machines, such as catapults, rams, and hand, some areas teem with fish, such as screws. a river or pool during spawning season. Etiquette: This proficiency gives The DM may modify the results the character a basic understanding of according to the situation. the proper forms of behavior and address required in many different situations, Forgery: This proficiency especially those involving nobility and enables the character to create duplicates persons of rank. Thus, the character will of documents and handwriting and to know the correct title to use when detect such forgeries created by others. addressing a duke, the proper steps of To forge a document (military orders, ceremony to greet visiting diplomats, local decrees, etc.) where the gestures to avoid in the presence of handwriting is not specific to a person, dwarves, etc. For extremely unusual the character needs only to have seen a occurrences, a proficiency check must be similar document before. To forge a made for the character to know the name, an autograph of that person is proper etiquette for the situation (an needed, and a proficiency check with a imperial visit, for example, is a -2 penalty must be successfully rolled. sufficiently rare event). To forge a longer document written in However, having the character the hand of some particular person, a know what is correct and actually do large sample of his handwriting is what is correct are two different matters. needed, with a -3 penalty to the check. The encounters must still be role-played It is important to note that the by the character. Knowledge of etiquette forger always thinks he has been does not give the character protection successful; the DM rolls the character's from a gaffe or faux pas; many people proficiency check in secret and the who know the correct thing still manage forger does not learn of a failure until it to do the exact opposite. is too late. If the check succeeds, the work will pass examination by all except those 88
Chapter 5: Proficiencies (Optional) intimately familiar with that handwriting or by those with the forgery proficiency who examine the document carefully. If the check is failed, the forgery is detectable to anyone familiar with the type of document or handwriting--if he examines the document closely. If the die roll is a 20, the forgery is immediately detectable to anyone who normally handles such documents without close examination. The forger will not realize this until too late. Furthermore, those with forgery proficiency may examine a document to learn if it is a forgery. On a successful proficiency roll, the authenticity of any document can be ascertained. If the die roll is failed but a 20 is not rolled, the answer is unknown. If a 20 is rolled, the character reaches the incorrect conclusion. Gaming: The character knows most common games of chance and skill, including cards, dice, bones, draughts, and chess. When playing a game, the character may either play out the actual game (which may take too much time for some) or make a proficiency check, with success indicating victory. If two proficient characters play each other, the one with the highest successful die roll wins. A character with gaming proficiency can also attempt to cheat, thus gaining a +1 bonus to his ability score. If the proficiency check for the game is 17 to 20, however, the character has been caught cheating (even if he won the game). Gem Cutting: A character with this proficiency can finish the rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of nonproficient characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and specially hardened blades.
Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a proficiency check), the gem cutter increases the value of a given stone to the range appropriate for its type. If a 1 is rolled, the work is exceptionally brilliant and the value of the gem falls into the range for the next most valuable gem (the DM has the relevant tables).
by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn't help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the Healing: A character proficient character uses his healing to diagnose in healing knows how to use natural the poison and his herbalist knowledge medicines and basic principles of first to prepare a purgative). aid and doctoring. If the character tends A character with healing another within one round if wounding proficiency can also attempt to diagnose (and makes a successful proficiency and treat diseases. When dealing with check), his ministrations restore 1d3 hit normal diseases, a successful proficiency points (but no more hit points can be check automatically reduces the disease restored than were lost in the previous to its mildest form and shortest duration. round). Only one healing attempt can be Those who also have herbalism made on a character per day. knowledge gain an additional +2 bonus If a wounded character remains to this check. A proficient character can under the care of someone with healing also attempt to deal with magical proficiency, that character can recover diseases, whether caused by spells or lost hit points at the rate of 1 per day creatures. In this case, a successful even when traveling or engaging in proficiency check diagnoses the cause of nonstrenuous activity. If the wounded the disease. However, since the disease character gets complete rest, he can is magical in nature, it can be treated recover 2 hit points per day while under only by magical means. such care. Only characters with both healing and herbalism proficiencies can Heraldry: The knowledge of help others recover at the rate of 3 hit heraldry enables the character to identify points per day of rest. This care does not the different crests and symbols that require a proficiency check, only the denote different persons and groups. regular attention of the proficient Heraldry comes in many forms and is character. Up to six patients can be cared used for many different purposes. It can for at any time. be used to identify noblemen, families, A character with healing guilds, sects, legions, political factions, proficiency can also attempt to aid a and castes. The symbols may appear on poisoned individual, provided the poison flags, shields, helmets, badges, entered through a wound. If the poisoned embroidery, standards, clothing, coins, character can be tended to immediately and more. The symbols used may (the round after the character is include geometric patterns, calligraphed poisoned) and the care continues for the lines of script, fantastic beasts, religious next five rounds, the victim gains a +2 symbols, and magical seals (made for the bonus to his saving throw (delay his express purpose of identification). saving throw until the last round of Heraldry can vary from the highly tending). No proficiency check is formalized rules and regulations of late required, but the poisoned character medieval Europe to the knowledge of must be tended to immediately (normally different shield patterns and shapes used 89
Chapter 5: Proficiencies (Optional) by African tribesmen. The character automatically knows the different heraldic symbols of his homeland and whom they are associated with. In addition, if the character makes a successful proficiency check, he can correctly identify the signs and symbols of other lands, provided he has at least a passing knowledge of the inhabitants of that land. His heraldry skill is of little use upon first entering a foreign land.
spectacular tricks ('Watch me eat this apple in mid-air!'). However, juggling also enables the character to attempt desperate moves. On a successful attack roll vs. AC 0 (not a proficiency check), the character can catch small items thrown to harm him (as opposed to items thrown for him to catch). Thus, the character could catch a dagger or a dart before it hits. If this attack roll fails, however, the character automatically suffers damage (sticking your hand in the path of a dagger is likely to hurt).
Herbalism: Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent (see the Healing proficiency).
Jumping: The character can attempt exceptional leaps both vertically and horizontally. If the character has at least a 20-foot running start, he can leap (broad jump) 2d6+his level in feet. No character can broad jump more than six times his height, however. With the same start, he can leap vertically (high jump) 1d3 plus half his level in feet. No character can high jump more than 1-_ times his own height. From a standing start, a character with this proficiency can broad jump 1d6 plus half his level in feet and high jump Hunting: When in wilderness only three feet. settings, the character can attempt to The character can also attempt stalk and bring down game. A vaults using a pole. A vault requires at proficiency check must be made with a least a 30-foot running start. If a pole is -1 penalty to the ability score for every used, it must be four to 10 feet longer nonproficient hunter in the party. If the than the character's height. The vault die roll is successful, the hunter (and spans a distance equal to 1-_ times the those with him) have come within 101 to length of the pole. The character can 200 yards (100+1d100) of an animal. clear heights equal to the height of the The group can attempt to close the pole. He can also choose to land on his range, but a proficiency check must be feet if the vault carries him over an made for each 20 yards closed. If the obstacle no higher than ½ the height of stalking is successful, the hunter his pole. Thus, using a 12-foot pole, the automatically surprises the game. The character could either vault through a type of animal stalked depends on the window 12 feet off the ground (tumbling nature of the terrain and the whim of the into the room beyond), land on his feet DM. in an opening six feet off the ground, or vault across a moat 18 feet wide. In all Juggling: The character can cases, the pole is dropped at the end of juggle, a talent useful for entertainments, the vault. diversions, and certain rare emergencies. When juggling normally (to entertain or Languages, Ancient: The distract), no proficiency check is character has mastered a difficult and required. A check is made when trying obscure tongue, now primarily found in 90
the writings of pedantic sages and sorcerers. The main use of the language is to read tomes of ancient secrets written by long-dead mystics. This proficiency enables the character to either read and write or speak the language (his choice). Languages, Modern: The character has learned to speak a language of the known world. To do so, there must be a teacher available. This could be another player character, an NPC hireling, or simply a local townsman. Leatherworking: This proficiency enables a character to tan and treat leather and to make clothing and other leather objects. The character can make leather armor, as well as backpacks, saddlebags, saddles, and all sorts of harnesses. Local History: The character is a storehouse of facts about the history of a region the size of a large county or a small province. The character knows when the ruined tower on the hill was built and who built it (and what happened to him), what great heroes and villains fought and fell at the old battlefield, what great treasure is supposed to be kept in a local temple, how the mayor of the next town miraculously grew hair on his balding pate, and more. The DM will provide information about local sites and events as the character needs to know them. Furthermore, the character can try to retell these events as entertaining stories. Once the subject is chosen, he can either make a proficiency check and, if successful, add that tale to his repertoire, or actually tell the story to other characters. If the character succeeds in entertaining them, the player need not make a proficiency roll for the character, since he has succeeded. The character can tell these stories to entertain others, granting him a +2 bonus to his Charisma
Chapter 5: Proficiencies (Optional) for the encounter. But telling stories to hostile beings is probably not going to do any good.
mountaineering is not the same as the thief's climbing ability, since the latter does not require aids of any sort.
Mining: A character with mining proficiency is needed to site and supervise the operations of any mine. First, the character can attempt to determine what types of ores or gems can be found in a given area. To do this, he must spend at least a week searching a four-square-mile area. The DM may rule that more area must be searched to find anything of value and may thus increase the amount of time required. At the end of the search, the character can say what is likely to be found in this area. After this, the character can site the mine. On a successful proficiency check (made secretly by the DM), the character has found a good site to begin mining for any minerals that may be in the area. The check does not guarantee a successful mine, only that a particular site is the best choice in a given area. The DM must determine what minerals, if any, are to be found in the region of the mine. On a failed check, the character only thinks he has found a good site. Much effort is spent before the character is proved wrong, of course. Once the mine is in operation, a character with mining proficiency must remain on site to supervise all work. Although this is a steady job, most player characters will find it better to hire an NPC for this purpose.
Musical Instrument: The character can play a specific musical instrument. An additional instrument can be added for every extra slot devoted to this proficiency. The character plays quite well, and no proficiency check is normally required. The DM may direct the character to make a proficiency check in what he feels are extraordinary circumstances.
Mountaineering: A character with this proficiency can make difficult and dangerous climbs up steep slopes and cliffs with the aid of spikes, ropes, etc. If a character with mountaineering proficiency leads a party, placing the pitons (spikes) and guiding the others, all in the party can gain the benefit of his knowledge. A mountaineer can guide a party up a cliff face it could not otherwise climb. A character with this proficiency gains a 10% bonus per proficiency slot spent to his chance to climb any surface. Note that
conversation is understood. Since certain sounds are impossible to differentiate, the understanding of a lip-read conversation is never better than this. Reading/Writing: The character can read and write a modern language he can speak, provided there is someone available to teach the character (another PC, a hireling, or an NPC). This proficiency does not enable the character to learn ancient languages (see Languages, Ancient).
Religion: Characters with religion proficiency know the common beliefs and cults of their homeland and the major faiths of neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of Pottery: A character with this particular holy days, requires a proficiency can create any type of clay proficiency check. vessel or container commonly used in Additional proficiencies spent on the campaign world. The character religion enable the character either to requires a wheel and a kiln, as well as a expand his general knowledge into more supply of clay and glaze. The character distant regions (using the guidelines can generally create two smallor above) or to gain precise information medium-sized items or one large-sized about a single faith. If the latter is item per day. The pieces of pottery must chosen, the character is no longer then be fired in the kiln for an additional required to make a proficiency check day. when answering questions about that The raw materials involved cost 3 religion. Such expert knowledge is cp to make a small item, 5 cp to make a highly useful to priest characters when mediumsized item, and 1 sp to make a dealing with their own and rival faiths. large item. Navigation: The character has learned the arts of navigating by the stars, studying currents, and watching for telltale signs of land, reefs, and hidden danger. This is not particularly useful on land. At sea, a successful proficiency check by the navigator reduces the chance of getting lost by 20 percent.
Reading Lips: The character can understand the speech of those he can see but not hear. When this proficiency is chosen, the player must specify what language the character can lip read (it must be a language the character can already speak). To use the proficiency, the character must be within 30 feet of the speaker and be able to see him speak. A proficiency check is made. If the check fails, nothing is learned. If the check is successful, 70% of the 91
Chapter 5: Proficiencies (Optional) Riding, Airborne: The character is trained in handling a flying mount. The particular creature must be chosen when the proficiency is chosen. Additional proficiency slots can be used to learn how to handle other types of mounts. Unlike land-based riding, a character must have this proficiency (or ride with someone who does) to handle a flying mount. In addition, a proficient character can do the following: • Leap onto the saddle of the creature (when it is standing on the ground) and spur it airborne as a single action. This requires no proficiency check. • Leap from the back of the mount and drop 10 feet to the ground or onto the back of another mount (landbased or flying). Those with only light encumbrance can drop to the ground without a proficiency check. In all other situations, a proficiency check is required. A failed roll means the character takes normal falling damage (for falling flat on his face) or misses his target (perhaps taking large amounts of damage as a result). A character who is dropping to the ground can attempt an immediate melee attack, if his proficiency check is made with a -4 penalty to the ability roll. Failure has the consequences given above. • Spur his mount to greater speeds on a successful check, adding 1d4 to the movement rate of the mount. This speed can be maintained for four consecutive rounds. If the check fails, an attempt can be made again the next round. If two checks fail, no attempt can be made for a full turn. After the rounds of increased speed, its movement drops to 2/3 its normal rate and its Maneuverability Class (see Glossary) becomes one class worse. These conditions last until the mount lands and is allowed to rest for at least one hour. • The rider can guide the mount with his knees and feet, keeping his hands free. A proficiency check is made only after the character suffers damage.
If the check is failed, the character is knocked from the saddle. A second check is allowed to see if the character manages to catch himself (thus hanging from the side by one hand or in some equally perilous position). If this fails, the rider falls. Of course a rider can strap himself into the saddle, although this could be a disadvantage if his mount is slain and plummets toward the ground. Riding, Land-Based: Those skilled in land riding are proficient in the art of riding and handling horses or other types of ground mounts. When the proficiency slot is filled, the character must declare which type of mount he is proficient in. Possibilities include griffons, unicorns, dire wolves, and virtually any creatures used as mounts by humans, demihumans, or humanoids. A character with riding proficiency can perform all of the following feats. Some of them are automatic, while others require a proficiency check for success. • The character can vault onto a saddle whenever the horse or other mount is standing still, even when the character is wearing armor. This does not require a proficiency check. The character must make a check, however, if he wishes to get the mount moving during the same round in which he lands in its saddle. He must also make a proficiency check if he attempts to vault onto the saddle of a moving mount. Failure indicates that the character falls to the ground--presumably quite embarrassed. • The character can urge the mount to jump tall obstacles or leap across gaps. No check is required if the obstacle is less than three feet tall or the gap is less than 12 feet wide. If the character wants to roll a proficiency check, the mount can be urged to leap obstacles up to seven feet high, or jump across gaps up to 30 feet wide. Success means that the mount has made the jump. Failure indicates that it balks, and the character must make another 92
proficiency check to see whether he retains his seat or falls to the ground. • The character can spur his steed on to great speeds, adding 6 feet per round to the animal's movement rate for up to four turns. This requires a proficiency check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts may be made, but the mount can move normally. If the second or subsequent check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing, the steed must be walked by its dismounted rider for one turn. • The character can guide his mount with his knees, enabling him to use weapons that require two hands (such as bows and two-handed swords) while mounted. This feat does not require a proficiency check unless the character takes damage while so riding. In this case, a check is required and failure means that the character falls to the ground and sustains an additional 1d6 points of damage. • The character can drop down and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armor while performing this feat. The character's Armor Class is lowered by 6 while this maneuver is performed. Any attacks that would have struck the character's normal Armor Class are considered to have struck the mount instead. No proficiency check is required. • The character can leap from the back of his steed to the ground and make a melee attack against any character or creature within 10 feet. The player must roll a successful proficiency check with a -4 penalty to succeed. On a failed roll, the character fails to land on his feet, falls clumsily to the ground, and suffers 1d3 points of damage.
Chapter 5: Proficiencies (Optional) Rope Use: This proficiency enables a character to accomplish amazing feats with rope. A character with rope use proficiency is familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. If the character's hands are bound and held with a knot, he can roll a proficiency check (with a -6 penalty) to escape the bonds. This character gains a +2 bonus to all attacks made with a lasso. The character also receives a +10% bonus to all climbing checks made while he is using a rope, including attempts to belay (secure the end of a climbing rope) companions. Running: The character can move at twice his normal movement rate for a day. At the end of the day he must sleep for eight hours. After the first day's movement, the character must roll a proficiency check for success. If the die roll succeeds, the character can continue his running movement the next day. If the die roll fails, the character cannot use his running ability the next day. If involved in a battle during a day he spent running, he suffers a -1 penalty to his attack rolls.
Set Snares: The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work for some reason. It may be that the workmanship was bad, the character left Seamanship: The character is too much scent in the area, or he poorly familiar with boats and ships. He is concealed the finished work. The exact qualified to work as a crewman, nature of the problem does not need to although he cannot actually navigate. be known. The character can also Crews of trained seamen are necessary attempt to set traps and snares for larger to manage any ship, and they improve creatures: tiger pits and net snares, for the movement rates of inland boats by 50 example. A proficiency check must be percent. rolled, this time with a -4 penalty to the ability score. In both cases, setting a Seamstress/Tailor: The successful snare does not ensure that it character can sew and design clothing. catches anything, only that the snare He can also do all kinds of embroidery works if triggered. The DM must decide and ornamental work. Although no if the trap is triggered. proficiency check is required, the Thief characters (and only character must have at least needle and thieves) with this proficiency can also thread to work. attempt to rig mantraps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine 93
the amount of damage caused by a mantrap. Setting a small snare or trap takes one hour of work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hours of work. Setting a man-trap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand. Characters with animal lore proficiency gain a +2 bonus to their ability score when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when attempting to trap monsters or intelligent beings. Singing: The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living (note that bards can do this automatically). No proficiency check is required to sing. The character can also create choral works on a successful proficiency check. Spellcraft: Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect. Those talented in this proficiency also have a chance (equal to ½ of their
Chapter 5: Proficiencies (Optional) normal proficiency check) of recognizing magical or magically endowed constructs for what they are.
The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small Stonemasonry: A stonemason is portion of the suffering. The food found able to build structures from stone so is barely adequate, and water is that they last many years. He can do discovered in minuscule amounts. It is simple stone carvings, such as lettering, still quite possible for a character with columns, and flourishes. The stone can survival knowledge to die in the be mortared, carefully fitted without wilderness. Indeed, the little knowledge mortar, or loosely fitted and chinked the character has may lead to with rocks and earth. A stonemason overconfidence and doom! equipped with his tools (hammers, chisels, wedges, block and tackle) can Swimming: A character with build a plain section of wall one foot swimming proficiency knows how to thick, ten feet long, and five feet high in swim and can move according to the one day, provided the stone has already rules given in the Swimming section been cut. A stonemason can also (Chapter 14: Time and Movement). supervise the work of unskilled laborers Those without this proficiency cannot to quarry stone; one stonemason is swim. They can hold their breath and needed for every five laborers. Dwarves float, but they cannot move themselves are among the most accomplished about in the water. stonemasons in the world; they receive a +2 bonus when using this skill. Tightrope Walking: The character can attempt to walk narrow Survival: This proficiency must ropes or beams with greater than normal be applied to a specific environment-chances of success. He can negotiate any i.e., a specific type of terrain and narrow surface not angled up or down weather factors. Typical environments greater than 45 degrees. Each round the include arctic, woodland, desert, steppe, character can walk 60 feet. One mountain, or tropical. The character has proficiency check is made every 60 feet basic survival knowledge for that terrain (or part thereof), with failure indicating a type. Additional proficiency slots can be fall. The check is made with a -10 used to add more types of terrain. penalty to the ability score if the surface A character skilled in survival has is one inch or less in width (a rope), a -5 a basic knowledge of the hazards he penalty if two inches to six inches wide, might face in that land. He understands and unmodified if seven inches to 12 the effects of the weather and knows the inches wide. Wider than one foot proper steps to lessen the risk of requires no check for proficient exposure. He knows the methods to characters under normal circumstances. locate or gather drinkable water. He Every additional proficiency spent on knows how to find basic, not necessarily tightrope walking reduces these penalties appetizing, food where none is apparent, by 1. Use of a balancing rod reduces the thus staving off starvation. Furthermore, penalties by 2. Winds or vibrations in the a character with survival skill can line increases the penalties by 2 to 6. instruct and aid others in the same The character can attempt to fight situation. When using the proficiency to while on a tightrope, but he suffers a -5 find food or water, the character must penalty to his attack roll and must roll a roll a proficiency check. If the check is successful proficiency check at the failed, no more attempts can be made beginning of each round to avoid falling that day. off. Since the character cannot 94
maneuver, he gains no adjustments to his Armor Class for Dexterity. If he is struck while on the rope, he must roll an immediate proficiency check to retain his balance.
Chapter 5: Proficiencies (Optional) Tracking: Characters with tracking proficiency are able to follow the trail of creatures and characters across most types of terrain. Characters who are not rangers roll a proficiency check with a -6 penalty to their ability scores; rangers have no penalty to their ability scores. In addition, other modifiers are also applied to the attempt, according to Table 39. Table 39:
Tracking Modifiers Terrain Modifier Soft or muddy ground +4 Thick brush, vines, or reeds +3 Occasional signs of passage, dust +2 Normal ground, wood floor 0 Rocky ground or shallow water -10 Every two creatures in the group +1 Every 12 hours since trail was made -1 Every hour of rain, snow, or sleet -5 Poor lighting (moon or starlight) -6 Tracked party attempts to hide trail -5 The modifiers in Table 39 are cumulative--total the modifiers for all conditions that apply and combine that with the tracker's Wisdom score to get the modified chance to track. For example, if Thule's Wisdom score is 16 and he is trying to track through mud (+4), at night (-6), during a sleet storm (-5), his chance to track is 9 (16+4-6-5). (Thule is a ranger so he does not suffer the -6 penalty for non-rangers tracking.) For tracking to succeed, the creature tracked must leave some type of trail. Thus, it is virtually impossible to track flying or noncorporeal creatures. The DM may allow this in rare instances, but he should also assign substantial penalties to the attempt. To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in the last 30 minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have seen the creature, have eyewitness reports of its recent movement ('Yup, we
saw them orcs just high-tail it up that trail there not but yesterday.'), or must have obvious evidence that the creature is in the area (such as a well-used game trail). If these conditions are met, a proficiency check is rolled. Success means a trail has been found. Failure means no trail has been found. Another attempt cannot be made until the above conditions are met again under different circumstances. Once the trail is found, additional proficiency checks are rolled for the following situations: • The chance to track decreases (terrain, rain, creatures leaving the group, darkness, etc.). • A second track crosses the first. • The party resumes tracking after a halt (to rest, eat, fight, etc.). Once the tracker fails a proficiency check, another check can be rolled after spending at least one hour searching the area for new signs. If this check is failed, no further attempts can be made. If several trackers are following a trail, a +1 bonus is added to the ability score of the most adept tracker. Once he loses the trail, it is lost to all. If the modifiers lower the chance to track below 0 (for example, the modifiers are -11 and the character's Wisdom is 10), the trail is totally lost to that character and further tracking is impossible (even if the chance later improves). Other characters may be able to continue tracking, but that character cannot. A tracking character can also attempt to identify the type of creatures being followed and the approximate number by rolling a proficiency check. All the normal tracking modifiers apply. One identifying check can be rolled each time a check is rolled to follow the trail. A successful check identifies the creatures (provided the character has some knowledge of that type of creature) and gives a rough estimate of their 95
numbers. Just how accurate this estimate is depends on the DM. When following a trail, the character (and those with him) must slow down, the speed depending on the character's modified chance to track as found from Table 39. Table 40:
Movement While Tracking Chance to Track 1-6 7-14 14 or greater
Movement Rate ½ normal ½ normal 3/4 normal
In the earlier example, Thule has a modified tracking chance of 9, so he moves at ½ his normal movement rate.
Chapter 5: Proficiencies (Optional) Tumbling: The character is practiced in all manner of acrobatics-dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with tumbling proficiency can improve his Armor Class by 4 against attacks directed solely at him in any round of combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2. On a successful proficiency check, he suffers only one-half the normal damage from falls of 60 feet or less and none from falls of 10 feet or less. Falls from greater heights result in normal damage. Ventriloquism: The character has learned the secrets of 'throwing his voice.' Although not actually making sound come from somewhere else (like the spell), the character can deceive others into believing this to be so. When using ventriloquism, the supposed source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character's chance of success. If the character makes an obviously inanimate object talk (a book, mug, etc.), a -5 penalty is applied to his ability score. If a believable source (a PC or NPC) is made to appear to speak, a +2 bonus is added to his ability score. The observer's intelligence modifies this as follows: Intelligence less than 3 3-5 6-8 9-14 15-16 17-18 19+
Modifier +6 +4 +2 0 -1 -2 -4
A successful proficiency check means the character has successfully deceived his audience. One check must
be made for every sentence or response. The character is limited to sounds he could normally make (thus, the roar of a lion is somewhat beyond him). Since ventriloquism relies on deception, people's knowledge of speech, and assumptions about what should and shouldn't talk, it is effective only on intelligent creatures. Thus, it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual ('Hey, his lips don't move!'). Using ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him (this requires the ventriloquism spell). All but those with the gullibility of children realize what is truly happening. They may be amused— or they may not be.
Weather Sense: This proficiency enables the character to make intelligent guesses about upcoming weather conditions. A successful proficiency check means the character has correctly guessed the general weather conditions in the next six hours. A failed check means the character read the signs wrong and forecast the weather incorrectly. The DM should roll the check secretly. A proficiency check can be made once every six hours. However, for every six hours of observation, the character gains a +1 bonus to his ability score (as he watches the weather change, the character gets a better sense of what is coming). This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus. Sometimes impending weather Weaponsmithing: This highly conditions are so obvious that no specialized proficiency enables a proficiency check is required. It is character to perform the difficult and difficult not to notice the tornado funnel highly exacting work involved in making tearing across the plain or the mass of metal weapons, particularly those with dark clouds on the horizon obviously blades. The character blends some of the headed the character's way. In these skill of the blacksmith with an ability to cases, the player should be able to create blades of strength and sharpness. deduce what is about to happen to his A fully equipped smithy is necessary to character anyway. use this proficiency. The time and cost to make Weaving: A character with various types of weapons are listed on weaving proficiency is able to create Table 41. garments, tapestries, and draperies from wool or cotton. The character requires a Table 41: spinning apparatus and a loom. A weaver can create two square yards of material Weapon Construction per day. Construction Material Weapon Time Cost Arrowhead 10/day 1 cp Battle Axe 10 days 10 sp Hand Axe 5 days 5 sp Dagger 5 days 2 sp H. Crossbow 20 days 10 sp L. Crossbow 15 days 5 sp Fork, Trident 20 days 10 sp Spear, Lance 4 days 4 sp Short Sword 20 days 5 sp Long Sword 30 days 10 sp 2-hd Sword 45 days 2 gp 96
Chapter 6: Money & Equipment Although your character has some impressive abilities and skills, he really isn't going to be effective without the equipment necessary 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. Although there are many different types of coins and currencies in the world, all prices and treasures in the AD&D rules are given in standard coinage. Your DM may have specific names for different coins and may have different rates of exchange, but this is material particular to his campaign. He will tell you if there are differences from the coins listed here. The standard rate of exchange for each coin is given in Table 42. The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in common use and mainly exists on paper as the standard money of account. This means it is used to measure the value of property and goods. Land values, ship cargoes, gemstones, and penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of such vast sums normally takes other forms.
In addition to these coins, there are other unusual metals used in exchange. Most of these come from failed currencies. As such, they are viewed with skepticism by many honest folk. Principal among these coins are the electrum (ep) and platinum pieces (pp). These coins are rarely circulated, and most are hidden away in ancient treasure hoards. However, remember that not all wealth is measured by coins. Wealth can take many forms--land, livestock, the right to collect taxes or customs, and jewelry are all measures of wealth. Coins have no guaranteed value. A gold piece can buy a lot in a small village but won't go very far in a large city. This makes other forms of wealth, land for instance, all the more valuable. Indeed, many a piece of jewelry is actually a way of carrying one's wealth. Silver armbands can be traded for goods, a golden brooch can buy a cow, etc. In your adventures, wealth and riches may take many different forms. Furthermore, in your DM's campaign, there may be special situations or considerations to bear in mind. The Kingdom of Gonfli may be at war with the neighboring Principality of Boosk. Patriotic Gonflians might refuse Boosk coins (probably because they think the coins are worthless). Practical Booskites might accept the Gonfli florin at half normal value (so they can melt
them down and mint new Boosk drachmas). Of course, both groups would send your character to the local money changer (if there is one), who would cheerfully convert your foreign coins to the local tender. He will, of course, charge a small commission (1030%) for this service. Situations such as these can affect the value of any coin. If your characters start flashing about a lot of gold, pumping it into the local economy, merchants will quickly raise prices. As another example, the local lord may commandeer most of the region's horses for his knights, making those left all that much more expensive.
Table 42:
Standard Exchange Rates Coin Copper Piece (CP) = Silver Piece (SP) = Electrum Piece (EP) = Gold Piece (GP) = Platinum Piece (PP) =
CP 1 10 50 100 500
SP 1/10 1 5 10 50
Exchange Value EP 1/50 1/5 1 2 10
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GP 1/100 1/10 ½ 1 5
PP 1/500 1/50 1/10 1/5 1
Chapter 6: Money & Equipment Starting Money
Equipment Lists
All player characters begin with some amount of cash. This nest egg may be your character's life savings. It may be a gift from his parents to start him out in the world. It may be his booty from an army campaign. Perhaps he stumbled across a small treasure chest, whetting his appetite for greater and more dangerous prizes. How he came by his money is not important (although it may be fun to know). You are free to create any explanation you want. To learn your character's starting funds, roll the dice indicated for his group in Table 43. This is the number of gold pieces your character has to obtain equipment. If you are creating a character starting out at a level above 1st level, check with the DM to see if you can increase your character's funds beyond the amounts given here. Multi-class characters use the most advantageous die range of their classes.
The following lists include much of the equipment your character needs for adventuring. The most basic of these are weapons, armor, clothing, and outfitting gear. The other lists provide goods and services your character may need during the course of his many adventures. While most items are always available, your DM may add to or delete from these lists. What you want may not be available or, if your DM has set his game in a specific time period, may not have been discovered or invented yet! While he should tell you which items are and aren't available, you should ask if you have any doubts, particularly on large purchases. Many of the uncommon items in these lists are explained in the following pages. The price given for each item in the lists is its average price, the amount you can expect the item to cost in a normal economy. However, large cities, barren wildernesses, and places with brave adventurers carrying bags full of gold are not normal economies. In these places you may find yourself paying more (very rarely less) than the amount listed. You can also haggle with merchants over prices, although to speed up the game it's recommended that you save this for your important purchases. If you wind up haggling over the cost of every tankard of ale, your character is going to spend more time being a pennypincher than an adventurer!
Table 43:
Initial Character Funds Character Group Warrior Wizard Rogue Priest *
Die Range 5d4 x 10 gp (1d4+1) x 10 gp 2d6 x 10 gp 3d6 x 10 gp
*Priest characters can use their money only to purchase equipment and goods. Once all purchases are made, the priest character must return all but two or three of his remaining gold pieces to his superiors (since his equipment is supplied by his organization). Priests cannot lend any of their initial funds to other characters.
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Table 44:
Equipment Clothing Belt Boots Riding Soft Breeches Cap, hat Cloak Good cloth Fine fur Girdle Gloves Gown, common Hose Knife sheath Mittens Pin Plain brooch Robe Common Embroidered Sandals Sash Shoes Silk jacket Surcoat Sword scabbard, hanger, baldric Tabard Toga, coarse Tunic Vest
Cost 3 sp -3 gp 1 gp 2 gp 1 sp -8 sp 50 gp 3 gp 1 gp 12 sp 2 gp 3 cp 3 sp 6 gp 10 gp -9 sp 20 gp 5 cp 2 sp 1 gp 80 gp 6 sp 4 gp 6 sp 8 cp 8 sp 6 sp
Chapter 6: Money & Equipment Daily Food and Lodging Ale (per gallon) Banquet (per person) Bread Cheese City rooms (per month) Common Poor Common wine (pitcher) Egg or fresh vegetables Grain and stabling for horse (daily) Honey Inn lodging (per day/week) Common Poor Meat for one meal Meals (per day) Good Common Poor Separate latrine for rooms (per month) Small beer (per gallon) Soup
Cost 2 sp 10 gp 5 cp 4 sp -20 gp 6 sp 2 sp 1 cp 5 sp 5 sp -5 sp/3 gp 5 cp/2 sp 1 sp -5 sp 3 sp 1 sp 2 gp 5 cp 5 cp
Household Provisioning Cost Barrel of pickled fish 3 gp Butter (per lb.) 2 sp Coarse sugar (per lb.) 1 gp Dry rations (per week) 10 gp Eggs (per 100) 8 sp (per two dozen) 2 sp Figs (per lb.) 3 sp Firewood (per day) 1 cp Herbs (per lb.) 5 cp Nuts (per lb.) 1 gp Raisins (per lb.) 2 sp Rice (per lb.) 2 sp Salt (per lb.) 1 sp Salted herring (per 100) 1 gp Spice (per lb.) -Exotic (for example, saffron, clove) 15 gp Rare (for example, pepper, ginger) 2 gp Uncommon (cinnamon) 1 gp Tun of cider (250 gal.) 8 gp Tun of good wine (250 gal.) 20 gp
Services Bath Clerk (per letter) Doctor, leech, or bleeding Guide, in city (per day) Lantern or torchbearer (per night) Laundry (by load) Messenger, in city (per message) Minstrel (per performance) Mourner (per funeral) Teamster w/wagon
Cost 3 cp 2 sp 3 gp 2 sp 1 sp 1 cp 1 sp 3 gp 2 sp 1 sp/mile
Transport * Cost Barge 500 gp Canoe -Small 30 gp War 50 gp Caravel 10,000 gp Carriage -Common 150 gp Coach, ornamented 7,000 gp Chariot -Riding 200 gp War 500 gp Coaster 5,000 gp Cog 10,000 gp Curragh 500 gp Drakkar 25,000 gp Dromond 15,000 gp Galleon 50,000 gp Great galley 30,000 gp Knarr 3,000 gp Longship 10,000 gp Oar -Common 2 gp Galley 10 gp Raft or small keelboat 100 gp Sail 20 gp Sedan chair 100 gp Wagon or cart wheel 5 gp * Movement rates for this equipment are given in the DMG.
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Animals Cost Boar 10 gp Bull 20 gp Calf 5 gp Camel 50 gp Capon 3 cp Cat 1 sp Chicken 2 cp Cow 10 gp Dog -Guard 25 gp Hunting 17 gp War 20 gp Donkey, mule, or ass 8 gp Elephant -Labor 200 gp War 500 gp Falcon (trained) 1,000 gp Goat 1 gp Goose 5 cp Guinea hen 2 cp Horse -Draft 200 gp Heavy war 400 gp Light war 150 gp Medium war 225 gp Riding 75 gp Hunting cat (jaguar, etc.) 5,000 gp Ox 15 gp Partridge 5 cp Peacock 5 sp Pig 3 gp Pigeon 1 cp Pigeon, homing 100 gp Pony 30 gp Ram 4 gp Sheep 2 gp Songbird 10 sp Swan 5 sp
Chapter 6: Money & Equipment Tack and Harness Barding Chain Full plate Full scale Half brigandine Half padded Half scale Leather or padded Bit and bridle Cart harness Halter Horseshoes & shoeing Saddle Pack Riding Saddle bags Large Small Saddle blanket Yoke Horse Ox
Cost -500 gp 2,000 gp 1,000 gp 500 gp 100 gp 500 gp 150 gp 15 sp 2 gp 5 cp 1 gp -5 gp 10 gp – 4 gp 3 gp 3 sp -5 gp 3 gp
Weight -70 lbs. 85 lbs. 75 lbs. 45 lbs. 25 lbs. 50 lbs. 60 lbs. 3 lbs. 10 lbs. * 10 lbs. -15 lbs. 35 lbs. -8 lbs. 5 lbs. 4 lbs. -15 lbs. 20 lbs.
* These items weigh little individually. Ten of these items weigh one pound. Miscellaneous Equipment Backpack Barrel, small Basket Large Small Bell Belt pouch Large Small Block and tackle Bolt case Bucket Chain (per ft.) Heavy Light Chest Large Small Cloth (per 10 sq. yds.) Common Fine Rich
Cost 2 gp 2 gp -3 sp 5 cp 1 gp -1 gp 7 sp 5 gp 1 gp 5 sp -4 gp 3 gp – 2 gp 1 gp -7 gp 50 gp 100 gp
Weight 2 lbs. 30 lbs. -1 lbs. * --1 lbs. ½ lbs. 5 lbs. 1 lbs. 3 lbs. -3 lbs. 1 lbs. -25 lbs. 10 lbs. -10 lbs. 10 lbs. 10 lbs.
Candle 1 cp Canvas (per sq. yard) 4 sp Chalk 1 cp Crampons 4 gp Fishhook 1 sp Fishing net, 10 ft. sq. 4 gp Flint and steel 5 sp Glass bottle 10 gp Grappling hook 8 sp Holy item (symbol, water, etc.) 25 gp Hourglass 25 gp Iron pot 5 sp Ladder, 10 ft. 5 cp Lantern -Beacon 150 gp Bullseye 12 gp Hooded 7 gp Lock -Good 100 gp Poor 20 gp Magnifying glass 100 gp Map or scroll case 8 sp Merchant's scale 2 gp Mirror, small metal 10 gp Musical instrument 5-100 gp Oil (per flask) -Greek fire 10 gp Lamp 6 cp Paper (per sheet) 2 gp Papyrus (per sheet) 8 sp Parchment (per sheet) 1 gp Perfume (per vial) 5 gp Piton 3 cp Quiver 8 sp Rope (per 50 ft.) -Hemp 1 gp Silk 10 gp Sack -Large 2 sp Small 5 cp Sealing/candle wax (per lb.) 1 gp Sewing needle 5 sp Signal whistle 8 sp Signet ring or personal seal 5 gp Soap (per lb.) 5 sp Spyglass 1,000 gp Tent -Large 25 gp Pavilion 100 gp Small 5 gp
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* 1 lbs. * 2 lbs. ** 5 lbs. * * 4 lbs. * 1 lbs. 2 lbs. 20 lbs. -50 lbs. 3 lbs. 2 lbs. -1 lbs. 1 lbs. * ½ lbs. 1 lbs. * ½ - 3 lbs. -2 lbs. 1 lbs. ** ** ** * ½ lbs. 1 lbs. -20 lbs. 8 lbs. -½ lbs. * 1 lbs. ** * * 1 lbs. 1 lbs. -20 lbs. 50 lbs. 10 lbs.
Chapter 6: Money & Equipment Thieves' picks Torch Water clock Whetstone Wineskin Winter blanket Writing ink (per vial)
30 gp 1 cp 1,000 gp 2 cp 8 sp 5 sp 8 gp
1 lbs. 1 lbs. 200 lbs. 1 lbs. 1 lbs. 3 lbs. *
Table 45:
Missile Weapon Ranges
Range (yards) Weapon ROF S M L Arquebus 1/3 50 150 210 Blowgun 2/1 10 20 30 Comp. long bow, flight arrow 2/1 60 120 210 * These items weigh little individually. Ten of these items Comp. long bow, weigh one pound. sheaf arrow 2/1 40 80 170 ** These items have no appreciable weight and should not be Comp. short bow 2/1 50 100 180 considered for encumbrance unless hundreds are carried. Longbow, flight arrow 2/1 70 140 210 Longbow, Armor * Cost Weight sheaf arrow 2/1 50 100 170 Banded mail 200 gp 35 lbs. Short bow 2/1 50 100 150 Brigandine 120 gp 35 lbs. Club 1 10 20 30 Bronze plate mail 400 gp 45 lbs. Hand crossbow 1 20 40 60 Chain mail 75 gp 40 lbs. Heavy crossbow 1/2 80 160 240 Field plate 2000 gp 60 lbs. Light crossbow 1 60 120 180 Full plate 4,000-10,000 gp 70 lbs. Dagger 2/1 10 20 30 Helmet --Dart 3/1 10 20 40 Great helm 30 gp 10 lbs. Hammer 1 10 20 30 Basinet 8 gp 5 lbs. Hand axe 1 10 20 30 Hide 15 gp 30 lbs. Harpoon 1 10 20 30 Leather 5 gp 15 lbs. Javelin 1 20 40 60 Padded 4 gp 10 lbs. Knife 2/1 10 20 30 Plate mail 600 gp 50 lbs. Sling bullet 1 50 100 200 Ring mail 100 gp 30 lbs. Sling stone 1 40 80 160 Scale mail 120 gp 40 lbs. Spear 1 10 20 30 Shield --Staff sling bullet 2/1 -30-60 90 Body 10 gp 15 lbs. Staff sling stone 2/1 -30-60 90 Buckler 1 gp 3 lbs. Medium 7 gp 10 lbs. 'ROF' is the rate of fire--how many shots that weapon can Small 3 gp 5 lbs. fire off in one round. This is independent of the number of Splint mail 80 gp 40 lbs. melee attacks a character can make in a round. Studded leather 20 gp 25 lbs. Each range category (Short, Medium, or Long) includes attacks from distances equal to or less than the given range. * See table 46 for the Armor Class ratings of various armor Thus, a heavy crossbow fired at a target 136 yards away uses types. the medium range modifier. The attack roll modifiers for range are -2 for medium range and -5 for long range. Arquebuses (if allowed) double all range modifiers.
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Chapter 6: Money & Equipment Item Arquebus 3 Battle axe Blowgun Barbed Dart Needle Bow Composite long bow Composite short bow Flight arrow Long bow Sheaf arrow Short bow Club Crossbow Hand quarrel Hand crossbow Heavy quarrel Heavy crossbow Light quarrel Light crossbow Dagger or dirk Dart Footman's flail Footman's mace Footman's pick Hand or throwing axe Harpoon Horseman's flail Horseman's mace Horseman's pick Javelin Knife Lance 4 Heavy horse lance Light horse lance Jousting lance Medium horse lance Mancatcher 2 Morning star Polearm Awl pike 5 Bardiche Bec de corbin Bill-guisarme Fauchard Fauchard-fork Glaive 1 Glaive-guisarme 1 Guisarme
Cost 500 gp 5 gp 5 gp 1 sp 2 cp -100 gp 75 gp 3sp/12 75 gp 3 sp/6 30 gp --1 gp 300 gp 2 sp 50 gp 1 sp 35 gp 2 gp 5 sp 15 gp 8 gp 8 gp 1 gp 20 gp 8 gp 5 gp 7 gp 5 sp 5 sp -15 gp 6 gp 20 gp 10 gp 30 gp 10 gp -5 gp 7 gp 8 gp 7 gp 5 gp 8 gp 6 gp 10 gp 5 gp
Weapons Weight (lb.) Size 10 M 7 M 2 L * S * S --3 L 2 M * S 3 L * S 2 M 3 M --* S 3 S * S 14 M * S 7 M 1 S ½ S 15 M 10 M 6 M 5 M 6 L 5 M 6 M 4 M 2 M ½ S --15 L 5 L 20 L 10 L 8 L 12 M --12 L 12 L 10 L 15 L 7 L 9 L 8 L 10 L 8 L 103
Type6 P S -P P ---P -P -B -P -P -P -P P B B P S P B B P P P/S -P P P P -B -P S P/B P/S P/S P/S S P/S S
Speed Factor 15 7 5 ---7 6 -8 -7 4 --5 -10 -7 2 2 7 7 7 4 7 6 6 5 4 2 -8 6 10 7 7 7 -13 9 9 10 8 8 8 9 8
Damage S/ML 1d10 / 1d10 1d8 / 1d8 -- / -1d3 / 1d2 1/1 -- / --- / --- / -1d6 / 1d6 -- / -1d8 / 1d8 -- / -1d6 / 1d3 -- / -1d3 / 1d2 -- / -1d4+1 / 1d6+1 -- / -1d4 / 1d4 -- / -1d4 / 1d3 1d3 / 1d2 1d6+1 / 2d4 1d6+1 / 1d6 1d6+1 / 2d4 1d6 / 1d4 2d4 / 2d6 1d4+1 / 1d4+1 1d6 / 1d4 1d4+1 / 1d4 1d6 / 1d6 1d3 / 1d2 -- / -1d8+1 / 3d6 1d6 / 1d8 1d3-1 / 1d2-1 1d6+1 / 2d6 -- / -2d4 / 1d6+1 -- / -1d6 / 1d12 2d4 / 2d6 1d8 / 1d6 2d4 / 1d10 1d6 / 1d8 1d8 / 1d10 1d6 / 1d10 2d4 / 2d6 2d4 / 1d8
Chapter 6: Money & Equipment Guisarme-voulge Halberd Hook fauchard Lucern hammer 5 Military fork 1 Partisan 5 Ranseur 5 Spetum 5 Voulge Quarterstaff Scourge Sickle Sling Sling bullet Sling stone Spear Staff sling Sword Bastard sword One-handed Two-handed Broad sword Khopesh Long sword Scimitar Short sword Two-hand. sword Trident Warhammer Whip
8 gp 10 gp 10 gp 7 gp 5 gp 10 gp 6 gp 5 gp 5 gp -1 gp 6 sp 5 cp. 1 cp. -8 sp 2 sp --25 gp 25 gp 10 gp 10 gp 15 gp 15 gp 10 gp 50 gp 15 gp 2 gp 1 sp
15 15 8 15 7 8 7 7 12 4 2 3 * _ ½ 5 2 --10 10 4 7 4 4 3 15 5 6 2
L L L L L L L L L L S S S S S M M --M M M M M M S L L M M
P/S P/S P/S P/B P P P P S B -S – B B P ---S S S S S S P S P B --
10 9 9 9 7 9 8 8 10 4 5 4 6 --6 11 --6 8 5 9 5 5 3 10 7 4 8
2d4 / 2d4 1d10 / 2d6 1d4 / 1d4 2d4 / 1d6 1d8 / 2d4 1d6 / 1d6+1 2d4 / 2d4 1d6+1 / 2d6 2d4 / 2d4 1d6 / 1d6 1d4 / 1d2 1d4+1 / 1d4 -- / -1d4+1 / 1d6+1 1d4 / 1d4 1d6 / 1d8 -- / --- / --- / -1d8 / 1d12 2d4 / 2d8 2d4 / 1d6+1 2d4 / 1d6 1d8 / 1d12 1d8 / 1d8 1d6 / 1d8 1d10 / 3d6 1d6+1 / 3d4 1d4+1 / 1d4 1d2 / 1
1 This weapon inflicts double damage against charging creatures of L or greater size. 2 This weapon can dismount a rider on a successful hit. 3 This weapon available only if allowed by DM. 4 This weapon inflicts double damage when used from the back of a charging mount. 5 This weapon inflicts double damage when firmly set to receive a charge. 6 The 'Type' category is divided into Bludgeoning (B), Piercing (P), and Slashing (S). This indicates the type of attack made, which may alter the weapon's effectiveness against different types of armor. See the optional Weapon Type vs. Armor rule in chapter 9. * These items weigh little individually. Ten of these weigh one pound.
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Chapter 6: Money & Equipment Equipment Descriptions Not every piece of equipment is described here. The vast majority of things found on the equipment lists need no description, as their functions, forms, and purposes are obvious. Only those items whose use is obscure or appearance is unusual are described below. Specific game effects of equipment are given in the appropriate sections of the rules.
Tack and Harness Barding: A war horse, or any animal trained for combat, is a considerable investment for the average warrior. Therefore, it behooves the owner to see that his mount is as well protected as possible. Other than avoiding risks, the best nonmagical protection is horse armor or barding. Barding is simply some type of armor fitted to be worn by the mount. Full barding covers the neck, chest, and body of the beast, while half barding covers the head, neck, chest, and front quarters. Barding can be made from many different materials; stouter types provide increasing protection according to the Armor Class of the construction. All of this, however, is at the expense of increased weight and lowered maneuverability of the mount. Plate barding, for example, is the equivalent of a warrior's field plate and is made of carefully interlocked plates and joints. It provides an Armor Class of 2 to the mount. It weighs at least 80 to 100 pounds at the lightest and thus, a fully equipped war horse with this armor can manage little more than a steady trot at top speed. Barded animals also require special attention. Care must be taken to prevent chafing and sores. The mount cannot wear the armor indefinitely. It must be removed at night and ideally should not be worn except in preparation for a battle or tournament. Removing horse barding takes 15 minutes for leather and 30 minutes for metal armors.
Fitting it on takes twice as long. The weight of barding is carefully distributed to account for the weight of the armor and the rider, so barded animals cannot be used as pack animals! It is normal practice to have a second mount for carrying gear and supplies. When barding is fitted over a mount whose natural Armor Class is better than the barding, some protection is still gained. This is explained under 'Armor' later in this chapter. In addition to horses and elephants, it may be possible to fit barding on more fantastic mounts. Flying steeds can wear only leather or magical barding. Aquatic creatures cannot wear normal barding although extremely rare magical pieces may exist. Other land creatures can certainly be barded, provided your DM rules that they are sturdy enough to carry the weight of armor and rider. Camels, for instance, are seldom barded for this reason. A huge ostrich would not be able to carry barding, since its legs would not support the weight. Saddles: There are two basic saddles--riding and pack. Riding saddles take many forms, but their basic purpose is to carry a person. If your DM has set his campaign in an ancient or early Medieval setting, saddles may be without stirrups. Ask your DM to be sure. Pack saddles are special frames designed to carry supplies and equipment. The only practical limit to how much a well-stowed pack saddle can carry is the carrying ability of the animal.
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Transport Caravel: This ship was sailed in late Medieval/early Renaissance times and was the type of ship Columbus used to reach the New World. (It should be used only in late Medieval settings.) It normally has two or three masts and square sails. No oars are used. The typical caravel is 70 feet long and 20 feet wide. The normal crew is from 30 to 40 men. The average cargo displacement is 150-200 tons. Coaster: Also called a round ship, this is a small merchant ship that hugs the coasts. This is a sailing ship, fitted with two masts and triangular sails. The average size is 60 to 70 feet long and 20 feet wide. The rudder hangs from one side. The crew is 20 to 30 men, and the cargo capacity is about 100 tons. Normally there is only a small sterncastle. A coaster is slow and not tremendously seaworthy, but it can carry large amounts of cargo with smaller crews than galleys. Cog: This ship is a larger, improved version of the coaster, able to make ventures into the open sea. Like the coaster, it is a sailing ship with one or two masts, but the cog employs square sails. It is about 75 to 90 feet long and 20 feet wide. The crew is only 18 to 20 men. There is normally one deck and fore- and sterncastle. the cargo capacities of cogs vary greatly, but the average is 100 to 200 tons. Currach: This is an early, primitive vessel. It is made from thick hides stretched over a wood-and-wicker frame. A single mast caries a small square sail, but the currach is usually worked by oars. It is normally 20 to 40 feet long. the crew is approximately six to eight and the cargo space is limited-no more than five tons. Drakkar: The largest of the Viking longships is known as a drakkar or dragonship. Built for war, this ship stretches about 100 feet in length. Although a single mast can be raised, oars provide the main source of power.
Chapter 6: Money & Equipment The crew of 60 to 80 men rows, one man to an oar. Up to 160 additional man can be carried for boarding and raiding. Due to its great size, a drakkar is not very seaworthy. This and the fact there is no space on board for many supplies (certainly not enough for 240 men) or sleeping quarters keep the drakkar close to the coast where it can put in for the night. Because of its cost and limited use, a drakkar is usually built by kings and rulers and is not used for the mundane task of shipping cargo. Dromond: This ship is the largest of the Byzantine galleys. Although it boasts one or two masts and triangular sails, the main power comes from the 100 oars, 50 to a side. These oars are divided into an upper and lower bank, with one man per oar on the lower bank and three men on the upper bank. Thus, the total crew is about 200 men. The dromond is about 130 to 175 feet long and 15 feet wide, making it a very slender ship. The cargo capacity is around 70 to 100 tons. A dromond can be used both for shipping and war. As a warship, a ram projects from the front just above the water line. Castles are built fore, aft, and amidships as firing platforms. The cargo space is then taken up by marines. With such numbers of men, it is a very dangerous ship to attack. A dromond is not a seaworthy craft, however, and usually sails in sight of shore. They beach at night like all galleys, since supplies and sleeping accommodations are very limited. Galleon: This is the largest and most advanced sailing ship that might be available in the AD&D game. It should appear only in Renaissance-period settings. It is a sail-driven ship with three or four masts. There are normally three through decks (running the length of the ship), while the castles fore and aft have two decks. The average size is about 130 feet long and 30 feet wide. Crews average about 130 men. Although cargo capacity is about 500 tons, a galleon is mainly used as a warship. (In the real
world they were fitted with cannon, something beyond the standard AD&D game rules.) They can easily carry men equal to their tonnage, making capture by pirates nearly impossible. Great Galley: Built during the Late Middle Ages, the great galley is an improved version of the dromond. It is slightly smaller than the dromond, about 130 feet long and 20 feet wide. The main power comes from 140 rowers, one man to an oar, but is supplemented by three masts; this combination gives it better speed and handling. The cargo capacity is 150 tons. When outfitted as a warship, the front end is built as a ram and marines are carried instead of cargo. Like all galleys, the great galley is a coastal vessel, rarely venturing into open water. It is not seaworthy in heavy storms and waits in port for these to pass. Knarr: This small ship was a common cargo ship of the Scandinavian region. It is 50 to 75 feet long and 15 to 20 feet wide. It has a single mast and a square sail. In times of poor wind, a few oars at the bow and stern can provide more power. The crew ranges from eight to 14 men. The cargo capacity is small, anywhere from ten to 50 tons. The ship is, however, relatively seaworthy and can be used to make long sea voyages (although it cannot be called comfortable). Its flat bottom makes it useful for sailing up rivers and estuaries, and it can be beached easily. Longship: This is the standard Viking warship. It is more substantial than the knarr but not nearly as massive as the drakkar. An average longship is 75 feet long with 20 to 25 oars per side. Each oar is worked by a single man for a total crew of 40 to 50 men. There is also a single mast and a square sail. In addition to the crew, the ship can carry 120 to 150 men. A longship can be used for shipping, but its cargo capacity is only about 50 tons. It is, however, fairly seaworthy and can sail across the open sea when necessary. 106
Miscellaneous Equipment Holy Item: Holy items are small representations of all those things revered by religions--stars, crosses, hammers, rosaries, anointed oils, blessed wine, sacred teachings, and more. Just what constitutes a holy item depends on the campaign your character is in. All good holy items have similar effects on undead and other evil creatures, provided they are wielded by a follower of a belief associated with these items. Thus, rules that refer to holy symbols and holy water apply to all similar items, provided these items are specially prepared by the cleric's order. Because of their special nature, holy items cannot normally be purchased. Different sects tend to protect the symbols of their faith to prevent their misuse or corruption. Therefore such items must be obtained through the auspices of a local congregation. This is not difficult for sincere followers of that faith, although requests for rare or unusual items must always be justified. Nonbelievers are given holy items only if there is a clear and present danger to the faith. Lanterns: A hooded lantern (30foot radius of light) is a standard lantern with shuttered or hinged sides. It is not directional, as its light is cast equally in all directions. A bullseye lantern (60-foot radius of light) has only a single shutter, the other sides being highly polished to reflect the light in a single direction. Both hooded and bullseye lanterns can be carried in one hand. A single flask of oil (one pint) burns for six hours in either. The beacon lantern (240-foot radius of light) is a much larger affair and must be mounted on the prow of a ship, the bed of a wagon, or other large structure. It operates like the bullseye lantern but illuminates to a greater distance. The beacon goes through oil quickly, burning a flask every two hours. Locks: Locks are still fairly primitive affairs (except for those complicated by the use of magic). All are
Chapter 6: Money & Equipment worked with a large bulky key. Combination locks are virtually unknown at this time. As with most things, there are good, very complex locks as well as bad, easily opened locks. Magnifying Glass: This simple lens is more an oddity than a useful tool. It does not greatly enhance viewing, especially since many are unevenly ground, creating distortion. It is useful as a substitute for tinder and steel when starting fires. Merchant's Scale: This is a small balance and pans along with a suitable assortment of weights. Its main use is to weigh coins--a common method of settling a transaction. Merchants are well aware that coins can be undersized, shaved, or plated. The only sound protection is to check the coins against a set of established weights. It is also needed when using foreign coins to make a purchase or exchange. Of course, merchants are no more noble than anyone else and may use sets of false weights--one set heavier than normal for selling an item (causing the customer to pay more) and another set lighter than usual for buying items (letting the merchant pay less). In well-regulated areas, officials verify the accuracy of weights and measures, but this in itself is no protection. Players may wish to have a scale and weights for their own protection. Oil: Greek fire is a general name given to all highly flammable oils used in combat. (Historically, Greek fire was a special combination of oil and chemicals that was sticky and difficult to extinguish.) These oils are highly flammable and a little dangerous to carry. Lamp oil is used for lamps and lanterns. It is not particularly explosive although it can be used to feed an existing blaze. Spyglass: Like the magnifying glass, the spyglass is more of an oddity than a useful item. Objects viewed through it are a little closer, although not much. For better results magical items are preferred. The spyglass gives from
two to three times magnification. Thieves' Picks: This is a small collection of tools useful to burglars. The kit includes one or more skeleton keys, long metal picks, a long-nosed clamp, a small hand saw, and a small wedge and hammer. These combined with some common tools (such as a crowbar) make up most of the special equipment a thief needs to perform his trade. Water Clock: This bulky item is good for giving the time accurate to a half-hour. Activated by a regulated flow of drops, the water clock is not something you carry in your pocket. For it to work at all, it must have a source of water and be left undisturbed. A very uncommon item, it is primarily an amusement for the wealthy and a tool for the student of arcane lore. The vast majorityof society is not concerned with exact time.
missile weapons (bows and crossbows in particular). A character can also use a weapon one size greater than himself although it must be gripped with two hands. Beyond this size limit, the weapon is not usable without special means (most often magical). Drelb the halfling (size S) can use a short sword with no difficulty (a size S weapon), or a long sword with two hands (a size M weapon), but a glaive (size L) is just too large for him to wield. Likewise, he can use a short bow Weapons but is unable to handle a long bow. The Weapons Table lists more Type: Weapons are classified than just the price of each item. It also according to types--bludgeoning (B), gives other game information. Since piercing (P), and slashing (S). These each weapon is different, you should types are used to determine armor type note this information separately for each modifiers (if these are used). Weapons weapon your character purchases or vs. Armor Type is explained in Chapter finds. 9: Combat. Weapon Size: All weapons are Speed Factor: Weapon speed is classed according to a size category--S, a relative measure of the clumsiness of M, L, G, or H. Small (S) weapons are the weapon. The lower the number, the approximately two feet or less in size; quicker and easier the weapon is to use. medium (M) weapons are two to five Weapon speed is explained in Chapter 9: feet long; large (L) weapons are Combat. generally six feet or greater in length. Damage: All weapons are rated Giant (G) and huge (H) weapons are not for the amount of damage they can cause found on the lists, since these are items to small- and medium-sized creatures (Snormally used by ogres, giants, and even M) and larger-than-man-sized creatures greater creatures. They are not items of (L). equipment a PC can normally buy! A character can always wield a weapon equal to his own size or less. Normally this requires only one hand, except for some
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Chapter 6: Money & Equipment Arquebus: This weapon may be disallowed by your DM and you must check with him before you purchase it. An arquebus is an early form of the musket, almost as dangerous to its user as it is to the target. To use an arquebus, you must have a supply of powder and shot and a piece of slow-burning match or cord. These items may or may not be commonly available. (Powder is treated as a magical item in these rules.) The weapon can be fired only once every three rounds, and then only if the character is not attacked while loading. When firing an arquebus, all penalties for range are doubled. If the attack roll for the arquebus is a 1 or 2, the weapon backfires, causing 1d6 points of damage to the firer. It is also fouled and cannot be used again until it has been cleaned, which takes about 30 minutes. When a arquebus scores a hit, it normally does 1 to 9 points of damage on 1d10. When a 10 is rolled, the die is rolled again and this amount is added to 10. Each time a 10 is rolled, the die is rolled again and added to the previous total. Thus, in a rare instance, a single shot could inflict 37 points, for example, if three consecutive 10s were rolled, followed by a 7. The damage caused by an arquebus is never modified for a high Strength score. Bows: Bows come in various shapes and sizes. The power of a bow is measured by its pull. The greater the pull, the more Strength needed to work the bow. Thus, it is possible for characters to have bows that grant them damage bonuses for high Strength (it is assumed the character has chosen a bow that has a greater pull). Likewise, characters with low Strengths suffer their usual penalties when using a bow (they are forced to use weaker bows or simply cannot draw back as far). The pull of a bow seldom prevents a character from using the weapon, only from gaining the full effect. The true test of a character's Strength comes in stringing a bow--the bow of a strong hero may simply be unstringable by a lesser man (as was
Odysseus's). Heavier pull bows are not normally any more expensive than standard bows. The exceptions to this are those bows that enable the fighter to gain bonuses for exceptional Strength (18/01 or greater). These bows must be custom crafted and cost three to five times the normal price. These bows are also difficult to string or use effectively for those without exceptional Strength. These characters must roll a successful bend bars/lift gates roll to string or use such weapons (again, think of the test of the suitors in Odysseus's household). Arrows for long bows of all types are divided between lightweight flight arrows and heavier sheaf arrows. Flight arrows have longer ranges and are normally used in hunting. Sheaf arrows have a stronger metal head but a reduced range. They are often used in times of war. Crossbow: Strength bonuses or penalties do not apply to crossbows, since these are purely mechanical devices. The hand crossbow is easily held in one hand and cocked with the other. The light crossbow, also called latches, must be braced against an object to be cocked with a lever mounted on the stock. The heavy crossbow, also called arbalest, has a powerful pull and must be cocked with a cranequin (a simple winch or lever) that comes with the weapon. One foot is places in a stirrup at the end of the crossbow while the cranequin is worked. All crossbows fire quarrels or bolts and the correct size must be used with each weapon. Lance: The different lances are rated according to size and sturdiness. Each type can be used only if the rider is on the same type of horse or a greater one. A man on a light war horse could not use a heavy horse lance, if only because the impact would bowl him and the horse right over! Furthermore, the heavy and jousting lances require that the rider is firmly in a saddle and using stirrups. The jousting lance is a heavy horse lance modified for use in 108
tournaments, in which the desire is not to kill the opponent. The end of the lance is fitted with a special blunted tip intended to lessen the chance of wounds. Of course, good intentions often go awry, so there is still a chance of injury during a joust. Mancatcher: This item is a highly specialized type of polearm designed to capture without killing a victim. It consists of a long pole with a spring-loaded set of sharpened jaws at the end. The victim is caught between the arms, which then snap shut. The mancatcher is effective only on mansized creatures. The target is always treated as AC 10, modified for Dexterity. If a hit is scored, the character is caught. The caught victim loses all shield and Dexterity bonuses and can be pushed and pulled about. This causes an automatic 1d2 points of damage per round and gives a 25% chance of pulling the victim to the ground. The victim can escape on a successful bend bars/lift gates roll, although this results in 1d2 points more damage. A common tactic is to use the weapon to pull horsemen off their mounts, then pin them to the ground. Polearms: A popular group of weapons during the ancient and Medieval periods were the polearms. Their length was a distinct advantage and, for the peasant, they were a relatively easy weapon to make. Thus, there came to be an abundance of polearms of different sizes and shapes. Due to their numbers, there is no standard system for naming polearms. The names used in the AD&D game might possibly be applied to other weapons elsewhere. Because of their length, all polearms are infantry weapons and require two hands to use. They are almost always the weapon of the common peasant and soldier, who, lacking a horse and heavy armor, needs some weapon to keep the enemy's knights at bay. Thus, most polearms are intended to be used in close-packed
Chapter 6: Money & Equipment
formations that present a forest of sharp points and wicked blades to any knight foolish enough to charge. Awl Pike: Essentially this is a long spear 12 to 20 feet long ending in a spike point of tapered spear head. It was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought handto-hand with short swords.
Bardiche: One of the simplest of polearms, the bardiche is an elongated battle axe. A large curving axe-head is mounted on the end of a shaft 5 to 8 feet long. It probably grew out of common peasant tools and was popular with them. One relative disadvantage is that the bardiche required more space to wield than a pike or a spear. Bec de corbin: This was a highly specialized weapon of the upper classes during the Late Middle Ages and the early Renaissance. It is an early canopener designed specifically to deal with plate armor. The pick or beak is made to punch through plate, while the hammer side can be used to give a stiff blow. The end is fitted with a short blade for dealing with unarmored or helpless foes. The weapon is about eight feet long. Since the weapon relies on impact, a great deal of swinging space is needed. Bill-guisarme: A particularly bizarre-looking combination weapon, the bill-guisarme is an outgrowth of the common bill hook. Mounted on a sevento eight-foot-long pole, it has a combination of a heavy cleaver blade, a jutting back spike, and a hook or spike on the end. Thus, it can be used in several different ways. Like most polearms, it requires lots of room to use. Fauchard: An outgrowth of the sickle and scythe, the fauchard is a long, inward curving blade mounted on a shaft six to eight feet long. It can slash or thrust, although the inward curving point makes thrusting rather ineffective. Its advantage is that a peasant can easily convert his common scythe into this weapon of war. Fauchard-fork: This is an attempted improvement on the fauchard, adding a long spike or fork to the back of the blade. Supposedly this improves the thrusting ability of the weapon. It is still an inefficient weapon. Glaive: One of the most basic polearms, the glaive is a single-edged blade mounted on an eight- to ten-footlong shaft. While not the most efficient weapon, it is relatively easy to make and 109
use. Normally the blade turns outward to increase the cutting area until it almost resembles a cleaver or axe. Glaive-guisarme: Another combination weapon, this one takes the basic glaive and adds a spike or hook to the back of the blade. In theory, this increases the usefulness of the weapon although its actual application is somewhat questionable. Guisarme: Thought to have derived from a pruning hook, this is an elaborately curved heavy blade. While convenient and handy, it is not very effective. Guisarme-voulge: This weapon has a modified axe blade mounted on an eight-footlong shaft. The end of the blade tapers to a point for thrusting and a back spike is fitted for punching through armor. Sometimes this spike is replaced by a sharpened hook for dismounting riders. Halberd: After the awl pike and the bill, this was one of the most popular weapons of the Middle Ages. Fixed on a shaft five to eight feet long is a large axe blade, angled for maximum impact. The end of the blade tapers to a long spear point or awl pike. On the back is a hook for attacking armor or dismounting riders. Originally intended to defeat cavalry, it is not tremendously successful in that role since it lacks the reach of the pike and needs considerable room to swing. It found new life against blocks of pikemen. Should the advance of the main attack stall, halberdiers issue out of the formation and attack the flanks of the enemy. The pikemen with their overlong weapons are nearly defenseless in such close combat. Hook fauchard: This combination weapon is another attempted improvement to the fauchard. A back hook is fitted to the back of the blade, supposedly to dismount horsemen. Like the fauchard, this is not a tremendously successful weapon. Lucern hammer: This weapon is similar to the bec de corbin. Fitted with a shaft up to ten feet long, it is
Chapter 6: Money & Equipment usually found in the hands of the common soldier. Like the bec de corbin, its main purpose is to punch through armor. The end is fitted with the long point of an awl pike to hold off enemy cavalry. Military fork: This is one of the simplest modifications of a peasant's tool since it is little more than a pitchfork fixed to a longer shaft. With tines strengthened and straightened, the military fork serves well. The need for cutting and cleaving eventually often results in combining the fork with other weapons. Partisan: Shorter than the awl pike but longer than the spear, the partisan is a broad spear-head mounted on an eight-foot-long shaft. Two smaller blades project out from the base of the main blade, just to increase damage and trap weapons. Since it is a thrusting weapon, it can be used in closely packed formations. Ranseur: Very much like the partisan, the ranseur differs in that the main blade is thinner and the projecting blades extended more like tines of a fork. These can trap a weapon and sometimes punch through armor. Spetum: The spetum is a modification of the normal spear. The shaft increases to eight to ten feet and side blades are added. Some have blades that angle back, increasing the damage when pulling the weapon out of a wound. These blades can also trap and block weapons or catch and hold an opponent. Scourge: This wicked weapon is a short whip with several thongs or tails. Each thong is studded with metal barbs, resulting in a terrible lash. It is sometimes used as an instrument of execution. Sword, Bastard: This sword is similar to a long sword in size and weight, but has a longer hilt. It can be used one- or two-handed. Use the speed factor and damage appropriate to the grip. If it is used two-handed, your character cannot employ a shield.
Sword, Khopesh: This is an Egyptian weapon. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1-_ feet. This makes the khopesh both heavy and unwieldy, difficult to employ properly, and slow to recover, particularly after a badly missed blow. Its sickle-like portion can snag an opponent or an opposing weapon. Voulge: The voulge, like the bardich, is a variation on the axe and the cleaver. The voulge is little more than a cleaver on the end of a long (seven- to eight-foot) pole. It is a popular weapon, easy to make and simple to learn. It is also called the Lochaber axe.
Armor You are going to want your player character to buy armor, if he is allowed to use any. Armor is the easiest and cheapest way to improve your character's chance of surviving the more violent dangers of the adventuring life. Clearly, the better the armor the character possesses, the less likely he is to be hurt. Armor protection is measured by Armor Class (AC), a number rating; the lower the Armor Class number, the better the protection. Table 46 lists the values for all the types of armor found in the equipment lists.
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Table 46:
Armor Class Ratings Type of Armor AC Rating None 10 Shield only 9 Leather or padded armor 8 Leather or padded armor + shield, studded leather, or ring mail armor 7 Studded leather or ring mail + shield, brigandine, scale mail, or hide armor 6 Scale mail or hide + shield, chain mail 5 Chain mail + shield, splint mail, banded mail, bronze plate mail 4 Splint mail, banded mail, or bronze plate mail + shield, plate mail 3 Plate mail + shield, field plate 2 Field plate armor + shield, full plate 1 Full plate armor + shield 0 See 'Shields' for more information on the defensive benefits of various shields. Although there is some controversy historically over the different types of armor, all known or suspected types are included here. However, not all armor may be available if your DM has chosen to set his campaign in a particular historical era or locale. For example, full plate armor is not available to characters adventuring in an ancient Greek setting. Banded: This armor is made of overlapping strips of metal sewn to a backing of leather and chain mail. Generally the strips cover only the more vulnerable areas, while the chain and leather protect the joints where freedom of movement must be ensured. Through straps and buckles, the weight is more or less evenly distributed. Brigandine: This armor is made from small metal plates sewn or riveted to a layer of canvas or leather and protected by an outer layer of cloth. It is rather stiff and does not provide adequate protection to the joints where the metal plates must be spaced widely or left off.
Chapter 6: Money & Equipment Bronze plate mail: This is a plate mail armor--a combination of metal plates, chain mail or brigandine, leather and padding--made of softer bronze. It is easier and cheaper to make than steel armor, but it does not protect as well. A large breastplate and other metal plates cover areas of the body, but the other materials must protect the joints and movable parts of the body. It is not the full plate armor of the heavy knight of the Late Middle Ages and the Renaissance. Chain mail: This armor is made of interlocking metal rings. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time. Field plate armor: This is the most common version of full plate armor, consisting of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, boots, and a visored helmet. A thick layer of padding must be worn underneath. However, the weight of the suit is well-distributed over the whole body. Such armor hampers movement only slightly. Aside from its expense, the main disadvantages are the lack of ventilation and the time required to put it on and take it off (see the 'Getting Into and Out of Armor' section). Each suit of field plate must be individually fitted to its owner by a master armorer, although captured pieces can be resized to fit the new owner (unless such is patently absurd, such as a human trying to resize a halfling's armor). Full Plate: This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are
normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is welldistributed. The armor is hot, slow to don, and extremely expensive. Due to these factors, it tends to be used more for parades and triumphs than actual combat. Hide: This is armor prepared from the extremely thick hide of a creature (such as an elephant) or from multiple layers of regular leather. It is stiff and hard to move in. Leather: This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials. Padded: This is the simplest type of armor, fashioned from quilted layers of cloth and batting. It tends to get hot and after a time becomes foul with sweat, grime, lice, and fleas. Plate mail: This armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor. Ring mail: This armor is an early (and less effective) form of chain mail in which metal rings are sewn directly to a leather backing instead of being interlaced. (Historians still debate whether this armor ever existed.) Scale mail: This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. Shields: All shields improve a character's Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front 111
and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human's small shield would have all the effects of a medium shield when used by a gnome. A buckler (or target) is a very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user's choice), improving the character's Armor Class by 1 against that attack. A small shield is carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user's choice. The medium shield is carried in the same manner as the small shield. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks. The body shield is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield. Splint Mail: The existence of this armor has been questioned. It is claimed that the armor is made of narrow vertical strips riveted to a backing of leather and cloth padding. Since this is not flexible, the joints are protected by chain mail. Studded leather: This armor is made from leather (not hardened as with normal leather armor) reinforced with
Chapter 6: Money & Equipment close-set metal rivets. In some ways it is very similar to brigandine, although the spacing between each metal piece is greater. In addition to the types of armor listed above, your DM may have special armors prepared from rare or exotic materials. Since it is highly unlikely that your character can afford these at the start, the DM will tell you when you need to know about such items.
Armor Sizes The equipment list reflects the price of a suit of armor (including an appropriate helmet) made for any normal player character race. Although a halfling is much smaller than a human and needs a smaller suit, there are fewer armorers available to meet such specialized needs. Thus, the armor for a halfling is as expensive as that for a human. Armor for nonstandard sizes and shapes is going to cost significantly more and must be custom-made. This is not the kind of thing one can pick up at the local store!
When armor is found during the course of an adventure, the players should note the creature who wore the armor previously. While a human-sized character might be able to wear the armor of a gnoll, it will do little good for a halfling. Likewise, the armor of a giant is of little use to anyone. Armor size also affects the weight of the armor, if the optional encumbrance system is used. The weights listed on the table are for human-sized (Medium) armors. Small armor weighs half the amount listed, while large armor weighs 50% more.
Table 47:
Character Encumbrance Character Strength 2 3 4-5 6-7 8-9 10-11 12-13 14-15 16 17 18 18/01-50 18/51-75 18/76-90 18/91-99 18/00
Unencumbered 0-1 0-5 0-10 0-20 0-35 0-40 0-45 0-55 0-70 0-85 0-110 0-135 0-160 0-185 0-235 0-335
Light 2 6 11-13 21-29 36-50 41-58 46-69 56-85 71-100 86-121 111-149 136-174 161-199 186-224 236-274 336-374
Encumbrance Moderate Heavy 3 4 7 8-9 14-16 17-19 30-38 39-46 51-65 66-80 59-76 77-96 70-93 94-117 86-115 116-145 101-130 131-160 122-157 158-193 150-188 189-227 175-213 214-252 200-238 239-277 225-263 264-302 275-313 314-352 375-413 414-452
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Severe 5-6 10 20-25 47-55 81-90 97-110 118-140 146-170 161-195 194-220 228-255 253-280 278-305 303-330 353-380 453-480
Max. Carried Weight 6 10 25 55 90 110 140 170 195 220 255 280 305 330 380 480
Chapter 6: Money & Equipment Getting Into and Out of Armor There are times when it is important to know how quickly a character can get into or out of his armor. Accidents and unforeseen events happen all the time. The party is attacked at night. Those sleeping around the campfire may want to don their armor before rushing into battle. A character slips and falls into the river where his heavy armor pulls him down like a stone. He greatly desires to get it off before he drowns. Just how long does it take him? The time required to don armor depends on its make. Those armors that are a single piece--leather tunics, robes, chain mail--take one round (two for metal items) to don with slight assistance. Without aid, the time is doubled. Armor that is made of separate pieces require 1d6 + 4 rounds, again with assistance. Without help, the time required is tripled. In all cases, the times given assume that the proper undergarments and padding are also worn. Sometimes characters need to get into armor in a hurry and thus, they dress hastily. This assumes that some buckles aren't fastened, seatings adjusted, etc. Single suits can be hastily donned in one round at the cost of 1 worse AC (though never worse than 8). Thus, a fighter could hastily pull on his brigandine jack (AC 6) and charge into a fray with an AC of 7. Hastily donning piece armor (plate mail for example) improves the character's AC by 1 (from a base of 10) for every round spent dressing. A fighter could choose to spend three rounds fitting on parts of his plate mail, giving him an AC of 7, before going into battle. Removing armor is a much quicker matter. Most can be shed in a single round. Piece armor (particularly full plate) requires 1d4 + 1 rounds. However, if the character is willing to cut straps and bend pins, such armors can be removed in half the time (roll 1d4 + 1, divide by 2, then round fractions up).
Creatures with Natural Armor Classes Some creatures possess a natural Armor Class already superior to some of the armor types (for example, the horse is AC 7). However, these creatures can still benefit from wearing armor of a quality worse than their natural Armor Class. If the AC of armor is equal to or worse than the AC of the creature, the AC of the creature improves by 1. For example, a horse has a natural AC of 7. The AC of leather armor is 8, worse than the horse's natural AC. However, if a horse is fitted with leather barding, its AC drops to 6 since it gains the benefit of the additional protection.
Encumbrance (Optional Rule) A natural desire is to have your character own one of everything. Thus equipped, your character could just reach into his pack and pull out any item he wants whenever he needs it. Sadly, there are limits to how much your character, his horse, his mule, his elephant, or his whatever can carry. These limits are determined by encumbrance. Encumbrance is measured in pounds. To calculate encumbrance, simply total the pounds of gear carried by the creature or character. Add five pounds for clothing, if any is worn. This total is then compared to the carrying capacity of the creature to determine the effects. In general, the more weight carried, the slower the movement and the worse the character is at fighting.
Basic Encumbrance (Tournament Rule) Encumbrance is divided into five categories: Unencumbered, Light, Moderate, Heavy, and Severe Encumbrance. To calculate your character's encumbrance category, first figure out the total weight he is carrying (including five pounds for clothing). Then look across the row corresponding to your 113
character's Strength on Table 47 until you come to the column that includes your character's carried weight. The heading at the top of that column shows his level of encumbrance. Use Table 49 to figure out the encumbrance category of your character's mount or beast of burden. The Max. Carried Wgt. column lists the most weight (in pounds) your character can carry and still move. But movement is limited to 10 feet per round, as your character staggers under the heavy load.
Specific Encumbrance (Optional Rule) The maximum total weight your character can carry is determined by his Strength, as listed on Table 47. The basic encumbrance rule gives general categories of encumbrance but does not allow for fine distinctions. Some players and DMs may take exception to the idea that adding one more pound to a character suddenly shifts that character to the next (and drastically worse) encumbrance category. They may want to use the following optional table; Table 48 reduces a character's movement rating 1 factor at a time. To determine your character's movement rate (see 'Movement' in Chapter 14: Time and Movement) for a given load, find the row on Table 48 with his Strength score. Read across it until you find the first column in which the number of pounds listed is greater than your character's current load. At the top of that column are two rows for base movement rates. Characters with a base movement rate of 12 use the top row; those with a base movement rate of 6 use the bottom row. The number in the appropriate upper row is your character's modified movement rate.
Chapter 6: Money & Equipment Tarus (a human with a base movement of 12) has a Strength of 17 and is carrying a 140-pound load. Looking across on the 17 rows shows that 140 falls between
133 and 145 on the table. Looking at the top of the 145 column shows that Tarus has a modified movement rate of 7. He can carry five more pounds of gear
(total 145 pounds) and maintain his speed, or drop seven pounds of equipment (to 133 pounds) and increase his speed to 8.
Table 48:
Modified Movement Rates Strength Score 2 3 4-5 6-7 8-9 10-11 12-13 14-15 16 17 18 18/01-50 18/51-75 18/76-90 18/91-99 18/00
Base Move 12 6 1 5 10 20 35 40 45 55 70 85 110 135 160 185 235 335
11 5 --11 23 40 46 53 65 80 97 123 148 173 198 248 348
10 5 2 6 12 26 45 52 61 75 90 109 136 161 186 211 261 361
9 4 --13 29 50 58 69 85 100 121 149 174 199 224 274 374
8 4 -7 14 32 55 64 77 95 110 133 162 187 212 237 287 387
Modified Movement Rate 7 6 5 4 3 3 2 2 3 --4 --8 -15 16 17 18 35 38 41 44 60 65 70 75 70 76 82 88 85 93 101 109 105 115 125 135 120 130 140 150 145 157 169 181 175 188 201 214 200 213 226 239 225 238 251 264 250 263 276 289 300 313 326 339 400 413 426 439
Table 49:
Carrying Capacities of Animals Mount Camel Dog Elephant Horse, draft Horse, heavy Horse, light Horse, medium Horse, riding Mule Ox Yak
Base Move 0-330 lbs. 0-15 lbs. 0-500 lbs. 0-260 lbs. 0-260 lbs. 0-170 lbs. 0-220 lbs. 0-180 lbs. 0-250 lbs. 0-220 lbs. 0-220 lbs.
2/3 Move 331-500 lbs. 16-20 lbs. 501-750 lbs. 261-390 lbs. 261-390 lbs. 171-255 lbs. 221-330 lbs. 181-270 lbs. 251-375 lbs. 221-330 lbs. 221-330 lbs.
1/3 Move 501-660 lbs. 21-30 lbs. 751-1,000 lbs. 391-520 lbs. 391-520 lbs. 256-340 lbs. 331-440 lbs. 271-360 lbs. 376-500 lbs. 331-440 lbs. 331-440 lbs.
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3 1 -9 19 47 80 94 117 145 160 193 227 252 277 302 352 452
2 1 --20 50 85 100 125 155 170 205 240 265 290 315 365 465
1 1 5 -21 53 89 106 133 165 180 217 253 278 303 328 378 478
Chapter 6: Money & Equipment Table 50:
Stowage Capacity Item Backpack Basket, large Basket, small Belt pouch, large Belt pouch, small Chest, large Chest, small Sack, large Sack, small Saddle bags, large Saddle bags, small
Weight Cap. 50 lbs. 20 lbs. 10 lbs. 8 lbs. 5 lbs. 100 lbs. 40 lbs. 30 lbs. 15 lbs. 30 lbs. 20 lbs.
Volume 3' x 2' x 1' 2' x 2' x 2' 1' x 1' x 1' 6' x 8' x 2' 4' x 6' x 2' 3' x 2' x 2' 2' x 1' x 1' 2' x 2' x 1' 1' x 1' x 8' 18' x 1' x 6' 1' x 1' x 6'
weapons are slung in the most comfortable manner, etc. While small items can be easily stuffed into a pack, The 'Base Move' column in large bulky things may encumber more Table 49 lists the maximum amount an than their actual weight would indicate. animal can carry and maintain its normal The DM has the right to rule that an movement rate. Animals can be loaded object is more encumbering than it greater than this, up to a maximum of actually appears. twice their normal load. However, this causes a drop in the animal's movement rate (as indicated by the column Tarus Bloodheart finds a 5 ft. x 9 ft. headings). When calculating a mount's flying carpet. He carefully rolls it into a load, be sure to include the weight of the thick cylinder and wisely ties it closed. rider! Even though he has taken this sensible The values listed in Table 50 for precaution, the carpet is still a large and standard-sized items. It is certainly awkward thing. The DM rules that possible for sacks, chests, and backpacks although the carpet weighs only 20 to be larger or smaller than the sizes pounds, its encumbrance is equal to that listed. The weight capacity, however, of an item weighing 50 pounds. Tarus lists the maximum weight the item can must increase his current encumbrance carry, regardless of size. Beyond this level by 50 pounds, adding the point, the material used to construct the awkwardness of the rolled carpet slung item will fail, sooner or later. The over his shoulder to his already carefully volume gives the length, width, and packed backpack. height or depth of the item. Items that exceed the capacity of a container cannot Magical Armor and be stored in it. Encumbrance Since all player characters are adventurers, it is assumed they know the One of the special properties of best methods for packing and stowing magical armor is its effect on equipment. Blankets are rolled into encumbrance. Although magical armor bedrolls, small items are carefully appears to weigh as much as normal arranged, rope is properly coiled, armor, the weight of magical armor
Encumbrance and Mounts (Tournament Rule)
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applies only toward the weight limit of the character. It does not apply when determining the effects of encumbrance on movement and combat. In essence, the armor appears to weigh as much as normal armor but does not restrict or hamper the character. Cwell the bard finds a suit of chain mail +1. Lifting it up, he finds it weighs 60 pounds. Cwell is already carrying 50 pounds of gear. Donning the chain mail, he is now carrying 110 lbs. of gear. Cwell's Strength is 12, which means that he can carry only 30 more pounds of equipment. However, when calculating the effect of all this weight on his movement, Cwell is considered to only be carrying 50 pounds of gear--the magical armor doesn't count. Furthermore, he does not suffer any combat penalties for the chain mail's weight.
Chapter 6: Money & Equipment Effects of Encumbrance Encumbrance has two basic effects. First, it reduces your character's movement rate. If encumbrance categories are used, Unencumbered has no effect on movement, Light reduces the movement rate by 1/3 (round fractions down), Moderate reduces it by ½, Heavy reduces it by 2/3, and Severe lowers the movement rate to 1. If the optional system is used, the character's movement rate is reduced to the amount found by using Table 48. The movement rate determines how far your character can move in a round, turn, hour, and day. As his movement rate gets lower, your character moves slower and slower. See 'Movement' in Chapter 14: Time and Movement for more details. Encumbrance also reduces your character's combat abilities. If encumbrance reduces your character to ½ of his normal movement rate, he suffers a -1 penalty to his attack roll. If he is reduced to 1/3 or less of his normal movement rate, the attack penalty is -2 and there is an additional AC penalty of +1. If your character's movement is reduced to 1, the attack roll penalty is -4 and the AC penalty is +3. Clearly, the wise thing for a heavily encumbered character to do is to quickly drop most of his gear before entering battle.
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Chapter 7: Magic Some of the most powerful weapons player characters have at their disposal in the AD&D game are magical spells. Through spells a player character can control earthquakes, call lightning out of the sky, heal grievous injuries, hurl explosive balls of fire, create barriers of stone, fire, and ice, and learn secrets long forgotten. These are only a few of the things player characters can do once they master the strange lore of spells. Not every character is capable of casting spells, however. This ability requires a certain amount of aptitude, depending on the type of spells cast. Wizard spells are best mastered by those with keen intelligence and patience for the long years of study that are required. Priest spells call for inner peace and faith and an intense devotion to one's calling. The vast majority of people in a fantasy campaign lack these traits or have never had the opportunity to develop them. The baker may be a bright and clever fellow, but, following in his father's footsteps, he has spent his life learning the arts of bread making. There has simply been no time in his life for the study of old books and crumbling scrolls. The hard-working peasant may be pious and upright in his faith, but he lacks the time for the contemplative and scholarly training required of a priest. So it is only a fortunate few who have the ability and opportunity to learn the arcane lore of spellcasting. A few character classes have a limited ability to cast spells. The ranger, through his close association with nature, is able to cast a few spells, though his choices are limited to his natural inclinations. The paladin, through his devotion and humility, can use some of the spells of the priest. The bard, through luck, happenstance, curiosity, and perseverance, can manage a few wizard spells, perhaps by persuading a lonely wizard to reveal his secrets. Regardless of their source, all spells fall into the general categories of wizard or priest. Although some spells appear in both categories, in general the
categories differ in how spells are acquired, stored, and cast.
Wizard Spells Wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient wizards for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary. Perhaps the greatest of all wizard spells is the powerful and tricky wish. It represents the epitome of spell-casting--causing things to happen simply because the wizard desires it to be so. But it is a long and difficult task to attain the mastery needed to learn this spell. Although some characters can use spells, the workings of magic are dimly understood at best. There are many theories about where the power comes from. The most commonly accepted idea is that the mysterious combination of words, gestures, and materials that make up a spell somehow taps an extradimensional source of energy that in turn causes the desired effect. Somehow the components of the spells--those words, gestures and materials--route this energy to a specific and desired result. Fortunately, how this happens is not very important to the majority of wizards. It is enough to know that 'when you do this, that happens.' Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus, a wizard must check to see if he learns each new spell (according to his Intelligence--see Table 4). Furthermore, there is a limit to just how much of this strangeness--illogical mathematics, 118
alchemical chemistry, structuralist linguistics--a wizard's mind can comprehend, and so he must live with a limit to the number of spells he can know. As the wizard learns spells, he records their arcane notes into his spell books. Without spell books, a wizard cannot memorize new spells. Within them are all his instructions for memorizing and casting all the spells he knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn't understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level than he can cast. If he finds an ancient tome with spells of higher power, he must simply wait until he advances to a level at which he can use them. The exact shape and size of a character's spellbooks is a detail your DM will provide. They may be thick tomes of carefully inked parchment, crackling scrolls in bulky cases, or even weighty clay tablets. They are almost never convenient to carry around. Their exact form depends on the type and setting of the campaign world your DM has created. Ultimately, it is the memorization that is important. To draw on magical energy, the wizard must shape specific mental patterns in his mind. He uses his spell books to force his mind through mental exercises, preparing it to hold the final, twisted patterns. These patterns are very complicated and alien to normal thought, so they don't register in the mind as normal learning. To shape these patterns, the wizard must spend time memorizing the spell, twisting his thoughts and recasting the energy patterns each time to account for subtle changes--planetary motions, seasons, time of day, and more. Once a wizard memorizes a spell, it remains in his memory (as potential energy) until he uses the prescribed
Chapter 7: Magic the caster to directly shape the energy. Lesser divination spells are Although all wizard spells are learnable by all wizards, regardless of learned and memorized the same way, their affiliation. This school includes the they fall into nine different schools of most basic and vital spells of the magic. A school of magic is a group of wizard--those he needs to practice other related spells. aspects of his craft. Lesser divinations Abjuration spells are a group of include read magic and detect magic. specialized protective spells. Each is Necromancy is one of the most used to prevent or banish some magical restrictive of all spell schools. It deals or nonmagical effect or creature. They with dead things or the restoration of are often used to provide safety in times life, limbs, or vitality to living creatures. of great danger or when attempting some Although a small school, its spells tend other particularly dangerous spell. to be powerful. Given the risks of the Alteration spells cause a change adventuring world, necromantic spells in the properties of some already are considered quite useful. existing thing, creature, or condition. This is accomplished by magical energy Learning Spells channeled through the wizard. Conjuration/summoning spells Whether a character chooses to bring something to the caster from be a mage or a specialist in one of the elsewhere. Conjuration normally schools of magic, he must learn his produces matter or items from some spells from somewhere. While it might other place. Summoning enables the be possible for the exceptional wizard to caster to compel living creatures and learn the secrets of arcane lore entirely powers to appear in his presence or to on his own, it isn't very likely. It is far channel extraplanar energies through more likely that your character was himself. apprenticed to another wizard as a lad. Enchantment/charm spells cause This kindly (severe), loving (callous), a change in the quality of an item or the understanding (ill-tempered), generous attitude of a person or creature. (meanspirited), and upright Enchantments can bestow magical (untrustworthy) master taught your properties on ordinary items, while character everything he knows at the charms can unduly influence the start of the game. Then, when it was behavior of beings. time, the master sent him into the world Greater divinations are more (threw him out) with a smile and a pat on powerful than lesser divinations (see the back (snarling with his foot on your below). These spells enable the wizard to character's behind). learn secrets long forgotten, to predict Or perhaps your character studied the future, and to uncover things hidden at a proper academy for wizards (if your or cloaked by spells. DM has such things). There he Illusions deal with spells to completed his lessons under the eye of a deceive the senses or minds of others. firm (mean) but patient (irritable) tutor Spells that cause people to see things who was ready with praise for good that are not there, hear noises not made, work (a cane for the slightest fault). But or remember things that never happened alas, your character's parents were are all illusions. impoverished and his studies had to end Invocation/Evocation spells (fed up with this treatment, your channel magical energy to create specific youthful character fled during the night). effects and materials. Invocation As you can see, there are a normally relies on the intervention of number of ways your character might some higher agency (to whom the spell have learned his spells. is addressed), while evocation enables 119
Schools of Magic
components to trigger the release of the energy patterns. The mental patterns apparently release the energy while the components shape and guide it. Upon casting, the energy of the spell is spent, wiped clean from the wizard's mind. The mental patterns are lost until the wizard studies and memorizes that spell again. The number of spells a wizard can memorize is given by his level (see Table 21); he can memorize the same spell more than once, but each memorization counts as one spell toward his daily memorization limit. Part of a wizard's intelligence can be seen in the careful selection of spells he has memorized. Memorization is not a thing that happens immediately. The wizard must have a clear head gained from a restful night's sleep and then has to spend time studying his spell books. The amount of study time needed is 10 minutes per level of the spell being memorized. Thus, a 9th-level spell (the most powerful) would require 90 minutes of careful study. Clearly, high-level spellcasters do not lightly change their memorized spells. Spells remain memorized until they are cast or wiped from the character's mind by a spell or magical item. A wizard cannot choose to forget a memorized spell to replace it with another one. He can, however, cast a spell just to cleanse his mind for another spell. (The DM must make sure that the wizard does not get experience for this.)
Chapter 7: Magic The one good thing that comes from your character's studies is his initial spell book. It may have been a gift from his school or he may have stolen it from his hated master. Whatever the case, your character begins play with a spell book containing up to a few 1st-level spells. Your DM will tell you the exact number of spells and which spells they are. As your character adventures, he will have the opportunity to add more spells to his collection. When your character attains a new level, he may or may not receive new spells. This is up to your DM. He may allow your character to return to his mentor (provided he departed on good terms!) and add a few spells to his book. It may be possible for your character to copy spells from the spell book of another player character (with his permission, of course). Or he may have to wait until he can find a spell book with new spells. How he gets his spells is one of the things your DM decides. In all cases, before he can add a new spell to his spell book, you have to check to see if your character learns that spell. The chance of learning a spell depends on your wizard's Intelligence, as given in Table 4. This chance may be raised or lowered if your character is a specialist.
Illusions Of all spells, those of the illusion school cause the most problems. Not that they are more difficult for your player character to cast, but these spells are more difficult for you to role-play and for your DM to adjudicate. Illusions rely on the idea of believability, which in turn relies on the situation and the state of mind of the victim. Your DM must determine this for NPCs, which is perhaps an easier job. You must roleplay this for your character. Spells of this school fall into two basic groups. Illusions are creations that manipulate light, color, shadow, sound, and sometimes even scent. Higher level illusions tap energy from other planes,
and are actually quasi-real, being woven of extradimensional energies by the caster. Common illusions create appearances; they cannot make a creature or object look like nothing (i.e., invisible), but they can conceal objects by making them look like something else. Phantasms exist only in the minds of their victims; these spells are never even quasireal. (The exceptions to this are the phantasmal force spells, which are actually illusions rather than phantasms.) Phantasms act upon the mind of the victim to create an intense reaction--fear being most common. The key to successful illusions or phantasms is believability, which depends on three main factors: what the caster attempts, what the victim expects, and what is happening at the moment the spell is cast. By combining the information from these three areas, the player and the DM should be able to create and adjudicate reasonable illusions and phantasms. When casting an illusion or phantasm, the caster can attempt to do anything he desires within the physical limits of the spell. Prior knowledge of the illusion created is not necessary but is extremely useful. Suppose Delsenora decides to cast a phantasmal force spell and can choose between creating the image of a troll (a creature she has seen and battled) or that of a beholder (a creature she has never seen but has heard terrifying descriptions of). She can either use her memory to create a realistic troll or use her imagination to create something that may or may not look like a real beholder. The troll, based on her first-hand knowledge of these creatures, is going to have lots of little details--a big nose, warts, green, scabby skin, and even a shambling troll-like walk. Her illusion of a beholder will be much less precise, just a floating ball with one big eye and eyestalks. She doesn't know its color, size, or behavior. 120
The type of image chosen by the caster affects the reaction of the victim. If the victim in the above case has seen both a troll and a beholder, which will be more believable? Almost certainly it will be the troll, which looks and acts the way the victim thinks a troll should. He might not even recognize the other creature as a beholder since it doesn't look like any beholder he's ever seen. Even if the victim has never seen a troll or a beholder, the troll will still be more believable; it acts in a realistic manner, while the beholder does not. Thus, spellcasters are well-advised to create images of things they have seen, for the same reason authors are advised to write about things they know. The next important consideration is to ask if the spell creates something that the victim expects. Which of these two illusions would be more believable-a huge dragon rising up behind a rank of attacking kobolds (puny little creatures) or a few ogres forming a line behind the kobolds? Most adventurers would find it hard to believe that a dragon would be working with kobolds. The dragon is far too powerful to associate with such little shrimps. Ogres, however, could very well work with kobolds--bossing them around and using them as cannon fodder. The key to a good illusion is to create something the victim does not expect but can quickly accept. The most believable illusion may be that of a solid wall in a dungeon, transforming a passage into a dead end. Unless the victim is familiar with these hallways, he has no reason not to believe that the wall is there. Of course, in a fantasy world many more things can be believed than in the real world. Flames do not spring out of nowhere in the real world, but this can happen in a fantasy world. The presence of magic in a fantasy world makes victims more willing to accept things our logic tells us cannot happen. A creature appearing out of nowhere could be an illusion or it could be summoned. At the same time, you must remember
Chapter 7: Magic that a properly role-played character is familiar with the laws of his world. If a wall of flames appears out of nowhere, he will look for the spellcaster. A wall blocking a corridor may cause him to check for secret doors. If the illusion doesn't conform to his idea of how things work, the character should become suspicious. This is something you have to provide for your character and something you must remember when your character attempts to use illusions. This then leads to the third factor in the believability of an illusion, how appropriate the illusion is for the situation. As mentioned before, the victim is going to have certain expectations about any given encounter. The best illusions reinforce these expectations to your character's advantage. Imagine that your group runs into a war party of orcs in the local forest. What could you do that would reinforce what the orcs might already believe? They see your group, armed and ready for battle. They do not know if you are alone or are the advance guard for a bigger troop. A good illusion could be the glint of metal and spear points coming up behind your party. Subtlety has its uses. The orcs will likely interpret your illusion as reinforcements to your group, enough to discourage them from attacking. However, the limitations of each spell must be considered when judging appropriateness. A phantasmal force spell creates vision only. It does not provide sound, light, or heat. In the preceding situation, creating a troop of soldiers galloping up behind you would not have been believable. Where is the thunder of hooves, the creak of saddle leather, the shouts of your allies, the clank of drawn metal, or the whinny of horses? Orcs may not be tremendously bright, but they are not fooled that easily. Likewise, a dragon that suddenly appears without a thunderous roar and dragonish stench isn't likely to be accepted as real. A wise spellcaster always considers the limitations of his
illusions and finds ways to hide their weaknesses from the enemy. An illusion spell, therefore, depends on its believability. Believability is determined by the situation and a saving throw. Under normal circumstances, those observing the illusion are allowed a saving throw vs. spell if they actively disbelieve the illusion. For player characters, disbelieving is an action in itself and takes a round. For NPCs and monsters, a normal saving throw is made if the DM deems it appropriate. The DM can give bonuses or penalties to this saving throw as he thinks appropriate. If the caster has cleverly prepared a realistic illusion, this certainly results in penalties on the victim's saving throw. If the victim were to rely more on scent than sight, on the other hand, it could gain bonuses to its saving throw. If the saving throw is passed, the victim sees the illusion for what it is. If the saving throw is failed, the victim believes the illusion. A good indication of when player characters should receive a positive modifier to their saving throws is when they say they don't believe what they see, especially if they can give reasons why. There are rare instances when the saving throw may automatically succeed or fail. There are times when the illusion created is either so perfect or so utterly fantastic as to be impossible even in a fantasy world. Be warned, these occasions are very rare and you should not expect your characters to benefit from them more than once or twice. In many encounters, some party members will believe an illusion while others see it for what it really is. In these cases, revealing the truth to those deluded by the spell is not a simple matter of telling them. The magic of the spell has seized their minds. Considered from their point of view, they se a horrible monster (or whatever) while a friend is telling them it isn't real. They know magic can affect people's minds, but whose mind has been affected in this case? At best, having an illusion pointed 121
out grants another saving throw with a +4 bonus. Illusions do have other limitations. The caster must maintain a show of reality at all times when conducting an illusion. (If a squad of low-level fighters is created, the caster dictates their hits, misses, damage inflicted, apparent wounds, and so forth, and the referee decides whether the bounds of believability have been exceeded.) Maintaining an illusion normally requires concentration on the part of the caster, preventing him from doing other things. Disturb him and the illusion vanishes. Illusions are spells of trickery and deceit, not damage and destruction. Thus, illusions cannot be used to cause real damage. When a creature is caught in the blast of an illusionary fireball or struck by the claws of an illusionary troll, he thinks he takes damage. The DM should record the illusionary damage (but tell the player his character has taken real damage). If the character takes enough damage to 'die,' he collapses in a faint. A system shock roll should be made for the character. (His mind, believing the damage to be real, may cause his body to cease functioning!) If the character survives, he regains consciousness after 1d3 turns with his illusionary damage healed. In most cases, the character quickly realizes that it was all an illusion. When an illusion creates a situation of inescapable death, such as a giant block dropping from the ceiling, all those believing the illusion must roll for system shock. If they fail, they die-killed by the sheer terror of the situation. If they pass, they are allowed a new saving throw with a +4 bonus. Those who pass recognize the illusion for what it is. Those who fail faint for 1d3 turns. Illusions do not enable characters to defy normal physical laws. An illusionary bridge cannot support a character who steps on it, even if he believes the bridge is real. An illusionary wall does not actually cause a rock
Chapter 7: Magic thrown at it to bounce off. However, affected creatures attempt to simulate the reality of what they see as much as possible. A character who falls into an illusionary pit drops to the ground as if he had fallen. A character may lean against an illusionary wall, not realizing that he isn't actually putting his weight on it. If the same character were suddenly pushed, he would find himself falling through the very wall he thought was solid! Illusions of creatures do not automatically behave like those creatures, nor do they have those creatures' powers. This depends on the caster's ability and the victim's knowledge of the creatures. Illusionary creatures fight using the caster's combat ability. They take damage and die when their caster dictates it. An illusory orc could continue to fight, showing no damage, even after it had been struck a hundred or a thousand times. Of course, long before this its attackers will become suspicious. Illusionary creatures can have whatever special abilities the caster can make appear (i.e., a dragon's fiery breath or a troll's regeneration), but they do not necessarily have unseen special abilities. There is no way a caster can create the illusion of a basilisk's gaze that turns people to stone. However, these abilities might be manifested through the fears of the victims. For example, Rath the fighter meets an illusionary basilisk. Rath has fought these beasties before and knows what they can do. His gaze accidentally locks with that of the basilisk. Primed by his own fears, Rath must make a system shock roll to remain alive. But if Rath had never seen a basilisk and had no idea that the creature's gaze could turn him to stone, there is no way his mind could generate the fear necessary to kill him. Sometimes ignorance is bliss!
Priest Spells The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend. Like the wizard, the priest's level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and farsightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead. Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted. A priest's spell selection is limited by his level and by the different spheres of spells. (The spheres of influence, into which priest spells are divided, can be found under 'Priests of a Specific Mythoi' in Chapter 3: player Character Classes.) Within the major spheres of his deity, a priest can use any spell of a given level when he is able to cast spells of that level. Thus, a druid is able to cast any 2nd-level plant sphere spells when he is able to cast 2nd-level spells. For spells belonging to the minor spheres of the priest's deity, he can cast spells only up to 3rd level. The knowledge of what spells are available to the priest becomes instantly clear as soon as he advances in level. This, too, is bestowed by his deity. Priests must pray to obtain spells, as they are requesting their abilities from 122
some greater power, be it their deity or some intermediary agent of this power. The conditions for praying are identical to those needed for the wizard's studying. Clearly then, it behooves the priest to maintain himself in good standing with this power, through word and deed. Priests who slip in their duties, harbor indiscreet thoughts, or neglect their beliefs, find that their deity has an immediate method of redress. If the priest has failed in his duties, the deity can deny him spells as a clear message of dissatisfaction. For minor infractions, the deity can deny minor spells. Major failings result in the denial of major spells or, even worse, all spells. These can be regained if the character immediately begins to make amends for his errors. Perhaps the character only needs to be a little more vigilant, in the case of a minor fault. A serious transgression could require special service, such as a quest or some great sacrifice of goods. These are things your DM will decide, should your character veer from the straight and narrow path of his religion. Finally, your DM may rule that not all deities are equal, so that those of lesser power are unable to grant certain spells. If this optional rule is used, powers of demi-god status can only grant spells up to the 5th spell level. Lesser deities can grant 6th-level spells, while the greater deities have all spell levels available to them. You should inquire about this at the time you create your character (and decide which deity he worships), to prevent any unwelcome surprises later on.
Chapter 7: Magic Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a silence spell or gagged) and have both arms free. (Note that the optional spell component rule [following section] can modify these conditions.) If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Likewise, a magic missile (which always hits its target) cannot be fired into a group of bandits with the instruction to strike the leader; the caster must be able to identify and see the leader. Once the casting has begun, the character must stand still. Casting cannot be accomplished while riding a roughly moving beast or a vehicle, unless special efforts are made to stabilize and protect the caster. Thus, a spell cannot be cast from the back of a galloping horse under any conditions, nor can a wizard or priest cast a spell on the deck of a ship during a storm. However, if the caster were below decks, protected from the wind and surging waves, he could cast a spell. While it is not normally possible to cast a spell from a moving chariot, a character who was steadied and supported by others could do so. Your DM will have to make a ruling in these types of extraordinary conditions. During the round in which the spell is cast, the caster cannot move to dodge attacks. Therefore, no AC benefit from Dexterity is gained by spellcasters while casting spells. Furthermore, if the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster's concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well
advised not to stand at the front of any battle, at least if they want to be able to cast any spells!
Spell Components (Optional Rule) When your character casts a spell, it is assumed that he is doing something to activate that spell. He may utter a few words, wave his hand around a couple of times, wiggle his toes, swallow a live spider, etc. But, under the standard rules, you don't have to know exactly what he does to activate the spell. Some of this can be answered if your DM uses the rules for spell components. The actions required to cast a spell are divided into three groups: verbal, somatic (gestures), and material. Each spell description (found in Appendices 3 and 4) lists what combination of these components is needed to cast a spell. Verbal components require the caster to speak clearly (not be silenced in any way); somatic components require free gestures (thus, the caster cannot be bound or held); material components must be tossed, dropped, burned, eaten, broken, or whatever for the spell to work. While there is no specific description of the words and gestures that must be performed, the material components are listed in the spell descriptions. Some of these are common and easy to obtain. Others represent items of great value or scarcity. Whatever the component, it is automatically destroyed or lost when the spell is cast, unless the spell description specifically notes otherwise. If the spell components optional rule is used in your campaign, your wizard or priest must have these items to cast the spell. Without them, he is helpless, even if the spell is memorized. For simplicity of play, it is best to assume that any spellcaster with any sense has a supply of the common items he is likely to need--wax, feathers, paint, 123
sand, sticks, and fluff, for example. For expensive and rare items, it is perfectly proper for your DM to insist that special efforts be made to obtain these items. After all, you simply cannot assume your character has a valuable pearl handy whenever he needs one! The three different aspects of spell components also change the conditions under which your character can cast his spells. No longer does he need to be able to speak, move, and use some item. He only needs to fulfill the required components. Thus, a spell with only a verbal component could be used by a naked, bound spellcaster. One requiring only gestures could be cast even within the radius of a silence spell. Most spells require a combination of components, but clever spellcasters often create new spells that need only a word or a gesture, enabling them to take their enemies by surprise.
Magical Research One oft-ignored asset of both wizards and priests is magical research. While the spell lists for both groups offer a wide variety of tools and effects, the clever player character can quickly get an edge by researching his own spells. Where other spellcasters may fall quickly into tired and predictable patterns ('Look, it's a wizard! Get ready for the fireball, guys!'), an enterprising character can deliver sudden (and nasty) surprises! Although your DM has the rules for handling spell research, there are some things you should know about how to proceed. First and foremost, research means that you and your DM will be working together to expand the game. This is not a job he does for you! Without your input, nothing happens. Second, whatever your character researches, it cannot be more powerful than the spells he is already able to cast. If it is, you must wait until your character can cast spells of an equal power. (Thus, as a 1st-level wizard, you cannot research a spell that is as
Chapter 7: Magic powerful as a fireball. You must wait until your character can cast a fireball.) Finally, you will have to be patient and willing to have your character spend some money. He won't create the spell immediately, as research takes time. It also takes money, so you can expect your DM to use this opportunity to relieve your character of some of that excess cash. But, after all, how better for a spellcaster to spend his money? Knowing these things, you should first write up a description of the spell you want to create. Be sure to include information on components, saving throws, range, duration, and all the other entries you find in the normal spell listings. When you give your DM the written description, tell him what you want the spell to do. (Sometimes what you write isn't really what you mean, and talking to your DM is a good way to prevent confusion.) After this, he will either accept or reject your spell. This is his choice and not all Dms will have the same answer. Don't kick and complain; find out what changes are needed to make the spell acceptable. You can probably iron out the differences. Once all these things are done, your character can research the spell. Be ready for this to take some time. Eventually he will succeed, although the spell may not do quite what he expected. Your DM may revise the spell, perhaps reducing the area of effect or damage inflicted. Finally, all you have to do is name your spell. This should be something suitably pompous, such as 'Delsenora's Malevolent Steamroller.' After all, you want something to impress the locals!
Name: Each spell is identified by name. In parentheses after the name is the school (for wizard spells) to which that spell belongs. When more than one is listed, that spell is common to all schools given. Some spells are reversible (they can be cast for an effect opposite to that of the standard spell). This is noted after the spell name. Priests with reversible spells must memorize the desired version. For example, a priest who desires a cause light wounds spell must petition for this form of the cure light wounds spell when meditating and praying. Note that severe penalties can result if the spell choice is at variance with the priest's alignment (possible penalties include denial of specific spells, entire spell levels, or even all spells for a certain period). The exact result (if any) depends on the reaction of the priest's patron deity, as determined by the DM. Reversible wizard spells operate similarly. When the spell is learned, both forms are recorded in the wizard's spell books. However, the wizard must decide which version of the spell he desires to cast when memorizing the spell, unless the spell description specifically states otherwise. For example, a wizard who has memorized stone to flesh and desires to cast flesh to stone must wait until the latter form of the spell can be memorized (i.e., rest eight hours and study). If he could memorize two 6th-level spells, he could memorize each version once or one version twice. School: In parentheses after the spell name is the name of the school of magic to which the spell belongs. For wizard spells, this defines which spells a wizard specialist can learn, depending on Spell Descriptions the wizard's school of specialization. The spells are organized For priest spells, the school notation is according to their group (priest or used only for reference purposes, to wizard) and level, listed in Appendices 3 indicate which school the spell is and 4. Within each level, the spells are considered to belong to, in case the DM arranged alphabetically. At the start of needs to know for spell resistance (for each spell description is the following example, elves' resistance to charm important game information: spells). 124
Sphere: This entry appears only for priest spells and identifies the sphere or spheres into which that spell falls. Range: This lists the distance from the caster at which the spell effect occurs or begins A '0' indicates the spell can be used on the caster only, with the effect embodied within or emanating from him. 'Touch' means the caster can use the spell on others if he can physically touch them. Unless otherwise specified, all other spells are centered on a point visible to the caster and within the range of the spell. The point can be a creature or object if desired. In general, a spell that affects a limited number of creatures within an area affects those closest to the center of the area first, unless there are other parameters operating (such as level or Hit Dice). Spells can be cast through narrow openings only if both the caster's vision and the spell energy can be directed simultaneously through the opening. A wizard standing behind an arrow slit can cast through it; sending a fireball through a small peephole he is peering through is another matter. Components: This lists the category of components needed, V for verbal, S for somatic, and M for material. When material components are required, these are listed in the spell description. Spell components are expended as the spell is cast, unless otherwise noted. Priest holy symbols are not lost when a spell is cast. For cases in which material components are expended at the end of the spell (free action, shapechange, etc.), premature destruction of the components ends the spell. Duration: This lists how long the magical energy of the spell lasts. Spells of instantaneous duration come and go the moment they are cast, although the results of these spells may be permanent and unchangeable by normal means. Spells of permanent duration last until the effects are negated by some means, usually by a dispel magic. Some spells have a variable duration. In most cases,
Chapter 7: Magic the caster cannot choose the duration of spells. Spells with set durations (for example, 3 rounds/level) must be kept track of by the player. Spells of variable duration (for example, 3 + 1d4 rounds) are secretly rolled and recorded by the DM. Your DM may warn you when spell durations are approaching expiration, but there is usually no sign that a spell is going to expire; check with your DM to determine exactly how he handles this issue. Certain spells can be ended at will by the caster. In order to dismiss these spells, the original caster must be within range of the spell's center of effect--within the same range at which the spell can be cast. The caster also must be able to speak words of dismissal. Note that only the original caster can dismiss his spells in this way. Casting Time: This entry is important, if the optional casting time rules are used. If only a number is given, the casting time is added to the caster's initiative die rolls. If the spell requires a round or number of rounds to cast, it goes into effect at the end of the last round of casting time. If Delsenora casts a spell that takes one round, it goes into effect at the end of the round in which she begins casting. If the spell requires three rounds to cast, it goes into effect at the end of the third round. Spells requiring a turn or more go into effect at the end of the stated turn. Area of Effect: This lists the creatures, 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 direction, unless the spell description specifically states otherwise. Thus, a cloud that has a 10-foot cube per caster level might, when cast by a 12th-level caster, have dimensions 10' x 10' x 120', 20' x 20' x 30', or any similar combination that totals twelve 10-foot cubes. Combinations such as 5' x 10' x 240' are not possible unless specifically allowed.
Some spells (such as bless) affect the friends or enemies of the caster. In all cases, this refers to the perception of the caster at the time the spell is cast. For example, a chaotic good character allied with a lawful neutral cleric would receive the benefits of the latter's bless spell. Saving Throw: This lists whether the spell allows the target a saving throw and the effect of a successful save: 'Neg.' results in the spell having no effect; '_' means the character suffers half the normal amount of damage; 'none' means no saving throw is allowed. Wisdom adjustments to saving throws apply to enchantment/charm spells. Solid physical barriers provide saving throw bonuses and damage reduction. Cover and concealment may affect saving throws and damage (the DM has additional information about this). A creature that successfully saves against a spell with no apparent physical effect (such as a charm, hold, or magic jar) may feel a definite force or tingle that is characteristic of a magical attack, if the DM desires. But the exact hostile spell effect or creature ability used cannot be deduced from this tingle. A being's carried equipment and possessions are assumed to make their saving throws against special attacks if the creature makes its saving throw, unless the spell specifically states otherwise. If the creature fails its saving throw, or if the attack form is particularly potent, the possessions may require saving throws using either item saving throws (see the DMG) or the being's saving throw. The DM will inform you when this happens. Any character can voluntarily forgo a saving throw. This allows a spell or similar attack that normally grants a saving throw to have full effect on the character. Likewise, any creature can voluntarily lower its magic resistance allowing a spell to automatically 125
function when cast on it. Forgoing a saving throw or magic resistance roll need not always be voluntary. If a creature or character can be tricked into lowering its resistance, the spell will have full effect, even if it is not the spell the victim believed he was going to receive. The victim must consciously choose to lower his resistance; it is not sufficient that he is caught off guard. For example, a character would receive a saving throw if a wizard in the party suddenly attacked him with a fireball, even if the wizard had been friendly to that point. However, the same character would not receive a saving throw if the wizard convinced him that he was about to receive a levitation spell but cast a fireball instead. Your DM will decide when NPCs have lowered their resistances. You must tell your DM when your character is voluntarily lowering his resistance. Spell Description: The text provides a complete description of how the spell functions and its game effects. It covers most typical uses of the spell, if there are more than one, but cannot deal with every possible application players might find. In these cases, the spell information in the text should provide guidance on how to adjudicate the situation. Spells with multiple functions enable the caster to select which function he wants to use at the time of casting. Usually a single function of a multiplefunction spell is weaker than a singlefunction spell of the same level. Spell effects that give bonuses or penalties to abilities, attack rolls, damage rolls, saving throws, etc., are not usually cumulative with each other or with other magic: the strongest single effect applies. For example, a fighter drinks a potion of giant strength and then receives the 2ndlevel wizard spell strength. Only the strongest magic (the potion) is effective. When the potion's duration ends, however, the strength spell is still in effect, until its duration also expires.
Chapter 8: Experience After a player's character has bravely set out and survived his first adventure, the player will have experienced the entertainment of roleplaying games. But what will the character have gained? If the character never improves, he will never be able to survive, let alone overcome the powerful dangers that fill the AD&D game worlds. Fortunately, this isn't the case. Every time a character goes on an adventure he learns something. He may learn a little more about his physical limits, encounter a creature he has never seen before, try a spell as yet unused, or discover a new peculiarity of nature. Indeed, not all his learning experience need be positive. After blowing up half his party with a poorly placed fireball, a wizard may (though there is no guarantee) learn to pay more attention to ranges and areas of effect. After charging a basilisk, a fighter may learn that caution is a better tactic for dealing with the beast (provided the other characters can change him from stone back to flesh). Regardless of the method, the character has managed to learn something. Some of the information and skills learned in the game can be applied directly in play. When a wizard toasts his friends with a badly cast fireball, the player learns to pay more attention to the area of effect of a fireball. Though the player made the mistake and his character only carried out the actions, the player's friends will also learn to keep their characters well away from his. The reward for this type of learning is direct and immediate. The characters benefit because each of the players has a better understanding of what to do or where to go However, a character also improves by increasing his power. Although the player can improve his play, he cannot arbitrarily give his character more hit points, more spells, or a better chance to hit with an attack. These gains are made by earning experience points (XP).
An experience point is a concrete measure of a character's improvement. It represents a host of abstract factors: increased confidence, physical exercise, insight, and on-the-job training. When a character earns enough experience points to advance to the next experience level, these abstract factors translate into a measurable improvement in the abilities of the character. Just what areas improve and how quickly improvement occurs all depend on the character's class.
Group Experience Awards Experience points are earned through the activities of the characters, which generally relate to their adventuring goals. Thus, all characters on an adventure receive some experience points for overcoming their enemies or obstacles. Since group cooperation is important, experience points for defeating foes are given to all members of the group, regardless of their actions. Who is to say that the wizard, standing ready with a spell just in case things got ugly, might not have been necessary? Or that the bard who covered the party's escape route wasn't doing something important? A character who never hefts a sword may still have good advice or important suggestions on better tactics. Furthermore, the wizard and the bard can also learn from the actions of others.
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Individual Experience Awards Player characters also earn experience points for individual deeds, as determined by their class. Generally, each character earns points for doing actions appropriate to his group. Warriors earn additional experience points for defeating creatures. The more difficult the battle, the greater the number of experience points. Wizards earn points for using their spells for specific purposes. The wizard who walks into the woods and casts his spells for no reason doesn't gain experience points; the wizard who casts a lightning bolt at a beholder has used his spell for a purpose. He gains experience points. Wizards also earn experience points for researching new spells and creating magical items. Priests can earn experience points for researching new spells and creating magical items. Priests can earn experience points by spreading their beliefs and using their powers in service of their deity. Rogues, who tend to have a larcenous streak, earn experience points by using their special abilities and finding or earning gold. A character can also earn experience for the player's actions, such as playing the game well. When a player does a good job creating and pretending to be his character, the DM may give the character experience points for good role-playing. If the player is really involved and takes a major part in the game, the DM can give the player's character extra experience points. If the player uses his head to come up with a really good idea, the DM can give the character experience points for his contribution. Finally, a character can earn experience points for successfully completing an adventure or achieving a goal the DM has set. Although a player may have a pretty good idea of what his character is supposed to accomplish, he won't know if he'll be awarded
Chapter 8: Experience experience points for it until his character actually receives them. However, there is no rule that the DM must be consistent in these awards, or even that he must give a character anything at all.
Training Even when a character has earned enough experience to attain the next level, the DM may not allow immediate advancement. He may require the character to receive training to advance. When training, a character studies his skills under a tutor, taking the raw knowledge he has gained and honing it into measurable improvement. On the average, this takes a few weeks (depending on the tutor's ability), and it is normally done during the character's nonadventuring time. A DM can also rule that the circumstances are not appropriate for the character to advance in level, such as when the game session ends with the characters deep in an abandoned mine complex. The party has just finished a battle with a band of gnolls and faces more such encounters before it can reach the surface. The DM rules that the characters receive no experience until they leave the mines, because he doesn't want them to increase in level in the middle of the adventure. He is perfectly justified in doing this. And if the characters live through the adventure, they will undoubtedly profit from it, either in experience points or knowledge gained.
Where's the Specific Info? The preceding text has covered general guidelines as to how and why characters receive experience points. Since the DM actually determines how many XP each character actually receives, the detailed rules for awarding experience are given in the Dungeon Master Guide. 128
Chapter 9: Combat Definitions
The AD&D game is an adventure game designed to give players a feeling of excitement and danger. Characters brave the unknown perils of moldering dungeons and thorncovered wilderness, facing off against hideous monsters and evil villains. Thus, it is important for all players to know the basic rules for handling combat. To create the proper sense of danger and excitement, the rules for combat must be thorough, but they must also be playable and exciting enough to create a vivid picture in the minds of the players. Combat in the AD&D game has to allow many different actions and outcomes--as many as the imagination can produce. Knowing that anything could happen next (because the rules allow it) creates excitement for everyone.
More Than Just Hack-andSlash As important as fighting is to the AD&D game, it isn't the be-all and endall of play. It's just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring--every encounter would be the same. Because there is more to the game than fighting, we'll cover much more than simple hackandslash combat in this chapter. In addition to explaining the basic mechanics of hitting and missing, there are rules here for turning undead, special ways to attack and defend, poison, heroic feats, and more.
Many game terms are used throughout the combat rules. To understand the rules, players must understand these terms, so brief explanations appear below. Further details are provided throughout this chapter. Armor Class (AC) is the protective rating of a type of armor. In some circumstances, AC is modified by the amount of protection gained or lost because of the character's situation. For instance, crouching behind a boulder improves a character's Armor Class, while being attacked from behind worsens his AC. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to -10, the best (very powerful magical armors). The lower the number, the more effective the armor. Shields can also improve the AC of a character (see 'Shields' in Chapter 6: Money and Equipment). Abilities and situations can also affect a character's Armor Class. High Dexterity gives a bonus to Armor Class, for example. But even a character with a Dexterity bonus can have this bonus negated if he is attacked from the rear. Damage is what happens to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points. Each time a character is hit, he suffers points of damage. It could be as little as 1 point to as many as 80 or more. These points are subtracted from the character's current hit point total. When this reaches 0, the character is dead. 130
Initiative determines the order in which things happen in a combat round. Like so many things in the world, initiative is determined by a combination of ability, situation, and chance. At the start of each round of a battle, an initiative roll is made by both sides. This roll can be modified by the abilities of the combatants and by the situation. The person or side with the lower modified die roll acts first. Melee is any situation in which characters are battling each other handto-hand, whether with fists, teeth, claws, swords, axes, pikes, or something else. Strength and Dexterity are valuable assets in melee. Missile combat is defined as any time a weapon is shot, thrown, hurled, kicked, or otherwise propelled. Missile and melee combat have the same basic rules, but there are special situations and modifiers that apply only to missile combat. Saving throws are measures of a character's resistance to special types of attacks-- poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level; Dexterity and general mental fortitude aid in honing combat senses. Experience makes saving throws easier. Surprise can happen any time characters meet another group unexpectedly (monsters, evil knights, peasants, etc.). Surprise is simply what happens when one side--a person or party--is taken unawares, unable to react until they gather their wits. Their opponents, if unsurprised, are allowed a bonus round of action while the surprised characters recover. It's entirely possible for both sides in a given situation to be surprised! Attacking with surprise gives bonuses to the attack roll (see Table 51). A surprised character also has a decreased chance of rolling a successful saving throw, if one is needed.
Chapter 9: Combat Surprise is determined by a die roll and is normally checked at the beginning of an encounter. Surprise is very unpredictable, so there are very few modifiers to the roll. THAC0 is an acronym for 'To Hit Armor Class 0.' This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THAC0 depends on a character's group and level (see Table 53). The THAC0 number can be used to calculate the number needed to hit any Armor Class. THAC0 is refigured each time a character increases in level. Using THAC0 speeds the play of combat greatly.
Rath has reached 7th level as a fighter. His THAC0 is 14 (found on Table 53), meaning he needs to roll a 14 or better to hit a character or creature of Armor Class 0. In combat, Rath, attacking an orc wearing chainmail armor (AC 6), needs to roll an 8 (146=8) to hit the orc. An 8 or higher on 1d20 will hit the orc. If Rath hits, he rolls the appropriate dice (see Table 44) to determine how much damage he inflicts.
The example above is quite simple--in a typical AD&D game combat situation, THAC0 is modified by weapon bonuses, Strength bonuses, and the like (the next section 'Modifiers to the Attack Roll,' lists the specifics of these The Attack Roll modifiers). Figure Strength and weapon At the heart of the combat system modifiers, subtract the total from the is the attack roll. This is the die roll that base THAC0, and record this modified determines whether an attack succeeds THAC0 with each weapon on the or fails. The number a player needs in character sheet. Subtract the target's order to make a successful attack roll is Armor Class from this modified THAC0 also called the 'to-hit' number. when determining the to-hit number. Attack rolls are used for attacks with swords, bows, rocks, and other Rath is still a 7th-level fighter. weapons, as well as blows from fists, He has a Strength of 18/80 (which gives tackling, and other hand-to-hand attacks. him a +2 bonus to his attack roll). He Attack rolls are also used to resolve a fights with a long sword +1. His THAC0 variety of potentially injury-causing is 14, modified to 12 by his Strength and actions that require accuracy (for to 11 by his weapon. If attacking the orc example, throwing a rock at a small from the earlier example, Rath would target or tossing a sword to a party have to roll a 5 or higher on 1d20 in member in the middle of a fight). order to hit (11-6=5). Again, table 44 would tell him how much damage he Figuring the To-Hit inflicts with his weapon (this information should also be written on Number his character sheet). The first step in making an attack roll is to find the number needed to hit The DM may also throw in the target. Subtract the Armor Class of situational modifiers, (for example, a the target from the attacker's THAC0. bonus if the target is struck from behind, (Remember that if the Armor Class is a or a penalty if the target is crouching negative number, you add it to the behind a boulder). If the final, modified attacker's THAC0.) The character has to die roll on 1d20 is equal to or greater roll the resulting number, or higher, on than the number needed to hit the target, 1d20 to hit the target. the attack succeeds. If the roll is lower than that needed, the attack fails.
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Modifiers to the Attack Roll In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers: A character's Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a spear or an axe). A positive Strength modifier can be applied to bows if the character has a special bow made for him, designed to take advantage of his high Strength. Characters with Strength penalties always suffer them when using a bow weapon. They simply are not able to draw back the bowstring far enough. Characters never have Strength modifiers when using crossbows--the power of the shot is imparted by a machine, not the player character. Magical items: The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character's chance to hit by one. A suit of chain mail +1 improves the Armor Class of the character by one (which means you subtract one from the character's AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Table 51 lists some standard combat modifiers. Positive numbers are bonuses for the attacker; negative numbers are penalties.
Chapter 9: Combat Table 51:
Combat Modifiers Attack Roll Situation Attacker on higher ground Defender invisible Defender off-balance Defender sleeping or held Defender stunned or prone Defender surprised Missile fire, long range Missile fire, medium range Rear attack
Modifier +1 -4 +2 Automatic* +4 +1 -5 -2 +2
*If the defender is attacked during the course of a normal melee, the attack automatically hits and causes normal damage. If no other fighting is going on (i.e., all others have been slain or driven off), the defender can be slain automatically.
Weapon Type vs. Armor Modifiers (Optional Rule) Not all weapons perform the same. If they did, there would be no need for the wide variety of weapons that exists. Only one form of each weapon type, the most useful one, would be used throughout the world. This is obviously not the case. Aside from the differences in size, weight, length, and shape, certain types of weapons are more useful against some types of armor than others. Indeed, the different armors and weapons of the world are the result of an ancient arms race. Every new weapon led to the development of a new type of armor designed to counter it. This led to new weapons, which led to new armor, and so on. In the AD&D game, weapons fall into several categories, based on how they are used. The basic categories are slashing, piercing, and bludgeoning. Slashing weapons include swords, axes, and knives. Damage is caused by the combination of weight,
muscle, and a good sharp edge. Piercing weapons (some swords, spears, pikes, arrows, javelins, etc.) rely on the penetrating power of a single sharp point and much less on the weight of the weapon. Bludgeoning weapons (maces, hammers, and flails) depend almost entirely on the impact caused by weight and muscle. A few weapons, particularly some of the more exotic polearms, fall into more than one of these categories. A halberd can be used as a pole-axe (a slashing weapon) or as a short pike (a piercing weapon). The versatility of these weapons provides the user with a combat advantage, in that the mode most favorable to the attacker can be used, depending upon the situation. Natural weapons can also be classified according to their attack type. Claws are slashing weapons; a bite pierces; a tail attack bludgeons. The DM must decide which is most appropriate to the creature and method of attack. Armor types, in turn, have different qualities. Field plate is more effective, overall, than other armors by virtue of the amount and thickness of the metal, but it still has specific weaknesses against certain classes of weapons. Table 52 lists the weapon vs. armor modifiers applied to the attacker's THAC0, if this optional system is used. To use this table, the actual armor type of the target must be known in addition to the target's Armor Class. The bonuses of magical armor do not change the type of armor, only the final Armor Class. This system is used only when attacking creatures in armor. The modifiers are not used when attacking creatures with a natural Armor Class.
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Table 52:
Weapon Type vs. Armor Modifiers Armor Type Slash Banded mail +2 Brigandine +1 Chain mail* +2 Field Plate +3 Full Plate +4 Leather armor** 0 Plate mail +3 Ring mail +1 Scale mail 0 Splint mail 0 Studded leather +2
Pierce 0 +1 0 +1 +3 -2 0 +1 +1 +1 +1
Bludgeon +1 0 -2 0 0 0 0 0 0 +2 0
* Includes bronze plate mail ** Includes padded armor and hides
Impossible To-Hit Numbers Sometimes the attacker's to-hit number seems impossible to roll. An attack may be so difficult it requires a roll greater than 20 (on a 20-sided die!), or so ridiculously easy it can be made on a roll less than 1. In both cases, an attack roll is still required! The reason is simple: With positive die roll modifiers (for magic, Strength, situation, or whatever), a number greater than 20 can be rolled. Likewise, die roll penalties can push the attack roll below 0. No matter what number a character needs to hit, a roll of 20 is always considered a hit and a roll of 1 is always a miss, unless the DM rules otherwise. Under most circumstances, a natural 20 hits and a natural 1 misses, regardless of any modifiers applied to the die roll. Thus, even if a character's chance to hit a monster is 23 and the character has a -3 penalty applied to the die roll, he might be able to score a hit--but only if the die roll is a 20 before any modifiers are applied. Likewise, a character able to hit a monster on a 3 or
Chapter 9: Combat Table 53:
CALCULATED THAC0S Group Priest Rogue Warrior Wizard
1 20 20 20 20
2 20 20 19 20
3 20 19 18 20
4 18 19 17 19
5 18 18 16 19
6 18 18 15 19
7 16 17 14 18
8 16 17 13 18
9 16 16 12 18
Table 54:
THAC0 Advancement
10 14 16 11 17
Level 11 12 14 14 15 15 10 9 17 17
13 12 14 8 16
14 12 14 7 16
15 12 13 6 16
16 10 13 5 15
17 10 12 4 15
Combat and Encounters
Encounters are the heart of the AD&D game. Since encounters with Group monsters and NPCs often lead to Priest combat, an understanding of what Rogue happens during battles is vital for Warrior everyone. There are several factors the Wizard DM will consider in any combat, most of which arise from the circumstances of better, waving a sword +4, could still the encounter. Is anyone surprised? How miss if a 1 is rolled on the die. far apart are the opponents? How many There are no sure things, good or of them are there? Answers to these bad, in the unpredictable chaos of questions are found in the Encounter combat situations. section of the DMG. These are questions common to all encounters, whether combat occurs or not. Calculating THAC0 Improvement Rate Points/Level 2/3 1/2 1/1 1/3
To make an attack roll, the character's THAC0 must be known. This depends on the group and level, if the attacker is a player character or NPC, or the Hit Dice if the attacker is a monster or an animal. All 1st-level characters have THAC0s of 20, regardless of class. For a character of level 1 through level 20, consult Table 53. This table lists the THAC0 number of each group through 20th level, so players don't have to perform any calculations. For a character higher than 20th level, find the Improvement Rate for the character's group in Table 54. There you'll find the number of levels a character must advance to reduce his THAC0 by 1 (or more) points. Calculate the character's THAC0 according to his level. The DMG contains the information on monster THAC0s.
The Combat Round If an encounter escalates into a combat situation, the time scale of the game automatically goes to rounds (also called melee rounds or combat rounds). Rounds are used to measure the actions of characters in combat (or other intensive actions in which time is important). A round is approximately one minute long. Ten combat rounds equal a turn (or, put another way, a turn equals 10 minutes of game time). This is particularly important to remember for spells that last for turns, rather than rounds. But these are just approximations--precise time measurements are impossible to make in combat. An action that might be ridiculously easy under normal circumstances could become an undertaking of truly heroic scale when attempted in the middle of a furious, chaotic battle. 133
18 10 12 3 15
19 8 11 2 14
20 8 11 1 14
Imagine the simple act of imbibing a healing potion. First, a character decides to drink the potion before retiring for the night. All he has to do is get it out of his backpack, uncork it, and drink the contents. 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 situation to see if anyone else can get the potion out for him, but, not surprisingly, everyone is rather busy. So, sword in one hand, he shrugs one strap of the pack off his shoulder. Then, just as two orcs leap toward him, the other strap threatens to slip down, entangling his sword arm. Already the loose strap keeps him from fully using his shield. Holding the shield as best as possible in front of him, he scrambles backward to avoid the monsters' first wild swings. He gets pushed back a few more feet when a companion shoulders past to block their advance. His companion bought him a little time, so he kneels, lays down his sword, and slips the backpack all the way off. Hearing a wild cry, he instinctively swings his shield up just in time to ward off a glancing blow. Rummaging through the pack, he finally finds the potion, pulls it out, and, huddling behind his shield, works the cork free. Just then there is a flash of flame all around him—a fireball! He grits his teeth against the heat, shock, and pain and tries to remember not to crush or spill the potion vial. Biting back the pain of the flames, he is relieved to see the potion is still intact.
Chapter 9: Combat Quickly, he gulps it down, reclaims his sword, kicks his backpack out of the way, and runs back up to the front line. In game terms, the character withdrew, was missed by one attacker, made a successful saving throw vs. spell (from the fireball), drank a potion, and was ready for combat the next round.
• Recover a dropped weapon There are also actions that take a negligible amount of time, things the character does without affecting his ability to perform a more important task. Examples of these include the following:
• Shout warnings, brief instructions, or for surrender, but not What You Can Do in One demands conversations where a reply is expected. Round • Change weapons by dropping one and Whatever the precise length of a drawing another. combat round, a character can • Drop excess equipment, such as accomplish only one basic action in that backpacks, lanterns, or torches. round, be it making an attack, casting a spell, drinking a potion, or tending to a The Combat Sequence fallen comrade. The basic action, In real life, combat is one of the however, may involve several lesser closest things to pure anarchy. Each side actions. is attempting to harm the other, When making an attack, a essentially causing disorder and chaos. character is likely to close with his Thus, combats are filled with opponent, circle for an opening, feint unknowns--unplanned events, failed here, jab there, block a thrust, leap back, attacks, lack of communication, and and perhaps finally make a telling blow. general confusion and uncertainty. A spellcaster may fumble for his However, to play a battle in the game, it components, dodge an attacker, mentally is necessary to impose some order on the review the steps of the spell, intone the actions that occur. Within a combat spell, and then move to safety when it is round, there is a set series of steps that all done. It has already been shown what must be followed. These steps are: drinking a potion might entail. All of these things might happen in a bit less 1. The DM decides what actions the than a minute or a bit more, but the monsters or NPCs will take, including standard is one minute and one action to casting spells (if any). the round. 2. The players indicate what their Some examples of the actions a characters will do, including casting character can accomplish include the spells (if any). following: Make an attack (make attack 3. Initiative is determined. rolls up to the maximum number 4. Attacks are made in order of initiative. allowed the character class at a given level) These steps are followed until the combat ends--either one side is defeated, • Cast one spell (if the casting time is surrenders, or runs away. one round or less) NPC/Monster Determination: • Drink a potion In the first step, the DM secretly decides • Light a torch in general terms what each opponent will • Use a magical item do--attack, flee, or cast a spell. He does • Move to the limit of his movement rate not announce his decisions to the • Attempt to open a stuck or secret door players. If a spell is to be cast, the DM • Bind a character's wounds picks the spell before the players • Search a body announce their characters' actions. • Hammer in a spike 134
Player Determination: Next, the players give a general indication of what their characters are planning to do. This does not have to be perfectly precise and can be changed somewhat, if the DM decides circumstances warrant. If the characters are battling goblins, a player can say, 'My fighter will attack' without having to announce which goblin he will strike. If the characters are battling a mixed group of goblins and ogres, the player has to state whether his character is attacking goblins or ogres. Spells to be cast must also be announced at this time and cannot be changed once the initiative die is rolled. Before moving on, the DM will make sure he has a clear idea of not only what the player characters are doing, but also what actions any hirelings and henchmen are taking. Once he has a clear view of everything that's likely to happen, the DM can overrule any announced action that violates the rules (or in the case of an NPC, is out of character). He is not required to overrule an impossible action, but he can let a character attempt it anyway, knowing full well the character cannot succeed. It is not the DM's position to advise players on the best strategies, most intelligent actions, or optimum maneuvers for their characters. Initiative: In the third step, dice are rolled to determine initiative, according to the rules for initiative (see 'Initiative' below). Resolution: In the last step, PCs, NPCs, and monsters make their attacks, spells occur, and any other actions are resolved according to the order of initiative. The above sequence is not immutable. Indeed, some monsters violate the standard sequence, and some situations demand the application of common sense. In these cases the DM's word is final.
Chapter 9: Combat Rath is leading a party through the corridors of a dungeon. Right behind him are Rupert and Delsenora. Rounding a bend, they see a group of orcs and trolls about 20 feet away. No one is surprised by the encounter. The DM has notes telling him the orcs are hesitant. He secretly decides that they will fall back and let the trolls fight. The trolls, able to regenerate, are naturally overconfident and step forward to the front rank (cursing the orcs at the same time) and prepare to attack. Turning to the players, the DM asks, 'What are you going to do?'
Initiative
The initiative roll determines who acts first in any given combat round. Initiative is not set, but changes from round to round (combat being an uncertain thing, at best). A character never knows for certain if he will get to act before another. Initiative is normally determined with a single roll for each side in a conflict. This tells whether all the members of the group get to act before or after those of the other side(s). There are also two optional methods that can be used to determine initiative. Each of these optional Harry (playing Rath, a dwarf who hates methods breaks the group action down orcs): 'Orcs?--CHARGE!' into more individual initiatives. Anne (playing Delsenora the wizard): However, the general method of 'Uh--what!? Wait--don't do that . . . I determining initiative remains the same was going to . . . now I can't use a in all cases. fireball.' DM: 'Rath is charging forward. Quick-Standard Initiative what are you doing?' Jon (playing Rupert, the half-elf, to Procedure Anne): 'Cast a spell! (To DM) Can I fire To determine the initiative order my bow over him?' for a round of combat, roll 1d10 for each DM: 'Sure, he's short.' side in the battle. Normally, this means Jon: 'OK, I'll shoot at orcs.' the DM rolls for the monsters (or NPCs), DM: 'Anne, tell me what Delsenora's while one of the players rolls for the PC doing or she'll lose the round trying to party. Low roll wins initiative. If more make up her mind!' than two sides are involved in combat, Anne: 'Got it!--Acid arrow spell at the the remaining sides act in ascending lead troll.' order of initiative. DM: 'Fine. Harry, Rath is in front. Roll If both (or all) sides roll the same for initiative.' number for initiative, everything happens simultaneously--all attack rolls, damage, spells, and other actions are completed before any results are applied. It is possible for a wizard to be slain by goblins who collapse from his sleep spell at the end of the round.
Table 55:
Standard Modifiers to Initiative Specific Situation Modifier Hasted -2 Slowed +2 On higher ground -1 Set to receive a charge -2 Wading or slippery footing +2 Wading in deep water +4 Foreign environment* +6 Hindered (tangled, climbing, held) +3 Waiting (see p. 112) +1 *This applies to situations in which the party is in a completely different environment (swimming underwater without the aid of a ring of free action, for example). Everyone in the party who will be involved in the round's action must qualify for the modifier. For example, all members of a party must be on higher ground than the opposition in order to get the higher ground modifier. The DM will probably ask each player where his character is standing in order to clarify this. The side with the lowest modified roll on 1d10 has the initiative and acts first.
The DM decides that one initiative roll is sufficient for each group and no modifiers are needed for either group. (Although Rath is charging, the orcs and trolls are too busy rearranging their lines to be set to receive his charge and so the -2 to receive charge is not used.) Harry, rolling for the player characters, gets a 7 on a 10-sided die. The DM rolls Initiative Modifiers a 10. The player characters, having the Situational factors can affect who lowest number, act first. has initiative. To reflect this, modifiers Delsenora's acid arrow strikes one of are added to or subtracted from the the trolls just as Rath takes a swing at initiative die roll. the last of the fleeing orcs. A bowshot from Rupert drops another one of the creatures as it takes its position in the 135
Chapter 9: Combat second rank. Now the monsters strike back. The orcs manage to finish forming their line. Enraged by the acid, the lead troll tears into Rath, hurting him badly. The others swarm around him, attempting to tear him limb from limb. Table 56:
Optional Modifiers to Initiative Specific Situation Modifier Attacking with weapon Weapon speed Breath weapon +1 Casting a spell Casting time Creature size (Monsters attacking with natural weapons only)* Tiny 0 Small +3 Medium +3 Large +6 Huge +9 Gargantuan +12 Innate spell ability +3 Magical Items** Miscellaneous Magic +3 Potion +4 Ring +3 Rods +1 Scroll Casting time of spell Stave +2 Wand +3 *This applies only to creatures fighting with natural weapons--claws, bites, etc. Creatures using weaponry use the speed factor of the weapon, regardless of the creature's size. **Use the initiative modifier listed unless the item description says otherwise.
Group Initiative (Optional Rule)
admittedly, a simplification, a way to keep down the number of die rolls required in a single round, allowing for much faster combat. However, the actions of different characters, the types of weapons they use, and the situation can all be factors in determining initiative. Using this optional method, one initiative die roll is still made for each side in the fight. However, more modifiers are applied to this roll, according to the actions of individual characters. These modifiers are listed on Table 56. Some of the modifiers depend on ability, spell, and weapon. Characters casting spells (but not monsters using innate abilities) must add the spellcasting time to the die roll. Characters attacking with weapons add the weapons' speed factors to the die roll (see the equipment lists in Chapter 6: Money and Equipment). All other modifiers are applied according to each individual's situation. In the second round of the combat, the DM decides to use the modified group initiative. Rath is surrounded by trolls and not in the best of health. The rest of the party has yet to close with the monsters. The DM decides that one troll will continue attacking Rath, with the help of the orcs, while the other trolls move to block reinforcements. In particular, the troll burned by the acid arrow is looking for revenge. The DM then turns to the players for their actions. Players (all at once): 'I'm going to . . .' 'Is he going? . . .' 'I'm casting a . . .' DM (shouting): 'One at a time! Rath?' Harry: 'I'll blow my horn of blasting.' DM: 'It'll take time to dig it out.' Harry: 'I don't care, I'm doing it.'
Some people believe that using a Jon: 'Draw my sword and attack one of single initiative roll for everyone on the the trolls!' same side is too unrealistic. It is, DM: 'Anne?' Anne (not paying attention to the other two): 'Cast a fireball.' 136
Harry and Jon: 'NO! DON'T!' DM: 'Well, is that what you're doing? Quickly!' Anne: 'No. I'll cast a haste spell! Centered on me, so Rupert and Rath are just at the edge.' DM: 'Okay. Harry, roll initiative and everyone modify for your actions.' Harry rolls 1d10 and gets a 6. The DM rolls for the monsters and gets a 5. Each person's initiative is modified as follows: Rath is using a miscellaneous magical item (modifier +3). His modified initiative is 9 (6+3=9). Rupert is using a bastard sword +1 with two hands (weapon speed 7 instead of 8 because of the +1). His modified initiative is 13 (6+7=13). Delsenora is casting a spell (haste spell, casting time 3). Her modified initiative is the same as Rath's, 9. The trolls are attacking with their claws and bites (large creatures attacking with natural weapons +6). Their modified initiative is 11 (5+6=11). The orcs are using long swords (weapon speed 5). Their modified initiative is 10 (5 + 5 = 10). After all modified initiatives are figured, the combat round goes as follows: Delsenora (initiative 9) completes her spell at the same time that Rath (9) brings the house down on the orcs with his horn of blasting. The orcs (initiative 10) would have gone next, but all of them have been crushed under falling rock. The three trolls (initiative 11) are unfazed and attack, one at Rath and the other two springing forward, hitting Delsenora and missing Rupert. Finally, Rupert (initiative 13) strikes back. He moved too slowly to block one troll's path to Delsenora, but manages to cut off the second. Things look very grim for the player characters.
Chapter 9: Combat Rupert rolls a 2 and has a weapon speed of 7 and is hasted (-2) for a modified initiative of 7 (2+7-2=7). This method of determining Rupert's troll rolls a 5 and modifies this initiative is the same as that just given by +6 for an 11 (5+6=11). earlier, except that each PC, NPC, and Delsenora is very unlucky and rolls a 9. monster involved in the fight rolls and Since she is casting a spell, she gains no then modifies his own initiative roll. benefit from the haste spell, this round. This gives combat a more realistic feel, She has a casting time of 1 for a total of but at the expense of quick play. 10 (9+1=10). To players, it may not seem like The troll fighting Delsenora is very too much for each to roll a separate quick and rolls a 1, modified to 7 initiative die, but consider the (1+6=7). difficulties: Imagine a combat between The order of attacks is: Rath (initiative six player characters (each controlled by 0) strikes with his hammer. Rupert and a player) and five hirelings and the two trolls (attacking Rath and henchmen against 16 hobgoblins and Delsenora, all initiative 7) attack five ogres (all of which must be rolled immediately after. Rupert hits. The troll by the DM). attacking Rath misses, but Delsenora is Furthermore, each die roll must hit. Delsenora's spell (initiative 10) be modified according to each would normally happen next, but instead individual's actions. The resulting rolls it fizzles, her concentration ruined by the make every combat round a major blow from the troll. Next, Rupert's troll calculation. attacks and misses. Because of the haste This method is not recommended spell, Rath and Rupert now attack again for large-scale combats. It is best used (in order of initiative), Rath first, then with small battles in which characters on Rupert. the same side have vastly different speeds. Multiple Attacks and
Individual Initiative (Optional Rule)
(or subsequent) attack roll is made. Take, for example, a fighter who can attack twice per round, and say he's battling creatures that can only make one attack. The fighter wins initiative. He makes his first attack according to the rolled initiative order. Then each creature gets its attack. Finally, the fighter gets his second attack. If fighters on both sides in a battle were able to attack twice in the round, their first attacks would occur according to the initiative roll. Their second attacks would come after all other attacks, and would then alternate according to the initiative roll.
Spellcasting and Initiative
Casting times for spells can modify initiative rolls, creating a realistic delay for the spellcaster. When a spell's 'Casting Time' parameter is given as a number without any units (for example, rounds or turns), then that number is added to the caster's initiative roll to determine his modified initiative. When a spell requires a round or more to cast, a normal initiative roll is not made--a spell requiring one round to cast takes effect at the end of the current Initiative In the third round of combat, the round, after all other actions are DM decides to use individual initiatives. Often combat involves creatures completed. Each character is involved in his own or characters able to attack more than Spells that require more than one fight and there aren't too many to deal once in a single round. This may be due round to cast involve some bookkeeping. with. Cut off from retreat by fallen rock, to multiple attack forms (claws and bite), The DM or one of the players must keep the trolls attack. The DM asks the skill with a weapon, or character level. track of the rounds spent in casting. If players their intentions. No matter what the reason, all multiple the spellcasting character is disturbed attacks are handled by one of two during this time, the spell is lost. If all Harry: 'Hit him with my hammer +4!' methods. goes well, the spell takes effect at the Rupert: 'Chop him up.' When multiple attacks are the very end of the last round of the required Anne (now in serious trouble): 'Cast a result of different attack forms--claws casting time. Thus, a spell requiring 10 burning hands spell.' and a bite or bite and tail or a ranger minutes to cast would require 10 combat with his two-weapon combat ability for rounds, and wouldn't take effect until the Each character or monster now rolls example--the attacks all occur at the very end of the 10th round. 1d10. The rolls and modified results are: same time. The creature resolves all of Rath rolls a 2 and is attacking with his its attacks in initiative order. hammer (weapon speed 0 instead of 4 When the attacks are true due to +4) and is hasted (-2), so his multiples--using the same weapon more modified initiative is 0. than once--as in the case of a highly Rath's troll rolls a 1 and is attacking skilled fighter, the attacks are staggered. with natural weapons (+6 modifier) for Everyone involved in the combat a total of 7 (1+6=7). completes one action before the second 137
Chapter 9: Combat Magical Weapon Speeds Magical weapons are easier to wield in combat than ordinary ones. Each time a character swings a Maybe the weapon is lighter or better weapon, he places himself out of balanced than normal; maybe it just pulls position to make his next attack. the character into the proper position of Swinging a hammer is not as simple as its own volition. Whatever the cause, tapping in a nail. A war hammer is each bonus point conferred by a magical heavy. Swing it in one direction and it weapon reduces the speed factor of that pulls in that direction. It has to be weapon by 1. (A sword +3 reduces the brought under control and repositioned weapon speed factor by 3, for example.) before it can be swung again. The user When a weapon has two bonuses, the must regain his balance and plant his feet lesser one is used. No weapon can have a firmly. Only after doing all this is he speed factor of less than 0. ready for his next attack. Compare how quickly someone Attacking with Two can throw a punch to the amount of time Weapons required to swing a chair to get a good idea of what weapon speed factors are A tricky fighting style available about. only to warriors and rogues is that of Weapon speed factors slow the fighting with two weapons speed of a character's attack. The higher simultaneously. The character chooses the weapon speed factor, the heavier, not to use a shield in favor of another clumsier, or more limited the weapon is. weapon, granting him a greater number For the most part, weapon speed factors of attacks, with a penalty to his attack apply to all creatures using manufactured rolls (rangers are exempt from the attack weapons. The speed factor of a weapon roll penalty). is added to the initiative roll of the When using a second weapon in character to get his modified initiative his off-hand, a character is limited in his roll. weapon choice. His principal weapon Thus, if the DM decides to use can be whatever he chooses, provided it weapon speed factors for player can be wielded with one hand. The characters, they should also be used for second weapon must be smaller in size giants, orcs, centaurs, and the like. and weight than the character's main Otherwise the DM isn't being fair to the weapon (though a dagger can always be players. However, creatures with natural used as a second weapon, even if the weapons are not affected by weapon primary weapon is also a dagger). A speed. fighter can use a long sword and a short Their attacks are natural sword, or a long sword and a dagger, but extensions of their bodies, giving them he cannot use two long swords. Nor can much faster recovery and reaction times. the character use a shield, unless it is kept strapped onto his back. When attacking, all characters but rangers suffer penalties to their attack rolls. Attacks made with the main weapon suffer a -2 penalty, and attacks made with the second weapon suffer a -4 penalty. The character's Reaction Adjustment (based on his Dexterity, see Table 2) modifies this penalty. A low Dexterity score will worsen the character's chance to hit with each 138
Weapon Speed and Initiative (Optional Rule)
attack. A high Dexterity can negate this particular penalty, although it cannot result in a positive modifier on the attack rolls for either weapon (i.e., the Reaction Adjustment can, at best, raise the attack roll penalties to 0). The use of two weapons enables the character to make one additional attack each combat round, with the second weapon. The character gains only one additional attack each round, regardless of the number of attacks he may normally be allowed. Thus, a warrior able to attack 3/2 (once in the first round and twice in the second) can attack 5/2 (twice in the first round and three times in the second).
Movement in Combat Since a round is roughly a minute long, it should be easy for a character to move just about anywhere he wants during the course of the round. After all, Olympic-class sprinters can cover vast amounts of ground in a minute. However, a character in an AD&D game is not an Olympic sprinter running in a straight line. He is trying to maneuver through a battle without getting killed. He is keeping his eyes open for trouble, avoiding surprise, watching his back, watching the backs of his partners, and looking for a good opening, while simultaneously planning his next move, sometimes through a haze of pain. He may be carrying a load of equipment that slows him down significantly. Because of all these things, the distance a character can move is significantly less than players generally think. In a combat round, a being can move up to 10 times its movement rating (see Chapter 14: Time and Movement) in feet. Thus, if a character has a movement rating of 9, he can move up to 90 feet in a round. However, the types of moves a character can make during combat are somewhat limited.
Chapter 9: Combat Movement in Melee The basic move is to get closer for combat--i.e., move close enough to an enemy to attack. This is neither a blind rush nor a casual stroll. Instead, the character approaches quickly but with caution. When closing for combat, a character can move up to half his allowed distance and still make a melee attack.
Movement and Missile Combat Rather than slug it out toe to toe with an opponent, a character can move up to one-half his normal movement rate and engage in missile fire at half his normal rate of fire. Thus, a man capable of moving 120 feet and armed with a long bow (two shots per round, under normal circumstances) could move 60 feet and still fire one shot. The same man, armed with a heavy crossbow (one shot every other round) would be able to shoot only once every four rounds while on the move.
Charging an Opponent A character can also charge a foe. A charge increases the character's movement rate by 50% and enables the character to make an attack at the end of his movement. A charging character also gains a +2 bonus to his attack roll, mainly from momentum. Certain weapons (such as a lance) inflict double the rolled damage in a charge. However, charging gives the opponents several advantages. First, they gain a -2 bonus to their initiative rolls. Second, charging characters gain no Dexterity bonuses to Armor Class and they suffer an AC penalty of 1. Finally, if the defender is using a spear or polearm weapon and sets it against the charge (bracing the butt against a stone or his foot), he inflicts double damage on a successful hit.
throws. Overbearing is simply trying to pull down an opponent by sheer mass or To get out of a combat, characters weight of numbers, pinning him to the can make a careful withdrawal or they ground. can simply flee. Withdrawing: When making a withdrawal, a character carefully backs away from his opponent (who can choose to follow). The character moves up to 1/3 his normal movement rate. If two characters are fighting a single opponent and one of them decides to withdraw, the remaining character can block the advance of the opponent. This is a useful method for getting a seriously injured man out of a combat. Fleeing: To flee from combat, a character simply turns and runs up to his full movement rate. However, the fleeing Punching and Wrestling character drops his defenses and turns These are the most basic of his back to his opponent. combat skills, unknowingly practiced by The enemy is allowed a free attack (or multiple attacks if the creature almost all children as they rough and has several attacks per round) at the rear tumble with each other. Thus, all characters, regardless of class, are of the fleeing character. This attack is assumed to be somewhat proficient in made the instant the character flees: It both these forms of fighting. doesn't count against the number of Punching occurs when a attacks that opponent is allowed during character attacks with his fists. No the round, and initiative is irrelevant. weapons are used, although the character The fleeing character can be pursued, unless a companion blocks the can wear an iron gauntlet or similar item. Wrestling requires both hands free, advance of the enemy. unencumbered by shields and the like. When punching or wrestling, a Attacking Without normal attack roll is made. The normal Killing Armor Class of the target is used. If a There are times when a character character is attempting to wrestle in armor, the modifiers on Table 57 are wants to defeat another being without used (these are penalties to the attacker's killing it. A companion may have been charmed into attacking his friends (and attack roll). Normal modifiers to the his friends don't want to kill him to save attack roll are also applied. Penalties for being held or themselves!); an enemy may have attacking a held opponent do not apply information the PCs can get only by subduing him; characters may simply see to wrestlers. Wrestling involves a lot of holding and twisting as it is, and the the monetary value of bringing back a damage resolution system for punching real, live monster. Whatever the case, and wrestling takes this into account. sooner or later characters are going to try. There are three types of nonlethal attacks--punching, wrestling, and overbearing. Punching is basic barefisted fighting. Wrestling is the classic combination of grappling, holds, and 139
Retreat
Chapter 9: Combat Table 57:
Armor Modifiers for Wrestling Armor Modifier Studded leather Chain, ring, and scale mail Banded, splint, and plate mail Field plate armor Full plate armor
If the attack roll is successful, consult Table 58 to find the result of the attack: Crossindex the character's modified attack roll with the proper attack form. If, for example, a character successfully punched with an 18, the -1 result would be a rabbit punch (if he -2 rolled an 18 on a successful wrestling -5 attempt, the result would be a kick). -8 Punching and wrestling attacks can -10 succeed on attack rolls of 1 or less (exceptions to the general rule).
Table 58:
Punching and Wrestling Results Attack Roll 20+ 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Less than 1
Punch Haymaker Wild swing Rabbit punch Kidney punch Glancing blow Jab Uppercut Hook Kidney punch Hook Glancing blow Combination Uppercut Combination Jab Glancing blow Rabbit punch Hook Uppercut Wild swing Haymaker
Damage 2 0 1 1 1 2 1 2 1 2 1 1 1 2 2 1 2 2 2 0 2
% KO 10 1 3 5 2 6 8 9 5 10 3 10 9 10 8 3 5 12 15 2 25
Wrestle Bear hug* Arm twist Kick Trip Elbow smash Arm lock* Leg twist Leg lock Throw Gouge Elbow smash Leg lock* Headlock* Throw Gouge Kick Arm lock* Gouge Headlock* Leg twist Bearhug*
*Hold can be maintained from round to round, until broken. Punch: This is the type of blow landed. In game terms, the type of blow has little effect, but using the names adds spice to the battle and makes the DM's job of describing the action easier. Damage: Bare-handed attacks cause only 1 or 2 points of damage. Metal gauntlets, brass knuckles, and the like cause 1d3 points of damage. A character's Strength bonus, if any, does apply to punching attacks.
Punching damage is handled a little differently than normal damage. Only 25% of the damage caused by a bare-handed attack is normal damage. The remaining 75% is temporary. For the sake of convenience, record punching damage separately from other damage and calculate the percentage split at the end of all combat. If a character reaches 0 hit points due to punching attacks (or any 140
combination of punching and normal attacks), he immediately falls unconscious. A character can voluntarily pull his punch, not causing any hit point damage, provided he says so before the damage is applied to his enemy. There is still a chance of a knockout. % K.O.: Although a punch does very little damage, there is a chance of knocking an opponent out. This chance
Chapter 9: Combat is listed on the table as '% K.O.' If this number or less is rolled on percentile dice, the victim is stunned for 1d10 rounds. Wrestle: This lists the action or type of grip the character managed to get. Wrestling moves marked with an asterisk (*) are holds maintained from round to round, unless they are broken. A hold is broken by a throw, a gouge, the assistance of another person, or the successful use of a weapon. (Penalties to the attack roll apply to weapon attacks by a character who is in a hold.) All wrestling moves inflict 1 point of damage plus Strength bonus (if the attacker desires), while continued holds cause cumulatively 1 more point of damage for each round they are held. A head lock held for six rounds would inflict 21 points of damage total (1+2+3+4+5+6). Remember, this is the equivalent of pressing hard on a fullnelson headlock for roughly six minutes!
Overbearing Sometimes the most effective attack is simply to pull an opponent down by sheer numbers. No attempt is made to gain a particular hold or even to harm the victim. The only concern is to pin and restrain him. To overbear an opponent, a normal attack roll is made. For every level of size difference (1 if a Large attacker takes on a Medium defender, for example), the attack roll is modified by 4 (+4 if the attacker is larger; -4 if the defender is larger). The defender also gains a benefit if it has more than two legs: a -2 penalty to the attacker's roll for every leg beyond two. There is no penalty to the defender if it has no legs. A lone orc attempting to pull down a horse and rider would have at least a -8 penalty applied to the attack roll (-4 for size and -4 for the horse's four legs). If the attack succeeds, the opponent is pulled down. A character can be pinned if further successful overbearing attacks are rolled each
round. For pinning purposes, do not use the prone modifier to combat (from Table 51). If multiple attackers are all attempting to pull down a single target, make only one attack roll with a +1 bonus for each attacker beyond the first. Always use the to-hit number of the weakest attacker to figure the chance of success, since cooperation always depends on the weakest link. Modifiers for size should be figured for the largest attacker of the group. A giant and three pixies attempting to pull down a man would use the pixies' attack roll, modified by +3 for three extra attackers and +8 for the size difference of the giant (Huge) and the man (Medium).
with the flat of the blade, for example). This is not as easy as it sounds, however. First, the character must be using a weapon that enables him to control the damage he inflicts. This is impossible with an arrow or sling. It isn't even feasible with a war hammer or mace. It can be done with swords and axes, as long as the blade can be turned so it doesn't cut. Second, the character has a -4 penalty to his attack roll, since handling a weapon in this way is clumsier than usual. The damage from such an attack is 50% normal; one-half of this damage is temporary.
Weapons In Nonlethal Combat As you might expect, weapons have their place in nonlethal combat, whether a character is defending or pressing the attack. Weapons in Defense: A character attempting to punch, wrestle, or overbear an armed opponent can do so only by placing himself at great risk. Making matters worse, an armed defender is automatically allowed to strike with his weapon before the unarmed attack is made, regardless of the initiative die roll. Furthermore, since his opponent must get very close, the defender gains a +4 bonus to his attack and damage rolls. If the attacker survives, he can then attempt his attack. Those involved in a wrestling bout are limited to weapons of small size after the first round of combat--it's very difficult to use a sword against someone who is twisting your sword arm or clinging to your back, trying to break your neck. For this reason, nearly all characters will want to carry a dagger or knife. Nonlethal Weapon Attacks: It is possible to make an armed attack without causing serious damage (striking 141
Nonlethal Combat and Creatures When dealing with nonhumanoid opponents, a number of factors must be considered. First, unintelligent creatures, as a rule, never try to grapple, punch, or pull down an opponent. They cheerfully settle for tearing him apart, limb by limb. This, to their small and animalistic minds, is a better solution. Second, the natural weapon of a creature are always usable. Unlike men with swords, a lion or a carnivorous ape doesn't lose the use of its teeth and fangs just because a character is very close to it. Finally, and of greatest importance, creatures tend to be better natural fighters than humans. All attacks for a tiger are the same as punching or wrestling. It's just that the tiger has claws! Furthermore, a tiger can use all of its legs effectively--front and back.
Chapter 9: Combat Touch Spells and Combat Many spells used by priests and wizards take effect only when the target is touched by the caster. Under normal circumstances, this is no problem--the spellcaster reaches out and touches the recipient. However, if the target is unwilling, or the spell is used in the midst of a general melee, the situation is much different. Unwilling Targets: The spellcaster must make a successful attack roll for the spell to have any effect. The wizard or priest calculates his to-hit number normally, according to the intended victim's Armor Class and other protections. The DM can modify the roll if the victim is unprepared for or unaware of the attack. If the roll succeeds, the spellcaster touches the target and the normal spell effect occurs. Willing Targets: When attempting to cast a spell on a willing target, the casting is automatic as long as both characters are not engaged in combat. For example, if a fighter withdraws from melee, a cleric could heal him the next round. If the recipient of the spell attempts to do anything besides waiting for the spell to take effect, an attack roll against AC 10 must be made. However, no AC modifiers for Dexterity are applied, since the target is not trying to avoid the spell! Whenever a touch spell is successful, the spellcaster suffers from any special defenses of his target, if they are continually in operation. A successful touch to a vampire would not result in energy drain, since the power only works when the vampire wills it, but touching a fire elemental would result in serious burns. When a touch spell is cast, it normally remains effective only for that round. However, certain spells do specify special conditions or durations. Be sure to check each spell description carefully.
Missile Weapons in Combat In general, missile combat is handled identically to standard melee. Intentions are announced, initiative is rolled, and attack rolls are made. However, there are some special rules and situations that apply only to missile combat. Missile weapons are divided into two general categories. The first includes all standard, direct-fire, single-target missiles--slings, arrows, quarrels, spears, throwing axes, and the like. The second category includes all grenade-like missiles that have an area effect, no matter how small. Thus, an attack with these weapons does not have to hit its target directly to have a chance of affecting it. Included in this group are small flasks of oil, acid, poison, holy water, potions, and boulders. Hurled boulders are included because they bounce and bound along after they hit, leaving a swath of destruction.
Rate of Fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF)-- the number of missiles they can shoot in a single round. Small, light weapons can be thrown very quickly, so up to three darts can be thrown in a single round. Arrows can be nocked and let loose almost as quickly, so up to two shots can be fired in a single round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only every other round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in table 45 in Chapter 6.
Ability Modifiers in Missile Combat
Attack roll and damage modifiers for Strength are always used when an attack is made with a hurled weapon. Range Here the power of the character's arm is The first step in making a missile a significant factor in the effectiveness of attack is to find the range from the the attack. attacker to the target. This is measured in When using a bow, the attack roll yards from one point to the other. This and damage Strength modifiers apply distance is compared to the range only if the character has a properly categories for the weapon used (see prepared bow (see Chapter 6: Money Table 45 in Chapter 6: Combat). and Equipment). If the distance is greater than the Characters never receive Strength long range given, the target is out of bonuses when using crossbows or range; if the distance is between the similar mechanical devices. long- and medium-range numbers, the Dexterity modifiers to the attack target is at long range; when between the roll are applied when making a missile medium- and short-range numbers, attack with a hand-held weapon. Thus, a medium range is used; when equal to or character adds his Dexterity modifier less than the short-range distance, the when using a bow, crossbow, or axe but target is at short range. not when firing a trebuchet or other siege Short-range attacks suffer no engine. range modifier. Medium-range attacks suffer a -2 penalty to the attack roll. Long-range attacks suffer a -5 penalty. Some weapons have no short range since they must arc a certain distance before reaching their target. These attacks are always made with an attack roll penalty. 142
Chapter 9: Combat Firing into a Melee Missile weapons are intended mainly as long-range weapons. Ideally, they are used before the opponents reach your line. However, ideal situations are all too rare, and characters often discover that the only effective way to attack is to shoot arrows (or whatever) at an enemy already in melee combat with their companions. While possible, and certainly allowed, this is a risky proposition. When missiles are fired into a melee, the DM counts the number of figures in the immediate area of the intended target. Each Medium figure counts as 1. Small (S) figures count as ½ , Large as 2, Huge as 4, and Gargantuan as 6. The total value is compared to the value of each character or creature in the target melee. Using this ratio, the DM rolls a die to determine who (or what) will be the target of the shot. Tarus Bloodheart (man-size, or 1 point) and Rath (also man-size, or 1 point) are fighting a giant (size G, 6 points) while Thule fires a long bow at the giant. The total value of all possible targets is 8 (6+1+1). There's a 1 in 8 chance that Rath is the target; a 1 in 8 chance that Tarus is hit; and a 6 in 8 chance the shot hits the giant. The DM could roll an 8sided die to determine who gets hit, or he could reduce the ratios to a percentage (75% chance the giant is hit, etc.) and roll percentile dice.
Taking Cover Against Missile Fire One of the best ways to avoid being hit and injured is to hide behind something—a wall, a tree, a building corner, a heap of boulders, or whatever happens to be available. Professional adventurers, wishing to make this sound heroic, call this taking cover. Taking cover doesn't work particularly well in a melee, since the cover hampers defender and attacker equally. However, it is quite an effective
tactic against missile fire. There are two types of protection a character can have. The first is concealment, also called soft cover. A character hiding behind a clump of bushes is concealed. He can be seen, but only with difficulty, and it's no easy task to determine exactly where he is. The bushes cannot stop an arrow, but they do make it less likely that the character is hit. Other types of concealment include curtains, tapestries, smoke, fog, and brambles. The other type of protection is cover, sometimes called, more precisely, hard cover. It is, as its name implies, something a character can hide behind that will block a missile. Hard cover includes stone walls, the corner of a building, tables, doors, earth embankments, tree trunks, and magical walls of force. Cover helps a potential target by giving the attacker a negative modifier to his attack roll. The exact modifier for concealment or cover depends on the degree to which it is being used as shelter. A character who stands behind a two-foot wall is a pretty obvious target, especially when compared to the character who lies down behind that wall and carefully peers over it. Table 59 lists the different modifiers for varying degrees of cover and concealment.
Furthermore, a character who has 90% cover (or more) suffers one-half normal damage on a failed save and no damage at all if a saving throw is successful. This assumes, of course, that the fireball, lightning bolt, or whatever, hit the cover--a man crouching behind a stone wall would be protected if a fireball exploded in front of the wall, but would not be protected by cover if the blast occurred behind him, on his side of the wall.
Grenade-Like Missiles
Unlike standard missiles, which target a specific creature, a grenade-like missile is aimed at a point, whether this point is a creature or a spot on the ground. When the attack is announced, the player indicates where he wants the missile to land. This then becomes the target point and is used to determine the direction and distance of any scatter. Most grenade-like missiles are items of opportunity or necessity--rocks, flasks of oil, vials of holy water, or beakers of acid. As such, these items are not listed on the equipment tables for range, ROF, and damage. The range each can be thrown varies with the Strength of the character and the weight of the object. A missile of five pounds or less can be thrown about 30 feet. Short range is 10 feet, medium range is 20 feet, and Table 59: everything beyond is maximum range. Cover and Concealment Heavier items have reduced ranges. Just how far an object can be thrown is Modifiers decided by the DM. Target is: Cover Exceptionally heavy items can be Concealment thrown only if the character rolls a 25% hidden -2 -1 successful bend bars/lift gates check. In 50% hidden -4 -2 no case can a character throw an item 75% hidden -7 -3 heavier than his Strength would allow 90% hidden -10 -4 him to lift. Thus, the DM can rule that a character would have little trouble Cover also has an affect on chucking a half-empty backpack across a saving throws, granting the character the ten-foot chasm, but the character would modifier listed on Table 59 as a bonus to need to make a check in order to heave his saving throws against spells that an orc ten feet through the air into the cause physical damage (for example, faces of his orcish friends. fireball, lightning bolt, etc.) 143
Chapter 9: Combat Once a container hits, it normally breaks immediately. However, this is not always true. Some missiles, like soft leather flasks or hard pottery, are particularly resistant. If there's some doubt about whether or not a thrown object will break, the DM can require an item saving throw (this information is in the DMG) to see if it shatters or rips, spewing its contents everywhere. The DMG contains information on how to resolve the inevitable situations in which grenade-like missiles miss their targets.
Types of Grenade-Like Missiles Acid damage is particularly grim. Aside from the possibility of scarring (which is left to the DM), acid damage cannot be healed by regeneration. It must be healed normally. Thus, it is very useful against regenerating creatures such as trolls. Acid is very rare. Holy Water affects most forms of undead and creatures from the Lower Planes. It has no effect against a creature in gaseous form or undead without material form. Unholy water (essentially holy water used by evil priests) affects paladins, creatures whose purpose is to defend good (lammasu, shedu, etc.), and creatures and beings from the Upper Planes. Holy (or unholy) water affects creatures as does acid, causing damage that cannot be regenerated but must be healed normally. Oil causes damage only when it is lit. This normally requires a two-step process—first soaking the target in flammable oil and then setting it afire. Thus, using flaming oil often requires two successful attacks. A direct hit from flaming oil burns for two rounds, causing 2d6 points of damage in the first round and 1d6 points in the second round.
Poison is generally not very effective as a missile weapon. Most poisons take effect only if the missile scores a direct hit, and even then only if it drops into the gaping maw of some huge creature. Contact poisons have normal poison effects on a direct hit. The DM has information about specific poison effects in the DMG.
their level. A 6th-level wizard would have a +3 bonus to his AC (lowering his AC by 3). A warrior gets a bonus equal to half his level plus one. A 6th-level fighter would gain a +4 AC bonus. Note that the benefit is not a perfect all-around defense, and it's not effective against rear or missile attacks. It applies only to those characters attacking the defender with frontal melee attacks. This optional defense has no Special Defenses effect against magical attacks, so it So far, the bulk of this chapter wouldn't do anything to protect a has dealt with ways to attack. Now, it's character from the force of a lightning time to turn to defense. There are several bolt or fireball, for example. ways to avoid taking damage. Two of the most common are the saving throw and The Saving Throw magic resistance. Somewhat less common, because its use is limited to The saving throw is a die roll that clerics and paladins, is the ability to turn gives a chance, however slim, that the undead. character or creature finds some way to save himself from certain destruction (or least lessen the damage of a successful Parrying (Optional Rule) atattack). During a one-minute combat More often than not, the saving round, each character is assumed to throw represents an instinctive act on the block many attempted attacks and see part of the character--diving to the many of his own attacks blocked. In ground just as a fireball scorches the normal combat, characters parry all the group, blanking the mind just as a time--there's no need to single out each mental battle begins, blocking the worst parry. of an acid spray with a shield. The exact When a character deliberately action is not important--DMs and players chooses not to parry (a wizard casting a can think of lively and colorful spell, for instance), his chance of being explanations of why a saving throw hit increases. Thus, choosing to parry, in succeeded or failed. Explanations and of itself, is not a separate option tailored to the events of the moment under the AD&D game rules. enhance the excitement of the game. At the same time, the assumption is that characters in combat are Rolling Saving Throws constantly exposing themselves to some risk--trying to get a clear view of a target To make a saving throw, a player or looking for the opening to make an rolls a 20-sided die (1d20). The result attack. There are times, however, when must be equal to or greater than the this is not the case. Sometimes, the only character's saving throw number. The thing a character wants to do is avoid number a character needs to roll varies being hit. depending upon the character's group, In order to make himself harder his level, and what the character is trying to hit, a character can parry--forfeit all to save himself from. A character's actions for the round--he can't attack, saving throw numbers can be found in move, or cast spells. This frees the Table 60. character to concentrate solely on Saving throws are made in a defense. At this point, all characters but variety of situations: For attacks warriors gain an AC bonus equal to half involving paralyzation, poison, or death 144
Chapter 9: Combat magic; petrification or polymorph; rod, staff, or wand; breath weapon; and spells. The type of saving throw a
character must roll is determined by the specific spell, monster, magical item, or situation involved.
Monsters also use Table 60. The DM has specific information about monster saving throws.
Table 60:
Character Saving Throws Attack to be Saved Against Paralyzation, Character Class and Poison, or Experience Level Death Magic or
Rod, Staff, Wand
Petrification or Polymorph*
Breath Weapon**
Spell***
10 9 7 6 5 4 2
14 13 11 10 9 8 6
13 12 10 9 8 7 5
16 15 13 12 11 10 8
15 14 12 11 10 9 7
13 12 11 10 9 8
14 12 10 8 6 4
12 11 10 9 8 7
16 15 14 13 12 11
15 13 11 9 7 5
16 14 13 11 10 8 7 5 4 3
18 16 15 13 12 10 9 7 6 5
17 15 14 12 11 9 8 6 5 4
20 17 16 13 12 9 8 5 4 4
19 17 16 14 13 11 10 8 7 6
14 13 11 10 8
11 9 7 5 3
13 11 9 7 5
15 13 11 9 7
12 10 8 6 4
Priests 1-3 4-6 7-9 10-12 13-15 16-18 19+
Rogues 1-4 5-8 9-12 13-16 17-20 21+
Warriors 0 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
Wizards 1-5 6-10 11-15 16-20 21+
*Excluding polymorph wand attacks. **Excluding those that cause petrification or polymorph. ***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
145
Chapter 9: Combat situations where a combination of physical stamina and Dexterity are Sometimes the type of saving critical factors in survival. throw required by a situation or item isn't Save vs. Spell: This is used clear, or more than one category of whenever a character attempts to resist saving throw may seem appropriate. For the effects of a magical attack, either by this reason, the saving throw categories a spellcaster or from a magical item, in Table 60 are listed in order of provided no other type of saving throw is importance, beginning with paralyzation, specified. This save can also be used to poison, and death magic, and ending resist an attack that defies any other with spells. classification. Imagine that Rath is struck by the ray from a wand of polymorphing. Both Voluntarily Failing Saving a saving throw vs. wands and a saving throw vs. polymorph would be Throws appropriate. But Rath must roll a saving No save is made if the target throw vs. wands because that category voluntarily chooses not to resist the has a higher priority than polymorph. effect of a spell or special attack. This is The categories of saving throws the case even if the character was duped are as follows: as to the exact nature of the spell. When Save vs. Paralyzation, Poison, a character announces that he is not and Death Magic: This is used resisting the spell's power, that spell (or whenever a character is affected by a whatever) has its full effect. paralyzing attack (regardless of source), The intention not to resist must poison (of any strength), or certain spells be clearly stated or set up through and magical items that otherwise kill the trickery, however. If a character is character outright (as listed in their attacked by surprise or caught unawares, descriptions). This saving throw can also he is normally allowed a saving throw. be used in situations in which The DM can modify this saving throw, exceptional force of will or physical making the chance of success worse, if fortitude are needed. the situation warrants it. Only in extreme Save vs. Rod, Staff, or Wand: cases of trickery and deception should an As its name implies, this is used unwitting character be denied a saving whenever a character is affected by the throw. powers of a rod, staff, or wand, provided another save of higher priority isn't Ability Checks as Saving called for. This saving throw is sometimes specified for situations in Throws which a character faces a magical attack When a character attempts to from an unusual source. avoid danger through the use of one of Save vs. Petrification or his abilities, an ability check can be used Polymorph: This is used any time a in lieu of a saving throw. character is turned to stone (petrified) or For example, Ragnar the thief has polymorphed by a monster, spell, or broken into someone's home when he magical item (other than a wand). It can hears a grating noise from the ceiling also be used when the character must above him. He looks up to find a five-ton withstand some massive physical block of the ceiling headed straight for alteration of his entire body. him! He is going to need speedy Save vs. Breath Weapon: A reactions to get out of the way, so a character uses this save when facing Dexterity ability check should be rolled monsters with breath weapons, to see if he avoids the trap. particularly the powerful blast of a dragon. This save can also be used in 146
Saving Throw Priority
Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Modifiers that increase the chance are given as a number preceded by a plus sign. Modifiers that make success more difficult are given as a number preceded by a minus sign (-1, -2, etc.). Saving throw modifiers affect a character's die roll, not the saving throw number needed. Thus, if Delsenora needed an 11 for a successful saving throw vs. petrification and had a +1 bonus to her save, she would still need to roll an 11 or higher after all adjustments were made (but the +1 bonus would be added to her die roll, so that effectively she needs to roll only a 10 on the die to reach her saving throw number of 11). High ability scores in Dexterity and Wisdom sometimes give saving throw bonuses. A high Wisdom protects against illusions, charms, and other mental attacks. Dexterity, if high enough, can give a character a slightly higher chance of avoiding the effects of fireballs, lightning bolts, crushing boulders, and other attacks where nimbleness may be a help. (See Tables 2 and 5.) Magical items like cloaks and rings of protection give bonuses to a character's saving throw (these are listed in the item descriptions in the DMG). Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical; magical armor never gives a saving throw bonus against gas (which it cannot block), poison (which operates internally), and spells that are mental in nature or that cause no physical damage. For example, magical armor would not help a character's saving throw against the sting of a giant scorpion, the choking effects of a stinking cloud spell, or the
Chapter 9: Combat transformation effect of a polymorph others spell. Magical armor does extend its protective power to saving throws against acid sprays or splashes, disintegration, magical and normal fires, spells that cause damage, and falls (if any saving throw is allowed in this case). Other situations must be handled on a case-by-case basis by the DM. Specific spells and magical items have effects, both good and ill, on a character's saving throws. Often, spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions, for spells, or in the DMG's Magical Items section, for magical items.) Minor poisons of verminous creatures such as giant centipedes, while dangerous, are weak and unlikely to bring about death in a healthy man. To recreate this effect in the game, a saving throw bonus is allowed for anyone affected by these poisons. The DM has this information. Unpredictable situations are sure to crop up. When this happens, the DM must determine whether saving throw modifiers are appropriate. As a guideline, modifiers for situations should range from -4 to +4. An evil cleric attacked in his shrine could very well have a +3 bonus to all his saving throws and a -3 penalty applied to those of his enemies. The powerful evil of the place could warrant the modifier.
filled with powerful magical energies. These creatures eat and breathe the vapors of wizardry, and they have a high tolerance against arcane power. Magic resistance is an innate ability--that is, the possessor does not have to do anything special to use it. The creature need not even be aware of the threat for his magic resistance to operate. Such resistance is part of the creature or item and cannot be separated from it. (Creatures, however, can voluntarily lower their magic resistance at will.) Magic resistance is also an individual ability. A creature with magic resistance cannot impart this power to others by holding their hands or standing in their midst. Only the rarest of creatures and magical items have the ability to bestow magic resistance upon another. Magic resistance is given as a percentile number. For a magical effect to have any chance of success, the magic resistance must be overcome. The target (the one with the magic resistance) rolls percentile dice. If the roll is higher than the creature's magic resistance, the spell has a normal effect. If the roll is equal to or less than the creature's magic resistance, the spell has absolutely no effect on the creature.
When Magic Resistance Applies Magic resistance applies only if the successful casting of a spell would directly affect the resistant creature or item. Thus, magic resistance is effective against magic missile (targeted at a creature or item) or fireball (damaging the area the creature or item is in) spells. Magic resistance is not effective against an earthquake caused by a spell. While the creature may suffer injury or death falling into a chasm the spell opens under its feet, the magical energy of the spell was directed at the ground, not the creature. Magic resistant creatures are not immune to events that occur as the consequence of spells, only to the direct energy created or released by a spell. Player characters do not normally have magic resistance (though they still get saving throws vs. magical spells and such); this ability is reserved mainly for special monsters.
Successful Magic Resistance Rolls
A successful magic resistance check can have four different results, depending on the nature of the spell being resisted: Individually Targeted Spells: Effects of Magic By definition, these spells affect just one Resistance creature, and only the targeted creature Magic resistance enables a rolls for magic resistance (if it has any). creature to ignore the effects of spells If a spell of this type is directed at and spell-like powers. It does not protect several targets, each rolls independently the creature from magical weapon of the others. (An example of this would Magic Resistance attacks or from natural forces that may be a hold person spell aimed at four Some creatures or items strongly be a direct or accidental result of a spell. creatures, with each creature getting a resist the effects of magic (or impart Nor does it prevent the protected magic resistance roll, if they have magic such resistance to others). This makes creature from using his own abilities or resistance.) them more difficult to affect with from casting spells and using magical If the magic resistance roll is magical energy than ordinary creatures items. It can be effective against both successful, the spell has no effect on that or items. individually targeted spells and, within creature. If the spell is targeted only at A rare few creatures are limits, area-effect spells. the creature, the spell fails completely extremely anti-magical--magic rolls off If a magic resistance roll fails, and disappears. If several targets are them like water off a duck's back. More and the spell has normal effect, the target involved, the spell may still affect others common are creatures, especially from can make all saving throws normally who fail their magic resistance roll. the Outer Planes of existence, that live in allowed against the spell. enchanted or sorcerous lands and are
Chapter 9: Combat Area-Effect Spells: These spells are not targeted on a single creature, but on a point. The spell's effect encompasses everything within a set distance of that point. A successful magic resistance check enables the creature to ignore the effect of the spell. However, the spell is not negated and still applies to all others in the area of effect. In-Place Spells: These spells operate continuously in a particular place or on a particular creature, character, or item. Protection from evil is one example of this kind of spell. Magic resistance comes to play only if a creature or item finds himself (or itself) in the place where the spell is in operation. Even then, magic resistance may not come into play--nothing happens if the spell isn't of a type that affects the character. Thus, a part water spell would not collapse simply because a magic resistant creature walked through the area. A protection from evil spell, which could affect the creature, would be susceptible to magic resistance. If the DM determines that a magic resistance roll is appropriate, and the roll succeeds, the in-place spell collapses (usually with a dramatic thunderclap and puff of smoke). Permanent Spells: Magic resistance is insufficient to destroy a permanent spell. Instead, the spell is negated (within the same guidelines given for in-place spells) for as long as the magic resistant creature is in the area of effect. Thus, a magic-resistant creature might be able to step through a permanent wall of force as if it weren't there. However, the wall would spring back into existence as soon as the creature passed through (i.e., no one else can pass through).
Turning Undead One important, and potentially life-saving, combat ability available to priests and paladins is the ability to turn undead. This is a special power granted by the character's deity. Druids cannot turn undead; priests of specific mythoi may be able to at the DM's option. Through the priest or paladin, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. However, since the power must be channeled through a mortal vessel, success is not always assured. When encountering undead, a priest or paladin can attempt to turn the creatures (remember that the paladin turns undead as if he was two levels lower--a 5th-level paladin uses the level 3 column in Table 61). Only one attempt can be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually). Attempting to turn counts as an action, requiring one round and occurring during the character's turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt. To resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter 'T' (for 'turned') appears, the attempt is automatically successful without a die roll. If the letter 'D' (for 'dispel') is given, the turning utterly destroys the undead. A dash (--) 148
means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first. Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead. For example, Gorus, a 7th-level priest, and his party are attacked by two skeletons led by a wight and a spectre. The turning attempt is made, resulting in a roll of 12. Gorus's player reads the table for all three types of undead using the same roll—12--for all three. The skeletons are destroyed (as Gorus knew they would be). The wight is turned (a 4 or better was needed) and flees. The spectre, however, continues forward undaunted (since a 16 was needed to turn the spectre). Turned undead bound by the orders of another (for example, skeletons) simply retreat and allow the character and those with him to pass or complete their actions. Free-willed undead attempt to flee the area of the turning character, until out of his sight. If unable to escape, they circle at a distance, no closer than ten feet to the character, provided he continues to maintain his turning (no further die rolls are needed). If the character forces the freewilled undead to come closer than ten feet (by pressing them into a corner, for example) the turning is broken and the undead attack normally.
Chapter 9: Combat Table 61:
Turning Undead Type or Hit Dice of Undead Skeleton or 1 HD Zombie Ghoul or 2 HD Shadow or 3-4 HD Wight or 5 HD Ghast Wraith or 6 HD Mummy or 7 HD Spectre or 8 HD Vampire or 9 HD Ghost or 10 HD Lich or 11+ HD Special**
1 10 13 16 19 20 ---------
2 7 10 13 16 19 20 --------
3 4 7 10 13 16 19 20 -------
4 T 4 7 10 13 16 19 20 ------
5 T T 4 7 10 13 16 19 20 -----
Level of Priest† 6 7 D D T D T T 4 T 7 4 10 7 13 10 16 13 19 16 20 19 -20 -----
8 D* D D T T 4 7 10 13 16 19 20 --
9 D* D* D D T T 4 7 10 13 16 19 20
10-11 D* D* D* D D T T 4 7 10 13 16 19
12-13 D* D* D* D* D D T T 4 7 10 13 16
14+ D* D* D* D* D* D D T T 4 7 10 13
*An additional 2d4 creatures of this type are turned. **Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes. †Paladins turn undead as priests who are two levels lower.
Evil Priests and Undead Evil priests are normally considered to be in league with undead creatures, or at least to share their aims and goals. Thus, they have no ability to turn undead. However, they can attempt to command these beings. This is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A 'T' result means the undead automatically obey the evil priest, while a 'D' means the undead become completely subservient to the evil priest. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another. Evil priests also have the ability to affect paladins, turning them as if they were undead. However, since the living spirit of a paladin is far more difficult to quell and subvert, paladins are vastly more difficult to turn. An evil priest attempting to turn a paladin does so as if the priest were three levels lower than he actually is. Thus, a 7th-level evil priest would turn paladins on the 4th-level column. He would have only a slim chance of turning a 7th-level paladin (7 HD) and would not be able to turn one of 8th level at all (using the
level of the paladin as the HD to be turned). All 'D' results against paladins are treated as 'T' results.
Injury and Death Sometimes, no degree of luck, skill, ability, or resistance to various attacks can prevent harm from coming to a character. The adventuring life carries with it unavoidable risks. Sooner or later a character is going to be hurt. To allow characters to be heroic (and for ease of play), damage is handled abstractly in the AD&D game. All characters and monsters have a number of hit points. The more hit points a creature has, the harder it is to defeat. Damage is subtracted from a character's (or creature's) hit points. Should one of the player characters hit an ogre in the side of the head for 8 points of damage, those 8 points are subtracted from the ogre's total hit points. The damage isn't applied to the head, or divided among different areas of the body. Hit point loss is cumulative until a character dies or has a chance to heal his wounds.
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Cwell the Fine, with 16 hit points, is injured by an orc that causes 3 points of damage. Fifteen minutes later, Cwell runs into a bugbear that inflicts 7 points of damage, Cwell has suffered 10 points of damage. This 10 points of damage remains until Cwell heals, either naturally or through magical means.
Wounds When a character hits a monster, or vice versa, damage is suffered by the victim. The amount of damage depends on the weapon or method of attack. In Table 44 of Chapter 6, all weapons are rated for the amount of damage they inflict to Small, Medium, and Large targets. This is given as a die range (1d8, 2d6, etc.). Each time a hit is scored, the appropriate dice are rolled and the damage is subtracted from the current hit points of the target. An orc that attacks with a sword, for example, causes damage according to the information given for the type of sword it uses. A troll that bites once and rends with one of its clawed hands causes 2d6 points of damage with its bite and 1d4 + 4 points with its claw. (The DM gets this
Chapter 9: Combat information from the Monstrous Manual supplement.) Sometimes damage is listed as a die range along with a bonus of +1 or more. The troll's claw attack, above, is a good example. This bonus may be due to high Strength, magical weapons, or the sheer ferocity of the creature's attack. The bonus is added to whatever number comes up on the die roll, assuring that some minimum amount of damage is caused. Likewise, penalties can also be applied, but no successful attack can result in less than 1 point of damage. Sometimes an attack has both a die roll and a damage multiplier. The number rolled on the dice is multiplied by the multiplier to determine how much damage is inflicted. This occurs mainly in backstabbing attempts. In cases where damage is multiplied, only the base damage caused by the weapon is multiplied. Bonuses due to Strength or magic are not multiplied; they are added after the rolled damage is multiplied.
Special Damage Getting hit by weapons or monsters isn't the only way a character can get hurt. Indeed, the world is full of dangers for poor, hapless player characters, dangers the DM can occasionally spring on them with glee. Some of the nastier forms of damage are described below.
Falling Player characters have a marvelous (and, to the DM, vastly amusing) tendency to fall off things, generally from great heights and almost always onto hard surfaces. While the falling is harmless, the abrupt stop at the end tends to cause damage. When a character falls, he suffers 1d6 points of damage for every 10 feet fallen, to a maximum of 20d6 (which for game purposes can be considered terminal velocity). This method is simple and it provides all the realism necessary in the
game. It is not a scientific calculation of the rate of acceleration, exact terminal velocity, mass, impact energy, etc., of the falling body. The fact of the matter is that physical laws may describe the exact motion of a body as it falls through space, but relatively little is known about the effects of impact. The distance fallen is not the only determining factor in how badly a person is hurt. Other factors may include elasticity of the falling body and the ground, angle of impact, shock wave through the falling body, dumb luck, and more. People have actually fallen from great heights and survived, albeit very rarely. The current record-holder, Vesna Vulovic, survived a fall from a height of 33,330 feet in 1972, although she was severely injured. Flight-Sergeant Nicholas S. Alkemade actually fell 18,000 feet--almost 3.5 miles--without a parachute and landed uninjured! The point of all this is roll the dice, as described above, and don't worry too much about science.
Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell's effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Coherent thought needed to trigger magical items or innate powers is still possible. Paralysis affects only the general motor functions of the body and is not the ultimate destroyer of powerful creatures. It can be particularly potent on flying creatures, however. The adventurers encounter a beholder, a fearsome creature with magical powers that emanate from its many eyes. After several rounds of combat, the party's priest casts a hold monster spell, paralyzing the creature. The paralyzed beholder can still use the spell-like powers of its eyes and can still move about (since it levitates at will). But, on 150
the other hand, it is not able to move its eyestalks to aim. Since all of its eyes were most likely facing forward at the moment of paralysis, the adventurers cleverly spread out in a ring around the creature. To attack one or two of them with its powers, the beholder must turn its back on the rest.
Energy Drain This is a feature of powerful undead (and other particularly nasty monsters). The energy drain is a particularly horrible power, since it causes the loss of one or more experience levels! When a character is hit by an energy-draining creature, he suffers normal damage from the attack. In addition, the character loses one or more levels (and thus, Hit Dice and hit points). For each level lost, roll the Hit Dice appropriate to the character's class and subtract that number of hit points from the character's total (subtract the Constitution bonus also, if applicable). If the level(s) lost was one in which the character received a set number of hit points rather than a die roll, subtract the appropriate number of hit points. The adjusted hit point total is now the character's maximum (i.e., hit points lost by energy drain are not taken as damage but are lost permanently). The character's experience points drop to halfway between the minimum needed for his new (post-drain) level and the minimum needed for the next level above his new level. Multi-class and dual-class characters lose their highest level first. If both levels are equal, the one requiring the greater number of experience points is lost first. All powers and abilities gained by the player character by virtue of his former level are immediately lost, including spells. The character must instantly forget any spells that are in excess of those allowed for his new level. In addition, a wizard loses all understanding of spells in his spell books
Chapter 9: Combat that are of higher level than he can now cast. Upon regaining his previous level, the spellcaster must make new rolls to see if he can relearn a spell, regardless of whether he knew it before. If a character is drained to 0 level but still retains hit points (i.e., he is still alive), that character's adventuring career is over. He cannot regain levels and has lost all benefits of a character class. The adventurer has become an ordinary person. A restoration or wish spell can be used to allow the character to resume his adventuring career. If a 0-level character suffers another energy drain, he is slain instantly, regardless of the number of hit points he has remaining. If the character is drained to less than 0 levels (thereby slain by the undead), he returns as an undead of the same type as his slayer in 2d4 days. The newly risen undead has the same character class abilities it had in normal life, but with only half the experience it had at the beginning of its encounter with the undead who slew it. The new undead is automatically an NPC! His goals and ambitions are utterly opposed to those he held before. He possesses great hatred and contempt for his former colleagues, weaklings who failed him in his time of need. Indeed, one of his main ambitions may be to destroy his former companions or cause them as much grief as possible. Furthermore, the newly undead NPC is under the total control of the undead who slew it. If this master is slain, its undead minions gain one level for each level they drain from victims until they reach the maximum Hit Dice for their kind. Upon reaching full Hit Dice, these undead are able to acquire their own minions (by slaying characters). Appropriate actions on the part of the other player characters can prevent a drained comrade from becoming undead. The steps necessary vary with each type of undead and are explained in the monster descriptions in the Monstrous Manual supplement.
Poison This is an all-too frequent hazard faced by player characters. Bites, stings, deadly potions, drugged wines, and bad food all await characters at the hands of malevolent wizards, evil assassins, hideous monsters, and incompetent innkeepers. Spiders, snakes, centipedes, scorpions, wyverns, and certain giant frogs all have poisons deadly to characters. Wise PCs quickly learn to respect and fear such creatures. The strength of different poisons varies wildly and is frequently overestimated. The bite of the greatly feared black widow spider kills a victim in the United States only once every other year. Only about 2% of all rattlesnake bites prove fatal. At the other extreme, there are natural poisons of intense lethality. Fortunately, such poisons tend to be exotic and rare--the golden arrow-poison frog, the western taipan snake, and the stonefish all produce highly deadly poisons. Furthermore, the effect of a poison depends on how it is delivered. Most frequently, it must be injected into the bloodstream by bite or sting. Other poisons are only effective if swallowed; assassins favor these for doctoring food. By far the most deadly variety, however, is contact poison, which need only touch the skin to be effective. Paralytic poisons leave the character unable to move for 2d6 hours. His body is limp, making it difficult for others to move him. The character suffers no other ill effects from the poison, but his condition can lead to quite a few problems for his companions. Debilitating poisons weaken the character for 1d3 days. All of the character's ability scores are reduced by half during this time. All appropriate adjustments to attack rolls, damage, Armor Class, etc., from the lowered ability scores are applied during the course of the illness. Furthermore, the 151
character moves at one-half his normal movement rate. Finally, the character cannot heal by normal or magical means until the poison is neutralized or the duration of the debilitation is elapsed. Treating Poison Victims Fortunately, there are many ways a character can be treated for poison. Several spells exist that either slow the onset time, enabling the character the chance to get further treatment, or negate the poison entirely. However, cure spells (including heal) do not negate the progress of a poison, and neutralize poison doesn't recover hit points already lost to the effects of poison. In addition, characters with herbalism proficiency can take steps to reduce the danger poison presents to player characters.
Healing Once a character is wounded, his player will naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it's available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the total hit points the character has. A character cannot exceed this limit until he gains a new level, whereupon another Hit Die (or a set number of points) is added to his total. Healing can never restore more hit points to a character than his maximum hit point total.
Natural Healing Characters heal naturally at a rate of 1 hit point per day of rest. Rest is defined as low activity--nothing more strenuous than riding a horse or traveling from one place to another. Fighting, running in fear, lifting a heavy boulder, or any other physical activity prevents resting, since it strains old wounds and
Chapter 9: Combat may even reopen them. If a character has complete bed rest (doing nothing for an entire day), he can regain 3 hit points for the day. For each complete week of bed rest, the character can add any Constitution hit point bonus he might have to the base of 21 points (3 points per day) he regained during that week. In both cases above, the character is assumed to be getting adequate food, water, and sleep. If these are lacking, the character does not regain any hit points that day.
Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions in this book and in the DMG (for magical items). By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a grievous encounter. Remember, however, that the characters' opponents are just as likely to have access to magical healing as the player characters--an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing is not, of itself, a good or evil act. Remember that under no circumstances can a character be healed to a point greater than his original hit point total. For example, say a character has 30 hit points, but suffers 2 points of damage in a fight. A while later, he takes an additional point of damage, bringing his current hit point total to 27. A spellcaster couldn't restore more than 3 points to him, regardless of the healing method used. Any excess points are lost.
attacks totaling 50 points in a single round don't require a saving throw. For example, a character would Characters can also gain minor be required to make a check if a dragon healing benefits from those proficient in breathed on him for 72 points of the arts of herbalism and healing. These damage. He wouldn't have to do so if talents are explained in Chapter 5. eight orcs hit him for a total of 53 points of damage in that round. If the saving throw is successful, Character Death the character remains alive (unless of When a character reaches 0 hit course the 50- hit-point loss reduced his points, that character is slain. The hit points to 0 or below!). If the saving character is immediately dead and throw fails, the character immediately unable to do anything unless some dies from the intense shock his body has specialized magical effect takes taken. His hit points are reduced to 0. precedence. The character may still be raised in the normal ways, however.
Herbalism & Healing Proficiencies
Death From Poison
Poison complicates this situation, somewhat. A character who dies as a result of poisoning may still have active venom in his system. Poisons remain effective for 2d6 hours after the death of the victim. If the character is raised during this time, some method must be found to neutralize the poison before the character is restored to life. If this is not done, then after the character rolls the resurrection survival check as given in 'Raising the Dead' later in this chapter (and assuming the roll is successful), he must immediately roll a successful saving throw vs. poison or suffer all the effects of the poison in his body, as per the normal rules. This may only injure some characters, but it may kill other characters seconds after being raised!
Inescapable Death There are occasions when death is unavoidable, no matter how many hit points a character has. A character could be locked in a room with no exits, with a 50-ton ceiling descending to crush him. He could be trapped in an escape-proof box filled completely with acid. These examples are extreme (and extremely grisly), but they could happen in a fantasy world.
Raising the Dead
Curative and healing spells have no effect on a dead character--he can only be returned to life with a raise dead or resurrection spell (or a device that accomplishes one of these effects). Each time a character is returned to life, the player must make a resurrection survival Death From Massive roll based on his current Constitution Damage (see Table 3). If the die roll is successful In addition to dying when hit (i.e., the player rolls equal to or less than points reach 0, a character also runs the his resurrection survival percentage), the risk of dying abruptly when he suffers character is restored to life in whatever massive amounts of damage. A character condition is specified by the spell or who suffers 50 or more points of damage device. from a single attack must roll a A character restored to life in this successful saving throw vs. death, or he way has his Constitution permanently dies. lowered by 1 point. This can affect hit This applies only if the damage points previously earned. Should the was done by a single attack. Multiple character's Constitution bonus go down, 152
Chapter 9: Combat the character's hit point total is reduced by the appropriate number of hit points (the amount of hit point bonus lost is multiplied by the number of levels for which the character gained extra hit points from that bonus). When the character's Constitution drops to 0, that character can no longer be raised. He is permanently removed from play.
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Chapter 10: Treasure Hidden out there in the campaign world are great treasures awaiting discovery. Ancient dragons rest on huge hordes of gold, silver, and gems. Orc chieftains greedily garner the loot from the latest raid. Mindless jellies ooze through the bones and armor of unfortunate souls. Foul lords of darkness cunningly leave small fortunes apparently unguarded, like spiders luring in the flies. Stooped wizards assemble shelves of arcane magical items. Some treasures, like those of dragons, are gathered and horded for reasons fully understood only by their collectors. Others are gathered for more mundane purposes--power, luxury, and security. A rare few troves date from eons before, their owners long dead and forgotten. Some treasure hordes are small, such as the pickings of a yellow mold. Others are enormous, such as the Tyrant King's treasury. Treasures may be free for the taking or fiercely trapped and watched over.
Treasure Types Treasure comes in many different forms and sizes, ranging from the mundane to the exotic. There are of course coins of copper, silver, gold, electrum, and platinum. But precious metals can also be shaped into gilded cups, etched bowls, or even silverware. Characters know the value of coins and will have no difficulty establishing their worth in most cases. However, ancient treasure hordes may contain coins no longer used. It may be that these can be sold only by their weight. Objects made of valuable metal are even more difficult to appraise. Either the characters must find a goldsmith who can value the item and a buyer willing to pay a fair price, or these too must be melted down for their metal. In large cities this is not too difficult. There are always appraisers and fences handy, although getting full value might be difficult. (Accusations of theft are another small problem.) Characters must be aware of cheats and counterfeiters though. An apparently
valuable bowl could actually be base metal plated in silver. The metal of coins could be debased with copper or brass. Weights could be rigged to give false prices. Characters must find merchants they can trust. Gems are another common form of treasure and here player characters are even more dependent on others. Unless the party has a skilled appraiser of precious stones, they're going to have to trust others. After all, those red stones they found in the last treasure could be cheap glass, richly colored but only marginally valuable quartz, semiprecious garnets, or valuable rubies. Again, the player characters are going to have to find a jeweler they can trust and be watchful for cheats and scams. However, truly tricky DM's might present your characters with uncut gems. These are almost impossible for the untrained eye to spot or appraise. Most characters (and most players) are not going to realize that a piece of unremarkable stone can be a valuable gem when properly cut. Perhaps the most difficult of all treasure items to appraise are objects of artistic value. While gems cut or uncut are valuable, their worth can be greatly increased when used in a piece of jewelry. Gold is valuable by weight, but even more so when fashioned into a cup or pin. Dwarven craftsmen from hidden communities practice the finest arts of gem cutting, while gnomish artisans in earthen burrows labor away on elaborate gold and silver filigrees. Ancient elven carvings, done in exquisitely grained woods, stand side by side with the purest of statues chiseled by man. All of these have a value that goes far beyond their mere materials. But artistic creations seldom have a fixed value. Their price depends on the player characters finding a buyer and that person's willingness to buy. A few large cities may have brokers in arts, merchants who know the right people and are willing to act as gobetweens. Most of the time, however, the player 155
characters have to go to the effort of peddling their wares personally. This requires tact and delicacy, for such items are seldom bought by any but the wealthy and the wealthy often do not like stooping to business negotiations. Player characters must carefully avoid giving insult to the barons, dukes, counts, and princes they might deal with. Finally, there are the truly unusual things your character can find-furs, exotic animals, spices, rare spell components, or even trade goods. As with art objects, the values of these items are highly subjective. First the player characters have to find a buyer. This is not too difficult for everyday things, such as furs or trade goods, but it can be a tremendous enterprise if you have a spell component that is useful only to the most powerful of wizards. Next the PCs must haggle about the price. Furriers and merchants do this as a matter of course. Others haggle because they hope the PCs do not know the true value of what they hold or because they themselves do not know. After all this, the PCs might be able to sell their goods. However, if you enter into this in the true spirit of roleplaying and see it as part of the adventure, the whole process is enjoyable.
Magical Items The treasures mentioned thus far are all monetary. Their usefulness is immediate and obvious. They give characters wealth, and with wealth comes power and influence. However, there are other treasures, very desirable ones, that your characters will not want to sell or give away. These are the magical items that your characters find and use. Although priests and wizards can make magical items (according to the guidelines your DM has for magical research), it is far more common for characters to find these items during the course of adventures. Magical items are powerful aids for characters. With them, characters can gain bonuses in combat,
Chapter 10: Treasure cast spells with the mere utterance of a word, withstand the fiercest fire, and perform feats impossible by any other known means. Not all magical items are beneficial, however. Some are cursed, the result of faulty magical construction or, very rarely, the deliberate handiwork of some truly mad or evil wizard. A very few magical items are artifacts--items created by beings more powerful than the greatest player characters. These are perilously dangerous items to use. There are only three methods to determine how to use artifacts--dumb luck, trial and error, and diligent research. There are many different magical items your character can find, but they all fall into a few basic categories. Each type of magical item has properties you should be aware of. Magical Weapons: There can be a magical version of nearly any type of normal weapon, although there are admittedly few magical bardiches or guisarme-voulges. By far the most common magical weapons are swords and daggers. A magical weapon typically gives a +1 or greater bonus to attack rolls, increasing a character's chance to hit and cause damage. Perhaps magical swords are quicker on the attack, or maybe they're sharper than normal steel--the explanation can be whatever the DM desires. Whatever the reason, magical weapons give results far beyond those of even the finest-crafted nonmagical blade. A rare few weapons have even greater powers. These may allow your character to sense danger, heal wounds, float in midair, or have the most amazing luck. The rarest of the rare can actually communicate with your character and are imbued with an otherworldly intelligence. While the most powerful of magical weapons, these clever instruments of destruction sometimes seek to impose their wills on their owners. When you find a magical weapon, more than likely you do not
know its properties. Some functions, such as the advantage it gives you in combat, can be learned by trial and error. Other properties must be learned through research and spells. Ancient histories and legend lore spells can provide information on the properties of your weapon. On rare occasions, properties are discovered through blind luck. Simply commanding the weapon to activate one power after another (hoping it will suddenly spring to life) works only for the most minor abilities-detecting danger, spotting secret doors, or locating treasure. Greater abilities require that specific commands be uttered, perhaps in long-forgotten languages. Magical Armor: Enchanted armors are the complements to magical weapons. These armors have a +1 or better bonus to their normal Armor Class, being made of stuff stronger and finer than nonmagical armor. Furthermore, these armors grant some measure of protection against attacks that normal armors would not stop. Chain mail +1, for instance, improves the character's saving throw against the fiery breath of a dragon by 1, thus providing more than just a physical shield. In rare instances, armor may possess extraordinary powers. Although such armors are generally finely made and elaborately engraved. characters can discover the armors' powers only by the same methods they use to discover the powers of magical weapons. Potions and Oils: Magical potions and oils are easily found but hard to identify. They come in small bottles, jugs, pots, or vials and clearly radiate magic if a detection spell is used. However, the effect of any potion is unknown until some brave soul tries a small sample. The results can be quite varied. The imbiber may discover he can float or fly, resist great heat or cold, heal grievous wounds, or fearlessly face the greatest dangers. He may also find himself hopelessly smitten by the first creature he sees or struck dead by a 156
powerful poison. It is a risk that must be taken to learn the nature of the potion. Scrolls: Scrolls are a convenience and luxury for spellcasters. By reading the incantation written on the pages, the priest or wizard can instantly cast that spell. He does not need to memorize it, have the material components handy, or do any of the things normal spellcasting requires. Experienced and powerful wizards normally spend their evenings preparing such scrolls for their own adventuring use. Some scrolls are usable by all characters, granting special but temporary protections from various dangers--evil creatures, werewolves, powerful beings from other planes, etc. Other scrolls bear hideous or humorous curses, brought into effect at the mere reading of their titles. Unfortunately, the only way to know what a scroll contains is to silently scan its contents. For scrolls containing wizard spells, this requires the use of a read magic spell. Other scrolls can be read by all. This scan does not cast the spell written on the scroll, but it tells the character what is written there (and exposes him to the effects of curses). Once the scroll is read, it can be used at any time in the future by that character. Rings: Magical rings are usable by many different classes and bestow a wide range of powers, from pyrotechnic displays to wishes. While the aura of a magical ring can be detected, its properties cannot be discovered until it is worn and the command word is uttered. (The command word is most commonly found inscribed on the inside of the band.) As with all magical items, some rings can harm your character. Worse still, cursed rings can be removed only with the aid of spells! Wands, Staves, and Rods: These are among the most powerful of standard magical items. Wands are commonly used by wizards, allowing them to cast powerful spells with the flick of a wrist. Staves can be used by
Chapter 10: Treasure either a wizard or a priest. Staves can be truly destructive, dwarfing even the potential of a wand. Rods are the rarest of all, the accouterments of witch-kings and great lords. With rods come dominance and power. Fortunately for your character, few of these items are cursed or dangerous to handle. But all must be operated by a command word--a specific word or phrase that triggers the power within. No wand, stave, or rod shows any indication of its powers by mere sight or handling. Careful research and probing are most often needed to tap the potential stored within. Wands, staves, and rods are not limitless in their power. Each use drains them slightly, using up a charge. There is no power gauge or meter showing what is left. A character discovers his wand is drained only when it no longer functions or suddenly crumbles into useless dust. Miscellaneous Magic: Miscellaneous magical items are where the true variety of magical treasures lies. Each item possesses some unique power. There are horseshoes to make your horse go faster, brooms to ride, sacks that hold more than they should, paints that create real things, girdles that grant great strength, caps to make your character smarter, books that increase ability scores, and much, much more. Each item is different and not all can be identified in the same way. The effects of some become obvious the instant the item is handled, donned, or opened. Others require research and questioning to learn the command word needed to activate them. All are quite valuable and rare. Artifacts and Relics: Finally, there are artifacts and relics. Don't count on your PC ever finding one of these rarest of all magical items. Even if your character does find one, think carefully before you decide to let him keep it permanently. Artifacts are the most powerful magical items in the game. Indeed, many are powerful enough to alter the course of history! They are all unique and have unique histories. You
can never find more than one Hand of Vecna in a world. Because it is so unique, each artifact has special and significant powers. Artifacts never appear by accident; they are always placed by the DM. Finding artifacts is always the result of a very special adventure. Your DM has placed that artifact for a reason. It is not likely that he really intends for your characters to keep it. Instead, he has something arranged in which you need that artifact for a specific purpose. The problem with keeping artifacts is that they are too powerful. Not only do they unbalance your character in the short run, they also eventually corrupt and destroy him. The magical power of artifacts is such that they destroy their owners sooner or later. There is a price to be paid for power, and it is not a cheap one.
Dividing and Storing Treasure Once your group completes a successful adventure, it is almost certain to have collected some treasure. Therefore, it helps to have some prearranged agreement about how this treasure is to be divided among the different player characters and their henchmen. This is a true role-playing decision that must be reached among all the players at the table. There are no rules about how your characters should divide treasures. However, there are some suggested methods and reasons to make or not make some agreements. If you bear these in mind, you will have fewer arguments and bad feelings between the different players and their characters in your group. Cash treasure is the easiest. The most direct and simplest method is equal shares for all player characters and full or half shares for all henchmen. A player may argue that his character's contribution was greater than that of other characters, but these things average 157
out in the long run. Besides, that player has no real idea of the contribution of others. A character who guarded the rear may have discouraged hidden opponents from springing an ambush on the group, something that only the DM knows. Additional considerations include extraordinary costs. Some adventuring groups establish a special fund to pay the costs (if there are any) of healing, resurrecting, or restoring fellow player characters. Again this works on the principle that all faced the danger and therefore all should share equally in the expenses. Other groups make allowances for differing character levels (higher level characters assumedly shouldered more of the burden of the adventure, and so should be rewarded proportionately.) Some parties give special rewards to those who took greater chances or saved others. These encourage everyone in the group to take part. Magical treasure is more difficult to divide up, since there is rarely enough to give a useful item to every character, nor are all items of equal value or power. Here you must rely more on your sense of fairness if you wish to maintain party harmony. Since magical items are worthwhile to a party only if they can be used, your first concern should normally be to get the right item into the right hands. A magical sword in the possession of a wizard is not nearly as useful as it would be in the hands of a fighter. Likewise, a wand does a fighter little good but could be a potent addition to a wizard. Therefore it is a good idea to match items to characters. Alternatively, your party could determine the price an item would sell for, and then make it available to any PC who is willing to give the rest of the party that amount of money. If more than one player is willing to pay the price, the interested players could roll dice to see who gets the item. Or, for items that several characters could all use equally well (such as a potion of healing that is useful to all), the characters can bargain with each other and roll dice for choices.
Chapter 10: Treasure A player character may relinquish a claim on one magical item in exchange for another. A character who has already received a magical item may not be allowed another choice if there are not enough pieces to go around. If no other agreement can be reached, the players can roll dice and have their characters pick in descending order. It is a fair method (since people cannot rightfully complain about a random roll), but it can create imbalances. One or two characters could wind up with the bulk of the magical items over the course of several adventures. At this point, they would be wise to voluntarily withdraw from the selection process. There are tactical issues to think about when distributing treasure. It is simply not wise for one or two characters to carry the bulk of the party's magical items. Successful adventurers spread their gear throughout their party. (This holds true even for explorers and special forces in the real world.) This way, if one character falls off the cliff and disappears forever or is spirited away by an invisible stalker, the party has not lost everything. To illustrate another consideration, you are better off to have the fighters, thieves, and mages carry the healing potions rather than let the cleric do it, since he has healing spells. If he has both the healing spells and the potions and should disappear into the mist, your party has lost all its healing ability. If it is spread around through the group, at worst you might lose the potions or the spells, but not both (unless disaster really strikes, in which case there is no way to prevent it anyway). In the end, you will find that it does not pay to be too greedy. Once your characters have assembled a sizeable amount of treasure, they have to find some place to keep it. If your DM is running a fairly medieval campaign, one thing PCs are not going to find is a bank like today's. Instead, your characters must find other ways to keep their money secure. Chests with strong locks are a good start, but there 158
are still better methods. One choice is to make the treasure small enough that you can carry it with you at all times. (Of course, one good mugging and you're broke.) There is also the difficulty of buying a drink with a 1,000-gp gem. A second choice is to place your money in the hands of someone you think you can trust. We all know what the risks are there. You could have your character give his fortune to a local lord or church and then hope to call in favors at a future date. This is not quite as foolish as it sounds. If the beneficiary of your largess refuses to honor your agreement, you'll never give him money again and neither will anyone else, most likely. If no one gives him any money, where will he find the funds to support his lifestyle? No, such a person must seriously try to honor his commitments. Of course, he may not do as much as you would like. The best solution is that used throughout history-buy goods and chattels. Land, livestock, and trade goods are harder to steal and harder to lose. If you must keep a large fortune, it is best to keep it in something that can be carried easily and is unlikely to be stolen.
Chapter 11: Encounters Whenever a player character meets an NPC (nonplayer character), fights a monster, or even discovers a mysterious fountain in the woods, he is having an encounter. An encounter is any significant thing a character meets, sees, or interacts with during the course of a game. When a player character discovers a fountain of blue flame in the midst of the forest, its very strangeness forces the character to react and the player to think. Why is it here? Does it have a purpose? Is it beneficial or dangerous? Few characters are going to pass this by as just another flaming fountain in the forest. Encounters are vital to the AD&D game, for without them nothing can really happen to the player character. An adventure without encounters is like sitting in a room all day with no one to talk to and little to look at. It certainly wouldn't be very exciting. And who wants to play an unexciting role-playing game? Encounters provide danger, risk, mystery, information, intrigue, suspense, humor, and more. For an encounter to provide excitement, it must also have an element of danger. A good deal of this comes from the fact that player characters don't know how the encountered beings will react to them. Your DM is not going to say, 'You meet a group of peasants and they are friendly.' (If he does say this, you ought to be suspicious.) Instead, he will say something like, 'As you ride around the bend, you come upon an oxcart lumbering down the road. A young man in rough clothes is leading the cart. Peering over the sides are a woman and several dirty children. When the man sees you he nods, smiles, and says, 'Hail, strangers. Have you news of Thornhampton-on-the-Hill?' You can probably guess they are peasants and they seem friendly, but your DM didn't come out and say so. Not knowing for sure is what keeps you on your toes. They could be anything! When your character travels or
explores a dungeon, your DM will have prepared two general types of encounters. The first are specific (planned) encounters. These are meetings, events, or things the DM has chosen to place in the adventure to build on the story of the adventure. For example, upon sneaking into the bugbear stronghold, your characters find a squalid cell filled with humans and elves. Your DM has placed them here for your character to rescue. Of course, he could also be playing a trick and the prisoners could actually be evil dopplegangers (creatures able to change their appearances at will). Later, while in the hallway, your group bumps into a bugbear patrol. This is the second type of encounter, a random encounter, also called a wandering encounter. In this case, your DM has made die rolls to see if you come upon something and, if so, just what that something is. Specific encounters generally have more choices of action--your DM may want you to discover some important information or set up a particularly difficult battle. Specific encounters usually yield greater treasures and more magical items. Creatures may be placed by the DM to guard the armory or prevent the characters from reaching the throne room. Random encounters normally involve simple choices--run away, fight, or ignore. Sometimes characters can talk to creatures in random encounters and learn valuable information, but not often. Random encounters also tend to have little or no treasure. A patrol of city guardsmen does not carry as many valuable items on its rounds as it would have in its barracks. Random encounters are most often used to weaken PCs, raise an unexpected alarm, hurry them along, or just make their lives difficult. Sometimes encounters are not with people or monsters but with things. The fountain in the forest is an encounter, but your characters cannot 160
fight it or talk to it (well, maybe not). So what are you supposed to do? In these cases, the encounter is more of a puzzle. You have to figure out why this fountain is here, what it can do, and if it is important to your adventure. It may be a red herring--something placed there just to confuse you; it may be a set up for a future adventure--later on your characters may learn that the flaming fountain they saw is important to their latest mission. It may be a deadly trap. To find out, though, you will have to deal with the thing in some way. You could throw stones into the pool, drink the glowing water, try to walk through the flames, or use spells to learn more. By doing these things, you may get more information from your DM. Of course, you may not like the answer! ('You drank the water? Oh, dear. Tsk, tsk, tsk.')
The Surprise Roll Sometimes an encounter, either random or planned by the DM, catches one of the two groups involved totally off guard. This is called surprise and is determined by rolling 1d10 for each side (or only one side if the DM has decided that one of the sides cannot be surprised, for some reason). If the die roll is a 1, 2, or 3, that group or character is surprised (for effects, see the 'Effects of Surprise' section). Naturally, surprise does not happen all the time. There are many easy and intelligent ways it can be prevented. The most obvious is if the player characters can see those they are about to encounter well before getting close. For example, the characters may see the dust of a group of horsemen coming their way, or notice the lanterns of a group of peasants coming through the woods, or hear the grunting barks of a gnoll war party closing through the trees. In these cases there is no way the characters are going to be surprised by the encounter. But if a leopard leaped upon one of the group while he was intently watching the approaching riders, or if a group of goblins suddenly sprang from the darkness, then the characters
Chapter 11: Encounters would have to roll to see if they were surprised. They were unprepared for these threats and so could be taken off guard. The DM decides when a check for surprise must be made. He can require that one roll be made for the entire party, that a separate check be made for each character, or that only specific characters check. This depends entirely upon the situation. For example, the entire party is intently watching the band of approaching riders. Then a leopard leaps from the branches of a tree overhead. The DM knows that no one in the group was particularly paying attention to the treetops, so he has one person in the group roll the surprise die for the entire party. The roll is a 2, the PCs are surprised, the leopard gets a free round of attacks, and there is mass confusion as the clawing, biting creature lands in their midst! If two of the characters had been on a general watch, the DM could have had these characters roll for surprise instead of the entire group. If both were surprised, the entire group would have been unprepared for the leopard's attack. Otherwise, one or both of the guards might have noticed the creature before it pounced. Experienced player characters quickly learn the value of having someone on watch at all times. The surprise roll can also be modified by Dexterity, race, class, cleverness, and situation. The DM has the listing of modifiers that apply to given situations. Modifiers can affect either your character's chance of being surprised or his chance of surprising others. A plus to your die roll reduces the odds that you are surprised; a minus increases those odds. Likewise, a minus to the enemy's die roll means that the modifier is in your favor, while a plus means that things are going his way. High Dexterity characters are virtually unsurpriseable, caught off guard only in unusual situations. It is important to bear in mind that surprise and ambush are two
different things. Surprise works as explained above. An ambush is prepared by one group to make an unexpected attack on another group and works only if the DM decides the other group cannot detect the ambush. A properly set ambush gives the attackers the opportunity to use spells and normal attacks before the other side reacts. If the ambush succeeds, the ambushing group gets its initial attack and the other group must roll for surprise in the next round, so the ambushing group may get two rounds of attacks before the other group can reply.
Effects of Surprise Characters and monsters that are surprised all suffer the same penalty. They are caught off guard and thus cannot react quickly. The surprising group receives one round of attacks with melee, missile, or magical items. They cannot use these moments of surprise to cast spells. A ranger on the unsurprised side could fire his long bow twice (two attacks per round) before his opponents could even hope to react. A fighter able to attack twice per round could attempt both hits before any initiative dice are rolled. A wizard could unleash a bolt from his wand of lightning before the enemy knew he was there. Of course, what applies to player characters also applies to monsters, so that the leopard in the earlier example could claw and bite before the characters even knew what was happening. The second effect of surprise is that the surprised characters lose all AC bonuses for high Dexterity during that instant of surprise. The surprised characters are dumbfounded by the attack. Instead of ducking and countering, they're just standing there rather flatfooted (maybe even with dumb expressions on their faces). Since they don't grasp the situation, they cannot avoid the hazards and dangers very well. Surprise can also be used to avoid an encounter. Unsurprised 161
characters can attempt to flee from a surprised group before the other group reacts. Of course, this is not always successful, since escape is greatly dependent upon the movement rates of the different creatures. If both groups manage to surprise each other, the effects of surprise are cancelled. For example, Rath runs around the corner straight into some lounging guardsmen. Taken by surprise, he stops suddenly and frantically looks for someplace else to run. The guardsmen in turn look up rather stupidly, trying to figure out why this dwarf just raced around the corner. The surprise passes. Rath spots another alley and the guards decide that since he's running, Rath must be a criminal. Initiative rolls are now made to see who acts first.
Encounter Distance Once your character or party has an encounter and it has been determined whether or not anyone was surprised, your DM will tell you the range of the encounter--the distance separating you from the other group. Many factors affect encounter distance. These include the openness of the terrain, the weather conditions, whether surprise occurred, and the time of day, to name a few. Although you do not know the exact distance until your DM tells you, surprise, darkness, or close terrain (woods, city streets, or narrow dungeons) usually results in shorter encounter distances, while open ground (deserts, plains, or moors), good light, or advance warning results in greater encounter distances (see Chapter 13: Vision and Light).
Chapter 11: Encounters Encounter Options Once an encounter occurs, there is no set sequence for what happens next. It all depends on just what your characters have encountered and what they choose to do. That's the excitement of a role-playing game--once you meet something, almost anything could happen. There are some fairly common results of encounters, however. Evasion: Sometimes all you want is for your characters to avoid, escape, or otherwise get away from whatever it is you've met. Usually this is because you realize your group is seriously outmatched. Perhaps returning badly hurt from an adventure, your group spots a red dragon soaring overhead. You know it can turn your party to toast if it wants. Rather than take that risk, your group hides, waiting for it to pass. Or, topping a ridge, you see the army of Frazznargth the Impious, a noted warlord. There are 5,000 of them and six of you. Retreat seems like the better part of valor, so you turn your horses and ride. Sometimes you want to avoid an encounter simply because it will take too much time. While riding with an urgent message for his lord, your character rides into a group of wandering pilgrims. Paying them no mind, he lashes his horse and gallops past. Evading or avoiding an encounter is not always successful. Some monsters pursue; others do not. In the examples above, Frazznargth the Impious (being a prudent commander) orders a mounted patrol to chase the characters and bring them in for questioning. The pilgrims, on the other hand, shout a few oaths as your galloping horse splashes mud on them and then continue on their way. Your character's success at evading capture will depend on movement rates, determination of pursuit, terrain, and just a little luck. Sometimes when he really should be caught, your character gets lucky. At other times, well, he just has to stand his ground.
Talk: Your character doesn't run from encounters all the time, and attacking everything you meet eventually leads to problems. Sometimes the best thing to do is talk, whether it's casual conversation, hardball negotiation, jovial rumor-swapping, or intimidating threats. In fact, talking is often better than fighting. To solve the problems your DM has created for your character, you need information. Asking the right questions, developing contacts, and putting out the word are all useful ways to use an encounter. Not everything you meet, human or otherwise, is out to kill your character. Help often appears in the most surprising forms. Thus it often pays to take the time to talk to creatures. Fight: Of course, there are times when you don't want to or can't run away. (Running all the time is not that heroic.) And there are times when you know talking is not a good idea. Sooner or later, your character will have to fight. The real trick is knowing when to fight and when to talk or run. If you attack every creature you meet, the first thing that will happen is that nobody will want to meet with your character. Your character will also manage to kill or chase off everyone who might want to help him. Finally, sooner or later your DM is going to get tired of this and send an incredibly powerful group of monsters after your character. Given the fact that you've been killing everything in sight, he's justified in doing this. So it is important always to know who you are attacking and why. As with the best police in the world today, the trick is to figure out who are the bad guys and who are the good guys. Make mistakes and you pay. You may kill an NPC who has a vital clue, or unintentionally anger a baron far more powerful than yourself. NPCs will be reluctant to associate with your character, and the law will find fewer and fewer reasons to protect him. It is always best to look on combat as a last resort. 162
Wait: Sometimes when you encounter another group, you don't know what you should do. You don't want to attack them in case they are friendly, but you don't want to say anything to provoke them. What you can do is wait and see how they react. Waiting is a perfectly sensible option. However, there is the risk that in waiting, you lose the advantage should the other side suddenly decide to attack. Waiting for a reaction so that you can decide what to do causes a +1 penalty to the first initiative roll for your group, if the other side attacks. Of course, in any given encounter, there may be many other options open to your character. The only limit is your imagination (and common sense). Charging a band of orcs to break through their lines and flee may work. Talking them down with an elaborate bluff about the army coming up behind you might scare them off. Clever use of spells could end the encounter in sudden and unexpected ways. The point is, this is a roleplaying game and the options are as varied as you wish to make them.
Chapter 12: NPCs Player characters cannot fight, survive, wheel, deal, plot, or scheme without interacting with nonplayer characters (NPCs). Indeed, the very heart of the AD&D game is the relationship between player characters and nonplayer characters. How the player characters react to and treat NPCs determines the type of game the group plays. Although many choices are possible, players quickly find that consideration and good treatment of NPCs is the most frequently successful route. An NPC is any person, creature, or monster that is controlled by the DM. Most NPCs are either people (intelligent races that live in local society) or monsters (intelligent and unintelligent creatures that aren't normally found in towns and villages). The term 'monster' is only a convenient label. It doesn't mean the creature is automatically dangerous or hostile. Likewise, NPCs who are people aren't uniformly helpful and cooperative. As with all things, the range of 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 player characters vanquish deadly monsters and accomplish mighty deeds. As their names imply, these NPCs can be persuaded in various ways to join the player characters in their adventures. The most common methods of persuasion are money and loyalty.
Archer Armorer Baker Bladesmith Jeweler Messenger Sage Spy
Architect Assassin Blacksmith Foot Soldier Laborer Minstrel Sailor Thief
Hirelings are always employed for a stated term of service or for the performance of a specific task. Thus, a mercenary contracts to serve for one season. A thief can be hired to steal a named item. A sage works to answer a single question. A blacksmith may indenture himself for a term of years. A sailor works for a single voyage. Quite often these contracts can be renewed without difficulty, but the only thing that binds a hireling to the player character is regular pay and good treatment. Hirelings do not serve a PC out of any great loyalty. Thus there are some things hirelings will not do. Most hirelings do not foolishly risk their lives. There are soldiers willing to take their chances on the field of battle, but even these courageous (or foolish) few do not willingly undertake the greater hazards of adventuring. They man castle walls, guard caravans, collect taxes, and charge the massed foe well enough, but they often refuse to accompany a PC on an adventure. Even a hireling who regularly undertakes dangerous missions (a thief or an assassin, for example) normally refuses to join player character parties. These hirelings are loners. They contract Hirelings to do a job and get it done in their own The most frequently employed way, without interference from anyone NPC is the hireling. A hireling is a else. person who works for money. Most Hirelings are no more loyal than hirelings have fairly ordinary skills, human nature allows. For the most part, while others are masters of a craft or art, if paid and treated well, with and a few are experts of specialized opportunities to realize their ambitions, adventuring skills. Typical hirelings working for a charismatic leader, include the following: hirelings can be relied on to do their jobs faithfully. But poor pay, injustice, discrimination, threats, abuse, and 164
humiliation at the hands of their masters make them somewhat less than reliable. A smart leader sees to the comfort and morale of his men before his own concerns. With less savory characters-those hired to perform dark deeds- -the player character takes even greater chances, especially given the questionable morals of such characters. Whatever their personalities, hirelings generally need to make morale checks (explained in the DMG) whenever they are faced with a particularly dangerous situation or are offered a bribe or other temptation. Finding hirelings is not difficult. People need jobs. It is simply a matter of advertising. Under normal circumstances, applicants respond to ads. Only when trying to employ vast numbers or hire those with unusual specialties (such as spies) does the process become complicated. Just what needs to be done in this situation depends entirely upon the DM's campaign. Your character may have to skulk through the unsavory bars of the waterfront, rely on questionable gobetweens, or pay a visit to the thieves' guild (if there is one). Just employing one of these characters can be a small adventure in itself. Employment costs of hirelings vary from a few gold pieces a month to thousands of gold pieces for an especially dangerous task. The skill and experience of a hireling has a great effect on his salary. A learned sage researching some obscure piece of lore can charge hefty sums. Costs can also be affected by the conditions of the campaign—the setting, the recent events of the world, and the reputations of the player characters (if any). Most hirelings sign on for what they think is fair. While few will turn down more money, most will drive the best bargain they can. Your DM has more information about employment costs, since he may need to alter these to fit his campaign.
Chapter 12: NPCs Followers
Henchmen
More reliable than those who are motivated purely by money are those characters who, while they expect pay, were originally drawn into service by the reputation of the player character. These are followers, usually a unit of soldiers of one type or another. Followers serve only those of significant power and reputation, thus the construction of a stronghold is necessary to attract followers. Followers have the same needs and limitations of hirelings. Most must be paid and well-treated. They also do not accompany the player characters on group adventures. They have some advantages over hirelings, however. Followers do not serve for a specific term of contract. They remain with the player character as long as their basic needs are met. They are more loyal than the average hireling and are treated as elite troops. Unlike most hirelings, followers can increase in level (although this occurs very slowly since they act only as soldiers). All followers in a unit advance to the next level at the same time. Finally, the player character need not seek out followers-they come to him, seeking out positions within his illustrious household. Followers appear only once. Replacements do not arrive to fill the ranks of the fallen. (Massive losses of followers in combat only gives the character a bad reputation, discouraging others from flocking to his banner.) Player characters should take care of their followers, perhaps treating them as an elite bodyguard. Some characters attract unique followers such as animals or magical beings. Although termed followers, these creatures are more properly treated as henchmen in terms of loyalty and what they will and will not do. They do not count against the character's limit on henchmen, however, since they are technically followers.
Henchmen are much that hirelings are not. They are adventurers who serve out of loyalty. They are willing to risk their lives for those they respect. They are also hard to find. Henchmen are powerful allies to a player character. Unlike hirelings, they have the nerve and ability to become powerful adventurers. Although they expect their share of treasure, they do not usually join a player character for money. They are attracted to the PC because of his reputation or other qualities he possesses. As such, henchmen cannot be expected to flock to the banner of a neophyte adventurer. He may gain himself one or two companions, but others come only when he has earned a greater reputation, met more people, and proven himself a true friend and ally to these NPCs. Henchmen can come from any source. Most often they are at first mere hirelings or followers who, through distinctive actions, come to the attention of the player character. Some may be higher level, more skilled hirelings who develop a bond to the player character through long employment. Others may be followers who have sound advice for the player character. A henchman is always of lower level than the PC. Should he ever equal or surpass the PC's level, the henchman leaves forever; it is time for him to try his luck in the real world. In some ways, the player character is the mentor and the henchman his student. When the student has learned as much as the teacher, it is time for him to go out on his own. Henchmen are more than just loyal followers; they are friends and allies. Naturally, they expect to be treated as such. They have little need for those who do not trust them or treat them coldly. Abusiveness or taking advantage of the friendship quickly ends the relationship. Just as players must with their own friends, player characters must be sensitive to the needs and feelings of their henchmen. Furthermore, henchmen 165
attach themselves to a particular player character, not a group of player characters. Thus it is only under the direst of circumstances that a henchman accepts the orders of another PC. Should his friend (the player character) fall, the henchman sees to his needs. He doesn't abandon him and continue on with the other player characters unless this is clearly the only way to aid his friend. A PC's Charisma determines the maximum number of henchmen he can have. This is a lifetime limit, not just a maximum possible at any given time. In a world where the fallen can be restored to life, it is expected that a man would make this effort for his dearest friends, both player characters and henchmen. For example, Rupert the half-elf has had seven henchmen, but all have fallen for one reason or another. Rupert's Charisma is 15, so with the death of his latest henchman, no more come to join him. (Word has obviously gotten around that Rupert's friends tend to meet unpleasant ends, and he doesn't even have the decency to bring them back to life! Even if he had tried to raise his henchmen and failed, Rupert would still be viewed as a jinx, bad luck for those around him.) Attracting a henchman is fairly difficult. One cannot advertise for friends with any great success. They grow and develop from other relationships. A henchman can be found by placing trust in a skilled hireling. Heroic deeds (saving the life of an NPC) can create a strong and instant bond. Love certainly can form this bond. The player and the DM must trust their own judgment to determine when an NPC becomes a henchman. There is no clear line an NPC must cross to make the transition from hireling to henchman. Instead, it is a slide from one status to the other. Once an NPC becomes a henchman, the player gains a high degree of control over the character. He should be responsible for the record keeping for that character. It is almost,
Chapter 12: NPCs but not quite, like having a new PC for the player. If the DM allows it, the player can have all information regarding the abilities of the henchman, although the DM may choose not to reveal this information. The player is allowed to make nearly all decisions for the NPC, but the DM can overrule any action as being out of character. There are certain things henchmen do not do. They do not give away or loan out magical items. They do not allow others free access to their spell books. They do not tolerate spell use that questions their loyalty (detect lie or know alignment cast upon them). They do not accept less than their due share. In general, within these limits, henchmen do what is desired of them. The DM can at any time dictate the actions of a henchman, since the character is still an NPC. If a PC is not attentive to the wishes and needs of his henchmen, or if he abuses and humiliates them, he can expect the worst. This is the stuff mutinies and rebellions are made of. Should an abusive player character fall at the hands of a once-loyal henchman, he has only himself to blame. On the other hand, not all henchmen are paragons of loyalty. The player character must always be aware that henchmen are sometimes not what they seem. They can be a means to get at the player character. Throughout history, many a cruel and cunning villain has posed as a true companion, waiting for his chance to strike or spy on his friend.
any agreement is reached. For hirelings and followers, this is a set amount of money each day, week, or month, or a fee for a specific task. Henchmen commonly receive a portion (half a normal share) of all treasure and magic found on adventures. A player character is normally expected to contribute a little more from his own funds, however. Other obligations of the player character are varied. Some must always be considered, while others almost never come into effect. A player character is expected to provide meals and boarding (unless the NPC has a home nearby). This is the most common obligation and applies 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 unreasonable to expect a mercenary to buy a new mount from his meager savings. Likewise, other items of war craft--weapons and armor--must be replaced by the player character. All soldiers are expected to provide their own equipment when they are first employed, but the player character must replace all losses. Certainly all player characters are expected to pay the cost of special transport--securing passage on ships and arranging wagons for baggage. Of the grimmer duties, player characters are expected to pay for a decent (though hardly lavish) interment. One of the more unusual obligations of a player character is to ransom his men. This is especially true Player Character of men lost during a campaign. The Obligations greater number of soldiers lost in a battle Whenever a player character are not slain but captured. Common takes on a hireling, follower, or practice of the medieval period was to henchman, he has committed himself to officially ransom these prisoners for certain obligations and customs that well-established prices. A common surround such agreements. Some of yeoman footman might ransom for 2 gp, these are obvious, having been worked a minor priest for 80 gp, a knight's squire out between the player character and the for 200 gp, and a king's man for 500 gp. NPC in advance. Usually the wage and These are paid for by the lord of the term of service are settled upon before prisoner. A player character (as a lord 166
and master) is expected to do the same. Of course, the player character can pass much of this cost on to his own subjects and the relatives of the prisoner. Thus men might languish for long periods in the hands of the enemy before their ransom was raised. Furthermore, should a player character ransom a hireling, follower, or henchman, he has every reason to expect loyal service from that man in the future. After all, he has demonstrated his willingness to save that NPC from hardship and death. In a fantasy world, a player character is also expected to bear the cost of magical spells cast to the benefit of his men. He may arrange to have his men blessed before battle or healed after it. He shouldn't grumble about the expense, because the spells also make good tactical sense. The bless spell increases the success of his army in the field. Magical cures get his army back on its feet quicker. All these things can make him very successful while also making him popular with his hired men. Finally, the player character is expected to make an effort to raise or restore slain henchmen. This is not a normal expectation of hirelings or followers (although it can happen in extreme cases). The effort should be honest and true. A player character shouldn't fool himself into thinking no one will notice if he doesn't do his utmost. The player character who returns from an adventure minus his henchman is automatically under a cloud of suspicion, despite his most vehement protests. A player character must take great care to maintain his reputation as a good and upright employer.
Chapter 13: Vision and Light Before a character can do anything in the dungeon or the wilderness, he has to be able to see what he is doing. If a character can't see a target, his chances of hitting it are very small. If he can't see, he can't read a scroll or a large 'Keep Out' sign on the wall. In the AD&D game, characters can see set distances and often by fantastic means that defy logic.
Limits of Vision The first limitation on vision is how far away an object can be before it cannot be seen clearly. Size and weather have a great effect on this. Mountains can be seen from great distances, 60 to 100 miles or more, yet virtually no detail can be seen. On level ground, the horizon is about five to 12 miles away, but a character usually cannot see a specific object that far away. The limit of vision for seeing and identifying mansized objects is much less than this. Under optimum conditions, the maximum range at which a man-sized object can be seen is about 1,500 yards, if it is moving. If the object doesn't move, it usually cannot be seen at this distance. Even if it is moving, all that can be seen is a moving object. The character cannot tell what it is or what it is doing. At 1,000 yards, both moving and stationary man-sized objects can be spotted. General size and shape can be determined, but exact identifications are impossible. It is not likely that creature type can be identified at this range, unless the creature has a very unique shape. At 500 yards, general identifications can be made. Size, shape, color, and creature type are all distinguishable. Individuals still cannot be identified, unless they are distinctively dressed or separated from the rest of the group. Livery and heraldic symbols or banners can be seen if large and bold. Most coats of arms cannot be distinguished at this distance. General actions can be ascertained with
confidence. At 100 yards, individuals can be identified (unless, of course, their features are concealed). Coats of arms are clear. Most actions are easily seen, although small events are unclear. At 10 yards, all details but the smallest are clear. Emotions and actions are easily seen, including such small actions as pick-pocketing (if it is detectable). Of course, conditions are seldom perfect. 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 distance at which a moving figure can be seen. 'Spotted' is the maximum distance a moving or a stationary figure can be seen. 'Type' gives the maximum distance at which the general details of a figure can be seen—species or race, weapons, etc. 'ID' range enables exact (or reasonably exact) identification. 'Detail' range means small actions can be seen clearly. There are many factors other than weather that affect viewing. Size is an important factor. When looking at a small creature (size S), all categories are reduced to the next lower category (except the 'detail' range, which remains unchanged). Thus, under clear conditions, the ranges for seeing a small creature are 'movement' at 1,000 yards, 'spotted' at 500 yards, 'type' at 100 yards, and 'ID' and 'detail' at 10 yards. When sighting large creatures, the 'movement,' 'spotting,' and 'type' ranges are doubled. Exceptionally large creatures can be seen from even greater distances. Large groups of moving creatures can be seen at great distances. Thus, it is easy to see a herd of buffalo or an army on the march. The ranges given in Table 62 do not take terrain into account. All ranges are based on flat, open ground. Hills, mountains, tall grass, and dense woods 168
all drastically reduce the chances of seeing a creature. (The terrain does not alter sighting ranges, only the chances of seeing a creature.) Thus, even though on a clear day woods may hide a bear until he is 30 yards away, it is still a clear day for visibility. The bear, once seen, can be quickly and easily identified as a bear. The DM has more information on specific terrain effects on sighting. As a final caveat, the ranges in Table 62 assume Earthlike conditions. Sighting conditions on one of the Lower Planes, or the horizon distance on another world, could be entirely different. If your DM feels he must take this into account, he will have to learn more about this subject at his local library or make it up.
Light Most characters cannot see much without light. Some night conditions (those for the outdoors) are given in Table 62. But all of these assume some small amount of light. In totally lightless conditions, normal vision is impossible, unless a source of light is carried by the party. Light sources vary in the area they affect. Table 63 gives the radius of light and burning time for the most common types of light sources. Of course, while a lantern or fire enables characters to see, it does have some disadvantages. The greatest of these is that it is hard to sneak up on someone if he can see you coming. It is hard to remain inconspicuous when you have the only campfire on the plain, or you are carrying the only torch in the dungeon. Furthermore, not only do creatures know you are coming, they can generally see you before you see them (since the light source illuminates the area around you, those outside this area can see into the area). Characters should always bear these risks in mind.
Chapter 13: Vision and Light Infravision Some characters and monsters have the power of infravision. This can mean one of two things, depending on whether the standard or the optional rule is used (this is discussed in detail in the Dungeon Master Guide). The choice is left to the DM and he must tell the players how he wants infravision to work. Regardless of how the power functions, the range of infravision is at most 60 feet unless otherwise noted.
Table 62:
Visibility Ranges Condition Clear sky Fog, dense or blizzard Fog, light or snow Fog, moderate Mist or light rain Night, full moon Night, no moon Twilight
Movement 1,500 10 500 100 1,000 100 50 500
Spotted 1,000 10 200 50 500 50 20 300
Type 500 5 100 25 250 30 10 150
ID 100 5 30 15 30 10 5 30
Detail 10 3 10 10 10 5 3 10
Table 63:
Using Mirrors At times it is useful for characters to look at objects or creatures via reflections in a mirror. This is particularly true of those creatures so hideous (such as a medusa) that gazing directly upon them might turn the viewer to stone. When using a mirror, a light source must be present. Second, attempting to direct your actions by looking in a mirror is very disorienting (try it and see). Thus, all actions requiring an ability or proficiency check or an attack roll suffer a -2 penalty. The character also loses all Dexterity bonuses to Armor Class if fighting an opponent seen only in a mirror.
Light Sources Source Beacon lantern Bonfire Bullseye lantern Campfire Candle Continual light Hooded lantern Light spell Torch Weapon**
Radius 240 ft.* 50 ft. 60 ft.* 35 ft. 5 ft. 60 ft. 30 ft. 20 ft. 15 ft. 5 ft.
Burning time 30 hrs./pint ½ hr./armload 2 hrs./pint 1 hr./armload 10 min./inch Indefinite 2 hrs./pint Variable 30 min. As desired
* Light from these is not cast in a radius, but rather in a cone-shaped beam. At its far end, the cone of light from a beacon lantern is 90 feet wide. A bullseye lantern has a beam 20 feet wide at its far end. ** Magical weapons shed light if your DM allows this optional rule.
169
Chapter 14: Time and Movement As in the real world, time passes in all AD&D game worlds. Weeks slip away as wizards research spells. Days go by as characters ride across country. Hours pass while exploring ruins. Minutes flash by during battles. All of these are passages of time. There are two different types of time that are talked about in these rules. Game time is the imaginary time that passes for the characters in the game. Real time is the time in the real world, the time that passes for the players and DM as they play the AD&D game. The two times are very different; players and DMs should be careful to distinguish game time from real time. For example, when the character Delsenora researches a spell for three weeks, this is three weeks of game time. Delsenora is out of action as three weeks pass in the campaign world. Since nothing interesting at all happens to Delsenora during this research time, it should require only a minute or two of real time to handle the situation. The exchange in real time is something like this:
and be a good boy.' DM: 'Well, great! The three weeks pass. Nothing happens. Del, make your roll for the spell research.'
And so three weeks of game time flash by in brief minutes of real time. The importance of game time is that as a campaign progresses, characters tend to become involved in different timeconsuming projects. Three characters may set off on a four-week overland journey, while a wizard 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 during different tasks, so the activities of different characters can be followed. Campaign time is measured just as it is in real life: years, months, weeks, days, hours, minutes, and seconds. But, since this is a fantasy game, the DM can create entirely different calendars for his world. There may be only 10 months in the year or 63 days to a month. When beginning play, these things are not tremendously important, so players need not worry about them right away. With continued adventuring, players Louise (Delsenora's player): eventually become familiar with the 'Delsenora's going to research her new calendar of the campaign. spell.' Rounds and turns are units of DM: 'OK, it'll take three weeks. Nothing time that are often used in the AD&D happens to her. While she's doing that, game, particularly for spells and combat. the rest of you get a chance to heal your A round is approximately equal to a wounds and do some stuff that you've minute (it is not exactly one minute, so been ignoring. as to grant the DM some flexibility Johann [pointing at another player], during combat). A turn is equal to 10 you'd better spend some time at the minutes of game time. Turns are church. The patriarch's been a little upset normally used to measure specific tasks that you haven't been attending (such as searching) and certain spells. ceremonies.' Thus, a spell that lasts 10 turns is equal Jon (Johann's player): 'Can't I go out to 100 minutes or one and two-thirds and earn some more experience?' hours. DM (Not wanting to deal with a split-up group): 'The patriarch mumbles Movement something about failing in your duties to Closely related to time is your deity, and he rubs his holy symbol a movement. Clearly your character is able lot. You know, it's not very often that low to move; otherwise, adventures would be levels like you have personal audiences rather static and boring. But how fast can with the patriarch. What do you think?' he move? If a large, green carrion Jon: 'Marvelous. Subtle hint. I'll stay crawler is scuttling after Rath, is the 171
redoubtable dwarf fast enough to escape? Could Rath outrun an irritated but heavily loaded elf? Sooner or later these considerations become important to player characters. All characters have movement rates that are based on their race. Table 64 lists the movement rates for unencumbered characters of different races. A character can normally walk his movement rate in tens of yards in a single round. An unencumbered human can walk 120 yards (360 feet), slightly more than a football field, in one minute. A dwarf, similarly equipped, can walk 60 yards in the same time. This walk is at a fairly brisk, though not strenuous, pace that can be kept up for long periods of time. However, a character may have to move slower than this pace. If the character is carrying equipment, he may move slower because of the encumbrance, if this optional rule is used (see 'Encumbrance' in Chapter 6: Money and Equipment). As the character carries more gear, he gradually slows down until he reaches the point where he can barely move at all. When a character is moving through a dungeon or similar setting, his movement rate corresponds to tens of feet per round (rather than the tens of yards per round of outside movement). It is assumed that the character is moving more cautiously, paying attention to what he sees and hears while avoiding traps and pitfalls. Again, this rate can be lowered if the optional encumbrance system is used. Characters can also move faster than the normal walking pace. In the dungeon (or anytime the character is using his dungeon movement rate), the character can automatically increase his movement to that of his normal walking pace. In doing so, however, he suffers a -1 penalty to his chance of being surprised and gives a +1 bonus to others on their chance of being surprised by him (the rapidly moving character is not
Chapter 14: Time and Movement taking care to conceal the noise of his passage in the echoing confines of the underground). Furthermore, the character does not notice traps, secret doors, or other unusual features. It is also certainly possible for a character to jog or run--an especially useful thing when being chased by creatures tougher than he cares to meet. The simplest method for handling these cases is to roll an initiative die. If the fleeing character wins, he increases the distance between himself and his pursuers by 10 times the difference in the two dice (in feet or yards, whichever the DM feels is most appropriate). This is repeated each turn until the character escapes or is captured. (If this seems unrealistic, remember that fear and adrenaline can do amazing things!)
Jogging and Running (Optional Rule) If your DM wants greater precision in a chase, the speeds of those involved in the chase can be calculated exactly. (But this is time-consuming and can slow down an exciting chase.) Using this optional rule, a character can always double his normal movement rate (in yards) to a jog. Thus, a character with a movement rate of 12 can jog 240 yards in a round. While jogging, a character can automatically keep going for the number of rounds equal to his Constitution. After this limit has been reached, the player must roll a successful Constitution check at the end of each additional round spent jogging. There are no modifiers to this check. Once a Constitution check is failed, the character must stop and rest for as many rounds as he spent jogging. After this, he can resume his jogging pace with no penalties (although the same limitations on duration apply). If a jogging pace isn't fast enough, a character can also run. If he rolls a successful Strength check, he can move at three times his normal rate; if he rolls a Strength check with a -4 penalty,
he can quadruple his normal rate; if he rolls a Strength check with a -8 penalty, he can quintuple his normal rate. Failing a Strength check means only that the character cannot increase his speed to the level he was trying to reach, but he can keep running at the pace he was at before the failed Strength check. Once a character fails a Strength check to reach a level of running, he cannot try to reach that level again in the same run. Continued running requires a Constitution check every round, with penalties that depend on how long and how fast the character has been running. There is a -1 penalty for each round of running at triple speed, a -2 penalty for each round of running at quadruple speed, and a -3 penalty for each round of running at quintuple speed (these penalties are cumulative). If the check is passed, the character can continue at that speed for the next round. If the check is failed, the character has exhausted himself and must stop running. The character must rest for at least one turn. For example, Ragnar the thief has a Strength of 14, a Constitution of 14, and a movement rate of 12. Being pursued by the city guard, he starts jogging at 240 yards a round. Unfortunately, so do they. His Constitution is a 14, so he can keep going for at least 14 rounds. He decides to speed up. The player makes a Strength check, rolling a 7. Ragnar pours on the speed, increasing to 360 yards per round (triple speed). Some of the guardsmen drop out of the race, but a few hold in there. Ragnar now has a -1 penalty to his Constitution check. A 13 is rolled, so he just barely passes. But one of the blasted guardsmen is still on his tail! In desperation, Ragnar tries to go faster (trying for four times walking speed). The Strength check is an 18: Ragnar just doesn't have any more oomph in him; he can't run any faster, but he is still running three times faster than his walking speed. The player now must roll a Constitution check with a -2 penalty (for two rounds of running at 172
triple speed). The player rolls the die and gets a 4--no problem! And just then the last guardsman drops out of the race. Ragnar takes no chances and keeps running. Next round another Constitution check is necessary, with a -3 penalty. The player rolls an 18. Exhausted, Ragnar collapses in a shadowy alley, taking care to get out of sight.
Cross-Country Movement A normal day's marching lasts for 10 hours, including reasonable stops for rest and meals. Under normal conditions, a character can walk twice his movement rate in miles in those 10 hours. Thus, an unencumbered man can walk 24 miles across clear terrain. Characters can also force march, intentionally hurrying along, at the risk of exhaustion. Force marching enables a character to travel 2 _ times his movement rate in miles (thus, a normal man could force march 30 miles in a day). At the end of each day of the march, the character or creature must roll a Constitution check. Large parties (such as army units) make the check at the average Constitution of the group (weaker members are supported, encouraged, and goaded by their peers). Creatures must roll a saving throw vs. death at the end of each day's force marching (since they lack Constitution scores). A -1 penalty is applied to the check for each consecutive day spent force marching. If the check is passed, the force marching pace can be continued the next day. If the check fails, no more force marching attempts can be made until the characters have completely recovered from the ordeal. Recovery requires half a day per day of force marching. Even if the Constitution check fails, the character can continue overland movement at his normal rate. One drawback of force marching is that each day of force marching results in a -1 penalty to all attack rolls. This modifier is cumulative. Half a day's rest
Chapter 14: Time and Movement is required to remove one day's worth of force marching penalty. Characters who have managed to force march for eight straight days suffer a -8 penalty to their attack rolls; it takes four days of rest to return to no attack roll penalty. Overland movement rates can be increased or decreased by many factors. Terrain can speed or slow movement. Well-tended roads allow faster marching, while trackless mountains slow marches to a snail's pace. Lack of food, water, and sleep weaken characters. Poor weather slows their pace. All these factors are detailed in the DMG.
Swimming All characters are either untrained swimmers or proficient swimmers. When the DM determines the swimming ability of characters, the decision should be based on his campaign. If the campaign is centered around a large body of water, or if a character grew up near the sea, chances are good that the character knows how to swim. However, being a sailor does not guarantee that a character can swim. Many a medieval mariner or blackhearted pirate never learned how to swim and so developed a morbid fear of the water! This is one of the things that made 'walking the plank' such a fearful punishment. Furthermore, some character races are normally suspicious of water and swimming. While these may vary from campaign to campaign, dwarves and halflings often don't know how to swim. Untrained swimmers are a fairly hapless lot. When they are unencumbered, they can manage a rough dog-paddle in relatively calm waters. If the waters are rough, the current strong, or the depth excessive (at sea or far out on a lake), untrained swimmers may panic and sink. If weighed down with enough gear to reduce their movement rate, they sink like stones, unable to keep their heads above water. In no way do they make any noticeable progress (unless, of course, the object is to sink
beneath the surface). Proficient swimmers are able to swim, dive, and surface with varying degrees of success. All proficient characters are able to swim half their current land movement rate times 10 in yards, provided they are not wearing metal armor. A character with a movement rate of 12 could swim 60 yards (180 feet) in a round. Characters whose movement rates have been reduced to 1/3 or less of normal (due to gear) or who are wearing metal armor cannot swim--the weight of the gear pulls the character under. They can still walk on the bottom, however, at 1/3 their current movement rate. Proficient swimmers can double their swimming speed, if a successful Strength check is rolled (vs. half the character's normal Strength score). For a character with a movement rate of 12, a successful check means he can swim 120 yards in one round, an Olympic class performance. Like running, swimming is not something that a character can do indefinitely. There are several different speeds a character can choose to swim at, thus moving in either short sprints or a slower, but longer-lasting, pace. If swimming at half normal speed or treading water, the character can maintain this for a number of hours equal to his Constitution score (although he will have to abandon most of his gear). After a character swims for a number of hours equal to his Constitution, a Constitution check must be made for each additional hour. For each extra hour of swimming, 1 Constitution point is temporarily lost (regaining lost ability points is explained in the next column). Each hour spent swimming causes a cumulative penalty of -1 to all attack rolls. All this assumes calm water. If the seas are choppy, a Constitution check should be made every hour spent swimming, regardless of the character's Constitution. Rough seas can require 173
more frequent checks; heavy seas or storms may require a check every round. The DM may decide that adverse conditions cause a character's Constitution score to drop more rapidly than 1 point per hour. If a swimming character fails a Constitution check, he must tread water for half an hour before he can continue swimming (this counts as time spent swimming, for purposes of Constitution point loss). A character drowns if his Constitution score drops to 0. A freak wave sweeps Fiera (an elf) overboard during the night. Fortunately, she can swim and knows that land is nearby. Bravely, she sets out through calm water. Her Constitution score is 16. After 14 hours of steady swimming, she makes out an island on the horizon. Two hours later she is closer, but still has some way to go. During the next hour (her 17th in the water), her Constitution drops to 15 (her attack penalty is -17!) and she must make a Constitution check. A 12 is rolled--she passes. In the last hour, the 18th, the seas become rough. Her Constitution is now 13 (the DM ruled that the heavy seas made her lose 2 points of Constitution this hour), and the DM decides she must pass an extra Constitution check to reach shore. She rolls a 5 and flops onto shore, exhausted. Characters can also swim long distances at a faster pace, although at increasing risk. Swimming at the character's normal movement rate (instead of the usual swimming speed of half the normal movement rate) requires a Constitution check every hour, reduces Strength and Constitution by 1 point every hour, and results in a -2 cumulative attack penalty for each hour of swimming. Characters can swim at twice this speed (quadruple normal swimming speed), but they must roll a check every turn and suffer the above penalties for every turn spent swimming. Again, when an ability score reaches 0,
Chapter 14: Time and Movement the character sinks and drowns. Upon reaching shore, characters can recover lost ability score points and negate attack penalties by resting. Each day of rest recovers 1d6 ability points (if both Strength and Constitution points were lost, roll 1d3 for each ability to determine points recovered) and removes 2d6 points of attack penalties. Rest assumes adequate food and water. Characters need not be fully rested before undertaking any activity, although the adjusted ability scores are treated as the character's current scores until the character has rested enough to fully recover from the swim. To continue the earlier example with Fiera, after a bad last hour in the water, she reaches shore. Her Constitution is 13 and she has a -18 penalty to her attack roll. Exhausted, she finds some ripe fruit and collapses in the shade of a palm tree. All the next day she rests. At the end of the day she rolls a 4 on 1d6 and regains 4 points of Constitution, restoring it to normal. An 8 is rolled to reduce her attack penalty, so the next day she suffers only a -10 penalty to her attack roll. The next day of rest lowers this by 6 to -4 and the third day erases it completely. So in three days she has fully recovered from her 18-hour ordeal in the water.
must roll a Constitution check each round. The first check has no modifiers, but each subsequent check suffers a -2 cumulative penalty. Once a check is failed, the character must breathe (if he cannot reach the surface, he drowns). Diving: All characters can dive to a depth of 20 feet in a single round. For each encumbrance category above unencumbered (or for each point of movement below the character's normal rate, if this optional system is used; see 'Encumbrance' in Chapter 6), two feet are added to this depth (the additional weight helps pull the character down). A short run or a few feet of height adds 10 feet of depth to the first round of a dive. For every 10 feet of height above the water, an additional five feet of depth is added, up to a maximum addition of 20 feet. Thus, with a run and from a height of 40 feet or more, an unencumbered man can dive 50 feet in a single round. Surfacing: A character can normally rise at the rate of 20 feet per round. This rate is reduced by two feet for every encumbrance category above unencumbered or for every point of current movement below the character's normal rate (if this optional system is used). Note that, under the optional encumbrance system, heavily loaded characters (those who have lost 10 or more points off their normal movement rate because of their current Holding Your Breath encumbrance) cannot even swim to the Under normal circumstances surface. Those simply floating to the (with a good gulp of air and not surface (unconscious characters, for performing strenuous feats), a character example) rise at a rate that is five feet can hold his breath up to 1/3 his per round slower than someone similarly Constitution score in rounds (rounded encumbered who is actively swimming up). If the character is exerting himself, up to the surface. It is quite possible for this time is halved (again, rounded up). a moderately weighed-down character to Characters reduced to 1/3 or less of their sink if he makes no effort to stay on the normal movement because of surface. encumbrance are always considered to be exerting themselves. If unable to get a Climbing good gulp of air, these times are reduced by ½ . All characters are able to hold Although thieves have their breath for one round, regardless of specialized climbing abilities, all circumstances. characters are able to climb to some While attempting to hold his degree or another. Climbing ability is breath beyond this time, the character divided into three categories: thief, 174
mountaineer, and unskilled. Thieves are the most skilled at climbing. They are the only characters who can climb very smooth, smooth, and rough surfaces without the use of ropes or other equipment. They are the fastest of all climbers and have the least chance of falling. Mountaineers are characters with mountaineering proficiency or those the DM deems to possess this skill. They have a better climbing percentage than unskilled characters. Mountaineers with proper equipment can climb very smooth, smooth, and rough surfaces. They can assist unskilled characters in all types of climbs. Unskilled climbers are the vast majority of characters. While they are able to scramble over rocks, they cannot use climbing equipment or negotiate very smooth, smooth, and rough surfaces. They have the lowest climbing success rate of all characters.
Calculating Success The chance of success of a climb is calculated by taking the character's skill level (given as a percentage) and modifying it for his race, the condition of the surface, and situational modifiers. Table 65 lists the percentages for the different categories of climbers. The chance of success given in Table 65 is modified by many factors. Some of these remain the same from climb to climb (such as a character's race) and can be figured into the character's base score. Others depend on the conditions of a given climb. All factors are listed on Table 66. The final result of Tables 65 and 66 is the number the character uses for Climbing checks. A Climbing check is made by rolling percentile dice. If the number rolled is equal to or less than the number found from Tables 65 and 66, the character succeeds with the Climbing check. Rolls above this number indicate failure. A Climbing check must be made any time a character tries to climb a
Chapter 14: Time and Movement height of 10 feet or more. This check is made before the character ascends the first 10 feet of the climb. If the check is passed, the character can continue climbing. If the check is failed, the character is unable to find a route and cannot even attempt the climb. No further attempts can be made by that character until a change occurs. This is either a significant change in location (a half mile or more along the face of a cliff) or an improvement in the character's chance of success. For example, Brondvrouw the gnome is an unskilled climber. Her normal chance of success is 25% (40%-15% for being a gnome). She has been cut off from the rest of the party by a rugged cliff, 50 feet high. Fortunately, the cliff is dry and the rock seems solid. She makes an attempt, but rolls a 49 on the percentile dice. She cannot limb the cliff. Then one of her friends above remembers to lower a rope. With the rope, Brondvrouw can again try the climb, since her percentage chance is now 80%. This time, she rolls a 27 and makes the ascent. On particularly long climbs-those greater than 100 feet or requiring more than one turn (10 minutes) of climbing time--the DM may require additional checks. The frequency of these checks is for the DM to decide. Characters who fail a check could fall a very long way, so it is wise to carry ropes and tools.
Table 65:
Base Climbing Success Rates Category Thief with mountaineering proficiency * Thief Mountaineering proficiency * Mountaineer (decided by DM) Unskilled climber
Success Rate Climb walls % + 10% Climb walls % 40% + 10% per proficiency slot 50% 40%
* Only if the optional proficiency system is used. Table 66:
Climbing Modifiers Situation Abundant handholds (brush, trees, ledges) Rope and wall ** Sloped inward
Modifier +40% +55% +25%
Armor: Banded, splint Plate armors (all types) Scale, chain Studded leather, padded
-25% -50% -15% -5%
Character race: * Dwarf Gnome Halfling
-10% -15% -15%
Encumbrance
-5% †
Surface condition: Slightly slippery (wet or crumbling) Slippery (icy, slimy) Climber wounded below ¼ hp
-25% -40% -10%
* These are the same as the modifiers given in Table 27. Make sure that thief characters are not penalized twice for race. Climbing Rates ** Rope and wall applies in most climbing situations in which the character is able Climbing is different from to brace his feet against the surface being climbed and use a rope to assist in the walking or any other type of movement a task. character can do. The rate at which a † This is -5% per encumbrance category above unencumbered, or per movement character moves varies greatly with the rate point lost off normal movement rate. different types of walls and surfaces that must be climbed. Refer to Table 67. Cross-reference the type of surface to be climbed with the surface condition. Multiply the appropriate number from the table by the character's current movement rate. The result is the rate of climb for the character, in feet per round,
in any direction (up, down, or sideways). All the movement rates given on Table 67 are for nonthief characters. Thief characters are able to climb at double the movement rate for normal characters. For example, Ragnar the thief and his companion Rupert (a half-elf) 175
are climbing a cliff with rough ledges. A recent rain has left the surface slightly slippery. Ragnar has a movement rate of 12 and Rupert's is 8. Ragnar can cover 12 feet per round (12 x 1 since he is a thief), but Rupert struggles along at the pace of 4 feet per round (8 x ½). If Ragnar had gone up first and lowered a
Chapter 14: Time and Movement rope to Rupert, the half-elf could have climbed at the rate of 8 feet per round using rope and wall (8 x 1).
Table 67:
Rates of Climbing ------------------ Surface Condition ---------------------Dry Slightly Slippery Slippery ¼ --** --** ½ 1/3 ¼ 1 1/3 ¼ 1 ½ 1/3 --¼ 4 3 2 3 2 1 2 1 ½
Type of Surface Very smooth * Very smooth surfaces include Smooth, cracked * expanses of smooth, uncracked rock, Rough * flush-fitted wooden walls, and welded or Rough w/ledges bolted metal walls. Completely smooth Ice wall walls, unbroken by any feature, cannot Tree be climbed by anyone without tools. Sloping wall Smooth and cracked walls Rope and wall include most types of well-built masonry, cavern walls, maintained castle * Nonthief characters must be mountaineers and have appropriate tools (pitons, walls, and slightly eroded cliff faces. rope, etc.) to climb these surfaces. Rough faces are most natural ** Thief characters can climb very smooth, slightly slippery surfaces at ¼. cliffs, poorly maintained or badly built However, even thieves cannot climb very smooth, slippery surfaces.
Types of Surfaces
masonry, and typical wooden walls or stockades. Any natural stone surface is a rough face. Rough with ledges is similar to rough faces but is dotted with grips three inches or more wide. Frost-eroded cliffs and natural chimneys are in this category, as are masonry buildings falling into ruin. Ice walls are cliffs or faces made entirely of frozen ice. These are different from very smooth and smooth surfaces in that there are still many natural cracks and protrusions. They are extremely dangerous to climb, so a Climbing check should be made every round for any character attempting it without tools. Trees includes climbs with an open framework, such as a scaffold, as well as trees. Sloping walls means not quite clifflike but too steep to walk up. If a character falls while climbing a sloping wall, he suffers damage only if he fails a saving throw vs. petrification. If the save is made, the character slides a short distance but is not harmed. Rope and wall require that the character uses a rope and is able to brace himself against a solid surface.
Actions While Climbing
Climbing Tools
Although it is possible to perform other actions while climbing, such as spellcasting or fighting, it is not easy. Spellcasters can use spells only if they are in a steady, braced position, perhaps with the aid of other characters. Climbing characters lose all Armor Class bonuses for Dexterity and shield and most often have rear attack modifiers applied against them also. Their own attack, damage, and saving throw rolls suffer -2 penalties. Those attacking from above gain a +2 bonus to their attack rolls, while those attacking from below suffer an additional -2 penalty to their attack rolls. A climbing character cannot use a two-handed weapon while climbing. The DM can overrule these penalties if he feels the player character has reached a place of secure footing. If struck while climbing (for any amount of damage), the character must make an immediate Climbing check. Failure for a roped character means he spends a round regaining his balance; an unroped character falls if he fails this check.
Tools are an integral part of any mountaineer's equipment and all climbs can profit from the use of tools. Mountaineering tools include rope, pitons (spikes), and ice axes. However, it is a mistaken belief that the main function of tools is to aid in a climb. The main purpose of pitons, rope, and the like is to prevent a disastrous fall. Climbers must rely on their own skills and abilities, not ropes and spikes, when making a climb. Accidents happen when people forget this basic rule and trust their weight to their ropes and pitons. Therefore, aside from ropes, other tools do not increase the chance of climbing success. However, in the case of a fall, climbing tools can reduce the distance fallen. When a character falls, he can fall 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 free 15% of the time when a sudden stress occurs). The distance fallen depends on how far apart the pitons have been set. Falling characters fall twice the distance to the last piton that holds. For example, Rath is 15 feet above his last piton. Suddenly, he slips. He falls the 15 feet to his piton, plus another 15 feet past his piton since there's 15 feet of rope between him and
176
Chapter 14: Time and Movement the piton, for a total of 30 feet fallen and 3d6 points of falling damage. Roping characters together increases individual safety, but it also increases the chance that more than one person falls. When a character falls, the character(s) on either side of the falling climber must roll Climbing 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, that character also falls and Climbing checks must be repeated as before. Climbing checks are made until either the fall is stopped (the climbers on either side of the falling character[s] successfully roll Climbing checks or the last nonfalling climber succeeds with his check), or all the roped-together characters fall.
For example, a party of five is roped together as they go up a cliff. Suddenly, Johann falls. Megarran, immediately above him, and Drelb, following him, must roll Climbing checks. Megarran passes her check. But Drelb fails and is snapped off the wall. Now Megarran must make another check with a -10 penalty (for two falling characters), and Targash, who's bringing up the rear, must also roll a check with a -10 penalty. Both succeed on their rolls and the fall is stopped.
hold the rope at the bottom. When rappeling down a surface, a Climbing check with a +50 bonus must be rolled. Free rappels (with the end of the rope unsupported at the bottom) are also possible, but the modifier is only +30. Of course, a failed check results in a slip sometime during the rappel (the DM decides on the damage suffered). A character can rappel at a speed equal to his normal dungeon movement (120 feet per round for an unencumbered human). One other thing to bear in mind is that there must be a landing point at the end of the rope. Rappelling 60 feet down a Getting Down 100-foot cliff means the character is Aside from jumping or flying, the either stranded at the end of the rope or, quickest way to get down from a height worse still, rappels right off the end and is to rappel. This requires a rope attached covers the last 40 feet much faster than at the top of the climb and a skilled he did the first 60! mountaineer to set up the rappel and to
177
Appendix I: Spell Lists Level 1 Wizards
Level 2 Wizards
Level 3 Wizards
Level 4 Wizards
Level 5 Wizards
Affect Normal Fires Alarm Armor Audible Glamer Burning Hands Cantrip Change Self Charm Person Chill Touch Color Spray Comprehend Languages Conjure Spell Component Dancing Lights Detect Magic Detect Undead Enlarge Erase Feather Fall Find Familiar Fire Burst Fist of Stone Friends Gaze Reflection Grease Hold Portal Hornung's Guess* Hypnotism Identify Jump Lasting Breath Light Magic Missile Mending Message Metamorphose Liquids Mount Murdock's Feathery Flyer Nahal's Reckless Dweomer* Nystul's Magical Aura Patternweave* Phantasmal Force Protection From Evil Read Magic Shield Shocking Grasp Sleep Spider Climb Spook Taunt Tenser's Floating Disc Unseen Servant Ventriloquism Wall of Fog Wizard Mark
Alter Self Bind Blindness Blur Chaos Shield* Continual Light Darkness, 15' Radius Deafness Deeppockets Detect Evil Detect Invisibility ESP Flaming Sphere Fog Cloud Fool's Gold Forget Glitterdust Hornung's Baneful Deflector* Hypnotic Pattern Improved Phantasmal Force Insatiable Thirst Invisibility Irritation Knock Know Alignment Leomund's Trap Levitate Locate Object Magic Mouth Maximilian's Earthen Grasp Melf's Acid Arrow Mirror Image Misdirection Nahal's Nonsensical Nullifier* Past Life Protection From Cantrips Protection From Paralysis Pyrotechnics Ray of Enfeeblement Ride the Wind Rope Trick Scare Sense Shifting Shatter Spectral Hand Stinking Cloud Strength Summon Swarm Tasha's Uncontrollable Hideous Laughter Web Whispering Wind Wizard Lock
Alacrity Alamir's Fundamental Breakdown Alternate Reality* Augmentation I Blink Clairaudience Clairvoyance Delude Dispel Magic Explosive Runes Far Reaching I Feign Death Fireball Fireflow* Flame Arrow Fly Fool's Speech* Gust of Wind Haste Hold Person Hold Undead Illusionary Script Infravision Invisibility, 10' Radius Item Leomund's Tiny Hut Lightning Bolt Lorloveim's Creeping Shadow Maximilian's Stony Grasp Melf's Minute Meteors Minor Malison Monster Summoning I Nondetection Phantom Steed Protection From Evil, 10' Radius Protection From Normal Missiles Secret Page Sepia Snake Sigil Slow Spectral Force Spirit Armor Squaring the Circle Suggestion Tongues Vampiric Touch Water Breathing Watery Double Wind Wall Wizard Sight Wraithform
Charm Monster Confusion Contagion Detect Scrying Dig Dilation I Dimension Door Divination Enhancement Emotion Enchanted Weapon Enervation Evard's Black Tentacles Extension I Far Reaching II Fear Fire Charm Fire Shield Fire Trap Fumble Greater Malison Hallucinatory Terrain Ice Storm Illusionary Wall Improved Invisibility Leomund's Secure Shelter Locate Creature Magic Mirror Mask of Death Massmorph Minor Creation Minor Globe of Invulnerability Minor Spell Turning Monster Summoning II Mordenkainen's Celerity Otiluke's Resilient Sphere Phantasmal Killer Plant Growth Polymorph Other Polymorph Self Rainbow Pattern Rary's Mnemonic Enhancer Remove Curse Shadow Monsters Shout Solid Fog Stoneskin Summon Lycanthrope There/Not There* Thunder Staff Turn Pebble to Boulder Unluck* Vacancy Wall of Fire Wall of Ice Wizard Eye
Advanced Illusion Airy Water Animal Growth Animate Dead Avoidance Bigby's Interposing Hand Chaos Cloudkill Cone of Cold Conjure Elemental Contact Other Plane Demishadow Monsters Dismissal Distance Distortion Domination Dream Extension II Fabricate False Vision Far Reaching III Feeblemind Hold Monster Khazid's Procurement Leomund's Lamentable Belaborment Leomund's Secret Chest Lower Resistance Magic Jar Magic Staff Major Creation Mind Fog Monster Summoning III Mordenkainen's Faithful Hound Passwall Safeguarding Seeming Sending Shadow Door Shadow Magic Stone Shape Summon Shadow Telekinesis Teleport Transmute Rock to Mud Von Gasik's Refusal Vortex* Wall of Force Wall of Iron Wall of Stone Waveform*
179
Appendix I: Spell Lists Level 6 Wizards
Level 7 Wizards
Level 8 Wizards
Level 9 Wizards
Antimagic Shell Augmentation II Bigby's Forceful Hand Bloodstone's Spectral Steed Chain Lightning Claws of the Umber Hulk Conjure Animals Contingency Control Weather Death Fog Death Spell Demishadow Magic Dilation II Disintegrate Enchant an Item Ensnarement Extension III Eyebite Forest's Fiery Constrictor Geas Glassee Globe of Invulnerability Guards and Wards Invisible Stalker Legend Lore Lorloveim's Shadowy Transformation Lower Water Mass Suggestion Mirage Arcana Mislead Monster Summoning IV Mordenkainen's Lucubration Move Earth Otiluke's Freezing Sphere Part Water Permanent Illusion Programmed Illusion Project Image Reincarnation Repulsion Shades Stone to Flesh Tenser's Transformation Transmute Water to Dust True Seeing Veil Wildshield* Wildstrike*
Acid Storm Banishment Bigby's Grasping Hand Bloodstone's Frightful Joining Charm Plants Control Undead Delayed Blast Fireball Drawmij's Instant Summons Duo-Dimension Finger of Death Forcecage Hatch the Stone From the Egg Hornung's Surge Selector* Intensify Summoning Limited Wish Malec-Keth's Flame Fist Mass Invisibility Monster Summoning V Mordenkainen's Magnificent Mansion Mordenkainen's Sword Phase Door Power Word, Stun Prismatic Spray Reverse Gravity Sequester Shadow Walk Shadowcat Simulacrum Spell Shape* Spell Turning Statue Steal Enchantment Suffocate Teleport Without Error Vanish Vision
Abi-Dalzim's Horrid Wilting Airboat Antipathy-Sympathy Bigby's Clenched Fist Binding Clone Demand Glassteel Gunther's Kaleidoscopic Strike Homunculus Shield Hornung's Random Dispatcher* Incendiary Cloud Mass Charm Maze Mind Blank Monster Summoning VI Otiluke's Telekinetic Sphere Otto's Irresistible Dance Permanency Polymorph Any Object Power Word, Blind Prismatic Wall Screen Serten's Spell Immunity Sink Symbol Trap the Soul Wildzone*
Astral Spell Bigby's Crushing Hand Chain Contingency Crystalbrittle Elemental Aura Energy Drain Estate Transference Foresight Gate Glorious Transmutation Imprisonment Meteor Swarm Monster Summoning VII Mordenkainen's Disjunction Power Word, Kill Prismatic Sphere Shape Change Stabilize* Succor Temporal Stasis Time Stop Wail of the Banshee Weird Wildfire* Wildwind*
180
Wish
Appendix I: Spell Lists Level 1 Priest
Level 2 Priest
Level 3 Priest
Level 4 Priest
Analyze Balance Animal Friendship Anti-Vermin Barrier Bless Call Upon Faith Combine Command Courage Create Water Cure Light Wounds Detect Evil Detect Magic Detect Poison Detect Snares & Pits Emotion Read Endure Heat/Endure Cold Entangle Faerie Fire Invisibility to Animals Invisibility to Undead Know Age Know Direction Know Time Light Locate Animals or Plants Log of Everburning Magical Stone Mistaken Missive Morale Pass Without Trace Personal Reading Protection From Evil Purify Food & Drink Remove Fear Ring of Hands* Sacred Guardian Sanctuary Shillelagh Speak With Astral Traveler Thought Capture Weighty Chest
Aid Augury Aura of Comfort Barkskin Calm Chaos Chant Charm Person or Mammal Create Holy Symbol Detect Charm Dissension's Feast Draw Upon Holy Might Dust Devil Emotion Perception Enthrall Find Traps Fire Trap Flame Blade Frisky Chest Goodberry Heat Metal Hesitation Hold Person Idea Know Alignment Lighten Load Messenger Mind Read Moment Music of the Spheres Mystic Transfer* Nap Obscurement Produce Flame Rally Resist Fire/Resist Cold Sanctify* Silence, 15' Radius Slow Poison Snake Charm Speak With Animals Spiritual Hammer Trip Warp Wood Withdraw Wyvern Watch Zone of Truth
Accelerate Healing Adaptation Animate Dead Astral Window Call Lightning Caltrops Choose Future Continual Light Create Campsite Create Food & Water Cure Blindness or Deafness Cure Disease Dispel Magic Efficacious Monster Ward Emotion Control Extradimensional Detection Feign Death Flame Walk Glyph of Warding Helping Hand Hold Animal Invisibility Purge Know Customs Line of Protection* Locate Object Magical Vestment Meld Into Stone Memory Read Miscast Magic Moment Reading Negative Plane Protection Plant Growth Prayer Protection From Fire Pyrotechnics Random Causality Remove Curse Remove Paralysis Rigid Thinking Slow Rot Snare Speak With Dead Spike Growth Squeaking Floors Starshine Strength of One Stone Shape Summon Insects Telepathy Telethaumaturgy Thief's Lament Tree Unearthly Choir* Water Breathing Water Walk Zone of Sweet Air
Abjure Addition Age Plant Animal Summoning I Blessed Warmth Body Clock Call Woodland Beings Chaotic Combat Chaotic Sleep Circle of Privacy Cloak of Bravery Compulsive Order Control Temperature, 10' Radius Cure Serious Wounds Defensive Harmony Detect Lie Dimensional Folding Divination Fire Purge Focus* Fortify* Free Action Genius Giant Insect Hallucinatory Forest Hold Plant Imbue With Spell Ability Inverted Ethics Join With Astral Traveler Leadership Lower Water Mental Domination Modify Memory Neutralize Poison Plant Door Probability Control Produce Fire Protection From Evil, 10' Radius Protection From Lightning Rapport Reflecting Pool Repel Insects Solipsism Speak With Plants Spell Immunity Sticks to Snakes Tanglefoot Thought Broadcast Tongues Tree Steed Uplift* Weather Stasis
181
Appendix I: Spell Lists Level 5 Priest
Level 6 Priest
Level 7 Priest
Quest Spells
Age Object Air Walk Animal Growth Animal Summoning II Antiplant Shell Atonement Barrier of Retention Blessed Abundance Champion's Strength Chaotic Commands Clear Path Cloud of Purification Commune Consequence Commune With Nature Control Winds Cure Critical Wounds Disguise Dispel Evil Easy March Elemental Forbiddance Extradimensional Manipulation Extradimensional Pocket Flame Strike Grounding Illusory Artillery Impeding Permission Insect Plague Magic Font Meld* Memory Wrack Mindshatter Moonbeam Pass Plant Plane Shift Quest Rainbow Raise Dead Repeat Action Shrieking Walls Spike Stones Thoughtwave* Time Pool Transmute Rock to Mud True Seeing Unceasing Vigilance of the Holy Sentinel Undead Ward Wall of Fire
Aerial Servant Age Creature Animal Summoning III Animate Object Antianimal Shell Blade Barrier Conjure Animals Conjure Fire Elemental Crushing Walls Disbelief Dragonbane Find the Path Fire Seeds Forbiddance Gravity Variation Great Circle, The * Group Mind Heal Heroes' Feast Land of Stability Legal Thoughts Liveoak Monster Mount Part Water Physical Mirror Reverse Time Seclusion Skip Day Sol's Searing Orb Speak With Monsters Spiritual Wrath* Stone Tell Transmute Water to Dust Transport Via Plants Turn Wood Wall of Thorns Weather Summoning Word of Recall
Age Dragon Animate Rock Astral Spell Breath of Life Changestaff Chariot of Sustarre Confusion Conjure Earth Elemental Control Weather Creeping Doom Divine Inspiration Earthquake Exaction Fire Storm Gate Holy Word Hovering Road Illusory Fortifications Mind Tracker Regenerate Reincarnate Restoration Resurrection Shadow Engines Spacewarp Spirit of Power* Succor Sunray Symbol Tentacle Walls Timelessness Transmute Metal to Wood Uncontrolled Weather Wind Walk
Abundance Animal Horde Circle of Sunmotes Conformance Elemental Swarm Etherwalk Fear Contagion Health Blessing Highway Imago Interrogation Implosion/Inversion Interdiction Mindnet Planar Quest Preservation Revelation Reversion Robe of Healing Siege Wall Shooting Stars Sphere of Security Spiral of Degeneration Stalker Storm of Vengeance Transformation Undead Plague Warband Quest Ward Matrix Wolf Spirits
182
Appendix II: Spell Descriptions the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell Affect Normal Fires lets out a loud ringing that can be heard (Alteration) clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing Range: 5 yds./level door and by 20 feet for each substantial Components: V, S, M interposing wall.) The sound lasts for Duration: 2 rds./level one round and then ceases. Ethereal or Casting Time: 1 astrally projected creatures do not trigger Area of Effect: 10-ft. radius an alarm, but flying or levitating Saving Throw: None creatures, invisible creatures, or incorporeal or gaseous creatures do. The This spell enables the wizard to caster can dismiss the alarm with a cause nonmagical fires--from as small as single word. a torch or lantern to as large as the area The material components of this of effect--to reduce in size and spell are a tiny bell and a piece of very brightness to become mere coals or fine silver wire. increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Armor Note that this does not affect either fuel (Conjuration) consumption or damage caused by the fire. The caster can affect any or all fires Range: Touch Components: V, S, M in the spell's area. He can alter their intensities with a single gesture as long Duration: Special Casting Time: 1 rd. as the spell is in effect. The spell lasts Area of Effect: 1 creature until the caster cancels it, all fuel is Saving Throw: None burned, or the duration expires. The caster can also extinguish all flames in By means of this spell, the wizard the area, which expends the spell creates a magical field of force that immediately. The spell does not affect serves as if it were scale mail armor (AC fire elementals or similar creatures. 6). The spell has no effect on a person already armored or a creature with Alarm Armor Class 6 or better. It is not (Abjuration, Evocation) cumulative with the shield spell, but it is cumulative with Dexterity and, in case of Range: 10 yds. fighter/mages, with the shield bonus. Components: V, S, M The armor spell does not hinder Duration: 4 hrs. + ½ hr./level movement or prevent spellcasting, and Casting Time: 1 rd. adds no weight or encumbrance. It lasts Area of Effect: Up to 20-ft. cube until successfully dispelled or until the Saving Throw: None wearer sustains cumulative damage totaling greater than 8 points + 1 per When an alarm spell is cast, the level of the caster. (It is important to note wizard causes a selected area to react to that the armor does not absorb this the presence of any creature larger than a damage. The armor merely grants an AC normal rat--anything larger than about ½ of 6; the wearer still suffers full damage cubic foot in volume or more than about from any successful attacks.) Thus, the three pounds in weight. The area of wearer might suffer 8 points from an effect can be a portal, a section of floor, attack, then several minutes later sustain stairs, etc. As soon as any creature enters an additional 1 point of damage. Unless 183
Level 1 Wizards Spells
the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained. The material component is a piece of finely cured leather that has been blessed by a priest.
Audible Glamer (Illusion/Phantasm) Range: 60 yds. + 10 yds./level Components: V, S, M Duration: 3 rds./level Casting Time: 1 Area of Effect: Hearing range Saving Throw: Special When the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the audible glamer at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men. A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false
Appendix II: Spell Descriptions sound, emanating from the caster's direction. Note that this spell can enhance the effectiveness of the phantasmal force spell. The material component of the spell is a bit of wool or a small lump of wax.
a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, cannot affect the Burning Hands concentration of spellcasters, and can (Alteration) only create small, obviously magical materials. Furthermore, materials created Range: 0 by a cantrip are extremely fragile and Components: V, S cannot be used as tools of any sort. Duration: Instantaneous Lastly, a cantrip lacks the power to Casting Time: 1 duplicate any other spell effects. Area of Effect: The caster Whatever manifestation the Saving Throw: ½ cantrip takes, it remains in effect only as When the wizard casts this spell, long as the wizard concentrates. Wizards typically use cantrips to impress a jet of searing flame shoots from his fingertips. His hands must be held so as common folk, amuse children, and brighten dreary lives. Common tricks to send forth a fanlike sheet of flames: with cantrips include tinklings of The wizard's thumbs must touch each other and the fingers must be spread. The ethereal music, brightening faded burning hands send out flame jets 5 feet flowers, glowing balls that float over the caster's hand, puffs of wind to flicker long in a horizontal arc of about 120 candles, spicing up aromas and flavors degrees in front of the wizard. Any creature in the area of the flames suffers of bland food, and little whirlwinds to 1d3 points of damage, plus 2 points for sweep dust under rugs. Combined with the unseen servant spell, it's a tool to each level of experience of the make housekeeping and entertaining spellcaster, to a maximum of 1d3+20 simpler for the wizard. points of fire damage. Those successfully saving vs. spell receive half Change Self damage. Flammable materials touched by the fire burn (for example, cloth, (Illusion/Phantasm) paper, parchment, thin wood, etc.). Such materials can be extinguished in the next Range: 0 round if no other action is taken. Components: V, S Duration: 2d6 rds. + 2 rds./level Casting Time: 1 Cantrip Area of Effect: The caster (All Schools) Saving Throw: None Range: 10 ft. This spell enables the wizard to Components: V, S alter the appearance of his form-Duration: 1 hr./level including clothing and equipment--to Casting Time: 1 appear 1 foot shorter or taller; thin, fat, Area of Effect: Special or in between; human, humanoid, or any Saving Throw: None other generally man-shaped bipedal Cantrips are minor spells studied creature. The caster cannot duplicate a by wizards during their apprenticeship, specific individual. The spell does not regardless of school. The cantrip spell is provide the abilities or mannerisms of 184
the chosen form. The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster. The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered in this way.
Charm Person (Enchantment/Charm) Range: 120 yds. Components: V, S Duration: Special Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster's group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured
Appendix II: Spell Descriptions that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for 'just a minute or two.' Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands). The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells. Note that the subject has full memory of the events that took place while he was charmed.
throw vs. spell. Blind or unseeing creatures are not affected by the spell. (Necromancy) Creatures not allowed or failing saving throws, and whose Hit Dice or Range: 0 levels are less than or equal to the Components: V, S spellcaster's level, are struck Duration: 3 rds. + 1 rd./level unconscious for 2d4 rounds; those with Casting Time: 1 Hit Dice or levels 1 or 2 greater than the Area of Effect: The caster wizard's level are blinded for 1d4 Saving Throw: Neg. rounds; those with Hit Dice or levels 3 or more greater than that of the When the caster completes this spell, a blue glow encompasses his hand. spellcaster are stunned (reeling and This energy attacks the life force of any unable to think or act coherently) for one round. living creature upon which the wizard The material components of this makes a successful melee attack. The spell are a pinch each of powder or sand touched creature must roll a successful that is colored red, yellow, and blue. saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Comprehend Languages Strength. If the save is successful, the creature remains unharmed. Creatures (Alteration) not rated for Strength suffer a -1 penalty Reversible to their attack rolls for every other successful touch. Lost Strength returns at Range: Touch the rate of 1 point per hour. Damage Components: V, S, M must be cured magically or healed Duration: 5 rds./level naturally. Casting Time: 1 rd. This spell has a special effect on Area of Effect: 1 speaking creature or undead creatures. Undead touched by the written text caster suffer no damage or Strength loss, Saving Throw: None but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per When this spell is cast, the level of the caster. wizard is able to understand the spoken words of a creature or read an otherwise Intelligence incomprehensible written message (such Color Spray Score Time Between Checks as writing in another language). In either (Alteration) 3 or less 3 months case, the wizard must touch the creature 4-6 2 months or the writing. Note that the ability to Range: 0 7-9 1 month read does not necessarily impart Components: V, S, M 10-12 3 weeks understanding of the material, nor does Duration: Instantaneous 13-14 2 weeks the spell enable the caster to speak or Casting Time: 1 15-16 1 week write an unknown language. Written Area of Effect: 5 x 20 x 20 ft. wedge 17 3 days material can be read at the rate of one Saving Throw: Special 18 2 days page or equivalent per round. Magical 19 or more 1 day writing cannot be read, other than to Upon casting this spell, the wizard causes a vivid, fan-shaped spray know it is magical, but the spell is often Note: The period between checks of clashing colors to spring forth from useful when deciphering treasure maps. is the time period during which the his hand. From one to six creatures (1d6) This spell can be foiled by certain check occurs. warding magic (the 3rd-level secret page within the area are affected in order of When to roll the check during increasing distance from the wizard. All and illusionary script spells), and it does this time is determined (randomly or by creatures above the level of the not reveal messages concealed in selection) by the DM. The roll is made spellcaster and all those of 6th level or 6 otherwise normal text. secretly. The material components of this Hit Dice or more are entitled to a saving 185
Chill Touch
Appendix II: Spell Descriptions spell are a pinch of soot and a few grains of salt. The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.
roll on the table below.
Conjure Spell Component
4
(Conjuration/Summoning)
D4 Roll 1 2 3
Detect Magic (Divination)
Result Desired component appears. Component does not appear. Creature is teleported to the caster. Caster is teleported to the creature.
Only animals with Intelligence scores of 1-4 can be affected by this spell. Humanoids and fantastic animals (dragons, bugbears, unicorns, etc.) cannot be affected. In all cases, the DM must use common sense to determine the likelihood of the component being When this spell is cast, the wizard teleports desired items directly to located within spell range. his hand. The objects must be naturally Dancing Lights occurring components for spells the wizard knows and they must be within (Alteration) spell range. The components must be items commonly found in the area, such Range: 40 yds. + 10 yds./level as a twig, feather, firefly, or bit of Components: V, S, M beeswax in a forest. Duration: 2 rds./level If the components lie Casting Time: 1 underground or underwater at a depth Area of Effect: Special greater than 10 feet, they cannot be Saving Throw: None conjured, even if the caster is at a similar depth (such as in a cavern or at the When a dancing lights spell is bottom of a lake). cast, the wizard creates, at his option, The spell will not cause the from one to four lights that resemble appearance of components whose value either torches or lanterns (and cast that exceeds 1 gp. Thus, it is impossible to amount of light), glowing spheres of summon gemstones, crystals, metals, light (such as evidenced by will-opearls, etc. Additionally, components wisps), or one faintly glowing, vaguely cannot be manmade or altered from their manlike shape, somewhat similar to that natural state (coins, jewelry, cut or of a creature from the Elemental Plane of crushed gems, mirrors, etc.), nor can Fire. they be taken from someone else's The dancing lights move as the possession. spellcaster desires, forward or back, A single conjure spell component straight or turning corners, without spell will summon three components per concentration upon such movement by level of the caster. They may be three the wizard. The spell cannot be used to different components or multiples of a cause blindness (see the 1st-level light single component. spell), and it winks out if the range or Attempts to conjure an animal's duration is exceeded. body parts (such as bat fur) produce The material component of this unpredictable results. The DM should spell is either a bit of phosphorus or wychwood, or a glowworm. Range: 1 mile/level Components: V, S Duration: 1 round Casting Time: 1 Area of Effect: 3 components/level Saving Throw: None
186
Range: 0 Components: V, S Duration: 2 rds./level Casting Time: 1 Area of Effect: 10 x 60 ft. Saving Throw: None When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.
Detect Undead (Divination, Necromancy) Range: 0 Components: V, S, M Duration: 3 turns Casting Time: 1 rd. Area of Effect: 60 ft. + 10 ft./level Saving Throw: None This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates
Appendix II: Spell Descriptions direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The material component for this spell is a bit of earth from a grave.
Enlarge (Alteration) Reversible Range: 5 yds./level Components: V, S, M Duration: 5 rds./level Casting Time: 1 Area of Effect: 1 creature or object Saving Throw: Neg. This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight. All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials--the spell cannot be used to crush a creature by growth. Magical properties are not increased by this spell--a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and
strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size. For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered. The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch--the recipient cannot dwindle away to nothingness. For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell. The material component of this spell is a pinch of powdered iron.
Erase (Alteration) Range: 30 yds. Components: V, S Duration: Permanent Casting Time: 1 Area of Effect: 1 scroll or 2 pages Saving Throw: Special 187
The erase spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see those spells). Nonmagical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (for example, 35% for a 1st-level caster, 40% for a 2nd-level caster, etc.).
Feather Fall (Alteration) Range: 10 yds./level Components: V Duration: 1 rd./level Casting Time: 1 Area of Effect: Special Saving Throw: None When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon freefalling, flying, or propelled objects (such as missiles). It
Appendix II: Spell Descriptions does not affect a sword blow or a The wizard has an empathic link charging creature. Note that the spell can with the familiar and can issue it mental be effectively combined with gust of commands at a distance of up to 1 mile. wind and similar spells. Note that empathic responses from the familiar are generally fairly basic--while able to communicate simple thoughts, Find Familiar these are often overwhelmed by (Conjuration/Summoning) instinctual responses. Thus, a ferret familiar spying on a band of orcs in the Range: 1 mile/level woods might lose its train of thought Components: V, S, M upon sighting a mouse. Certainly its Duration: Special communications to its master would be Casting Time: 2d12 hours tinged with fear of the 'big ones' it was Area of Effect: 1 familiar spying on! The caster cannot see through Saving Throw: Special the familiar's eyes. If separated from the caster, the This spell enables the caster to familiar loses 1 hit point each day, and attempt to summon a familiar to act as dies if reduced to 0 hit points. When the his aide and companion. Familiars are familiar is in physical contact with its typically small creatures, such as cats, wizard, it gains the wizard's saving frogs, ferrets, crows, hawks, snakes, throws against special attacks. If a owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can special attack would normally cause benefit a wizard, conveying its sensory damage, the familiar suffers no damage if the saving throw is successful and half powers to its master, conversing with him, and serving as a guard/scout/spy as damage if the saving throw is failed. If the familiar dies, the wizard must well. A wizard can have only one successfully roll an immediate system familiar at a time, however, and he has shock check or die. Even if he survives no control over what sort of creature this check, the wizard loses 1 point from answers the summoning, if any at all his Constitution when the familiar dies. come. The power of the conjuration is The creature is always more such that it can be attempted but once intelligent than others of its type (typically by 2 or 3 Intelligence points), per year. When the wizard decides to find a familiar, he must load a brass and its bond with the wizard confers brazier with charcoal. When this is upon it an exceptionally long life. The wizard receives the heightened senses of burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal is then begun and must be continued until the familiar comes or the casting familiars have 2-4 hit points plus 1 hit time is finished. point per caster level, and an Armor Class of 7 (due to size, speed, etc.). D20 Roll 1-5 6-7 8-9 10-11 12-13 14-15 16-20
The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a dispel magic spell send them away. Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar's relationship with its master. Purposely arranging the death of one's own familiar incurs great disfavor from certain powerful entities, with dire results.
Fire Burst (Alteration, Evocation) Range: 5 yards/level Components: V, S Duration: Instantaneous Casting Time: 1
Area of Effect: One 10'-radius circle Saving Throw: Neg. When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.
Familiar* Sensory Powers Cat, black Excellent night vision & superior hearing Crow Excellent vision Hawk Very superior distance vision Owl Night vision equals human daylight vision, superior hearing Toad Wide-angle vision Weasel Superior hearing & very superior olfactory power No familiar available within spell range
* The DM can substitute other small animals suitable to the area. 188
Appendix II: Spell Descriptions Fist of Stone (Alteration) Range: 0 Components: V, S Duration: 1 round/level Casting Time: 1 Area of Effect: The caster's hand Saving Throw: None Upon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had Strength of 18/00. Combat bonuses for Strength do not apply if the caster uses any weapon other than his fist. While the spell is in effect, the wizard cannot cast spells requiring somatic components.
Friends (Enchantment/Charm) Range: 0 Components: V, S, M Duration: 1d4 rds. + 1 rd./level Casting Time: 1 Area of Effect: 60-ft. radius Saving Throw: Special A friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the DM. The components for this spell are
chalk (or white flour), lampblack (or soot), and vermilion applied to the face before casting the spell.
DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the Gaze Reflection affected area is almost assured! The spell (Alteration) can also be used to create a greasy coating on an item--a rope, ladder rungs, Range: 0 weapon handle, etc. Material objects not Components: V, S in use are always affected by this spell, Duration: 2 rds. + 1 rd./level while creatures wielding or employing Casting Time: 1 items receive a saving throw vs. spell to Area of Effect: Special avoid the effect. If the initial saving Saving Throw: None throw is failed, the creature immediately The gaze reflection spell creates a drops the item. A saving throw must be shimmering, mirrorlike area of air before made each round the creature attempts to use the greased item. The caster can end the wizard that moves with the caster. the effect with a single utterance; Any gaze attack, such as that of a otherwise, it lasts for three rounds plus basilisk, eyes of charming, a vampire's gaze, the 6th-level eyebite spell, and so one round per level. The material component of the on, is reflected back upon the gazer if the gazer tries to make eye contact with the spell is a bit of pork rind or butter. spellcaster (the spellcaster suffers no Hold Portal effects from the gaze attack). Such creatures receive a saving throw vs. their (Alteration) own gaze effect. The spell does not affect vision or lighting and is not Range: 20 yds./level effective against creatures whose effect Component: V comes from being gazed upon (such as a Duration: 1 rd./level medusa). Only active gaze attacks are Casting Time: 1 blocked by this spell. Area of Effect: 20 sq. ft./level Saving Throw: None
Grease
This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, Range: 10 yds. just as if it were securely closed and Components: V, S, M locked. Any extraplanar creature (djinn, Duration: 3 rds. + 1 rd./level elemental, etc.) with 4 or more Hit Dice Casting Time: 1 can shatter the spell and burst open the Area of Effect: 10 x 10 ft. portal. A wizard of 4 or more experience Saving Throw: Special levels higher than the spellcaster can A grease spell covers a material open the held portal at will. A knock spell or a successful dispel magic spell surface with a slippery layer of a fatty, greasy nature. Any creature entering the can negate the hold portal. Held portals area or caught in it when the spell is cast can be broken or physically battered must save vs. spell or slip, skid, and fall. down. Those who successfully save can reach the nearest nongreased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The 189 (Conjuration)
Appendix II: Spell Descriptions Hornung's Guess*
Hypnotism
(Divination)
(Enchantment/Charm)
Range: 300 yards Component: V Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None
Range: 5 yds. Components: V, S Duration: 1 rd. + 1 rd./level Casting Time: 1 Area of Effect: 30 ft. cube Saving Throw: Neg.
Hornung, one of the leading wizards in the field of wild magic (before his untimely disappearance while experimenting with wildwind ), developed this spell to improve the accuracy of his estimates. The spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group. The spell's area of effect is one group of a general class of objects. All objects of the group must be within spell range and the group as a whole must be visible to the caster. The wizard need not see every individual in the group, merely the general limits of the group's size and area. For example, a wizard on a hill could look down on a forest and estimate the number of trees in all or part of it. He could not get an estimate of the number of goblins within the forest, however, since the group as a whole (the goblins) is concealed from sight. The estimate generated is accurate to the largest factor of ten (rounded up). For example, if Hornung's guess were cast on a group of 439 horsemen, the estimate would be 400. If there were 2,670 horsemen, the spell would estimate 3,000. If there were 37 horsemen, the answer would be 40. Clearly, using the spell on small groups (especially those with fewer than 10 members) is pointless. Hornung's guess can be used to quickly estimate the size of treasure hoards and army units. It is particularly popular with moneylenders and generals.
The gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the area to become susceptible to a suggestion--a brief and reasonable-sounding request (see the 3rd-level wizard suggestion spell). The request must be given after the hypnotism spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work). Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster's gaze, the saving throw is made with a penalty of -2. A creature that fails its saving throw does not remember that the caster enspelled it.
Identify (Divination) Range: 0 Components: V, S, M Duration: 1 rd./level Casting Time: Special Area of Effect: 1 item/level Saving Throw: None When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it 190
must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw. The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell. The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged. After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character). The material components of this spell are a pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a luckstone is powdered
Appendix II: Spell Descriptions and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned.
Jump (Alteration) Range: Touch Components: V, S, M Duration: 1d3 rds. + 1 rd./level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None
always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.
Light (Alteration) Range: 60 yds. Components: V, M Duration: 1 turn/level Casting Time: 1 Area of Effect: 20-ft. radius Saving Throw: Special
This spell creates a luminous glow, equal to torchlight, within a fixed The individual touched when this radius of the spell's center. Objects in spell is cast is empowered to leap once darkness beyond this sphere can be seen, per round for the duration of the spell. at best, as vague and shadowy shapes. Leaps can be up to 30 feet forward or The spell is centered on a point selected straight upward or 10 feet backward. by the caster, and he must have a line of Horizontal leaps forward or backward sight and unobstructed path for the spell have only a slight arc--about 2 feet per when it is cast. Light can spring from air, 10 feet of distance traveled. The jump rock, metal, wood, or almost any similar spell does not ensure safety in landing or substance. grasping at the end of the leap. The effect is immobile unless it is The material component of this specifically centered on a moveable spell is a grasshopper's hind leg, to be object or mobile creature. If this spell is broken by the caster when the spell is cast upon a creature, the applicable cast. magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful Lasting Breath saving throw indicates that the spell is (Alteration) centered immediately behind the creature, rather than upon the creature Range: 5 yards/level itself. Light taken into an area of magical Components: V, S darkness does not function, but if cast Duration: 1d4 rounds +1 round/level directly against magical darkness Casting Time: 1 negates it (but only for the duration of Area of Effect: One creature/level the light spell, if the darkness effect is Saving Throw: None continual). Light centered on the visual This spell increases the amount organs of a creature blinds it, reducing of time a character can hold his breath. As described in the Player's Handbook, its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The a character can hold his breath for a number of rounds equal to one-third his caster can end the spell at any time by uttering a single word. Constitution score. The effect of this The material component is a spell is added to that figure. firefly or a piece of phosphorescent The duration of the spell is 191
moss.
Magic Missile (Evocation) Range: 60 yds. + 10 yds./level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: 1-5 targets Saving Throw: None Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to 'Strike the commander of the legion,' unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile--he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
Appendix II: Spell Descriptions whisper a reply that is heard by the spellcaster. Note that there must be an (Alteration) unobstructed path between the spellcaster and the recipients of the spell. Range: 30 yds. The message must be in a language the Components: V, S, M caster speaks; this spell does not by itself Duration: Permanent confer understanding upon the Casting Time: 1 recipients. This spell is most often used Area of Effect: 1 object to conduct quick and private conferences Saving Throw: None when the caster does not wish to be This spell repairs small breaks or overheard. The material component of the tears in objects. It will weld a broken spell is a short piece of copper wire. ring, chain link, medallion, or slender dagger, providing but one break exists. Metamorphose Liquids Ceramic or wooden objects with multiple breaks can be invisibly rejoined (Alteration) to be as strong as new. A hole in a leather sack or wineskin is completely healed Range: Touch over by a mending spell. This spell does Components: V, S, M not, by itself, repair magical items of any Duration: Permanent type. One turn after the spell is cast, the Casting Time: 1 round magic of the joining fades, and the effect Area of Effect: 1'-cube/level cannot be magically dispelled. The Saving Throw: Special maximum volume of material the caster can mend is 1 cubic foot per level. This spell transmutes one type of The material components of this liquid into an equal amount of a spell are two small magnets of any type different, nonmagical fluid (water, wine, (lodestone in all likelihood) or two burrs. blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect. Message Magical liquids (such as potions) (Alteration) receive a saving throw vs. disintegration with a +3 bonus to avoid the spell's Range: 0 effect. Fluids can be transmuted only Components: V, S, M into nonmagical liquids; it is not possible Duration: 5 rds./level to change a magical liquid into another Casting Time: 1 type of magical liquid. Poisons may be Area of Effect: Special rendered harmless through use of this Saving Throw: None spell, but the spell has no effect on poisons already consumed. When this spell is cast, the Living creatures are unaffected wizard can whisper messages and receive replies with little chance of being by the spell, excluding those from the elemental plane of water. Such creatures overheard. When the spell is cast, the are allowed a saving throw vs. spell. wizard secretly or openly points his finger at each creature to be included in Failure results in 1d4 points of damage per level of the caster, while success the spell effect. Up to one creature per level can be included. When the wizard indicates half damage. Only one creature whispers, the whispered message travels can be affected by a single casting of this in a straight line and is audible to all of spell, regardless of the creature's size. The material component is a drop the involved creatures within 30 feet, of the liquid that the caster intends to plus 10 feet per level of the caster. The create, which must be placed on the creatures who receive the message can 192
Mending
wizard's tongue and consumed. Creating poisons through use of this spell is especially dangerous.
Mount (Conjuration/Summoning) Range: 10 yds. Components: V, S, M Duration: 2 hrs. + 1 hr./level Casting Time: 1 turn Area of Effect: 1 mount Saving Throw: None By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following: Caster Level Mount 1-3 Mule or light horse 4-7 Draft horse or war horse 8-12 Camel 13-14 Elephant (and howdah at 18th level) 15+ Griffon (and saddle at 18th level) The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain. The material component of the spell is a bit of hair from the type of animal to be conjured.
Appendix II: Spell Descriptions Murdock's Feathery Flyer (Alteration) Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None Upon casting this spell, a feathery membrane grows under the wizard's arms, extending along his sides all the way to his feet. The membrane appears to merge with the caster's skin and clothing. If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50 feet. Gliding characters have a movement rate of 12 and Maneuverability Class E. A wizard attempting to carry more than his normal weight allowance plummets to the earth upon takeoff. When the spell expires, the feathers instantly disappear. If the wizard is airborne, he immediately plummets toward the ground. The material component is an eagle's feather.
Nahal's Reckless Dweomer*
Before casting the spell, the mage announces the spell effect he is trying to create. The mage must be able to cast the spell (i.e., have it in his spell books), but need not have it memorized. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Table 2: Wild Surge Results. Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting Nahal's reckless dweomer.
Nystul's Magical Aura (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: 1 rd. Area of Effect: Special Saving Throw: Special
(Invocation/Evocation)
By means of this spell, any one item of no more than five pounds weight Range: Special per level of the spellcaster can be given Components: V, S an aura that is noticed by someone using Duration: Special magic detection. Furthermore, the caster Casting Time: 5 can specify the type of magical aura that Area of Effect: Special is detected (alteration, conjuration, etc.) Saving Throw: Special and this effectively masks the item's actual aura, if any, unless the item's own This spell is the wild mage's ultimate last-resort spell. When cast, the aura is exceptionally powerful (if it is an artifact, for instance). If the object mage releases a sudden flood of wild bearing Nystul's magical aura has an magical energy in the hope of seizing identify spell cast on it or is similarly and shaping that energy into a desired examined, the examiner has a 50% spell effect. The attempt usually fails, but something almost always occurs in chance of recognizing that the aura has been placed to mislead the unwary. the process. 193
Otherwise, the aura is believed and no amount of testing reveals what the true magic is. The component for this spell is a small square of silk, which must be passed over the object that receives the aura.
Patternweave* (Divination) Range: 10 yards Components: V, S, M Duration: 1 round Casting Time: 3 Area of Effect: 10-foot square Saving Throw: Special Patternweave allows the caster to make sense of apparent chaos. The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints. After casting the spell, the mage studies seemingly random elements-broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible-- coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. The wizard must study the random elements for one round, after which the DM secretly makes a saving throw vs. spell for the wizard. If the saving throw is failed, the spell fails. However, if the saving throw is successful, the caster sees in his mind the pattern these objects form. If the items studied are truly random, no information is gained. After the caster has visualized the pattern, he can attempt to reassemble the parts into their original form. This requires another saving throw vs. spell to determine whether the mage remembers sufficient details to accomplish the task. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map
Appendix II: Spell Descriptions may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the wizard can make only a reasonable copy of the item. He can use this spell to restore works of art, but they will be worth only a small percentage of their original value. The material component is a small hand lens through which the caster studies the objects. The lens is not consumed in the casting.
Phantasmal Force (Illusion/Phantasm) Range: 60 yds. + 10 yds./level Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: 400 sq. ft. + 100 sq. ft./level Saving Throw: Special This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent--unless the spellcaster causes the illusion to react appropriately—or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under 'Illusions' in Chapter 7: Magic and under 'Adjudicating Illusions' at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7). The illusionary effect can be moved by the caster within the limits of
the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under 'Adjudicating Illusions' at the beginning of Appendix 2. The material component of the spell is a bit of fleece.
Protection From Evil (Abjuration) Reversible Range: Touch Components: V, S, M Duration: 2 rds./level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses. Second, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. 194
Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature. To complete this spell, the wizard must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver. This spell can be reversed to become protection from good; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.
Read Magic (Divination) Range: 0 Components: V, S, M Duration: 2 rds./level Casting Time: 1rd. Area of Effect: Special Saving Throw: None By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round. The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Appendix II: Spell Descriptions Shield (Evocation) Range: 0 Components: V, S Duration: 5 rds./level Casting Time: 1 Area of Effect: Special Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard's saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.
electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.
Sleep (Enchantment/Charm) Range: 30 yds. Components: V, S, M Duration: 5 rds./level Casting Time: 1 Area of Effect: Special Saving Throw: None
When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are Shocking Grasp affected first, and partial effects are (Alteration) ignored. For example, a wizard casts sleep Range: Touch at three kobolds, two gnolls, and an ogre. Components: V, S The roll (2d4) result is 4. All the kobolds Duration: Special and one gnoll are affected (½ + ½ + ½ + Casting Time: 1 2 = 3 ½ Hit Dice). Area of Effect: Creature touched Note that the remainder is not Saving Throw: None enough to affect the last gnoll or the When the wizard casts this spell, ogre. Slapping or wounding awakens he develops a powerful electrical charge affected creatures but normal noise does that gives a jolt to the creature touched. not. Awakening requires one entire The spell remains in effect for one round round. Magically sleeping opponents can per level of the caster or until it is be attacked with substantial bonuses (see discharged by the caster touching 'Modifiers to the Attack Roll' in Chapter another creature. The shocking grasp 9: Combat). delivers 1d8 points of damage, plus 1 The material component for this point per level of the wizard (for spell is a pinch of fine sand, rose petals, example, a 2ndlevel wizard would discharge a shock causing 1d8+2 points or a live cricket. of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an 195
Spider Climb (Alteration) Range: Touch Components: V, S, M Duration: 3 rds. + 1 rd./level Casting Time: 1 Area of Effect: Creature touched Saving Throw: Neg. A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word. The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient.
Spook (Illusion/Phantasm) Range: 30 ft. Components: V, S Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg.
Appendix II: Spell Descriptions A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a maximum of -6 at 12th level. Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.
seeking to use body or hand-held weapons rather than missile weapons or spells. Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM's discretion. If used in conjunction with a ventriloquism spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader's presence, and so on. The material component is a slug, which is hurled at the creatures to be taunted.
disc more than 3 feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence, and whatever it was supporting crashes to the surface beneath it. The material component of the spell is a drop of mercury.
Unseen Servant (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 hr. + 1 turn/level Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None
The unseen servant is an invisible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to Tenser's Floating Disc clean and mend. It is not strong, but (Evocation) unfailingly obeys the command of the wizard. It can perform only one activity Range: 20 yds. at a time and can move only lightweight Components: V, S, M items, carrying a maximum of 20 pounds Duration: 3 turns + 1 turn/level or pushing/pulling 40 pounds across a Taunt Casting Time: 1 smooth surface. It can open only normal (Enchantment) Area of Effect: Special doors, drawers, lids, etc. The unseen Saving Throw: None servant cannot fight, nor can it be killed, Range: 60 yds. as it is a force rather than a creature. It Components: V, S, M With this spell, the caster creates can be magically dispelled, or eliminated Duration: 1 rd the slightly concave, circular plane of after receiving 6 points of damage from Casting Time: 1 force known as Tenser's floating disc area-effect spells, breath weapons, or Area of Effect: 30-ft. radius (after the famed wizard whose greed and similar attacks. If the caster attempts to Saving Throw: Neg. ability to locate treasure are well send it beyond the allowed radius, the known). The disc is 3 feet in diameter spell ends immediately. A taunt spell enables the caster to and holds 100 pounds of weight per level The material components of the jape and jeer effectively at a single type of the wizard casting the spell. The disc spell are a piece of string and a bit of of creature with an Intelligence of 2 or floats approximately 3 feet above the wood. greater. The caster need not speak the ground at all times and remains level. It language of the creatures. His words and floats along horizontally within its range Ventriloquism sounds have real meaning for the subject of 20 yards at the command of the caster, (Illusion/Phantasm) creature or creatures, challenging, and will accompany him at a movement insulting, and generally irritating and rate of no more than 6. If unguided, it Range: 10 yds./level, max. 90 yds. angering the listeners. Those failing to maintains a constant interval of 6 feet Components: V, M save vs. spell rush forth in fury to do between itself and the wizard. If the Duration: 4 rds. + 1 rd./level battle with the spellcaster. All affected spellcaster moves beyond range (by Casting Time: 1 creatures attack the spellcaster in melee moving faster, by such means as a Area of Effect: 1 creature or object if physically capable of doing so, teleport spell, or by trying to take the Saving Throw: Neg. 196
Appendix II: Spell Descriptions This spell enables the wizard to make his voice--or someone else's voice--or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a -2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion. The material component of this spell is a parchment rolled up into a small cone.
Wizard Mark (Alteration) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: Up to 1 sq. ft. Saving Throw: None
When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size. A wizard mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and be visible (though not necessarily understandable). Detect Wall of Fog invisibility, true seeing, a gem of seeing, (Evocation) or a robe of eyes will likewise expose an invisible wizard mark. A read magic Range: 30 yds. spell will reveal the maker's words, if Components: V, S, M any. The mark cannot be dispelled, but it Duration: 2d4 rds. + 1 rd./level can be removed by the caster or by an Casting Time: 1 erase spell. If cast on a living being, Area of Effect: 20 ft. cube + 10 ft. normal wear gradually causes the mark cube/level to fade. Saving Throw: None The material components for this spell are a pinch of diamond dust (about By casting this spell, the wizard 100 gp worth) and a pigment or creates a billowing wall of misty vapors pigments for the coloration of the mark. in any area within the spell range. The If the mark is to be invisible, the wall of fog obscures all sight, normal pigments are still used, but the caster and infravision, beyond 2 feet. The uses a stylus of some sort rather than his caster may create less vapor if he wishes. finger. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind. The material component is a pinch of split dried peas.
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Appendix II: Spell Descriptions Level 2 Wizard Spells Alter Self (Alteration) Range: 0 Components: V, S Duration: 3d4 rds. + 2 rds./level Casting Time: 2 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard can alter his appearance and form —including clothing and equipment--to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster's body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only one-third the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form. The caster's attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.
Bind (Enchantment) Range: 30 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 2 Area of Effect: 50 ft. + 5 ft./level Saving Throw: None
When this spell is employed, the wizard can command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The spell affects 50 feet of normal rope (with a 1 inch diameter), plus 5 feet per caster level. This length is reduced by 50% for every additional inch of thickness and increased by 50% for each half-inch less. The possible commands are Coil (form a neat, coiled stack), Coil & Knot, Loop, Loop & Knot, Tie & Knot, and the reverses of all of the above (Uncoil, etc.). One command can be given each round. The rope can only enwrap a creature or an object within 1 foot of it-it does not snake outward--so it must be thrown or hurled near the intended target. Note that the rope itself, 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 of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell.
Blindness (Illusion/Phantasm) Range: 30 yds. + 10 yds./level Component: V Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg.
Blur (Illusion/Phantasm) Range: 0 Components: V, S Duration: 3 rds. + 1 rd./level Casting Time: 2 Area of Effect: The caster Saving Throw: None When a blur spell is cast, the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -4 penalties on the first attempt and -2 penalties on all successive attacks. It also grants the wizard a +1 bonus to his saving throw for any direct magical attack. A detect invisibility spell will not counter this effect, but the 5th-level priest spell true seeing and similar magic will.
Chaos Shield* (Abjuration) Range: 0 Components: V, S Duration: 1d10 rounds+2 rounds/level Casting Time: 2 Area of Effect: The caster Saving Throw: Special
Following the discovery of wild magic came the discovery of wild surges and the personal danger such surges create. After several wild mages The blindness spell causes the destroyed themselves by rather victim to become blind, able to see only spectacular means (or suffered very odd a grayness before its eyes. Various cure side effects), the chaos shield was spells will not remove this effect, and created as protection from these surges. only a dispel magic or the spellcaster can This spell imbues the wild mage do away with the blindness if the with special protection against the creature fails its initial saving throw vs. effects of wild surges. It protects only spell. A blinded creature suffers a -4 against wild surges caused by the caster's penalty to its attack rolls, and its own spells, not from the effects of opponents gain a +4 bonus to their attack another mage's wild surges. rolls. When a wild surge affects a caster protected by chaos shield, he is allowed a saving throw vs. magic. If the saving throw is successful, the effect of 198
Appendix II: Spell Descriptions the surge on the caster is negated. If the saving throw is failed, the caster is affected normally by the surge. The spell does not protect against wild surges that might be caused by its own casting. The chaos shield protects only the caster and does not negate the effects of a wild surge for other characters who might be in the area of effect. The caster cannot voluntarily cancel the protection once he has learned the nature of a wild surge; the chaos shield protects from both good and harmful effects. Thus, if a wild surge resulted in a heal spell for all characters within 10 feet of the caster, the protected caster might not benefit, while all others in the radius would be healed. The spell remains in effect until it negates a wild surge or the spell duration expires.
Continual Light (Alteration) Reversible Range: 60 yds. Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: 60-ft. radius Saving Throw: Special This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell. Creatures who suffer penalties in bright light suffer them in this spell's area of effect. As with the light spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature's visual organs, reducing its attack rolls, saving throws, and Armor Class by 4. If the spell is cast on a small object that is then placed in a light-proof covering, the spell's effects
are blocked until the covering is removed. A continual light brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of continual light against a similar or weaker magical darkness cancels both. This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years.
Darkness, 15' Radius (Alteration) Range: 10 yds./level Components: V, S, M Duration: 1 turn + 1 rd./level Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: None This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell, and vice versa. The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal.
Deafness (Illusion/Phantasm) Range: 60 yds. Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. The deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. An 199
affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. This deafness can be done away with only by means of a dispel magic spell or by the spellcaster. The material component of this spell is beeswax.
Deeppockets (Alteration, Enchantment) Range: Touch Components: V, S, M Duration: 12 hrs. + 1 hr./level Casting Time: 1 turn Area of Effect: 1 garment Saving Throw: None This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (_ cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and 1/6 cubic foot volume each. Each special pocket is actually an extradimensional holding space. If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command.
Appendix II: Spell Descriptions In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.
Detect Evil (Divination) Reversible Range: 0 Components: V, S Duration: 5 rds./level Casting Time: 2 Area of Effect: 10 x 180 ft. Saving Throw: None
Detect Invisibility (Divination) Range: 0 Components: V, S, M Duration: 5 rds./level Casting Time: 2 Area of Effect: 10 yds./level Saving Throw: None
When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (for example, thieves in This spell discovers emanations shadows, halflings in underbrush, and so of evil (or of good in the case of the on). It does not reveal the method of reverse spell) from any creature, object, concealment or invisibility, except in the or area. Character alignment is not case of astral travelers (where the silver revealed under most circumstances: cord can be seen). It does not reveal Characters who are strongly aligned, do illusions or enable the caster to see not stray from their faith, and who are at through physical objects. Detection is a least 9th level might radiate good or evil path 10 ft. wide along the wizard's line if they are intent upon appropriate of sight to the range limit. actions. Powerful monsters, such as kiThe material components of this rin, send forth emanations of evil or spell are a pinch of talc and a small good, even if polymorphed. Aligned sprinkling of powdered silver. undead radiate evil, for it is this power and negative force that enables them to ESP continue existing. An evilly cursed (Divination) object or unholy water radiates evil, but a hidden trap or an unintelligent viper Range: 0 does not. The degree of evil (faint, Components: V, S, M moderate, strong, overwhelming) can be Duration: 1 rd./level noted. Note that priests have a more Casting Time: 2 powerful version of this spell. Area of Effect: 5 yds./level (90 yds. The spell has a path of detection maximum) 10 feet wide and 60 yards long in the Saving Throw: None direction in which the wizard is facing. The wizard must concentrate--stop, have When an ESP spell is used, the quiet, and intently seek to detect the caster is able to detect the surface aura--for at least one round to receive a thoughts of any creatures in range-reading. except for those of undead and creatures without minds (as we know them). The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil. The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple 200
instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM's ruling. The creature's Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought. The material component of this spell is a copper piece.
Flaming Sphere (Evocation) Range: 10 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 2 Area of Effect: 3-ft. radius Saving Throw: Neg. A flaming sphere spell creates a burning globe of fire within 10 yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within 5 feet of the sphere's surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered. The DM may adjust the saving throws if there is little or no room to dodge the sphere. The sphere moves as long as the spellcaster actively directs it; otherwise,
Appendix II: Spell Descriptions it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles. The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.
Fog Cloud (Alteration) Range: 10 yds. Components: V, S Duration: 4 rds. + 1 rd./level Casting Time: 2 Area of Effect: Special Saving Throw: None The fog cloud spell can be cast in one of two ways, at the caster's option: as a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell cloudkill. As a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. The fog obscures all sight, normal and infravision, beyond 2 feet. As a cloudkill-like fog, this is a billowing mass of ghastly, yellowishgreen vapors, measuring 40 feet x 20 feet x 20 feet. This moves away from the caster at 10 feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation. The only effect of either version is to obscure vision. A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast under water.
Fools' Gold (Alteration, Illusion) Range: 10 yds. Components: V, S, M Duration: 1 hr./level Casting Time: 1 rd. Area of Effect: 10 cu. in./level Saving Throw: Special Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. The area of effect is 10 cubic inches per level--i.e., a 1-inch x 1-inch x 10-inch volume or equivalent, equal to about 150 gold coins. Any creature viewing the 'gold' is entitled to a saving throw vs. spell, which can be modified by the creature's Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus, it is unlikely that fools' gold will be detected if created by a high-level caster. If the 'gold' is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the 'gold.' If a 25-gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50- gp amber stone is powdered and used, the chance drops to 25%; if a 250-gp topaz is powdered and used, the chance drops to 10%; and if a 500-gp oriental (corundum) topaz is powdered and used, there is only a 1% chance that the cold iron will reveal that it is fools' gold.
Forget (Enchantment/Charm) Range: 30 yds. Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: 1-4 creatures in a 20-ft. cube Saving Throw: Neg. 201
By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell). For every three levels of experience of the spellcaster, another minute of past time is forgotten. This does not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a -2 penalty; if two, they save with -1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest's heal or restoration spell, if specially cast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other means will do so.
Glitterdust (Conjuration/Summoning) Range: 10 yds./level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 20 ft. cube Saving Throw: Special This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Thus, glitterdust cast by a 3rd-level wizard lasts for four to seven rounds. The material component is ground mica.
Appendix II: Spell Descriptions Hornung's Baneful Deflector*
Hypnotic Pattern
(Evocation)
(Illusion/Phantasm)
Range: Touch Components: V, S, M Duration: 2 rounds/level Casting Time: 2 Area of Effect: One creature Saving Throw: None
Range: 30 yds. Components: S, M Duration: Special Casting Time: 2 Area of Effect: 30-ft. cube Saving Throw: Neg.
included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it. The material component is a bit of fleece.
Insatiable Thirst (Enchantment/Charm)
This spell partially surrounds the recipient in a shimmering, hemispherical field of force. The field is transparent and moves with the subject, forming a shell about one foot away from his body. The shell serves as a shield against all forms of individually targeted missile attacks (including magic missiles and other spells). The caster designates the position of the shell (protecting the front, rear, side, or top of the recipient). The spell does not protect against area effect spells or other attacks that strike several creatures at once. Whenever an individual missile attack is directed at a protected creature, the baneful deflector activates. Instead of striking the target creature, the missile's target is determined randomly among all creatures within a 15-foot hemisphere of the protected creature, including the protected creature. The missile then changes course toward its new target with normal chances to hit. If the new target is beyond the range of the missile, no target is hit. If the protected creature is struck, the spell immediately fails. If several people are protected by baneful deflector, a missile will change course several times before reaching its target. The material component is a small prism that shatters when the spell is cast.
When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air. This pattern causes any creature looking at it to become fascinated and stand gazing at it as long as the spellcaster maintains the display, plus two rounds thereafter. The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures (for example, 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc.). All creatures affected must be within the area of effect, and each is entitled to a saving throw vs. spell. A damageinflicting attack on an affected creature frees it from the spell immediately. The wizard need not utter a sound, but he must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.
Improved Phantasmal Force (Illusion/Phantasm) Range: 60 yds. + 10 yds./level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 200 sq. ft. + 50 sq. ft./level Saving Throw: Special
Range: 5 yards/level Components: V, S Duration: 1 round/level Casting Time: 2 Area of Effect: One creature Saving Throw: Neg. This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous. No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill for drinkable fluids.
Invisibility (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: Creature touched Saving Throw: None
Like the 1st-level phantasmal force spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell's area of effect. The spellcaster can maintain the illusion with minimal concentration; thus, he can This spell causes the creature move at half normal speed (but not cast touched to vanish from sight and be other spells). Some minor sounds are undetectable by normal vision or even 202
Appendix II: Spell Descriptions infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose. All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object). The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
Irritation (Alteration) Range: 10 yds./level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1-4 creatures in a 15-ft. radius Saving Throw: Neg. An irritation spell affects the epidermis of the subject creatures. Creatures with very thick or insensitive
skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected. There are two versions of the spell, either of which can be cast from the standard preparation: Itching. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next three rounds are spent squirming and twisting, effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the first round this spell is in effect, but not in the following three rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at two creatures, the saving throw has a -1 penalty; and if cast at three or four creatures, the saving throw is normal. Rash. When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of four days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2. The material component for this spell is a leaf from poison ivy, oak, or sumac.
Knock (Alteration) Reversible Range: 60 yds. Components: V Duration: Special Casting Time: 1 Area of Effect: 10 sq. ft./level Saving Throw: None 203
The knock spell opens stuck, barred, locked, held, or wizard-locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds--although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-ft. x 7-ft. door). Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two knock spells. In all cases, the location of the door or item must be known--the spell cannot be used against a wall in hopes of discovering a secret door. The reverse spell, lock, closes and locks a door or similar closure, provided there is a physical mechanism. It does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to two functions. It cannot affect a portcullis.
Know Alignment (Divination) Reversible Range: 10 yds. Components: V, S Duration: 1 rd./level Casting Time: 1 rd. Area of Effect: 1 creature or object per 2 rds. Saving Throw: Neg. A know alignment spell enables the wizard to read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject
Appendix II: Spell Descriptions for two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the know alignment spell. The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours--even from a know alignment spell.
Leomund's Trap (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 3 rds. Area of Effect: Object touched Saving Throw: None This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster's goods. The wizard places the spell upon any small mechanism or device, such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the spell is illusory and nothing happens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste precious time. The material component of the spell is a piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 200 gp to prepare. If another Leomund's trap is within 50 feet when the spell is cast, the casting fails.
Levitate
Locate Object
(Alteration)
(Divination) Reversible
Range: 20 yds./level Components: V, S, M Duration: 1 turn/level Casting Time: 2 Area of Effect: 1 creature or object Saving Throw: Neg. When a levitate spell is cast, the wizard can place it upon his person, an object, or a single creature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a 3rd-level wizard can levitate a maximum of 300 pounds). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the levitate spell affects it. Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of -1, the second -2, the third -3, etc., up to a maximum of -5. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow. The material component of this spell is either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.
Range: 0 Components: V, S, M Duration: 1 rd./level Casting Time: 2 Area of Effect: 20 yds./level Saving Throw: None This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range (i.e., 60 yards for 3rdlevel wizards, 80 yards for 4th, 100 yards for 5th, etc.). The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. Creatures cannot be found by this spell. The material component is a forked twig. The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. Creatures cannot be affected by this spell. The material component is a chameleon skin.
Magic Mouth (Alteration) Range: 10 yds. Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1 object Saving Throw: None When this spell is cast, the wizard imbues the chosen object with an
204
Appendix II: Spell Descriptions enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated-if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms. The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak 'to the first creature that touches you,' or 'to the first creature that passes within 30 feet.' Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: 'Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot.' Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards ('Speak when a winged creature comes within 30 yards.'). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The material component of this spell is a small bit of honeycomb.
Maximilian's Earthen Grasp
Melf's Acid Arrow
(Evocation)
(Conjuration)
Range: 10 yards+10 yards/level Components: V, S, M Duration: 3 rounds+1 round/level Casting Time: 2 Area of Effect: One creature Saving Throw: Special
Range: 180 yds. Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1 target Saving Throw: Special
This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor. The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature's leg. The victim must attempt a saving throw; if successful, the hand sinks into the ground. Each round thereafter (until the spell ends or the target moves out of spell range), the hand has a 5% chance per level of the caster of reappearing beneath the targeted creature, at which time another saving throw is required. If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand suffers a movement rate of 0, Armor Class penalty of -2, and attack penalty of -2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the victim. The arm may be attacked by any creature, including the arm's victim. The arm has AC 5 and hit points equal to double the caster's maximum hit points. For example, a caster who normally has 15 hit points can create an earthen hand with 30 hit points. The maximum number of hit points that an earthen hand may have is 40. When the arm's hit points are reduced to zero or when the spell duration ends, the hand crumbles. The material component is a miniature hand sculpted from clay, which crumbles to dust when the spell is cast.
By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd5th level, the acid lasts two rounds; at 6th-8th level, the acid lasts for three rounds, etc. The material components of the spell are a dart, powdered rhubarb leaf, and an adder's stomach.
205
Mirror Image (Illusion/Phantasm) Range: 0 Components: V, S Duration: 3 rds./level Casting Time: 2 Area of Effect: 6-ft. radius Saving Throw: None When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or
Appendix II: Spell Descriptions otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images. At the end of the spell duration, all surviving images wink out.
Misdirection (Illusion/Phantasm) Range: 30 yds. Components: V, S Duration: 8 hrs. Casting Time: 2 Area of Effect: 1 creature or object Saving Throw: Neg.
This spell scrambles the aura of the affected creature, giving random results to know alignment, detect evil, and detect lie spells cast on that creature. When a protected creature is the focus of one of these divinations, the information gained is randomly determined. Thus, if know alignment is used against a chaotic evil creature protected by the nonsensical nullifier, the response could be any alignment combination. If two characters both use the same divination on the same target, two random results are generated. A new random result is generated each round; thus, continued observation of a protected creature usually results in different answers. The table below should be used to determine the random alignment.
D10 Roll Alignment 1 Lawful Good 2 Lawful Neutral By means of this spell, the wizard 3 Lawful Evil misdirects the information from a 4 Neutral Good detection spell (detect charm, detect evil, 5 Neutral detect invisibility, detect lie, detect 6 Neutral Evil magic, detect snares and pits, etc.). 7 Chaotic Good While the detection spell functions, it 8 Chaotic Evil indicates the wrong area, creature, or the 9 Chaotic Neutral opposite of the truth with respect to 10 No alignment detect evil or detect lie. The wizard directs the spell effect upon the object of The material component is a the detection spell. If the caster of the small amount of egg yolk smeared into detection spell fails his saving throw vs. spell, the misdirection takes place. Note the hair of the recipient. that this spell does not affect other types of divination (know alignment, augury, Past Life ESP, clairvoyance, etc.). (Divination)
Nahal's Nonsensical Nullifier* (Abjuration) Range: Touch Components: V, S, M Duration: 1d6 rounds+1 round/level Casting Time: 2 Area of Effect: Creature touched Saving Throw: None
Range: Touch Components: V, S Duration: Special Casting Time: 1 round Area of Effect: One creature Saving Throw: None
of any age and only a tiny fragment is required, such as a bone splinter or a strand of hair. When cast by a wizard of at least 7th level, he is able to view the final minute of the subject's life from the subject's point of view. When cast by a wizard of at least 9th level, a personal possession (a ring, a favorite walking stick, etc.) may be substituted for bodily remains.
Protection From Cantrips (Abjuration) Range: Touch Components: V, S Duration: 5 hrs. + 1 hr./level Casting Time: 1 rd. Area of Effect: Creature or object touched Saving Throw: None By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the cantrip spell. The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound. This spell is often used by a wizard who has mischievous apprentices, or one who wishes apprentices to clean or shine an area using elbow grease rather than magic. Any unwilling target of this spell must be touched (via an attack roll) and is allowed a saving throw vs. spell to escape the effect.
Protection From Paralysis (Abjuration)
Range: Touch Components: V, S, M By touching the remains of a Duration: 1 turn/level dead creature, this spell allows a caster Casting Time: 2 to gain a mental image of the deceased's Area of Effect: One creature former appearance. The remains can be Saving Throw: None 206
Appendix II: Spell Descriptions The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example). This spell offers no protection against physical damage. The material component is a bit of cloth taken from a priest's robes.
Pyrotechnics (Alteration) Range: 120 yds. Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1 fire source Saving Throw: None A pyrotechnics spell draws on an existing fire source to produce one of two effects, at the option of the caster. First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source. This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer -2 penalties to all combat rolls and Armor Class. The spell uses one fire source within a 20-foot cube, which is
immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level.
Ray of Enfeeblement (Enchantment/Charm) Range: 10 yds. + 5 yds./level Components: V, S Duration: 1 rd./level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. By means of a ray of enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. Humans, demihumans, and humanoids of man-size or less are reduced to an effective Strength of 5, losing all Strength bonuses and suffering an attack roll penalty of -2 and a -1 penalty to damage. Other creatures suffer a penalty of -2 on attack rolls. Furthermore, they have a -1 penalty for each die of damage they inflict. (But no damage roll can inflict less than 1 point per die of damage.) Your DM will determine any other effects appropriate to the affected creature. If the target creature makes its saving throw, the spell has no effect. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally.
Ride the Wind (Alteration) Range: 5 yards/level Components: V, S, M Duration: 1 turn/level Casting Time: 2 Area of Effect: One creature/level Saving Throw: Neg. 207
This spell allows creatures targeted by the caster to become virtually weightless and be lifted upon the wind. Affected creatures can control their altitude by rising or descending at a movement rate of 12, but are at the mercy of the wind for speed and direction. Recipients can stop forward movement only by grasping something to anchor them in place. If no wind is present, this spell has no effect. Unwilling targets are allowed a saving throw to resist the effect. Each subject and his equipment must weigh less than 100 pounds per level of the caster. Thus, a 6th-level wizard could affect six creatures each weighing 600lbs. or less. This spell may be cast only on living creatures. The material components are a small handful of straw and a dry leaf.
Rope Trick (Alteration) Range: Touch Components: V, S, M Duration: 2 turns/level Casting Time: 2 Area of Effect: Special Saving Throw: None When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The spellcaster and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM's option). Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it
Appendix II: Spell Descriptions as if there were a 3-foot x 5-foot window centered on the rope. The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous. The material components of this spell are powdered corn extract and a twisted loop of parchment.
Scare (Enchantment/Charm) Range: 30 yds. + 10 yds./level Components: V, S, M Duration: 1d4 rds. + 1 rd./level Casting Time: 2 Area of Effect: 15-foot radius Saving Throw: Special This spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of trembling and shaking. The frightened creatures have a -2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with -1 penalties to attack rolls, damage rolls, and saving throws. Only elves, half-elves, and priests are allowed saving throws against this spell. Note that this spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort. The material component used for this spell is a bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.
Sense Shifting (Alteration) Range: 0 Components: V, S, M Duration: 3 turns Casting Time: 2 Area of Effect: The caster Saving Throw: None Sense shifting allows the wizard to affect all spells of levels 1 through 3 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: color, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects. Sense shifting might be used to produce green fireballs, magic missiles that streak through the air with a scream, colored continual light globes, customized designs for a hypnotic pattern, or a spectral hand that makes scrabbling sounds as it attempts to grasp a target. Sense shifting cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a fireball's blast might be muted, but not wholly eliminated). The material component is a twist of multi-colored ribbon with a small silver bell fastened to its end.
mirrors, etc. All such objects within a 3foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage. The material component of this spell is a chip of mica.
Spectral Hand (Necromancy) Range: 30 yds. + 5 yds./level Components: V, S Duration: 2 rds./level Casting Time: 2 Area of Effect: 1 opponent Saving Throw: None
This spell causes a ghostly, glowing hand, shaped from the caster's life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the spectral hand. The spell gives the caster a +2 bonus to his attack roll. The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster Shatter takes other actions. The hand lasts the (Alteration) full spell duration unless dismissed by the caster, and it is possible to use more Range: 30 yds. + 10 yds./level than one touch attack with it. The hand Components: V, S, M receives flank and rear attack bonuses if Duration: Instantaneous the caster is in a position to do so. The Casting Time: 2 hand is vulnerable to magical attack but Area of Effect: 3-ft. radius has an Armor Class of -2. Any damage to Saving Throw: Neg. the hand ends the spell and inflicts 1d4 The shatter spell is a sound-based points of damage to the caster. attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, 208
Appendix II: Spell Descriptions Stinking Cloud (Evocation) Range: 30 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 2 Area of Effect: 20-ft. cube Saving Throw: Special
Multiclass characters use the best die. Class Priest Rogue Warrior Wizard
Strength Gain 1d6 points 1d6 points 1d8 points 1d4 points
If a warrior has an 18 Strength already, from 10% to 80% is added to his When a stinking cloud is cast, the extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, wizard creates a billowing mass of nor is it cumulative with other magic that nauseous vapors up to 30 yards away adds to Strength. Beings without from his position. Any creature caught Strength scores (kobolds, lizard men, within the cloud must roll a successful saving throw vs. poison or be reeling and etc.) receive a +1 to attack and damage rolls. unable to attack because of nausea for The material component of this 1d4+1 rounds after leaving the cloud. spell is a few hairs, or a pinch of dung, Those who make successful saving from a particularly strong animal--ape, throws can leave the cloud without suffering any ill effects, although those bear, ox, etc. remaining in the cloud must continue to save each round. These poisonous effects Summon Swarm can be slowed or neutralized by (Conjuration/Summoning) appropriate magic. The cloud duration is halved in a moderate breeze (8-18 Range: 60 yds. m.p.h.) and is dispersed in one round by Components: V, S, M a stronger breeze. Duration: Special The material component of the Casting Time: 2 spell is a rotten egg or several skunk Area of Effect: 10-ft. cube cabbage leaves. Saving Throw: Neg. The swarm of small animals (roll on following table to determine type, or (Alteration) the DM can assign an appropriate creature) drawn by the summon swarm Range: Touch spell will viciously attack all creatures in Components: V, S, M the area chosen by the caster. Creatures Duration: 1 hr./level actively defending against the swarm to Casting Time: 1 turn the exclusion of other activities suffer 1 Area of Effect: Person touched point of damage for each round spent in Saving Throw: None the swarm. Those taking other actions, Application of this spell increases including leaving the swarm, receive damage equal to 1d4 points + 1 point per the Strength of the character by a three levels of the caster each round. number of points-- or tenths of points after 18 Strength is attained (only if the Note that spellcasting within the swarm is impossible. character is a warrior). Benefits of the strength spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient's group and is subject to all restrictions on Strength due to race and class. 209
Strength
Dice Roll 01-40 41-70 71-80 81-90 91-100
Swarm Type Rats Bats Spiders Centipedes/beetles Flying insects
The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. A protection from evil spell keeps the swarm at bay, and certain area-effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a gust of wind). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured. The material component is a square of red cloth.
Tasha's Uncontrollable Hideous Laughter (Enchantment/Charm) Range: 60 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 2 Area of Effect: 1 or more creatures in a 30-ft. cube Saving Throw: Neg. The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a
Appendix II: Spell Descriptions single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or -2 to attack and damage rolls) for all remaining rounds of the spell. The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5-7 (low) save with -6 penalties. Those with Intelligences of 8-12 (average to very) save with -4 penalties. Those with Intelligences of 13-14 (high) save with -2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws. The caster can affect one creature for every three levels attained--for example, one at 3rd level, two at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other. The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand.
Web (Evocation) Range: 5 yds./level Components: V, S, M Duration: 2 turns/level Casting Time: 2 Area of Effect: 8,000 cubic ft. Saving Throw: Neg. or ½ A web spell creates a manylayered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points--floor and ceiling, opposite walls, etc.--or the web collapses upon itself and disappears. The web spell covers a maximum area of eight 10-foot x 10-foot x 10-foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply
touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs. Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round. Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire-torch, flaming oil, flaming sword, etc.-can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed. The material component of this spell is a bit of spider web.
some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind.
Wizard Lock (Alteration) Range: Touch Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: 30 sq. ft./level Saving Throw: None
A wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the Whispering Wind wizard-locked door or object can be (Alteration, Phantasm) opened only by breaking in, by a successful dispel magic or knock spell, Range: 1 mi./level or by a wizard four or more levels higher Components: V, S than the one casting the spell. Note that Duration: Special the last two methods do not remove the Casting Time: 2 wizard lock; they only negate it for a Area of Effect: 2-ft. radius brief duration—about one turn. Saving Throw: None Creatures from other planes cannot burst a wizard lock as they can a held portal By means of this spell, the wizard (see the hold portal spell). is able to either send a message or cause 210
Appendix II: Spell Descriptions Level 3 Wizard Spells Alacrity (Alteration) Range: 0 Components: V, S, M Duration: 1 turn+1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None The use of an alacrity spell allows the wizard to speed up the casting of spells of 5th level and lower. Only spells that are cast within the alacrity spell's duration are affected. Casting times of 2-5 are reduced by 1; casting times of 6-9 are reduced by 2; and a casting time of one round is reduced to a casting time of 8. Casting times for spells which require more than 1 round are reduced by 20% (e.g., an animate dead spell affected by alacrity could be cast in only 4 rounds). Spells which have a casting time of 1 are not affected by this spell. The material component is a miniature hourglass which is destroyed when the spell is cast.
Alamir's Fundamental Breakdown (Divination) Range: Touch Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One item Saving Throw: Special By casting this spell, the wizard learns what ingredients and formulas were used to create a chemical mixture or magical item. The information instantly appears in the caster's mind but may be lost if the wizard cannot comprehend it. The caster must roll an Intelligence check; if successful, the wizard understands the
formula and retains it in his memory. If the roll is missed, the caster cannot comprehend what he has learned and the information is immediately forgotten. If the spell is cast a second time on the same substance, the spell automatically fails unless the wizard has advanced to the next experience level. The caster's level determines the type of information gleaned: 5th Level: The type and quantity of ingredients and the preparation process required to produce a nonmagical mixture are learned. For example, the wizard could learn how to produce Greek fire or gunpowder, or could learn the recipe for something simple, like chocolate cake. 9th Level: The wizard may learn the proper ingredients and formula for making a magical liquid (potion, scroll ink, etc.). 14th Level: The caster may learn the formula for creating any type of magical object, excluding unique items and objects of extreme power (artifacts and relics). In all cases, simply knowing the proper formula does not mean the wizard can successfully create the item or material. The construction of alchemical mixtures and magical items is a timeconsuming and expensive undertaking. This spell has detrimental effects on the magical item analyzed. Single-use items (potions, oils, etc.) are automatically destroyed; the spell consumes the item in the process of analyzing it. Reusable magical items must make a saving throw vs. disintegration. If the saving throw is failed, Alamir's fundamental breakdown releases the magic of the item in an explosive blast, rendering it permanently nonmagical. The caster suffers 4d8 points of damage from the explosion. The material component is a wand cut from a 100-year-old oak tree. The wand is used to touch the item in question, and vanishes in a puff of smoke when the spell is complete. 211
Alternate Reality* (Alteration) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: Creature touched Saving Throw: None With this spell, the caster creates a small variation in probabilities. This variation lasts only a moment, but creates alternate results for one recent event. When the spell is cast, any one event attempted by the recipient during the previous round is recalculated, essentially allowing (or forcing) the creature to make new die rolls. Only events that begin and end in a single round can be affected. Only one die roll can be rerolled. If the creature touched is a willing recipient, the player can choose which roll (the original or the new roll) affects him, more than likely picking the most successful. If the creature is unwilling, he must redo the action. The second result, whatever its outcome, cannot be changed. Typical uses of this spell include allowing a fighter to reroll an attack, forcing an opponent to reroll a saving throw, or allowing a wizard to reroll the damage caused by a fireball. The material component is a small, unmarked die.
Augmentation I (Invocation/Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: None This spell augments the damage inflicted by any spell of levels 1-3. For each die of damage rolled, the caster adds one point to the damage total. The augmentation I spell affects
Appendix II: Spell Descriptions only one spell cast on the round immediately following the augmentation. If an entire round or more elapses, the augmentation is wasted. Only spells which cause direct physical damage are affected by augmentation; for example, monsters gained through monster summoning I gain no bonuses to their damage. The material component is a pair of concentric circles of bronze or silver.
The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane. During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath Blink weapon, fireball, or similar wide-area (Alteration) attack forms). Opponents with multiple attacks, or those operating under haste or Range: 0 similar effects, can often strike early Components: V, S enough to have at least one attack Duration: 1 rd./level against the caster. Casting Time: 1 If the spellcaster holds off his Area of Effect: The caster attack (if any) until after the blink, the Saving Throw: None 2d8 delay until the blink is added to his By means of this spell, the wizard normal 1d10 initiative roll (thus, he probably attacks last in the round). The causes his material form to 'blink' spellcaster can also try to get his attack directly from one point to another at a random time and in a random direction. in before he blinks (he must announce his intent before rolling the 2d8 for blink This means that melee attacks against timing and the 1d10 for initiative). In the wizard automatically miss if initiative indicates they fall after he has this case, the caster compares the two dice rolls, hoping that his initiative roll is blinked. Each round the spell is in effect, lower than his blink roll (the two rolls are not added if he is trying to attack the wizard rolls 2d8 to determine the timing of the blink--the result of the dice before he blinks). If so, he attacks roll is used as the wizard's initiative for according to his initiative roll, then blinks according to the blink roll. If his that round. The wizard disappears and instantaneously reappears 10 feet distant blink roll is lower than his initiative roll, from his previous position. Direction is however, he blinks first and then attacks in whatever direction he's facing (he determined by a roll of 1d8: must go through with his attack, even if he is facing in the wrong direction to Roll Direction affect anyone). 1 = right ahead, 2 = right, Clairaudience 3 = right behind, 4 = behind, (Divination) 5 = left behind, 6 = left, Range: Unlimited 7 = left ahead, Components: V, S, M 8 = ahead. Duration: 1 rd./level Casting Time: 3 Area of Effect: 60-ft. radius Saving Throw: None 212
The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be known--a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard's current plane of existence. The material component of the spell is a small horn of at least 100 gp value.
Clairvoyance (Divination) Range: Unlimited Components: V, S, M Duration: 1 rd./level Casting Time: 3 Area of Effect: Line of sight Saving Throw: None Similar to the clairaudience spell, the clairvoyance spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known-familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has some indication that it is so blocked. The spell creates an
Appendix II: Spell Descriptions invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard's current plane of existence. The material component is a pinch of powdered pineal gland.
Delude (Alteration) Range: 0 Components: V, S Duration: 1 turn/level Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: Neg. By means of a delude spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know alignment spell used against the caster discovers only the assumed alignment. Note that a detect good or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a delude spell is used in conjunction with a change self or alter self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.
Dispel Magic (Abjuration) Range: 120 yds. Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: 30-ft. cube Saving Throw: None
When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows: First, it removes spells and spelllike effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell). Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds); if the caster is of lower level, the difference is added to the number needed on 1d20 to dispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled. A dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature's saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational would be temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell; however, some of 213
their spell-like effects may be, at the DM's option. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.
Explosive Runes (Alteration) Range: Touch Components: V, S Duration: Special Casting Time: 3 Area of Effect: 10-ft. radius Saving Throw: None or ½ By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect--5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes. When read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the Dungeon Master Guide).
Appendix II: Spell Descriptions Summary of Dispel Magic Effects Source of Effect Caster Other caster/innate ability Wand Staff Potion Other magic Artifact
Resists As None Level/HD of other caster 6th level 8th level 12th level 12th, unless special DM discretion
Result of Dispel Dispel automatic Effect negated * * Potion destroyed * DM discretion
* Effect negated; if cast directly on item, item becomes non-operational for 1d4 rounds. generally conforms to the shape of the area in which it occurs. (Alteration) The fireball fills an area equal to its normal spherical volume (roughly Range: 0 33,000 cubic feet-- thirty-three 10-foot x Component: V 10-foot x 10-foot cubes). Besides Duration: Special causing damage to creatures, the fireball Casting Time: 2 ignites all combustible materials within Area of Effect: Special its burst radius, and the heat of the Saving Throw: None fireball melts soft metals such as gold, copper, silver, etc. Exposed items require This spell allows the wizard to saving throws vs. magical fire to extend the range of any one 1st- or 2nddetermine if they are affected, but items level spell by 50% or any one 3rd-level in the possession of a creature that rolls a spell by 25%. The spell to be affected successful saving throw are unaffected must be cast on the round immediately by the fireball. following the far reaching I spell. If a The wizard points his finger and complete round or more elapses, the far speaks the range (distance and height) at reaching I is wasted. which the fireball is to burst. A streak Far reaching I affects only a flashes from the pointing digit and, spell cast by the same wizard. Far unless it impacts upon a material body or reaching I does not affect spells that solid barrier prior to attaining the have range of 0 or touch. prescribed range, blossoms into the Fireball fireball (an early impact results in an (Evocation) Feign Death early detonation). Creatures failing their (Necromancy) saving throws each suffer full damage Range: 10 yds. + 10 yds./level from the blast. Those who roll successful Components: V, S, M Range: Touch saving throws manage to dodge, fall flat, Duration: Instantaneous Components: V, S or roll aside, each receiving half damage Casting Time: 3 Duration: 1 hr. + 1 turn/level (the DM rolls the damage and each Area of Effect: 20-ft. radius Casting Time: 1 affected creature suffers either full Saving Throw: ½ Area of Effect: Creature touched damage or half damage [round fractions Saving Throw: None A fireball is an explosive burst of down], depending on whether the By means of this spell, the caster flame, which detonates with a low roar creature saved or not). The material component of this and delivers damage proportional to the (or any other creature whose levels of spell is a tiny ball of bat guano and experience or Hit Dice do not exceed the level of the wizard who cast it--1d6 sulphur. points of damage for each level of wizard's own level) can be put into a experience of the spellcaster (up to a cataleptic state that is impossible to maximum of 10d6). The burst of the distinguish from death. Although the fireball creates little pressure and 214
Far Reaching I
person or creature affected by the feign death spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energylevel drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. Note that only a willing individual can be affected by a feign death spell. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is required for bodily functions to begin again.
Appendix II: Spell Descriptions Fireflow*
Flame Arrow
Fly
(Alteration)
(Conjuration/Summoning)
(Alteration)
Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 3 Area of Effect: One fire source Saving Throw: None
Range: 30 yds. + 10 yds./level Components: V, S, M Duration: 1 rd Casting Time: 3 Area of Effect: Special Saving Throw: None
Range: Touch Components: V, S, M Duration: 1 turn/level + 1d6 turns Casting Time: 3 Area of Effect: Creature touched Saving Throw: None
This spell allows a wizard to control natural fires by manipulating randomness and adjusting probabilities to cause them to spread and take shape in any direction he desires. Once cast, the wizard points at any fire within range. He can then cause that fire to move in any direction desired within spell range, as long as the flames contact a solid surface (the fire may not be raised in the air). The caster must maintain concentration or the spell fails. The flames can be spread at the rate of 50 square feet per turn. Thus, if a caster affects a campfire, he could create a flaming line 1 foot wide and 50 feet long or fill a 5' 0 10' square in a single round. The flames are not limited by a lack of burnable material and can be directed to spread over water, snow, ice, and other nonflammable surfaces. The surface is not harmed, but objects and creatures caught in the flames suffer damage as if they had stepped into the original fire source. Thus, a character caught in flames created from a candle will suffer only minor damage, while a character caught in a blaze that originated from a huge bonfire will be severely burned. The material components are a small paintbrush and a pot of pitch.
This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles. The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard. The material components for this spell are a drop of oil and a small piece of flint.
This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the 'Aerial Combat' section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM. The material component of the fly spell is a wing feather of any bird.
Fool's Speech* (Alteration) Range: Touch Components: V, S, M Duration: 1 hour/level Casting Time: 1 turn Area of Effect: Caster+1 creature/level Saving Throw: None With this spell, the wizard empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others. Creatures designated to speak the language must be touching each other when the spell is cast. Once cast, the characters can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language
215
Appendix II: Spell Descriptions fluently. Fool's speech is not recognizable as any known language, nor does it remotely sound like any language. A comprehend languages or tongues spell will not translate it. It can be understood by a character wearing a helm of comprehending languages and reading magic, although the normal percentage chances apply. The material component is a small whistle made of bone.
Gust of Wind (Alteration) Range: 0 Components: V, S, M Duration: 1 rd Casting Time: 3 Area of Effect: 10 ft. x 10 yds./level Saving Throw: None When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames-- such as those of lanterns--to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. It also fans large fires outward 1d6 feet in the direction of the wind's movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level wizard causes a gust of wind that travels 80 yards). The material component of the spell is a legume seed.
Haste (Alteration) Range: 60 yds. Components: V, S, M Duration: 3 rds. + 1 rd./level Casting Time: 3 Area of Effect: 40-ft. cube, 1 creature/level Saving Throw: None
gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a - 3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held. Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc. The spellcaster needs a small, straight piece of iron as the material component of this spell.
When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. The number of creatures that can be affected is equal to the caster's experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic. Its material component is a Hold Undead shaving of licorice root. (Necromancy)
Hold Person (Enchantment/Charm) Range: 120 yds. Components: V, S, M Duration: 2 rds./level Casting Time: 3 Area of Effect: 1-4 persons, 20-ft. cube Saving Throw: Neg.
Range: 60 ft. Components: V, S, M Duration: 1d4 rds. + 1 rd./level Casting Time: 5 Area of Effect: 1d3 undead Saving Throw: Neg.
When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than This spell holds 1d4 humans, the caster's level. No more than three demihumans, or humanoid creatures undead can be affected by a single spell. rigidly immobile for five or more To cast, the wizard aims the spell at a rounds. The hold person spell affects any point within range and the three undead bipedal human, demihuman or humanoid closest to this are considered to be in the area of effect, provided all are within the of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, field of vision and spell range of the 216
Appendix II: Spell Descriptions caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell. The material component for this spell is a pinch of sulphur and powdered garlic. Illusionary Script (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: Special Area of Effect: Script reader Saving Throw: Special This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script. Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the illusionary script spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the true seeing spell and either the read magic or comprehend languages spell, as applicable. The material component is a lead-based ink that requires special manufacture by an alchemist, at a cost of not less than 300 gp per usage.
Infravision
Item
(Alteration)
(Alteration)
Range: Touch Components: V, S, M Duration: 2 hrs. + 1 hr./level Casting Time: 1 rd. Area of Effect: Creature touched Saving Throw: None
Range: Touch Components: V, S, M Duration: 4 hrs./level Casting Time: 3 Area of Effect: 2 cu. ft./level Saving Throw: Special
By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision. The material component of this spell is either a pinch of dried carrot or an agate.
By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its now shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.
Invisibility, 10' Radius (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 10-ft. radius Saving Throw: None This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility, 10’ radius spell is broken for all. The material components are the same as for the invisibility spell.
217
Leomund's Tiny Hut (Alteration) Range: 0 Components: V, S, M Duration: 4 hrs. + 1 hr./level Casting Time: 3 Area of Effect: 15-ft.-diameter sphere Saving Throw: None When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates. The temperature inside the hut is 70 F., if the exterior temperature is between 0 and 100 F. An exterior temperature below 0 or above 100 lowers or raises, respectively, the interior temperature on a 1 -for-1 basis.
Appendix II: Spell Descriptions The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it. The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled. The material component for this spell is a small crystal bead that shatters when the spell duration expires or the hut is dispelled.
bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone. The lightning bolt's area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length. For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and Lightning Bolt rebounds for 70 feet back toward its (Evocation) creator (who is only 50 feet from the wall, and so is caught in his own Range: 40 yds. + 10 yds./level lightning bolt!). Components: V, S, M The DM might allow reflecting Duration: Instantaneous bolts. When this type of lightning bolt Casting Time: 3 strikes a solid surface, the bolt reflects Area of Effect: Special from the surface at an angle equal to the Saving Throw: ½ angle of incidence (like light off a mirror). A creature crossed more than Upon casting this spell, the once by the bolt must roll a saving throw wizard releases a powerful stroke of electrical energy that inflicts 1d6 points for every time it is crossed, but it still suffers either full damage (if one saving of damage per level of the spellcaster (maximum damage per level of 10d6) to throw is missed) or half damage (if all each creature within its area of effect. A saving throws are made). The material components of the successful saving throw vs. spell reduces spell are a bit of fur and an amber, this damage to half (round fractions crystal, or glass rod. down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting Lorloveim's Creeping Shadow wizard (for example, if a 40-foot bolt (Illusion) was started at 180 feet from the wizard, the far end of the bolt would reach 220 Range: 0 feet (180 + 40). The lightning bolt may Components: V, S, M set fire to combustibles, sunder wooden Duration: 1 round/level doors, splinter up to a half-foot thickness Casting Time: 7 of stone, and melt metals with a low Area of Effect: The caster's shadow melting point (lead, gold, copper, silver, Saving Throw: None 218
This spell causes the wizard's shadow to elongate, stretching away from his body at a rate of 15 yards per round. It can elongate a maximum distance of 10 yards per level of the caster. The shadow moves as an ordinary shadow, along floors and up walls. The caster may maneuver in any manner feasible to place the shadow where he desires. A caster might position his shadow over a high window in a tower in order to spy on the tower's occupants. The shadow makes no sound and is 90% undetectable in all but the brightest surroundings. While the spell lasts, the illusionist can see, hear, and speak through his shadow. The shadow cannot physically touch, pick up, or attack creatures or objects. It can be struck only by spells, magical weapons of +1 or better, or other special attacks (such as a dragon's breath). The shadow has the same Armor Class as the caster. Hit points lost by the shadow are suffered by the caster. To cast the spell, a light source of at least the brightness of a candle must be present. The material component is a small statuette of the caster sculpted from a piece of obsidian worth at least 1,000 gp.
Maximilian's Stony Grasp (Evocation) Range: 20 yards+10 yards/level Components: V, S, M Duration: 5 rounds+1 round/level Casting Time: 3 Area of Effect: One creature Saving Throw: Special This spell must be cast on stony ground, such as a manmade stone floor, a natural cavern floor, or a boulder-strewn field. It is not possible to cast the spell on a stone wall or ceiling. The spell causes an arm made of stone (about the same size as a normal human limb) to
Appendix II: Spell Descriptions rise from the ground beneath any creature targeted by the caster. The stony hand attempts to grasp the leg of the targeted creature, who is allowed a saving throw to avoid the effect; if the save is successful, the hand disappears. Each round thereafter, the hand has a 5% chance per level of the caster of reappearing and attacking. Creatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack penalty of -2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its victim. The stony limb has AC 2 and hit points equal to triple the caster's maximum hit points. The maximum number of hit points a stony hand may have is 60. The material component is a miniature hand sculpted from stone, which crumbles to dust when the conjured hand is destroyed or the spell expires.
Melf's Minute Meteors (Evocation, Alteration) Range: 70 yds. + 10 yds./level Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 1 target/meteor Saving Throw: None
Attacks and Initiative' section in Chapter 9: Combat). Note that this carries over into at least the following round. B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell. The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the caster. The components necessary for the casting of this spell are nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, and it can be reused.
Minor Malison (Enchantment/Charm)
Range: 60 feet This spell enables the wizard to Component: V cast small globes of fire (one for each Duration: 2 rounds/level experience level he has attained), each of Casting Time: 2 which bursts into a 1-foot-diameter Area of Effect: 30-foot-radius sphere sphere upon impact, inflicting 1d4 points Saving Throw: None of damage to the creature struck. It can also ignite combustible materials (even This spell allows a wizard to solid planks). The meteors are treated as adversely affect all the saving throws of missiles hurled by the wizard with a +2 his enemies. Opponents under the bonus to the attack rolls and with no influence of this spell make all saving penalty for range. Misses are treated as throws at a penalty of -1. grenadelike missiles that inflict 1 point Alternatively, the wizard may of damage to creatures within 3 feet. select any one school of magic and cause The spell can be cast in either of his enemies to make all saving throws two ways: against magic from that school at -2. A) The wizard discharges five This penalty is not cumulative with a meteors every round (see the 'Multiple saving throw penalty derived from the 219
wizard being a specialist; the penalty is not increased to -3.
Monster Summoning I (Conjuration/Summoning) Range: Special Components: V, S, M Duration: 2 rds. + 1 rd./level Casting Time: 3 Area of Effect: 30-yd. radius Saving Throw: None Within one round of casting this spell, the wizard magically conjures 2d4 1st-level monsters (selected by the DM, from his 1st-level encounter tables). The monsters appear anywhere within the spell's area of effect, as desired by the wizard. They attack the spell user's opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard. In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip. The material components of this spell are a tiny bag and a small (not necessarily lit) candle. Monster Summoning I 1 Ant, giant 2 Bat, huge 3 Beetle, fire 4 Bullywug 5 Goblin 6 Hobgoblin 7 Jermlaine (3d4 appear) 8 Kobold (3d4 appear) 9 Leech, giant (1 HD) 10 Muckdweller 11 Orc 12 Rat, giant (3d4 appear)
Appendix II: Spell Descriptions Nondetection (Abjuration) Range: Touch Components: V, S, M Duration: 1 hr./level Casting Time: 3 Area of Effect: 1 creature or item Saving Throw: None By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as clairaudience, clairvoyance, locate object, ESP, and detect spells. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the know alignment spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the nondetection caster must roll a saving throw vs. spell. If this is successful, the divination fails. The material component of the spell is a pinch of diamond dust worth 300 gp.
steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider's weight, plus up to 10 pounds per caster level. These mounts gain certain powers according to the level of the wizard who created them: 8th Level: The ability to pass over sandy, muddy, or even swampy ground without difficulty. 10th Level: The ability to pass over water as if it were firm, dry ground. 12th Level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude. 14th Level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command. Note that a mount's abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.
area of effect is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only. To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.
Protection From Normal Missiles (Abjuration) Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None
By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of Phantom Steed damage) inflicted by large or magical (Conjuration, Phantasm) missiles, such as ballista missiles, catapult stones, hurled boulders, and Protection From Evil, 10' Radius magical arrows, bolts, javelins, etc. Range: Touch (Abjuration) Components: V, S Note, however, that this spell does not Reversible Duration: 1 hr./level convey any protection from such Casting Time: 1 turn magical attacks as fireballs, lightning Range: Touch Area of Effect: Special bolts, or magic missiles. Components: V, S, M Saving Throw: None The material component of this Duration: 2 rds./level spell is a piece of tortoise or turtle shell. Casting Time: 3 When this spell is cast, the Area of Effect: 10-ft. radius around wizard creates a quasi-real, horselike Secret Page creature. The steed can be ridden only by creature touched (Alteration) Saving Throw: None the wizard who created it, or by any person for whom the wizard specifically Range: Touch The globe of protection of this creates such a mount. A phantom steed Components: V, S, M spell is identical in all respects to a has a black head and body, gray mane Duration: Until dispelled protection from evil spell, except that it Casting Time: 1 turn and tail, and smoke-colored, insubstantial hooves that make no sound. encompasses a much larger area and its Area of Effect: 1 page, up to 2 ft. square duration is greater. The effect is centered Saving Throw: None Its eyes are milkycolored. It does not fight, but all normal animals shun it and on and moves with the creature touched. Any protected creature within the circle only monstrous ones will attack. The When cast, a secret page spell mount has an Armor Class of 2 and 7 hit can break the warding against enchanted alters the actual contents of a page so points, plus 1 per level of the caster. If it or summoned monsters by meleeing that they appear to be something entirely them. If a creature too large to fit into the different. Thus, a map can be changed to loses all of its hit points, the phantom 220
Appendix II: Spell Descriptions become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. Confuse languages and explosive runes spells may be cast upon the secret page, but a comprehend languages spell cannot reveal the secret page's contents. The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its secret page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page within this spell cloaking its true contents can attempt to dispel magic, but if it fails, the page is destroyed. A true seeing spell does not reveal the contents unless cast in combination with a comprehend languages spell. An erase spell can destroy the writing. The material components are powdered herring scales and either will o' wisp or boggart essence.
Sepia Snake Sigil (Conjuration/Summoning) Range: 5 yds. Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 1 sigil Saving Throw: None When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster's command, by a successful dispel magic spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until then,
nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round. The spell cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove it; an erase spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text. The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.
Spectral Force
Slow
Range: 0 Components: V, S Duration: 2 rounds/level Casting Time: 3 Area of Effect: The caster Saving Throw: Special
(Alteration) Range: 90 yds. + 10 yds./level Components: V, S, M Duration: 3 rds. + 1 rd./level Casting Time: 3 Area of Effect: 40-ft. cube, 1 creature/level Saving Throw: Neg.
(Illusion/Phantasm) Range: 60 yds. + 1 yd./level Components: V, S Duration: Special Casting Time: 3 Area of Effect: 40-ft. cube + 10-ft. cube/level Saving Throw: Special The spectral force spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the improved phantasmal force spell. The spell lasts for three rounds after concentration ceases.
Spirit Armor (Necromancy)
This spell allows the wizard to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The spirit armor A slow spell causes affected offers protection equivalent to splint creatures to move and attack at half their mail (AC 4) and grants the wizard a +3 normal rates. It negates a haste spell or bonus to saving throws vs. magical equivalent, but does not otherwise affect attacks. The spirit armor's effects are not magically speeded or slowed creatures. cumulative with other types of armor or Slowed creatures have an Armor Class magical protection, but Dexterity penalty of +4 AC, an attack penalty of bonuses apply. -4, and all Dexterity combat bonuses are The spirit armor is effective negated. The magic affects a number of against magical and nonmagical creatures equal to the spellcaster's level, weapons and attacks. It does not hinder if they are within the area of effect movement or add weight or chosen by the wizard (i.e., a 40-foot encumbrance. It does not interfere with cubic volume centered as called for by spellcasting. the caster). The creatures are affected When the spell ends, the aura from the center of the spell outward. dissipates and the caster temporarily Saving throws against the spell suffer a loses a bit of his life essence, suffering -4 penalty. 2d3 points of damage unless he succeeds The material component of this at a saving throw vs. spell. No damage is spell is a drop of molasses. sustained if the save is successful. The 221
Appendix II: Spell Descriptions hit points lost can be regained only through magical healing.
Squaring the Circle (Alteration) Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: None Squaring the circle allows a wizard to alter the shape of the area of effect of one spell of 1st- through 5thlevel spells. The spell to be affected must be cast within the duration of the squaring the circle spell. Square or cubic areas of effect can be transformed into circular or spherical areas of effect. Circular or spherical areas of effect can likewise be transformed into square or cubic areas of effect. In both cases, the length of a side of a square area is equated to the diameter of a circular or spherical area. Alternatively, a square or cubic area can be transformed into a rectangle. The rectangle cannot cover more or less square footage than the standard square area of the spell. Similarly, a circular or spherical area can be transformed into an oval or egg shape. The area covered by the oval or egg shape cannot cover more or less square footage than the original area of the spell. The material component is a small pendant of any precious metal with a circle fashioned inside a square.
When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words--phrases or a sentence or two--suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizard's suggestion--it must be spoken in a language that the spell recipient understands. The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard's party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell's power. The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not subject to suggestion. The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil.
Suggestion (Enchantment/Charm) Range: 30 yds. Components: V, M Duration: 1 hr. + 1 hr./level Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. 222
Tongues (Alteration) Reversible Range: 0 Components: V, M Duration: 1 rd./level Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: None This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The wizard can speak one additional tongue for every three levels of experience. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect. The material component is a small clay model of a ziggurat, which shatters when the spell is pronounced.
Vampiric Touch (Necromancy) Range: 0 Components: V, S Duration: One touch Casting Time: 3 Area of Effect: The caster Saving Throw: None When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 points for a 12thlevel caster. The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster's total, with any hit points over the caster's normal total treated as temporary additional hit points. Any damage to the
Appendix II: Spell Descriptions caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster's normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.
Water Breathing (Alteration) Reversible Range: Touch Components: V, S, M Duration: 1 hr./level + 1d4 hrs. Casting Time: 3 Area of Effect: Creature touched Saving Throw: None The recipient of a water breathing spell is able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched. The reverse, air breathing enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration. The material component of the spell is a short reed or piece of straw.
Watery Double (Conjuration/Summoning, Enchantment) Range: Touch Components: V, S Duration: Special; max. 10 rounds Casting Time: 3 Area of Effect: One body of liquid Saving Throw: Neg. This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact threedimensional image of the reflected
creature. If more than one creature casts a reflection simultaneously, only one watery double forms. Each creature has an equal chance of being the victim of the spell (roll randomly). The size of the watery double is restricted by the volume of fluid available. If the spell were cast on a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the victim. The watery double will never exceed the actual size of the victim regardless of the size of the body of liquid. When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature's reflection. The liquid will not evaporate until the spell is triggered. When the watery double forms, it remains animated for 1 round per experience level of the caster, to a maximum of 10 rounds. The watery double attempts to touch the creature it has duplicated. It can affect only the creature that it resembles. It has the same THAC0 and current hit points as the creature it duplicates, but cannot cast spells or use any of the creature's magical items or special abilities. The watery double is AC 6 and its movement rate is double that of the victim. It may seep under doors and through cracks. If the watery double succeeds in touching the creature, it merges with the individual, covering his entire body in a skin of liquid. The victim must attempt a saving throw. If successful, the creature has resisted the spell's effect and the watery double 'dies,' becoming normal fluid (and soaking the creature in the process). If the saving throw is failed, the watery double begins forcing its way into the victim's body, inflicting 1d8 points of damage per round until it is destroyed. The watery double dissipates if reduced to zero hit points or when the spell's duration expires. Striking the watery double while it is wrapped around its victim causes an equal amount 223
of damage to the victim. Part water, lower water, and transmute water to dust spells instantly destroy a watery double.
Wind Wall (Alteration) Range: 10 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 3 Area of Effect: wall, 10 x 5 ft./level, 2 ft. wide Saving Throw: Special This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength--a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a -4 penalty to a first shot and -2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures. The material components are a tiny fan and a feather of exotic origin.
Wizard Sight (Divination) Range: 0 Components: V, S Duration: 1 round/level Casting Time: 3 Area of Effect: The caster Saving Throw: None Upon completion of this spell, the caster's eyes glow blue and he is able to see the magical auras of spellcasters
Appendix II: Spell Descriptions and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment. While wizard sight is in effect, a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a nonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday gain the ability to cast a spell). Although a spellcaster's level cannot be discerned, the wizard can see the intensity of a spellcaster's aura and guess at the individual's magical power (dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject's intensity is roughly equivalent to that of a companion, or he might announce that a subject's aura is the strongest the wizard has ever encountered. An object's magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item's magical aura and guess at its power, but cannot tell whether a magical item is cursed.
Wraithform (Alteration, Illusion) Range: 0 Components: S, M Duration: 2 rds./level Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a -4 penalty to recognize the spell. The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful dispel magic spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word. The material components for the spell are a bit of gauze and a wisp of smoke.
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Appendix II: Spell Descriptions Level 4 Wizard Spells Charm Monster (Enchantment/Charm) Range: 60 yds. Components: V, S Duration: Special Casting Time: 4 Area of Effect: 1 or more creatures in 20-ft. radius Saving Throw: Neg. This spell is similar to a charm person spell, but it can affect any living creature—or several low-level creatures. The spell affects 2d4 Hit Dice or levels of creatures, although it only affects one creature of 4 or more Hit Dice or levels, regardless of the number rolled. All possible subjects receive saving throws vs. spell, adjusted for Wisdom. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received. Any affected creature regards the spellcaster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature follows reasonable requests, instructions, or orders most faithfully (see the suggestion spell). If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm. Affected creatures eventually come out from under the influence of the spell. This is a function of the creature's level (i.e., its Hit Dice).
Monster Level % Chance Per Week or Hit Dice of Breaking Spell 1st or up to 2 5% 2nd or up to 3+2 10% 3rd or up to 4+4 15% 4th or up to 6 25% 5th or up to 7+2 35% 6th or up to 8+4 45% 7th or up to 10 60% 8th or up to 12 75% 9th or over 12 90% The exact day of the week and time of day is secretly determined by the DM.
Confusion (Enchantment/Charm) Range: 120 yds. Components: V, S, M Duration: 2 rds. + 1 rd./level Casting Time: 4 Area of Effect: Up to 60-ft. cube Saving Throw: Special
DM for actions each round for the duration of the spell, or until the 'wander away for the duration of the spell' result occurs. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. If there are many creatures involved, the DM may decide to assume average results. For example, if there are 16 orcs affected and 25% could be expected to make the saving throw, then four are assumed to have succeeded. Out of the other 12, one wanders away, four attack the nearest creature, six stand confused, and the last acts normally but must check next round. Since the orcs are not near the party, the DM decides that two attacking the nearest creature attack each other, one attacks an orc that saved, and one attacks a confused orc, which strikes back. The next round, the base is 11 orcs, since four originally saved and one wandered off. Another one wanders off, five stand confused, four attack, and one acts normally. The material component is a set of three nut shells.
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell. Contagion Confused creatures react as follows: (Necromancy) D10 Roll 1
Range: 30 yds. Components: V, S Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg.
Action Wander away (unless prevented) for duration of spell 2-6 Stand confused for one round (then roll again) 7-9 Attack nearest creature for one round (then roll again) This spell causes a major disease 10 Act normally for one round (then and weakness in a creature. The afflicted roll again) individual is immediately stricken with painful and distracting symptoms: boils, The spell lasts for two rounds blotches, lesions, seeping abscesses, and plus one round for each level of the so on. Strength, Dexterity, and Charisma caster. Those who fail are checked by the are reduced by 2. Attack rolls are 225
Appendix II: Spell Descriptions decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover. Characters ignoring the contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.
Detect Scrying
Dig (Evocation) Range: 30 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 4 Area of Effect: 5-ft. cube/level Saving Throw: Special
To activate the spell, the spellcaster needs a miniature shovel and tiny bucket and must continue to hold them while each pit is excavated. These items disappear at the conclusion of the spell
Dilation I (Alteration)
(Divination) A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole 5 feet on a side). In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward By means of this spell, the wizard past 20 feet in earth, there is a 15% immediately becomes aware of any chance that the pit collapses. This check attempt to observe him by means of is made for every 5 feet dug beyond 20 clairvoyance, clairaudience, or magic feet. Sand tends to collapse after 10 feet, mirror. This also reveals the use of mud fills in and collapses after 5 feet, crystal balls or other magical scrying and quicksand fills in as rapidly as it is devices, provided the attempt is within dug. the area of effect of the spell. Since the Any creature at the edge (within spell is centered on the spellcaster, it 1 foot) of a pit must roll a successful moves with him, enabling him to Dexterity check or fall into the hole. 'sweep' areas for the duration of the Creatures moving rapidly toward a pit spell. dug immediately before them must roll a When a scrying attempt is saving throw vs. spell to avoid falling in. detected, the scryer must immediately Any creature in a pit being excavated roll a saving throw. If this is failed, the can climb out at a rate decided by the identity and general location of the DM. A creature caught in a collapsing pit scryer immediately become known to the must roll a saving throw vs. death to wizard who cast this spell. The general avoid being buried; it escapes the pit if location is a direction and significant successful. Tunneling is possible with landmark close to the scryer. Thus, the this spell as long as there is space caster might learn, 'The wizard Sniggel available for the material removed. spies on us from east, under the stairs,' Chances for collapse are doubled and the or, 'You are watched by Asquil in the safe tunneling distance is half of the safe city of Samarquol.' excavation depth, unless such The material components for this construction is most carefully braced and spell are a small piece of mirror and a supported. miniature brass hearing trumpet. The spell is also effective against creatures of earth and rock, particularly . clay golems and those from the Elemental Plane of Earth. When cast upon such a creature, it suffers 4d6 points of damage. A successful saving throw vs. spell reduces this damage to half. Range: 0 Components: V, S, M Duration: 1d6 turns + 1 turn/level Casting Time: 3 Area of Effect: 120-ft. radius Saving Throw: Special
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Range: 0 Component: V Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None Dilation I allows a wizard to increase the area of effect of any one spell of levels 1-3. The area of effect is increased by 25%; thus, a stinking cloud would fill a 25-foot cube, while a slow spell would affect creatures in a 50-foot cube. Fractions of feet or yards (as appropriate to the spell) are dropped. Dilation I must be cast immediately prior to the spell to be dilated; if a complete round or more elapses, the dilation is wasted. The dilation spell affects only spells which have areas of effect defined in feet or yards (numbers of creatures cannot be increased). The dilation affects only spells cast by the same wizard.
Dimension Door (Alteration) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: The caster Saving Throw: None By means of a dimension door spell, the wizard instantly transfers himself up to 30 yards distance per level of experience. This special form of teleportation allows for no error, and the wizard always arrives at exactly the spot desired--whether by simply visualizing
Appendix II: Spell Descriptions the area (within spell transfer distance, of course) or by stating direction such as, '300 yards straight downward,' or, 'upward to the northwest, 45 degree angle, 420 yards.' If the wizard arrives in a place that is already occupied by a solid body, he remains trapped in the Astral Plane. If distances are stated and the spellcaster arrives with no support below his feet (i.e., in mid-air), falling and damage result unless further magical means are employed. All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster. Recovery from use of a dimension door spell requires one round.
When this spell is cast, the wizard can create a single emotional reaction in the subject creatures. The following are typical: 1. Courage: This emotion causes the creatures affected to become berserk, fighting with a +1 bonus to the attack dice, causing +3 points of damage, and temporarily gaining 5 hit points. The recipients fight without shield and regardless of life, never checking morale. This spell counters (and is countered by) fear. 2. Fear: The affected creatures flee in panic for 2d4 rounds. It counters (and is countered by) courage. 3. Friendship: The affected creatures react more positively (for example, tolerance becomes goodwill). It counters (and is countered by) hate. Divination Enhancement 4. Happiness: This effect creates (Evocation) joy and a feeling of complacent wellbeing, adding +4 to all reaction rolls and Range: 0 making attack unlikely unless the Component: V creatures are subject to extreme Duration: 2 turns+2 rounds/level provocation. It counters (and is Casting Time: 4 countered by) sadness. Area of Effect: The caster 5. Hate: The affected creatures Saving Throw: None react more negatively (for example, tolerance becomes negative neutrality). This spell allows a wizard to extend both the duration and range of the It counters (and is countered by) friendship. wizard eye spell and any divination 6. Hope: The effect of hope is to spells of levels 1-4. Duration and range raise morale, saving throw rolls, attack are both increased by 50% for the length rolls, and damage caused by +2. It of the divination enhancement. All divination spells cast within counters (and is countered by) hopelessness. the duration of the enhancement are 7. Hopelessness: The affected increased. The expiration of the creatures submit to the demands of any enhancement cancels all divination opponent: surrender, get out, etc. spells in effect. Otherwise, the creatures are 25% likely to do nothing in a round, and 25% likely Emotion to turn back or retreat. It counters (and is (Enchantment/Charm) countered by) hope. 8. Sadness: This creates Range: 10 yds./level unhappiness and a tendency toward Components: V,S maudlin introspection. This emotion Duration: Special penalizes surprise rolls by -1 and adds Casting Time: 4 +1 to initiative rolls. It counters (and is Area of Effect: 20-ft. cube countered by) happiness. Saving Throw: Neg. All creatures in the area at the instant the spell is cast are affected 227
unless successful saving throws vs. spell are made, adjusted for Wisdom. The spell lasts as long as the wizard continues to concentrate on projecting the chosen emotion. Those who fail the saving throw against fear must roll a new saving throw if they return to the affected area.
Enchanted Weapon (Enchantment) Range: Touch Components: V, S, M Duration: 5 rds./level Casting Time: 1 turn Area of Effect: Weapon(s) touched Saving Throw: None This spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 weapon, with +1 to attack and damage rolls. Thus, arrows, axes, bolts, bows, daggers, hammers, maces, spears, swords, etc., can be made into temporarily enchanted weapons. Two small weapons (arrows, bolts, daggers, etc.) or one large weapon (axe, bow, hammer, mace, etc.) weapon can be affected by the spell. The spell functions on existing magical weapons as long as the total combined bonus is +3 or less. Missile weapons enchanted in this way lose their enchantment when they successfully hit a target, but otherwise the spell lasts its full duration. This spell is often used in combination with the enchant an item and permanency spells to create magical weapons, with this spell being cast once per desired plus of the bonus. The material components of this spell are powdered lime and carbon.
Appendix II: Spell Descriptions Enervation (Necromancy) Range: 10 yds./level Components: V, S Duration: 1d4 hrs. + 1 hr./level Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg.
cast the spell. There are 1d4 such tentacles, plus one per experience level of the spellcaster. Any creature within range of the writhing tentacles is subject to attack as determined by the DM. The target of a tentacle attack must roll a saving throw vs. spell. If this succeeds, the subject suffers 1d4 points of damage from contact with the tentacle; the tentacle is then destroyed. Failure to save indicates that the damage inflicted is 2d4 points, the ebon member is wrapped around its subject, and damage will be 3d4 points on the second and all succeeding rounds. Since these tentacles have no intelligence to guide them, there is the possibility that they entwine any object-a tree, post, pillar, even the wizard himself--or continue to squeeze a dead opponent. A grasping hold established by a tentacle remains until the tentacle is destroyed by some form of attack or until it disappears at the end of the spell's duration. The component for this spell is a piece of tentacle from a giant octopus or giant squid.
This spell temporarily suppresses the subject's life force. The necromancer points his finger and utters the incantation, releasing a black bolt of crackling energy. The subject must roll a saving throw vs. spell, adjusted for Dexterity, to avoid the bolt. Success means the spell has no effect. Failure means the subject is treated exactly as if he had been drained of energy levels by a wight, one level for every four levels of the caster. Hit Dice, spells, and other character details dependent on level are lost or reduced. Those drained to 0th level must make a system shock check to survive and are helpless until the spell expires. The spell effect eventually wears off, either after 1d4 hours plus one hour per caster level, or after six hours of Extension I complete and undisturbed rest. Level abilities are regained, but lost spells must (Alteration) be rememorized. Undead are immune to this spell. Range: 0 Components: V Duration: Special Evard's Black Tentacles Casting Time: 2 (Conjuration/Summoning) Area of Effect: Special Saving Throw: None Range: 30 yds. Components: V, S, M By use of an extension I spell, the Duration: 1 hr./level wizard prolongs the duration of a Casting Time: 1 rd. previously cast 1st-, 2nd-, or 3rd-level Area of Effect: 30 sq. ft./level spell by 50%. Thus, a levitation spell can Saving Throw: None be made to function 15 minutes/level, a This spell creates many rubbery, hold person spell made to work for three rounds/level, etc. Naturally, the spell black tentacles in the area of effect. These waving members seem to spring affects only spells that have durations. forth from the earth, floor, or whatever This spell must be cast immediately after the spell to be extended, either by the surface is underfoot-- including water. Each tentacle is 10 feet long, AC 4, and original caster or another wizard. If a complete round or more elapses, the requires as many points of damage to extension fails and is wasted. destroy as the level of the wizard who 228
Far Reaching II (Alteration) Range: 0 Component: V Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None This spell's function is identical to the 3rd-level far reaching I spell, except that a spell of 1st or 2nd level has its range doubled and a spell of 3rd level has its range increased by 50%. In addition, any spell of 4th level has its range extended by 25%.
Fear (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: 60-ft. cone, 30-ft. diameter at end, 5-ft. at base Saving Throw: Neg. When a fear spell is cast, the wizard sends forth an invisible cone of terror that causes creatures within its area of effect to turn away from the caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell; the base chance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at 10th level there is only a 15% chance, and at 13th level no chance, of dropping items. Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the spellcaster. Undead and creatures that successfully roll their saving throws vs. spell are not affected. The material component of this spell is either the heart of a hen or a white feather.
Appendix II: Spell Descriptions Fire Charm
Fire Shield
(Enchantment/Charm)
(Evocation, Alteration)
Range: 10 yds. Components: V, S, M Duration: 2 rds./level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Neg.
Range: 0 Components: V, S, M Duration: 2 rds. + 1 rd./level Casting Time: 4 Area of Effect: The caster Saving Throw: None
By means of this spell the wizard causes a normal fire source, such as a brazier, flammable, or bonfire, to serve as a magical agent, for from this source he causes a gossamer veil of multi-hued flame to encircle the fire at a distance of 5 feet. Any creatures observing the fire or the dancing circle of flame around it must successfully roll a saving throw vs. spell or be charmed into remaining motionless and gazing, transfixed, at the flames. While so charmed, creatures are subject to suggestions of 12 or fewer words, saving vs. spell with a -3 penalty, adjusted for Wisdom. The caster can give one such suggestion to each creature, and the suggestions need not be the same. The maximum duration for such a suggestion is one hour, regardless of the caster's level. The fire charm is broken if the charmed creature is physically attacked, if a solid object comes between the creature and the veil of flames so as to obstruct vision, or when the duration of the spell expires. Those exposed to the fire charm again may be affected at the DM's option, although bonuses may also be allowed to the saving throws. Note that the veil of flame is not a magical fire, and passing through it incurs the same damage as would be sustained from passing through its original fire source. The material component for this spell is a small piece of multicolored silk of exceptional thinness that the spellcaster must throw into the fire source.
This spell can be cast in one of two forms: a warm shield that protects against coldbased attacks, or a chill shield that protects against fire-based attacks. Both return damage to creatures making physical attacks against the wizard. The wizard must choose which variation he memorizes when the spell is selected. When casting this spell, the wizard appears to immolate himself, but the flames are thin and wispy, shedding no heat, and giving light equal to only half the illumination of a normal torch. The color of the flames is determined randomly (50% chance of either color)-blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each shield are as follows: A) Warm shield. The flames are warm to the touch. Any cold-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against fire-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage. The material component for this variation is a bit of phosphorous. B) Chill shield. The flames are cool to the touch. Any fire-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against cold-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage. The material component for this variation is a live firefly or glow worm 229
or the tail portions of four dead ones. Any creature striking the spellcaster with its body or hand-held weapons inflicts normal damage upon the wizard, but the attacker suffers the same amount of damage. An attacker's magical resistance, if any, is tested when the creature actually strikes the wizard. Successful resistance shatters the spell. Failure means the creature's magic resistance does not affect that casting of the spell.
Fire Trap (Abjuration, Evocation) Range: Touch Components: V, S, M Duration: Until discharged Casting Time: 1 turn Area of Effect: Object touched Saving Throw: ½ Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it (if such is attempted, the chance is 25% that the first spell fails, 25% that the second spell fails, or 50% that both spells fail). A knock spell does not affect a fire trap in any way--as soon as the offending party enters or touches the item, the trap discharges. Thieves and others have only half their normal chance to detect a fire trap (by noticing the characteristic markings required to cast the spell). They have only half their normal chance to remove the trap (failure detonates the trap immediately). An unsuccessful dispel does not detonate the spell. The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the exact method usually involves a keyword). When the trap is discharged, there is an explosion of 5-foot radius from the spell's center; all creatures within this
Appendix II: Spell Descriptions area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, or half this (round up) for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion. To place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter and touch the center of the effect. Attunement to another individual requires a hair or similar object from that person.
Fumble (Enchantment/Charm) Range: 10 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 4 Area of Effect: 30-ft. cube Saving Throw: Special When a fumble spell is cast, the wizard creates an area in which all creatures suddenly become clumsy and awkward. Running creatures trip and fall, those reaching for an item drop it, those employing weapons likewise awkwardly drop them, etc. Recovery from a fall or picking up a fumbled object typically requires a successful saving throw and takes one round. Note that breakable items might suffer damage when dropped. A subject succeeding with his saving throw can act freely that round, but if he is in the area at the beginning of the next round, another saving throw is required. Alternatively, the spell can be cast at an individual creature. Failure to save means the creature is affected for the spell's entire duration; success means the creature is slowed (see the 3rd-level spell). The material component of this spell is a dab of solidified milk fat.
increasing the slope of a hill, the effect may be unnoticed even by those in the (Enchantment/Charm) midst of it. If the change is extreme (for example, a grassy plain covering a Range: 60 feet seething field of volcanic mudpots), the Component: V illusion will no doubt be noticed the Duration: 2 rounds/level instant one person falls prey to it. Each Casting Time: 4 level of experience expands the Area of Effect: 30-foot-radius sphere dimensions of the cubic area affected by Saving Throw: None 10 yards; for example, a 12th-level caster affects an area 120 yds. x 120 yds. This spell operates exactly like the 3rd-level minor malison spell except x 120 yds. The material components of this that the wizard places a -2 penalty on all spell are a stone, a twig, and a bit of saving throws of all hostile creatures within the area of effect. Optionally, the green plant—a leaf or grass blade. wizard may create a -3 penalty to saving throws against spells from one school of Ice Storm magic. This penalty is not cumulative (Evocation) with a saving throw penalty which derived from the wizard being a Range: 10 yds./level specialist; the penalty is not increased to Components: V, S, M -4. Duration: Special Casting Time: 4 Area of Effect: 20 or 40 ft. radius Hallucinatory Terrain Saving Throw: None (Illusion/Phantasm)
Greater Malison
This spell can have one of two effects, at the caster's option: Either great hail stones pound down for one round in a 40-foot-diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or driving sleet falls in an 80-foot-diameter area for one round By means of this spell, the wizard per caster level. The sleet blinds creatures within its area for the duration causes an illusion that hides the actual of the spell and causes the ground in the terrain within the area of effect. Thus, open fields or a road can be made to look area to be icy, slowing movement by 50% and making it 50% probable that a like a swamp, hill, crevasse, or some creature trying to move in the area slips other difficult or impassable terrain. A pond can be made to look like a grassy and falls. The sleet also extinguishes meadow, a precipice like a gentle slope, torches and small fires. Note that this spell will negate a or a rock-strewn gully like a wide and heat metal spell. smooth road. The hallucinatory terrain The material components for this persists until a dispel magic spell is cast spell are a pinch of dust and a few drops upon the area or until the duration of water. expires. Individual creatures may see through the illusion, but the illusion persists, affecting others who observe the scene. If the illusion involves only a subtle change, such as causing an open wood to appear thick and dark, or 230 Range: 20 yds./level Components: V, S, M Duration: 1 hr./level Casting Time: 1 turn Area of Effect: 10 yds./level cube Saving Throw: None
Appendix II: Spell Descriptions Illusionary Wall (Illusion/Phantasm) Range: 30 yds. Components: V, S Duration: Permanent Casting Time: 4 Area of Effect: 1 x 10 x 10 ft. Saving Throw: None This spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled. It appears absolutely real when viewed (even magically, as with the priest spell true seeing or its equivalent), but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, normal demihuman and magical detection abilities work normally, and touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear. The material component is a rare dust that costs at least 400 gp and requires four days to prepare.
character's saving throws are made with a +4 bonus. Beings with high Hit Dice that might normally notice invisible opponents will notice a creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the character).
Leomund's Secure Shelter (Alteration, Enchantment) Range: 20 yds. Components: V, S, M Duration: 1d4+1 hrs. + 1 hr./level Casting Time: 4 turns Area of Effect: 30 sq. ft./level Saving Throw: None
This spell enables the wizard to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast--stone, timber, or (at worst) sod. The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more Improved Invisibility shuttered windows, and a small (Illusion/Phantasm) fireplace. While the lodging is secure Range: Touch against winds of up to 70 miles per hour, Components: V, S it has no heating or cooling source (other Duration: 4 rds. + 1 rd./level than natural insulation qualities). Casting Time: 4 Therefore, it must be heated as a normal Area of Effect: Creature touched dwelling, and extreme heat adversely Saving Throw: None affects it and its occupants. The dwelling does, however, provide considerable This spell is similar to the invisibility spell, but the recipient is able security otherwise, as it is as strong as a normal stone building, regardless of its to attack, either by missile discharge, material composition. The dwelling melee combat, or spellcasting, and resists flames and fire as if it were stone, remain unseen. Note, however, that and is impervious to normal missiles telltale traces (such as a shimmering (but not the sort cast by siege machinery effect) sometimes allow an observant or giants). opponent to attack the invisible spell The door, shutters, and even recipient. These traces are only chimney are secure against intrusion, the noticeable when specifically looked for former two being wizard locked and the (after the invisible character has made his presence known). Attacks against the latter being secured by a top grate of iron invisible character suffer -4 penalties to and a narrow flue. In addition, these three areas are protected by an alarm the attack rolls, and the invisible 231
spell. Lastly, an unseen servant is conjured to provide service to the spellcaster. The inside of the shelter contains rude furnishings as desired by the spellcaster--up to eight bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk. The material components of this spell are a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the alarm and unseen servant spells if these benefits are to be included (string and silver wire and a small bell).
Locate Creature (Divination) Range: 50 yards/level Components: V, S, M Duration: 1 turn/level Casting Time: 5 Area of Effect: One creature Saving Throw: None This spell is similar to the 2ndlevel locate object spell. Instead of finding an inanimate object, however, it allows the wizard to find a creature. The wizard casts the spell, slowly turns, and is able to sense the direction of the person or creature, provided the subject is within range. The wizard learns how far away the creature is and in what direction it is moving (if at all). This spell can locate a general species of creature (a horse or umber hulk, for instance) or can be used to find a specific individual. The wizard must have physically seen the individual or the type of creature at least once from a distance of no more than 10 yards. Unlike locate object, this spell is not blocked by lead. It is blocked, however, by running water (such as a river or stream). Objects cannot be found through use of this spell. The material component is a bit of a bloodhound's fur.
Appendix II: Spell Descriptions individual to be duplicated, or must have a clear mental image of the person based (Enchantment, Divination) on personal experience. If animate dead is cast on the Range: Touch body, it can be animated to become a Components: V, S, M zombie that looks exactly like the copied Duration: 1 rd./level person. The double is a mindless Casting Time: 1 hr. automaton, however, having all the Area of Effect: Special characteristics of a normal zombie. Saving Throw: None This spell may be cast on a creature that has already become a By means of this spell, the wizard zombie. The wizard must successfully changes a normal mirror into a scrying touch the zombie in combat, unless the device similar to a crystal ball. The zombie is controlled by the caster. details of the use of such a scrying The material component of this device are found in the DMG (in spell is a drop of doppleganger's blood. Appendix 3: Magical Item Descriptions, under the description for the crystal Massmorph ball). The mirror used must be of finely (Alteration) wrought and highly polished silver and cost not less than 1,000 gp. This mirror Range: 10 yds./level is not harmed by casting the spell, but Components: V, S, M the other material components--the eye Duration: Special of a hawk, an eagle, or even a roc, and Casting Time: 4 nitric acid, copper, and zinc--are used up. Area of Effect: 10 ft. cube/level The following spells can be cast Saving Throw: None through a magic mirror: comprehend languages, read magic, tongues, and When this spell is cast upon infravision. The following spells have a willing creatures of man-size or smaller, 5% chance per level of the caster of up to 10 such creatures per level of the operating correctly: detect magic, detect caster can be magically altered to appear good or evil, and message. The base as trees of any sort. Thus, a company of chances for the subject to detect any creatures can be made to appear as a crystal ball-like spell are listed in the copse, grove, or orchard. Furthermore, DMG (again, in Appendix 3: Magical these massmorphed creatures can be Item Descriptions, under the description passed through and even touched by for the crystal ball. other creatures without revealing their true nature. Note, however, that blows to the creature-trees cause damage, and Mask of Death blood can be seen. (Necromancy) Creatures to be massmorphed must be within the spell's area of effect; Range: Touch unwilling creatures are not affected. Components: V, S, M Affected creatures remain unmoving but Duration: 1 hour/level aware, subject to normal sleep Casting Time: 1 round requirements, and able to see, hear, and Area of Effect: One creature feel for as long as the spell is in effect. Saving Throw: None The spell persists until the caster commands it to cease or until a dispel By casting this spell, a wizard can change a corpse's features to make it magic spell is cast upon the creatures. Creatures left in this state for extended appear to be someone else. The caster must possess an accurate portrait of the periods are subject to insects, weather, 232
Magic Mirror
disease, fire, and other natural hazards. The material component of this spell is a handful of bark chips from the type of tree the creatures are to become.
Minor Creation (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 1 hr./level Casting Time: 1 turn Area of Effect: 1 cubic ft./level Saving Throw: None This spell enables the wizard to create an item of nonliving, vegetable nature—soft goods, rope, wood, etc. The caster actually pulls wisps of material of the plane of Shadow from the air and weaves them into the desired item. The volume of the item created cannot exceed 1 cubic foot per level of the spellcaster. The item remains in existence for only as long as the spell's duration. The spellcaster must have at least a tiny piece of matter of the same type of item he plans to create by means of the minor creation spell--a bit of twisted hemp to create rope, a splinter of wood to create a door, and so forth.
Minor Globe of Invulnerability (Abjuration) Range: 0 Components: V, S, M Duration: 1 rd./level Casting Time: 4 Area of Effect: 5-ft. radius Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can
Appendix II: Spell Descriptions be cast out of the magical globe, and these pass from the caster of the globe to their subject without affecting the globe. Fourth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell. The caster can leave and return to the globe without penalty. Note that spell effects are not actually disrupted by the globe unless cast directly through or into it: The caster would still see a mirror image created by a wizard outside the globe. If that wizard then entered the globe, the images would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing in the area of a light spell would still receive sufficient light for vision, even though that part of the light spell volume in the globe would not be luminous. The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.
Minor Spell Turning (Abjuration) Range: 0 Components: V, S, M Duration: 3 rounds/level Casting Time: 4 Area of Effect: The caster Saving Throw: None This spell is similar to the 7thlevel spell turning, which causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, and so forth. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area in which the protected wizard were standing. One to four (1d4) spell levels
may be turned. The exact number is secretly rolled by the DM; the player never knows how effective the spell is. Unlike the 7th level version of this spell, minor spell turning is not capable of partially turning a spell. For example, if a wizard has three levels of spell turning, he can turn three 1st-level spells, one 1st and one 2nd, or one 3rdlevel spell. He can in no way turn spells of 4th level or above. If the caster is the target of a spell of a higher level than he is capable of turning, the caster receives the full brunt of the spell. If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects: D100 Roll Effect 01-70 Spell drains away without effect 71-80 Spell affects both equally at full damage 81-97 Both turning effects are rendered non-functional for 1d4 turns 98-00 Both casters are sucked through a rift into the Positive Material plane The material component of this spell is a smoothly polished silver coin.
Monster Summoning II (Conjuration/Summoning) Range: Special Components: V, S, M Duration: 3 rds. + 1 rd./level Casting Time: 4 Area of Effect: 40 yd. radius Saving Throw: None This spell is much like the 3rdlevel spell monster summoning I, except that this spell summons 1d6 2nd-level monsters. These appear anywhere within the spell's area of effect and attack the caster's opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures 233
do not check morale; they vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle. 1 Beetle, bombardier 2 Centipede, giant 3 Frog, giant or killer 4 Gnoll or flind 5 Lamprey, land 6 Lizard man 7 Mongrelmen (2 HD) 8 Mudmen 9 Spider, large 10 Stirge 11 Toad, giant 12 Troglodyte
Mordenkainen's Celerity (Alteration, Invocation) Range: 0 Components: V, S, M Duration: 1 turn Casting Time: 4 Area of Effect: Special Saving Throw: None Mordenkainen's celerity affects spells of levels 1-3 which alter the movement of the wizard such as feather fall, jump, spider climb, levitate, fly, and haste. Spells to be affected must be cast within 1 turn of the casting of the celerity. Spells do not expire when the celerity expires. Spells cast following the celerity receive a 25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spell's duration. In addition, the caster's movement rate is increased by 25%. Feather fall is an exception; the rate of descent may be reduced by 25% at the caster's option. The area of effect is always the caster, except in the case of the haste
Appendix II: Spell Descriptions spell, for which the effects of the celerity will operate on 1d4 creatures in addition to the wizard. The celerity will not affect the other creatures in any other manner. The celerity gives the wizard a +2 bonus to his saving throws against spells of levels 1-3 which directly affect his movement. This includes web, hold person, and slow. The wizard also gains a +2 bonus on all saving throws against magical paralysis attacks. The material component is a small pouch or vessel containing centipede or millipede legs.
Otiluke's Resilient Sphere (Alteration, Evocation) Range: 20 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 4 Area of Effect: 1-ft. diameter/level Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature--if it is small enough to fit within the diameter of the sphere and it fails to successfully save vs. spell. The resilient sphere contains its subject for the spell's duration, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. These cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but all that occurs is a movement of the sphere. The globe can be physically moved either by people outside the globe or by the struggles of those within. The material components of the spell are a hemispherical piece of diamond (or similar hard, clear gem material) and a matching hemispherical piece of gum arabic.
resistance, the subject's fear/Wisdom bonuses (if any) then apply as negative (Illusion/Phantasm) modifiers to his Intelligence check. If the subject of a phantasmal Range: 5 yds./level killer attack succeeds in disbelieving, Components: V, S and he is wearing a helm of telepathy, the Duration: 1 rd./level beast can be turned upon the wizard, Casting Time: 4 who must then disbelieve it or be subject Area of Effect: 1 creature to its attack and possible effects. Saving Throw: Special If the subject ignores the killer to perform other actions, such as attacking When this spell is cast, the the caster, the killer may, at the DM's wizard creates the illusion of the most fearsome thing imaginable to the victim, option, gain bonuses to hit (for flank or rear attacks, etc.). Spells such as remove simply by forming the fears of the fear and cloak of bravery, cast after the victim's subconscious mind into killer has attacked, grant another check something that its conscious mind can visualize--the most horrible beast. Only to disbelieve the effect. the spell recipient can see the phantasmal killer (the caster sees only a Plant Growth shadowy shape), but if it succeeds in (Alteration) scoring a hit, the subject dies from fright. Range: 10 yds./level The beast attacks as a 4 Hit Dice Components: V, S monster. It is invulnerable to all attacks Duration: Permanent and can pass through any barriers, Once Casting Time: 4 cast, it inexorably pursues the subject, Area of Effect: caster's level x 100 sq. ft. for it exists only in the subject's mind. Saving Throw: None The only defenses against a phantasmal killer are an attempt to When a plant growth spell is cast, disbelieve (which can be tried but once), the wizard causes normal vegetation to slaying or rendering unconscious the grow, entwine, and entangle to form a wizard who cast the spell, or rendering thicket or jungle that creatures must hack unconscious the target of the spell for its or force a way through at a movement duration. To disbelieve the killer, the rate of 1 per round (or 2 if the creatures subject must specifically state the are larger than man size). The area must attempt and then roll an Intelligence contain brush and trees for this spell to check. This roll has a -1 penalty for work. Briars, bushes, creepers, lianas, every four levels of the caster. roots, saplings, thistles, thorn, trees, Special modifiers apply to this vines, and weeds become thick and attack: overgrown so as to form a barrier. The area of effect is the caster's level, Condition Modifier squared, times 100 square feet. This area Surprise -2 can be arranged in any square or Subject previously attacked rectangular shape that the caster desires. by this spell +1 Thus, an 8th-level wizard can affect (8 x Subject is an illusionist +2 8 =) 64 x 100 square feet, or 6,400 Subject is wearing a helm of square feet. This could be an 80-foot x telepathy +3 80-foot square, a 160-foot x 40-foot rectangle, a 640-foot x 10-foot rectangle, Magic resistance, bonuses against etc. Individual plant girth and height is fear, and Wisdom adjustments also generally affected less than thickness of apply. The subject's magic resistance is brush, branch, and undergrowth. The checked first; if the spell overcomes the spell's effects persist in the area until it is 234
Phantasmal Killer
Appendix II: Spell Descriptions cleared by labor, fire, or such magical means as a dispel magic spell.
Polymorph Other (Alteration) Range: 5 yds./level Components: V, S, M Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The polymorph other spell is a powerful magic that completely alters the form and ability, and possibly the personality and mentality, of the recipient. Of course, while a creature with a lower Intelligence can be polymorphed in form into something with a higher Intelligence, it will not gain that creature's mental ability. The reverse-- polymorphing a higher Intelligence creature into one of significantly lower Intelligence-- results in a creature much more intelligent than appearances would lead one to believe. The polymorphed creature must succeed on a system shock (see Table 3) roll to see if it survives the change. After this, it must make a special Intelligence check to see if it retains its personality (see following). The polymorphed creature acquires the form and physical abilities of the creature it has been polymorphed into, while retaining its own mind. Form includes natural Armor Class (that due to skin toughness, but not due to quickness, magical nature, etc.), physical movement abilities (walking, swimming, and flight with wings, but not plane shifting, blinking, teleporting, etc.), and attack routines (claw/claw/bite, swoop, rake, and constriction, but not petrification, breath weapons, energy drain, etc.). Hit points and saving throws do not change from the original form. Noncorporeal forms cannot be assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher level druids, etc.) are affected for but one round, and can
then resume their normal form. If slain, the polymorphed creature reverts to its original form, though it remains dead. (Note that most creatures generally prefer their own form and will not willingly stand the risk of being subjected to this spell!) As class and level are not attributes of form, abilities derived from either cannot be gained by this spell, nor can exact ability scores be specified. When the polymorph occurs, the creature's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The creature retains its mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. Creatures not used to a new form might be penalized at the DM's option (for example, -2 to attack rolls) until they practice sufficiently to master it. When the physical change occurs, there is a base 100% chance that the subject's personality and mentality change into that of the new form (i.e., a roll of 20 or less on 1d20). For each 1 point of Intelligence of the subject, subtract 1 from the base chance on 1d20. Additionally, for every Hit Die of difference between the original form and the form it is assuming, add or subtract 1 (depending on whether polymorphed form has more Hit Dice [or levels] or fewer Hit Dice [or levels] than original, respectively). The chance for assumption of the personality and mentality of the new form is checked daily until the change takes place. A subject acquiring the mentality of the new form has effectively become the creature whose form was assumed and comes under the control of the DM until recovered by a wish spell or similar magic. Once this final change takes place, the creature acquires the new form's full range of magical and special 235
abilities. For example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a white dragon with 6 Hit Dice, it is 85% (20 - 8 Intelligence + 5 level difference [6-1] = 17 out of 20 = 85%) likely to actually become one in all respects, but in any case it has the dragon's physical and mental capabilities. If it does not assume the personality and mentality of a white dragon, it knows what it formerly knew as well. The wizard can use a dispel magic spell to change the polymorphed creature back to its original form, and this requires a system shock roll. Those who have lost their individuality and are then converted back maintain the belief that they are actually the polymorphed creature and attempt to return to that form. Thus, the orc who comes to believe he is a white dragon, when converted back to his orc form, steadfastly maintains he is really a white dragon polymorphed into the shape of an orc. His companions will most likely consider him mad. The material component of this spell is a caterpillar cocoon.
Polymorph Self (Alteration) Range: 0 Components: V Duration: 2 turns/level Casting Time: 4 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form's other abilities (attack, magic, special movement, etc.), nor does it run the risk of the wizard changing personality and
Appendix II: Spell Descriptions mentality. When the polymorph occurs, the caster's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DM's option (for example, -2 penalty to attack rolls) until he practices sufficiently to master it. Thus, a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding's offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement. The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.
gaze at it as long as the effect lasts. The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures--24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc. All creatures affected must be within the area of effect, and each is entitled to a saving throw vs. spell. An attack on an affected creature that causes damage frees it from the spell immediately. Creatures that are restrained and removed from the area still try to follow the pattern. Once the rainbow pattern is cast, the wizard need only gesture in the direction he desires, and the pattern of colors moves slowly off in that direction, at the rate of 30 feet per round. It persists without further attention from the spellcaster for 1d3 rounds. All affected creatures follow the moving rainbow of light. If the pattern leads its subjects into a dangerous area (through flame, off a cliff, etc.), allow a second saving throw. If the view of the lights is completely blocked (by an obscurement spell, for instance), the spell is negated. The wizard need not utter a sound, but he must gesture appropriately while holding a crystal prism and the material component, a piece of phosphor.
B) Retain memory of any spell (within the level limits) cast the round prior to starting to cast this spell. The round after a spell is cast, the enhancer must be successfully cast. This restores the previously cast spell to memory. However, the caster still must acquire any needed material components. The material components of the spell are a piece of string, an ivory plaque of at least 100 gp value, and ink consisting of squid secretion with either black dragon's blood or giant slug digestive juice. These disappear when the spell is cast.
Remove Curse (Abjuration) Reversible Range: Touch Components: V, S Duration: Permanent Casting Time: 4 Area of Effect: Special Saving Throw: Special
Upon casting this spell, the wizard is usually able to remove a curse--whether it is on an object, on a person, or in the form of some undesired Rary's Mnemonic Enhancer sending or evil presence. Note that the (Alteration) remove curse spell cannot affect a cursed shield, weapon, or suit of armor, for Range: 0 example, although it usually enables a Components: V, S, M person afflicted with a cursed item to be Duration: 1 day rid of it. Certain special curses may not Casting Time: 1 turn be countered by this spell, or may be Rainbow Pattern Area of Effect: The caster countered only by a caster of a certain (Alteration, Illusion/Phantasm) Saving Throw: None level or higher. A caster of 12th level or higher can cure lycanthropy with this Range: 10 yds. By means of this spell, the wizard spell by casting it on the animal form. Components: S, M is able to memorize, or retain the The were-creature receives a saving Duration: Special memory of, three additional spell levels throw vs. spell and, if successful, the Casting Time: 4 (three 1st-level spells, or one 1st and one spell fails and the wizard must gain a Area of Effect: 30-ft. cube 2nd, or one 3rd-level spell). The wizard level before attempting the remedy Saving Throw: Neg. has two options: again. A) Memorize additional spells. The reverse of the spell is not By means of this spell, the wizard This option is taken at the time the spell permanent; the bestow curse lasts one creates a glowing, rainbow-hued band of is cast. The additional spells must be turn for every experience level of the interweaving patterns. Any creature memorized normally and any material wizard casting the spell. It causes one of caught in it may become fascinated and components must be acquired. the following effects (roll percentile 236
Appendix II: Spell Descriptions dice): D100 Roll Result 1-50 Lowers one ability of the subject to 3 (the DM determines which by random selection) 51-75 Worsens the subject's attack rolls and saving throws by -4 76-00 Makes the subject 50% likely per turn to drop whatever it is holding (or simply do nothing, in the case of creatures not using tools) It is possible for a wizard to devise his own curse, and it should be similar in power to those given (the DM has final say). The subject of a bestow curse spell must be touched. If the subject is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.
Shadow Monsters (Illusion/Phantasm) Range: 30 yds. Components: V, S Duration: 1 rd./level Casting Time: 4 Area of Effect: 20-ft. cube Saving Throw: Special A wizard casting the shadow monsters spell uses material from the Demiplane of Shadow to shape semireal illusions of one or more monsters. The total Hit Dice of the shadow monster or monsters thus created cannot exceed the level of experience of the wizard; thus, a 10th-level wizard can create one creature that has 10 Hit Dice, two that have 5 Hit Dice, etc. All shadow monsters created by one spell must be of the same sort. The actual hit point total for each monster is 20% of the hit point total it would normally have. (To determine this, roll the appropriate Hit Dice and multiply the hit points by .2. Any remainder less than .4 is dropped--in the
case of monsters with 1 or fewer Hit Dice, this indicates the monster was not successfully created--and scores between .4 and 1 are rounded up to 1 hit point.) Those viewing the shadow monsters are allowed to disbelieve as per normal illusions, although there is a -2 penalty to the attempt. The shadow monsters perform as the real monsters with respect to Armor Class and attack forms. Those who believe in the shadow monster suffer real damage from their attacks. Special attack forms such as petrification or level drain do not actually occur, but a subject who believes they are real will react appropriately. Those who roll successful saving throws see the shadow monsters as transparent images superimposed on vague shadowy forms. These are Armor Class 10 and inflict only 20% of normal melee damage (biting, clawing, weapon, etc.), dropping fractional damage less than .4 as done with hit points. For example: A shadow monster griffon attacks a person who knows it is only quasireal. The monster strikes with two claw attacks and one bite, hitting as a 7-Hit Die monster. All three attacks hit; the normal damage dice are rolled, multiplied by .2 separately, rounded up or down, and added together to get the total damage. Thus, if the attacks score 4, 2 and 11 points, a total of 4 points of damage is inflicted (4 x .2 = .8 [rounded to 1], 2 x .2 = .4 [rounded to 1], 11 x .2 = 2.2 [rounded to 2]. The sum is 1 + 1 + 2 = 4).
Shout (Evocation) Range: 0 Components: V, M Duration: Instantaneous Casting Time: 1 Area of Effect: 10 x 30 ft. cone Saving Throw: Special When a shout spell is cast, the wizard gives himself tremendous vocal 237
powers. The caster can emit an earsplitting noise that has a principal effect in a cone shape radiating from his mouth to a point 30 feet away. Any creature within this area is deafened for 2d6 rounds and suffers 2d6 points of damage. A successful saving throw vs. spell negates the deafness and reduces the damage by half. Any exposed brittle or crystal substance subject to sonic vibrations is shattered by a shout, while those brittle objects in the possession of a creature receive the creature's saving throw. Deafened creatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are 20% likely to miscast them. The shout spell cannot penetrate the 2nd-level priest spell, silence, 10’ radius. This spell can be employed only once per day; otherwise, the caster might permanently deafen himself. The material components for this spell are a drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn.
Solid Fog (Alteration) Range: 30 yds. Components: V, S, M Duration: 2d4 rds. + 1 rd./level Casting Time: 4 Area of Effect: 20 x 10 x 10 ft. volume/level of caster Saving Throw: None When this spell is cast, the wizard creates a billowing mass of misty vapors similar to a wall of fog spell. The caster can create less vapor if desired, as long as a rectangular or cubic mass at least 10 feet on a side is formed. The fog obscures all sight, normal and infravision, beyond 2 feet. However, unlike normal fog, only a very strong wind can move these vapors, and any creature attempting to move through the solid fog progresses at a movement rate of 1 foot per round. A gust of wind spell cannot affect it. A fireball, flame strike,
Appendix II: Spell Descriptions or wall of fire can burn it away in a single round. The material components for the spell are a pinch of dried, powdered peas combined with powdered animal hoof.
Stoneskin (Alteration) Range: Touch Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
Summon Lycanthrope (Conjuration/Summoning) Range: Special Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One creature Saving Throw: Neg.
This spell is effective only on the night of a full moon and one night immediately preceding and following it. For the spell to be effective, the caster and the lycanthrope must be on the same plane of existence; there is no When this spell is cast, the other range limitation. When the spell is affected creature gains a virtual cast, the nearest lycanthrope (as immunity to any attack by cut, blow, determined by the DM) of the chosen projectile, or the like. Even a sword of species must attempt a saving throw. If sharpness cannot affect a creature successful, the creature is unaffected. If protected by stoneskin, nor can a rock it fails, the lycanthrope instantly appears hurled by a giant, a snake's strike, etc. near the caster. However, magical attacks from such Upon arrival, the creature can spells as fireball, magic missile, freely attack the wizard unless the caster lightning bolt, and so forth have their has created a warding circle. If a circle is normal effects. The spell's effects are not present, the lycanthrope appears in the cumulative with multiple castings. circle; otherwise, it appears 1d10 feet The spell blocks 1d4 attacks, plus away from the caster in a random one attack per two levels of experience direction (the DM should use the scatter the caster has achieved. This limit diagram for grenade-like missiles found applies regardless of attack rolls and in the DUNGEON MASTER® Guide to regardless of whether the attack was determine direction). physical or magical. For example, a A warding circle is a temporary stoneskin spell cast by a 9th-level wizard prison drawn with specially prepared would protect against from five to eight pigments laced with silver filings. These attacks. An attacking griffon would pigments cost 100 gp for each foot of reduce the protection by three each diameter of the circle (thus, a circle 10 round; four magic missiles would count feet across costs 1,000 gp). A warding as four attacks in addition to inflicting circle must be at least 5 feet in diameter; their normal damage. if smaller, the lycanthrope is The material components of the automatically freed. Preparing the circle spell are granite and diamond dust takes one turn per foot of diameter. sprinkled on the recipient's skin. Even with such protection, the lycanthrope can break out of the circle and wreak vengeance upon the summoner. The creature's base chance of success is 20%, modified by the difference between its Hit Dice and the wizard's experience level. If the spellcaster is of a higher level, the difference is subtracted from the 238
creature's chance of escaping the circle. If the lycanthrope is of higher Hit Dice than the wizard's level, the difference is added to its chance. Each creature is allowed only one attempt to escape. Any break in the circle spoils the power of the spell and enables the lycanthrope to break free. Even a straw dropped across the line of a magic circle destroys its power. Fortunately, the creature cannot take any action against any portion of the ward, for the magic of the barrier absolutely prevents this. Once safely ensnared, the lycanthrope can be held for as long as the summoner dares. The creature cannot leave the circle, nor can any of its attacks or powers penetrate the magical barrier. When the full moon sets, the lycanthrope reverts to its human form. At this time, it is free of the spell and may leave the circle. The material components are a drop of blood from any animal, a human hair, and a moonstone worth at least 150 gp. If the caster elects to create the warding circle, the components described above are also required.
There/Not There* (Evocation) Range: 30 yards Components: V, S, M Duration: 1-6 turns Casting Time: 1 round Area of Effect: 10' cube Saving Throw: None This peculiar wild magic creates a random fluctuation in the probabilities of existence. The spell can be cast only upon nonliving objects and can affect only materials within a 10'x10'x10' cube. Objects in the area of effect either remain normal and visible or they disappear (50% chance). The state of existence for any object is determined randomly and changes with each viewing and viewer. Thus, a single object could appear and disappear several times during the course of the
Appendix II: Spell Descriptions spell. Furthermore, it might be 'there' for one onlooker, but 'not there' for another. For example, a wild mage casts this spell on a doorway. The DM rolls percentile dice and determines the door is 'there' for the wizard. The wizard's companion also looks at the door. The DM rolls and determines that the door is 'not there' for the companion. The pair studies the door for several minutes, during which time the door does not change (this counts as a single viewing for each character). The wizard and his companion then close their eyes. When they look at the door again, new checks for each character reveal the door is 'not there' for both characters. The pair steps through the open archway and turns around to look at the door once again. This time it is 'not there' for the wizard, but 'there' for his companion. This random changing continues throughout the duration of the spell. Objects that are 'there' are normal in all respects. Doors can be opened, chests can be picked up and carried, and rocks can be used as barricades. Objects that are 'not there' are gone, although their absence does not cause ceilings to collapse or other damage. A wizard could walk through a 'not there' wall without difficulty. When two parties perceive a there/not there object differently, the object functions for each party according to its own perceptions. For example, a wizard hides behind a rock that he sees as 'there.' Her enemy, a fighter, perceives the rock as 'not there' and fires arrows at the wizard. The wizard would perceive the arrows as bouncing off the rock, while the fighter would perceive the arrows as missing their target or falling short. The fighter would be subject to a check before firing each arrow to determine whether his perception changes (assume that the fighter must look away from the rock every time he
nocks an arrow; each time he takes aim, this counts as a new viewing). After the spell is cast, any objects removed from the area of effect retain their uncertain existence for the duration of the spell. Thus, a pair of heroes could pick up a treasure chest, carry it down the hall, set it down, and discover it had vanished while their backs were turned. Worse still, one might see the chest and the other not! The material component is a small piece of cat fur sealed inside a small box.
Thunder Staff (Invocation/Evocation)
damage per two feet thrown, and are deafened and stunned. The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4+4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed. The material components are a vial of rain gathered during a thunderstorm and the wizard's staff, which must be made of oak. The staff is not destroyed during casting.
Turn Pebble to Boulder (Alteration) Reversible
Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 20'x40' cone Saving Throw: 1/2 Upon completion of this spell, the wizard raps his staff on the ground and produces a thundering cone of force 5' wide at the apex, 20' wide at the base, and 40' long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3+1 rounds. Additionally, those who fail the save are hurled 4d4+4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces (walls, doors, etc.) may restrict this distance, but damage remains the same (4d4+4). If the save is successful, the victim is not stunned, but is deafened for 1d3+1 rounds and is hurled only half the distance. Giant-sized or larger creatures who succeed at their saving throws are deafened but are not thrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures are hurled 2d4+2 feet, suffer one point of 239
Range: Touch Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None At the culmination of this spell, the caster hurls a pebble which grows and increases in speed, becoming a deadly boulder that inflicts 3d6+8 points of damage if it strikes the target. (The rules for boulders as missile weapons apply as described in the DUNGEON MASTER Guide. ) The caster's THAC0 is used to determine success, and the caster is considered to be proficient with the thrown pebble and receives no penalty for range. The maximum range of attack is equal to 50 feet plus 10 feet per level of the caster. Only the caster may throw the pebble. The wizard can enchant one stone at 7th level and gains one stone per three levels of experience thereafter (two stones at 10th level, three at 13th level, etc.). Only one pebble may be thrown per round, and pebbles must be hurled in consecutive rounds. The spell has a duration in rounds equal to the number of pebbles enchanted. Each pebble requires a separate attack roll. Pebbles may be thrown at different targets within
Appendix II: Spell Descriptions range. The material components are pebbles, which revert to normal size when the spell expires. The reverse of this spell, turn boulder to pebble, shrinks a boulder to the size of a pebble. It affects only naturally occurring rocks and can not be used to shrink a statue or a cut gemstone. The number of rocks that may be affected is equal to the number of experience levels of the caster. Boulders must not exceed one cubic foot per level of the caster. Thus, a 10th-level wizard could shrink 10 rocks, each of which is equal to or less than 10 cubic feet in size. All rocks are affected in the same round the spell is cast. Though they need not be touched, the boulders must be within 50 feet of the caster. Boulders that have been shrunk remain so until dispelled.
Unluck* (Evocation) Range: 10 yards Components: V, S, M Duration: 2d10 rounds Casting Time: 4 Area of Effect: One creature Saving Throw: Neg. With this spell, the wild mage creates a negative pattern in the random forces surrounding one creature. The creature is allowed a saving throw; if successful, the spell fails. If the saving throw is failed, random chance falls into an unlucky pattern. Any action involving random chance (i.e., any time a die roll affects the character) performed by the victim during the next 2-20 rounds requires two separate attempts; the worse result is always applied. (The victim rolls twice for attacks, damages, saving throws, etc., always using the worse die roll.) A luckstone or similar magical device will negate unluck. Doing so, however, prevents the magical item from functioning for 2d10 rounds.
The material component is a piece of a broken mirror.
Wall of Fire
Vacancy
Range: 60 yds. Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None
(Alteration, Illusion/Phantasm) Range: 10 yds./level Components: V, S, M Duration: 1 hr./level Casting Time: 4 Area of Effect: 10-ft. radius/level Saving Throw: None When a vacancy spell is cast, the wizard causes an area to appear to be vacant, neglected, and unused. Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical of a long-abandoned place. If they pass through the area of effect, they seem to leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place appears empty. Merely brushing an invisible object does not cause the vacancy spell to be disturbed: Only forceful contact grants a chance to note that all is not as it seems. If forceful contact with a cloaked object occurs, those creatures subject to the spell can penetrate the spell only if they discover several items that they cannot see; each being is then entitled to a saving throw vs. spell. Failure means they believe that the objects are invisible. A dispel magic spell cancels this spell so that the true area is seen. A true seeing spell, a gem of seeing, and similar effects can penetrate the deception, but a detect invisibility spell cannot. This spell is a very powerful combination of invisibility and illusion, but it can cloak only nonliving things. Living things are not made invisible, but their presence does not otherwise disturb the spell. The wizard must have a square of the finest black silk to cast this spell. This material component must be worth at least 100 gp and is used up during spellcasting. 240
(Evocation)
The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high. The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newlycreated wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it. The material component of the spell is phosphorus.
Appendix II: Spell Descriptions Wall of Ice (Evocation) Range: 10 yds./level Components: V, S, M Duration: 1 turn/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell can be cast in one of three ways: as an anchored plane of ice, as a hemisphere, or as a horizontal sheet to fall upon creatures with the effect of an ice storm. A) Ice plane. When this spell is cast, a sheet of strong, hard ice is created. The wall is primarily defensive, stopping pursuers and the like. The wall is 1 inch thick per level of experience of the wizard. It covers a 10-foot-square area per level (a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, etc.). Any creature breaking through the ice suffers 2 points of damage per inch of thickness of the wall. Fire-using creatures suffer 3 points of damage per inch, while coldusing creatures suffer only 1 point of damage per inch when breaking through. The plane can be oriented in any fashion as long as it is anchored along one or more sides. B) Hemisphere. This casting of the spell creates a hemisphere whose maximum radius is equal to 3 feet plus 1 foot per caster level. Thus, a 7th-level caster can create a hemisphere 10 feet in radius. The hemisphere lasts until it is broken, dispelled, or melted. Note that it is possible, but difficult, to trap mobile opponents under the hemisphere. C) Ice sheet. This casting of the spell causes a horizontal sheet to fall upon opponents. The sheet covers a 10foot-square area per caster level. The sheet has the same effect as an ice storm's hail stones--3d10 points of damage inflicted to creatures beneath it. A wall of ice cannot form in an area occupied by physical objects or
creatures; its surface must be smooth and unbroken when created. Magical fires such as fireballs and fiery dragon breath melt a wall of ice in one round, though this creates a great cloud of steamy fog that lasts one turn. Normal fires or lesser magical ones do not hasten the melting of a wall of ice. The material component of this spell is a small piece of quartz or similar rock crystal.
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Wizard Eye (Alteration) Range: 0 Components: V, S, M Duration: 1 rd./level Casting Time: 1 turn Area of Effect: Special Saving Throw: None When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye travels at 30 feet per round if viewing an area ahead as a human would (i.e., primarily looking at the floor), or 10 feet per round if examining the ceiling and walls as well as the floor ahead. The wizard eye can see with infravision up to 10 feet, and with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye, although it can pass through a space no smaller than a small mouse hole (1 inch in diameter). Using the eye requires the wizard to concentrate. However, if his concentration is broken, the spell does not end--the eye merely becomes inert until the wizard again concentrates, subject to the duration of the spell. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful dispel cast on the wizard or eye ends the spell. With respect to blindness, magical darkness, and so on, the wizard eye is considered an independent sensory organ of the caster. The material component of the spell is a bit of bat fur.
Appendix II: Spell Descriptions He and any companions in the spell's area of effect can move freely and breathe just as if the bubbling water were Advanced Illusion air. The globe is centered on and moves (Illusion/Phantasm) with the caster. Water-breathing creatures avoid a sphere (or hemisphere) Range: 60 yds. + 10 yds./level of airy water, although intelligent ones Components: V, S, M can enter it if they are able to move by Duration: 1 rd./level means other than swimming. No waterCasting Time: 1 rd. breathers can breathe in an area affected Area of Effect: One 40-ft. cube + one by this spell. There is only one word that 10-ft. cube/level needs to be spoken to actuate the magic; Saving Throw: Special thus, it can be cast under water. The spell does not filter or remove solid particles This spell is essentially a spectral of matter. forces spell that operates through a The material component of the program (similar to a programmed spell is a small handful of alkaline or illusion spell) determined by the caster. bromine salts. It is thus unnecessary for the wizard to concentrate on the spell for longer than Animal Growth the round of casting it, as the program (Alteration) has then started and will continue Reversible without supervision. The illusion has visual, audio, olfactory, and thermal Range: 60 yds. components. If any viewer actively attempts to disbelieve the spell, he gains Components: V, S, M Duration: 1 rd./level a saving throw vs. spell. If any viewer Casting Time: 5 successfully disbelieves and communicates this fact to other viewers, Area of Effect: Up to 8 animals in a 20ft. cube each such viewer gains a saving throw Saving Throw: None vs. spell with a +4 bonus. The material components are a When this spell is cast, the bit of fleece and several grains of sand. wizard causes all designated animals, up to a maximum of eight, within a 20-footAiry Water square area to grow to twice their normal (Alteration) size. The effects of this growth are doubled Hit Dice (with improvement in Range: 0 attack rolls) and doubled damage in Components: V, S, M combat. The spell lasts for one round for Duration: 1 turn/level each level of experience of the wizard Casting Time: 5 casting the spell. Only natural animals, Area of Effect: 10-ft. radius sphere or including giant forms, can be affected by 15-ft. radius hemisphere this spell. Saving Throw: None The reverse, shrink animal, reduces animal size by half and likewise The airy water spell turns normal reduces Hit Dice, attack damage, etc. liquid, such as water or water-based The component of both versions solutions, into a less dense, breathable of the spell is a pinch of powdered bone. substance. Thus, if the wizard wanted to enter an underwater place, he would step into the water, cast the spell, and sink downward in a globe of bubbling water.
Level 5 Wizard Spells
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Animate Dead (Necromancy) Range: 10 yds. Components: V, S, M Duration: Permanent Casting Time: 5 rds. Area of Effect: Special Saving Throw: None This spell creates the lowest of the undead monsters--skeletons or zombies—usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The following types of dead creatures can be animated: A) Humans, demihumans, and humanoids with 1 Hit Die. The wizard can animate one skeleton for each experience level he has attained, or one zombie for every two levels. The experience levels, if any, of the slain are ignored; the body of a newly dead 9thlevel fighter is animated as a zombie with 2 Hit Dice, without special class or racial abilities. B) Creatures with more than 1 Hit Die. The number of undead animated is determined by the monster Hit Dice (the total Hit Dice cannot exceed the wizard's level). Skeletal forms have the Hit Dice of the original creature, while zombie forms have one more Hit Die. Thus, a 12th-level wizard could animate four zombie gnolls (4 x [2+1 Hit Dice] = 12), or a single fire giant skeleton. Such undead have none of the special abilities they had in life. C) Creatures with less than 1 Hit Die. The caster can animate two skeletons per level or one zombie per level. The creatures have their normal
Appendix II: Spell Descriptions Hit Dice as skeletons and an additional Hit Die as zombies. Clerics receive a +1 bonus when trying to turn these. This spell assumes that the bodies or bones are available and are reasonably intact (those of skeletons or zombies destroyed in combat won't be!). It requires a drop of blood and a pinch of bone powder or a bone shard to complete the spell. The casting of this spell is not a good act, and only evil wizards use it frequently.
successful bend bars/lift gates roll to remove the enchanted object once it has adhered to an object or creature.
Bigby's Interposing Hand (Evocation) Range: 10 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 5 Area of Effect: Special Saving Throw: None
Chaos (Enchantment/Charm) Range: 5 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 5 Area of Effect: Up to 40-ft. cube Saving Throw: Special
This spell is similar to the 4thlevel confusion spell, but only the following beings receive a saving throw: Avoidance fighters, wizards specialized in (Abjuration, Alteration) The Bigby's interposing hand enchantments, monsters that use no Reversible spell creates a man-sized to gargantuan- magic and have an Intelligence of 4 or sized magical hand that appears between less, creatures of 21 Intelligence or Range: 10 yds. the spellcaster and his chosen opponent. higher, and creatures with more levels or Components: V, S, M This disembodied hand then moves to Hit Dice than the caster's level. Duration: Permanent until dispelled remain between the two, regardless of The spell causes disorientation Casting Time: 5 what the spellcaster does or how the and severe perceptual distortion, creating Area of Effect: Up to 3-ft. cube opponent tries to get around it. Neither indecision and the inability to take Saving Throw: Special invisibility nor polymorph fools the hand effective action. The spell affects 1d4 once a creature has been chosen. The creatures, plus one creature per caster By means of this spell, the caster hand does not pursue an opponent. level. Those allowed saving throws roll sets up a natural repulsion between the The size of the hand is them vs. spell with -2 penalties, adjusted affected object and all other living things determined by the wizard, and it can be for Wisdom. Those who successfully except himself. Thus, any living creature from human size (5 feet) all the way up save are unaffected by the spell. Affected attempting to touch the affected object is to titan size (25 feet). It provides cover creatures react as follows: repulsed (unable to come closer than 1 for the caster against the selected foot), or repulses the affected object, opponent, with all the attendant combat D10 depending on the relative mass of the adjustments. It has as many hit points as Roll Action two (a halfling attempting to touch an the caster in full health and has an Armor 1 Wander away (unless iron chest with an avoidance spell upon Class of 0. prevented) for duration of spell it will be thrown back, while the chest Any creature weighing less than 2-6 Stand confused for one round will skitter away from a giant-sized 2,000 pounds trying to push past the (then roll again) creature as the creature approaches). hand is slowed to half its normal 7-9 Attack nearest creature for one The material component for the movement. If the original opponent is round (then roll again) spell is a magnetized needle. The spell slain, the caster can designate a new 10 Act normally for one round cannot be cast upon living things; any opponent for the hand. The caster can (then roll again) attempt to cast avoidance upon the command the hand out of existence at apparel or possessions of a living any time. The spell lasts one round for each creature entitles the subject creature to a The material component of the level of the caster. Those affected are saving throw vs. spell. spell is a soft glove. checked by the DM for actions each The reverse of this spell, round for the duration of the spell, or attraction, uses the same material until the 'wander away for the duration components and sets up a natural of the spell' result occurs. attraction between the affected object Wandering creatures move as far and all living things. A creature is drawn from the caster as possible using their to the object if the creature is smaller, or most typical mode of movement the object slides toward the creature if (characters walk, fish swim, bats fly, the creature is larger. It takes a etc.). Saving throws and actions are 243
Appendix II: Spell Descriptions checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The material component for this spell is a small disc of bronze and a small rod of iron.
Cloudkill
Cone of Cold (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: ½
(Evocation) Range: 10 yds. Components: V, S Duration: 1 rd./level Casting Time: 5 Area of Effect: 40 x 20 x 20 ft. cloud Saving Throw: None This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4+1 Hit Dice, cause creatures with 4+1 to 5+1 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain, and creatures with up to 6 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. The cloudkill moves away from the spellcaster at 10 feet per round, rolling along the surface of the ground. A moderate breeze causes it to alter course (roll for direction), but it does not move back toward its caster. A strong wind breaks it up in four rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds. As the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings; thus, the spell is ideal for slaying nests of giant ants, for example. It cannot penetrate liquids, nor can it be cast under water.
When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard's hand and extending outward in a cone 5 feet long and 1 foot in diameter per level of the caster. It drains heat and causes 1d4+1 points of damage per level of experience of the wizard. For example, a 10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing 10d4+10 points of damage. Its material component is a crystal or glass cone of very small size.
Conjure Elemental (Conjuration/Summoning) Range: 60 yds. Components: V, S, M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: Special Saving Throw: None
conjured only once per day. The conjured elemental must be controlled by the wizard--the spellcaster must concentrate on the elemental doing his commands--or it turns on the wizard and attacks. The elemental will not break off a combat to do so, but it will avoid creatures while seeking its conjurer. If the wizard is wounded or grappled, his concentration is broken. There is always a 5% chance that the elemental turns on its conjurer regardless of concentration. This check is made at the end of the second and each succeeding round. An elemental that breaks free of its control can be dispelled by the caster, but the chance of success is only 50%. The elemental can be controlled up to 30 yards away per level of the spellcaster. The elemental remains until its form on this plane is destroyed due to damage or until the spell's duration expires. Note that water elementals are destroyed if they are ever more than 60 yards from a large body of water. The material component of the spell (besides the quantity of the element at hand) is a small amount of one of the following: Air Elemental--burning incense Earth Elemental--soft clay Fire Elemental--sulphur and phosphorus Water Elemental--water and sand
There are actually four spells in the conjure elemental spell. The wizard Special protection from uncontrolled elementals is available by means of a is able to conjure an air, earth, fire, or protection from evil spell. water elemental with this spell-assuming he has the material component for the particular elemental. (A considerable fire source must be in range to conjure a fire elemental; a large amount of water must be available to conjure a water elemental.) Conjured elementals have 8 Hit Dice. It is possible to conjure successive elementals of different types if the spellcaster has memorized two or more of these spells. The type of elemental to be conjured must be decided upon before memorizing the spell. Each type of elemental can be 244
Appendix II: Spell Descriptions Plane Elemental Plane Inner Plane Astral Plane Outer Plane, Int 19 Outer Plane, Int 20 Outer Plane, Int 21 Outer Plane, Int 22 Outer Plane, Int 23 Outer Plane, Int 24 Outer Plane, Int 25
Chance of Insanity * 20% 25% 30% 35% 40% 45% 50% 55% 60% 65%
Chance of Knowledge 55% (90%) 60% 65% 70% 75% 80% 85% 90% 95% 98%
Chance of Veracity ** 62% (75%) 65% 67% 70% 73% 75% 78% 81% 85% 90%
* For every point of Intelligence over 15, the wizard reduces the chance of insanity by 5%. ** If the being does not know an answer, and the chance of veracity is not made, the being will emphatically give an incorrect answer. If the chance of veracity is made, the being will answer 'unknown.' Percentages in parentheses are for questions that pertain to the appropriate elemental plane.
Contact Other Plane (Divination) Range: 0 Components: V Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None When this spell is cast, the wizard sends his mind to another plane of existence in order to receive advice and information from powers there. As these powers resent such contact, only brief answers are given. (The DM answers all questions with 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' etc.) Any questions asked are answered by the power during the spell's duration. The character can contact an elemental plane or some plane farther removed. For every two levels of experience of the wizard, one question may be asked. Contact with minds far removed from the plane of the wizard increases the probability of the spellcaster going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the Intelligence of the power contacted determines the
effects. The accompanying random table is subject to DM changes, development of extraplanar NPC beings, and so on. If insanity occurs, it strikes as soon as the first question is asked. This condition lasts for one week for each removal of the plane contacted (see the DMG or the Planescape™ Campaign Setting boxed set), to a maximum of 10 weeks. There is a 1% chance per plane that the wizard dies before recovering, unless a remove curse spell is cast upon him. A surviving wizard can recall the answer to the question. On rare occasions, this divination may be blocked by the action of certain lesser or greater powers. Optional Rule The DM may allow a specific Outer Plane to be contacted (see the Planescape Campaign Setting boxed set). In this case, the difference in alignment between the caster and the plane contacted alters the maximum Intelligence that can be contacted—each difference in moral or ethical alignment lowers the maximum Intelligence that can be contacted by 1. For example, an 18th-level lawful good caster could contact Mount Celestia (a lawful good plane) on the 'Intelligence 20' line, or Elysium (a neutral good plane) on the 'Intelligence 19' line. 245
Demishadow Monsters (Illusion/Phantasm) Range: 30 yds. Components: V, S Duration: 1 rd./level Casting Time: 5 Area of Effect: 20-ft. cube Saving Throw: Special This spell is similar to the 4thlevel spell shadow monsters, except that the monsters created are effectively 40% of normal hit points. If the saving throw is made, their damage potential is only 40% of normal and their Armor Class is 8. The monsters have none of the special abilities of the real creatures, although victims may be deluded into believing this to be so.
Dismissal (Abjuration) Range: 10 yds. Components: V, S, M Duration: Permanent Casting Time: 1 rd. Area of Effect: 1 creature Saving Throw: Neg. By means of this spell, a wizard on the Prime Material Plane seeks to
Appendix II: Spell Descriptions force or enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster's level is compared to the creature's level or Hit Dice. If the wizard's level is higher, the difference is subtracted from the creature's die roll for its saving throw vs. spell. If the creature's level or Hit Dice is higher, the difference is added to the saving throw roll. If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll). If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own. The material component is any item that is distasteful to the subject creature.
Distance Distortion (Alteration) Range: 10 yds./level Components: V, S, M Duration: 2 turns/level Casting Time: 5 Area of Effect: 10-ft. cube/level Saving Throw: None This spell can be cast only in an area completely surrounded or enclosed by earth, rock, sand, or similar materials. The wizard must also cast a conjure elemental spell to summon an earth elemental. The elemental serves without attempting to break free when the spellcaster announces that his intent is to cast a distance distortion spell. The spell places the earth elemental in the area of effect, and the elemental then causes the area's dimensions to be either doubled or halved for those traveling over it (spellcaster's choice). Thus, a 10-foot x 100-foot corridor could seem to be either 5 feet wide and 50 feet long or 20 feet
wide and 200 feet long. When the spell duration has elapsed, the elemental returns to its own plane. The true nature of an area affected by distance distortion is undetectable to any creature traveling along it, but the area dimly radiates magic, and a true seeing spell can reveal that an earth elemental is spread within the area. The material needed for this spell is a small lump of soft clay.
Domination (Enchantment/Charm) Range: 10 yds./level Components: V, S Duration: Special Casting Time: 5 Area of Effect: 1 person Saving Throw: Neg. The domination spell enables the caster to control the actions of any person until the spell is ended by the subject's Intelligence (see the charm person spell). Elves and halfelves resist this enchantment as they do all charmtype spells. When the spell is cast, the subject must roll a saving throw vs. spell at a penalty of -2, but Wisdom adjustments apply. Failure means the wizard has established a telepathic link with the subject's mind. If a common language is shared, the wizard can generally force the subject to perform as the wizard desires, within the limits of the subject's body structure and Strength. Note that the caster does not receive direct sensory input from the subject. Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously selfdestructive orders are not carried out. Once control is established, there is no limit to the range at which it can be exercised, as long as the caster and subject are on the same plane. 246
A protection from evil spell can prevent the caster from exercising control or using the telepathic link while the subject is so warded, but it cannot prevent the establishment of domination.
Extension II (Alteration) Range: 0 Components: V Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None This spell is the same as the 4thlevel extension I spell, except it extends the duration of 1st-through 4th-level spells by 50%.
Fabricate (Enchantment, Alteration) Range: 5 yds./level Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: 1 cu. yd./level Saving Throw: None By means of this spell, the wizard is able to convert material of one sort into a product that is of the same material. Thus, the spellcaster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things cannot be created or altered by a fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If the caster works with a mineral, the area of effect is reduced by a factor of 27 (1 cubic foot per level instead of 1 cubic yard). Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated unless the wizard otherwise has great skill in the appropriate craft.
Appendix II: Spell Descriptions Casting requires one full round that the range of any spell of levels 1-3 is per cubic yard (or foot) or material to be increased by 150% and the range of any affected by the spell. 4th- or 5th-level spell is increased by 50%.
False Vision (Divination)
Feeblemind (Enchantment/Charm)
Range: 0 Components: V, S, M Duration: 1d4 rds. + 1 rd./level Casting Time: 5 Area of Effect: 30-ft. radius Saving Throw: None When this spell is cast, the wizard is able to confound any attempt to scry (by means of either a spell or a magical device) any point within the area of effect of the spell. To use the spell, he must be aware of the scrying attempt, although knowledge of the scryer or the scryer's location is not necessary. Upon casting the spell, the caster and all he desires within the radius of the spell become undetectable to the scrying. Furthermore, the caster is able to send whatever message he desires, including vision and sound, according to the medium of the scrying method. To do this, the caster must concentrate on the message he is sending. Once concentration is broken, no further images can be sent, although the caster remains undetectable for the duration of the spell. The material component for this spell is the ground dust of an emerald worth at least 500 gp, which is sprinkled into the air when the spell is cast.
Far Reaching III
Range: 10 yds./level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. This spell is used solely against people or creatures who use magic spells. The feeblemind causes the subject's intellect to degenerate to that of a moronic child. The subject remains in this state until a heal or wish spell is used to cancel the effects. Magicusing beings are very vulnerable to this spell; thus, their saving throws are made with the following adjustments: Spell Use Saving Throw of Target Adjustment Priest +1 Wizard (human) -4 Combination or nonhuman -2 Wisdom adjustments apply to the saving throw. The material component of this spell is a handful of clay, crystal, glass, or mineral spheres, which disappears when the spell is cast.
Hold Monster (Enchantment/Charm)
(Alteration) Range: 0 Component: V Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None This spell operates exactly like the 3rd-level far reaching I spell except
Range: 5 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 5 Area of Effect: 1-4 creatures in a 40-ft. cube Saving Throw: Neg.
range and in sight of the spellcaster. He can opt to hold one, two, three, or four creatures. If three or four are attacked, each saving throw is normal; if two are attacked, each saving throw suffers a -1 penalty; if only one is attacked, the saving throw suffers a -3 penalty. The material component for this spell is one hard metal bar or rod for each monster to be held. The bar or rod can be as small as a three-penny nail.
Khazid's Procurement (Divination, Summoning) Range: Special Components: V, S, M Duration: 1 round/level Casting Time: 1 turn Area of Effect: Special Saving Throw: None This spell allows the caster to more easily access rare or dangerous spell components. The wizard casts this spell upon a silver mirror while concentrating on a mental image of the material he desires. The base chance of success is 50%, modified by the following factors: •+1% per level of the caster •+10% if the caster has seen the same type of substance or object before; this bonus is not cumulative with the following bonus •+20% if the caster has a sample of the material or the same type of object in his possession; this bonus is not cumulative with the bonus above •+30% if the wizard knows the location of the desired object •-50% if the caster has never seen the same type of material or item before
If the percentile roll indicates failure, the caster is unable to locate the desired ingredient and the spell ends. If the roll indicates success, the wizard has located the object or substance and the This spell immobilizes from one mirror becomes a magical gate through to four creatures of any type within spell which the caster can see the target. The 247
Appendix II: Spell Descriptions size of the gate is determined by the size of the mirror, to a maximum size of 3 feet by 2 feet. The gate always appears within arm's length of the target, allowing the wizard to reach through the mirror, grasp the object of his desire, and draw it back through the gate. The wizard must risk his own safety--the gate does not allow the use of probes, longhandled ladles, tongs, or other equipment to gather the material. The caster cannot move completely through the gate. The gate vanishes when the spell's duration expires or when the target or the wizard moves more than 10' away from it. The gate is visible from both sides, and other creatures can reach through the gate. Breath weapons, gaze attacks, missiles, spells, and similar attacks cannot be cast through the gate. Because creatures can pass their limbs through the gate, physical attacks and touch spells can be used. The only limit to the range of this spell is that the caster and the target must be on the same plane of existence. Elemental forces (not creatures) will not pass through the gate. Thus, the wizard does not run the risk of flooding his laboratory by opening a gate beneath the sea, for example. However, the spell does not provide any sort of protection against a hostile environment. The material components are an exquisite silver mirror of no less than 10,000 gp value and a black opal worth at least 1,000 gp which must be powdered and sprinkled on the mirror. The mirror is not lost after casting and may be used again, but the powdered opal is consumed in the casting.
around them, spending their time talking and arguing to the exclusion of other activities. However, when the caster (Enchantment, Evocation) leaves, each subject completes only the stage of the spell that it is currently in, Range: 10 yds. and then the spell is broken. Components: V If the caster maintains the spell Duration: Special for more than three rounds, each affected Casting Time: 5 Area of Effect: 1 or more creatures in a creature can roll another saving throw vs. spell. Those failing to save wander 10-ft. radius off in confusion for 1d10+2 rounds, Saving Throw: Special staying away from the spellcaster. Those who make this saving throw continue to This devious spell distracts the subject creatures by drawing them into talk and roll saving throws for each round that the caster continues the spell, an absorbing discussion on topics of up through the sixth round, to avoid the interest to them. A chain of responses confusion effect. occurs during the next 11 rounds, with If the spell is maintained for additional saving throws as described later. These responses are conversation more than six rounds, each subject must (rounds 1-3), possible confusion (rounds roll a successful saving throw vs. spell to 4-6), and then either rage or lamentation avoid going into a rage, attacking all other subjects of the spell with intent to (rounds 7-11). All saving throws are affected by the creatures' Intelligences, kill. This rage lasts for 1d4+1 rounds. as noted later. The subject creatures must Those who successfully save against the rage effect realize that they have been be able to understand the language in deceived and collapse to the ground, which the spellcaster speaks. lamenting their foolishness, for 1d4 Upon casting the spell, the wizard begins discussion of some topic rounds unless attacked or otherwise disturbed. germane to the creature or creatures to be affected. Those making a successful Leomund's Secret Chest saving throw vs. spell are unaffected. Affected creatures immediately begin to (Alteration, Conjuration/Summoning) converse with the spellcaster, agreeing or disagreeing, all most politely. As long as Range: Special the spellcaster chooses, he can maintain Components: V, S, M Duration: 60 days the spell by conversing with the Casting Time: 1 turn subject(s). If the caster is attacked or Area of Effect: One chest, about 2 x 2 x otherwise distracted, the subject 3 ft. creatures do not notice. Saving Throw: None Intelligence Saving Throw Modifier This spell enables a specially 2 or less Spell has no effect constructed chest to be hidden deep 3-7 -1 within the Ethereal Plane, to be 8-10 0 summoned using a small model of the 11-14 +1 chest. The large chest must be 15+ +2 exceptionally well-crafted and The wizard can leave at any time expensive, constructed for the caster by master craftsmen. If made principally of after the casting and the subject(s) wood, it must be ebony, rosewood, continue on as if the caster were still present. As long as they are not attacked, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware the creatures ignore all else going on 248
Leomund's Lamentable Belaborment
Appendix II: Spell Descriptions must be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is fashioned from bronze, copper, or silver, its fittings must be electrum or silver. The cost of such a chest is never less than 5,000 gp. Once it is constructed, the wizard must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. One wizard can have but one pair of these chests at any given time--even wish spells do not allow exceptions! The chests themselves are nonmagical, and can be fitted with locks, wards, and so on, just as any normal chest. While touching the chest and holding the tiny replica, the caster chants the spell. This causes the large chest to vanish into the Ethereal Plane. The chest can contain 1 cubic foot of material per level of the wizard no matter what its apparent size. Living matter makes it 75% likely that the spell fails, so the chest is typically used for securing valuable spell books, magical items, gems, etc. As long as the spellcaster has the small duplicate of the magical chest, he can recall the large one from the Ethereal Plane whenever the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can return, although an expedition might be mounted to find it. While the chest is in the Ethereal Plane, there is a cumulative 1% chance per week that some being finds it. This chance is reset to 1% whenever the chest is recalled and the spell recast to return it to the Ethereal Plane. If the chest is found, the DM must work out the encounter and decide how the being reacts to the chest (for example, it might ignore the chest, fully or partially empty it, or even exchange or add to the items present!). Whenever the secret chest is brought back to the Prime Material Plane, an ethereal window is opened for a variable amount of time (usually about
one turn); the window slowly diminishes in size. When this hole opens between the planes, check for an ethereal encounter to see if a monster is drawn through. If the large chest is not retrieved before the spell duration lapses, there is a cumulative chance of 5% per day that the chest is lost.
Lower Resistance (Abjuration, Alteration) Range: 60 yards Components: V, S, M Duration: 1 turn+1 round/level Casting Time: 5 Area of Effect: One creature Saving Throw: None Using this spell, a wizard may attempt to reduce the magic resistance of a target creature. The magic resistance of the victim works against the lower resistance spell itself, but at only half its normal value. No saving throw is permitted in addition to magic resistance. If the victim does not resist the effects of this spell, his magic resistance is reduced by a base 30% plus 1% per experience level of the wizard casting the spell. This spell has no effect on creatures that have no magic resistance. The material component is a broken iron rod.
Magic Jar (Necromancy) Range: 10 yds./level Components: V, S, M Duration: Special Casting Time: 1 rd. Area of Effect: 1 creature Saving Throw: Special The magic jar spell enables the caster to shift his life force into a special receptacle (a gem or large crystal). From there the caster can force an exchange of 249
life forces between the receptacle and another creature, thus enabling the wizard to take over and control the body of another creature, while the life force of the host is confined in the receptacle. The special life force receptacle must be within spell range of the wizard's body at the time of spellcasting. The wizard's life force shifts into the receptacle in the round in which the casting is completed, allowing no other actions. While in the magic jar, the caster can sense and attack any life force within a 10-footper- level radius (on the same plane); however, the exact creature types and relative physical positions cannot be determined. In a group of life forces, the caster can sense a difference of four or more levels/Hit Dice and can determine whether a life force is positive or negative energy. For example, if two 10th-level fighters are attacking a hill giant and four ogres, the caster could determine that there are three stronger and four weaker life forces within range, all with positive life energy. The caster could try to take over either a stronger or a weaker creature, but he has no control over exactly which creature is attacked. An attempt to take over a host body requires a full round. It is blocked by a protection from evil spell or similar ward. It is successful only if the subject fails a saving throw vs. spell with a special modifier (see following). The saving throw is modified by subtracting the combined Intelligence and Wisdom scores of the target from those of the wizard (Intelligence and Hit Dice in nonhuman or nonhumanoid creatures). This modifier is added to (or subtracted from) the die roll. Difference Die Adjustment -9 or less +4 -8 to -6 +3 -5 to -3 +2 -2 to 0 +1 +1 to +4 0 +5 to +8 -1 +9 to +12 -2 +13 or more -3
Appendix II: Spell Descriptions A negative score indicates that the wizard has a lower total than the target; thus, the host has a saving throw bonus. Failure to take over the host leaves the wizard's life force in the magic jar. If successful, the caster's life force occupies the host body and the host's life force is confined in the magic jar receptacle. The caster can call upon rudimentary or instinctive knowledge of the subject creature, but not upon its real or acquired knowledge (i.e., the wizard does not automatically know the language or spells of the creature). The caster retains his own attack rolls, class knowledge and training, and any adjustments due to his Intelligence or Wisdom. If the host body is human or humanoid, and the necessary spell components are available, the wizard can even use his memorized spells. The host body retains its own hit points and physical abilities and properties. The DM decides if any additional modifications are necessary; for example, perhaps clumsiness or inefficiency occurs if the caster must become used to the new form. The alignment of the host or receptacle is that of the occupying life force. The caster can shift freely from the host to the receptacle if within the 10-foot-per-level range. Each attempt to shift requires one round. The spell ends when the wizard shifts from the jar to his own body. A successful dispel magic spell cast on the host can drive the caster of the magic jar spell back into the receptacle and prevent him from making any attacks for 1d4 rounds plus 1 round per level of the caster of the dispel. The base success chance is 50%, plus or minus 5% per level difference between the casters. A successful dispel magic cast against the receptacle forces the occupant back into his own body. If the wizard who cast the magic jar is forced back into his own body, the spell ends. If the host body is slain, the caster returns to the receptacle, if within
range, and the life force of the host departs (i.e., it is dead). If the host body is slain beyond the range of the spell, both the host and the caster die. Any life force with nowhere to go is treated as slain unless recalled by a raise dead, resurrection, or similar spell. If the body of the caster is slain, his life force survives if it is in either the receptacle or the host. If the receptacle is destroyed while the caster's life force occupies it, the caster is irrevocably slain.
Magic Staff (Enchantment/Charm) Range: Touch Components: V, S, M Duration: Special Casting Time: Special Area of Effect: The wizard's staff Saving Throw: None
wishing to use the staff. The material component for this spell is a staff cut from an ash tree. For each spell level the wizard intends to imbue into the staff, it must be inlaid with rubies worth at least 1,000 gp.
Major Creation (Illusion/Phantasm) Range: 10 yds. Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None
Like the minor creation spell, the major creation spell enables the wizard to pull wisps of material from the Demiplane of Shadow to create an item of nonliving, vegetable nature--soft goods, rope, wood, etc. The wizard can also create mineral objects—stone, This spell allows a wizard's staff crystal, metal, etc. The item created to store one spell level for every three cannot exceed 1 cubic foot per level of levels of the caster. Thus, a 9th-level the spellcaster in volume. The duration wizard can store three spell levels (three of the created item varies with its 1st-level spells, one 1st and one 2nd, or one relative hardness and rarity: 3rd-level spell). Spells that are to be stored in the Vegetable matter 2 hours/level staff must be memorized normally by the Stone or crystal 1 hour/level wizard. The spells are then cast as Precious metals 2 turns/level normal when charging the staff; casting Gems 1 turn/level requires the spell's normal casting time Mithral* 2 rounds/level plus one round. The spell is wiped from Adamantite 1 round/level memory and material components are consumed. All spells to be stored must * Includes similar rare metals. be cast into the staff within 1 turn. All stored spells have a casting time of 1. Attempting to use any of these as Spells remain in the staff until material components in a spell will cause cast or dispelled, or up to 1 hour per the spell to fail. The spellcaster must level of the caster. After this time, all have at least a tiny piece of matter of the stored spells fade away. same type as the item he plans to create-Only wizards who know the a bit of twisted hemp to create rope, a magic staff spell can cast spells from chip of stone to create a boulder, and so another wizard's staff. This applies to on. wizards who have never learned or could not normally cast the spells stored in a staff. It is common, however, for the staff's owner to implement a command word which must be known by anyone 250
Appendix II: Spell Descriptions Mind Fog (Enchantment/Charm) Range: 80 yards Components: V, S Duration: 3 turns Casting Time: 3 Area of Effect: 20-foot cube Saving Throw: Neg.
the wizard can communicate with them, the summoned monsters can perform other services for the wizard. The material components of this spell are a tiny bag and a small candle. 1 Ankheg (3-4 HD) 2 Bat, giant (mobat) 3 Beetle, boring 4 Bugbear 5 Centipede, megalo6 Crab, giant 7 Crocodile, wild 8 Dog, death 9 Gelatinous cube 10 Ghoul 11 Lizard, giant 12 Lyc., rat 13 Orc, orog 14 Osquip 15 Sandling 16 Scorpion, large 17 Snake, constrictor 18 Spider, huge 19 Weasel, giant 20 Urchin, land
A mind fog is a physical block of fog that enables the wizard to weaken the mental resistance of his victims. Victims are allowed a saving throw at a -2 penalty to avoid the effects. A creature who falls victim to the mind fog suffers -2 penalties to all saving throws against two categories of magic: all spells of the illusion/phantasm and enchantment/charm schools that affect the mind directly; and spells of 1st through 5th level which affect the mind directly. For example, phantasmal force is a mind-affecting spell; phantom steed is not. The penalty to saving throws operates cumulatively with any penalties that operate for other reasons. Affected Mordenkainen's Faithful Hound creatures suffer the penalty as long as they remain in the fog and for 2d6 (Conjuration/Summoning) rounds thereafter. Range: 10 yds. Components: V, S, M Monster Summoning III Duration: Special (Conjuration/Summoning) Casting Time: 5 Area of Effect: Special Range: Special Saving Throw: None Components: V, S, M Duration: 4 rds. + 1 rd./level By means of this spell, the wizard Casting Time: 5 summons up a phantom watchdog that Area of Effect: 50-yd. radius only he can see. He may then command Saving Throw: None it to perform as guardian of a passage, room, door, or similar space or portal. This spell is much like the 3rdlevel spell monster summoning I, except The phantom watchdog immediately commences a loud barking if any that this spell summons 1d4 3rd-level monsters. These appear within the spell's creature larger than a cat approaches the place it guards. As the faithful hound is area of effect and attack the caster's able to detect invisible creatures and opponents, until either he commands them to cease, the spell duration expires, ward against the approach of ethereal or the monsters are slain. These creatures creatures, it is an excellent guardian. It does not react to illusions that are not at do not check morale and vanish when slain. If no opponent exists to fight, and least quasi-real. 251
If the intruding creature exposes its back to the watchdog, the dog delivers a vicious attack as if it were a 10-Hit Dice monster, striking for 3d6 points of damage. It is able to hit opponents of all types, even those normally subject only to magical weapons of +3 or greater. Creatures without backs (for example, ochre jellies) are not attacked. The faithful hound cannot be attacked, but it can be dispelled. The spell lasts for a maximum of one hour plus half an hour per caster level, but once it is activated by an intruder, it lasts only one round per caster level. If the spellcaster is ever more than 30 yards distant from the area that the watchdog guards, the spell ends. The material components of this spell are a tiny silver whistle, a piece of bone, and a thread.
Passwall (Alteration) Range: 30 yds. Components: V, S, M Duration: 1 hr. + 1 turn/level Casting Time: 5 Area of Effect: 5 x 8 x 10 ft. Saving Throw: None A passwall spell enables the spellcaster to open a passage through wooden, plaster, or stone walls, but not other materials. The spellcaster and any associates can simply walk through. The spell causes a 5-foot wide x 8-foot high x 10-foot deep opening. Several of these spells can form a continuing passage so that very thick walls can be pierced. If dispelled, the passwall closes away from the dispelling caster, ejecting those in the passage. The material component of this spell is a pinch of sesame seeds.
Appendix II: Spell Descriptions Safeguarding (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn+1 turn/level Casting Time: 5 Area of Effect: 15-foot-radius sphere Saving Throw: None Use of this spell protects the wizard and anyone in the area of effect from damage caused by the rebounding of the wizard's spells. This includes damage from a fireball cast in an area too small for its effects, a reflected lightning bolt, or any other offensive area spell that overlaps the safeguarding's area of effect. The protection is effective against spells of 7th level and lower. The protection does not apply to damage from spells rebounded by any form of magical spell turning. This spell does not protect the wizard against damage from spells or attacks cast by enemies or other party members. A wizard who has cast safeguarding is free to move and act normally. The spell's effect is always centered on him, regardless of his actions. Other creatures are free to enter and exit the area of effect. An area spell cast by the wizard will take effect normally, but its effects will be negated within the area of the safeguarding spell. This applies only to area spells centered outside the radius of the safeguarding spell. If the wizard casts an offensive area spell within the area of the safeguarding, the safeguarding is immediately negated and those within the area suffer full damage from the spell. The wizard is free to cast non-offensive area spells and individually targeted spells within the area of the safeguarding. The material component is a piece of preserved skin from any creature that possesses natural magic resistance.
not arrive. Local conditions on other planes may worsen this chance (Illusion/Phantasm) considerably, at the option of the DM. The sending, if successful, can be Range: 10-ft. radius understood even by a creature with an Components: V, S Intelligence as low as 1 (animal Duration: 12 hrs. intelligence). Casting Time: 5 The wizard can send a short Area of Effect: 1 person/2 levels message of 25 words or less to the Saving Throw: None recipient; the recipient can answer in like manner immediately. Even if the sending This spell enables the caster to is received, the subject creature is not alter the appearance of one person for obligated to act upon it in any manner. every two levels of experience he has The material component for this attained. The change includes clothing and equipment. The caster can make the spell consists of two tiny cylinders, each recipients appear as any generally man- with one open end, connected by a short piece of fine copper wire. shaped bipedal creature, each up to 1 foot shorter or taller than his normal height, and thin or fat or in between. All Safeguarding those affected must resemble the same (Abjuration) general type of creature: human, orc, ogre, etc. Each remains a recognizable Range: 0 individual. The effect fails for an Components: V, S, M individual if the illusion chosen by the Duration: 1 turn+1 turn/level caster cannot be accomplished within the Casting Time: 5 spell parameters (for example, a halfling Area of Effect: 15-foot-radius sphere could not be made to look like a centaur, Saving Throw: None but he might be made to look like a short, young ogre). Unwilling persons Use of this spell protects the receive saving throws vs. spell to avoid wizard and anyone in the area of effect the effect. Affected persons resume their from damage caused by the rebounding normal appearances if slain. The spell is of the wizard's spells. This includes not precise enough to duplicate the damage from a fireball cast in an area appearance of a specific individual. too small for its effects, a reflected lightning bolt, or any other offensive area spell that overlaps the Sending safeguarding's area of effect. The (Evocation) protection is effective against spells of 7th level and lower. The protection does Range: Unlimited not apply to damage from spells Components: V, S, M rebounded by any form of magical spell Duration: Special turning. This spell does not protect the Casting Time: 1 turn wizard against damage from spells or Area of Effect: 1 creature attacks cast by enemies or other party Saving Throw: None members. A wizard who has cast By means of this spell, the caster can contact a single creature with whom safeguarding is free to move and act normally. The spell's effect is always he is familiar and whose name and appearance are known. If the creature in centered on him, regardless of his actions. Other creatures are free to enter question is not on the same plane of and exit the area of effect. existence as the spellcaster, there is a An area spell cast by the wizard base 5% chance that the sending does 252
Seeming
Appendix II: Spell Descriptions will take effect normally, but its effects will be negated within the area of the safeguarding spell. This applies only to area spells centered outside the radius of the safeguarding spell. If the wizard casts an offensive area spell within the area of the safeguarding, the safeguarding is immediately negated and those within the area suffer full damage from the spell. The wizard is free to cast non-offensive area spells and individually targeted spells within the area of the safeguarding. The material component is a piece of preserved skin from any creature that possesses natural magic resistance.
Shadow Magic (Illusion/Phantasm) Range: 50 yds. + 10 yds./level Components: V, S Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: Special
The shadow magic spell enables the wizard to tap energy from the Demiplane of Shadow to cast a quasireal wizard evocation spell of 3rd level or less. For example, this spell can be magic missile, fireball, lightning bolt, or so on, and has normal effects upon creatures in the area of effect if they fail Shadow Door their saving throws vs. spell. Thus, a (Illusion/Phantasm) creature failing to save against a shadow magic fireball must roll another saving Range: 10 yds. throw. If the latter roll is successful, the Components: S creature suffers half the normal fireball Duration: 1 rd./level damage; if the roll is not successful, the Casting Time: 2 creature suffers full normal fireball Area of Effect: Special damage. If the first saving throw was Saving Throw: None successful, the shadow magic nature is detected and only 20% of the rolled By means of this spell, the wizard damage is received (rounding down creates the illusion of a door. The below fractions below .4 and rounding illusion also permits the wizard to appear up fractions of .4 and above). to step through this 'door' and disappear. In reality, he has darted aside Stone Shape and can flee, totally invisible, for the (Alteration) spell duration. Creatures viewing this are deluded into seeing or entering an empty Range: Touch 10-foot x 10-foot room if they open the Components: V, S, M 'door.' A true seeing spell, a gem of Duration: Permanent seeing, or similar magical means can Casting Time: 1 rd. discover the wizard. Certain high Hit Area of Effect: 1 cu. ft./level Dice monsters might also notice the Saving Throw: None wizard (see the invisibility spell), but only if making an active attempt to do By means of this spell, the wizard so. can form an existing piece of stone into a shape that suits his purposes. For example, the wizard can make a stone weapon, a special trapdoor, an idol, etc. This spell can also enable the spellcaster to reshape a stone door so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While the caster can thus 253
create stone doors and coffers, the fineness of detail is not great. If the construction involves small moving parts, there is a 30% chance they do not function. The material component of this spell is soft clay that must be worked into roughly the desired shape of the stone object and then touched to the stone when the spell is uttered.
Summon Shadow (Conjuration/Summoning, Necromancy) Range: 10 yds. Components: V, S, M Duration: 1 rd. + 1 rd./level Casting Time: 5 Area of Effect: 10-ft. cube Saving Throw: None When this spell is cast, the wizard conjures up one shadow (see the Monstrous Manual) for every three levels of experience he has attained. These monsters are under the control of the spellcaster and attack his enemies on command. The shadows remain until slain, turned, or the spell duration expires. The material component for this spell is a bit of smoky quartz.
Telekinesis (Alteration) Range: 10 yds./level Components: V, S Duration: Special Casting Time: 5 Area of Effect: 10 yds./level Saving Throw: Neg. By means of this spell, the wizard is able to move objects by concentrating on moving them mentally. The spell can provide either a gentle, sustained force or a single short, violent thrust. A sustained force enables the wizard to move a weight of up to 25 pounds a distance up to 20 feet per
Appendix II: Spell Descriptions round. The spell lasts two rounds, plus one round per caster level. The weight can be moved vertically, horizontally, or both. An object moved beyond the caster's range falls or stops. If the caster ceases concentration for any reason, the object falls or stops. The object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated and so on, if the force required is within the weight limitation. The caster might even be able to untie simple knots, at the discretion of the DM. Alternatively, the spell energy can be expended in a single round. The caster can hurl one or more objects within range, and within a 10-foot cube, directly away from himself at high speed, to a distance of up to 10 feet per caster level. This is subject to a maximum weight of 25 pounds per caster level. Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point of damage per caster level. Opponents who fall within the weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell to avoid the effect. Furthermore, those able to employ as simple a counter-measure as an enlarge spell, for example (thus making the body weight go over the maximum spell limit), can easily counter the spell. The various Bigby's hand spells also counter this spell.
Probability of Teleporting: Destination Is: Very familiar Studied carefully Seen casually Viewed once Never seen
High 01-02 01-04 01-08 01-16 01-32
space--a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.
Teleport (Alteration) Range: Touch Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None
Transmute Rock to Mud (Alteration) Reversible
When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a wellknown destination. Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus an additional 150 pounds for each level of experience above the 10th (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table). Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest 'On Target' probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty
On Target 03-99 05-98 09-96 17-92 33-84 254
Low 00 99-00 97-00 93-00 85-00
Range: 10 yds./level Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: 20-ft. cube/level Saving Throw: None This spell turns natural rock of any sort into an equal volume of mud. The depth of the mud can never exceed half its length or breadth. If it is cast upon a rock, for example, the rock affected collapses into mud. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 10 feet per round and suffocate, except for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on top of it, with the amount of brush required subject to the DM's discretion. The mud remains until a dispel magic spell or a reverse of this spell, mud to rock, restores its substance--but not necessarily its form. Evaporation turns the mud to normal dirt, at the rate of 1d6 days per 10 cubic feet. The mud to rock reverse can harden normal mud into soft stone (sandstone or similar mineral) permanently unless magically changed.
Appendix II: Spell Descriptions The material components for the spell are clay and water (or sand, lime, and water for the reverse).
Von Gasik's Refusal (Abjuration)
Dimension door, teleport, and similar effects can bypass the barriers. The material component is a pinch of dust from any wizard's tomb.
Vortex* (Evocation)
Range: 10 yards/level Components: V, S, M Duration: 1 hour/level Casting Time: 5 Area of Effect: 20-foot-square/level Saving Throw: None This powerful spell is designed to prevent unauthorized spellcasters from entering a hallway, doorway, window, or other point of entry. The spell creates an invisible barrier that blocks the targeted area. Any nonspellcasters and those spellcasters specifically named by the caster may pass freely. All other spellcasters collide with the invisible barrier. Members of classes with lesser spellcasting abilities (paladins, rangers, and bards) are blocked only if the character is of sufficient level to cast spells. The wizard is able to ward one area up to 20'-square for each level of his experience. Thus, a 12th-level wizard may protect a square area 240 feet on a side. The area of effect may be divided among several smaller portals as long as the total area does not exceed the caster's limit. Each portal must be in range and sight of the caster at the time the spell is cast. The barriers exist for one hour per level of the caster unless they are dismissed by the caster or dispelled by a dispel magic spell. A disintegrate spell immediately destroys a barrier, as does a rod of cancellation or a sphere of annihilation. The invisible walls are not affected by physical blows, cold, heat, or electricity. Thrown and projected weapons (both magical and mundane) are not repelled by the barrier and may pass through the area normally. Spells can be cast through the barrier.
Range: 30 yards Components: V, S, M Duration: 1d4 rounds+1 round/level Casting Time: 5 Area of effect: 5-foot-diameter circle Saving Throw: ½
points of damage per level of the caster. Creatures struck are allowed a saving throw vs. magic to suffer only half damage. Each time a creature is struck, there is a 5% chance that the vortex will explode in a wild surge. Use Table 2 to determine the results of any wild surge. If the vortex causes a wild surge, the spell ends immediately. The material components are a silk streamer and a handful of straw.
Wall of Force (Evocation)
A vortex is a swirling mass of magical energy, barely controllable by the caster. On the round of casting, a small sparkle of lights fills the air at the desired position. On the second round, a 7'-tall, multicolored tornado appears. From this moment on, the caster must maintain concentration in order for the vortex to remain. Each round, the caster can move the vortex 60 feet. However, control of direction is not perfect. The caster has complete control over distance, but can only suggest the desired direction. The caster has a 50% chance of moving the vortex in the direction he desires; if the die roll indicates failure, the vortex moves according to the scatter diagram for grenade-like missiles. Thus, the vortex usually moves in the general direction desired, but on occasion, it may move to either side or directly toward the caster. The vortex cannot pass through objects larger than its area of effect (it could move through a sapling but not an ancient oak tree) and will be redirected by these, rebounding along the general line of movement. For example, if cast in a narrow hallway, the vortex might ricochet down the hall, bouncing from side to side. The vortex is composed of raw magical energy. Nonmagical creatures struck by the vortex suffer 1d4 points of damage per level of the caster. Magical creatures and spellcasters suffer 1d6 255
Range: 30 yds. Components: V, S, M Duration: 1 turn + 1 rd./level Casting Time: 5 Area of Effect: 10-ft. square/level Saving Throw: None A wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell's range. The wall of force cannot move and is totally unaffected by mostspells, including dispel magic. However, a disintegrate spell will immediately destroy it, as will a rod of cancellation or a sphere of annihilation. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, etc. Spells and breath weapons cannot pass through it in either direction, although dimension door, teleport, and similar effects can bypass the barrier. The wizard can, if desired, form the wall into a spherical shape with a radius of up to 1 foot per level or an open hemispherical shape with a radius of 1.5 feet per caster level. The wall of force must be continuous and unbroken when formed; if its surface is broken by any object or creature, the spell fails. The caster can end the spell on command. The material component for this spell is a pinch of powdered diamond worth 5,000 gp.
Appendix II: Spell Descriptions Wall of Iron
Wall of Stone
Waveform*
(Evocation)
(Evocation)
(Alteration)
Range: 5 yds./level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 15 sq. ft./level or special Saving Throw: None
Range: 5 yds./level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: Special Saving Throw: None
Range: 40 yards Components: S, M Duration: 1d10 rounds Casting Time: 5 Area of Effect: 10-foot-cube/level Saving Throw: ½
When this spell is cast, the wizard causes a vertical iron wall to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall of iron is ½ – inch thick per level of experience of the spellcaster. The wizard is able to create an iron wall of up to 15 square feet per experience level; thus, a 12thlevel wizard can create a wall of iron with an area of 180 square feet. The wizard can double the wall's area by halving its thickness. If the caster desires, the wall can be created vertically resting on a flat surface, so that it can be tipped over to fall on and crush any creature beneath it. The wall is 50% likely to tip in either direction. This chance can be modified by a force of not less than 30 Strength and 400 pounds mass--each pound over 400 or Strength point over 30 alters the chance by 1% in favor of the stronger side. Creatures with room to flee the falling wall may do so by making successful saving throws vs. death. Those who fail are killed. Huge and gargantuan creatures cannot be crushed by the wall. The wall is permanent, unless successfully dispelled, but it is subject to all forces a normal iron wall is subject to--rust, perforation, etc. The material component of this spell is a small piece of sheet iron.
This spell creates a wall of granite rock that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 0.25 inch thick and up to 20 square feet per level of experience of the wizard casting the spell. Thus, a 12th-level wizard can create a wall of stone 3 inches thick and up to 240 square feet in surface area (a 12-foot-wide and 20-foothigh wall, for example, to completely close a 10-foot x 16-foot passage). The wall created need not be vertical, nor rest upon any firm foundation (see the wall of iron spell); however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the area of effect by half. Thus, a 20thlevel caster can create a span with a surface area of 200 square feet. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area. The stone is permanent unless destroyed by a dispel magic or disintegrate spell, or by normal means such as breaking or chipping. The material component is a small block of granite.
By means of this spell, the wild mage is able to shape and direct the patterns of water currents, allowing him to mold liquids into a variety of forms. The spell affects a quantity of liquid no larger than the area of effect. If cast onto a larger body, such as an ocean or large lake, the spell affects only the water within the area of effect. After casting waveform, the mage can form the water into any desired shape. The spell does not bind the liquid together in any fashion; it is still limited by its fluid properties and gravity. Thus, a mage could not use waveform to create a humanoid creature with arms and legs and direct it to walk across land. He could, however, create a roughly human shape with flowing arms that rises out of the water, crashes forward in a huge splash, then rises and repeats the process. Other possible shapes include gigantic waves, geysers, whirlpools, and troughs. The shape takes one round to form, after which it can be maintained by concentration. The shape can be directed to move in any direction at the rate of 90 feet per round. If the waveform moves into or through a body of water, the form loses no intensity. However, if the wave is moved over dry ground, it loses one die of damage for every 10 feet crossed. If propelled against a target, the waveform causes 1d4 points of damage per level of the caster to creatures in its path. The waveform can be directed against creatures on the surface or underwater. Those struck are allowed a saving throw; success indicates half damage.
256
Appendix II: Spell Descriptions If the victims are in or on a body of water, the shape will sweep them along. Creatures of small size are carried with the form, moving at its speed. Medium and large size creatures are swept along at half the water's speed. Creatures larger than this resist the movement. Those caught in the current can make a Strength check each round to swim free of the current. Boats and ships are particularly vulnerable to the waveform. If the waveform is twice the size of the vessel or more, the ship must make a seaworthiness check (as described in Table 77 of the DMG ). Vessels passing the check suffer damage as described above, reducing seaworthiness ratings for future checks by 2d6 points until repairs are made. Alternatively, this spell can be cast directly at a single water-based creature--a water weird, water elemental, or other creature from the elemental plane of water. In this case, the spell causes 1d6 points of damage per level of the caster. The effect is instantaneous and the spell ends immediately after the attack is made. The material component is a small, carved oar decorated with aquamarines worth at least 500 gp. The oar disintegrates when the spell is cast.
257
Appendix II: Spell Descriptions Level 6 Wizard Spells Antimagic Shell (Abjuration) Range: 0 Components: V, S Duration: 1 turn/level Casting Time: 1 Area of Effect: 1 ft./level diameter Saving Throw: None By means of this spell, the wizard surrounds himself with an invisible barrier that moves with him. The space within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of spells or their effects. Likewise, it prevents the functioning of any magical items or spells within its confines. The area is also impervious to breath weapons, gaze or voice attacks, and similar special attack forms. The antimagic shell also hedges out charmed, summoned, or conjured creatures. It cannot, however, be forced against any creature that it would keep at bay; any attempt to do so creates a discernible pressure against the barrier, and continued pressure will break the spell. Normal creatures (a normally encountered troll rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magical sword does not function magically within the area, it is still a sword. Note that creatures on their home plane are normal creatures there. Thus, on the Elemental Plane of Fire, a randomly encountered fire elemental cannot be kept at bay by this spell. Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as this. Should the caster be larger than the area enclosed by the barrier, parts of his person may be considered exposed, at the DM's option. A dispel magic spell does not remove the spell; the caster can end it upon command.
A creature pushed away is pushed to the range limit, or until pressed (Evocation) against an unyielding surface. The hand itself inflicts no damage. The forceful Range: 0 hand has an Armor Class of 0, has as Components: V, S, M many hit points as its caster in full Duration: 3 turns health, and vanishes when destroyed. Casting Time: 6 The caster can cause it to retreat (to Area of Effect: Special release a trapped opponent, for example) Saving Throw: None or dismiss it on command. The material component is a This spell functions exactly like glove. the 3rd-level augmentation I spell except that five spells of levels 1-3 may be affected. For each die of damage caused Bloodstone's Spectral Steed by augmented spells, one hit point is (Necromancy) added to the damage total. Augmentation II affects the first Range: 10 yards five spells which cause direct damage Components: V, S, M that are cast within the duration of the Duration: 1 hour/level augmentation II spell. Only spells that Casting Time: 1 round cause direct physical damage are Area of Effect: Special affected by this spell. Saving Throw: None The material component is a pair of concentric circles of gold or platinum. This spell allows a wizard to create a quasi-real, vulturelike creature. The flying steed can carry the caster and Bigby's Forceful Hand one other person per three levels of the (Evocation) wizard's experience (four at 12th level, five at 15th, etc.). All passengers must be Range: 10 yds./level specifically named during the casting. Components: V, S, M The spectral steed looks like a Duration: 1 rd./level huge, skeletal vulture with tattered Casting Time: 6 wings. As it flies, it utters hideous Area of Effect: Special screeches that echo through the sky. The Saving Throw: None spectral steed flies at a movement rate of 4 per level of the caster, to a maximum Bigby's forceful hand is a more powerful version of Bigby's interposing movement rate of 48. It appears with a bit and bridle, plus one saddle per hand. It creates a man-sized (5 feet) to passenger. gargantuan-sized (21 feet) hand that All normal animals shun the places itself between the spellcaster and spectral steed and only monsters will a chosen opponent. This disembodied hand then moves to remain between the attack it. The mount has AC 2 and 10 hit points plus 1 hit point per level of the two, regardless of what the spellcaster caster. If it loses all of its hit points, the does or how the opponent tries to get spectral steed disappears. It has no attack around it. However, the forceful hand also pushes on the opponent. This force mode. The material component is a can push away a creature weighing 500 hollow bone from a vulture's wing, pounds or less, slow movement to 10 which must be carved into a whistle and feet per round if the creature weighs between 500 and 2,000 pounds, or slow blown when the spell is cast. movement by 50% if the creature weighs more than 2,000 pounds. 258
Augmentation II
Appendix II: Spell Descriptions Chain Lightning (Evocation) Range: 40 yds. + 5 yds./level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: ½ This spell creates an electrical discharge that begins as a single stroke of lightning, 2_ feet wide, commencing from the fingertips of the caster. Unlike a lightning bolt spell, chain lightning strikes one object or creature initially, then arcs to a series of other objects or creatures within range, losing energy with each jump. The bolt initially inflicts 1d6 points of damage per level of the caster, to a maximum of 12d6 (half damage if the object or creature rolls a successful saving throw vs. spell). After the first strike, the lightning arcs to the next nearest object or creature. Each jump reduces the strength of the lightning by 1d6. Each creature or magical object hit receives a saving throw vs. spell. Success on this save indicates the creature suffers only half damage from the bolt. The chain can strike as many times (including the first object or creature) as the spellcaster has levels, although each creature or object can be struck only once. Thus, a bolt cast by a 12th-level wizard can strike up to 12 times, causing less damage with each strike. The bolt continues to arc until it has struck the appropriate number of objects or creatures, until it strikes an object that grounds it (interconnecting iron bars of a large cell or cage, a large pool of liquid, etc.), or until there are no more objects or creatures to strike. Direction is not a consideration when plotting chain lightning arcs. Distance is a factor--an arc cannot exceed the spell's range. If the only possible arc is greater than the spell's range, the stroke fades into nothingness.
Creatures immune to electrical attack can be struck, even though no damage is taken. Note that it is possible for the chain to arc back to the caster! The material components are a bit of fur, a piece of amber, glass, or crystal rod, and one silver pin for each experience level of the caster.
Claws of the Umber Hulk
consecutive attacks (not necessarily in the same round), at which time he is accustomed to using the claws. The penalty is dropped for the remainder of the spell. The material component is an umber hulk's claw.
Conjure Animals (Conjuration/Summoning)
(Alteration) Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 1 round Area of Effect: One creature Saving Throw: None
Range: Special Components: V, S Duration: 1 rd./level Casting Time: 6 Area of Effect: 30 yds. radius Saving Throw: None
The conjure animals spell When this spell is cast, the enables the wizard to magically create subject's hands widen and his fingernails one or more mammals to attack his thicken and grow, becoming equivalent opponents. The total Hit Dice of the in size and power to the iron-like claws mammals cannot exceed twice his level, of an umber hulk. The transformation if determined randomly, or his level if a takes one full round and is specific animal type is requested (see the excruciatingly painful, requiring a Dungeon Master Guide). Thus, a wizard system shock roll. A failed roll causes of 12th level could randomly conjure the subject to suffer 3d4 points of two mammals with 12 Hit Dice, four damage. with 6 Hit Dice each, six with 4 Hit Dice The subject can burrow as an each, eight with 3 Hit Dice each, twelve umber hulk, cutting through 10 feet of with 2 Hit Dice each, or 24 with 1 Hit solid stone or 60 feet of soil per turn. Die each. Count every +1 hit point bonus The only limitation to this is the subject's of a creature as ½ of a Hit Die; thus, a stamina; at the end of each turn of creature with 4+3 Hit Dice equals a 4 ½ burrowing, the subject must succeed a Hit Dice creature. The conjured Constitution check or be forced to rest animal(s) remain for one round for each for one turn. level of the conjuring wizard, or until Burrowing through soil does not slain. They follow the caster's verbal necessarily create a passable tunnel. If commands. Conjured animals the subject wishes to make a passage in unfailingly attack the wizard's which others can travel or that he can opponents, but they resist being used for exit when the spell ends, he must dig at a any other purpose. rate of 30 feet per turn. Cutting a tunnel through solid rock does not require extra Contingency care or time. (Evocation) The recipient of this spell can make two claw attacks per round, each Range: 0 inflicting 2d6 points of damage plus any Components: V, S, M Strength bonuses. Each attack is made Duration: 1 day/level with a -2 penalty to hit. Casting Time: 1 turn This penalty applies until the Area of Effect: The caster subject has made two successful Saving Throw: None 259
Appendix II: Spell Descriptions By means of this spell, the wizard is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the contingency spell. The contingency spell and the spell it is to bring into effect are cast at the same time (the one-turn casting time indicated is the total for both castings). The spell to be brought into effect by the prescribed contingency must be one that affects the wizard's person (feather fall, levitation, fly, feign death, etc.) and be of a spell level no higher than 1/3 of the caster's experience level (rounded down), but not higher than the 6th spell level.
general. For example, a contingency spell cast with an airy water spell might prescribe that any time the wizard is plunged into or otherwise engulfed in water or similar liquid, the airy water spell will instantly come into effect. Or a contingency could bring a feather fall spell into effect any time the wizard falls more than 2 feet. In all cases, the contingency immediately brings into effect the second spell, the latter being 'cast' instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell complex (the contingency spell and the companion magic) may fail when called upon. Caster Contingency The material components of this Level Spell Level spell are (in addition to those of the 12-14 4th companion spell) 100 gp worth of 15-17 5th quicksilver and an eyelash of an ogre 18+ 6th mage, ki-rin, or similar spell-using creature. In addition, the spell requires a Only one contingency spell can statuette of the wizard carved from be placed on the spellcaster at any one elephant ivory (which is not destroyed, time; if a second is cast, the first one (if though it is subject to wear and tear), still active) is cancelled. The conditions which must be carried on the person of needed to bring the spell into effect must the spellcaster for the contingency spell be clear, although they can be rather to perform its function when called upon. Precipitation CLEAR WEATHER Very clear Light clouds or hazy PARTLY CLOUDY Clear weather Cloudy Mist/light rain/small hail Sleet/light snow CLOUDY Partly cloudy Deep clouds Fog Heavy rain/large hail Driving sleet/heavy snow
Temperature HOT Sweltering heat Warm WARM Hot Cool COOL Warm Cold COLD Cool Arctic cold
260
Control Weather (Alteration) Range: 0 Components: V, S, M Duration: 4d6 hrs. Casting Time: 1 turn Area of Effect: 4d4 sq. mi. Saving Throw: None The control weather spell enables a wizard to change the weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart. The upper-cased headings represent the existing weather conditions. The small headings beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the Wind CALM Dead calm Light wind Moderate wind MODERATE WIND Calm Strong wind STRONG WIND Moderate wind Gale GALE Strong wind Storm STORM Gale Hurricane-typhoon
Appendix II: Spell Descriptions direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible--fog and strong wind, for example. Multiple control weather spells can be used only in succession. The material components for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.
Death Fog (Alteration, Evocation) Range: 30 yds. Components: V, S, M Duration: 1d4 rds. + 1/level Casting Time: 6 Area of Effect: Two 10-ft. cubes/level Saving Throw: None The casting of a death fog spell creates an area of solid fog that has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will die--grass and similar small plants in two rounds, bushes and shrubs in four, small trees in eight, and large trees in 16 rounds. Animal life not immune to acid suffers damage according to the length of time it is exposed to the vapors of a death fog, as follows: 1st round: 2nd round: 3rd round: 4th and each succeeding round:
1 point 2 points 4 points 8 points
The death fog otherwise resembles the 2nd-level fog cloud spell: rolling, billowing vapors that can be moved only by a very strong wind. Any creature attempting to move through the death fog progresses at a rate of 1 foot per unit of normal movement rate per round. A gust of wind spell cannot affect
it, but a fireball, flame strike, or wall of fire can burn it away in a single round. The material components are a pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled vinegar or acid crystals), which must be obtained from an alchemist.
Creatures' Hit Dice Under 2 2 to 4 4+1 to 6+3 6+4 to 8+3
Conversion Factor (CF) 1 2 10 20
In other words, from the 4d20 roll subtract the number of creatures of less than 2 Hit Dice (these creatures die). Death Spell If there are any remaining points from (Necromancy) the 4d20 roll, subtract 2 for each creature of 2 to 4 Hit Dice (these creatures also Range: 10 yds./level die). If this still doesn't use up all the Components: V, S, M 4d20 roll, subtract 10 for each creature Duration: Instantaneous of 4+1 to 6+3 Hit Dice, and so on. Stop Casting Time: 6 when all the creatures are dead, all the Area of Effect: 30-ft. cube/level 4d20 roll is used up, or the remainder is Saving Throw: None less than half the CF of any remaining creatures. (If the remainder is one-half or When a death spell is cast, it snuffs out the life forces of creatures in more of the CF of a creature, that creature dies.) the area of effect instantly and For example, a mixed group of irrevocably. Such creatures cannot be 20 goblins, eight gnolls, and four ogres, raised or resurrected, but an individual led by a hill giant, are caught in the area slain in this manner might be brought back via a wish. The number of creatures of a death spell. The 4d20 roll gives a that can be slain is a function of their Hit total of 53 points; 20 of this eliminates the goblins (20 x 1 CF), 16 kills the Dice. gnolls (8 x 2 CF), and the remaining 17 kills two ogres (10 points to kill one Creatures' Maximum # of ogre, and the remaining 7 points are Hit Dice Creatures enough to kill one more ogre). The other Affected two ogres and the hill giant are Under 2 4d20 unharmed. 2 to 4 2d20 A death spell does not affect 4+1 to 6+3 2d4 lycanthropes, undead creatures, or 6+4 to 8+3 1d4 creatures from planes other than the If creatures of differing Hit Dice Prime Material. The material component of this are attacked with a death spell, roll the spell is a crushed black pearl with a dice (4d20) to determine how many minimum value of 1,000 gp. creatures of under 2 Hit Dice are affected. If the number rolled is greater than the actual number of sub-2 Hit Dice creatures, apply the remainder of the roll to the higher Hit Dice creatures by consulting the following table.
261
Appendix II: Spell Descriptions This spell causes matter to vanish. It affects even matter (or energy) (Illusion/Phantasm) of a magical nature, such as Bigby's forceful hand, but not a globe of Range: 60 yds. + 10 yds./level invulnerability or an antimagic shell. Components: V, S Disintegration is instantaneous, and its Duration: Special effects are permanent. Any single Casting Time: 6 creature can be affected, even undead. Area of Effect: Special Nonliving matter, up to a 10-foot x 10Saving Throw: Special foot x 10-foot cube, can be obliterated by the spell. The spell creates a thin, This spell is similar to the 5thlevel shadow magic spell, but this spell green ray that causes physical material enables the casting of partially real 4th- touched to glow and vanish, leaving traces of fine dust. Creatures that and 5th level evocations (cone of cold, wall of fire, wall of ice, cloudkill, etc.). If successfully save vs. spell have avoided the ray (material items have resisted the recognized as demishadow magic (if a magic) and are not affected. Only the saving throw vs. spell is successful), first creature or object struck can be damaging spells inflict only 40% of affected. normal damage, with a minimum of 2 The material components are a points per die of damage. A demishadow lodestone and a pinch of dust. magic cloudkill slays creatures with fewer than 2 Hit Dice and inflicts 1d2 Enchant an Item points of damage per round. (Enchantment, Invocation)
Demishadow Magic
Dilation II (Alteration) Range: 0 Component: V Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None
Range: Touch Components: V, S, M Duration: Special Casting Time: Special Area of Effect: 1 item Saving Throw: Neg.
This is a spell that must be used by a wizard planning to create a magical This spell functions exactly like item. The enchant an item spell prepares the 4th-level dilation I spell, except that the object to accept the magic. The item the area of effect of a 1st-, 2nd-, or 3rd- must meet the following tests: 1) it must be in sound and undamaged condition; level spell is extended by 50%. Alternatively, the wizard may extend the 2) the item must be the finest possible, considering its nature, i.e., crafted of the area of effect of one 4th- or 5th-level highest quality material and with the spell by 25%. finest workmanship; and 3) its cost or value must reflect the second test, and in Disintegrate most cases the item must have a raw(Alteration) materials cost in excess of 100 gp. With respect to requirement 3, it is not Range: 5 yds./level possible to apply this test to items such Components: V, S, M as ropes, leather goods, cloth, and Duration: Instantaneous pottery not normally embroidered, Casting Time: 6 Area of Effect: 1 creature or 10 x 10 x 10 bejeweled, tooled, carved, or engraved. If such work or materials can be added ft. cube to an item without weakening or Saving Throw: Neg. 262
harming its normal functions, however, these are required for the item to be enchanted. The wizard must have access to a workshop or laboratory, properly equipped and from which contaminating magic can be screened. Any magical item not related to the fabrication process (such as most protective devices) and within 30 feet of the materials is a source of contaminating magic and will spoil the process. The item to be prepared must be touched by the spellcaster. This touching must be constant and continual during the casting time, which is a base 16 hours plus an additional 8d8 hours (as the wizard may never work more than eight hours per day, and haste or any other spells will not alter the time required in any way, this effectively means that casting time for this spell is two days + 1d8 days). All work must be uninterrupted, and during rest periods the item being enchanted must never be more than 1 foot distant from the spellcaster; if it is, the whole spell is spoiled and must be begun again. (Note that during rest periods absolutely no other form of magic can be performed, and the wizard must remain quiet and in isolation or the enchantment is ruined.) At the end of the spell, the caster will know that the item is ready for the final test. He will then pronounce the final magical syllable, and if the item makes a saving throw (which is exactly the same as that of the wizard) vs. spell, the spell is completed. The spellcaster's saving throw bonuses also apply to the item, up to +3. A result of 1 on the 1d20 roll always results in failure, regardless of modifications. Once the spell is finished, the wizard can begin to place the desired spell upon the item. The spell he plans to place must be cast within 24 hours or the preparatory spell fades, and the item must be enchanted again. Each spell subsequently cast upon an object bearing an enchant an item spell requires 2d4 hours per spell level of the magic being cast. Again,
Appendix II: Spell Descriptions during casting the item must be touched by the wizard, and during the rest periods it must always be within 1 foot of his person. This procedure holds true for any additional spells placed upon the item, and each successive spell must be begun within 24 hours of the last, even if the prior spell failed. No magic placed on an item is permanent unless a permanency spell is used as a finishing touch. This always runs a 5% risk of draining 1 point of Constitution from the wizard casting the spell. Also, while it is possible to tell when the basic spell (enchant an item) succeeds, it is not possible to tell if successive castings actually work, for each must make the same sort of saving throw as the item itself made. Naturally, an item that is charged--a rod, staff, wand, javelin of lightning, ring of wishes, etc.--can never be made permanent. Magical devices cannot be used to enchant an item or cast magic upon an object so prepared, but scrolls can be used for this purpose. The materials needed for this spell vary according to both the nature of the item being enchanted and the magic to be cast upon it. For example, a cloak of displacement might require the hides of one or more displacer beasts, a sword meant to slay dragons could require the blood and some other part of the type(s) of dragon(s) it will be effective against, and a ring of shooting stars might require pieces of meteorites and the horn of kirin. These specifics, as well as other information pertaining to this spell, are decided by the DM and must be discovered or researched in play.
Ensnarement (Conjuration/Summoning) Range: 10 yds. Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: Neg.
Casting this spell attempts a dangerous act: to lure a powerful creature from another plane to a specifically prepared trap, where it will be held until it agrees to perform one service in return for freedom from the ensnarement spell. The type of creature to be ensnared must be known and stated, and if it has a specific, proper, or given name, this must be used in casting the ensnarement spell. The spell causes an awareness of a gatelike opening on the plane of the creature to be ensnared. A special saving throw is then made to determine if the creature detects the nature of the planar opening as a trap or believes it to be a gate. To save, the creature must roll equal to or less than its Intelligence score on 1d20. The score is modified by the difference between the creature's Intelligence and that of the spellcaster. If the creature has a higher score, the difference is subtracted from its dice roll to save. If the spellcaster has a higher score, the difference is added to the dice roll. If the saving throw succeeds, the creature ignores the spell-created opening, and the spell fails. If the saving throw fails, the creature steps into the opening and is ensnared. When so trapped, the otherplanar creature can freely attack the ensnaring wizard, unless the caster has created a warding circle. Such circles may be temporary (drawn by hand) or permanent (inlaid or carved). Even with such protection, the entrapped creature may break free and wreak its vengeance upon the spellcaster. A hand-drawn circle has a base failure chance of 20%, while one inlaid or carved has a base of 10% (and that is for the first time it is used, to determine whether or not the job was done properly). The base chance is modified by the difference between the wizard's combined Intelligence and experience level and the Intelligence and the experience level or Hit Dice of the creature ensnared. If the spellcaster has a higher total, that difference in percentage points is subtracted from the chance for 263
the creature to break free. If the creature has a higher total, that difference is added to its chance to break free. The chance can be further reduced by careful preparation of the circle. If the handmade circle is drawn over a longer period of time, using specially prepared pigments (1,000 gp value per turn spent drawing), the chance of breaking free is reduced by 1% for every turn spent in preparation. This can bring the base chance to 0%. Similarly, an inlaid or carved design can be brought to a 0% chance of the creature breaking free by inlaying with various metals, minerals, etc. This cost will require a minimum of one full month of time and add not less than 50,000 gp to the basic cost of having the circle inlaid or carved into stone. Any break in the circle spoils the efficacy of the spell and enables the creature to break free automatically. Even a straw dropped across the line of a magic circle destroys its power. Fortunately, the creature within cannot so much as place a straw upon any portion of the inscribed ward, for the magic of the barrier absolutely prevents it. Once safely ensnared, the creature can be kept for as long as the spellcaster dares. (Remember the danger of something breaking the ward!) The creature cannot leave the circle, nor can any of its attacks or powers penetrate the barrier. The caster can offer bribes, use promises, or make threats in order to exact one service from the captive creature. The DM will then assign a value to what the wizard has said to the ensnared creature, rating it from 0 to 6 (with 6 being the most persuasive). This rating is then subtracted from the Intelligence score of the creature. If the creature rolls a successful Intelligence check against its adjusted Intelligence, it refuses service. New offers, bribes, etc., can be made, or the old ones re-offered 24 hours later, when the creature's Intelligence has dropped by 1 point due to confinement. This can be repeated
Appendix II: Spell Descriptions until the creature promises to serve, until it breaks free, or until the caster decides to get rid of it by means of some riddance spell. Impossible demands or unreasonable commands are never agreed to. Once the single service is completed, the creature need only so inform the spellcaster to be instantly sent from whence it came. The creature might later seek revenge.
spell's duration. Any gaze attack is negated by a successful saving throw vs. spell, with Wisdom adjustments. The four effects of the spell are as follows: Charm: The wizard can charm a single person or monster by gaze and by uttering a single word. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a charm monster spell. All creatures other than humans, demihumans, and humanoids save with Extension III +2 bonuses. (Alteration) Fear: The wizard can cause fear by gaze and by speaking a single word. Range: 0 The subject flees in blind terror for 1d4 Components: V rounds. After this, the creature refuses to Duration: Special face the caster and cowers or bolts for Casting Time: 6 the nearest cover if subsequently Area of Effect: Special confronted by the caster (50% chance of Saving Throw: None either). The latter effect lasts one turn This spell is the same as the 4th- per caster level. This attack can be level extension I spell, except that it will negated by spells that counter fear. Sicken: This power enables the extend 1stthrough 3rd-level spells to caster to merely gaze, speak, a word, and double duration and will extend the cause sudden pain and fever to sweep duration of 4th- or 5thlevel spells by over the subject's body. Creatures with 50%. ability scores function at half effectiveness; others inflict only one-half Eyebite damage with physical attacks. (Enchantment/Charm, Movement is at one-half normal rate. Illusion/Phantasm) The subject remains stricken for one turn per level of the caster, after which all Range: 20 yds. abilities return at the rate of one point Components: V, S per turn of complete rest or one point per Duration: 1 round/3 levels hour of moderate activity. The effects Casting Time: 6 cannot be negated by a cure disease or Area of Effect: 1 creature heal spell, but a remove curse or Saving Throw: Special successful dispel magic spell is effective. Creatures other than humans, An eyebite spell enables the demihumans, and humanoids save with caster to merely meet the gaze of a +2 bonuses versus this attack. creature and speak a single word to Sleep: The wizard can cause any cause an effect. This gaze attack is in individual to fall into a comatose addition to any other attacks allowed to slumber by means of a gaze and a single the wizard. The wizard selects one of four possible gaze attacks at the time the word, unless the subject successfully rolls its saving throw vs. spell. Creatures spell is cast, and this attack cannot be normally subject to a 1st-level sleep changed. For example, a 12th-level spell save with -2 penalties. An affected caster who chose fear would have four creature must be shaken or otherwise opportunities to make gaze attacks shocked back to consciousness. causing fear, one for each round of the 264
In all cases, the gaze attack has a speed factor of 1. This spell does not affect undead of any type, or extend beyond the plane occupied by the caster. Note that the caster is subject to the effects of his reflected gaze and is allowed any applicable saving throw. In the case of a reflected charm gaze, the caster is paralyzed until it wears off or is countered.
Forest's Fiery Constrictor (Conjuration/Summoning) Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 6 Area of Effect: One source of fire Saving Throw: Special This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10 feet long, has AC 7, can be hit only by magical weapons of +2 or better, and has hit points equal to double the caster's level. Any creature within 20 feet of the tentacle is subject to attack as directed by the caster. The victim must attempt a saving throw; if successful, the subject has avoided entanglement, but suffers 1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is entangled by the flaming serpent and suffers 3d6 points of fire damage each round until the tendril is destroyed or the spell expires. If the fire source from which the tentacle emanates is extinguished, the remaining time that the fiery constrictor may exist is cut in half. The material component is a red dragon's scale.
Appendix II: Spell Descriptions Normally, the glassee spell can make up to 4 inches of metal, 6 inches of stone, (Enchantment/Charm) and 20 inches of wood transparent. The spell will not work on lead, gold, or Range: 10 yds. platinum. The wizard can opt to make Components: V the glassee work only for himself for the Duration: Special duration of the spell, or he can actually Casting Time: 4 make a transparent area, a one-way Area of Effect: 1 creature window, in the material affected. Either Saving Throw: None case gives a viewing area 3 feet wide by 2 feet high. If a window is created, it has A geas spell places a magical the strength of the original material. command upon a creature (usually The material component of the human or humanoid) to carry out some spell is a small piece of crystal or glass. service, or to refrain from some action or course of activity, as desired by the Globe of Invulnerability spellcaster. The creature must be intelligent, conscious, under its own (Abjuration) volition, and able to understand the caster. While a geas cannot compel a Range: 0 creature to kill itself or perform acts that Components: V, S, M are likely to result in certain death, it can Duration: 1 rd./level cause almost any other course of action. Casting Time: 1 rd. The geased creature must follow the Area of Effect: 5-ft. radius given instructions until the geas is Saving Throw: None completed. Failure to do so will cause the creature to grow sick and die within This spell creates an immobile, 1d4 weeks. Deviation from or twisting of faintly shimmering, magical sphere the instructions causes a corresponding around the caster that prevents any 1st-, loss of Strength points until the deviation 2nd-, 3rd-, or 4th-level spell effects from ceases. A geas can be done away with by penetrating. Thus, the area of effect of a wish spell, but a dispel magic or any such spell does not include the area remove curse spell will not negate it. of the globe of invulnerability. This Your DM will decide any additional includes innate spell-like abilities and details of a geas, for its casting and effects from devices. However, any type fulfillment are tricky, and an improperly of spell can be cast out of the magical cast geas is ignored. sphere; spells pass from the caster of the globe to the subject without effect on the globe. Fifth and higher level spells are Glassee not affected by the globe. The globe can (Alteration) be brought down by a successful dispel magic spell. Range: Touch The material component of the Components: V, S, M spell is a glass or crystal bead that Duration: 1 rd./level shatters at the expiration of the spell. Casting Time: 1 rd. Area of Effect: Special Saving Throw: None
Geas
By means of this spell, the wizard is able to make a section of metal, stone, or wood as transparent as glass to his gaze, or even make it into transparent material as explained hereafter. 265
Guards and Wards (Evocation, Alteration, Enchantment/Charm) Range: 0 Components: V, S, M Duration: 1 hr./level Casting Time: 3 turns Area of Effect: Special Saving Throw: None This special and powerful spell is primarily used to defend the wizard's stronghold. The ward protects a onestory stronghold, with a base dimension of 400 feet x 400 feet. The wizard can ward a multistory area by reducing the base area proportionately. The following take place in the warded area upon casting the spell: 1. All corridors become misty; visibility is reduced to 10 feet. 2. All doors are wizard locked. 3. Stairs are filled with webs from top to bottom. These act as the 2nd-level web spell, except that they regrow within one turn if destroyed. 4. Where there are choices in direction-such as a cross or side passage--a minor confusion-type spell functions so as to make it 50% probable that intruders believe they are going in the exact opposite direction. 5. The whole area radiates magic. The normal use of the detect magic spell becomes impossible for those of less than the caster's level and difficult for others. 6. One door per level of experience of the wizard is covered by an illusion to appear as if it were a plain wall. 7. The wizard can place one of the following additional magical effects: A. Dancing lights in four corridors. B. A magic mouth in two places. C. A stinking cloud in two places. D. A gust of wind in one corridor or room. E. A suggestion in one place.
Appendix II: Spell Descriptions Note that items 6 and 7 function only when the wizard is totally familiar with the area of the spell's effect. Dispel magic can remove one effect, at random, per casting. A remove curse spell will not work. The material components of the spell are burning incense, a small measure of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod.
fly again. Fair was the hand that gave me and fair was the hand that reclaimed (Divination) me.' Clearly, Delsenora realizes, this must be a very powerful item, since her Range: 0 spell gave only a cryptic answer. But Components: V, S, M who is he who waits? And where is Duration: Special Albion? For more information, Casting Time: Special Delsenora is going to have to cast more Area of Effect: Special spells. But now the process will take Saving Throw: None much longer, since she has only the vaguest of clues to follow. The legend lore spell is used to The legend lore spell is cast with determine legendary information incense and strips of ivory formed into a Invisible Stalker regarding a known person, place, or (Conjuration/Summoning) thing. If the person or thing is at hand, or rectangle, but some item of value to the if the wizard is in the place in question, caster must be sacrificed in addition--a potion, magical scroll, magical item, etc. Range: 10 yds. the likelihood of the spell producing Components: V, S, M results is far greater and the casting time Lorloveim's Shadowy Duration: Special is only 1d4 turns. If only detailed Casting Time: 1 rd. information on the person, place, or Transformation Area of Effect: Special thing is known, casting time is 1d10 (Illusion) Saving Throw: None days. If only rumors are known, casting time is 2d6 weeks. Range: Touch This spell summons an invisible During the casting, the wizard Components: V, S stalker from the Elemental Plane of Air. cannot engage in activities other than the Duration: 1d4 rounds+1 round/level This 8-Hit Dice monster obeys and routine: eating, sleeping, etc. When Casting Time: 6 serves the spellcaster in performing completed, the divination reveals if Area of Effect: Special whatever tasks are set before it. It is a legendary material is available. It often Saving Throw: Neg. faultless tracker within one day of the reveals where this material is--by place quarry's passing. The invisible stalker name, rhyme, or riddle. It sometimes When this spell is cast, the follows instructions even if they send gives certain information regarding the illusionist transforms one creature or a him hundreds or thousands of miles person, place, or thing (when the object specified amount of non-living material away and, once given an order, follows of the legend lore is at hand), but this into shadow, making it insubstantial. through unceasingly until the task is data is always in some cryptic form Thus, a door could be turned to shadow accomplished. However, the creature is (rhyme, riddle, anagram, cipher, sign, and entered. The maximum amount of bound to serve; it does not do so from etc.). Naturally, a legend lore spell inanimate material that may be loyalty or desire. Therefore, it resents reveals information only if the person, transformed is one cubic foot per level of prolonged missions or complex tasks, place, or thing is noteworthy or the caster. and it attempts to pervert instructions legendary. Unwilling creatures are allowed a accordingly. Invisible stalkers For example, suppose Delsenora saving throw to resist the shadowy understand common speech but speak no came across an extremely well-made transformation. Magical items and the language save their own. sword. It radiates magic, but when she magical effects of spells (such as Bigby's The material components of this used an identify spell, she could not learn forceful hand or a wall of stone ) cannot spell are burning incense and a piece of any information. Even giving it to a be affected. horn carved into a crescent shape. trusted fighter didn't work, as the sword A transformed creature and all its did not reveal any special powers. gear become insubstantial. The creature Finally, she casts a legend lore spell, can pass through small holes, narrow hoping to gain more information. Since openings, and the smallest cracks. The the sword is at hand, she completes the creature cannot fly without additional spell in three turns. In her mind comes magic. the message, 'Once this was the sword No form of attack is possible of he who waits till Albion's time of when in shadow form except against greatest peril, when unto his hand it shall creatures that exist on the Ethereal plane. 266
Legend Lore
Appendix II: Spell Descriptions In this case, all attacks are normal; however, the shadowy creature may be harmed only by magical weapons of +1 or greater or by creatures able to affect those struck only by magical weapons. Spells and special attacks have normal effects. Most undead creatures will ignore a creature in shadow form, believing it to be a wraith or spectre; however, liches and powerful undead may save vs. spell with a -4 penalty to recognize the spell. A successful dispel magic spell forces the creature in shadow form back to normal form.
Lower Water (Alteration) Reversible Range: 80 yds. Components: V, S, M Duration: 5 rds./level Casting Time: 1 turn Area of Effect: 10-ft./level square Saving Throw: None The wizard casting a lower water spell causes water or similar fluid in the area of effect to sink away. The water can be lowered up to 2 feet for every experience level of the wizard, to a minimum depth of 1 inch. The water is lowered within a square area whose sides are 10 feet long per caster level. Thus, a 12th-level wizard affects a volume of 24 feet x 120 feet x 120 feet, a 13th-level caster a volume of 26 feet x 130 feet x 130 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: The creature moves at half speed and makes half the number of attacks each round. It has no effect on other creatures. The material component of this
spell is a small vial of dust. Its reverse, raise water, causes water or similar fluids to return to their highest natural level: spring flood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep away bridges, at the DM's option. It negates lower water and vice versa. The material component of the raise water spell is a small vial of water.
Mass Suggestion (Enchantment/Charm) Range: 30 yds. Components: V, M Duration: 4 turns + 4 turns/level Casting Time: 6 Area of Effect: 1 creature/level Saving Throw: Neg. The mass suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the suggestion spell. Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30-yard range. Undead are not subject to this spell. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a - 4 penalty. Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM's discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil. 267
Mirage Arcana (Illusion/Phantasm, Alteration) Range: 10 yds./level Components: V, S (M optional) Duration: Special Casting Time: Special Area of Effect: 10 ft./level radius Saving Throw: None The magic of this spell is similar to that of the vacancy spell, only more powerful and elaborate. The spell enables the caster to make an area appear to be something other than it is--a setting he has personally seen. The spell remains as long as the caster maintains a minimal concentration upon it. Even after this, the spell persists for a total of one hour plus one additional turn for each experience level of the caster. (Note: Minimal concentration can be maintained during normal conversation but not while spellcasting, in melee, or if harmed by an attack.) If the caster actually uses a small bit of anything connected with the place to create this spell, it takes on a quasi reality. In its basic form, forceful contact is necessary to have any hope of discovering the magic, short of a detection device or spell. In its more complex form, where a material component is used, detection is possible only by some magical means, whether device, item, or spell. Either form of mirage arcana is subject to the dispel magic spell. As with all powerful illusions, the mind of the believer urges appropriate effects upon the viewer's body. Under the influence of the spell, the viewer could possibly walk across a bed of hot coals thinking it was a shallow stream of water that was cooling his feet (and thus suffer no damage), dine upon imaginary food and actually be satisfied, or rest comfortably upon a bed of sharp stones, thinking it a featherbed. Gravity is not affected by the spell, however, so an envisioned bridge spanning a deep chasm does not support
Appendix II: Spell Descriptions the believer. Those who witness the event see it as a sudden disappearance of the individual. They do not connect it with an illusion unless they are otherwise aware of some magic at work.
Mislead (Illusion/Phantasm) Range: 10 yds. Component: S Duration: 1 rd./level Casting Time: 1 Area of Effect: Special Saving Throw: None When a mislead spell is cast by the wizard, he actually creates an illusory double at the same time that he is cloaked by improved invisibility magic (see the 4th-level spell). The wizard is then free to go elsewhere while his double seemingly moves away. The spell enables the illusion of the wizard to speak and gesture as if it were real, and there are full olfactory and touch components as well. A true seeing spell or a gem of seeing will reveal the illusion for what it is. A detect invisibility or true seeing spell or items such as a gem of seeing or robe of eyes can detect the invisible wizard (see the 5th-level wizard spell shadow door).
Monster Summoning IV (Conjuration/Summoning) Range: Special Components: V, S, M Duration: 5 rds. + 1 rd./level Casting Time: 6 Area of Effect: 60-yd. radius Saving Throw: None This spell is much like the 3rdlevel spell monster summoning I, except that this spell summons 1d3 4th-level monsters. These appear within the spell's area of effect and attack the caster's opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do
not check morale; they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with them, and if they are physically capable, perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle. 1 Ankheg (5-6 HD) 2 Ape, carnivorous 3 Banderlog 4 Ettercap 5 Gargoyle 6 Ghast 7 Hell hound 8 Huecuva 9 Hydra, 5 heads 10 Lyc., wolf 11 Ogre 12 Ooze, gray 13 Owlbear 14 Scorpion, huge 15 Snake, giant const. 16 Toad, poisonous 17 Toad, fire 18 Wasp, giant 19 Wolf, worg 20 Yeti
the caster; the recovered spell is not usable until the material components are available.
Move Earth (Alteration) Range: 10 yds./level Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: None
When cast, the move earth spell moves dirt (clay, loam, sand) and its other components. Thus, embankments can be collapsed, hillocks moved, dunes shifted, etc. However, in no event can rock prominences be collapsed or moved. The area to be affected dictates the casting time; for every 40 yard x 40 yard surface area and 10 feet of depth, one turn of casting time is required. The maximum area that can be affected is 240 yards x 240 yards, which takes four hours. If terrain features are to be moved--as compared to simply caving in banks or walls of earth--it is necessary that an earth elemental be subsequently summoned to assist. All spell casting or summoning must be completed before Mordenkainen's Lucubration any effects occur. As any summoned (Alteration) earth elemental will perform most of its work underground, it is unlikely that it Range: 0 will be intercepted or interrupted. Should Components: V, S this occur, however, the movement of the Duration: Instantaneous earth requiring its services must be Casting Time: 1 stopped until the elemental is once again Area of Effect: The caster available. Should the elemental be slain Saving Throw: None or dismissed, the move earth spell is limited to collapsing banks or walls of By use of this spell, the wizard is earth. able to instantly recall any 1st- through The spell cannot be used for 5th-level spell he has used during the tunneling and is generally too slow to past 24 hours. The spell must have been trap or bury creatures; its primary use is memorized and actually used during that for digging or filling moats or for time period. Mordenkainen's lucubration adjusting terrain contours before a battle. allows the recovery of only one spell. If The material components for this the recalled spell requires material spell are a mixture of soils (clay, loam, components, these must be provided by sand) in a small bag and an iron blade. 268
Appendix II: Spell Descriptions Note: This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, etc. are relatively unaffected, save for changes in elevation and relative topography.
Otiluke's Freezing Sphere (Alteration, Evocation) Range: Special Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: Special Otiluke's Freezing Sphere is a multipurpose spell of considerable power. If the caster opts, he may create any of the following: A) Frigid globe. A small globe of matter at absolute zero temperature that spreads upon contact with water, or a liquid that is principally water, freezing it to a depth of 6 inches over an area equal to 100 square feet per level of the spellcaster. This ice lasts for one round per level of the caster. The material component is a thin sheet of crystal about an inch square. B) Cold ray. The spell can be used as a thin ray of cold that springs from the caster's hand to a distance of 10 yards per level of the wizard; this ray inflicts 1d4+2 points of damage per level of the caster upon the first creature struck. A saving throw vs. spell is applicable; all damage is negated if it is successful (as the ray is so narrow a save indicates it missed). If the first creature is missed, the path of the ray is plotted to its full distance, and anything else in its path must save (if applicable) or suffer appropriate damage. The material component is a white sapphire of not less than 1,000 gp value. C) Globe of cold. This creates a
small globe about the size of a sling stone, cool to the touch, but not harmful. This globe can be hurled, either by hand to a distance of 40 yards (considered short range), or as a sling bullet. The globe shatters upon impact, inflicting 6d6 points of cold damage upon all creatures within a 10-foot radius (onehalf damage if a saving throw vs. spell is successful). Use the Grenadelike Missile Table in the Dungeon Master Guide to find where misses strike. Note that if the globe is not thrown or slung within one round per level of the spellcaster, it shatters and causes cold damage as stated above. This timed effect can be employed against pursuers, although it can prove hazardous to the spellcaster and his associates as well. The material component is a 1,000-gp diamond.
spell or flee in panic for 3d4 rounds. The material components for the spell are two small sheets of crystal or glass.
Permanent Illusion (Illusion/Phantasm) Range: 10 yds./level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: 20-ft. cube + 10-ft. cube/level Saving Throw: Special
When this spell is cast, the wizard creates an illusion with visual, auditory, olfactory, and thermal elements. The spell can create the illusion of any object, creature, or force, as long as it is within the boundaries of Part Water the spell's area of effect. It affects all (Alteration) creatures that view the illusion, even to the extent of them suffering damage Range: 10 yds./level from falling into an illusory pit full of Components: V, S, M sharp spikes. Duration: 5 rds./level Creatures that attempt to Casting Time: 1 turn disbelieve the illusion gain a saving Area of Effect: 20 ft. x 3 ft./level x 30 throw vs. spell and, if successful, they ft./level see it for what it is and add +4 bonuses Saving Throw: None to associates' saving throws, if this knowledge can be communicated By employing a part water spell, effectively. Creatures not sensing the the wizard is able to cause water or spell effect are immune until they similar liquid to move apart, thus become aware of it. The permanent forming a 20-foot-wide trough. The illusion is subject to a dispel magic spell, depth and length of the trough are of course. dependent upon the level of the wizard, The material component of the and a trough 3 feet deep by 10 yards spell is a bit of fleece. long is created per level. For example, at 12th level the wizard would part water Programmed Illusion 36 feet deep by 20 feet wide by 120 (Illusion/Phantasm) yards long. The trough remains as long as the spell lasts or until the wizard who Range: 10 yds./level cast it opts to end its effects. If cast Components: V, S, M under water, this spell creates an air Duration: Special cylinder of appropriate length and Casting Time: 6 diameter. If cast directly on a water Area of Effect: 20-ft. cube + 10-ft. elemental or other water-based creature, cube/level the creature receives 4d8 damage and Saving Throw: Special must roll a successful saving throw vs. 269
Appendix II: Spell Descriptions This spell creates a spectral force spell that activates upon command or when a specific condition occurs. The illusion has visual, auditory, olfactory, and thermal elements. It can be of any object, creature, or force, as long as it remains within the boundaries of the spell's area of effect. The occurrence that begins the illusion can be as general or as specific and detailed as desired, such as the following: 'Begin only when a venerable female human carrying a sack of groat clusters sits cross-legged within one foot of this spot.' Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 12th-level wizard can command the programmed illusion to occur at a maximum encounter range of 60 yards. A programmed illusion cannot distinguish invisible creatures, nor alignment, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The spell lasts until the illusion occurs; thus, the spell duration is variable. The illusion will last for a maximum of one round per level of the spellcaster. Creatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, see it for what it is and add +4 bonuses to associates' saving throws, if this knowledge can be communicated effectively. Creatures not sensing the spell effect are immune until they become aware of it. The illusion is subject to a dispel magic spell. The material component of the spell is a bit of fleece.
Project Image (Alteration, Illusion/Phantasm) Range: 10 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 6 Area of Effect: Special Saving Throw: None
By means of this spell, the wizard creates a nonmaterial duplicate of himself, projecting it to any spot within spell range. This image performs actions decided by the wizard--walking, speaking, spellcasting--conforming to the actual actions of the wizard unless he concentrates on making it act differently (in which case the wizard is limited to half movement and no attacks). The image can be dispelled only by means of a successful dispel magic spell (or upon command from the spellcaster); attacks pass harmlessly through it. The image must be within view of the wizard projecting it at all times, and if his sight is obstructed, the spell is broken. Note that if the wizard is invisible at the time the spell is cast, the image is also invisible until the caster's invisibility ends, though the wizard must still be able to see the image (by means of a detect invisibility spell or other method) to maintain the spell. If the wizard uses dimension door, teleport, plane shift, or a similar spell that breaks his line of vision, the project image spell ends. The material component of this spell is a small replica (doll) of the wizard.
Reincarnation (Necromancy) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: Person touched Saving Throw: None With this spell, the wizard can bring back to life a person who died no more than one day per level of experience of the wizard before the casting of the spell. The essence of the dead person is transferred to another body, possibly one very different from his former body. Reincarnation does not require any saving throw, system shock, or resurrection survival roll. The corpse 270
is touched, and a new incarnation of the person will appear in the area in 1d6 turns. The person reincarnated recalls the majority of his former life and form, but the character class, if any, of the new incarnation might be different indeed. The new incarnation is determined on the following table. If a player character race is indicated, the character must be created. D100 Roll 01-05 06-11 12-18 19-23 24-28 29-33 34-40 41-47 48-54 55-59 60-73 74-79 80-85 86-90 91-95 96-00
Incarnation Bugbear Dwarf Elf Gnoll Gnome Goblin Half-elf Halfling Half-orc Hobgoblin Human Kobold Orc Ogre Ogre mage Troll
Note: Very good or very evil persons will not be reincarnated as creatures whose general alignment is the opposite. The material components of the spell are a small drum and a drop of blood.
Repulsion (Abjuration) Range: 0 Components: V, S, M Duration: 1 round/2 levels Casting Time: 6 Area of Effect: 10 ft./level x 10 ft. Saving Throw: None When this spell is cast, the wizard is able to cause all creatures in the path of the area of effect to move directly away from his person. Repulsion
Appendix II: Spell Descriptions occurs at the speed of the creature attempting to move toward the spellcaster. The repelled creature continues to move away for a complete round even if this takes it beyond spell range. The caster can designate a new direction each round, but use of this power counts as the caster's principal action in the round. The caster can, of course, choose to do something else instead of using the repulsion attack. The material component for this spell is a pair of small magnetized iron bars attached to two small canine statuettes, one ivory and one ebony.
Shades (Illusion/Phantasm) Range: 30 yds. Components: V, S Duration: 1 rd./level Casting Time: 6 Area of Effect: 20-ft. cube Saving Throw: Special This spell is related to the shadow monsters and demishadow monsters spells. The shades spell uses material from the Demiplane of Shadow to form semireal illusions of one or more monsters, up to 1 Hit Die per caster level. All shades created by one spell must be of the same sort, and they have 60% of the hit point total the real creatures would have. Those who view the shades and fail their saving throws vs. spell believe the illusion. The shades perform as the real monsters with respect to Armor Class and attack forms. Special attack forms such as petrification or level drain do not actually occur, but a subject who believes the shades are real will react appropriately, until the illusion is countered by a dispel magic spell or the condition is countered by a heal spell. Those who roll successful saving throws see the shades as transparent images superimposed on vague shadowy forms. These are Armor Class 6 and cause only 60% of the true monsters' normal melee
damage.
Tenser's Transformation (Alteration, Evocation)
Stone to Flesh (Alteration) Reversible Range: 10 yds./level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Special The stone to flesh spell turns any sort of stone into flesh. If the recipient stone object was formerly living, this spell restores life (and goods), although the survival of the creature is subject to the usual system shock survival roll. Any formerly living creature, regardless of size, can be thus returned to flesh. Ordinary stone can be turned to flesh in a volume of 9 cubic feet per level of experience of the spellcaster. Such flesh is inert, lacking a vital life force, unless a life force or magical energy is available (for example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a body). If cast upon stone, the wizard can create a cylinder of fleshy material from 1 to 3 feet in diameter and up to 10 feet long, allowing a passage to be made. The material components are a pinch of earth and a drop of blood. The reverse, flesh to stone, turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a saving throw vs. spell to avoid the effect. If a statue created by this spell is subjected to breakage or weathering, the being (if ever returned to his original, fleshy state) will have similar damage, deformities, etc. The DM may allow such damage to be repaired by various high-level clerical spells, such as regenerate. The material components of the spell are lime, water, and earth.
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Range: 0 Components: V, S, M Duration: 1 rd./level Casting Time: 6 Area of Effect: The caster Saving Throw: None Tenser's transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell, he undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, so he becomes a formidable fighting machine; the spell causes the caster to become a berserk fighter! The wizard's hit points double, and all damage he sustains comes first from the magical points gained; once these points are eliminated, all subsequent damage (to his true hit points) is doubled. The Armor Class of the wizard is 4 better than that possessed prior to casting the spell (AC 10 goes to 6, AC 9 to 5, AC 8 to 4, etc.), to a maximum Armor Class of -10. All attacks are as a fighter of the same level as the wizard (i.e., the wizard uses the combat values normally reserved for fighters). The wizard can use either a dagger or a staff when attacking. A dagger can be used twice per round, and each successful attack inflicts an additional 2 points of damage. A staff can be used only once per round, but with a +2 bonus to attack and damage rolls. The wizard fights in melee in preference to all other forms of attack, and continues attacking until all opponents are slain, he is killed, the magic is dispelled, or the spell duration expires. The material component for casting this spell is a potion of heroism (or superheroism) that the wizard must consume during the course of uttering the spell.
Appendix II: Spell Descriptions Transmute Water to Dust (Alteration) Reversible Range: 60 yds. Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 10-ft. cube/level Saving Throw: None (special) When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect is doubled, while if wet mud is being transmuted, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly soaks the latter, turning the dust into silty mud (if a sufficient quantity of water exists to do so), otherwise soaking or dampening the dust accordingly. Only liquid actually in the area of effect at the moment of spellcasting is affected. Liquids that are only partially water are affected only insofar as the actual water content is concerned; however, potions containing water are rendered useless. Living creatures are unaffected, except for those native to the Elemental Plane of Water. Such creatures receive saving throws vs. spell. Failure inflicts 1d6 points of damage per caster level upon the subject, while success means the creature receives half damage. Only one such creature can be affected by any single casting of this spell, regardless of the creature's size or the size of the spell's area of effect. The reverse of the spell is simply a very high-powered create water spell that requires a pinch of normal dust as an additional material component. For either usage of the spell, other components required are diamond dust of at least 500 gp value and a bit of seashell.
The veil spell enables the wizard to instantly change the appearance of his (Divination) surroundings and party or create hallucinatory terrain so as to fool even Range: Touch the most clever creatures (unless they Components: V, S, M have the true seeing spell, a gem of Duration: 1 rd./level seeing, or a similar magical aid). The Casting Time: 1 rd. Area of Effect: Line of sight, max. 60 ft. veil can make a sumptuous room seem like a filthy den; even tactile impressions Saving Throw: None conform to the visual illusion. Likewise, a party might be made to resemble a When the wizard employs this mixed band of brownies, pixies, and spell, he confers upon the recipient the ability to see all things as they actually faeries led by a treant. If hallucinatory terrain is created, touch does not cause it are. The spell penetrates normal and magical darkness. Secret doors become to vanish. plain. The exact location of displaced Wildshield* things is obvious. Invisible things become visible. Illusions and apparitions (Alteration) are seen through. Polymorphed, changed, or enchanted objects are Range: 0 apparent. (The real form appears Components: V, S, M translucently superimposed on the Duration: Special apparent form: A gold dragon Casting Time: 1 round polymorphed to human form would Area of Effect: The caster appear human with a ghostly dragon Saving Throw: None looming over the human form.) Unlike the clerical version of this spell, the This spell cloaks the caster in a recipient cannot determine alignment. whirling band of scintillating colors, The recipient can focus his vision to see completely concealing him. The caster is into the Ethereal Plane or the bordering able to see normally within and outside areas of adjacent planes. The range of the shield. The wildshield protects the vision conferred is 60 feet. True seeing caster from the effects of spells and does not penetrate solid objects; it in no magical items. The shield can way confers Xray vision or its completely absorb 2d6 spell levels (i.e., equivalent. Furthermore, the spell effects if the roll of 2d6 results in 10, the shield cannot be enhanced with magic. could absorb ten 1st-level spells, two The spell requires an ointment for 5th-level spells, or any similar the eyes that is made from a very rare combination), thereby negating their mushroom powder, saffron, and fat. It effects on the caster. Both area effect costs no less than 300 gp per use and spells and those individually targeted at must be aged for 1d6 months. the wild mage can be absorbed. In the case of area spells, the wildshield protects only the mage. All others in the Veil area of effect suffer normal effects from (Illusion/Phantasm) the spell. Wildshield also protects against Range: 10 yds./level wild surges, whether caused by the Components: V, S caster's magic or by an outside source. Duration: 1 turn/level Each wild surge is considered equal to Casting Time: 6 1d6 spell levels. Area of Effect: 20-ft. cube/level The spell remains in effect until it Saving Throw: None is either canceled by the caster or it 272
True Seeing
Appendix II: Spell Descriptions reaches its spell level capacity. If the capacity is met exactly, the wildshield simply ceases to function. However, if the wildshield is struck by more spell levels than it can absorb, it explodes in a wild surge. The spell that triggered the surge is completely negated, its energy instead transformed into a wild surge (see Table 2). Since the shield no longer functions, the formerly protected wizard is subject to full effects of this wild surge. The material component is a small sponge.
Wildstrike* (Conjuration/Summoning) Range: 30 yards Components: V, S, M Duration: 2d4 rounds Casting Time: 6 Area of Effect: One creature Saving Throw: Neg. This spell is used primarily against hostile spellcasters. It distorts all attempts at spellcasting, converting spell energy into wild surges. The victim of a wildstrike is allowed a saving throw; if successful, the spell has no effect. If the saving throw is failed, the target is enclosed within a field of wild magic. If the victim casts spells or uses a charge from a magical item, a wild surge is automatically created (refer to Table 2). When determining the effects of this surge, the true level of the wild mage who cast the wildstrike is subtracted from the die roll, making the effects of the wild surge more likely to affect the victim. The material component is a small glass tube that is shattered in the casting.
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Appendix II: Spell Descriptions Level 7 Wizard Spells Acid Storm (Evocation) Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 7 Area of Effect: 40-foot-diameter circle Saving Throw: ½ This deadly spell unleashes a downpour of magical, gelatinous acid droplets. All creatures within the area of effect are coated by globs of gooey acid. The acid can be washed off only with wine, vinegar, or by a successful dispel magic or similar spell. The acid remains present for 1 round per level of the caster, then vanishes. Creatures coated by the acid suffer 1d4 hit points of damage each round during rounds 1-3, 1d6 points in each of rounds 4-6, and 1d8 points on each round thereafter. Characters who successfully save vs. spells during the first round suffer only half damage from the acid for the remaining rounds. When the spell expires, no further damage is inflicted. Acid damage can be healed through any means except regeneration. The material component is a drop of acid.
Banishment (Abjuration) Range: 20 yds. Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 60-ft. radius Saving Throw: Special A banishment spell enables the caster to force some extraplanar creature out of the caster's home plane. The effect is instantaneous, and the subject cannot come back without some special
summoning or means of egress from its own plane to the one from which it was banished. Up to 2 Hit Dice or levels of creature per caster level can be banished. The caster must both name the type of creature(s) to be sent away and give its name and title as well, if any. In any event, the creature's magic resistance must be overcome for the spell to be effective. The material components of the spell are substances harmful, hateful, or opposed to the nature of the subject(s) of the spell. For every such substance included in the casting, the subject creature(s) loses 5% from its magic resistance and suffers a -2 penalty to its saving throw vs. spell. For example, if iron, holy water, sunstone, and a sprig of rosemary were used in casting a banishment upon a being that hates those things, its saving throw versus the spell would be made with a -8 penalty (four substances times the factor of -2). Special items, such as hair from the tail of a ki-rin or couatl feathers, could also be added to change the factor to -3 or -4 per item. In contrast, a titan's hair or mistletoe blessed by a druid might lower the factor to -1 with respect to the same creature. If the subject creature successfully rolls its saving throw vs. spell, the caster is stung by a backlash of energy, suffers 2d6 points of damage, and is stunned for one round.
Bigby's Grasping Hand (Evocation) Range: 10 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 7 Area of Effect: Special Saving Throw: None Bigby's grasping hand is a superior version of the 6th-level spell Bigby's forceful hand. It creates a mansized (5 feet) to gargantuan-sized (21 feet) hand that appears and grasps a creature designated by the caster, 274
regardless of what the spellcaster does or how the opponent tries to escape it. The grasping hand can hold motionless a creature or object of up to 1,000 pounds weight, slow movement to 10 feet per round if the creature weighs between 1,000 and 4,000 pounds, or slow movement by 50% if the creature weighs up to 16,000 pounds. The hand itself inflicts no damage. The grasping hand has an Armor Class of 0, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can order it to release a trapped opponent or can dismiss it on command. The material component is a leather glove.
Bloodstone's Frightful Joining (Necromancy) Range: Touch Components: V, S Duration: 1 turn/level Casting Time: 7 Area of Effect: One undead creature Saving Throw: Special When this powerful spell is employed, the wizard transfers his spirit to the body of an undead creature, totally dominating it. If the undead creature has intelligence, it is allowed a saving throw vs. spell to resist the joining. If the save is successful, the caster's spirit is forced back into his own body. The wizard must make a system shock roll; if the roll fails, the wizard suffers 5d6 points of damage. If the roll succeeds, the wizard suffers half this damage. If the creature's save fails, the necromancer joins his life essence with that of the undead. While in the creature's body, the caster can use all of its special attacks and innate abilities, excluding spells memorized by the creature. The wizard's body remains comatose, is subject to all regular attacks, and suffers damage normally. The wizard's spirit can travel an unlimited distance from his physical
Appendix II: Spell Descriptions body as long as they remain on the same plane of existence. If intelligent, the possessed undead continually tries to purge the caster with mental threats that can be heard only by the wizard. The thoughts of the undead are ghastly. During the first minute of each hour of possession, the caster must succeed an Intelligence check in order to retain his sanity. The roll is modified by the difference between the creature's Intelligence and that of the spellcaster. If the undead has a higher score, the difference is added to the die roll. If the necromancer has a higher Intelligence, the difference is subtracted from the roll. If the roll is successful, nothing happens and the caster may continue to possess the undead. If the Intelligence roll fails, the wizard's intellect degenerates, making him a raving, homicidal maniac. His spirit is immediately forced to return to his body, and he must attempt a system shock roll with damage occurring as outlined above. The caster remains dangerously insane until a heal or wish spell is used to restore his intellect. This spell can be very useful when combined with the mask of death spell. When the spell's duration expires, the necromancer's spirit immediately returns to his body.
Charm Plants (Enchantment/Charm) Range: 30 yds. Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: 10 x 30 ft. Saving Throw: Neg. The charm plants spell enables the spellcaster to bring under command vegetable life forms and communicate with them. These plants obey instructions to the best of their ability. The spell will charm plants in a 30-foot
x 10-foot area. While the spell does not endow the vegetation with new abilities, it does enable the wizard to command the plants to use whatever they have in order to fulfill his instructions. If the plants in the area of effect do have special or unusual abilities, these are used as commanded by the wizard. For example, this spell can generally duplicate the effects of the 1stlevel priest spell entangle, if the caster desires. The saving throw applies only to intelligent plants, and it is made with a -4 penalty to the die roll. The material components of the spell are a pinch of humus, a drop of water, and a twig or leaf.
Control Undead
controlled undead do not attack the spellcaster. At the end of the spell, the controlled undead revert to their normal behaviors. Those not mindless will remember the control exerted by the wizard. The material component for this spell is a small piece each of bone and raw meat.
Delayed Blast Fireball (Evocation) Range: 100 yds. + 10 yds./level Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: 20-ft. radius Saving Throw: ½
(Necromancy) Range: 60 ft. Components: V, S, M Duration: 3d4 rds. + 1 rd./level Casting Time: 1 rd. Area of Effect: 1d6 undead Saving Throw: Special This spell enables the wizard to command 1d6 undead creatures for a short period of time. Upon casting the spell, the wizard selects one point within range of the spell. Those undead nearest to this point are affected, until either undead equal in Hit Dice to the caster's level or six undead are affected. Undead with 3 Hit Dice or less are automatically controlled. Those of greater Hit Dice are allowed a saving throw vs. spell, which, if successful, negates the attempt to control that creature. Regardless of the success or failure of the saving throw, each creature required to make a check counts toward the Hit Dice limit of the spell. Those creatures under the control of the wizard can be commanded by the caster if they are within hearing range. There is no telepathic communication or language requirement between the caster and the controlled undead. Even if communication is impossible, the 275
This spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to five rounds later, according to the command given by the wizard. In other respects, the spell is the same as the 3rd-level spell fireball.
Drawmij's Instant Summons (Conjuration/Summoning) Range: Infinite + special Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: 1 small object Saving Throw: None When this spell is cast, the wizard teleports some desired item from virtually any location directly to his hand. The single object can be no longer in any dimension than a sword, can have no more weight than a shield (about eight pounds), and must be nonliving. To prepare this spell, the wizard must hold a gem of not less than 5,000 gp value in his hand and utter all but the final word of the conjuration. At some point in the future, he must crush the gem and utter the final word. The desired item is then transported instantly into the
Appendix II: Spell Descriptions spellcaster's right or left hand, as he desires. The item must have been previously touched during the initial incantation and specifically named; only that particular item is summoned by the spell. During the initial incantation, the gem becomes magically inscribed with the name of the item to be summoned. The inscription is invisible and unreadable, except by means of a read magic spell, to all but the wizard who cast the summons. If the item is in the possession of another creature, the spell does not work, and the caster knows who the possessor is and roughly where he, she, or it is located when the summons is cast. Items can be summoned from other planes of existence, but only if such items are not in the possession (not necessarily the physical grasp) of another creature. For each level of experience above the 14th, the wizard is able to summon a desired item from one plane farther removed from the plane he is in at the time the spell is cast (one plane away at 14th level, two planes away at 15th, etc.). Thus, a wizard of 16th level could cast the spell even if the desired item was on the second layer of one of the Outer Planes, but at 14th level the wizard would be able to summon the item only if it were no farther than one of the Inner Planes, the Ethereal Plane, or the Astral Plane (see the Planescape Campaign Setting boxed set). Note that special wards or barriers, or factors that block the teleport or plane shift spells, may also block the operation of this spell. Objects in Leomund's secret chest cannot be recovered by using this spell. Note: If the item is wizard marked, it can be summoned from anywhere on the same plane unless special local conditions apply. Furthermore, the details of the location of the item are more specific, and the item is more easily traceable with other types of scrying magic.
Duo-Dimension (Alteration) Range: 0 Components: V, S, M Duration: 3 rds. + 1 rd./level Casting Time: 7 Area of Effect: The caster Saving Throw: None
passed through the parchment loop, and both disappear forever.
Finger of Death (Necromancy)
Range: 60 yds. Components: V, S Duration: Permanent Casting Time: 5 A duo-dimension spell causes the Area of Effect: 1 creature caster to have only two dimensions, Saving Throw: Neg. height and width, with no depth. He is thus invisible when turned sideways. The finger of death spell snuffs This invisibility can be detected only by out the victim's life force. If successful, means of a true seeing spell or similar the victim can be neither raised nor methods. In addition, the resurrected. In addition, in human duodimensional wizard can pass through subjects the spell initiates changes to the the thinnest of spaces as long as these body such that after three days the caster have the proper height--going through can, by means of a special ceremony the space between a door and its frame is costing not less than 1,000 gp plus 500 a simple matter. The wizard can perform gp per body, animate the corpse as a juju all actions normally. He can turn and zombie under the control of the caster. become invisible, move in this state, and The changes can be reversed before appear again next round and cast a spell, animation by a limited wish or similar disappearing on the following round. spell cast directly upon the body, and a Note that when turned, the full wish restores the subject to life. wizard cannot be affected by any form of The caster utters the finger of attack, but when visible, he is subject to death spell incantation, points his index double the amount of damage normal for finger at the creature to be slain, and an attack form; for example, a dagger unless the victim succeeds in a saving thrust would inflict 2d4 points of throw vs. spell, death occurs. A creature damage if it struck a duodimensional successfully saving still receives 2d8+1 wizard. Furthermore, the wizard has a points of damage. If the subject dies of portion of his existence in the Astral damage, no internal changes occur and Plane when the spell is in effect, and he the victim can then be revived normally. is subject to possible notice by creatures there. If noticed, it is 25% probable that Forcecage the wizard is pulled entirely into the (Evocation) Astral Plane by any attack from an astral creature. Such an attack (and any Range: 10 yds./2 levels subsequent attack received on the Astral Components: V, S, special Plane) inflicts normal damage. Duration: 6 turns + 1/level The material components of this Casting Time: 3-4 spell are a flat ivory likeness of the Area of Effect: 20-ft. cube spellcaster (which must be of finest Saving Throw: None workmanship, gold filigreed, and enameled and gem-studded at an average This powerful spell enables the cost of 500 to 1,000 gp) and a strip of caster to bring into being a cube of force, parchment. As the spell is uttered, the but it is unlike the magical item of that parchment is given half a twist and name in one important respect: The joined at the ends. The figurine is then forcecage does not have solid walls of 276
Appendix II: Spell Descriptions force; it has alternating bands of force with ½-inch gaps between. Thus, it is truly a cage, rather than an enclosed space with solid walls. Creatures within the area of effect of the spell are caught and contained unless they are able to pass through the openings--and, of course, all spells and breath weapons can pass through the gaps in the bars of force of the forcecage. A creature with magic resistance has a single attempt to pass through the walls of the cage. If the resistance check is successful, the creature escapes. If it fails, the creature is caged. Note that a successful check does not destroy the cage, nor does it enable other creatures (save familiars) to flee with the escaping creature. The forcecage is also unlike the solid-walled protective device, cube of force, in that it can be gotten rid of only by means of a dispel magic spell or by the expiration of the spell. By means of special preparation at the time of memorization, a forcecage spell can be altered to a forcecube spell. The cube created is 10 feet on a side, and the spell then resembles that of a cube of force in all respects save that of the differences between a cast spell and the magic of a device, including the methods of defeating its power. Although the actual casting of either application of the spell requires no material component, the study required to commit it to memory does demand that the wizard powder a diamond of at least 1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he desires to create via spellcasting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the wizard must then toss the dust into the air and it will disappear.
The great Hornung, having been (Alteration, Enchantment, Evocation) blasted more than once by his own wild surges, devised a method of improving the results of wild magic and, not Range: Touch incidentally, his own chances of survival. Components: V, S, M The result was Hornung's surge selector. Duration: Special By casting this spell, the wild Casting Time: 1d4+4 hours Area of Effect: One alchemical mixture mage gains greater control over wild surges. When the caster's spell creates a Saving Throw: None wild surge, two separate results are When a wizard wishes to create determined from Table 2. The caster can then choose which of the two results will the magical item known as the take effect. This spell can be used in philosopher's stone, he must first discover its alchemical formula, which conjunction with Nahal's reckless dweomer. tells him the necessary ingredients and The spell's duration is a fixed the method of preparing them. This information is not provided by this spell, number of surges or 12 hours, whichever comes first. The wild mage is able to and this spell is useless without the shape one wild surge per five levels of formula. (The exact ingredients and his experience; thus, a 15th-level caster formula are decided by the Dungeon could shape three wild surges within a Master and must be discovered by the 12-hour period. At the end of 12 hours, wizard by adventuring.) the spell expires, regardless of the When the formula has been discovered and the ingredients prepared, number of surges remaining. The material component is a the wizard enchants the alchemical mixture with the enchant an item spell. brass spinner. Hatch the stone from the egg is then cast Intensify Summoning upon the mixture. This spell slowly transmutes the mixture into its final form (Conjuration/Summoning, as the philosopher's stone. The process is Necromancy) completed with a permanency spell. The material component for this Range: Special spell is a magical item known as the Components: V, S, M philosopher's egg, which is an enchanted Duration: 1 turn retort used to hold the alchemical Casting Time: 6 mixture. The egg is not destroyed upon Area of Effect: Special completion of the spell and may be used Saving Throw: None again. (Further details about the philosopher's egg are found in Chapter 4 This spell enhances the strength of this book.) of creatures summoned by the caster via 1st through 6th level conjuration/summoning spells. Only Hornung's Surge Selector* spells which bring summoned creatures (Alteration) to the wizard are affected. The first two Range: 0 conjuration/summoning spells cast by Components: V, S, M the wizard within one turn following the Duration: Special intensify summoning spell are affected. Casting Time: 1 round Summoned creatures gain 2 hit points Area of Effect: The caster per hit die. The affected creatures retain Saving Throw: None their bonus hit points until the normal expiration of the spell that summoned 277
Hatch the Stone from the Egg
Appendix II: Spell Descriptions them. The material components are a small leather pouch and a miniature silver candelabra.
Limited Wish (Conjuration/Summoning, Invocation/Evocation) Range: Unlimited Components: V Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special The limited wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a limited wish will not substantially change major realities, nor will it bring wealth or experience merely by asking. The spell can, for example, restore some hit points (or all hit points for a limited duration) lost by the wizard. It can reduce opponent hit probabilities or damage, increase duration of some magical effect, cause a creature to be favorably disposed to the spellcaster, mimic a spell of 7th level or less, and so on (see the 9th-level wish spell). Greedy desires usually end in disaster for the wisher. Casting time is based on the time spent preparing the wording for the spell (clever players decide what they want to say before using the spell). Normally, the casting time is one round (most of it being taken up by deciding what to say). Casting this spell ages the caster one year per 100 years of regular life span.
60-yard x 60-yard area: up to 400 mansized creatures, 30 to 40 giants, or six to (Evocation) eight large dragons. The effect is mobile with the unit and is broken when the unit Range: 0 attacks. Individuals leaving the unit Components: V, S become visible. The wizard can end this Duration: 1 round/level spell upon command. Casting Time: 1 The material components of the Area of Effect: One creature or object mass invisibility spell are an eyelash and Saving Throw: Special a bit of gum arabic, the former encased When this spell is completed, one in the latter. of the caster's hands (his choice) bursts into light and is surrounded by an aura of Monster Summoning V flame. The caster suffers no damage (Conjuration/Summoning) from this effect. Illumination is equal to that of a torch. Range: Special If the wizard successfully touches Components: V, S, M an opponent, the subject must attempt a Duration: 6 rds. + 1 rd./level saving throw. If the roll is successful, the Casting Time: 6 flame remains on the caster's hand (and Area of Effect: 70-yd. radius he may use it to make further attacks Saving Throw: None until the spell's duration expires) and the touched creature suffers 1d4+2 points of This spell is much like the 3rdfire damage. If the save is failed, the level monster summoning I spell, except flame leaves the caster's hand to that this spell summons 1d3 5th-level surround the victim's body in an aura of monsters. These appear within the spell's searing fire. The superheated aura burns area of effect and attack the caster's for 1 round, inflicting 1d4 points of opponents until either he commands damage per level of the caster. them to cease, the spell duration expires, Instead of attacking a creature, or the monsters are slain. These creatures the caster may choose to touch any do not check morale, and they vanish single object, which is automatically when slain. If no opponent exists to surrounded by the searing aura for 1 fight, summoned monsters can, if the round and must succeed at an item wizard can communicate with them, and saving throw vs. magical fire or be if they are physically capable, perform destroyed. The aura can surround an other services for the summoning object up to 5 cubic feet in volume per wizard. level of the caster. The material components of this spell are a tiny bag and a small (not necessarily lit) candle. Mass Invisibility (Illusion/Phantasm)
Malec-Keth's Flame Fist
Range: 10 yds./level Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: 60 x 60 yds. Saving Throw: None This is a more extensive adaptation of the invisibility spell for battlefield use. It can hide creatures in a 278
Appendix II: Spell Descriptions 1 Ankheg (7-8 HD) 2 Cockatrice 3 Displacer beast 4 Doppleganger 5 Hornet, giant 6 Hydra, 7 heads 7 Hydra, 5 heads, cryo- or pyro8 Leucrotta 9 Lizard, subterranean 10 Lyc., boar 11 Margoyle 12 Minotaur 13 Ochre jelly 14 Rust monster 15 Slithering tracker 16 Snake, giant, pois. or spitting 17 Spider, giant 18 Giantkin, verbeeg 19 Wolf, winter 20 Zombie, ju-ju
Mordenkainen's Magnificent Mansion (Alteration, Conjuration) Range: 10 yds. Components: V, S, M Duration: 1 hr./level Casting Time: 7 rds. Area of Effect: 300 sq. ft./level Saving Throw: None By means of this spell, the wizard conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area see only a faint shimmering in the air, in an area 4 feet wide and 8 feet high. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open it again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of
experience. There is a staff of neartransparent servants, liveried and obedient, to wait upon all who enter. The atmosphere is clean, fresh, and warm. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seems excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those resting have not eaten real food within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the DM. The material components of this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast. (It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster's wishes.)
Mordenkainen's Sword
fighter of half the level of the spellcaster. For example, if cast by a 14th-level wizard, the weapon has the same hit probability as a sword wielded by a 7thlevel fighter. The sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those normally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents of man size or smaller, and 5d6 points of damage to opponents larger than man size. It lasts until the spell duration expires, a dispel magic is used successfully upon it, or its caster no longer desires it. The material component is a miniature platinum sword with a grip and pommel of copper and zinc, which costs 500 gp to construct, and which disappears after the spell's completion.
Phase Door (Alteration) Range: Touch Components: V Duration: 1 usage/2 levels Casting Time: 7 Area of Effect: Special Saving Throw: None
(Evocation) When this spell is cast, the Range: 30 yds. wizard attunes his body, and a section of Components: V, S, M wall is affected as if by a passwall spell. Duration: 1 rd./level The phase door is invisible to all Casting Time: 7 creatures save the spellcaster, and only Area of Effect: Special he can use the space or passage the spell Saving Throw: None creates, disappearing when the phase door is entered, and appearing when it is Upon casting this spell, the exited. If the caster desires, one other wizard brings into being a shimmering, creature of man size or less can be taken swordlike plane of force. The spellcaster through the door; this counts as two uses is able to mentally wield this weapon (to of the door. The door does not pass light, the exclusion of all activities other than sound, or spell effects, nor can the caster movement), causing it to move and see through it without using it. Thus, the strike as if it were being used by a spell can provide an escape route, though fighter. The basic chance for certain creatures, such as phase spiders, Mordenkainen's sword to hit is the same can follow with ease. A gem of true as the chance for a sword wielded by a seeing and similar magic will reveal the 279
Appendix II: Spell Descriptions presence of a phase door but will not allow its use. The phase door lasts for one usage for every two levels of experience of the spellcaster. It can be dispelled only by a casting of dispel magic from a higher-level wizard, or from several lower-level wizards, casting in concert, whose combined levels of experience are more than double that of the wizard who cast the spell (this is the only instance in which dispel effects can be combined). Rumor has it that this spell has been adapted by a certain powerful wizard (or wizards) to create renewable (or permanent) portals, which may (or may not) be keyed to specific individuals (henchmen) or items (such as rings).
Prismatic Spray Results 1 = red 5 = blue 2 = orange 6 = indigo 3 = yellow 7 = violet 4 = green 8 = struck by two rays, roll again twice (ignoring any 8s)
Power Word, Stun
Prismatic Spray
Reverse Gravity
(Conjuration/Summoning)
(Conjuration/Summoning)
(Alteration)
Range: 5 yds./level Components: V Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
Range: 0 Components: V, S Duration: Instantaneous Casting Time: 7 Area of Effect: 70 x 15 ft. spray Saving Throw: Special
Range: 5 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 7 Area of Effect: 30 ft. x 30 ft. Saving Throw: None
When a power word, stun spell is uttered, any creature of the wizard's choice is stunned--reeling and unable to think coherently or act--for a duration dependent on its current hit points. Of course, the wizard must be facing the creature, and the creature must be within the range of 5 yards per experience level of the caster. Creatures with 1 to 30 hit points are stunned for 4d4 rounds, those with 31 to 60 hit points are stunned for 2d4 rounds, those with 61 to 90 hit points are stunned for 1d4 rounds, and creatures with over 90 hit points are not affected. Note that if a creature is weakened so that its hit points are below its usual maximum, the current number of hit points is used.
When this spell is cast, the wizard causes seven shimmering, multicolored rays of light to flash from his hand in a triangular spray. This spray is 70 feet long and spreads to 15 feet wide at the end. It includes all colors of the visible spectrum; each ray has a different power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 2d4 rounds, regardless of any other effect. Any creature in the area of effect will be touched by one or more of the rays. To determine which ray strikes a creature, roll 1d8 and consult the following table:
This spell reverses gravity in the area of effect, causing all unattached objects and creatures within it to 'fall' upward. The reverse gravity lasts as long as the caster desires or until the spell expires. If some solid object is encountered in this 'fall,' the object strikes it in the same manner as it would during a normal downward fall. At the end of the spell duration, the affected objects and creatures fall downward. As the spell affects an area, objects tens, hundreds, or even thousands of feet in the air above the area can be affected. The material components of this spell are a lodestone and iron filings.
Color of Ray Red
Order of Ray 1st
Orange
2nd
Yellow
3rd
Green
4th
Blue Indigo Violet
5th 6th 7th
280
Effect of Ray Inflicts 20 points of damage, save vs. spell for half. Inflicts 40 points of damage, save vs. spell for half. Inflicts 80 points of damage, save vs. spell for half. Save vs. poison or die; survivors suffer 20 points of poison damage. Save vs. petrification or be turned to stone. Save vs. wand or go insane. Save vs. spell or be sent to another plane.
Appendix II: Spell Descriptions Sequester (Illusion/Phantasm, Abjuration) Range: Touch Components: V, S, M Duration: 1 week + 1 day/level Casting Time: 7 Area of Effect: 2-ft. cube/level Saving Throw: Special
moving normally on the borders of the Demiplane of Shadow but much more rapidly relative to the Prime Material Plane. Thus, a wizard can use this spell to travel rapidly by stepping onto the Demiplane of Shadow, moving the desired distance, and then stepping back onto the Prime Material Plane. The wizard knows where he will come out on the Prime Material Plane. The shadow walk spell can also be used to travel to other planes that border on the Demiplane of Shadow, but this requires the potentially perilous transit of the Demiplane of Shadow to arrive at a border with another plane of reality. Any creatures touched by the wizard when shadow walk is cast also make the transition to the borders of the Demiplane of Shadow. They may opt to follow the wizard, wander off through the plane, or stumble back into the Prime Material Plane (50% chance for either result if they are lost or abandoned by the wizard). Creatures unwilling to accompany the wizard into the Demiplane of Shadow receive a saving throw, negating the effect if successful.
When cast, this spell not only prevents detection and location spells from working to detect or locate the objects affected by the sequester spell, it also renders the affected object(s) invisible to any form of sight or seeing. Thus, a sequester spell can mask a secret door, a treasure vault, etc. Of course, the spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a robe of eyes or a gem of seeing). If cast upon a creature who is unwilling to be affected, the creature receives a normal saving throw. Living creatures (and even undead types) affected by a sequester spell become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. The material components of the Shadowcat spell are a basilisk eyelash, gum arabic, (Illusion) and a dram of whitewash. Range: 10 yards/level Components: V, S, M Shadow Walk Duration: 1 turn/level (Illusion, Enchantment) Casting Time: 3 Area of Effect: Special Range: Touch Saving Throw: None Components: V, S Duration: 6 turns/level When this spell is cast, the Casting Time: 1 wizard brings into being a cat made of Area of Effect: Special shadow. The shadowcat is the size of a Saving Throw: None normal cat and may be either grey or In order to use the shadow walk black at the caster's option. The caster has complete telepathic control of the spell, the wizard must be in an area of feline; he can see, hear, and even speak heavy shadows. The caster and any creature he touches are then transported through it as long as it remains within to the edge of the Prime Material Plane range. At the moment it moves out of range, the shadowcat vanishes. The where it borders the Demiplane of caster does not need to concentrate on Shadow. In this region, the wizard can move at a rate of up to 7 miles per turn, the shadowcat. 281
The shadowy feline is insubstantial, making subject only to magical or special attacks, including those by weapons of +1 or better. It has AC 5, a movement rate of 18, and saving throws equal to those of the caster. The cat dissipates if it loses hit points equal to one-half the caster's total hit points. The shadowcat has no attacks of its own and cannot touch or carry objects. A successful dispel magic spell causes the cat to vanish. A shadowcat makes no sound as it moves. It is 90% undetectable in all but the brightest conditions. It can pass through small holes or narrow openings. The material components of this spell are a black pearl of at least 100 gp value and a claw from a grey or black cat.
Simulacrum (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard is able to create a duplicate of any creature. The duplicate appears to be exactly the same as the original, but there are differences: The simulacrum has only 51% to 60% (50% + 1d10%) of the hit points of the real creature, there are personality differences, there are areas of knowledge that the duplicate does not have, and a detect magic spell will instantly reveal it as a simulacrum, as will a true seeing spell. At all times the simulacrum remains under the absolute command of the wizard who created it. No special telepathic link exists, so command must be exercised in some other manner. The spell creates the form of the creature, but it is only a zombielike creation. A reincarnation spell must be used to give the duplicate a vital force, and a limited wish spell must
Appendix II: Spell Descriptions be used to empower the duplicate with 40% to 65% (35% + 5 to 30%) of the knowledge and personality of the original. The level of the simulacrum, if any, is from 20% to 50% of that of the original creature. The duplicate creature is formed from ice or snow. The spell is cast over the rough form and some piece of the creature to be duplicated must be placed inside the snow or ice. Additionally, the spell requires powdered ruby. The simulacrum has no ability to become more powerful; it cannot increase its level or abilities. If destroyed, it reverts to snow and melts into nothingness. Damage to the simulacrum can be repaired by a complex process requiring at least one day, 100 gp per hit point, and a fully equipped laboratory.
Spell Shape* (Alteration) Range: 0 Components: V, S, M Duration: 1d4+1 rounds Casting Time: 1 round Area of Effect: The caster Saving Throw: Special
currently memorized by the mage. The act of returning the spell does not cost the wild mage any of his memorized spells. Spell energy cannot be saved; if not used immediately, it dissipates. For example, Hamos, a wild mage, is protected by a spell shape and is struck by a finger of death (a 7th-level spell). He succeeds at his saving throw and is now able to cast a spell of 7th level or lower. Hamos currently has feeblemind memorized. Since it is only a 5th-level spell, he chooses to cast it back at his enemy. He makes his level variation check (and doesn't get a wild surge) and the feeblemind is sent hurtling back at his foe. Hamos still has his original feeblemind memorized. The remaining two spell levels are lost, since they were not used in the same round. If a wild mage is struck by two spells at once, he may choose which spell to shape. He suffers all effects of the remaining spell. The material component is a diamond worth no less than 2,000 gp. When the spell is cast, the diamond is transformed into a lump of coal.
Spell Turning (Abjuration)
This spell gives the wild mage the ability to seize magical energy directed at him and reshape it as he desires. While it is in effect, the spell gives no visible sign of its existence. It offers no protection against area effect spells. If a wild mage is the target of a spell or magical item, this spell automatically allows him a saving throw. If the saving throw is failed, the opponent's spell has normal effects. If the saving throw is successful, the spell shape absorbs the magical energy of the opponent's spell. The wild mage can then choose to let the energy dissipate or he can instantly use it to cast a spell back at the opposing mage. The return spell must be of an equal or lesser spell level than the original one and must be
Range: 0 Components: V, S, M Duration: Up to 3 rds./level Casting Time: 7 Area of Effect: The caster Saving Throw: None
the caster, while the same spell would be unaffected if cast to light an area within which the protected wizard is standing. From seven to ten spell levels are affected by the turning. The exact number is secretly rolled by the DM; the player never knows for certain how effective the spell is. A spell may be only partially turned--divide the number of remaining levels that can be turned by the spell level of the incoming spell to see what fraction of the effect is turned, with the remainder affecting the caster. For example, an incoming fireball is centered on a wizard with one level of spell turning left. This means that 2/3 of the fireball affects the protected wizard, 1/3 affects the caster, and each is the center of a fireball effect. If the rolled damage is 40 points, the protected wizard receives 27 points of damage and the caster suffers 13. Both (and any creatures in the respective areas) can roll saving throws vs. spell for half damage. A partially turned hold or paralysis spell will act as a slow spell on those who are 50% or more affected. If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects: D100 Roll 01-70 71-80
Effect Spell drains away without effect Spell affects both equally at full damage Both turning effects are rendered nonfunctional for 1d4 turns Both casters go through a rift into the Positive Energy plane
This powerful abjuration causes 81-97 spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell98-00 like abilities, but specifically excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, The material component for the and spell effects from devices such as spell is a small silver mirror. wands, staves, etc. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind 282
Appendix II: Spell Descriptions Statue
Steal Enchantment
(Alteration)
(Enchantment)
Range: Touch Components: V, S, M Duration: 1 hr./level Casting Time: 7 Area of Effect: Creature touched Saving Throw: Special
Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: One item Saving Throw: Neg.
When a statue spell is cast, the wizard or other creature is apparently turned to solid stone, along with any garments and equipment worn or carried. The initial transformation from flesh to stone requires one full round after the spell is cast. During the transformation, there's an 18% chance that the targeted creature suffers a system shock failure and dies. The creature must roll percentile dice and add its Constitution score to the roll. If the total is 18 or less, the creature dies. If the total is 19 or more, the creature survives the transformation; the creature can withstand any inspection and appear to be a stone statue, although faint magic is detected from the stone if someone checks for it. Note that a creature with a Constitution of 18 or more will always survive the transformation. Despite being in this condition, the petrified individual can see, hear, and smell normally. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body--i.e., chipping is equal to a slight wound, but breaking off one of the statue's arms is serious damage. The individual under the magic of a statue spell can return to his normal state instantly, act, and then return to the statue state, if he so desires, as long as the spell duration is in effect. The material components of this spell are lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.
This spell 'steals' the enchantment from a magical item and places it within another, non-magical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armor, wand, etc.). The enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any). At the culmination of the spell, the original magical object is allowed an item saving throw vs. disintegration with all modifiers it is allowed as a magical item. Exceptionally powerful objects (such as artifacts) may be considered to automatically succeed the saving throw at the DM's discretion. If the saving throw is successful, the magical object resists the effect and the spell ends in failure. If the roll is failed, the magical item loses all of its powers, which are transferred to the previously nonmagical object. Even if the magical item fails its saving throw, the spell's success is not guaranteed. There is a chance that the enchantment might be lost. The base chance of this occurring is 100%, modified by -5% per level of the caster. Thus, a 20th-level wizard has no chance of losing the magic. If the enchantment is lost, both items become nonmagical. The material component is the nonmagical item which is to receive the 283
enchantment. It must be of equal or greater value than the object to be drained.
Suffocate (Alteration, Necromancy) Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 7 Area of Effect: 10-foot-radius circle Saving Throw: Neg. This spell draws the breath out of all creatures within the area of effect who fail a saving throw. Their breath is placed within a small silk bag held by the caster. Each round, a victim of this spell must attempt a Constitution check. If failed, the creature suffers 2d4 points of damage. If successful, the subject has taken in enough air to reduce the damage to 1d4. As they struggle and gasp for air, affected creatures move and attack at half their normal rates, have a -4 Armor Class penalty, an attack penalty of -4, and lose all Dexterity combat bonuses. Effects of this spell continue each round regardless of whether the victims remain in the original area of effect. The damage accumulates until the spell expires, the silk bag is opened, or a successful dispel magic spell is cast upon the bag. The penalties to combat remain in effect for 1d3 rounds after the spell ends. The material component is a small silk bag studded with black opals worth a total of no less than 5,000 gp. The bag is not destroyed during casting, but becomes useless for future castings if a successful dispel magic spell is used on it.
Appendix II: Spell Descriptions object that exceeds either limitation is precious item adds +2, and a priceless unaffected and the spell fails. item adds +3. (Alteration) If desired, a vanished object can be placed deep within the Ethereal Plane. Range: Touch In this case, the point from which the Components: V object vanished remains faintly magical Duration: Instantaneous until the item is retrieved. A successful Casting Time: 1 dispel magic spell cast on the point will Area of Effect: Special bring the vanished item back from the Saving Throw: None Ethereal Plane. Note that creatures and magical forces cannot be made to vanish. This spell is similar to the There is a 1% chance that a teleport spell. The caster is able to vanished item will be disintegrated transport himself, along with the instead. There is also a 1% chance that a material weight noted for a teleport spell, to any known location in his home creature from the Ethereal Plane is able plane with no chance for error. The spell to gain access to the Prime Material also enables the caster to travel to other Plane through the vanished item's planes of existence, but any such plane connection. is, at best, 'studied carefully.' This Vision assumes that the caster has, in fact, actually been to the plane and carefully (Divination) perused an area for an eventual teleportation without error spell. The Range: 0 table for the teleport spell is used, with Components: V, S, M the caster's knowledge of the area to Duration: Special which transportation is desired used to Casting Time: 7 determine the chance of error. (For an Area of Effect: The caster exception, see the 9th-level wizard spell Saving Throw: None succor.) The caster can do nothing else in the round that he appears from a teleport. When a wizard wishes to gain supernatural guidance, he casts a vision spell, calling upon whatever power he Vanish desires aid from and asking a question (Alteration) that will be answered with a vision. Two six-sided dice are rolled. If they total 2 to Range: Touch 6, the power is annoyed and refuses to Components: V answer the question; instead, the power Duration: Special causes the wizard to perform some Casting Time: 2 service (by an ultrapowerful geas or Area of Effect: 1 object quest). If the dice total 7 to 9, the power Saving Throw: None is indifferent and gives some minor vision, though it may be unrelated to the When the wizard employs this spell, he causes an object to vanish (i.e., question. If the dice total 10 or better, the to be teleported as if by a teleport spell) power grants the vision. The material component of the if it weighs no more than 50 pounds per spell is the sacrifice of something valued caster level. Thus, a 14th-level caster can by the spellcaster or by the power vanish, and cause to reappear at a supplicated. The more precious the desired location, an object up to 700 pounds in weight. The maximum volume sacrifice, the better the chance of spell of material that can be affected is 3 cubic success. A very precious item grants a feet per level of experience. Thus, both bonus of +1 to the dice roll, an extremely weight and volume limit the spell. An 284
Teleport Without Error
Appendix II: Spell Descriptions Level 8 Wizard Spells Abi-Dalzim's Horrid Wilting (Alteration, Necromancy) Range: 20 yards/level Components: V, S, M Duration: Instantaneous Casting Time: 8 Area of Effect: 30-foot cube Saving Throw: ½ This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per level of the caster. Affected creatures are allowed a saving throw, with success indicating half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their saving throws. The material component is a bit of sponge.
Airboat (Alteration, Enchantment) Range: 1 mile Components: V, S Duration: 1 hour/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard (a dragonshaped galley, a one-man dinghy, etc.). Although the airboat is made of cloud, it feels solid and can support the weight of the caster plus one passenger per level of the wizard. It can fly at any speed up to 5 miles per hour per level of the caster (to a maximum of 90 miles per hour). The caster maintains total telepathic control over the airboat's
speed and direction. While controlling the vessel, the wizard is able to perform other actions but may not cast other spells.
touching or possessing an object or item. The desire to stay in the area or touch the object is overpowering. Unless a saving throw vs. spell is successfully rolled, the creature or character will stay or refuse to release the object. If the saving throw Antipathy-Sympathy is successful, the creature or character is (Enchantment/Charm) released from the enchantment, but a subsequent saving throw must be made Range: 30 yds. 1d6 turns later. If this saving throw fails, Components: V, S, M the affected creature will return to the Duration: 2 hrs./level area or object. Casting Time: 1 hr. The material components of this Area of Effect: 10-ft. cube or one item spell are 1,000 gp worth of crushed Saving Throw: Special pearls and a drop of honey. Note that the particular type of This spell allows the wizard to set certain vibrations to emanate from an creature to be affected must be named object or location that tend to either repel specifically—for example, red dragons, hill giants, wererats, lammasu, or attract a specific type of intelligent catoblepas, vampires, etc. Likewise, the creature or characters of a particular specific alignment must be named--for alignment. The wizard must decide example, chaotic evil, chaotic good, which effect is desired with regard to what creature type or alignment before lawful neutral, true neutral, etc. If this spell is cast upon an area, a beginning the spellcasting, for the 10-foot cube can be enchanted for each components of each application differ. experience level of the caster. If an The spell cannot be cast upon living object or item is enchanted, only that creatures. Antipathy: This spell causes the single thing can be enchanted; affected creatures or characters save vs. spell affected creature or alignment type to with a -2 penalty. feel an overpowering urge to leave the area or to not touch the affected item. If a saving throw vs. spell is successful, the Bigby's Clenched Fist creature can stay in the area or touch the (Evocation) item, but the creature will feel very uncomfortable, and a persistent itching Range: 5 yds./level will cause it to suffer the loss of 1 point Components: V, S, M of Dexterity per round (for the spell's Duration: 1 rd./level duration), subject to a maximum loss of Casting Time: 8 4 points and a minimum Dexterity of 3. Area of Effect: Special Failure to save vs. spell forces the being Saving Throw: None to abandon the area or item, shunning it permanently and never willingly The Bigby's clenched fist spell returning to it until the spell is removed brings forth a huge, disembodied hand or expires. that is balled into a fist. This magical The material component for this member is under the mental control of application of the spell is a lump of alum the spellcaster, who can cause it to strike soaked in vinegar. one opponent each round. No Sympathy: By casting the concentration is required once the spell sympathy application of the spell, the is cast. The clenched fist never misses, wizard can cause a particular type of but it can only strike as directed by the creature or alignment of character to feel caster. Thus, it can be fooled by elated and pleased to be in an area or invisibility or other methods of 285
Appendix II: Spell Descriptions concealment and misdirection. The effectiveness of its blows varies from round to round. D20 Roll 1-12 13-16 17-19 20
Result Glancing blow--1d6 hp Solid punch--2d6 hp Hard punch -- 3d6 hp; opponent is stunned for next round Crushing blow*--4d6 hp; opponent is stunned for next three rounds
* The wizard adds +4 to the die rolls of subsequent attacks if the opponent is stunned, as the opponent is not capable of dodging or defending against the attack effectively. The fist has an Armor Class of 0, and is destroyed by damage equal to the hit points of its caster at full health. The material component of this spell is a leather glove and a small device (similar to brass knuckles) consisting of four rings joined so as to form a slightly curved line, with an 'I' upon which the bottoms of the rings rest. The device must be fashioned of an alloy of copper and zinc.
Binding (Enchantment, Evocation) Range: 10 yds. Components: V, S, M Duration: Special Casting Time: Special Area of Effect: 1 creature Saving Throw: Special A binding spell creates a magical restraint to hold a creature, usually from another plane of existence. Extraplanar creatures must be confined by a circular diagram; other creatures can be physically confined. The duration of the spell depends upon the form of the binding and the level of the caster(s), as well as the length of time the spell is
actually uttered. The components vary according to the form of the spell, but they include a continuous chanting utterance read from the scroll or book page giving the spell; gestures appropriate to the form of binding; and materials such as miniature chains of special metal (silver for lycanthropes, etc.), soporific herbs of the rarest sort, a corundum or diamond gem of great size (1,000 gp value per Hit Die of the subject creature), and a vellum depiction or carved statuette of the subject to be captured. Magic resistance applies unless the subject's true name is used. A saving throw is not applicable as long as the experience level of the caster is at least twice as great as the Hit Dice of the subject. The caster's level can be augmented by one-third of the levels of each assisting wizard of 9th level or higher, and by one level for each assistant of 4th through 8th level. No more than six other wizards can assist with this spell. If the caster's level is less than twice the Hit Dice of the subject, the subject gains a saving throw vs. spell, modified by the form of binding being attempted. The various forms of binding are: Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except the caster. Duration is as long as one year per level of the caster(s). The subject of this form of binding (as well as in the slumber and bound slumber versions) remains within the restraining barrier. Slumber: Brings a comatose sleep upon the subject for a duration of up to one year per level of the caster(s). Bound Slumber: A combination of chaining and slumber that lasts for up to one month per level of the caster(s). Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means until freed. The spell remains until the magical hedge is somehow broken. 286
Metamorphosis: Causes the subject to change to some noncorporeal form, save for its head or face. The binding is permanent until some prescribed act frees the subject. Minimus Containment: The subject is shrunken to a height of 1 inch or even less and held within the hedged prison of some gem or similar object. The subject of a minimus containment, metamorphosis, or hedged prison radiates a very faint aura of magic. The subject of the chaining form of the spell receives a saving throw with no modifications. However, slumber allows the subject a +1 bonus, bound slumber a +2 bonus, hedged prison a +3 bonus, metamorphosis a +4 bonus, and minimus containment a +5 bonus to the saving throw. If the subject is magically weakened, the DM can assign a -1, -2, or even -4 penalty to the saving throw. A successful saving throw enables the subject to burst its bonds and do as it pleases. A binding spell can be renewed in the case of the first three forms of the spell, for the subject does not have the opportunity to break the bonds. (If anything has caused a weakening of a chaining or slumber version, such as attempts to contact the subject or magically touch it, a normal saving throw applies to the renewal of the spell.) Otherwise, after one year, and each year thereafter, the subject gains a normal saving throw vs. the spell. Whenever it is successful, the binding spell is broken and the creature is free.
Clone (Necromancy) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: 1 clone Saving Throw: None This spell creates a duplicate of a human, demihuman, or humanoid
Appendix II: Spell Descriptions creature. This clone is in most respects the duplicate of the individual, complete to the level of experience, memories, etc. However, the duplicate really is the person, so if the original and a duplicate exist at the same time, each knows of the other's existence; the original person and the clone will each desire to do away with the other, for such an alter-ego is unbearable to both. If one cannot destroy the other, one will go insane and destroy itself (90% likely to be the clone), or possibly both will become mad and destroy themselves (2% chance). These events nearly always occur within one week of the dual existence. Note that the clone is the person as he existed at the time at which the flesh was taken for the spell component, and all subsequent knowledge, experience, etc., is totally unknown to the clone. The clone is a physical duplicate, and possessions of the original are another matter entirely. A clone takes 2d4 months to grow, and only after that time is dual existence established. Furthermore, the clone has one less Constitution point than the body it was cloned from; the cloning fails if the clone would have a Constitution of 0. The material component of the spell is a small piece of the flesh from the person to be duplicated. The DM may, in addition, add other stipulations to the success of a cloning effort, requiring that some trace of life must remain in the flesh sample, that some means of storing and preserving the sample must be devised and maintained, etc.
Demand (Evocation, Enchantment/Charm) Range: Unlimited Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: 1 creature Saving Throw: Special This spell is very much like the
5th-level wizard spell sending, allowing a brief contact with a far distant creature. However, with this spell the message can also contain a suggestion (see the 3rdlevel wizard spell suggestion), which the subject will do its best to carry out if it fails its saving throw vs. spell, made with a -2 penalty. Of course, if the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand comes, the message is understood but no saving throw is necessary and the suggestion is ineffective. The caster must be familiar with the creature contacted and must know its name and appearance well. If the creature in question is not in the same plane of existence as the spellcaster, there is a base 5% chance that the demand does not arrive. Local conditions on other planes may worsen this chance considerably at the option of the DM. The demand, if received, will be understood even if the creature has an Intelligence ability score as low as 1 (animal Intelligence). Creatures of demigod status or higher can choose to come or not, as they please. The demand message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately. The material components of the spell are a pair of cylinders, each open at one end, connected by a thin piece of copper wire and some small part of the subject creature—a hair, a bit of nail, etc.
Glassteel (Alteration) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 8 Area of Effect: Object touched Saving Throw: None The glassteel spell turns normal, nonmagical crystal or glass into a transparent substance that has the tensile 287
strength and unbreakability of actual steel. Only a relatively small volume of material can be affected (a maximum weight of 10 pounds per level of experience of the spellcaster), and it must form one whole object. The Armor Class of the substance is 1. The material components of this spell are a small piece of glass and a small piece of steel.
Gunther's Kaleidoscopic Strike (Invocation/Evocation) Range: 5 yards/level Components: V, S Duration: Instantaneous Casting Time: 8 Area of Effect: One creature Saving Throw: Neg. When this spell is cast, a thin beam of shimmering, kaleidoscopic light shoots from the wizard's fingertips toward his target. The victim is allowed a saving throw to resist the beam. This spell has no effect on nonspellcasters, causing them no harm whatsoever. Creatures with innate spelllike abilities are also unaffected. Against wizards and priests, this spell can be devastating. It 'short-circuits' the arcane energy stored in a spellcaster's mind, wiping away a number of memorized spells. Lost spells must be rememorized. The number of spells drained is equal to the caster's level minus 1d20. Thus, a 16thlevel wizard drains a maximum of 15 spells, but could drain no spells depending on the die roll. After subtracting the die roll from the caster's level, any result of zero or a negative number indicates that the victim loses no spells. Spells are drained from the wizard's memorized spells beginning with 1st-level spells and working up to higher level spells. Any decision regarding which spell should be drained from a specific level should be determined randomly.
Appendix II: Spell Descriptions Homunculus Shield (Evocation, Necromancy) Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 3 Area of Effect: The caster Saving Throw: None By creating a homunculus shield, the wizard separates a portion of his mind in the form of an exteriorized magical homunculus. This creature is invisible to all but the caster and appears as a miniature version of the caster perched atop the wizard's head. The wizard may move and act normally while this spell is in effect. The magical homunculus operates as an independent spellcaster. It may cast only teleport, contingency, and protective spells of 4th level and lower. It casts only spells from the wizard's memorized store of spells, but any spells cast by the homunculus are done so with a casting time of 1. The wizard selects which spells are cast by his homunculus; after they are cast, they are wiped from the caster's memory. The homunculus has 1 hit point per two levels of the caster. These points are 'borrowed' from the caster; while the homunculus is present, the wizard's hit points are reduced by this amount. The homunculus cannot be struck by melee or missile weapons separately from the wizard. It can be damaged separately from the wizard (e.g., by a magic missile targeted at the homunculus or by area effect spells). The homunculus has the attributes and saving throws of the wizard. At the end of the spell's duration, the homunculus disappears and any hit points it had are restored to the wizard. Hit points lost by the homunculus can be regained only by magical healing. If the wizard's hit points are reduced to zero at any time during the spell, the wizard is dead even if the homunculus had hit points remaining.
A wizard with an active homunculus shield suffers a -4 saving throw penalty against magic jar spells cast upon him due to the division of his mental energy. The material component is a miniature sculpted bust of the spellcaster.
Hornung's Random Dispatcher* (Abjuration) Range: 30 yards Component: V Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: Neg. With the utterance of a few words, this spell can hurl a creature to a random plane and leave him there. The target, if unwilling, is allowed a saving throw. If successful, the spell fails. If unsuccessful, the victim and all items carried by him are sent to a random plane. To determine the plane, roll on the table below. The caster has no control over the destination of the target. The conditions at the destination may kill the target (for example, arriving in the elemental plane of fire) or merely make life difficult. This determination is left to the DM.
D100 Roll 01-03 04-06 07-12 13-17 18-23 24-27
Plane Abyss Acheron Alternate Prime Material Plane Arcadia Astral Plane Beastlands (Happy Hunting Grounds) 28-30 Concordant Opposition 31-35 Elemental Plane (Air, Fire, Earth, or Water) 36-38 Elysium 39-44 Ethereal Plane 45-47 Gehenna 48-50 Gladsheim 51-53 Hades 54-58 Limbo 59-61 Negative Material Plane 62-64 Negative Quasi-Plane (Vacuum, Ash, Dust, or Salt) 65-67 Nine Hells 68-70 Nirvana 71-73 Olympus 74-76 Pandemonium 77-79 Para-Elemental Plane (Smoke, Magma, Ooze, or Ice) 80-82 Positive Material Plane 83-85 Positive Quasi-Plane (Lightning, Radiance, Minerals, or Steam) 86-91 Prime Material Plane* 92-94 Seven Heavens 95-97 Tarterus 98-100 Twin Paradises * Characters sent to the Prime Material plane are teleported elsewhere in the same world.
Incendiary Cloud (Alteration, Evocation) Range: 30 yds. Components: V, S, M Duration: 4 rds. + 1d6 rounds Casting Time: 2 Area of Effect: Special Saving Throw: ½ An incendiary cloud spell exactly resembles the smoke effects of a pyrotechnics spell, except that its 288
Appendix II: Spell Descriptions minimum dimensions are a cloud 10 feet tall, 20 feet wide, and 20 feet long. This dense vapor cloud billows forth, and on the third round of its existence begins to flame, causing 1-2 points of damage per level of the spellcaster. On the fourth round it inflicts 1d4 points of damage per level of the caster, and on the fifth round this drops back to 1-2 points of damage per level as its flames burn out. In any successive rounds of existence, the cloud is simply harmless smoke that obscures vision within its confines. Creatures within the cloud need to make only one saving throw if it is successful, but if they fail the first saving throw, they roll again on the fourth and fifth rounds (if necessary) to attempt to reduce the damage sustained by onehalf. In order to cast this spell, the wizard must have an available fire source (just as with a pyrotechnics spell), scrapings from beneath a dung pile, and a pinch of dust.
this spell. The Wisdom bonus against charm spells does apply.
Maze (Conjuration/Summoning) Range: 5 yds./level Components: V, S Duration: Special Casting Time: 3 Area of Effect: 1 creature Saving Throw: None An extradimensional space is brought into being upon the utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its Intelligence. (Note: Minotaurs are not affected by this spell.) Intelligence of Mazed Creature under 3 3-5 6-8 9-11 12-14 15-17 18+
Time Trapped in Maze 2d4 turns 1d4 turns 5d4 rounds 4d4 rounds 3d4 rounds 2d4 rounds 1d4 rounds
empathy (all forms), ESP, fear, feeblemind, mass suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion, and telepathy. Cloaking protection also extends to the prevention of discovery or information gathering by crystal balls or other scrying devices, clairaudience, clairvoyance, communing, contacting other planes, or wish-related methods (wish or limited wish). Of course, exceedingly powerful deities can penetrate the spell's barrier.
Monster Summoning VI (Conjuration/Summoning) Range: Special Components: V, S, M Duration: 7 rds. + 1 rd./level Casting Time: 8 Area of Effect: 80-yd. radius Saving Throw: None
This spell is much like the 3rdlevel spell monster summoning I, except Mass Charm that it summons 1d3 6th-level monsters. (Enchantment/Charm) These monsters appear in 1d3 rounds within the spell's area of effect and Range: 5 yds./level attack the caster's opponents, until either Components: V he commands them to cease, the spell Duration: Special Note that teleport and dimension duration expires, or the monsters are Casting Time: 8 door spells will not help a character slain. These creatures do not check Area of Effect: 30-ft. cube escape a maze spell, although a plane morale, and they vanish when slain. If no Saving Throw: Neg. shifting spell will. opponent exists to fight, summoned monsters can, if the wizard can A mass charm spell affects either Mind Blank communicate with them, and if they are persons or monsters just as a charm physically capable, perform other (Abjuration) person or charm monster spell. The services for the summoning wizard. mass charm spell, however, affects a The material components of this Range: 30 yds. number of creatures whose combined spell are a tiny bag and a small (not Components: V, S levels of experience or Hit Dice does not Duration: 1 day necessarily lit) candle. exceed twice the level of experience of Casting Time: 1 the spellcaster. All affected creatures Area of Effect: 1 creature must be within the spell range and within Saving Throw: None a 30- foot cube. Note that the creatures' saving throws are unaffected by the When the very powerful mind number of recipients (see the charm blank spell is cast, the creature is totally person and charm monster spells), but protected from all devices and spells that all target creatures are subject to a detect, influence, or read emotions or penalty of -2 on their saving throws thoughts. This protects against augury, because of the efficiency and power of charm, command, confusion, divination, 289
Appendix II: Spell Descriptions 1 Basilisk 2 Beetle, stag 3 Carrion crawler 4 Dracolisk 5 Drider 6 Griffon 7 Hydra, 8 heads 8 Lizard, minotaur 9 Lyc., tiger 10 Manticore 11 Ogre mage 12 Otyugh 13 Pyrolisk 14 Salamander 15 Spider, phase 16 Troll 17 Wolfwere 18 Wraith 19 Wyvern 20 Yuan-ti, halfbreed
object therein, although it can be disastrous should the globe disappear when the subject inside is high above a hard surface. The caster can dismiss the effect with a word. In addition to a hemispherical piece of diamond and a matching piece of gum arabic, the caster must also have a pair of small bar magnets as material components for this spell.
Otto's Irresistible Dance
comprehend languages detect evil detect invisibility detect magic infravision protection from cantrips protection from evil protection from normal missiles read magic tongues unseen servant
The wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the Range: Touch wizard's Constitution by 1 point. The Components: V wizard cannot cast these spells upon Duration: 1d4+1 rounds other creatures. This application of Casting Time: 5 permanency can be dispelled only by a Area of Effect: Creature touched wizard of greater level than the Saving Throw: None spellcaster was when he cast the spell. In addition to personal use, the Otiluke's Telekinetic Sphere When an Otto's irresistible dance permanency spell can be used to make (Evocation, Alteration) spell is placed upon a creature, the spell the following object/creature or areacauses the recipient to begin dancing, Range: 20 yds. complete with feet shuffling and tapping. effect spells permanent: Components: V, S, M This dance makes it impossible for the enlarge Duration: 2 rds./level victim to do anything other than caper fear Casting Time: 4 and prance; this cavorting worsens the Area of Effect: sphere with diameter of 1 Armor Class of the creature by -4, makes gust of wind invisibility ft./level saving throws impossible except on a Saving Throw: Neg. roll of 20, and negates any consideration magic mouth prismatic sphere of a shield. Note that the creature must stinking cloud This spell is exactly the same as be touched, as if melee combat were wall of fire the 4th-level wizard spell Otiluke's taking place and the spellcaster were wall of force resilient sphere, with the addition that striking to do damage. web the creatures or objects inside the globe are nearly weightless-- anything Permanency Additionally, the following spells contained within it weighs only 1/16 its (Alteration) can be cast upon objects or areas only normal weight. Any subject weighing up and rendered permanent: to 5,000 pounds can be telekinetically Range: Special lifted in the sphere by the caster. Range Components: V, S alarm of control extends to a maximum Duration: Permanent audible glamer distance of 10 yards per level after the Casting Time: 2 rds. dancing lights sphere has actually succeeded in Area of Effect: Special distance distortion encapsulating a subject or subjects. Note Saving Throw: None solid fog that even if more than 5,000 pounds of weight is englobed, the perceived weight This spell affects the duration of teleport is only 1/16 of the actual weight, so the certain other spells, making the duration wall of fire orb can be rolled without exceptional permanent. The personal spells upon These applications to other spells effort. Because of the reduced weight, which a permanency is known to be allow it to be cast simultaneously with rapid motion or falling within the field of effective are as follows: any of the latter when no living creature the sphere is relatively harmless to the 290 (Enchantment/Charm)
Appendix II: Spell Descriptions is the target, but the entire spell complex then can be dispelled normally, and thus negated. The permanency spell is also used in the fabrication of magical items (see the 6th-level spell enchant an item). At the DM's option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether. The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.
polymorph other and stone to flesh Kingdom Animal, vegetable, spells. Also note that a polymorph effect mineral often detracts from an item's or creature's Class Mammals, bipeds, fungi, powers, but does not add new powers, metals, etc. except possibly movement capabilities Relationship Twig is to tree, sand is not present in the old form. Thus, a to beach, etc. vorpal sword polymorphed into a dagger Size Smaller, equal, larger would not retain vorpal capability. Shape Comparative resemblance Likewise, valueless items cannot be of the original to the made into permanent valuable items. polymorphed state The material components of this Intelligence Particularly with regard to spell are mercury, gum arabic, and a change in which the end smoke. product is more intelligent
A change in kingdom makes the spell work for hours (if removed by one kingdom) or turns (if removed by two). Other changes likewise affect spell duration. Thus, changing a lion to an androsphinx would be permanent, but turning a turnip to a purple worm would be a change with a duration measured in hours. Turning a tusk into an elephant Polymorph Any Object would be permanent, but turning a twig (Alteration) into a sword would be a change with a duration of several turns. Range: 5 yds./level All polymorphed objects radiate Components: V, S, M a strong magic, and if a dispel magic Duration: Variable spell is successfully cast upon them, they Casting Time: 1 rd. return to their natural form. Note that a Area of Effect: Special stone to flesh spell or its reverse will Saving Throw: Special affect objects under this spell. As with This spell changes one object or other polymorph spells, damage sustained in the new form can result in creature into another. When used as a polymorph other or stone to flesh spell, the injury or death of the polymorphed simply treat the spell as a more powerful creature. For example, it is possible to version, with saving throws made with polymorph a creature into rock and grind -4 penalties to the die roll. When it is cast in order to change other objects, the it to dust, causing damage, perhaps even death. If the creature was changed to duration of the spell depends on how dust to start with, more creative methods radical a change is made from the to damage it would be needed; perhaps original state to its enchanted state, as the wizard could use a gust of wind spell well as how different it is in size. The DM determines the changes by using the to scatter the dust far and wide. In general, damage occurs when the new following guidelines: form is altered through physical force, although the DM will have to adjudicate many of these situations. The system shock roll must be applied to living creatures, as must the restrictions noted regarding the 291
Power Word, Blind (Conjuration/Summoning) Range: 5 yds./level Components: V Duration: Special Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None When a power word, blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting creatures with the lowest hit point totals first; the spell can also be focused to affect only an individual creature. The spell affects up to 100 hit points of creatures; creatures who currently have 100 or more hit points are not affected and do not count against the number of creatures affected. The duration of the spell depends upon how many hit points are affected. If 25 or fewer hit points are affected, the blindness is permanent until cured. If 26 to 50 hit points are affected, the blindness lasts for 1d4+1 turns. If 51 to 100 hit points are affected, the spell lasts for 1d4+1 rounds. An individual creature cannot be partially affected. If all of its current hit points are affected, it is blinded; otherwise, it is not. Blindness can be removed by a cure blindness or dispel magic spell.
Appendix II: Spell Descriptions Prismatic Wall Effects Color
Order
Effect of Color
Spell Negated By
Red Orange Yellow Green Blue Indigo Violet
1st 2nd 3rd 4th 5th 6th 7th
Stops nonmagical missiles--inflicts 20 points of damage, save for half Stops magical missiles--inflicts 40 points of damage, save for half Stops poisons, gases, and petrification--inflicts 80 points of damage, save for half Stops breath weapons--save vs. poison or die; survivors suffer 20 points of damage Stops location/detection and mental attacks--save vs. petrification or turn to stone Stops magical spells--save vs. wand or go insane Force field protection--save vs. spell or be sent to another plane
cone of cold gust of wind disintegrate passwall magic missile continual light dispel magic
Prismatic Wall
Screen
(Conjuration/Summoning)
(Divination/Illusion)
Range: 10 yds. Components: V, S Duration: 1 turn/level Casting Time: 7 Area of Effect: 4 ft./level wide x 2 ft./level high Saving Throw: Special
Range: 0 Components: V, S Duration: 1 hr./level Casting Time: 1 turn Area of Effect: 30-ft. cube/level Saving Throw: Special
This spell enables the wizard to conjure a vertical, opaque wall--a shimmering, multicolored plane of light that protects him from all forms of attack. The wall flashes with all colors of the visible spectrum, seven of which have a distinct power and purpose. The wall is immobile, and the spellcaster can pass through the wall without harm. However, any creature with fewer than 8 Hit Dice that is within 20 feet of the wall and does not shield its vision is blinded for 2d4 rounds by the colors. Each color in the wall has a special effect. Each color can also be negated by a specific magical effect, but the colors must be negated in the precise order of the spectrum. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the spellcaster, and the magic needed to negate each color. The wall's maximum proportions are 4 feet wide per level of experience of the caster and 2 feet high per level of experience. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted and the spell is wasted.
This spell combines several elements to create a powerful protection from scrying and direct observation. When the spell is cast, the wizard dictates what will and will not be observed in the area of effect. The illusion created must be stated in general terms. Thus, the caster could specify the illusion of him and another playing chess for the duration of the spell, but he could not have the illusionary chess players take a break, make dinner, and then resume their game. He could have a crossroads appear quiet and empty even while an army is actually passing through the area. He could specify that no one be seen (including passing strangers), that his troops be undetected, or even that every fifth man or unit should be visible. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by the caster with no saving throw allowed. Sight and sound are appropriate to the illusion created. A band of men standing in a meadow could be concealed as an empty meadow with birds chirping, etc. Direct observation may allow a saving throw (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if the column of a 292
marching army disappeared at one point to reappear at another! Even entering the area does not cancel the illusion or necessarily allow a saving throw, assuming the hidden beings take care to stay out of the way of those affected by the illusion. Serten's Spell Immunity (Abjuration) Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 1 round/recipient Area of Effect: Creature(s) touched Saving Throw: None By use of this spell, the wizard is able to confer virtual immunity to certain spells and magical attack forms upon those he touches. For every four levels of experience of the wizard, one creature can be protected by the Serten's spell immunity spell; however, if more than one is protected, the duration of the protection is divided among the protected creatures. For example, a 16th-level wizard can cast the spell upon one creature and it will last 16 turns, or place it upon two creatures for eight turns, or four creatures for four turns.) The protection gives a bonus to saving throws, according to spell type and level, as shown in the following table. The material component of this spell is a diamond of at least 500 gp
Appendix II: Spell Descriptions value, which must be crushed and sprinkled over the spell recipients. Each such creature must also have in its possession a diamond of at least one carat size, intact and carried on its person.
Spell Level 1st-3rd 4th-6th 7th-8th
Sink
second group acts, another; and at the end of the round, the victim is totally sunken into the ground. This entombment places a creature or object in a state of suspended animation. The cessation of time means that the subject does not grow older. Bodily and other functions virtually cease, but the subject is otherwise unharmed. The subject exists in undamaged form in the surface into which it was sunk, its upper point as far beneath the surface as the subject has height--a 6-foot-tall victim will be 6 feet beneath the surface, while a 60- foot-tall subject will have its uppermost point 60 feet below ground level. If the ground around the subject is somehow removed, the spell is broken and the subject returns to normal, but it does not rise up. Spells such as dig, transmute rock to mud, and freedom (the reverse of the 9thlevel spell imprisonment) will not harm the sunken creature or object and will often be helpful in recovering it. If a detect magic spell is cast over an area upon which a sink spell was used, it reveals a faint magical aura of undefinable nature, even if the subject is beyond detection range. If the subject is within range of the detection, the spell's schools can be discovered (alteration and enchantment).
(Enchantment, Alteration) Range: 10 yds./level Components: V, S Duration: Special Casting Time: 8 Area of Effect: 1 creature or object, max. 1 cu. ft./level Saving Throw: Special By means of this spell, a wizard can force a creature or object into the very earth or floor upon which it stands. When casting the spell, the wizard must chant the spell for the remainder of the round without interruption. At that juncture, the subject creature or object becomes rooted to the spot unless a saving throw vs. spell (for a creature) or disintegration (for an object with magical properties) is successful. (Note: 'magical properties' include those of magical items as listed in the Dungeon Master Guide, those of items enchanted or otherwise of magical origin, and those of items with protectiontype spells or with permanent magical properties or similar spells upon them.) Items of a nonmagical nature are not entitled to a saving throw. If a subject fails its saving throw, it becomes of slightly greater density than the surface upon which it stands. The spellcaster now has the option of ceasing his spell and leaving the subject as it is, in which case the spell expires in four turns, and the subject returns to normal. If the caster proceeds with the spell (into the next round), the subject begins to sink slowly into the ground. Before any actions are taken in the new round, the subject sinks one-quarter of its height; after the first group acts, another quarter; after the
Wizard Spell +9* +7 +5
Priest Spell +7 +5 +3
* Includes beguiling effects.
Symbol (Conjuration/Summoning) Range: Touch Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: Special A symbol spell creates magical 293
runes affecting creatures that pass over, touch, or read the runes, or pass through a portal upon which the symbol is inscribed. Upon casting the spell, the wizard inscribes the symbol upon whatever surface he desires. Likewise, the spellcaster is able to place the symbol of his choice, using any one of the following: Death One or more creatures, whose total hit points do not exceed 80, are slain. Discord All creatures are affected and immediately fall to loud bickering and arguing; there is a 50% probability that creatures of different alignments attack each other. The bickering lasts for 5d4 rounds, the fighting for 2d4 rounds. Fear This symbol creates an extra-strong fear spell, causing all creatures to save vs. spell with -4 penalties to the die roll, or panic and flee as if attacked by a fear spell. Hopelessness All creatures are affected and must turn back in dejection unless they save vs. spell. Affected creatures submit to the demands of any opponent—for example, surrender, get out, etc. The hopelessness lasts for 3d4 turns; during this period it is 25% probable that affected creatures take no action during any round, and 25% likely that those taking action turn back or retire from battle, as applicable. Insanity One or more creatures whose total hit points do not exceed 120 become insane and remain so, acting as if a Confusion spell had been placed upon them, until a heal, restoration, or wish spell is used to remove the madness.
Appendix II: Spell Descriptions Pain All creatures are afflicted with wracking pains shooting through their bodies, causing a -2 penalty to Dexterity and a -4 penalty to attack rolls for 2d10 turns. Sleep All creatures under 8+1 Hit Dice immediately fall into a catatonic slumber and cannot be awakened for 1d12+4 turns. Stunning One or more creatures whose total hit points do not exceed 160 are stunned and reeling for 3d4 rounds, dropping anything they are holding. The type of symbol cannot be recognized without being read and thus activating its effects. The material components of this spell are powdered black opal and diamond dust, worth not less than 5,000 gp each.
Trap the Soul (Conjuration/Summoning) Range: 10 yds. Components: V, S, M Duration: Permanent until broken Casting Time: Special + 1 Area of Effect: 1 creature Saving Throw: Special This spell forces the creature's life force (and its material body) into a special prison gem enchanted by the spellcaster. The creature must be seen by the caster when the final word is uttered. The spell can be triggered in one of two ways. First, the final word of the spell can be spoken when the creature is within spell range. This allows magic resistance (if any) and a saving throw vs. spell to avoid the effect. If the creature's real name is spoken as well, any magic resistance is ignored and the saving throw vs. spell suffers a penalty of -2. If the saving throw is successful, the prison gem shatters. The second method is far more insidious, for it tricks the victim into accepting a trigger object inscribed with the final spell word, automatically
placing the creature's soul in the trap. To use this method, both the creature's true name and the trigger word must be inscribed on the trigger item when the gem is enchanted. A sympathy spell can also be placed on the trigger item. As soon as the subject creature picks up or accepts the trigger item, its life force is automatically transferred to the gem, without the benefit of magic resistance or saving throw. The gem prison will hold the trapped entity indefinitely, or until the gem is broken and the life force is released, allowing the material body to reform. If the trapped creature is a powerful creature from another plane (which could mean a character trapped by an inhabitant of another plane when the character is not on the Prime Material Plane), it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken. Before the actual casting of the trap the soul spell, the wizard must prepare the prison, a gem of at least 1,000 gp value for every Hit Die or level of experience possessed by the creature to be trapped (for example, it requires a gem of 10,000 gp value to trap a 10 Hit Die or 10th-level creature). If the gem is not valuable enough, it shatters when the entrapment is attempted. (Note that while characters have no concept of level as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as characters advance.) Creating the prison gem requires an enchant an item spell and the placement of a maze spell into the gem, thereby forming the prison to contain the life force.
294
Wildzone* (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 2d6 turns Casting Time: 1d6 rounds Area of Effect: 300'x300' square Saving Throw: None This powerful spell creates a disruption in magical forces similar to the conditions found in wild magic regions (areas where the effects of magic have been permanently altered). This spell has only a temporary effect, although the effects of wildzone could possibly be rendered permanent. The spell creates a wild magic region centered on the caster. The area of effect cannot be shaped in any way; it is always a square 300 feet long on each side (90,000 square feet). Within the wildzone, wild magic reigns. Any spell cast in the area of effect is automatically treated as a wild surge (see Table 2). Effects from magical items that expend charges are also treated as wild surges when used in the area. Other magical items function normally. Spells cast into the wildzone from outside the area of effect function normally, but spells cannot be cast out of the area of effect without triggering a wild surge. The material components are several pots of paint which must be spilled across a sheet of hammered silver worth no less than 2,000 gp.
Appendix II: Spell Descriptions Level 9 Wizard Spells Astral Spell (Evocation) Range: Touch Components: V, S Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None By means of the astral spell, a wizard can project his astral body into the Astral Plane, leaving his physical body and material possessions behind in the Prime Material Plane. Only magical items can be brought into the Astral Plane (although nonmagical items could be rendered temporarily magical through the use of some spells, if the DM allows). As the Astral Plane touches upon the first levels of all of the Outer Planes, the wizard can travel astrally to any of the Outer Planes at will. The caster then leaves the Astral Plane, forming a body in the plane of existence he has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material Plane by means of the astral spell, but a second body cannot be formed in the Prime Material Plane. As a general rule, a person astrally projected can be seen only by creatures in the Astral Plane. At all times, the astral body is connected to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially; however, normally only a psychic wind can cause the cord to break. When a second body is formed in a different plane, the silvery cord remains invisibly attached to the new body. If the astral form is slain, the cord simply returns to the original body where it rests in the Prime Material Plane, reviving it from its state of suspended animation. Although astrally projected persons are able to function in the Astral Plane, their actions do not affect
creatures not existing in the Astral Plane. The spell lasts until the wizard desires to end it, or until it is terminated by some outside means (such as a dispel magic spell or the destruction of the wizard's body in the Prime Material Plane). The wizard can project the astral forms of up to seven other creatures with him by means of the astral spell, providing the creatures are linked in a circle with the wizard. These fellow travelers are dependent upon the wizard and can be stranded. Travel in the Astral Plane can be slow or fast, according to the wizard's desire. The ultimate destination arrived at is subject to the conceptualization of the wizard. (See the Planescape Campaign Setting boxed set for further information on the Astral Plane.) Any magical items can go into the Astral Plane, but most become temporarily nonmagical therein, or in any planes removed from the Prime Material Plane. Armor and weapons of +3 or better might function in other planes, at the DM's option. Artifacts and relics function anywhere. Items drawing their power from a given plane are more powerful in that plane (for example, a ring of fire resistance in the Elemental Plane of Fire or a sword of life stealing in the Negative Energy plane).
Bigby's Crushing Hand (Evocation) Range: 5 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 9 Area of Effect: Special Saving Throw: None
constriction damage in any round in which the wizard concentrates. The damage inflicted depends on the number of rounds it acts upon the victim: 1st round 2nd & 3rd rounds 4th & beyond
1d10 points 2d10 points 4d10 points
The crushing hand has an Armor class of 0, has as many hit points as its caster at full strength, and vanishes when destroyed. The hand is susceptible to normal combat attacks and damaging spells, but if it is struck by an area-effect spell, the person held suffers the same fate as the hand (i.e., if the hand fails its saving throw, the victim automatically fails his). The hand is not effective against noncorporeal or gaseous forms, but it does prevent creatures that are able to slip through small cracks from escaping. If the hand grasps an item or construction, the appropriate saving throw must be made as if squeezed by a Strength of 25. The material components of the spell are a glove of snake skin and the shell of an egg.
Chain Contingency (Evocation) Range: 0 Components: V, S, M Duration: 1 day/level Casting Time: 2 turns Area of Effect: The caster Saving Throw: None
This powerful spell is similar to the 6th-level contingency spell. Chain contingency allows the caster to designate either two or three spells that The Bigby's crushing hand spell will take effect automatically under a creates a huge, disembodied hand similar specific set of conditions. In other to those of the other Bigby's hand spells. words, when a set of conditions is met, The crushing hand is under the mental the designated spells are 'cast' control of the caster, and he can cause it immediately without the caster's to grasp and squeeze an opponent. No intervention. attack roll is necessary; the hand Chain contingency must be cast automatically grasps and inflicts together with the spells it is to trigger. 295
Appendix II: Spell Descriptions The caster may choose either two spells to occur simultaneously or three spells to occur consecutively, one per round. Spells must be of 8th level or lower. Only the 6th-level contingency spell may not be included. The casting time of 2 turns includes the casting of the spells to be triggered. Unlike the contingency spell, spells 'stored' in chain contingency can affect creatures other than the caster. These instructions must be carefully worded; the spell obeys the letter of its instructions and not the caster's intentions. In casting chain contingency, the wizard defines the conditions that will trigger the 'stored' spells. This definition must be carefully worded, but may be as limiting or general as the caster desires. The caster also states the exact order, target, range, and manner in which the stored spells are to be cast. The spell has several limitations in triggering its spells. It does not have any powers of discernment; thus, an instruction to 'target the highest-level enemy' is not possible. Furthermore, the conditions cannot involve a delay; a spell cannot be ordered to trigger 'three turns after I sneeze.' When the named conditions are met, the chain contingency is automatically triggered. If all specifics of casting a spell are not specified (e.g., target or area of effect), the effect is automatically centered on the caster. Possible triggers might include a fall from a distance greater than the caster's height, the appearance of the first beholder within 30 feet of the caster, or the wizard pointing his finger and pronouncing a specified word. Only one chain contingency can be placed on the spellcaster at any one time. If a second is cast, the first chain contingency is cancelled. It is possible to have both a contingency and a chain contingency operating at the same time, provided that there is no overlap in the conditions specified for triggering the
two spells. Spells triggered by the chain contingency have a casting time of 1. If the spell is triggered under conditions that are impossible to fulfill, it fails. If one of the spells in a series cannot be fulfilled, the remaining spells in the series are lost. Normal conditions, including line of sight to the target, must be fulfilled. All spells originate from the caster; thus, it is not possible for a caster to teleport and leave behind a series of fireballs to blast his enemies. In this case, the fireballs would either fail or destroy something at the caster's destination. The material components are (in addition to those of the companion spells) 500 gp worth of quicksilver; a gem of at least 1,000 gp value; an eyelash from an ogre mage, kirin, or similar spell-using creature; and an ivory statuette of the wizard (which is not destroyed in the casting of the spell) which must be carried by the spellcaster in order for the chain contingency to perform its function when triggered.
Crystalbrittle (Alteration) Range: Touch Components: V,S Duration: Permanent Casting Time: 9 Area of Effect: 2 cu. ft./level Saving Throw: Special
wearing, the wizard must get into melee and make a successful attack roll. Any single metal item can be affected by the spell. Thus, a suit of armor worn by a creature can be changed to crystal, but the creature's shield would not be affected, and vice versa. All items gain a saving throw equal to their magical bonus value or protection (the DM has this information). A +1/+3 sword would get a 10% (average of the two pluses) chance to save; +5 magical armor has a 25% chance to be unaffected; an iron golem has a 15% chance to save (for it is hit only by magical weapons of +3 or better quality). Artifacts and relics constructed of metal may be affected at the discretion of the DM, though it is highly unlikely. Affected items not immediately protected are shattered and permanently destroyed if struck by a normal blow from a metal tool or any weighty weapon, including a staff.
Elemental Aura (Abjuration, Evocation) Range: 0 Component: V Duration: 1 hour/level Casting Time: 1 round Area of Effect: The caster Saving Throw: None
This spell has four very different effects depending on the type (air, earth, fire, water) of elemental aura cast. Only the caster may receive an elemental aura, The magic of this spell causes and it is not possible to benefit from metal, whether as soft as gold or as hard more than one aura at one time. as adamantite, to turn to a crystalline Each aura is three inches thick substance as brittle and fragile as crystal. and covers the caster's entire body. An Thus, a sword, metal shield, metal aura of air is hazy white in color, an aura armor, or even an iron golem can be of earth is dull grey, an aura of fire is changed to a delicate, glasslike material flickering red, and an aura of water is easily shattered by any forceful blow. shimmering blue. The auras have these Furthermore, this change is unalterable effects: by any means short of a wish spell; a dispel magic will not reverse the spell. The caster must physically touch the item; if it is an opponent or something an opponent is using or 296
Appendix II: Spell Descriptions Air • immunity to gas and air-based attacks • total protection from physical attacks by creatures of the elemental plane of air • ability to cast fly and protection from normal missiles once each
this spell. The material component (in addition to the markers) is the (Alteration) appropriate magical device to control elementals of the desired plane (bowl Range: 0 commanding water elementals, brazier Components: V, S, M commanding fire elementals, censer Duration: Permanent controlling air elementals, or stone Casting Time: 10 turns Earth controlling earth elementals). The item Area of Effect: 1,000 square feet/level • immunity to attacks from nonmagical Saving Throw: None must be permanently placed at the heart weapons made of stone or metal of the area of effect and cannot be used • immunity to physical attacks by for any other purpose. If the device is This powerful spell allows a creatures of the elemental plane of Earth caster to transfer a large area of land in disturbed in any way, the spell • ability to breathe and move at full immediately fails, allowing the energies the Prime Material plane to any of the movement rate within the element of elemental planes. All buildings, people, of the elemental plane to flood into the earth and wildlife within the area of effect are protected area. • ability to cast wall of stone once also transported. The land forms a Foresight pocket of the Prime Material plane Fire within the elemental plane. The pocket is (Divination) • immunity to normal and magical fire a sphere with a diameter equal to the • total protection from physical attacks diameter of the land. The surface of the Range: 0 by creatures of the elemental plane of pocket allows creatures to enter or exit Components: V, S, M Fire the pocket, but prevents the elements Duration: 2d4 rds. + 1 rd./level • ability to breathe and move at full from entering the pocket. Casting Time: 1 rd. movement rate within the element of fire Inside the pocket, the land is Area of Effect: Special • total protection from hostile surrounded by air of a temperature Saving Throw: None environmental effects while traveling matching that of the Prime Material plane of Fire plane at the moment the land was This spell grants the caster a • ability to cast wall of fire once moved. In addition, a source of water is powerful sixth sense in relation to created within the pocket. himself or another. Although cast upon Water Before the spell is cast, the area himself, the wizard can specify that he or • immunity to water- and cold-based to be moved must be surrounded by solid another is the beneficiary of the spell. attacks markers of material from the destination Once the spell is cast, the wizard • total protection from physical attacks plane. Thus, if a wizard wants to move receives instantaneous warnings of by creatures of the plane of Water his castle to the Elemental Plane of Fire, impending danger or harm to the object • ability to breathe and move at full he must first surround the area with solid of the spell. Thus, if he were the object movement rate within the element of blocks of matter from the Elemental of the spell, the wizard would be warned water Plane of Fire, such as hardened magma in advance if a thief were about to • ability to cast wall of ice once or magically-crystallized fire. The blocks attempt to backstab him, or if a creature must be spaced no more than five feet were about to leap out from an The auras do not restrict the apart and may be placed above ground or unexpected direction, or if an attacker caster in any way. He is free to move and under the surface (at a depth of no more were specifically targeting him with a act normally while under the influence than three feet). spell or missile weapon. When the of an aura. The wizard must be within the warnings are about him personally, the area to be moved when he casts the spell. wizard cannot be surprised and always When the land moves, a hemispherical knows the direction from which any crater is left behind in the Prime Material attack on him is made. In addition, the plane. Inside its pocket on the desired spell gives the wizard a general idea of plane, the land continues its existence as what action he might take to best protect if nothing changed, with the exception of himself--duck, jump right, close his occasional visits from planar creatures. eyes, etc.--and gives him a defensive Any land that is moved in this bonus of 2 to his Armor Class. manner can never again be moved with When another person is the 297
Estate Transference
Appendix II: Spell Descriptions object of the spell, the wizard receives warnings about that person. He must still communicate this to the other person to negate any surprise. Shouting a warning, yanking the person back, and even telepathically communicating through a crystal ball can all be accomplished before the trap is sprung, if the wizard does not hesitate. However, the object of the spell does not gain the defensive bonus to his Armor Class. The material component for this spell is a hummingbird's feather.
accordingly and ask whatever is its wont thereafter, if appropriate. The actions of the being that comes through depend on many factors, including the alignments of the wizard and the deity, the nature of his companions, and who or what opposes or threatens the wizard. Such beings generally avoid direct conflict with their equals or betters. The being gated in will either return immediately (very unlikely) or remain to take action. Casting this spell ages the wizard five years.
entire philosopher's stone is consumed in the process.
Gate
Glorious Transmutation
(Conjuration/Summoning)
(Alteration)
Range: 30 yds. Components: V, S Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None
Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: Special Saving Throw: None
The casting of a gate spell has two effects. First, it causes an interdimensional connection between the plane of existence the wizard is on and the plane on which dwells a specific being of great power; thus, the being is able to merely step through the gate or portal from its plane to that of the caster. Second, the utterance of the spell attracts the attention of the sought-after dweller on the other plane. When casting the spell, the wizard must name the entity he desires to use the gate and come to the wizard's aid. There is a 100% certainty that something steps through the gate. Unless the DM has some facts prepared regarding the minions serving the being called forth by the gate spell, the being itself comes. If the matter is trifling, the being might leave, inflict an appropriate penalty on the wizard, or attack the wizard. If the matter is of middling importance, the being can take some positive action to set matters right, then demand appropriate repayment. If the matter is urgent, the being can act
This spell turns iron into silver or lead into gold at the caster's option. The prime ingredient for this spell is a magical item called the philosopher's stone, which must be touched by the wizard and alchemically combined with the metal during casting. The formula for mixing the stone and the metal must be known by the caster; this information is not provided by this spell and the spell is useless without it. (The exact ingredients and formula are decided by the Dungeon Master and must be discovered by the wizard in the course of adventuring.) Philosopher's stones vary in quality so much that each is capable of transmuting either 1d10x50 pounds of iron into an equal quantity of silver or 1d10x10 pounds of lead into the same amount of gold. It is not possible to know how much metal can be transmuted until the process is complete. If the caster has more iron or lead prepared than the spell is capable of changing, any excess is unchanged. The entire transmutation must be made at one time. Only one stone may be used per casting of the spell. The 298
When an imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation (see the 9th-level wizard spell temporal stasis) in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell, with the creature's name and background, is cast. Magical search by a crystal ball, a locate object spell, or similar means will not reveal the fact that a creature is imprisoned. The imprisonment spell functions only if the subject creature's name and background are known. The reverse spell, freedom, cast upon the spot at which a creature was entombed and sunk into the earth, causes it to reappear at that spot. If the caster does not perfectly intone the name and background of the creature to be freed, there is a 10% chance that 1 to 100 creatures will be freed from imprisonment at the same time. Note: The exact details of any creatures freed are up to the DM. A random method of determining this is to roll percentile dice twice (once for imprisoned creature density and once for a base number of creatures at maximum density). The rolls are multiplied and rounded to the nearest whole number. Each released creature has a 10% chance to be in the area of the spellcaster. If monsters are being generated randomly, roll 1d20 for level, with rolls of 9+ considered 9, and the exact monsters determined by the random encounter
Imprisonment (Abjuration) Reversible Range: Touch Components: V, S Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None
Appendix II: Spell Descriptions tables.
throw for each area of effect will For example, if the initial rolls indicate whether full damage or half were 22 and 60, the number of monsters damage is sustained by creatures within released is .22 x .60 = .1320 = 13 each area, except as already stated with monsters. Since only 10% of these will regard to the missiles impacting. be in the immediate vicinity of the caster, the wizard may encounter only Monster Summoning VII one or two of them. (Conjuration/Summoning)
Meteor Swarm (Evocation)
Range: Special Components: V, S, M Duration: 8 rds. + 1 rd./level Casting Time: 9 Area of Effect: 90-yd. radius Saving Throw: None
Mordenkainen's Disjunction (Alteration, Enchantment) Range: 0 Components: V Duration: Instantaneous Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: Special
When this spell is cast, all magic and magical items within the radius of Range: 40 yds. + 10 yds./level the spell, except those on the person of Components: V, S or being touched by the spellcaster, are Duration: Instantaneous disjoined. That is, spells being cast are Casting Time: 9 separated into their individual Area of Effect: Special This spell is much like the 3rdcomponents (usually spoiling the effect Saving Throw: ½ level spell monster summoning I, except as a dispel magic spell does), and that this spell summons one or two 7th- permanent and enchanted magical items A meteor swarm is a very level monsters that appear one round must successfully save (vs. spell if powerful and spectacular spell which is after the spell is cast, or one 8th-level actually cast on a creature, or vs. a dispel similar to the fireball spell in many monster that appears two rounds after magic spell otherwise) or be turned into aspects. When it is cast, either four the spell is cast. normal items. Even artifacts and relics spheres of 2-foot diameter or eight are subject to Mordenkainen's spheres of 1-foot diameter spring from disjunction, though there is only a 1% the outstretched hand of the wizard and 1 Basilisk, greater chance per caster experience level of streak in a straight line to the distance 2 Behiror tunnel worm actually affecting such powerful items. demanded by the spellcaster, up to the 3 Bulette Thus, all potions, scrolls, rings, rods, maximum range. Any creature in the 4 Chimera miscellaneous magical items, artifacts straight-line path of these missiles 5 Ettinor hill giant and relics, arms and armor, swords, and receives the full effect, without benefit 6 Golem, flesh miscellaneous weapons within 30 feet of of a saving throw. The meteor missiles 7 Gorgon the spellcaster can possibly lose all their leave a fiery trail of sparks, and each 8 Hydra, 10 heads magical properties when the bursts as a fireball. 9 Hydra, 8 heads (pyro- or cryo-) Mordenkainen's disjunction spell is cast. The large spheres (2-foot 10 Lizard, fire The caster also has a 1% chance per diameter) inflict 10d4 points of damage, 11 Mummy level of destroying an antimagic shell. If bursting in a diamond or box pattern. 12 Neo-otyugh the shell survives the disjunction, no Each has a 30-foot diameter area of 13 Pudding, black items within it are disjoined. effect, and each sphere is 20 feet apart 14 Roper Note: Destroying artifacts is a along the sides of the pattern, creating 15 Shambling mound dangerous business, and 95% likely to overlapping areas of effect and exposing 16 Slug, giant attract the attention of some powerful the center to all four blasts. 17 Sphinx, hieracobeing who has an interest or connection The smaller spheres (1-foot 18 Troll, 2-headed with the device. diameter) each have a 15-foot diameter 19 Umber hulk Additionally, if an artifact is area of effect, and each inflicts 5d4 20 Xorn destroyed, the casting wizard must roll a points of damage. They burst in a pattern successful saving throw vs. spell with a of a box within a diamond or vice versa, -4 penalty or permanently lose all with each of the outer sides 20 feet long. spellcasting abilities. Note that the center has four areas of overlapping effect, and there are numerous peripheral areas that have two overlapping areas of effect. A saving 299
Appendix II: Spell Descriptions Hit Dice is blinded for 2d4 turns by the colors of the sphere. Only the spellcaster (Conjuration/Summoning) can pass in and out of the prismatic sphere without harm, though he can cast Range: 5 yds./2 levels it over others to protect them. The sphere Components: V can be destroyed, color by color, in Duration: Permanent consecutive order, by various magical Casting Time: 1 effects; however, the first must be Area of Effect: 10-ft. radius brought down before the second can be Saving Throw: None affected, and so on. Any creature passing When a power word, kill spell is through the barrier receives the effect of every color still remaining. The uttered, one or more creatures of any following table shows the colors and type within the spell range and area of effects of the prismatic sphere, as well as effect are slain. The power word kills what will negate each globe. either one creature with up to 60 hit Note that typically the upper points, or multiple creatures with 10 or fewer hit points each, to a maximum of hemisphere of the globe is visible, as the 120 hit points total. The option to attack spellcaster is at the center of the sphere, so the lower half is usually hidden by the a single creature or multiple creatures must be stated along with the spell range floor surface he is standing on. Furthermore, a rod of and center of the area of effect. The cancellation or a Mordenkainen's current hit points of the creatures are disjunction spell will destroy a prismatic used. sphere (but an antimagic shell will fail to penetrate it). Otherwise, anything short Prismatic Sphere of an artifact or relic entering the sphere (Abjuration, is destroyed, and any creature is subject Conjuration/Summoning) to the effects of every color still active-i.e., 70-140 points of damage plus death, Range: 0 petrification, insanity, and instantaneous Components: V transportation to another plane. Duration: 1 turn/level Casting Time: 7 Shape Change Area of Effect: 10-ft. radius (Alteration) Saving Throw: Special
Power Word, Kill
This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multicolored light to surround him, giving protection from all forms of attack. The sphere flashes in all colors of the visible spectrum, seven of which have distinct powers and purposes. Any creature with fewer than 8
Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: 9 Area of Effect: The caster Saving Throw: None
With this spell, a wizard is able to assume the form of any living thing or creature below demigod status (greater or lesser deity, singular dragon type, or the like). The spellcaster becomes the creature he wishes, and has all of its abilities save those dependent upon Intelligence, innate magical abilities, and magic resistance, for the mind of the creature is that of the spellcaster. Thus, he can change into a griffon and fly away, then to an efreet and fly through a roaring flame, then to a titan to lift up a wagon, etc. These creatures have whatever hit points the wizard had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred. For example, a wizard is in combat and assumes the form of a will o' wisp. When this form is no longer useful, the wizard changes into a stone golem and walks away. When pursued, the golem-shape is changed to that of a flea, which hides on a horse until it can hop off and become a bush. If detected as the latter, the wizard can become a dragon, an ant, or just about anything he is familiar with. A wizard adopting another form also adopts its vulnerabilities. For example, a wizard who becomes a spectre is powerless in daylight, and is subject to being turned, controlled, or destroyed by opposing clerics. Unlike similar spells, a wizard who is killed in another form does not revert to his original shape, which may disallow certain types of revivification. The material component is a jade circlet worth no less than 5,000 gp, which shatters at the end of the spell's duration. In the meantime, the circlet is
Prismatic Sphere Effects Color
Order
Effect of Color
Spell Negated By
Red Orange Yellow Green Blue Indigo Violet
1st 2nd 3rd 4th 5th 6th 7th
Stops nonmagical missiles--inflicts 20 points of damage, save for half Stops magical missiles--inflicts 40 points of damage, save for half Stops poisons, gases, and petrification--inflicts 80 points of damage, save for half Stops breath weapons--save vs. poison or die; survivors suffer 20 points of damage Stops location/detection and mental attacks--save vs. petrification or turn to stone Stops magical spells--save vs. wand or go insane Force field protection--save vs. spell or be sent to another plane
cone of cold gust of wind disintegrate passwall magic missile continual light dispel magic
300
Appendix II: Spell Descriptions left in the wake of the shape change, and wizard must give it willingly to an premature shattering ends the spell individual, at the same time informing immediately. him of a command word to be spoken when the item is to be used. To make use of the item, the recipient must speak the Stabilize* command word at the same time that he (Abjuration) rends or breaks the item. When this is done, the individual and all that he is Range: 0 wearing and carrying are instantly Components: V, S transported to the abode of the wizard. Duration: 1d4+1 turns No other creatures can be affected. Casting Time: 1 turn The reversed application of the Area of Effect: 30-foot-radius circle spell transports the wizard to the Saving Throw: None immediate vicinity of the possessor of the enchanted item, when it is broken This spell requires immense magical effort to cast, relegating it to the and the command word spoken. The highest spell level. Stabilize negates the wizard will have a general idea of the effects of wild magic regions, allowing location and situation of the item the caster and all creatures in a 30-foot possessor, but has no choice whether or not to go (making this a rare casting radius to cast spells and use magical items normally. The spell is centered on indeed!). The material components used the caster and follows his movements. include gemstones totaling not less than The caster's own spells never cause wild surges when cast within the 5,000 gp value (whether they are faceted gems or not is immaterial). The duration of a stabilize spell, nor do the components can be enchanted only once effects of wild surges extend into the per month (usually on a night of a clear, protected area. full moon). At that time, the object is set Furthermore, the wild mage's spells function at his true level; Table 2 for the type of succor and its final is not used to determine level variation. destination (either the location of the spellcasting or an area well known to the The spell affects wildstrike, wildzone, wizard). and wildwind.
(temporal reinstatement) is uttered. Note that the reverse requires only a single word and no somatic or material components. The material component of a temporal stasis spell is a powder composed of diamond, emerald, ruby, and sapphire dust, with each crushed stone worth at least 100 gp.
Time Stop (Alteration) Range: 0 Components: V Duration: Special Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None
Upon casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of effect. Outside this area the sphere simply seems to shimmer for an instant Inside the sphere, the caster is free to act for 1d3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures, except for those of demigod and greater status or unique creatures, are frozen in their actions, for they are literally between ticks of the time clock. Temporal Stasis (The spell duration is subjective to the Succor (Alteration) caster.) Nothing can enter the area of (Alteration, Enchantment) Reversible effect without being stopped in time Reversible also. If the wizard leaves the area, the Range: 10 yds. spell is immediately negated. When the Range: Touch Components: V, S, M spell duration ceases, the wizard is again Components: V, S, M Duration: Permanent operating in normal time. Duration: Special Casting Time: 9 Note: It is recommended that the Casting Time: 1 to 4 days Area of Effect: 1 creature DM use a stopwatch or silently count to Area of Effect: 1 individual Saving Throw: None time this spell. If the caster is unable to Saving Throw: None complete the intended action before the Upon casting this spell, the spell duration expires, he will probably By casting this spell, the wizard wizard places the recipient creature into be caught in an embarrassing situation. creates a powerful magic in some The use of a teleport spell before the specially prepared object--a statuette, a a state of suspended animation. This cessation of time means that the creature expiration of the time stop spell is jeweled rod, a gem, etc. This object radiates magic, for it contains the power does not grow older. Its body functions permissible. to instantaneously transport its possessor virtually cease. This state persists until to the abode of the wizard who created the magic is removed by a dispel magic spell or the reverse of the spell it. Once the item is enchanted, the 301
Appendix II: Spell Descriptions Wail of the Banshee (Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: 30-foot-radius sphere Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (a groaning spirit). For each level of the caster, one listener within 30 feet hears the wail. Those who fail a saving throw vs. death magic die instantly. The wizard cannot be the victim of his own spell, nor can he choose who will be affected. If there are more potential victims than the level of the caster, the DM must randomly determine which creatures are affected. Creatures who cannot hear (due to ear plugs, deafness, etc.) can be targets, but cannot be affected and are considered to automatically make their saving throws. The material component is a lock of hair from an evil female elf.
Weird (Illusion/Phantasm) Range: 30 yds. Components: V, S Duration: Concentration Casting Time: 9 Area of Effect: 20-ft. radius Saving Throw: Special
The force of the magic is such that even if the creatures make their saving throws vs. spell, fear will paralyze them for a full round, and they will lose 1d4 Strength points from this fear (the lost Strength will return in one turn). Failure to save vs. spell causes the creature or creatures to face their nemeses, the opponents most feared and inimical to them. Actual combat must then take place, for no magical means of escape is possible. The foe fought is real for all intents and purposes; affected creatures that lose will die. If a creature's phantasmal nemesis from the weird spell is slain, the creature emerges with no damage, no loss of items seemingly used in the combat, and no loss of spells likewise seemingly expended. The creature also gains any experience for defeating the weird, if applicable. Although each round of combat seems normal, it takes only one-tenth of a round. During the course of the spell, the caster must concentrate fully upon maintaining it. If the combat goes beyond 10 rounds, those who saved against the spell can take action. If the caster is disturbed, the weird spell ends immediately. Creatures attacked while paralyzed with fear are free of the paralysis immediately.
Wildfire* (Invocation/Evocation)
Range: 0 Component: V Duration: Variable Casting Time: 1 Area of Effect: Variable This spell confronts those affected by it with phantasmal images of Saving Throw: Variable their most feared enemies, forcing an By means of this spell, the wild imaginary combat that seems real, but mage is able to channel raw magical actually occurs in the blink of an eye. When this spell is cast, the wizard must energy through himself, shaping it into any form or effect he desires. The energy be able to converse with the victims to is similar in many ways to a wish spell, bring the spell into being. During the but has unique differences. casting, the wizard must call out to the Wildfire allows the caster to creatures to be affected, informing one create the effect of any wizard spell of or all that their final fate, indeed their 8th level or lower. He need only have doom, is now upon them. 302
general knowledge of the spell and its effects; the spell does not need to be in his own spellbooks. Any normal saving throws vs. the spell effects are made at a -2 penalty. Wildfire can also be used in the creation of magical items. The energy created by the spell may be used to generate effects that are not created by known spells. Wildfire can also be used to create items out of nothing. The magical energy can be shaped and hardened to form solid objects. These objects have a greenish, glowing tinge and radiate magic. These objects are stronger than steel yet possess almost no weight. They are immune to fire, cold, electricity, and all forms of magical attack except dispel magic and wish spells. Even if they are subjected to these spells, a saving throw is allowed (equal to the creator's saving throw vs. spell). When creating objects, the caster is limited only by his own skill and the dimensions of the object. Items larger than a 10-foot-radius sphere cannot be fashioned. Creating the object requires only one round, regardless of size. Thus, a wizard could make an impenetrable dome or a small boat with this spell. Objects made of wildfire are neither stable nor permanent. Since the object is made of magic separated from the magical continuum, the material gradually deteriorates until the magical bonds become too weak to hold the wildfire in the chosen form. This decay takes 1d6+4 hours.
Wildwind* (Conjuration/Summoning) Range: 100 yards Components: V, S Duration: 1d3 turns Casting Time: 8 Area of Effect: Special Saving Throw: None This spell is similar in effect to wildstrike and wildzone. When cast, a wall of faint, multi-colored lights springs
Appendix II: Spell Descriptions into existence at the point indicated by the caster. These lights form a line 150 feet long. After the first round of the spell, the wizard can move the wall of lights. Each round, the caster can move the wall in the same direction or as much as 45 degrees to either side. Once the wall is set in motion, it cannot be stopped unless the spell is cancelled or dispelled. The lights can move 60 feet per round. The wildwind has two significant effects. First, all creatures struck by the magical lights suffer 2d6 points of damage. Second, any spellcaster struck while attempting to cast a spell automatically triggers a wild surge (use Table 2). Magical items that expend charges that touch the wall of lights automatically release one charge, also resulting in a wild surge.
Wish (Conjuration/Summoning) Range: Unlimited Components: V Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special The wish spell is a more potent version of a limited wish. If it is used to alter reality with respect to damage sustained by a party, to bring a dead creature to life, or to escape from a difficult situation by lifting the spellcaster (and his party) from one place to another, it will not cause the wizard any disability. Other forms of wishes, however, cause the spellcaster to weaken (-3 on Strength) and require 2d4 days of bed rest due to the stresses the wish places upon time, space, and his body. Regardless of what is wished for, the exact terminology of the wish spell is likely to be carried out. Casting a wish spell ages the caster five years. Discretionary power of the DM is necessary in order to maintain game balance. For example, wishing another creature dead is grossly unfair; the DM might well advance the spellcaster to a future period in which the creature is no longer alive, effectively putting the wishing character out of the campaign.
303
Appendix II: Spell Descriptions Level 1 Priest Spells Analyze Balance (Divination) Sphere: Numbers, Divination Range: 80 yards Components: V, S, M Duration: 5 rounds+1 round/level Casting Time: 1 round Area of Effect: One creature, object, or 10' square Saving Throw: None
intelligence level of 'animal' or 'non-,' it will always read true Neutral (i.e., zero steps removed from balance). The material components are four iron coins which the priest tosses in his hand while concentrating on the spell. The coins are not consumed in the casting.
Animal Friendship (Enchantment/Charm)
Sphere: Animal Range: 10 yds. This spell allows a priest to sense Components: V, S, M how far a character, creature, object, or Duration: Permanent area is from a condition of balance -- in Casting Time: 1 hr. Area of Effect: 1 animal other words, the degree to which its alignment is removed from true Neutral. Saving Throw: Neg. The spell gives no indication of the By means of this spell, the caster 'direction' in which the alignment is removed from true Neutral except under is able to show any animal of animal intelligence to semi-intelligence (i.e., certain conditions which follow. The Intelligence 1-4) that he desires spell does, however, indicate along friendship. If the animal does not roll a which axis or axes of alignment the successful saving throw vs. spell variation lies. immediately when the spell is begun, it For example, a priest uses this spell to analyze the balance of a Chaotic stands quietly while the caster finishes Neutral creature. The spell indicates that the spell. Thereafter, it follows the caster the creature is removed from Neutral by about. The spell functions only if the one grade, and the variation is along the caster actually wishes to be the animal's Law/Chaos axis; thus, the creature must friend. If the caster has ulterior motives, the animal always senses them (for be either Chaotic Neutral or Lawful example, the caster intends to eat the Neutral. If the creature were Chaotic animal, send it ahead to set off traps, Evil, the spell would indicate that it is etc.). removed from balance by two grades, The caster can teach the one along each axis; thus, the creature befriended animal three specific tricks or must be Chaotic Evil, Chaotic Good, tasks for each point of Intelligence it Lawful Evil, or Lawful Good. possesses. Typical tasks are those taught A priest has a 5% chance per to a dog or similar pet (i.e., they cannot level of correctly determining the be complex). Training for each such trick direction of variation along one randomly chosen axis. This means that a must be done over a period of one week, 10th-level priest evaluating the balance and all must be done within three months of a Chaotic Neutral creature would have of acquiring the creature. During the three-month period, the animal will not a 50% chance of learning that the harm the caster, but if the creature is left creature is Chaotic (and hence Chaotic alone for more than a week, it will revert Neutral, since it is only one step away to its natural state and act accordingly. from balance). The caster can use this spell to Similar to spells such as detect evil, this spell will not yield a result on a attract up to 2 Hit Dice of animal(s) per hidden trap. If cast on a creature with an experience level he possesses. This is 304
also the maximum total Hit Dice of the animals that can be attracted and trained at one time: no more than twice the caster's experience level. Only unaligned animals can be attracted, befriended, and trained. The material components of this spell are the caster's holy symbol and a piece of food liked by the animal.
Anti-Vermin Barrier (Abjuration) Sphere: Wards Range: 30 yards Components: V, S, M Duration: 1 hour/level Casting Time: 1 Area of Effect: 10-foot cube/level Saving Throw: None With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a summon insects spell. Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return. The spell affects a cubic area whose sides are 10 feet times the caster's level (for instance, a 2nd-level priest could affect a 20'x 20'x 20' cube. The material components are the caster's holy symbol and a rodent's whisker.
Appendix II: Spell Descriptions Bless (Conjuration/Summoning) Reversible Sphere: All Range: 60 yds. Components: V, S, M Duration: 6 rds. Casting Time: 1 rd. Area of Effect: 50-ft. cube Saving Throw: None Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends. Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water. This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water.
additional spells and that the group is limited to his currently memorized (Invocation) spells. The encircling priests must Sphere: Summoning concentrate on maintaining the combine Range: 0 effect. They lose all Armor Class Components: V, S, M bonuses for shield and Dexterity. If any Duration: 1 round of them has his concentration broken, the Casting Time: 1 combine spell ends immediately. If the Area of Effect: The caster combine spell is broken while the central Saving Throw: None priest is in the act of casting a spell, that Before attempting a difficult task, spell is ruined just as if the caster were the priest may cast call upon faith to aid disturbed. Spells cast in combination have the full enhanced effect, even if the his performance. If the priest has been combine is broken before the duration of true to his faith (as determined by the the enhanced spell ends. Note that the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed combination is not broken if only the to complete the task. The bonus may be central caster is disturbed. used to affect a saving throw, attack roll, Command ability check, etc. For example, if a priest were about to cross a narrow log (Enchantment/Charm) high above a chasm, he could cast this spell and gain a +3 bonus to his Sphere: Charm Dexterity ability check. Range: 30 yds. The material component is the Component: V priest's holy symbol. Duration: 1 rd. Casting Time: 1 Area of Effect: 1 creature Combine Saving Throw: None (Evocation)
Call Upon Faith
Sphere: All Range: Touch Components: V, S Duration: Special Casting Time: 1 rd. Area of Effect: Circle of priests Saving Throw: None Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster's level. Note that the central priest gains no 305
This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; thus, a command of 'Suicide!' is ignored. A command to 'Die!' causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all. Creatures with Intelligence of 13 (high) or more, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs. spell, adjusted for Wisdom. (Creatures with 13 or higher Intelligence and 6 Hit
Appendix II: Spell Descriptions Dice/levels get only one saving throw!)
Courage (Enchantment/Charm) Sphere: War Range: 240 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One unit up to 200 individuals Saving Throw: None This spell imbues the target unit with a temporary burst of courage. To cast this spell, the priest must have an uninterrupted line of sight to the target unit. A courage spell enables a unit to automatically pass its first morale check following the casting of this spell. When circumstances arise that would necessitate a morale check, no die roll is made and the unit is assumed to have passed the check. After this occurs, the spell ends and the unit must make all future morale checks normally. If a unit under the influence of a courage spell is not forced to make any morale checks, the spell expires at the first sunset. When several different events simultaneously trigger morale checks, the BATTLESYSTEM™ rules apply penalties to a single morale check. If this occurs to a unit under the influence of a courage spell, the player commanding the unit selects one such event and its modifier is ignored. No more than one courage spell can affect a unit at one time. Once the spell has expired, a priest can cast the spell again on the same unit. The material component is a cube of cast iron.
When casting this spell and laying his hand upon a creature, the (Alteration) priest causes 1d8 points of wound or Reversible other injury damage to the creature's body to be healed. This healing cannot Sphere: Elemental (Water) affect creatures without corporeal Range: 30 yds. bodies, nor can it cure wounds of Components: V, S, M creatures not living or of extraplanar Duration: Permanent origin. Casting Time: 1 rd. The reverse of the spell, cause Area of Effect: Up to 27 cu. ft. light wounds, operates in the same Saving Throw: None manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an When the priest casts a create water spell, up to four gallons of water attack roll is needed to determine if the are generated for every experience level priest's hand strikes the opponent and causes such a wound. of the caster (for example, a 2nd-level Curing is permanent only insofar priest creates up to 8 gallons of water, a as the creature does not sustain further 3rd-level priest up to 12 gallons, etc.). damage; caused wounds will heal--or The water is clean and drinkable (it is can be cured--just as any normal injury. just like rain water). The created water can be dispelled within a round of its Detect Evil creation; otherwise, its magic fades, leaving normal water that can be used, (Divination) spilled, evaporated, etc. The reverse of Reversible the spell, destroy water, obliterates without trace (no vapor, mist, fog, or Sphere: All steam) a like quantity of water. Water Range: 0 can be created or destroyed in an area as Components: V, S, M small as will actually contain the liquid, Duration: 1 turn + 5 rds./level or in an area as large as 27 cubic feet (1 Casting Time: 1 rd. cubic yard). Area of Effect: 10 ft. x 120 yds. Note that water can neither be Saving Throw: None created nor destroyed within a creature. For reference purposes, water weighs This spell discovers emanations about 8 ½ pounds per gallon, and a of evil, or of good in the case of the cubic foot of water weighs reverse spell, from any creature, object, approximately 64 pounds. or area. Character alignment, however, is The create water spell requires at revealed only under unusual least a drop of water; the destroy water circumstances: characters who are spell, at least a pinch of dust. strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent Cure Light Wounds upon appropriate actions. Powerful (Necromancy) monsters, such as rakshasas or ki-rin, Reversible send forth emanations of evil or good, even if polymorphed. Aligned undead Sphere: Healing radiate evil, for it is this power and Range: Touch negative force that enable them to Components: V, S continue existing. An evilly cursed Duration: Permanent object or unholy water radiates evil, but Casting Time: 5 a hidden trap or an unintelligent viper Area of Effect: Creature touched does not. Saving Throw: None 306
Create Water
Appendix II: Spell Descriptions The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading. The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him.
Detect Magic (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 1 turn Casting Time: 1 rd. Area of Effect: 10 ft. x 30 yds. Saving Throw: None
operation, nor how to disarm it. Close examination, however, enables the caster (Divination) to sense what intended actions might trigger it. The spell detects certain Sphere: Divination natural hazards--quicksand (snare), Range: 0 sinkholes (pit), or unsafe walls of natural Components: V, S, M rock (deadfall). Other hazards, such as a Duration: 1 turn + 1 rd./level cavern that floods during rain, an unsafe Casting Time: 4 construction, or a naturally poisonous Area of Effect: Special plant, are not revealed. The spell does Saving Throw: None not detect magical traps (save those that operate by pit, deadfall, or snaring; see This spell enables the priest to determine if an object has been poisoned the 2nd-level spell trip and the 3rd-level spell snare), nor those that are or is poisonous. One object, or one 5mechanically complex, nor those that foot cubic mass, can be checked per have been rendered safe or inactive. round. The priest has a 5% chance per The caster must have his holy level of determining the exact type of symbol to complete the spell. poison. The material component is a strip of specially blessed vellum, which turns Emotion Read black if poison is present. (Divination)
Detect Poison
Detect Snares & Pits (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 4 rds./level Casting Time: 4 Area of Effect: 10 x 40 ft. Saving Throw: None
Sphere: Thought Range: 5 yards/level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One creature Saving Throw: Neg.
This spell allows the priest to perform an instantaneous reading of a single subject's emotional state. It can be Upon casting this spell, the caster used on any subject possessing When the detect magic spell is Intelligence of 3 or better. This reading is is able to detect snares, pits, deadfalls cast, the priest detects magical radiations and similar hazards along a path 10 feet neither deep nor specific and cannot pick in a path 10 feet wide and up to 30 yards wide and 40 feet long. Such hazards out mixed emotions or intricate details. long, in the direction he is facing. The include simple pits, deadfalls, snares of For example, it might tell the priest that intensity of the magic can be detected the subject is fearful, but the spell cannot wilderness creatures (for example, (dim, faint, moderate, strong, or reveal what the subject is afraid of or trapdoor spiders, giant sundews, ant overwhelming). The caster has a 10% why he is afraid. lions, etc.), and primitive traps chance per level to determine the sphere constructed of natural materials Emotion read does not reveal of the magic, but unlike the wizard individual thoughts or the subject's (mantraps, missile trips, hunting snares, version of the spell, the type of magic motivation. Thus, the spell might reveal etc.). The spell is directional--the caster (alteration, conjuration, etc.) cannot be must face the desired direction to that the subject is coldly unemotional at divined. The caster can turn, scanning a determine if a pit exists or a trap is laid the moment, but not the fact that the 60 arc per round. The spell is blocked by in that direction. The caster experiences subject is contemplating the coldsolid stone at least 1 foot thick, solid a feeling of danger from the direction of blooded murder of the priest. metal at least 1 inch thick, or solid wood a detected hazard, which increases as the Note that this reading is at least 1 yard thick. instantaneous. It reveals only the danger is approached. The caster learns The spell requires the use of the the general nature of the danger (pit, emotion that is strongest at the instant priest's holy symbol. the spell is used. While this will usually snare, or deadfall) but not its exact 307
Appendix II: Spell Descriptions be related to the subject's overall emotional state, it is always possible that the subject might be distracted for a moment or remember and respond to past events. The subject is allowed a normal saving throw vs. spells to resist this spell. If the saving throw is successful, the priest receives no reading at all. If the subject's roll exceeds the necessary number by six or more, the priest perceives an emotion diametrically opposite to the subject's true emotion. The material component is a square of unmarked white wax.
if either resist fire or resist cold is cast upon the recipient.
faerie fire spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible Entangle at 80 yards in the dark and 40 yards if (Alteration) the viewer is near a bright light source. Outlined creatures are easier to strike; Sphere: Plant thus, opponents gain a +2 bonus to Range: 80 yds. attack rolls in darkness (including Components: V, S, M moonlit nights) and a +1 bonus in Duration: 1 turn twilight or better. Note that outlining can Casting Time: 4 render otherwise invisible creatures Area of Effect: 40-ft. cube visible. However, it cannot outline Saving Throw: ½ noncorporeal, ethereal, or gaseous By means of this spell, the caster creatures. Nor does the light come anywhere close to sunlight. Therefore, it is able to cause plants in the area of has no special effect on undead or darkEndure Cold/Endure Heat effect to entangle creatures within the dwelling creatures. The faerie fire can be (Alteration) area. The grasses, weeds, bushes, and blue, green, or violet according to the even trees wrap, twist, and entwine Sphere: Protection about the creatures, holding them fast for word of the caster at the time of casting. The faerie fire does not cause any harm Range: Touch the duration of the spell. Any creature Components: V, S entering the area is subject to this effect. to the object or creature thus outlined. The material component is a Duration: 1 ½ hrs./level A creature that rolls a successful saving small piece of foxfire. Casting Time: 1 rd. throw vs. spell can escape the area, Area of Effect: Creature touched moving at only 10 feet per round until Invisibility to Animals Saving Throw: None out of the area. Exceptionally large (gargantuan) or strong creatures may (Alteration) The creature receiving this spell suffer little or no distress from this spell, is protected from normal extremes of at the DM's option, based on the strength Sphere: Animal cold or heat (depending on which of the entangling plants. Range: Touch application the priest selects at the time The material component is the Components: S, M of casting). The creature can stand caster's holy symbol. Duration: 1 turn + 1 rd./level unprotected in temperatures as low as Casting Time: 4 -30 F. or as high as 130 F. (depending on Faerie Fire Area of Effect: 1 creature/level application) with no ill effect. Saving Throw: None (Alteration) Temperatures beyond these limits inflict 1 point of damage per hour of exposure Sphere: Weather When an invisibility to animals for every degree beyond the limit. The spell is cast, the creature touched Range: 80 yds. spell is immediately cancelled if the becomes totally undetectable by normal Component: V, M recipient is affected by any non-normal Duration: 4 rds./level animals with Intelligences under 6. heat or cold, such as magic, breath Normal animals includes giant-sized Casting Time: 4 weapons, and so on. The cancellation varieties, but it excludes any with Area of Effect: 10 sq. ft/level within a occurs regardless of the application and 40-ft. radius magical abilities or powers. The regardless of whether a heat or cold enchanted individual is able to walk Saving Throw: None effect hits the character (for example, an among such animals or pass through endure cold spell is cancelled by magical them as if he did not exist. For example, This spell enables the caster to heat or fire as well as by magical cold). outline one or more objects or creatures this individual could stand before the The recipient of the spell does not suffer with a pale glowing light. The number of hungriest of lions or a tyrannosaurus rex the first 10 points of damage (after any subjects outlined depends upon the and not be molested or even noticed. applicable saving throws) from the heat number of square feet the caster can However, a nightmare, hell hound, or or cold during the round in which the affect. Sufficient footage enables several winter wolf would certainly be aware of spell is broken. The spell ends instantly objects or creatures to be outlined by the the individual. For every level the caster 308
Appendix II: Spell Descriptions has achieved, one creature can be rendered invisible. Any recipient attacking while this spell is in effect ends the spell immediately (for himself only). The material component of this spell is holly rubbed over the recipient.
Invisibility to Undead (Abjuration) Sphere: Necromantic Range: Touch Components: V, S, M Duration: 6 rds. Casting Time: 4 Area of Effect: 1 creature Saving Throw: Special
Know Direction (Divination) Sphere: Travelers Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: None
Know direction allows the caster to instantly know the direction of north. The spell is effective in any environment, whether underwater, underground, or in darkness (including magical darkness). The material component is a This spell causes affected undead small scrap of a parchment map that is at to lose track of and ignore the warded least 100 years old. creature for the duration of the spell. Undead of 4 or fewer Hit Dice are Know Time automatically affected, but those with (Divination) more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a Sphere: Time priest protected by this spell cannot turn Range: 0 affected undead. The spell ends Components: V, S immediately if the recipient makes any Duration: Instantaneous attack, although casting spells such as Casting Time: 1 cure light wounds, augury, or chant does Area of Effect: The caster not end the ward. Saving Throw: None The material component is the priest's holy symbol. Know time is particularly useful when the caster has been unconscious. Know Age This spell enables the caster to know the (Divination) precise time of day to the nearest minute, including the current hour, day, month, Sphere: Time and year. Range: 0 Components: V, S, M Light Duration: Instantaneous (Alteration) Casting Time: 1 Reversible Area of Effect: One object or creature Saving Throw: None Sphere: Sun Range: 120 yds. This spell enables the caster to Components: V, S instantly know the age of any single Duration: 1 hr. + 1 turn/level person, creature, or object on which he Casting Time: 4 concentrates. The age is accurate to the Area of Effect: 20-ft.-radius globe nearest year. Saving Throw: Special The material component is a calendar page. This spell causes a luminous 309
glow within 20 feet of the spell's center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative--multiple castings do not provide a brighter light. The spell is reversible, causing darkness in the same area and under the same conditions as the light spell, but with half the duration. Magical darkness is equal to that of an unlit interior room-pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A darkness spell cast directly against a light spell cancels both, and vice versa.
Locate Animals or Plants (Divination) Sphere: Divination (Animal, Plant) Range: 100 yds. + 20 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 1 rd. Area of Effect: 20 yds./level x 20 ft. Saving Throw: None The caster can find the direction
Appendix II: Spell Descriptions and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell's duration, the caster can face in only one direction (i.e., only a 20-footwide path can be known). The spell lasts one round per level of experience of the caster, while the length of the path is 100 yards plus 20 yards per level of experience. (At the DM's option, some casters may be able to locate only those animals [or plants] associated closely with their own mythos.) While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM. The material component is the caster's holy symbol.
Log of Everburning (Enchantment) Sphere: Elemental Fire, Plant Range: Touch Components: V, S Duration: 1 hour/level Casting Time: 1 Area of Effect: Special Saving Throw: None
wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.
Magical Stone (Enchantment) Sphere: Combat Range: Touch Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: 3 pebbles Saving Throw: None By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage (2d4 points against undead). The magic in each stone lasts only for half an hour, or until used. The material components are the priest's holy symbol and three small pebbles, unworked by tools or magic of any type.
This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash. This spell does not cause the 310
Mistaken Missive (Alteration) Sphere: Chaos Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: One page/level Saving Throw: None This spell alters the appearance of words written in ink. When the spell is cast upon a written page, the ink imperceptibly begins to move. Over the next few days, the message becomes progressively more illegible. If the page is left undisturbed for six days, an entirely new message forms on the page. The new message is completely legible and is recognizable as the handwriting of the original author, but is contrary in content to the original message. After the spell is cast, the message will appear different every day. The DM decides the message that the page will carry after the sixth day has passed. Following is a sample of the changes that could take place in a message. Day One: The words of the letter appear faint, as if the author of the letter was running out of ink as he wrote. Day Two: The words have moved slightly from their original positions, as if the person writing the letter were shaking or in a moving carriage when the letter was written. Days Three and Four: The message is gibberish. Although the ink forms groups of letters arranged in lines with punctuation, nearly all the words are meaningless. This may appear to be some sort of code, but it means nothing. Day Five: The ink has formed real words. However, the sentence construction is still meaningless (e.g., Egg west worse green!). Day Six (and beyond): The message is coherent, but the opposite intent of the original message has been created. If the original letter read, 'Send
Appendix II: Spell Descriptions troops quickly,' the new letter reads, 'All is fine. Keep your men in reserve.' If mistaken missive is cast on the pages of a spellbook or a scroll, the ink on the page reforms into a new spell of the same level as the original spell. Thus, a darkness spell might become a maze spell. However, the spell formula will be wrong. Although it will look like a proper spell, it will not function when cast. A coded message that is subjected to mistaken missive will appear as a coded message on the sixth day but will hold a different meaning than the original message. A glass of preserved words will allow the original message to be read correctly. Dispel magic will restore the message to its original form. The material component is three drops of ink.
preparations. Casting must take place inside or within 100 yards of a place of worship dedicated to the casting priest's deity. Both the priest and the unit to be affected must be present. The casting time for this use is 5 turns. The material component is the priest's holy symbol. At the conclusion of this use of the spell, the unit's morale is raised by 3 (maximum of 19). This morale increase lasts until the next sunset. Only priests of 10th level or higher can cast this version of the spell.
Personal Reading (Divination) Sphere: Numbers Range: 0 Components: V, S, M Duration: Special Casting Time: 2 turns Area of Effect: One creature Saving Throw: None
This spell allows the priest to mathematically analyze personal information about one human or Pass Without Trace demihuman character and learn valuable (Enchantment/Charm) facts about that character. To cast this spell, the priest must know the subject's Sphere: Plant real name (the name the subject was Range: Touch given as a child) or the date and place of Components: V, S, M the character's birth. The priest analyzes Duration: 1 turn/level this information and is able to build a Casting Time: 1 rd. rough picture of the character's life Area of Effect: 1 creature history and personal specifics. Morale Saving Throw: None The 'historical' information (Enchantment/Charm) discovered through this spell is generally When this spell is cast, the vague. For example, the priest might Sphere: War recipient can move through any type of learn that the subject was born in the Range: Special terrain--mud, snow, dust, etc.--and leave woods and moved to the city only after Components: V, S, M neither footprints nor scent. The area that hardship made his life untenable. Duration: Special is passed over radiates magic for 1d6 Specific information is up to the DM. Casting Time: Special turns after the affected creature passes. The DM might provide some or all of Area of Effect: One unit up to 200 Thus, tracking a person or other creature the following information. individuals covered by this spell is impossible by Saving Throw: None normal means. Of course, intelligent • The subject's character class or career tracking techniques, such as using a The subject's approximate level (stated This spell can be used in two spiral search pattern, can result in the in terms such as 'novice,' 'highly distinct ways. The first is appropriate for trackers picking up the trail at a point skilled,' 'moderately competent,' etc.) battlefield use. The priest can cast this where the spell has worn off. • The subject's standing in the spell on any unit within 240 yards in an The material component of this community ('highly respected,' uninterrupted line of sight. The casting spell is a sprig of pine or evergreen, 'mistrusted,' 'considered an enigma,' time for this use is one turn and the which must be burned and the ashes etc.) material component is a gem of at least powdered and scattered when the spell is • The subject's success or failure in his 100 gp value which is consumed during cast. profession the casting. • The subject's prevailing character traits At the conclusion of this use of or mannerisms the spell, the target unit's morale is modified by 1, either positively or If the priest casts the spell based negatively, as the caster desires. This on an alias or incorrect birth information, modification remains in effect for 1d4+2 the reading will be inaccurate. The DM turns. should develop a history and personality The second and more powerful at odds with the truth. This might allow use of the spell requires lengthy the priest to determine whether the name 311
Appendix II: Spell Descriptions of the subject is correct--a reading giving information that conflicts with what the priest already knows should be a clue that the name is incorrect. The subject need not be present during the casting. The priest can cast the spell without ever having met the subject. The material component is a small book of numerological formulae and notes (different from the book used in telethaumaturgy). The book is not consumed in the casting. A DM may rule that this spell can be cast on humanoids or monstrous creatures. The information available will be similar (considering that words like 'profession' will mean something different when applied to an ogre). This spell will categorically fail on creatures that have no concept of a personal name.
Protection From Evil (Abjuration) Reversible
that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature. To complete this spell, the priest uses holy water or burning incense. This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged. The material components for the reverse are a circle of unholy water or smoldering dung.
consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions. The reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions.
Remove Fear (Abjuration) Reversible Sphere: Charm Range: 10 yds. Components: V, S Duration: Special Casting Time: 1 Area of Effect: 1 creature/4 levels Saving Throw: Special
The priest casting this spell instills courage in the spell recipient, Sphere: Protection raising the creature's saving throw rolls Range: Touch against magical fear attacks by +4 for Components: V, S, M one turn. If the recipient has recently Duration: 3 rds./level (that day) failed a saving throw against Casting Time: 4 such an attack, the spell immediately Area of Effect: 1 creature grants another saving throw, with a +4 Saving Throw: None bonus to the die roll. For every four levels of the caster, one creature can be When this spell is cast, it creates Purify Food & Drink affected by the spell (one creature at a magical barrier around the recipient at (Alteration) levels 1 through 4, two creatures at a distance of 1 foot. The barrier moves Reversible levels 5 through 8, etc.). with the recipient and has three major The reverse of the spell, cause effects: Sphere: All fear, causes one creature to flee in panic First, all attacks made by evil or Range: 30 yds. at maximum movement speed away evilly enchanted creatures against the Components: V, S from the caster for 1d4 rounds. A protected creature receive a penalty of -2 Duration: Permanent successful saving throw against the to each attack roll, and any saving Casting Time: 1 rd. reversed effect negates it, and any throws caused by such attacks are made Area of Effect: 1 cu. ft./level, in 10 sq. ft. Wisdom adjustment also applies. Of by the protected creature with a +2 Saving Throw: None course, cause fear can be automatically bonus. countered by remove fear and vice versa. Second, any attempt to exercise When cast, this spell makes Neither spell has any effect on mental control over the protected spoiled, rotten, poisonous, or otherwise undead of any sort. creature (if, for example, it has been contaminated food and water pure and charmed by a vampire) or to invade and suitable for eating and drinking. Up to 1 take over its mind (as by a ghost's magic cubic foot of food and drink per level jar attack) is blocked by this spell. Note can be thus made suitable for 312
Appendix II: Spell Descriptions they do not receive any Dexterity bonuses to Armor Class. Furthermore, (Abjuration) opponents gain a +2 bonus on attack Reversible rolls against the priests, since there is little they can do to avoid a blow. Sphere: Protection Creatures within the ring are free Range: 0 to act as they wish. Melee attacks by Components: V, S those within the ring are limited to Duration: 2d10 rounds piercing weapons and suffer a -1 penalty Casting Time: 5 to attack rolls since the priests intervene. Area of Effect: Special The reverse of this spell, ring of Saving Throw: None woe, functions as detailed above except This is a cooperative magic spell. the effect applies to good creatures as It requires a minimum of two priests and would a protection from good spell. can accommodate a maximum of ten. Sacred Guardian Each priest must cast ring of hands on the same round. (Enchantment/Charm) At the end of the casting, the priests involved join hands, thus Sphere: Guardian completing the spell. If any priest breaks Range: Touch the circle, the spell immediately ceases. Components: V, S, M The priests may not move from their Duration: 1 day/level locations but are free to speak. They may Casting Time: 1 not cast spells requiring a somatic or Area of Effect: Creature touched material component while the ring is Saving Throw: None formed. The ring of hands forms a By use of this spell, a priest protective barrier around the priests and becomes instantly aware when the everything within their circle. For each recipient of the spell is in danger, priest, assume a five-foot circumference regardless of the distance between the of the circle; thus, three priests would priest and the recipient. The recipient create a circle of 15-foot circumference. may be on a different plane of existence For easy calculation, assume that for than the priest. each priest, the circle can accommodate When this spell is cast by a priest four persons. of at least 3rd level, he receives a mental The barrier functions as a image of the endangered person's protection from evil spell. Attacks by evil situation. At no time, however, does the creatures suffer a -1 penalty for every priest know the person's location through priest forming the circle. Saving throws the use of this spell. made by the priests or anyone in the The material component is a rose circle against attacks from such creatures petal that has been kissed by the spell receive a +1 bonus for every priest in the recipient. circle. Attempts at mental control over protected creatures are blocked. Extraplanar and conjured creatures are unable to touch the priests and those within the circle, although melee attacks against such creatures by those within the ring break the barrier. Because the priests casting the spell cannot move and must hold hands,
Ring of Hands
313
Sanctuary (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 2 rds. + 1 rd./level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on. The components of the spell include the priest's holy symbol and a small silver mirror.
Shillelagh (Alteration) Sphere: Combat, Plant Range: Touch Components: V, S, M Duration: 4 rds. + 1 rd./level Casting Time: 2 Area of Effect: 1 oak club Saving Throw: None This spell enables the caster to change his own oak cudgel or unshod
Appendix II: Spell Descriptions staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course. The material components of this spell are a shamrock leaf and the caster's holy symbol.
that created it, but sometimes it escapes (this supposedly explains why people forget things). When this happens, the thought object stays in the geographical area where it was lost. Any receptive brain (usually the brain of the creature that initially created the thought) can pick it up again simply by bumping into the invisible, free-floating thought. According to the theory, this is the reason that people can regain a lost thought by going back to the location Speak With Astral Traveler where the thought was lost. This (Alteration) supposedly works because the freefloating thought is recaptured, not Sphere: Astral because the locale reminds them of the Range: Touch thought. Unfortunately for philosophers Components: V, S who disagree with this, thought capture Duration: 1 round/level seems to be extremely strong evidence Casting Time: 1 round for this theory. Area of Effect: One creature This spell makes the priest's brain Saving Throw: None something of a magnet that attracts When a priest casts the 7th-level thought objects in close proximity. The astral spell, he leaves his physical body priest can sense strong thoughts and in suspended animation while his astral emotions and can sometimes even see body travels. By touching the comatose momentary visions of creatures who died or suffered some powerful emotion in body and casting speak with astral the immediate vicinity. Thought objects traveler, a priest can mentally are always attracted to the priest in the communicate with the projected individual. Although communication is order of the strongest (those attached to mental, it takes the same amount of time powerful emotions or significant events) to the weakest. Thus, if several thought as a normal, verbal dialogue. The spell ends abruptly when its duration expires. objects share the same vicinity, the priest will perceive information about the most interesting or significant event. The Thought Capture priest might pick up images of a battle (Divination) from the point of view of a warrior who Sphere: Thought died there, or he might gain information Range: 0 about the victor of the battle. Components: V, S The DM dictates the information Duration: Instantaneous provided to the priest, and thus can use Casting Time: 3 this spell to provide players with Area of Effect: 10 yards important background information or Saving Throw: None can add texture to a campaign world. The information provided might be One of the more bizarre contentions held by priests of the School highly cryptic or symbolic, perhaps in the form of a rhyme or riddle. of Thought is generally scoffed at by The priest gains one thought outsiders. The theory states that once a object per casting of the spell. The spell thought has occurred in someone's brain, may be cast a number of times in the it exists as a 'freestanding mental same locale, with the priest gaining a object.' This 'thought object' usually remains inside the brain of the creature different thought object with each 314
casting. A locale contains a finite number of thoughts, however, and once the priest has gained all of them (per the DM), the spell will fail in that locale.
Weighty Chest (Alteration) Sphere: Wards Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: 1 Area of Effect: 5-foot cube Saving Throw: None This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5'x5'x5' cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 2-5 (1d4+1) times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell. The material component is a lead ball.
Appendix II: Spell Descriptions Level 2 Priest Spells Aid (Necromancy, Conjuration) Sphere: Necromantic Range: Touch Components: V, S, M Duration: 1 rd. + 1 rd./level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic. For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8-2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points. Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total. The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest's holy symbol.
Augury
Aura of Comfort
(Divination)
(Evocation)
Sphere: Divination Range: 0 Components: V, S, M Duration: Special Casting Time: 2 rds. Area of Effect: Special Saving Throw: None
Sphere: Travelers Range: Touch Components: V, S Duration: 1 hour/level Casting Time: 2 Area of Effect: Creature touched Saving Throw: None
The priest casting an augury spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indication of the probable outcome: 'weal,' 'woe,' or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell; for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury. For example, if the question is 'Will we do well if we venture to the third level?' and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: 'Great risk brings great reward.' If the troll is too strong for the party, the augury might be: 'Woe and destruction await!' Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls. The material component for an augury spell is a set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are not expended in casting).
When this spell is cast, a faintly shimmering aura surrounds the recipient. The aura insulates the recipient from the effects of nonmagical heat and cold in a range of -20 F. to 140 F. Any time a traveler encounters temperatures in this range, he maintains a comfortable temperature of 70 F., regardless of prevailing weather conditions. Additionally, the spell acts as a shield against rain, snow, and hail, which are blocked by the aura. If a recipient encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a recipient who encounters a temperature of 150 will actually experience a temperature of 80°F. All physical objects other than rain, snow, and hail can pass through the aura. The recipient can cast spells normally while the aura of comfort is in effect. The spell offers no protection against magically generated weather, such as that caused by weather summoning and ice storm. It does not protect against fire, nor does it shield against fire or cold-based attacks.
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Barkskin (Alteration) Sphere: Protection, Plant Range: Touch Components: V, S, M Duration: 4 rds. + 1 rd./level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None
Appendix II: Spell Descriptions When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches. In addition to his holy symbol, the caster must have a handful of bark from an oak as the material component for the spell.
makes a Charisma check. If successful, all characters affected by the spell are compelled to stop what they are doing. They are filled with the sensation that something important is about to occur. At this time, the priest or a character of his choosing must gain the attention of the affected creatures by giving a speech, performing for the crowd, or casting spells with intriguing visual effects (such as dancing lights). The attention of the crowd is then held for as long as the distraction continues. A character could filibuster and maintain control over the affected characters for hours or days. Two conditions will cause the group to resume its original actions. In the first, the method of entertaining the crowd ceases for one round--the speech Calm Chaos ends or the spell expires. If this action is (Enchantment/Charm) not replaced with another distraction within one round, the crowd is freed of Sphere: Law the spell. Range: 20 yards In the second condition, if an Components: V, S event occurs that is more immediate than Duration: Special the distraction, the crowd will divert its Casting Time: 1 attention to that event. Thus, if the spell Area of Effect: 1d6 creatures/level were used to stop a barroom brawl and Saving Throw: Special the building caught fire or was attacked, the crowd's attention would be diverted This spell temporarily calms a and the individuals could act freely. chaotic situation involving a group of Creatures whose attention is held people. The situation may involve any range of emotions from violence (as in a by the spell cannot be instructed to barroom brawl) to joy and merrymaking attack or perform any action. Such creatures will ignore suggestions of this (as in a festival or carnival). nature. Depending on the nature of the Unlike the emotion spell, calm request, the DM may deem that the chaos does not cause a change in the suggestion causes a distraction that ends emotions of affected creatures--anger, the spell. fear, or intense joy remain in each individual. The emotion is simply restrained rather than released. Thus, an Chant angry character intent on attacking (Conjuration/Summoning) someone will still feel the desire to do so, but he will withhold his action as Sphere: Combat long as the spell remains in effect. Range: 0 Creatures to be affected are Components: V, S allowed a saving throw vs. spell at a -4 Duration: Time of chanting penalty to avoid the effects. If more Casting Time: 2 rds. creatures are present than can be Area of Effect: 30-ft. radius affected, creatures nearest the caster are Saving Throw: None affected first. After casting the spell, the priest By means of the chant spell, the 316
priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption (such as an attack that succeeds and causes damage, grappling with the chanter, or a silence spell) breaks the spell. Multiple chants are not cumulative; however, if the 3rd-level prayer spell is spoken while a priest of the same religious persuasion (not merely alignment) is chanting, the effect is increased to +2 and -2.
Charm Person or Mammal (Enchantment/Charm) Sphere: Animal Range: 80 yds. Components: V, S Duration: Special Casting Time: 5 Area of Effect: 1 person or mammal Saving Throw: Neg. This spell affects any single person or mammal it is cast upon. The creature then regards the caster as a trusted friend and ally to be heeded and protected. The term person includes any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10thlevel fighter is included, while an ogre is not. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed creature would
Appendix II: Spell Descriptions not obey a suicide command, but might believe the caster if assured that the only chance to save the caster's life is for the creature to hold back an onrushing red dragon for 'just a minute or two' and if the charmed creature's view of the situation suggests that this course of action still allows a reasonable chance of survival. The subject's attitudes and priorities are changed with respect to the caster, but basic personality and alignment are not. A request that a victim make itself defenseless, give up a valued item, or even use a charge from a valued item (especially against former associates or allies) might allow an immediate saving throw to see if the charm is thrown off. Likewise, a charmed creature does not necessarily reveal everything it knows or draw maps of entire areas. Any request may be refused, if such refusal is in character and does not directly harm the caster. The victim's regard for the caster does not necessarily extend to the caster's friends or allies. The victim does not react well to the charmer's allies making suggestions such as, 'Ask him this question. . .,' nor does the charmed creature put up with verbal or physical abuse from the charmer's associates, if this is out of character. Note also that the spell does not empower the caster with linguistic capabilities beyond those he normally has. The duration of the spell is a function of the charmed creature's Intelligence, and it is tied to the saving throw. A successful saving throw breaks the spell. This saving throw is checked on a periodic basis according to the creature's Intelligence, even if the caster has not overly strained the relationship.
Intelligence Score 3 or less 4-6 7-9 10-12 13-14 15-16 17 18 19 or more
Period Between Checks 3 months 2 months 1 month 3 weeks 2 weeks 1 week 3 days 2 days 1 day
If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm is broken automatically. If the subject of the charm person/charm mammal spell successfully rolls its saving throw vs. the spell, the effect is negated. This spell, if used in conjunction with the animal friendship spell, can keep the animal near the caster's home base, if the caster must leave for an extended period.
Create Holy Symbol (Conjuration) Sphere: Creation Range: 0 Component: V Duration: Permanent Casting Time: 2 Area of Effect: The caster Saving Throw: None When the words of this spell are uttered, a holy symbol appropriate to the priest's deity appears out of thin air. The item appears in the priest's hands. It may be used as a component for spells or for any other purpose for which the priest would normally use his holy symbol (such as turning undead). He may also opt to give it to a lower level priest of the same deity. The holy symbol is a permanent object.
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Detect Charm (Divination) Reversible Sphere: Divination Range: 30 yds. Components: V, S Duration: 1 turn Casting Time: 1 rd. Area of Effect: 1 creature/rd. Saving Throw: Neg. When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. Up to 10 different creatures can be checked before the spell wanes. If the creature is under more than one such effect, only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine. The reverse of the spell, undetectable charm, completely masks all charms on a single creature for 24 hours.
Dissension's Feast (Enchantment/Charm, Alteration) Sphere: Chaos Range: Touch Components: V, S Duration: 5 turns+2 turns/level Casting Time: 2 turns Area of Effect: Special Saving Throw: Neg. This spell must be cast by a priest during the preparation of food for a meal. The spell is cast on any one quantity of food; thus, the priest could cast the spell on the batter of a wedding cake, or he could cast the spell on a
Appendix II: Spell Descriptions quantity of onions as they are diced for both a salad and a stew. The spell affects 10 pounds of food per level of the caster. Anyone who eats the affected food (even a character who eats the salad but not the stew) is subject to the effects of the spell. The effects of the spell begin five rounds after the food has been eaten. At that time, creatures who have eaten the affected food are allowed a saving throw; success indicates that a creature is not affected. Affected creatures quickly become agitated. Petty events ranging from poor table manners to loud talking bother everyone. After five minutes, tempers flare, characters feel compelled to shout at and insult one another, and threats are hurled. Even normally calm characters will feel compelled to vent their frustrations violently. Creatures maintain no alliances while under the effect of dissension's feast. A king and his wife who are normally madly in love will find themselves bickering with each other in a matter of minutes. Members of a diplomatic delegation might come to blows with each other within minutes of eating the food. At the end of the spell duration, characters undergo the sensation of waking up. All are free to behave as they wish. Characters at the meal will still be angry, although they will have no idea why they became angry.
Draw Upon Holy Might (Invocation) Sphere: Summoning Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: The caster Saving Throw: None
caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his experience (+1 at 3rd level, +2 at 6th, etc.). Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the Player's Handbook apply; however, the divine abilities found in the Legends & Lore book cannot be gained by use of this spell. For example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage adjustment, etc. When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful Constitution check (at the priest's normal attribute score) reduces this time by 50%. The material components are the priest's holy symbol and a vial of holy water that has been blessed by the high priest of the character's faith.
Dust Devil (Conjuration/Summoning) Sphere: Elemental (Air) Range: 30 yds. Components: V, S Duration: 2 rds./level Casting Time: 2 rds. Area of Effect: 5 x 4 ft. cone Saving Throw: None
This spell enables a priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of When this spell is cast, the damage--which can be hit by normal priest's body shudders and glows with a weapons. The dust devil appears as a shimmering aura as it becomes a vessel small whirlwind 1 foot in diameter at its for the power of his god. As a result, the base, 5 feet tall, and 3 to 4 feet across at 318
the top. It moves as directed by the priest, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air--even another dust devil—can disperse a dust devil with a single hit.
Emotion Perception (Divination) Sphere: War Range: 300 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One unit/five levels Saving Throw: None This spell allows the caster to sense the emotional state and the level of determination of one or more military units. The priest must have an uninterrupted line of sight to the entire target unit. When this spell is cast, the priest instantly learns the current morale rating and morale status of the target unit. The DM describes morale using the appropriate term; for example, steady, elite, etc. The material component is the priest's holy symbol.
Appendix II: Spell Descriptions Enthrall
Find Traps
Fire Trap
(Enchantment/Charm)
(Divination)
(Abjuration, Evocation)
Sphere: Charm Range: 0 Components: V, S Duration: Special Casting Time: 1 rd. Area of Effect: 90-ft. radius Saving Throw: Neg.
Sphere: Divination Range: 0 Components: V, S Duration: 3 turns Casting Time: 5 Area of Effect: 10 ft. x 30 yds. Saving Throw: None
Sphere: Elemental (Fire) Range: Touch Components: V, S, M Duration: Permanent until discharged Casting Time: 1 turn Area of Effect: Object touched Saving Throw: ½
A priest using this spell can enthrall an audience that can fully understand his language. Those in the area of effect must successfully save vs. spell or give the caster their undivided attention, totally ignoring their surroundings. Those of a race or religion unfriendly to the caster's have a +4 bonus to the roll. Any Wisdom adjustment also applies. Creatures with 4 or more levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected. To cast the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while the priest speaks, and for 1d3 rounds thereafter while they discuss the matter. Those entering the area of effect must also successfully save vs. spell or become enthralled. Those not enthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest are allowed a new saving throw. The speech ends (but the 1d3 round delay still applies) if the priest is successfully attacked or performs any action other than speaking. If the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -10. Note: When handling a large number of saving throws for similar creatures, the DM can assume an average to save time; for example, a crowd of 20 men with a base saving throw of 16 (25% success chance) will have 15 men enthralled and five not.
When a priest casts a find traps spell, all traps--concealed normally or magically—of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices. The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster's divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rdlevel spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.
Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it. A knock spell cannot affect a fire trap in any way--as soon as the offending party opens the item, the trap discharges. As with most magical traps, a thief has only half his normal find traps score to detect a fire trap. Failure to remove it successfully detonates it immediately. An unsuccessful dispel magic spell will not detonate the spell. When the trap is discharged, there will be an explosion of 5-foot radius from the spell's center. All creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, and half that total amount for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion. The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the method usually involves a key word). To place this spell, the caster must trace the outline of the closure with a stick of charcoal and touch the center of the effect. Attunement to another individual requires a hair or similar object from the individual. The material components are holly berries.
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Appendix II: Spell Descriptions 10'x10'x10' cube. When any creature other than the caster comes within three (Evocation) feet of the enchanted object, it instantly sprouts appendages and moves away Sphere: Elemental (Fire) from the creature as quickly as possible. Range: 0 The enchanted object continues to move Components: V, S, M until it is at least 10 feet away from the Duration: 4 rds. + 1 rd./2 levels nearest creatures in the area. Casting Time: 4 After the enchanted object has Area of Effect: 3-ft. long blade moved a satisfactory distance from the Saving Throw: None nearest creature, the appendages With this spell, the caster causes disappear. When a creature again comes within three feet of the enchanted object, a blazing ray of red-hot fire to spring forth from his hand. This bladelike ray is the enchanted object sprouts appendages and flees. This process continues until wielded as if it were a scimitar. If the the enchantment is negated (through a caster successfully hits with the flame dispel magic or similar spell) or the blade in melee combat, the creature struck suffers 1d4+4 points of damage, enchanted object is subdued or destroyed. with a damage bonus of +2 (i. e., 7-10 The enchanted object can sprout points) if the creature is undead or is feet (MV 24), wings (Fl 24, especially vulnerable to fire. If the maneuverability class B), or fins (Sw creature is protected from fire, the 24), whichever is most advantageous. damage inflicted is reduced by 2 (i.e., Thus, a book on a shelf might sprout 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer wings and fly away, while a table might gallop around a room. The enchanted no damage from the spell. The flame object can freely and instantly trade blade can ignite combustible materials appendages as necessary. such as parchment, straw, dry sticks, The enchanted object will move cloth, etc. However, it is not a magical weapon in the normal sense of the term, only through open spaces. It will not so creatures (other than undead) struck crash through windows, shatter a closed only by magical weapons are not harmed door, or dig through the earth. It cannot by it. This spell does not function under attack or take any actions other than movement. If surrounded or cornered, water. the enchanted object moves in random In addition to the caster's holy directions until it is restrained or symbol, the spell requires a leaf of destroyed. sumac as a material component. The enchantment ends if the caster voluntarily negates it, if the enchanted Frisky Chest object is destroyed (the object has the (Enchantment/Charm) same vulnerabilities as it has in its normal state), or if the enchanted object Sphere: Wards is restrained for 2-5 (1d4+1) consecutive Range: Touch rounds. Restraint means that the object is Components: V, S, M prevented from fleeing; if a creature is Duration: Permanent able to grapple, lift, or sit on the object, Casting Time: 2 it is considered restrained. A creature Area of Effect: 10-foot cube capable of lifting the object in its normal Saving Throw: None state is considered strong enough to restrain it (for instance, a person capable With this spell, the caster can of lifting a 50-pound box is also capable enchant a chest, book, or any other of restraining such a box enchanted by nonliving object no larger than a 320
Flame Blade
frisky chest). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters. The material components are a dried frog's leg, a feather, and a fish scale.
Goodberry (Alteration, Evocation) Reversible Sphere: Plant Range: Touch Components: V, S, M Duration: 1 day + 1 day/level Casting Time: 1 rd. Area of Effect: 2d4 fresh berries Saving Throw: None Casting a goodberry spell upon a handful of freshly picked berries makes 2d4 of them magical. The caster (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. A detect magic spell discovers this also. Berries with the magic either enable a hungry creature of approximately man size to eat one and be as well-nourished as if a full normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period. The reverse of the spell, badberry, causes 2d4 rotten berries to appear wholesome, but each actually delivers 1 point of poison damage (no saving throw) if ingested. The material component of the spell is the caster's holy symbol passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).
Appendix II: Spell Descriptions damage to exposed flesh on the next round. Fire resistance (spell, potion, or (Alteration) ring) or a protection from fire spell Reversible totally negates the effects of a heat metal spell, as does immersion in water or Sphere: Elemental (Fire) snow, or exposure to a cold or ice storm Range: 40 yds. spell. This version of the spell does not Components: V, S, M function under water. For every two Duration: 7 rds. experience levels of the caster, the metal Casting Time: 5 of one man-sized creature can be Area of Effect: Special affected (i.e., arms and armor, or a single Saving Throw: Special mass of metal equal to 50 pounds of By means of the heat metal spell, weight). Thus, a 3rd-level caster would the caster is able to make ferrous metal affect one such creature, a 4th- or 5thlevel caster two, etc. (iron, iron alloys, steel) extremely hot. The reverse of the spell, chill Elven chain mail is not affected, and metal, counters a heat metal spell or else magical metal armor receives an item causes metal to act as follows: saving throw vs. magical fire to avoid being heated. The material component is Metal Damage a holy symbol. Temperature per Round On the first round of the spell, the cold none metal merely becomes very warm and icy 1-2 points uncomfortable to touch (this is also the freezing* 1d4 points effect on the last melee round of the spell's duration). During the second and * On the final round of freezing, the sixth (next to the last) rounds, heat causes blisters and damage; in the third, afflicted creature must roll a successful saving throw vs. spell or suffer from the fourth, and fifth rounds, the metal becomes searing hot, causing damage to numbing effects of the cold. This causes the loss of all feeling in a hand (or exposed flesh, as shown below: hands, if the DM rules the saving throw was failed badly) for 1d4 days. During Metal Damage this time, the character's grip is Temperature per Round extremely weak and he cannot use that very warm none hand for fighting or any other activity hot 1d4 points requiring a firm grasp. searing* 2d4 points
Heat Metal
Hesitation (Enchantment/Charm) Sphere: Time Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: 20-foot-radius circle Saving Throw: Neg. Creatures affected by this spell hesitate before executing their intended actions. This causes them to modify their initiative rolls by +4. The initiative modifier occurs in the round following the round in which hesitation is cast. The spell affects 2-8 Hit Dice or levels of creatures, although only one creature of 4 or more Hit Dice can be affected regardless of the number rolled. All possible victims are allowed saving throws vs. spells; those failing their saving throws modify their initiative rolls by +4 for a number of rounds equal to the caster's level. The material component is a fragment of a turtle's shell.
Hold Person (Enchantment/Charm)
Sphere: Charm Range: 120 yds. Components: V, S, M Duration: 2 rds./level Casting Time: 5 The chill metal spell is countered Area of Effect: 1d4 persons in 20-ft. * On the final round of searing, the afflicted creature must roll a successful by a resist cold spell, or by any great cube heat—proximity to a blazing fire (not a Saving Throw: Neg. saving throw vs. spell or suffer one of the following disabilities: hand or foot-- mere torch), a magical flaming sword, a becomes unusable for 2d4 days; body-- wall of fire spell, etc. Under water, this This spell holds 1d4 humans, version of the spell inflicts no damage, demihumans, or humanoid creatures becomes disabled for 1d4 days; head-but ice immediately forms around the fall unconscious for 1d4 turns. rigidly immobile and in place for a affected metal, exerting an upward minimum of six rounds (the spell lasts 2 buoyancy. This effect can be completely rounds per caster level, and the priest removed by the 6th-level priest spell must be of at least 3rd level to cast the heal spell or by normal rest. spell). Note also that materials such as The hold person spell affects any wood, leather, or flammable cloth bipedal human, demihuman, or smolder and burn if exposed to searing humanoid of man size or smaller, hot metal. Such materials cause searing including brownies, dryads, dwarves, 321
Appendix II: Spell Descriptions elves, gnolls, gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a -1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The priest casting the hold person spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc. The spellcaster needs a small, straight piece of iron as the material component of this spell.
Idea (Divination) Sphere: Thought Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: The caster Saving Throw: None
about an important clue that the priest discovered but the player did not consider significant. If there are no forgotten facts, the DM may, at his discretion, tell the player of new information relevant to the condition at hand. The DM must be careful in adjudicating use of this spell. The reminder or information should always be relevant and useful but should not be unbalancing to the situation. The reminder can be cryptic, depending on the DM's campaign. The material component is a gold coin. This spell can be cast only once in any six hour period.
Know Alignment (Divination) Reversible Sphere: Divination Range: 10 yds. Components: V, S Duration: 1 turn Casting time: 1 rd. Area of Effect: 1 creature or object Saving Throw: Neg. A know alignment spell enables the priest to exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the know alignment spell. The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours.
This spell stimulates the priest's mind to experience a flash of insight. In game terms, the DM reminds the priest's player of a fact or event that has been forgotten, overlooked, or discounted. Thus, the DM might remind the player 322
Lighten Load (Alteration) Sphere: Travelers Range: 30 yards Components: V, S, M Duration: 1 hour/level Casting Time: 2 Area of Effect: 10-foot cube Saving Throw: None This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a lighten load spell. This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items. An object affected by lighten load can be used normally; the spell has no effect on an object's mass, texture, size, strength, or other physical features. The material components are a feather and a slip of paper moistened by a soap bubble.
Messenger (Enchantment/Charm) Sphere: Animal Range: 20 yds./level Components: V, S Duration: 1 day/level Casting Time: 1 rd. Area of Effect: 1 creature Saving Throw: Neg. This spell enables the priest to call upon a tiny (size T) creature of at least animal intelligence to act as his messenger. The spell does not affect giant animals and it does not work on creatures of low (i.e., 5) Intelligence or higher. If the creature is within range, the priest, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw vs. spell. If the saving
Appendix II: Spell Descriptions throw is failed, the animal advances toward the priest and awaits his bidding. The priest can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. The spellcaster can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the spell's duration expires, the animal or bird returns to its normal activities. The intended recipient of a message gains no communication ability.
Mind Read (Divination) Sphere: Thought Range: 5 yards/level Components: V, S Duration: 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: None This spell is a sensitive version of the wizard spell ESP. In addition to detecting the surface thoughts of any creatures in range, the priest is able to probe deeper into the mind of a single creature. Mind read will always reveal the kind of creature being probed, although this identity may be couched in the creature's own language or in a (possibly distorted) body image. The spell has a 20% chance of revealing the character class of an individual. The details and the usefulness of the creature's thoughts will depend on the intelligence of the subject. While a priest could read the thoughts of an animal, he would probably receive only a confused jumble of emotions and instincts. Reading the mind of a highly intelligent wizard, however, would be much more illuminating; the priest might be amazed by the crystal clarity and deep
insight of the wizard's mental processes. If mind read is used as part of an interrogation, an intelligent and wary subject receives a saving throw at a -2 penalty. If successful, the creature resists the spell's effects and the priest learns no information. If the saving throw is failed, the priest may learn additional information according to the DM's ruling.
roll but gain a +4 on their chance to hit. The spell cannot affect the amount of damage caused, since the act (striking) has already succeeded at that point. Characters are not obliged to wait for the moment specified by the priest. For example, a fighter might decide that striking first is more important than gaining +4 to hit. The character can act normally, based on his or her unmodified initiative. The character gains no bonus from the moment spell, and the priest can Moment affect no other action in that round. (Divination) Noncombat actions can also benefit from the moment spell. For Sphere: Numbers example, a thief planning to climb a wall Range: 0 may wait to start her climb until the Components: V, S, M priest informs her that the moment is Duration: 1 round/level right. If she waits, she gains a bonus of Casting Time: 1 round 20% to her Climb Walls roll (in this case, Area of Effect: 50-foot radius the bonus is subtracted from her roll). Saving Throw: None While concentrating on this spell, the priest can take no other action. A Theoretically, every action has a particular moment at which it will have break in the priest's concentration-taking damage in combat, for example-its greatest possible effect. Using the terminates the spell instantly. arcane mathematics of this spell, the The material component is a set priest can determine the 'ideal moment' for any single action in each round that of three silver dice, which the priest tosses in his hand while concentrating on the spell is in effect. This action must be performed by a character other the spell. The dice are not consumed in the casting. than the priest. In practice, another character informs the priest of an action he wants Music of the Spheres to undertake in a round. The priest (Enchantment/Charm) concentrates on the action, then informs the character when the 'correct moment' Sphere: Numbers, Charm has come. The character then gains a Range: 50 yards bonus of 20% (+4 on a d20) to the Components: V, S, M success of his action. The spell can affect Duration: 1 turn+1 round/level only a single action in a given round. Casting Time: 4 When used in combat, the priest can Area of Effect: 20-foot-diameter circle advise the best moment to initiate an Saving Throw: Neg. action (affecting initiative) or what moment offers the greatest success in With this spell, the priest creates striking (affecting the chance to hit). tones and harmonies of such unearthly If the character seeks advice beauty and complexity that they entrance concerning initiative, he gains a -2 the listener, making it difficult for the modifier to the initiative roll, but only at listener to attack or otherwise harm the the cost of -2 on his chance to hit. priest. The listener receives a normal Characters who seek the best attack saving throw against this effect. Failure frequently delay their actions. These means that the listener is entranced and characters suffer a +1 on their initiative is unable to attack the priest for the 323
Appendix II: Spell Descriptions duration of the spell. In addition, the music makes the subject gullible and more susceptible to charm magics such as charm person, suggestion, and hypnotism. While the music spell is in effect, the subject saves against charm spells with a -3 penalty. This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell. Music of the spheres can affect one creature per three levels of the priest (one subject at 3rd level, two at 6th level, etc.). Subjects must be within a 20-foot-diameter circle. Potential victims must have Intelligence of at least 1 (necessary to understand the concept of music) and must be able to hear the music (i.e., they cannot be deaf and there can be nothing obstructing the victim's ears). This also means that the level of background noise must be low enough for the music to be audible. The DM should assume that the music is the same volume as an average human's normal speaking voice. If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot affect that subject. The spell would be virtually useless in the midst of a full-scale battle or during a hurricane. The material component comprises a set of three small bows made from fine silver, each costing 100 gp. The lengths of the bows must be in the ratio of 1 to 4 to 9. The priest strokes these bows together in an intricate sequence while casting the spell. The bows are not consumed in the casting.
Mystic Transfer (Invocation) Sphere: Charm Range: 0 Components: V, S Duration: 9 rounds Casting Time: 1 round Area of Effect: The caster Saving Throw: None This spell is one of the few cooperative spells that requires one priest to cast the transfer spell, but another priest to use its effect. On one round, a priest (or priests) casts the mystic transfer. The spell is then active for the remaining nine rounds of the turn. Mystic transfer allows a priest to receive spells from another priest of the same ethos. Any priest of the same religion can cast a spell and transfer it to a second priest within that spell's maximum range. The spell does not take effect; instead, it is channelled through the mystic transfer into the receiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a mystic transfer within the spell's range. Any number of transfers can be made in the same round, provided each new recipient is within spell range of the previous recipient. If the spell is not transferred, the spell takes effect. For example, a 3rd-level priest casts a mystic transfer. On the following round, a 10th-level priest 'passes' a flame strike to the 3rd-level priest. The two priests could be 60 yards apart (the maximum range of the flame strike). The 3rd-level priest could then use the flame strike to attack any target within 60 yards, or could pass the spell on to another priest who has an active mystic transfer. The spell passed by the mystic transfer has the range, area of effect, damage, and other effects equal to the level of the original caster. In the example above, the flame strike would function as if cast by a 10th-level priest. 324
The mystic transfer does not require concentration. However, on any round in which a priest is receiving and/or transferring a spell, the caster cannot take any other significant action. A priest can receive spells only from priests who worship the same deity and who specifically target spells to him. Area effect spells may be passed. A priest can never use mystic transfer to pluck an opponent's spells out of the air.
Nap (Alteration) Sphere: Time Range: Touch Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: One creature/level Saving Throw: None Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed. Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap. The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.
Appendix II: Spell Descriptions Obscurement (Alteration) Sphere: Weather Range: 0 Components: V, S Duration: 4 rds./level Casting Time: 5 Area of Effect: (level x 10)-ft.-sq. Saving Throw: None This spell causes a misty vapor to arise around the caster. It persists in this locale for four rounds per caster level and reduces the visibility ranges of all types of vision (including infravision) to 2d4 feet. The ground area affected by the spell is a square progression based on the caster's level: a 10-foot x 10-foot area at 1st level, a 20-foot x 20-foot area at 2nd level, a 30-foot x 30-foot area at 3rd level, and so on. The height of the vapor is restricted to 10 feet, although the cloud will otherwise expand to fill confined spaces. A strong wind (such as from the 3rd-level wizard spell gust of wind) can cut the duration of an obscurement spell by 75%. This spell does not function under water.
combustibles within a 3- foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d4+1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, another flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round. The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water.
Resist Fire/Resist Cold (Alteration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 rd./level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None
When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat or cold, as chosen by the caster. The spell grants the creature complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note). The recipient can somewhat resist intense heat or cold (whether Rally natural or magical in origin), such as (Enchantment/Charm) red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, Sphere: War fireballs, meteor swarms, red dragon's Range: 240 yards breath, frostbrand swords, ice storms, Components: V, S, M wands of frost, or white dragon's breath. Duration: Instantaneous In all of these cases, the temperature Casting Time: 1 turn affects the creature to some extent. The Area of Effect: One unit of up to 300 recipient of the spell gains a bonus of +3 individuals to saving throws against such attack Saving Throw: None forms and all damage sustained is Produce Flame reduced by 50%; therefore, if the saving (Alteration) This spell allows the subject unit throw is failed, the creature sustains oneto make an immediate rally check. It half damage, and if the saving throw is Sphere: Elemental (Fire) allows the check during the Magic successful, the creature sustains only Range: 0 Phase, rather than forcing the unit to one-quarter damage. Resistance to fire Components: V, S wait for the Rally Phase in the lasts for one round for each experience Duration: 1 rd./level BATTLESYSTEM™ rules. If the priest level of the priest placing the spell. Casting Time: 5 casting the spell is of 12th level or The caster needs a drop of Area of Effect: Special higher, the subject unit receives a +1 mercury as the material component of Saving Throw: None bonus to its rally check die roll. The this spell. priest must have an uninterrupted line of A bright flame, equal in brightness to a torch, springs forth from sight to the unit. The material component is a the caster's palm when he casts a produce flame spell. The flame does not miniature duplicate of a pennant or harm the caster, but it is hot and it causes standard that represents the cause for the combustion of flammable materials which the unit is fighting (such as a national flag or the blazon of the unit's (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical liege lord). The pennant is consumed in the casting. flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting 325
Appendix II: Spell Descriptions 6thlevel priests would give the spell a duration of 14 rounds (8+2+2+2). (Conjuration/Summoning) Sanctify is often used in Reversible conjunction with focus to protect the grounds of a temple or encourage men Sphere: All defending a castle. Range: 10 yards The material components are the Components: V, S, M priest's holy symbol and a handful of dirt Duration: Special from the grounds of an existing temple Casting Time: 1 turn of the same faith. Area of Effect: 10 yard + 10 yard The reverse of this spell, defile, square/priest functions in an identical manner with Saving Throw: None respect to saving throws for charm and This cooperative spell allows the fear. However, priests standing on priests to create a beneficial atmosphere defiled ground who attempt to turn within a specified area. Companions of undead do so at one level lower than similar alignment to the casters will feel their current level. The material components for the fortified and encouraged while in the sanctified area. The spell can be cast by reverse are the priest's holy symbol and a handful of earth from a grave. a single priest or a group of priests. After casting sanctify, the affected area is imbued with the deity's Silence, 15' Radius majesty. For followers of that deity, the (Alteration) area radiates a holy aura. These followers gain a +2 bonus to saving Sphere: Guardian throws against all fear- and charm-based Range: 120 yds. powers (a +2 to morale for Components: V, S BATTLESYSTEM™ rules units). Duration: 2 rds./level Persons of the same alignment as the Casting Time: 5 caster but of different faiths gain a +1 to Area of Effect: 15-ft.-radius saving throws (+1 in BATTLESYSTEM Saving Throw: None rules). The effect applies only as long as the characters remain in the sanctified Upon casting this spell, complete area. silence prevails in the affected area. All Creatures intent on harming the sound is stopped: Conversation is priest or his followers suffer a -1 on impossible, spells cannot be cast (or at saving throws vs. fear and charm (-1 to least not those with verbal components, morale for BATTLESYSTEM rules if the optional component rule is used), units) when on sanctified ground. and no noise whatsoever issues from or Undead creatures within the area enters the area. The spell can be cast into are easier to turn; any priest standing on the air or upon an object, but the effect is sanctified ground turns undead as if he stationary unless cast on a mobile object were one level higher. or creature. The spell lasts two rounds Although this spell can be cast by for each level of experience of the priest. a single priest, it is most effective when The spell can be centered upon a cast by several priests at once. The creature, and the effect then radiates duration of the spell is equal to one from the creature and moves as it moves. round per level of the caster. When An unwilling creature receives a saving several priests cast the spell, the level of throw against the spell. If the saving the most powerful priest is used, with throw is successful, the spell effect is two rounds added for every contributing centered about 1 foot behind the position priest. Thus, one 8th-level and three of the subject creature at the instant of
Sanctify
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casting. This spell provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc.
Slow Poison (Necromancy) Sphere: Healing Range: Touch Components: V, S, M Duration: 1 hr./level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the DM.) While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured. The material components of the slow poison spell are the priest's holy symbol and a bud of garlic that must be crushed and smeared on the wound (or eaten if poison was ingested).
Snake Charm (Enchantment/Charm) Sphere: Animal Range: 30 yds. Components: V, S Duration: Special Casting Time: 5 Area of Effect: 30-ft. cube Saving Throw: None When this spell is cast, a hypnotic pattern is set up that causes one or more snakes to cease all activity except a semierect, swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 1d4+2 turns; if the snakes are not torpid, but are not aroused and angry, the charm lasts 1d3 turns; if the snakes are angry or
Appendix II: Spell Descriptions attacking, the spell lasts 1d4+4 rounds. The priest casting the spell can charm snakes whose total hit points are less than or equal to those of the priest. On the average, a 1st-level priest could charm snakes with a total of 4 or 5 hit points; a 2nd-level priest could charm 9 hit points, etc. The hit points can be those of a single snake or those of several of the reptiles, but the total hit points cannot exceed those of the priest casting the spell. A 23-hit point caster charming a dozen 2-hit point snakes would charm 11 of them. This spell is also effective against any ophidian or ophidianoid monster, such as naga, couatl, etc., subject to magic resistance, hit points, and so forth. Variations of this spell may exist, allowing other creatures significant to a particular mythos to be affected. Your DM will inform you if such spells exist.
Speak With Animals (Alteration) Sphere: Animal, Divination Range: 0 Components: V, S Duration: 2 rds./level Casting Time: 5 Area of Effect: 1 animal within 30 ft. Saving Throw: None This spell empowers the priest to comprehend and communicate with any warm- or cold-blooded normal or giant animal that is not mindless. The priest is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the DM). Note that this spell differs from the speak with monsters spell, for this spell allows conversation only with normal or
giant nonfantastic creatures such as apes, hammer strikes. If the hammer is bears, cats, dogs, elephants, and so on. successfully resisted, the spell is lost. If not, the hammer has its normal full effect for the duration of the spell. Spiritual Hammer The material component of this (Invocation) spell is a normal war hammer that the priest must hurl toward opponents while Sphere: Combat uttering a plea to his deity. The hammer Range: 10 yds./level disappears when the spell is cast. Components: V, S, M Duration: 3 rds. + 1 rd./level Trip Casting Time: 5 Area of Effect: Special (Enchantment/Charm) Saving Throw: None Sphere: Plant By calling upon his deity, the Range: Touch caster of a spiritual hammer spell brings Components: V, S into existence a field of force shaped Duration: 1 turn/level vaguely like a hammer. As long as the Casting Time: 5 caster concentrates upon the hammer, it Area of Effect: 1 object up to 10 ft. long strikes at any opponent within its range, Saving Throw: Neg. as desired. Each round the caster can choose to attack the same target as the This magic must be cast upon a previous round or switch to a new target normal object--a length of vine, a stick, a that he can see anywhere within his pole, a rope, or a similar object. The maximum range. The spiritual hammer's spell causes the object to rise slightly off chance to successfully hit is equal to that the ground or floor it is resting on to trip of the caster, without any Strength most creatures crossing it, if they fail bonuses. In addition, it strikes as a their saving throws vs. spell. Note that magical weapon with a bonus of +1 for only as many creatures can be tripped as every six experience levels (or fraction) are actually stepping across the of the spellcaster, up to a total of +3 to enchanted object. Thus, a 3-foot-long the attack roll and +3 to the damage roll piece of rope could trip only one manfor a 13th-level caster. The base damage sized creature. Creatures moving at a inflicted when it scores a hit is exactly very rapid pace (running) when tripped the same as a normal war hammer suffer 1 point of damage and are stunned (1d4+1 points on opponents of man size for 1d4+1 rounds if the surface they fall or smaller, or 1d4 points on larger upon is very hard (if it is turf or other opponents, plus the magical bonus). The soft material, they are merely stunned for hammer strikes in the same direction as the rest of that round). Very large the caster is facing, so if he is behind the creatures, such as elephants, are not target, all bonuses for rear attack are affected at all by a trip spell. The object gained along with the loss of any continues to trip all creatures passing modifications to the target's AC for over it, including the spellcaster, for as shield and Dexterity. long as the spell duration lasts. A As soon as the caster ceases creature aware of the object and its concentration, the spiritual hammer spell potential adds a +4 bonus to its saving ends. A dispel magic spell that includes throw roll when crossing the object. The either the caster or the force in its area of enchanted object is 80% undetectable effect has a chance to dispel the spiritual unless a means that detects magical traps hammer. If an attacked creature has is employed or the operation of the spell magic resistance, the resistance is is observed. This spell does not function checked the first time the spiritual under water. 327
Appendix II: Spell Descriptions Warp Wood
Withdraw
(Alteration) Reversible
(Alteration)
Sphere: Plant Range: 10 yds./level Components: V, S Duration: Permanent Casting Time: 5 Area of Effect: Special Saving Throw: Special When this spell is cast, the priest causes a volume of wood to bend and warp, permanently destroying its straightness, form, and 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 shaft of wood of up to 1-inch diameter per level of the caster. Thus, at 1st level, a caster might be able to warp a hand axe handle or four crossbow bolts; at 5th level, he could warp the shaft of a typical spear. Note that boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped missile weapons are useless; warped melee weapons suffer a -4 penalty to their attack rolls. Enchanted wood is affected only if the spellcaster is of higher level than the caster of the prior enchantment. The spellcaster has a 20% cumulative chance of success per level of difference (20% if one level higher, 40% if two levels higher, etc.). Thus, a door magically held or wizard locked by a 5th-level wizard is 40% likely to be affected by a warp wood spell cast by a 7th-level priest. Wooden magical items are considered enchanted at 12th level (or better). Extremely powerful items, such as artifacts, are unaffected by this spell. The reversed spell, straighten wood, straightens bent or crooked wood, or reverses the effects of a warp wood spell, subject to the same restrictions.
Sphere: Protection Range: 0 Components: V, S Duration: Special Casting Time: 5 Area of Effect: The caster Saving Throw: None By means of a withdraw spell, the priest in effect alters the flow of time with regard to himself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level, in contemplation. Thus, a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others. (The DM should allow the player one minute of real time per round withdrawn to ponder some problem or question. No discussion with other players is permitted.) Note that while affected by the withdraw spell, the caster can use only the following spells: any divination spell or any curing or healing spell, the latter on himself only. The casting of any of these spells in different fashion (for example, a cure light wounds spell bestowed upon a companion) negates the withdraw spell. Similarly, the withdrawn caster cannot walk or run, become invisible, or engage in actions other than thinking, reading, and the like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any successful attack upon the caster breaks the spell.
Wyvern Watch (Evocation) Sphere: Guardian Range: 30 yds. Components: V, S, M Duration: up to 8 hrs. Casting Time: 5 Area of Effect: 10-ft. radius Saving Throw: Neg. 328
This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature approaching within 10 feet of the guarded area may be affected by the 'wyvern.' Any creature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster, until freed by the spellcaster, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvernform, and the spell remains in place. As soon as a subject creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wyvernform may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness. The material component is the priest's holy symbol.
Zone of Truth (Enchantment/Charm) Sphere: Wards Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: 5-foot square/level Saving Throw: Neg. This spell prevents creatures within the area of effect (or those who enter it) from speaking any deliberate and knowing lies. Creatures are allowed a saving throw to avoid the effects; those who fail the save are affected fully. Affected characters are aware of this enchantment; therefore, they may avoid
Appendix II: Spell Descriptions answering questions to which they would normally respond with a lie or they may be evasive as long as they remain within the boundaries of the truth. When a character leaves the area, he is free to speak as he chooses. The spell affects a square whose sides are five feet long per level of the caster; thus, a 4th-level priest could affect a 20 foot by 20 foot square. The material components are the priest's holy symbol and a phony emerald, ruby, or diamond.
329
Appendix II: Spell Descriptions The material component is a pinch of clay dust. The second effect requires Accelerate Healing preparation in advance. The priest and (Alteration) unit must be within 100 yards of a place of worship dedicated to the casting Sphere: Time priest's deity. The casting time is 5 turns. Range: Touch At the conclusion of the casting, Components: V, S the unit gains the benefit described Duration: 1-4 days above, with two main differences. First, Casting Time: 1 turn the unit does not lose the benefit of Area of Effect: One creature fighting in its own actual favored terrain Saving Throw: None (the unit effectively has two favored terrains). Second, the spell endures until This spell enables the affected the next sunset. Only priests of 12th creature to experience natural healing at level and higher can cast this variation. twice the normal rate for 1-4 days. In The material component is the other words, a person affected by priest's holy symbol. accelerate healing regains 2 hit points per day of normal rest or 6 hit points per day spent resting in bed. The spell has no Animate Dead (Necromancy) effect on potions of healing or other magical forms of healing. Sphere: Necromantic Range: 10 yds. Adaptation Components: V, S, M (Enchantment/Charm, Alteration) Duration: Permanent Casting Time: 1 rd. Sphere: War Area of Effect: Special Range: Special Saving Throw: None Components: V, S, M Duration: Special This spell creates the lowest of Casting Time: Special the undead monsters, skeletons or Area of Effect: One unit of up to 200 zombies, usually from the bones or individuals bodies of dead humans, demihumans, or Saving Throw: None humanoids. The spell causes these remains to become animated and obey This spell can be cast in two the simple verbal commands of the different ways. The first, appropriate for caster, regardless of how they battlefield use, has a range of 180 yards, communicated in life. The skeletons or a casting time of one turn, and duration zombies can follow the caster, remain in of 1d4+2 turns. During this period, the an area and attack any creature (or just a affected unit can fight in one specific specific type of creature) entering the type of terrain (specified by the caster) place, etc. The undead remain animated as if it were the favored terrain (per until they are destroyed in combat or are BATTLESYSTEM™ rules) for that unit. turned; the magic cannot be dispelled. While this spell is in effect, the The priest can animate one unit gains no benefit when fighting in skeleton or one zombie for each their actual favored terrain; the experience level he has attained. If magically-enforced favored terrain takes creatures with more than 1+ Hit Dice are precedence. The priest can cancel the animated, the number is determined by spell before the duration expires if the monster Hit Dice. Skeletal forms desired. have the Hit Dice of the original 330
Level 3 Priest Spells
creature, while zombie forms have 1 more Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie gnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; thus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial abilities. The caster can, alternatively, animate two small animal skeletons (1-1 Hit Die or less) for every level of experience he has achieved. The spell requires a drop of blood, a piece of flesh of the type of creature being animated, and a pinch of bone powder or a bone shard to complete the spell. Casting this spell is not a good act, and only evil priests use it frequently.
Astral Window (Divination) Sphere: Astral Range: 5 yards Components: V, S Duration: 2 rounds/level Casting Time: 3 Area of Effect: 10'x10' area Saving Throw: None When this spell is cast, a 'window' appears in the air before the priest, through which he (and any others present) can see into the Astral plane. The astral window ranges in size from one square foot up to a 10'x10' square, at the caster's choosing. The window is not mobile, and if the priest moves more than 5 yards away from it, it immediately vanishes and the spell ends. By stating a subject's name, the priest may view a specific creature or object in the window. More than one subject may be viewed during the spell's duration. Each time a new subject is chosen, the window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 rounds, until the window finally focuses upon the chosen
Appendix II: Spell Descriptions subject. If the person is not in the Astral plane, the window instead chooses a random location. The window operates from both sides; creatures in the Astral plane can see the priest as easily as he can see them. Verbal communication is not possible, however. Normally, creatures cannot pass through the window. If an attempt is made, there is a base 5% chance of success. This is modified by +1% per level or Hit Dice of the individual. In order to pass through, the creature or object must be small enough to fit through the window; otherwise, only a portion of the subject may reach through (such as a monster's arm or searching tongue). By casting the astral window spell, a character who subsequently casts the 7th-level astral spell may choose to arrive in the Astral plane at the place shown in the window.
Call Lightning (Alteration) Sphere: Weather Range: 360 yds. Components: V, S Duration: 1 turn/level Casting Time: 1 turn Area of Effect: 10-ft. radius Saving Throw: ½ When a call lightning spell is cast, there must be a storm of some sort in the area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 Hit Dice or more). The caster is then able to call down bolts of lightning. The caster can call down one bolt per turn. The caster need not call a bolt of lightning immediately--other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster level. Each bolt
causes 2d8 points of electrical damage, plus an additional 1d8 points for each of the caster's experience levels. Thus, a 4th-level caster calls down a 6d8 bolt (2d8+4d8). The bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 360 yards away. Any creature within a 10-foot radius of the path or the point where the lightning strikes suffers full damage unless a successful saving throw vs. spell is rolled, in which case only one-half damage is taken. Because it requires a storm overhead, this spell can only be used outdoors. It does not function under ground or under water.
Caltrops (Evocation) Sphere: War Range: 20 yards/level Components: V, S, M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: Special Saving Throw: None
to 160 square yards in area (e.g., 4 yards x 40 yards, 2 yards x 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards x 30 yards, 2 yards x 45 yards, etc.). Ordinary caltrops make no distinction between friend or foe; all creatures entering a caltrop-sown area suffer the same consequences. The same is true of magical caltrops, with one exception: the casting priest can terminate the spell at any time, causing the caltrops to vanish and leaving the terrain clear. Unlike normal caltrops, a region sown with magical caltrops cannot be 'swept' clear; the magical caltrops remain in place until the spell terminates. The material component is a golden caltrop.
Choose Future (Divination)
Sphere: Time Range: Touch Components: V, S, M Duration: 1 round Casting Time: 3 Area of Effect: One creature This spell allows a priest to plant Saving Throw: None a section of ground with magically created caltrops. The spell can create two In the round immediately kinds of caltrops: infantry and cavalry. following the casting of this spell, the The first are of small size and are affected creature is allowed two rolls for designed to harm foot soldiers. The latter any normal attack roll, initiative roll, or are larger and cause serious damage to saving throw. The affected creature can cavalry or units composed of size L or then choose the roll he prefers. For larger creatures. Cavalry caltrops are so example, a priest casts choose future on large that size M or smaller creatures can a warrior companion. In the next round, easily step around them. This prevents thewarrior attacks an enemy with his damage to infantry units. sword. The warrior makes two attack Each time a unit moves into a rolls instead of one, then chooses which planted area, the unit suffers an attack of roll will determine the outcome of his AD4 (for infantry caltrops) or AD6 (for attack. cavalry caltrops). Units charging through The material components are two a planted area suffer double damage. If a grains of sand and a rose petal. unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of the area. This spell can create a rectangular field of infantry caltrops up 331
Appendix II: Spell Descriptions Continual Light
Create Campsite
(Alteration) Reversible
(Conjuration/Summoning) Reversible
Sphere: Sun Range: 120 yds. Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: 60-ft. radius Saving Throw: Special
Sphere: Travelers Range: 0 Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 50-foot radius Saving Throw: None
This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell. Creatures with penalties in bright light suffer them in this spell's area of effect. As with the light spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the continual light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature's visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed. Continual light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a continual light spell against a similar or weaker magical darkness cancels both. This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years. The reverse spell, continual darkness, causes complete absence of light (pitch blackness), similar to the darkness spell but of greater duration and area.
With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to three times the level of the caster). The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this. The entire process takes 4-16 (4d4) rounds to complete. The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations. The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite. The material components are a 332
piece of string, a bit of wood, and a drop of water. The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4- 16 (4d4) rounds to complete. When completed, all traces of the campsite are eliminated. The material components are the same as those for create campsite.
Create Food & Water (Alteration) Sphere: Creation Range: 10 yds. Components: V, S Duration: Special Casting Time: 1 turn Area of Effect: 1 cu. ft./level Saving Throw: None When this spell is cast, the priest causes food and water to appear. The food thus created is highly nourishing if rather bland; each cubic foot of the material sustains three human-sized creatures or one horse-sized creature for a full day. The food decays and becomes inedible within 24 hours, although it can be restored for another 24 hours by casting a purify food and water spell upon it. The water created by this spell is the same as that created by the 1st-level priest spell create water. For each experience level the priest has attained, 1 cubic foot of food or water is created by the spell. For example, a 2nd-level priest could create 1 cubic foot of food and 1 cubic foot of water.
Appendix II: Spell Descriptions one turn to 10 days, depending on the type of disease and the state of its (Abjuration) advancement when the cure took place. Reversible (The DM must adjudicate these conditions.) The spell is also effective Sphere: Necromantic against parasitic monsters such as green Range: Touch slime, rot grubs, and others. When cast Components: V, S by a priest of at least 12th level, this Duration: Permanent spell cures lycanthropy if cast within Casting Time: 1 rd. three days of the infection. Note that the Area of Effect: 1 creature spell does not prevent reoccurrence of a Saving Throw: Special disease if the recipient is again exposed. The reverse of the cure disease By touching the creature spell is cause disease. To be effective, afflicted, the priest employing the spell the priest must touch the intended victim, can permanently cure some forms of and the victim must fail a saving throw blindness or deafness. This spell does vs. spell. The severity of the disease is not restore or repair visual or auditory decided by the priest (debilitating or organs damaged by injury or disease. fatal). The exact details of the disease are Its reverse, cause blindness or decided by the DM, but the following are deafness, requires a successful touch (successful attack roll) on the victim. If typical: Debilitating: The disease takes the victim rolls a successful saving effect in 1d6 turns, after which the throw, the effect is negated. If the saving throw is failed, a nondamaging magical creature loses 1 point of Strength per hour until his Strength is reduced to 2 or blindness or deafness results. less, at which time the recipient is weak A deafened creature can react and virtually helpless. If a creature has only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 no Strength rating, it loses 10% of its hit penalty to its initiative rolls, and a 20% points per Strength loss, down to 10% of its original hit points. If the disease also chance of spell failure for spells with affects hit points, use the more severe verbal components. A blinded creature penalty. Recovery requires a period of suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 1d3 weeks. Fatal: This wasting disease is penalty to its initiative rolls. effective immediately. Infected creatures receive no benefit from cure wound Cure Disease spells while the disease is in effect; (Abjuration) wounds heal at only 10% of the natural Reversible rate. The disease proves fatal within 1d6 months and can be cured only by Sphere: Necromantic magical means. Each month the disease Range: Touch progresses, the creature loses 2 points of Components: V, S Charisma, permanently. Duration: Permanent The inflicted disease can be cured Casting Time: 1 rd. by the cure disease spell. Lycanthropy Area of Effect: 1 creature cannot be caused. Saving Throw: None
Cure Blindness or Deafness
This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from 333
Dispel Magic (Abjuration) Sphere: Protection Range: 60 yds Components: V, S Duration: Special Casting Time: 6 Area of Effect: 30-ft. cube or 1 item Saving Throw: None When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows: First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell). Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled. A dispel magic can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature's saving throw against this effect; otherwise, it is automatically rendered nonoperational.
Appendix II: Spell Descriptions Source of Effect Caster Other caster/ innate ability Wand Staff Potion Other magical item Artifact
Summary of Dispel Effects Resists As None Level/HD of 6th level 8th level 12th level 12th, unless special DM discretion
Result of Dispel Dispel automatic Effect negated other caster Effect negated Effect negated Potion destroyed * DM discretion
* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds. An interdimensional interface (such as a bag of holding) rendered nonoperational is temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM's option. Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.
Efficacious Monster Ward (Abjuration) Sphere: Wards Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 3 Area of Effect: 10-foot cube/level Saving Throw: Neg. This spell prevents monsters of 2 or fewer Hit Dice from entering the area of effect. Such creatures are allowed a saving throw; success indicates that they avoid the spell's effects and are able to enter the area of effect. The spell affects a cubic area whose sides equal the caster's level times 10 feet (for example, a 9th-level caster could affect an area equal to a 90' x 90'x 90' cube). Monsters within the area of effect when the spell is cast are not affected; however, when they leave the area of
effect, they cannot return. Monsters outside the area of effect can hurl rocks, spears, and other missile weapons at targets inside and can also cast spells into the warded area. The material components are the priest's holy symbol and a pinch of salt.
scare, emotion, fear, and phantasmal killer. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell. If another character casts emotion read, ESP, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each Emotion Control 5 levels of the priest. If the priest (Alteration, Enchantment/Charm) successfully saves, the other spellcaster reads the false emotion; if the priest fails Sphere: Thought, Charm the saving throw, the spellcaster reads Range: 10 yards the priest's true emotion. Components: V, S, M The second use of this spell Duration: 1 round/level allows the priest to create a single Casting Time: 5 emotional reaction in the subject(s) Area of Effect: One creature/5 levels of (similar to the wizard spell emotion). the caster within a 20' cube Some typical emotions follow, but the Saving Throw: Special DM may allow other similar effects. Courage: The subject becomes This spell can be cast in one of berserk, gaining +1 to attack rolls and +3 two ways: in a manner that affects the to damage, and temporarily gaining 4 hit priest, or in a manner that affects a points (damage against the subject is subject other than the priest. The first method affects only the deducted from these temporary points first). The subject need never check priest and allows him to shield his true morale, and receives a +5 bonus to emotions from magical examination. Thus, it can block wizard spells such as saving throws against the various forms of fear. Courage counters (and is ESP or priest spells such as emotion read. While emotion control is in effect, countered by) fear. Fear: The subject flees from the anyone using one of these spells will priest for the duration of the spell, even sense the emotion designated by the if this takes him out of spell range. Fear priest rather than his true emotions. counters (and is countered by) courage. When the priest casts emotion control, Friendship: The subject reacts he designates the false emotion he positively to any encounter; in game wishes to be revealed. terms, any result of a roll on the This use of emotion control also Encounter Reactions table (Table 59 in gives the priest a +2 bonus to saving the DMG ) is moved one column to the throws against the following spells: spook, taunt, irritation, know alignment, left. Thus, a threatening PC becomes 334
Appendix II: Spell Descriptions cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate. Happiness: The subject experiences feelings of warmth, wellbeing, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness. Hate: The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship. Hope: The subject's morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness. Hopelessness: The subject's morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope. Sadness: The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject's chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness. All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell. The material component for both versions of the spell is a small bunch of fleece or uncarded wool that is consumed in the casting.
Extradimensional Detection (Divination) Sphere: Numbers, Divination Range: 0 Components: V, S Duration: 1 round/level Casting Time: 3 Area of Effect: One 10'-wide path, 60 feet long Saving Throw: None When extradimensional detection is cast, the priest detects the existence of any extradimensional spaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest may turn, scanning a 60 arc each round, or may move slowly while the spell is in effect to change the sweep of the detection. Extradimensional spaces include those created by spells such as rope trick and those contained within such items as bags of holding and portable holes. The priest does not automatically know the size of the space or its source. This spell detects interplanar gates and the 'gate' opened by the spell extradimensional folding. The spell can be blocked by a stone wall of one foot thickness or more, a one-inch thickness of solid metal, or one yard or more of solid wood.
Feign Death
feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death-being crushed under a landslide, etc. Only a willing individual can be affected by a feign death spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again. Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.
Flame Walk (Alteration) Sphere: Elemental (Fire) Range: Touch Components: V, S, M Duration: 1 rd. + 1/level Casting Time: 5 Area of Effect: Creature(s) touched Saving Throw: None
By means of this spell, the caster empowers one or more creatures to withstand nonmagical fires of Sphere: Necromantic temperatures up to 2,000 F. (enabling Range: Touch them to walk upon molten lava). It also Components: V confers a +2 bonus to saving throws Duration: 1 turn + 1 rd./level against magical fire and reduces damage Casting Time: ½ from such fires by one-half, even if the Area of Effect: Person touched saving throw is failed. For every Saving Throw: None experience level above the minimum By means of this spell, the caster required to cast the spell (5th), the priest can affect an additional creature. This or any other willing person can be put into a cataleptic state that is impossible spell is not cumulative with resist fire spells or similar protections. to distinguish from actual death. The material components of the Although the person affected can smell, spell are the priest's holy symbol and at hear, and know what is going on, no 335 (Necromancy)
Appendix II: Spell Descriptions least 500 gp of powdered ruby per affected creature.
Glyph of Warding (Abjuration, Evocation) Sphere: Guardian Range: Touch Components: V, S, M Duration: Until discharged Casting Time: Special Area of Effect: Special Saving Throw: Special A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. The priest must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph. Glyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to pass those of the caster's religion. They cannot be set according to class, Hit Dice, or level. Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. For every 5 square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster's total square footage. Thus, a 6thlevel caster could place a glyph on a 6foot x 6-foot square, a 4-foot x 9-foot rectangle, a 2-foot x 18-foot band, or a 1-foot by 36-foot strip. When the spell is
completed, the glyph and tracery become invisible. The priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth). Typical glyphs shock for 1d4 points of electrical damage per level of the spellcaster, explode for a like amount of fire damage, paralyze, blind, deafen, and so forth. The DM may allow any harmful priest spell effect to be used as a glyph, provided the caster is of sufficient level to cast the spell. Successful saving throws either reduce effects by onehalf or negate them, according to the glyph employed. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by highlevel thieves using their find-andremove-traps skill. The DM may decide that the exact glyphs available to a priest depend on his religion, and he might make new glyphs available according to the magical research rules.
creature, flying at a movement rate of 48. The hand can search within a 5-mile radius of the caster. If the hand is unable to locate the indicated creature, it returns to the caster (provided he is still within the area of effect). The hand displays an outstretched palm, indicating that no such character or creature could be found. The hand then disappears. If the hand locates the indicated subject, the hand beckons the subject to follow it. If the subject follows, the hand points in the direction of the caster, leading the subject in the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before him. Once the hand leads the subject to the caster, it disappears. The subject is not compelled to follow the hand or help the caster. If the subject chooses not to follow the hand, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to the caster, the hand disappears; the subject will have to rely on his own devices to locate the caster. If there is more than one subject within a 5-mile radius that meets the Helping Hand caster's description, the hand locates the (Evocation) closest creature. If that creature refuses to follow the hand, the hand will not Sphere: Travelers seek out a second subject. Range: Special The ghostly hand has no physical Components: V, S, M form. The hand can be seen only by the Duration: 1 hour/level caster and potential targets. It cannot Casting Time: 1 round engage in combat or execute any other Area of Effect: Special task aside from locating the subject and Saving Throw: None leading him back to the caster. The hand will not pass through solid objects, but When a priest is trapped or can pass through small cracks and slits. otherwise endangered, this spell can The material component is a summon help. The spell creates a hovering, ghostly image of a hand about black silk glove. one foot high. The caster can command it to locate a character or creature of the caster's choice based on a physical description. The caster can specify race, sex, and appearance, but not ambiguous factors such as level, alignment, or class. After the hand receives its orders, it begins to search for the indicated 336
Appendix II: Spell Descriptions Hold Animal (Enchantment/Charm) Sphere: Animal Range: 80 yds. Components: V, S Duration: 2 rds./level Casting Time: 6 Area of Effect: 1-4 animals in 40-ft. cube Saving Throw: Neg. By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: If only one is the subject of the spell, it has a penalty of -4 on its roll; if two are subject, each receives a penalty of -2 on its roll; if three are subject, each receives a penalty of -1 on its roll; and if four are subject, each gets an unmodified saving throw. A maximum body weight of 400 pounds (100 pounds for nonmammals) per animal per caster level can be affected--for example, an 8th-level caster can affect up to four 3,200- pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.
Invisibility Purge (Abjuration) Sphere: Wards Range: 30 yards Components: V, S, M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: 10-foot square/priest Saving Throw: None
an area enchanted with invisibility purge instantly become visible. Invisibility -related spells do not take effect within the boundaries of the enchanted area, and magical devices such as potions of invisibility do not function. Creatures with the natural ability to become invisible are unable to use this ability within the area of effect. Invisible objects carried into the warded area also become visible. Invisible creatures or persons within the area of effect when invisibility purge is cast remain invisible; however, if such creatures exit the area of effect and later re-enter, they instantly become visible. Such creatures also lose any natural ability to turn invisible as long as they remain within the area of effect. A creature who consumes a potion of invisibility outside the warded area becomes invisible normally, but becomes visible when he enters the area of effect; if the duration of the potion of invisibility has not yet expired when he exits the area of effect, he becomes invisible again outside the area. Creatures who are invisible in their natural state or have no visible form (such as invisible stalkers) are not affected by this spell. The material components are the priest's holy symbol and a silver mirror no more than three inches in diameter. The invisibility purge can be cast as a cooperative magic spell. The potency of this spell can be increased if several priests cast it at the same time. The duration of the spell is then equal to one turn per level of the most powerful priest, plus one turn for every contributing priest. Each priest also increases the area of effect by one 10'x 10' square (these areas must be contiguous). Thus, a 9th-level priest and two 5th-level priests could create a 30'x 10' invisibility purge area having a duration of 11 turns.
All invisible creatures who enter 337
Know Customs (Divination) Sphere: Travelers Range: Special Components: V, S Duration: Special Casting Time: 3 Area of Effect: The caster Saving Throw: Neg. This spell allows a caster to gain general knowledge of the customs, laws, and social etiquette of a tribe or village. The caster must be within 30 yards of a member of the tribe or village for the spell to have effect. The selected villager must possess the knowledge sought by the caster; for instance, he cannot be an infant, nor can he be mentally unstable or dead (although he can be asleep or unconscious). The selected villager is allowed a saving throw; if he succeeds, the spell fails. If the saving throw fails, the caster gains a general knowledge of the villager's local laws and customs, including those that apply to relevant tribal or clan types (such as customs observed by all giants). Typical information revealed by know customs includes common courtesies (outsiders must avert their eyes when addressing local officials), local restrictions (no animals or unaccompanied elves within the city limits), important festivals, and common passwords that are known by the majority of citizens (such as a phrase necessary to pass the guards at the main gate). Additionally, the spell gives the caster a +1 reaction adjustment to encounters with members of the relevant tribe or village. Knowing the local laws and customs does not guarantee that the caster will conduct himself properly. Know customs is to be used as a guide; the DM is free to adjust the quality of information provided by a villager.
Appendix II: Spell Descriptions around a corner. If the line of sight between the two priests is blocked by (Abjuration) any object of greater than 5' diameter, Reversible the spell immediately fails. Thus, creatures, low walls, young trees, pillars, Sphere: Protection and similar objects will not disrupt the Range: 0 spell. Components: V, S, M As a cooperative spell, several Duration: 1 round/level priests can link together to create a Casting Time: 1 round longer field. Each priest (or sigil) forms Area of Effect: 30-yard line the end of one field and the beginning of Saving Throw: Neg. another, much like fenceposts. Each This cooperative spell requires at section of the spell must extend in a straight line, but the field can be bent at least two priests to cast the spell simultaneously. During the casting, the each junction. Four priests could form a long line, a square, or a Z pattern. The priests determine whether the line will restrictions on moving the fields apply as be stationary or portable. If the spell is outlined above. The DM may apply stationary, each priest must inscribe a magical sigil on parallel facing surfaces, movement penalties depending on the complexity of the pattern. such as facing walls of a gatehouse or The material components are the two tree trunks. If the spell is portable, the priests must stand at each end of the priests' croziers, staves, or religious standards, held aloft by each caster. line, thereby anchoring it. The reverse of this spell, line of After the spell is cast, a destruction, causes 1d3 damage to all shimmering field of force appears creatures passing through it. It causes between the two anchors (the sigils or 1d8 damage to paladins and creatures of priests). The field is 10 feet high and good alignment who pass through it. sparkles with energy. Objects on the Creatures that roll a successful saving opposite side of the translucent field, throw suffer no damage. while recognizable, are hazy and indistinct. Locate Object The field causes 1d3 points of damage to all creatures passing through (Divination) it; evil creatures and undead suffer 1d8 Reversible points of damage from the field. Creatures that roll a successful saving Sphere: Divination throw suffer no damage. Creatures that Range: 60 yds. + 10 yds./level can fly over the field, burrow under it, or Components: V, S, M teleport to the other side are immune to Duration: 8 hrs. damage. Casting Time: 1 turn If the spell is cast in its portable Area of Effect: 1 object form, the priests can move at half their Saving Throw: None movement rates (limited to the rate of the slower priest). The priests can take This spell helps locate a known no other action, since all their energy is or familiar object. The priest casts the spent in walking and maintaining the spell, slowly turns, and will sense when field. he is facing in the direction of the object Once created, the field cannot be to be located, provided the object is increased or decreased in length and within range--for example, 90 yards for must remain straight. The priests could 3rd-level priests, 100 yards for 4th, 110 maneuver by pivoting, but could not yards for 5th, etc. The spell locates such walk toward each other or bend the field objects as apparel, jewelry, furniture, 338
Line of Protection
tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom's crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. The casting requires the use of a piece of lodestone. The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed. Neither application of the spell affects living creatures.
Magical Vestment (Enchantment) Sphere: Protection Range: 0 Components: V, S, M Duration: 5 rds./level Casting Time: 1 rd. Area of Effect: The caster Saving Throw: None This spell enchants the caster's vestment, providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th level. The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vestment is worn with other armors, only the best AC (either the armor or the vestment) is used; this protection is not cumulative with any other AC protection. The material components are the vestment to be enchanted and the priest's holy symbol, which are not expended.
Appendix II: Spell Descriptions Meld Into Stone (Alteration) Sphere: Elemental (Earth) Range: 0 Components: V, S, M Duration: 8 rds. + 1d8 rds. Casting Time: 6 Area of Effect: The caster Saving Throw: None This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When the casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stone's destruction expels the priest and slays him instantly, unless he rolls a successful saving throw vs. spell. The magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out, or the effect is dispelled before the priest exits the stone, he is violently expelled and suffers 4d8 points of damage. The following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage, but does not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a successful
saving throw vs. spell; and passwall expels the priest without damage.
Memory Read (Divination)
Age of Memory 6-12 months 1 to 4 years 5 years or more
Bonus 0 +1 +3
If the subject succeeds either of these saving throws, the spell fails. This spell creates a mental drain on the priest, causing him to temporarily lose 1-3 points of Constitution. These can be regained only after eight hours of rest. The spell cannot be cast again until the priest's constitution is restored. The material component is a This spell allows the priest to small piece of linen cloth with threads of read the memory of a single subject. The priest experiences the memory with the gold interspersed throughout its weave. This is consumed during the casting. same intensity as the subject. The time required to view a memory is one-fiftieth Miscast Magic of the time that the actual event lasted. Thus, a priest can view the memory of (Invocation/Evocation) an event that lasted for one hour in a little more than one round. The subject Sphere: Chaos experiences the memory at the same Range: 40 yards+10 yards/level time the caster reads it. Components: V, S The subject must have an Duration: Special Intelligence score of 5 or more and must Casting Time: 2 remain within range of the priest Area of Effect: One creature throughout the time it takes to read the Saving Throw: Neg. desired memory. Priests can cast this spell on unconscious, sleeping, held, or Miscast magic can be cast only paralyzed creatures. on a wizard. It causes the next spell cast The subject receives a saving by the affected wizard to be chosen throw when the priest casts the spell (this randomly from his memorized spells of saving throw is allowed even if the the same or lower level. Thus, if a subject is asleep or otherwise unaware of wizard affected by miscast magic had the attempt). In addition, if the memory four 1st-level spells memorized (armor, that the priest wants to view concerns feather fall, jump, and sleep) and he something the subject wants to keep attempted to cast the sleep spell, the DM secret, or is something that the subject is would determine the resulting spell trying to suppress, the subject receives a randomly from the wizard's four +5 bonus to the saving throw. If the memorized spells. memory the priest wishes to view is The wizard has only a 25% more than six months old, the subject chance of casting the sleep spell. receives a second saving throw, with Only spells currently memorized bonuses depending on the age of the are eligible to be exchanged with the memory as follows: desired spell. If a wizard had only one spell memorized, the miscast magic would have no effect and the wizard's spell would be cast normally. The miscast spell operates 339 Sphere: Thought Range: 5 yards Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: One creature Saving Throw: Neg.
Appendix II: Spell Descriptions normally. If a wizard tried to levitate a companion but a web spell resulted, the companion would be trapped by the webs and subject to all resulting effects. If the target of the spell were in range of the levitate spell but not in range of the web, the spell would be lost in a fizzle of energy and the web spell would be wiped from the caster's memory. The wizard who casts the spell performs the proper verbal and somatic components of the spell he wishes to cast; he does not discover the altered results until the wrong spell takes effect. The wizard will also discover that the material component for the resulting spell has vanished (in addition to the material component for the desired spell). Wizards who are targets of miscast magic are allowed a saving throw vs. spell to avoid the effect.
Moment Reading (Divination) Sphere: Numbers Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows the priest to determine the 'tenor of the now'--in other words, to learn the 'force' that is most dominant at the time. To cast the spell, the priest generates a series of random numbers and then studies the pattern contained in that string of numbers. This pattern contains information about current conditions. In game terms, when this spell is cast, the DM communicates to the priest's player a single word or short phrase (no more than five words) describing the 'tone' of the situation. Examples of suitable 'tones' are 'imminent danger' (the DM knows a dragon is approaching the area); 'peace and tranquility' (the woods in which the
PCS camp may look threatening, but the area is actually free of evil influence); or 'betrayal' (one of the PCS' hirelings is actually a spy of their enemy). The DM can make this comment cryptic, but it should always be accurate and contain some useful information. This spell has no specified area of effect. The result of moment reading will always concern the priest and anyone else in his immediate vicinity, but the definition of 'vicinity' will vary depending on the circumstances. For example, the tenor of the moment might be 'severe danger' if the priest is entering the territory of a dragon who attacks interlopers on sight. The tenor of the moment is always personally applicable to the priest. For example, even if the priest is in a nation dangerously close to war with its neighbor, this condition will not appear in the tenor of the moment unless the priest is personally involved (if he's currently in the direct path of an invading army, for instance). One casting of this spell tends to 'taint' subsequent castings of the same spell unless they are separated by a minimum length of time. If a priest casts this spell twice within 12 hours, the second reading gives the same result as the first, regardless of the actual situation. If a second priest casts the spell within 12 hours of another priest's use of the spell, he receives an accurate reading. The material component is a set of 36 small disks made of polished bone engraved with runes that represent numbers. These disks are not consumed in the casting.
340
Negative Plane Protection (Abjuration) Sphere: Protection, Necromantic Range: Touch Components: V, S Duration: Special Casting Time: 1 rd. Area of Effect: 1 creature Saving Throw: None This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as shadows, wights, wraiths, spectres, or vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is allowed a saving throw vs. death magic. If successful, the energies cancel with a bright flash of light and a thunderclap. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience or Strength, regardless of the number of levels the attack would have drained. An attacking undead creature suffers 2d6 points of damage from the positive energy; a draining wizard or weapon receives no damage. This protection is proof against only one such attack, dissipating immediately whether or not the saving throw was successful. If the saving throw is failed, the spell recipient suffers double the usual physical damage, in addition to the loss of experience or Strength that normally occurs. The protection lasts for one turn per level of the priest casting the spell, or until the protected creature is struck by a negative energy attack. This spell cannot be cast on the Negative Energy plane.
Appendix II: Spell Descriptions Plant Growth (Alteration) Sphere: Plant Range: 160 yds. Components: V, S, M Duration: Permanent Casting Time: 1 rd. Area of Effect: Special Saving Throw: Special The plant growth spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger-than-man-sized creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is a square 20 feet on a side per level of experience of the caster, in any square or rectangular shape that the caster decides upon at the time of the spellcasting. Thus, an 8th-level caster can affect a maximum area of a 160-foot x 160-foot square, a 320-foot x 80-foot rectangle, a 640-foot x 40-foot rectangle, a 1,280-foot x 20-foot rectangle, etc. The spell's effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell. The second use of the spell affects a one-mile square area. The DM secretly makes a saving throw (based on the caster's level) to see if the spell takes effect. If successful, the spell renders plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] x 10%), given a normal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected. This effect lasts only for the life cycle of one season, the winter
'death' marking the end of a life cycle even for the sturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of the spring festivals.
The effect of a protection from fire spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level. If the spell is cast upon the caster, Prayer it confers complete invulnerability to: (Conjuration/Summoning) normal fires (torches, bonfires, oil fires, and the like); exposure to magical fires Sphere: Combat such as fiery dragon breath; spells such Range: 0 as burning hands, fireball, fire seeds, fire Components: V, S, M storm, flame strike, and meteor swarm; Duration: 1 rd./level hell hound or pyrohydra breath, etc. The Casting Time: 6 invulnerability lasts until the spell has Area of Effect: 60-ft. radius absorbed 12 points of heat or fire Saving Throw: None damage per level of the caster, at which By means of the prayer spell, the time the spell is negated. If the spell is cast upon another priest brings special favor upon himself creature, it gives invulnerability to and his party and causes harm to his normal fire, gives a bonus of +4 to enemies. Those in the area at the instant the spell is completed are affected for the saving throw die rolls vs. fire attacks, and reduces damage sustained from duration of the spell. When the spell is magical fires by 50%. completed, all attack and damage rolls The caster's holy symbol is the and saving throws made by those in the material component. area of effect who are friendly to the priest gain +1 bonuses, while those of Pyrotechnics the priest's enemies suffer -1 penalties. Once the prayer spell is uttered, the (Alteration) priest can do other things, unlike a chant, which he must continue to make Sphere: Elemental (Fire) the spell effective. If another priest of the Range: 160 yds. same religious persuasion (not merely Components: V, S, M the same alignment) is chanting when a Duration: Special prayer is cast, the effects combine to +2 Casting Time: 6 and -2, as long as both are in effect at Area of Effect: 10 or 100 (TS) fire once. Saving Throw: Special The priest needs a silver holy symbol, prayer beads, or a similar device A pyrotechnics spell draws on an as the material component of this spell. existing fire source to produce either of two effects, at the option of the caster. First, it can produce a flashing Protection From Fire and fiery burst of glowing, colored aerial (Abjuration) fireworks that lasts one round. Creatures in, under, or within 120 feet of the area Sphere: Protection, Elemental (Fire) that have an unobstructed line of sight to Range: Touch the effect are blinded for 1d4+1 rounds Components: V, S, M unless they roll successful saving throws Duration: Special vs. spell. The fireworks fill a volume 10 Casting Time: 6 times greater than the original fire Area of Effect: 1 creature source. Saving Throw: None Second, it can cause a thick, 341
Appendix II: Spell Descriptions writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. The spell uses one fire source within the area of effect, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. This spell does not function under water.
Random Causality (Alteration) Sphere: Chaos Range: 10 yards Components: V, S, M Duration: Special Casting Time: 3 rounds+1 round/level Area of Effect: One weapon Saving Throw: Neg. This spell creates a rift in the nature of cause and effect. The spell is cast upon an opponent's weapon. When the weapon is used, it hits and causes damage normally, but the damage is not applied to the creature struck by the weapon. Instead, the person wielding the weapon or one of his companions suffers the damage. If the weapon misses its target on any round, no damage is caused in that round. Using a die roll, the DM randomly determines the victim of the damage. The DM selects a die with a value nearest the number of eligible creatures (the wielder of the weapon and his companions). If the number of creatures does not equate to highest value of a die, the wielder of the enchanted weapon takes the extra
chances to be hit. For example, if a goblin wields a sword affected by this spell, he and his six companions are eligible to receive the damage. The DM rolls 1d8. On a roll of 1-6, one of the goblin's companions suffers the damage; on a roll of 7 or 8, the goblin with the affected weapon suffers the damage. The weapon is affected for 3 rounds+1 round/level of the spell caster. If the wielder of the weapon changes weapons while the spell is in effect, the discarded weapon remains enchanted. The material component is a bronze die.
Remove Curse (Abjuration) Reversible Sphere: Protection Range: Touch Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Special Saving Throw: Special
have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim's attack and saving throw rolls by -4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)--roll each round. It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a bestow curse spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.
Remove Paralysis (Abjuration)
Sphere: Protection Range: 10 yds./level Components: V, S Duration: Permanent Casting Time: 6 Upon casting this spell, the priest Area of Effect: 1d4 creatures in 20-ft. is usually able to remove a curse on an cube object, on a person, or in the form of Saving Throw: None some undesired sending or evil presence. Note that the remove curse spell does not By the use of this spell, the priest remove the curse from a cursed shield, can free one or more creatures from the weapon, or suit of armor, for example, effects of any paralyzation or from although the spell typically enables the related magic (such as a ghoul touch, or person afflicted with any such cursed a hold or slow spell). If the spell is cast item to get rid of it. Certain special on one creature, the paralyzation is curses may not be countered by this negated. If cast on two creatures, each spell, or may be countered only by a receives another saving throw vs. the caster of a certain level or more. A caster effect that afflicts it, with a +4 bonus. If of 12th level or more can cure cast on three or four creatures, each lycanthropy with this spell by casting it receives another saving throw with a +2 on the animal form. The were-creature bonus. There must be no physical or receives a saving throw vs. spell and, if magical barrier between the caster and successful, the spell fails and the priest the creatures to be affected, or the spell must gain a level before attempting the fails and is wasted. remedy on this creature again. The reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every experience level of the priest using the spell. The curse can 342
Appendix II: Spell Descriptions Rigid Thinking (Enchantment/Charm) Sphere: Law Range: 60 yards Components: V, S Duration: 1 round/level Casting Time: 1 turn Area of Effect: One creature Saving Throw: Neg. Rigid thinking can be cast only upon a creature with Intelligence of 3 or greater. The creature is allowed a saving throw to avoid the effects. The creature affected by rigid thinking is in capable of performing any action other than the activity he is involved in when the spell takes effect. The creature's mind simply cannot decide on another course of action--it becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a warrior fighting a kobold will ignore the arrival of a beholder, and a thief picking a lock will pay no heed to the arrival of three guards. The affected creature does not mechanically repeat the action; he is not an automaton. He will not continue to fire his bow at a dragon if he runs out of arrows, but will choose another means of attacking the dragon to the exclusion of all other activities. A spellcaster in the process of casting a spell when rigid thinking takes effect will not attempt to repeat the spell (unless the spell has been memorized more than once). The spellcaster will, however, devote his attention to the target of that spell until his goal is met (e.g., if the caster were attacking a creature, he would continue to direct attacks at that creature; if the caster were trying to open a door, he would continue to work on the door until it opens). The spell expires when the creature accomplishes his goal (i.e., the kobold is killed or the lock is opened) or when the duration of the spell has ended.
If a strong and supple tree is nearby, the snare can be fastened to it. (Abjuration) The magic of the spell causes the tree to bend and then straighten when the loop Sphere: Plant is triggered, inflicting 1d6 points of Range: Touch damage to the creature trapped, and Components: V, S, M lifting it off the ground by the trapped Duration: 1 week/level member(s) (or strangling it if the Casting Time: 1 round head/neck triggered the snare). If no Area of Effect: Special such sapling or tree is available, the Saving Throw: None cordlike object tightens upon the member(s), then wraps around the entire This spell increases the amount of time that fruits, vegetables, and grains creature, causing no damage, but tightly binding it. Under water, the cord coils remain wholesome and ripe. The spell back upon its anchor point. The snare is will not take effect upon meat of any magical, so for one hour it is breakable kind. The caster can affect as much as only by cloud giant or greater Strength 100 cubic feet of plant material per level. (23); each hour thereafter, the snare material loses magic so as to become 1 Thus, even a low level priest could point more breakable per hour--22 after effectively keep a farmer's grain from rotting while in storage or keep the fruit two hours, 21 after three, 20 after four-on the trees in his orchard ripe until they until six full hours have elapsed. At that time, 18 Strength will break the bonds. are harvested. This spell does not prevent pests (such as rats) from eating After 12 hours have elapsed, the materials of the snare lose all magical the food. properties and the loop opens, freeing The material component is a anything it held. The snare can be cut pinch of sugar. with any magical weapon, or with any edged weapon wielded with at least a +2 Snare attack bonus (from Strength, for (Enchantment/Charm) example). The caster must have a snake Sphere: Plant skin and a piece of sinew from a strong Range: Touch animal to weave into the cordlike object Components: V, S, M from which he will make the snare. Only Duration: Until triggered the caster's holy symbol is otherwise Casting Time: 3 rds. needed. Area of Effect: 2-ft. diameter + 2 in./level Speak With Dead Saving Throw: None (Necromancy) This spell enables the caster to Sphere: Divination make a snare that is 90% undetectable Range: 1 without magical aid. The snare can be made from any supple vine, a thong, or a Components: V, S, M rope. When the snare spell is cast upon Duration: Special Casting Time: 1 turn it, the cordlike object blends with its Area of Effect: 1 creature surroundings. One end of the snare is tied in a loop that contracts around one Saving Throw: Special or more of the limbs of any creature Upon casting a speak with dead stepping inside the circle (note that the spell, the priest is able to ask several head of a worm or snake could be thus questions of a dead creature in a set ensnared). 343
Slow Rot
Appendix II: Spell Descriptions period of time and receive answers according to the knowledge of that creature. Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life. A dead creature of different alignment or of higher level or Hit Dice than the caster's level receives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM's option, the casting of this spell on a given creature might be restricted to once per week. The priest needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended. This spell does not function under water.
Caster's Level of Experience 1-7 7-8 9-12 13-15 16-20 21+
Spike Growth (Alteration, Enchantment) Sphere: Plant Range: 60 yds. Components: V, S, M Duration: 3d4 turns + 1/level Casting Time: 6 Area of Effect: 10-ft. sq./level Saving Throw: None Wherever any type of plant growth of moderate size or density is found, this spell can be used. The ground-covering vegetation or roots and rootlets in the area becomes very hard and sharply pointed. In effect, the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets act in the same way. For each 10 feet of movement through the area, the victim suffers 2d4 points of damage. He must also roll a saving throw vs. spell. If this saving throw is failed, the victim's movement rate is reduced by 1/3 of its current total (but a creature's movement rate can never be less than 1). This penalty lasts for 24 hours, after which the character's normal movement rate is regained. Without the use of a spell such as true seeing, similar magical aids, or some other special means of detection (such as detect traps or detect snares and pits), an area affected by spike growth is absolutely undetectable as such until a victim enters the area and suffers damage. Even then, the creature cannot determine the extent of the perilous area unless some means of magical detection is used. The components for this spell are
Max. Length of Time Dead 1 week 1 month 1 year 10 years 100 years 1,000 years
Time Questioned 1 round 3 rounds 1 turn 2 turns 3 turns 1 hour 344
the priest's holy symbol and either seven sharp thorns or seven small twigs, each sharpened to a point.
Squeaking Floors (Evocation) Sphere: Wards Range: 30 yards Components: V, S, M Duration: 1 hour/level Casting Time: 3 Area of Effect: 10-foot square/level Saving Throw: None A surface affected by squeaking floors squeaks loudly when any creature larger than a normal rat (larger than onehalf cubic foot or weighing more than three pounds) steps on it or touches it. The spell affects a square whose sides equal the caster's level times 10 feet (a 9th-level priest could affect a square whose sides are 90 feet long). The squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds. Characters who successfully move silently reduce the radius of the noise to 50 feet. Those able to fly or otherwise avoid direct contact with the affected surface will not activate the squeaking floor. The material component is a rusty iron hinge that squeaks when moved.
No. of Questions 2 3 4 5 6 7
Appendix II: Spell Descriptions shape a stone door, perhaps so as to escape imprisonment, providing the (Evocation, Illusion/Phantasm) volume of stone involved is within the limits of the area of effect. While stone Sphere: Sun coffers can be thus formed, stone doors Range: 10 yds./level made, etc., the fineness of detail is not Components: V, S, M great. If the shaping has moving parts, Duration: 1 turn/level there is a 30% chance they do not work. Casting Time: 6 The material component of this Area of Effect: 10-ft. sq./level spell is soft clay that must be worked Saving Throw: None into roughly the desired shape of the stone object, and then touched to the A starshine spell enables the caster to softly illuminate an area as if it stone when the spell is uttered. were exposed to a clear night sky filled Strength of One with stars. Regardless of the height of the open area in which the spell is cast, (Alteration) the area immediately beneath it is lit by starshine. Vision ranges are the same as Sphere: Law those for a bright moonlit night-Range: 10 yards movement noted out to 100 yards; Components: V, S stationary creatures seen up to 50 yards; Duration: 2d6 rounds general identifications made at 30 yards; Casting Time: 3 and recognition at 10 yards. The spell Area of Effect: One creature+1creature/2 creates shadows and has no effect on levels infravision. The area of effect actually Saving Throw: None appears to be a night sky, but disbelief of the illusion merely enables the By casting this spell on a group disbeliever to note that the 'stars' are of lawful creatures, the priest imbues actually evoked lights. This spell does each creature with a Strength bonus not function under water. equal to that of the strongest creature in The material components are the group. To be affected by the spell, all several stalks from an amaryllis plant creatures must touch the hand of the (especially Hypoxis) and several holly priest at the time of casting. Only berries. human, demihuman, and humanoid creatures of man-size or smaller may be affected. The characters can be a mixed Stone Shape group of Lawful Neutral, Lawful Good, (Alteration) or Lawful Evil alignments. The spell will not take effect if any creature of Neutral Sphere: Elemental (Earth) or Chaotic alignment is included in the Range: Touch group. Components: V, S, M Prior to casting, one creature is Duration: Permanent designated the keystone. There may Casting Time: 1 rd. never be more than one keystone in a Area of Effect: 9 cu. ft. + 1 cu. ft./level group, even if another creature has equal Saving Throw: None strength. Upon completion of the spell, all By means of this spell, the caster affected characters gain a bonus to can form an existing piece of stone into damage equal to the keystone's bonus to any shape that suits his purposes. For example, he can make a stone weapon, a damage from Strength. Any magical special trapdoor, or a crude idol. By the bonuses belonging to the keystone are same token, it enables the spellcaster to not added; only the keystone's natural 345
Starshine
strength is conferred on the group. This bonus supersedes any bonus a character might normally receive. Thus, a warrior with 16 Strength (a +1 bonus to damage) who benefits from this spell with a keystone who has Strength 18/07 (a damage bonus of +3) gains a total bonus of +3 to damage (not +4 to damage). The keystone receives no bonus. Affected creatures gain no improvements to THAC0, bend bars/lift gates, or other functions of Strength. The spell ends if the keystone is killed before the duration expires. The bonus and duration are not affected if a member of the group is killed within the duration of the spell.
Summon Insects (Conjuration/Summoning) Sphere: Animal Range: 30 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 1 rd. Area of Effect: 1 creature Saving Throw: None The summon insects spell attracts a cloud or swarm of normal insects to attack the foes of the caster. Flying insects appear 70% of the time, while crawling insects appear 30% of the time. The exact insects called are bees, biting flies, hornets, or wasps, if flying insects are indicated; biting ants or pinching beetles, if crawling insects are indicated. A cloud of the flying type, or a swarm of the crawling sort, appears after the spell is cast. This gathers at a point chosen by the caster, within the spell's range, and attacks any single creature the caster points to. The attacked creature sustains 2 points of damage if it does nothing but attempt to flee or fend off the insects during the time it is attacked; it suffers 4 points of damage per round otherwise. If the insects are ignored, the victim fights
Appendix II: Spell Descriptions with a -2 penalty to his attack roll and a +2 penalty to his Armor Class. If he attempts to cast a spell, an initiative roll should be made for the insects to see if their damage occurs before the spell is cast. If it does, the victim's concentration is ruined and the spell is lost. The insects disperse and the spell ends if the victim enters thick smoke or hot flames. Besides being driven off by smoke or hot flames, the swarm might possibly be outrun, or evaded by plunging into a sufficient body of water. If evaded, the summoned insects can be sent against another opponent, but there will be at least a 1 round delay while they leave the former opponent and attack the new victim. Crawling insects can travel only about 10 feet per round (maximum speed over smooth ground) and flying insects travel 60 feet per round. The caster must concentrate to maintain the swarm; it dissipates if he moves or is disturbed. It is possible, in underground situations, that the caster might summon 1d4 giant ants by means of the spell, but the possibility is only 30% unless giant ants are nearby. This spell does not function under water. The materials needed for this spell are the caster's holy symbol, a flower petal, and a bit of mud or wet clay.
Telepathy (Divination, Alteration) Sphere: Thought Range: 30 yards Components: V, S Duration: 1 turn+2 rounds/level Casting Time: 5 Area of Effect: One creature Saving Throw: Neg.
communicate silently and rapidly, regardless of whether they share a common language. Telepathy does not give either participant access to the other's thoughts, memories, or emotions. Participants can only 'hear' the thoughts that the other participant actively 'sends.' Mind-to-mind communication is approximately four times faster than verbal communication. The level of complexity that can be communicated is only that which can be expressed through language. Gestures, expressions, and body language cannot be conveyed. A priest can establish separate 'telepathic channels' to multiple individuals. Each linkage is established through a separate casting of the spell. There is no network between the channels. For example, Balfas the priest establishes telepathy with Alra the warrior and Zymor the thief by casting this spell twice. Balfas can communicate a single thought to both Alra and Zymor, but Alra and Zymor cannot communicate with each other. Balfas, however, can 'target' a thought so that only one of the two participants receives it. If the priest casts this spell on an unwilling subject (for example, if the priest wants to silently threaten or taunt the subject), the subject receives a saving throw vs. spell to resist the effect. Willing subjects need not make a saving throw. Lead sheeting of more than ½ ' thickness will totally block telepathy.
Telethaumaturgy (Enchantment/Charm)
Sphere: Numbers Range: 0 Components: V, S, M Duration: Special This spell establishes direct, two- Casting Time: 2 rounds way mental contact between the priest Area of Effect: One creature and a single subject. The subject must Saving Throw: None have Intelligence of at least 5 for the spell to take effect. While the spell is in This spell requires the priest to effect, the two participants can perform a numerological analysis of a 346
subject's correct name. The result is that the priest may cast another spell that affects the subject individual at a range much greater than normal. In other words, by gaining deep knowledge of the individual, the priest creates a 'channel' to that individual that makes a subsequent spell easier to cast on that subject. Only certain spells can benefit from telethaumaturgy: bless* command charm person or mammal detect charm hold person know alignment remove curse* probability control quest confusion (one creature only) exaction For spells marked with an asterisk (*), telethaumaturgy also increases the range of the reversed spell. Unless indicated, telethaumaturgy does not increase the range of the reversed spells. The increase in range depends on the level of the priest casting telethaumaturgy: Level Range
Multiplier
1-6 7-11 12-16 17+
x2 x3 x4 x5
Thus, a 12th-level priest who has cast telethaumaturgy on an individual could subsequently cast charm person on that individual at a range of 320 yards, rather than the normal range of 80 yards. A spell to be enhanced by telethaumaturgy must be cast on the round immediately following the completion of telethaumaturgy. Spells that normally affect more than one individual (such as confusion ) will
Appendix II: Spell Descriptions affect only the selected subject when cast following telethaumaturgy. When telethaumaturgy is cast by a priest of 11th level or higher, it has an additional effect. If the target is within the normal range of the subsequent spell (e.g., 80 yards for charm person), the subject's saving throw suffers a penalty of -2. Like the personal reading spell, telethaumaturgy functions only if the priest knows the correct name of his subject. If the priest casts the spell using an alias, he will not know that telethaumaturgy has not taken effect until the subsequent spell fails. The priest does not automatically know why the subsequent spell failed (the subject might simply have made a successful saving throw). The material component is a small book of numerological formulae and notes. This book is different from the book used in personal reading. The book is not consumed in the casting.
Thief's Lament (Alteration) Sphere: Wards Range: 10 yards/level Components: V, S, M Duration: 1 hour/level Casting Time: 3 Area of Effect: 5-foot cube/level Saving Throw: Neg. A thief entering an area enchanted with thief's lament suffers a great reduction in his thieving skills. The thief is allowed a saving throw to resist the effects of the spell; failure indicates that he suffers the full effects of the lament. All attempts to pick pockets, open locks, find/remove traps, move silently, detect noise, climb walls, and hide in shadows are reduced by 25% (although a skill cannot be reduced below 5%, presuming the character has at least a score of 5% in any skill). The spell affects a cube whose sides equal the caster's level times five
feet (a 10thlevel caster could affect a cube whose sides equal 50 feet). The material components are the priest's holy symbol and a silver key.
Tree (Alteration) Sphere: Plant Range: 0 Components: V, S, M Duration: 6 turns + 1 turn/level Casting Time: 6 Area of Effect: The caster Saving Throw: None By means of this spell, the caster is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with only a few limbs. Although the closest inspection cannot reveal that this plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able to observe all that goes on around him just as if he were in normal form. The Armor Class and hit points of the plant are those of the caster. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible (including spellcasting). Note that all clothing and gear worn or carried change with the caster. The material components of this spell are the priest's holy symbol and a twig from a tree.
Unearthly Choir (Invocation) Sphere: Combat Range: 0 Component: V Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: ½ This cooperative spell requires at least three priests casting the spell 347
simultaneously. At the time of casting, the priests must be within 10 feet of each other. Upon completion of the spell, the priests sing a single, dissonant chord. The result of the spell depends on the number of voices in the choir. Trio. In this form, the spell projects a cone of sonic force 120 feet long and 40 feet wide at the base. All creatures within the area of effect must save vs. spells or suffer 2d4 points of damage. Those who successfully save suffer only 1d4 points. Undead suffer a -2 penalty to their saving throws. Quartet. With four voices, the spell has the same area of effect as described above. However, all those who fail their saving throw suffer 2d4 points of damage and are deafened for one round. Those who successfully save suffer half damage and are not deafened. Undead creatures are not allowed a saving throw. Quintet. Five singers produce a chord of major power. All within the area of effect suffer 3d4 points of damage (saving throw for half damage). Undead are not allowed a saving throw. All creatures are deafened for one round. Furthermore, pottery, glassware, crystal, and similar breakable goods must save vs. fall or be shattered. Ensemble. An ensemble of singers consists of six to ten priests. In this case, the area of effect increases to a cone 180 feet long and 60 feet wide at the base. All creatures within this area suffer 1d4 points of damage per priest and are deafened for 1d4 rounds. A successful saving throw vs. spell reduces the damage and duration of deafness by half. Undead creatures of 3 hit dice or less are immediately destroyed. All other undead suffer normal damage, but are not allowed a saving throw. Glass, pottery, crystal, bone, and all wooden items that are the strength of a door or less (chests, tables, chairs, etc.) must save vs. crushing blow or be shattered. Choir. The most powerful group, a choir, requires eleven or more priests. In this case, the area of effect expands to
Appendix II: Spell Descriptions a cone 300 feet long and 100 feet wide at the base. All within the area of effect suffer 1d6 points of damage per priest to a maximum of 20d6. A saving throw vs. spells reduces the damage to half. Those who fail to save are deafened for 1d10 rounds; those who succeed are deafened only 1d6 rounds. Undead creatures of 5 hit dice or less are immediately destroyed. Undead with more hit dice are not allowed a saving throw. Structures within the area of effect are damaged as if they suffered a direct hit from a catapult (one hit per four priests in the choir). Doors, chests, and other breakable items are instantly shattered.
Water Breathing (Alteration) Reversible Sphere: Elemental (Water, Air) Range: Touch Components: V, S Duration: 1 hr./level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None The recipient of a water breathing spell is able to breathe under water freely for the duration of the spell--i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one halfhour per character. The reverse, air breathing, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.
Water Walk
Zone of Sweet Air
(Alteration)
(Abjuration)
Sphere: Elemental (Water) Range: Touch Components: V, S, M Duration: 1 turn + 1 turn/level Casting Time: 6 Area of Effect: Special Saving Throw: None
Sphere: Wards Range: 10 yards/level Components: V, S, M Duration: 1 turn/level Casting Time: 3 Area of Effect: 10-foot cube/level Saving Throw: None
By means of this spell, the caster is able to empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The recipient's feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and 2 inches deep are left in the mud or snow. The recipient's rate of movement remains normal. If cast under water, the recipient is borne toward the surface. For every level of the caster above the minimum required to cast the spell (5th level), he can affect another creature. The material components for this spell are a piece of cork and the priest's holy symbol.
Zone of sweet air creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically (such as a stinking cloud). The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally. If a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), the spell takes effect normally but dissipates in half the time normally required. The spell affects a cube whose sides equal the caster's level times 10 feet (for instance, a 10th-level caster could affect a cube whose sides are 100 feet long). The material components are the priest's holy symbol, a silk handkerchief, and a strand of spider web.
348
Appendix II: Spell Descriptions Level 4 Priest Spells Abjure (Abjuration) Sphere: Summoning Range: 10 yds. Components: V, S, M Duration: Special Casting Time: 1 rd. Area of Effect: 1 creature Saving Throw: Special This spell can send an extraplanar creature back to its own plane of existence. The spell fails against entities of demigod status or greater, but their servants or minions can be abjured. If the creature has a specific (proper) name, it must be known and used. Any magic resistance of the subject must be overcome, or the spell fails. The priest has a 50% chance of success (a roll of 11 or better on 1d20). The roll is adjusted by the difference in level or Hit Dice between the caster and the creature being abjured; the number needed is decreased if the priest has more Hit Dice and increased if the creature has more Hit Dice. If the spell is successful, the creature is instantly hurled back to its own plane. The affected creature must survive a system shock check. If the creature does not have a Constitution score, the required roll is 70% + 2%/Hit Die or level. The caster has no control over where in the creature's plane the abjured creature arrives. If the attempt fails, the priest must gain another level before another attempt can be made on that particular creature. The spell requires the priest's holy symbol, holy water, and some material inimical to the creature.
Addition (Alteration) Sphere: Numbers, Creation Range: 30 yards Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None The philosophy of the Sphere of Numbers holds that the structure of reality—the 'equation of the moment'-can be analyzed and modified by someone with sufficient knowledge and power. The addition spell allows a priest to add a new mathematical term to the equation of the moment. This effectively allows a new object or even a living creature to be brought into existence temporarily. The effect of this spell varies depending on the level of the caster. At 10th level or lower, addition can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest only rudimentary control over the creation process, so the object cannot be complex. The object must be described in a single word or short phrase (e.g., 'a water pitcher' or 'a block of stone'). The caster has no control over elements such as shape or color; thus, the water pitcher might be short, squat, and blue, or tall, slender, and red. Objects created with this spell cannot be of any greater mechanical complexity or technological level than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails and nothing is created. Thus, if the priest tried to create 'a pistol,' assuming he had heard the word somewhere, the spell would fail. Objects cannot contain any information in an abstract form such as writing or diagrams. If the priest tries to create an object that breaks this prohibition, there are two possible results: the spell may fail, or the object may be created without the information. 349
Thus, if the priest were to attempt to create 'a spellbook,' the result would be either a book similar to a spellbook with blank pages, or nothing at all. The object appears at whatever location the caster wills, as long as it is within spell range. The object cannot appear in the same space occupied by another object or creature, or within a hollow object (for example, the priest cannot create an object blocking the trachea of an enemy). The object created by addition remains in existence for 1 turn per level of the caster. During this time, it obeys all the laws of physics as if it were a 'real' object. The object cannot be disbelieved and spells such as true seeing cannot distinguish it from a naturally-occurring object. Priests of 11th to 15th level can create a single inanimate object of up to 20 pounds in mass or two identical objects, each of up to five pounds in mass. The object(s) so created remains in existence for two hours (12 turns) per level of the caster. Priests of 16th to 19th level can create a single inanimate object of up to 50 pounds in mass or up to 10 identical objects, each of up to five pounds in mass. The object(s) is permanent unless destroyed. Since these objects are not magical constructs, but real additions to the 'equation of the moment,' dispel magic has no effect on them. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 20 pounds in weight. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 5 rounds per level of the caster. Priests of 20th level and above can create a single inanimate object of up to 100 pounds in mass or up to 10 identical objects, each of up to 10 pounds in mass. The object(s) are permanent. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 100 pounds in
Appendix II: Spell Descriptions weight and up to 2 hit dice. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 2 turns per level of the caster. The material component is a small table of numerological formulae inscribed on an ivory plaque, plus a length of silken cord. During the casting, the priest ties the cord into a complex knot. As the magical energy is discharged, the cord vanishes in a flash of light. The plaque is not consumed in the casting.
Age Plant (Alteration) Sphere: Time Range: 30 yards Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: One plant, seed, or tree/level Saving Throw: None This spell enables the caster to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds. The change in age, either forward or backward, is chosen by the priest at the time of casting. The changes associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 10 years per level of the caster. The caster can stop the aging at any point within the limits imposed by his level; he could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree's growth at a stage at which it would shelter his home. The spell does not alter the appearance or characteristics of a plant except those that result from normal
aging (or regression). Age plant has no effect on magically-generated plants or plant-type monsters. The material components are the priest's holy symbol and the petal from an apple blossom.
Animal Summoning I (Conjuration, Summoning) Sphere: Animal, Summoning Range: 1 mi. radius Components: V, S Duration: Special Casting Time: 7 Area of Effect: Special Saving Throw: None
Blessed Warmth (Alteration) Sphere: Sun Range: Touch Components: V, S Duration: 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None
When this spell is cast, a narrow shaft of light shines down upon the priest, making him immune to the effects of natural cold (such as a blizzard) and granting him a +3 bonus to saving throws vs. magical cold (such as a white dragon's breath weapon). By means of this spell, the caster For each level of the priest above calls up to eight animals that have 4 Hit 7th, an additional beam of light may be Dice or less, of whatever sort the caster created to protect another creature, who names when the summoning is made. must be standing within 3' of the priest. Only animals within range of the caster Thus, a 10th-level priest could protect at the time the spell is cast will come. four other creatures in a 3' radius. The caster can try three times to summon three different types of animals. For Body Clock example, a caster first tries to summon (Alteration) wild dogs to no avail, then unsuccessfully tries to call hawks, and Sphere: Time finally calls wild horses that may or may Range: Touch not be within summoning range. The Components: V, S, M DM must determine the chance of a Duration: 1 hour/level summoned animal type being within the Casting Time: 4 range of the spell. The animals Area of Effect: One creature summoned aid the caster by whatever Saving Throw: None means they possess, staying until a fight is over, a specific mission is finished, the Body clock affects a subject in the caster is safe, he sends them away, etc. following ways. Only normal or giant animals can be • The subject's need for sleep is reduced. summoned; fantastic animals or For every hour that a subject sleeps, he is monsters cannot be summoned by this as refreshed as if he slept 10 hours. For spell (no chimerae, dragons, gorgons, every two hours that a subject sleeps manticores, etc.). during the spell (20 hours of rest), he regains hit points as if he spent a day of complete rest. However, wizards are not able to memorize spells; 'real' time must pass for this to occur. • The subject's need to breathe is reduced. He breathes only 10% as often as normal for the duration of the spell, enabling him to hold his breath 10 times longer than normal and use less air in 350
Appendix II: Spell Descriptions enclosed situations. • The subject can set an internal 'alarm clock' to alert him when a specific amount of time has passed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they all occur within the duration of the spell. The spell has no effect on movement, spellcasting, or any other normal activities. The material components are a kernel of corn, a drop of water, and a stoppered glass bottle.
summoned by the spell. They come only if they are within the range of the call. The caster can call three times, for a different type each time. Once a call is successful, no other type can be called without another casting of the spell. (The DM will consult his outdoor map or base the probability of any such creature being within spell range upon the nature of the area the caster is in at the time of spellcasting.) The creature(s) called by the spell are entitled to a saving throw vs. spell (with a -4 penalty) to avoid the summons. Any woodland beings answering the call are favorably disposed to the spellcaster and give whatever aid they are capable of. Call Woodland Beings However, if the caller or members of the (Conjuration/Summoning) caller's party are of evil alignment, the creatures are entitled to another saving Sphere: Summoning throw vs. spell (this time with a +4 Range: 100 yds./level bonus) when they come within 10 yards Components: V, S, M of the caster or another evil character Duration: Special with him. These beings immediately Casting Time: Special seek to escape if their saving throws are Area of Effect: Special successful. In any event, if the caster Saving Throw: Neg. requests that the summoned creatures By means of this spell, the caster engage in combat on his behalf, they are required to roll a loyalty reaction check is able to summon certain woodland creatures to his location. Naturally, this based on the caster's Charisma and whatever dealings he has had with them. spell works only outdoors, but not This spell works with respect to necessarily only in wooded areas. The neutral or good woodland creatures, as caster begins the incantation and determined by the DM. Thus, the DM continues uninterrupted until some called creature appears or two turns have can freely add to or alter the list as he elapsed. (The verbalization and somatic sees fit. If the caster personally knows a certain gesturing are easy, so this is not individual woodland being, that being particularly exhausting to the can be summoned at double the normal spellcaster.) Only one type of the range. If this is done, no other woodland following sorts of beings can be Creature Type Called 2d8 brownies 1d4 centaurs 1d4 dryads 1d8 pixies 1d4 satyrs 1d6 sprites 1 treant 1 unicorn
---------------- Type of Woodlands -------------Light Moderate/Sylvan 30% 20% 5% 30% 1% 25% 10% 20% 1% 30% 0% 5% – 5% – 15% 351
creatures are affected. If a percentage chance is given in the accompanying table, druids and other naturebased priests add 1% per caster level. These chances can be used if no other campaign information on the area is available. The material components of this spell are a pine cone and eight holly berries.
Chaotic Combat (Invocation/Evocation) Sphere: Chaos Range: 30 yards Components: V, S Duration: 1 round/level Casting Time: 3 Area of Effect: One creature Saving Throw: None When chaotic combat is cast on a fighter, he is inspired beyond his years of training and is suddenly struck with numerous insights for variations on the standard moves of attack and defense. The spell affects only warriors. Unfortunately, these insights are helpful in only two-thirds of the warrior's attacks. In the remaining attacks, the spell actually impairs the warrior's standard performance. At the beginning of each round, after the player has declared his character's actions, 1d6 is rolled for the affected warrior. On a roll of 1, 2, 3, or 4, the warrior gains bonuses of +2 to attack rolls and +2 to armor class. On a roll of 5 or 6, the warrior suffers a -2 penalty to attack rolls and a -2 penalty to armor class.
Dense/Virgin 10% 5% 15% 10% 10% 25% 25% 20%
Appendix II: Spell Descriptions This must be determined at the beginning of the round so that both the warrior and his opponents can apply the necessary changes. The insight imparted by this spell is lost after the spell expires. The insight is generated by chaos, which is nearly impossible to contain. After the spell expires, the warrior remembers the battle but not the specifics of his actions. He is unable to duplicate the maneuvers.
die roll is made, resulting in a 6. The fighter is suddenly exhausted and sleeps until sunset. Characters who sleep as a result of this spell can be roused only by physical stimuli—a slap or a wound, for example. Once awake, the character remains conscious only as long as there are active stimuli around him, such as a fight. Walking through caves or riding a horse will not keep the character awake. Unlike a sleep spell, characters affected by chaotic sleep doze off as soon as they Chaotic Sleep are left relatively undisturbed. Keeping (Alteration) an affected character awake is difficult at best. Sphere: Chaos Lack of sleep will eventually take Range: Touch a physical toll on any character under the Components: V, S, M influence of the spell. For every 12-hour Duration: Permanent period that a character remains awake Casting Time: 1 turn beyond the first, he suffers a -1 penalty Area of Effect: One creature to THAC0. Such characters do not Saving Throw: Neg. regain hit points as a result of normal After casting this spell, the priest healing. Spellcasters cannot memorize must successfully touch his victim. The spells until they have had sufficient victim is then allowed a saving throw to sleep. Chaotic sleep can be removed avoid the spell's effect. If the saving with a remove curse. throw is failed, the spell takes effect at The material components are a the next sunrise or sunset (whichever pinch of sand and three coffee beans. comes first). From the time the spell takes Circle of Privacy effect until the spell is negated, the sleeping pattern of the victim is (Alteration) randomly disrupted. At sunset and sunrise of every day, a check is made to Sphere: Travelers determine the effects of chaotic sleep. In Range: Special the 12-hour period that follows the Components: V, S, M check, there is an equal chance that the Duration: 1 hour/level character will be unable to sleep or Casting Time: 4 unable to remain awake (roll 1d6; on a Area of Effect: 50-foot-diameter circle roll of 1-3, the character is awake, on a Saving Throw: None roll of 4-6, he sleeps). This condition lasts until the next sunrise (or sunset) This spell helps to discourage when the check is made again. predators and trespassers from disturbing For example, a fighter fails to a campsite. The caster sprinkles salt in a save against chaotic sleep. For the next circle enclosing an area up to 50 feet in few hours, the spell has no effect. At diameter. For the duration of the spell, sundown, the first check is made, all sounds and scents generated within resulting in a 2. The fighter does not the circle are muted, making the area notice anything until he tries to sleep that less noticeable to those outside the night, at which time he is wide awake, circle. Therefore, the group's chance of fidgeting and restless. At sunrise, another encounter is reduced by 50% for the 352
duration of the spell. The spell provides no protection against infravision or other forms of magical detection. The material components are a hair from a skunk, a whisker from a mouse, and enough salt to make a 50foot-diameter circle.
Cloak of Bravery (Conjuration/Summoning) Reversible Sphere: Charm Range: Touch Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. The cloak of bravery spell can be cast upon any willing creature. The protected individual gains a bonus to his saving throw against any form of fear encountered (but not awe--an ability of some lesser and greater powers). When cast, the spell can affect one to four creatures (caster's choice). If only one is affected, the saving throw bonus is +4. If two are affected, the bonus is +3, and so forth, until four creatures are protected by a +1 bonus. The magic of the cloak of bravery spell works only once and then the spell ends, whether or not the creature's saving throw is successful. The spell ends after eight hours if no saving throw is required before then. The reverse of this spell, cloak of fear, empowers a single creature touched to radiate a personal aura of fear, at will, out to a 3-foot radius. All other characters and creatures within this aura must roll successful saving throws vs. spell or run away in panic for 2d8 rounds. Affected individuals may or may not drop items, at the DM's option. The spell has no effect upon undead of any sort. The effect can be used only once, and the spell expires after eight hours if not brought down sooner. Members of the recipient's party are not immune to the effects of the
Appendix II: Spell Descriptions spell.
for 1d6 rounds, with the time spent in The material component for the preparation for the subsequent action. cloak of bravery spell is the feather of an The character spends time arranging eagle or hawk. The reverse requires the spell components artistically, deciding tail feathers of a vulture or chicken. how to hold his sword, cleaning his weapon, etc. Anyone affected by compulsive Compulsive Order order may become violent if he is (Enchantment/Charm) prevented from being neat. He will do what he must to make the world around Sphere: Law him more orderly. If he is allowed to Range: 10 yards organize his surroundings, he will Components: V, S, M quickly calm down again. The victim Duration: Permanent will constantly petition the people Casting Time: 5 around him to be neat and organized. Area of Effect: One creature The victim is allowed a saving Saving Throw: Neg. throw to avoid the effects of the spell. The victim of compulsive order is Compulsive order can be removed with a dispel magic spell. compelled to place everything he The material component is a encounters into perfect order. If he perfect cube made of metal. discovers treasure, he divides it into tidy piles or containers of silver, gold, and Control Temperature, 10' Radius copper. He is reluctant to enter a dungeon because it is a messy place, but (Alteration) once inside, he is obsessed with cleaning it. A character under the power of this Sphere: Weather spell will sweep dirt from dungeon Range: 0 corridors into neat piles, arrange the Components: V, S, M corpses of a defeated orc band according Duration: 4 turns + 1 turn/level to size, dash forward to remove a bit of Casting Time: 7 lint on clothing, and insist that the party Area of Effect: 10-ft. radius organize themselves alphabetically, then Saving Throw: None by size, and then by age. While the spell does not affect a character's abilities, the When this spell is cast, the overwhelming desire for order impairs temperature surrounding the caster can the character's usefulness in most be altered by 10 F., either upward or adventures. downward, per level of experience of the When a character afflicted by this spellcaster. Thus, a 10th-level caster spell attempts to undertake a new event could raise or lower the surrounding (begin a battle, haggle with the temperature from 1 to 100 degrees. The merchant, etc.), the player must spell can be used to ensure the comfort rationalize the action on the basis of his of the caster and those with him in compulsion for order. Thus, the character extreme weather conditions. The party cannot simply attack a goblin; he must could stand about in shirt sleeves during announce a condition such as attacking the worst blizzard (although it would be the tallest goblin and fighting his way raining on them) or make ice for their down according to size. Once stated, the drinks during a scorching heat wave. character must follow through with this The spell also provides protection plan. from intense normal and magical attacks. If the player cannot conceive a If the extreme of temperature is beyond rationale for his character's behavior, the what could be affected by the spell (a character is forced to delay his actions searing blast of a fireball or the icy chill 353
of a white dragon), the spell reduces the damage caused by 5 points for every level of the caster. Normal saving throws are still allowed, and the reduction is taken after the saving throw is made or failed. Once struck by such an attack, the spell immediately collapses. The material component for this spell is a strip of willow bark (to lower temperatures) or raspberry leaves (to raise temperatures).
Cure Serious Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the cure light wounds spell. When laying his hand upon a creature, the priest heals 2d8+1 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures. Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first. If the touch is successful, 2d8+1 points of damage are inflicted.
Defensive Harmony (Enchantment/Charm) Sphere: Law Range: 5 yards Components: V, S Duration: 1 round+2d4 rounds Casting Time: 1 Area of Effect: One creature/two levels Saving Throw: None This spell must be cast on at least two creatures. The priest may affect one
Appendix II: Spell Descriptions creature per two levels of his experience, and all creatures to be affected must be within three feet of each other at the time of casting. After the spell is completed, affected characters may move about freely. Defensive harmony grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses. The affected creatures must be involved in a single battle so that their efforts harmonize to the benefit of all involved. For example, the affected creatures can attack one dragon or a group of orcs in a single area. They can also attack additional enemy forces that arrive in the same combat. If the enemy forces divide and flee, the affected creatures can follow, continue to attack, and benefit from the spell. If the affected group is split into two smaller groups when attacked, however, it gains no benefit from defensive harmony. While the spell is in effect, each affected creature gains a +1 bonus to armor class for every other creature benefitting from the spell, to a maximum bonus of +5 (although more than five characters may be affected by the spell). Thus, if four creatures are affected by defensive harmony, each creature gains a +3 bonus to armor class. This bonus represents a mystical coordination of effort on the part of all affected creatures. A fighter will naturally wage his attack to distract the troll attacking the thief. The ranger will instinctively block the swing of an orc, thereby protecting the wizard. Creatures affected by the spell are not consciously aware of these efforts, and they are unable to create specific strategies and tactics.
Detect Lie (Divination) Reversible Sphere: Divination Range: 30 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 7 Area of Effect: 1 creature Saving Throw: Neg. A priest who casts this spell is immediately able to determine if the subject creature deliberately and knowingly speaks a lie. It does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. The subject receives a saving throw vs. spell, which is adjusted only by the Wisdom of the caster--for example, if the caster has a Wisdom of 18, the subject's saving throw roll is reduced by 4 (see Table 5: Wisdom). The material component for the detect lie spell is one gp worth of gold dust. The spell's reverse, undetectable lie, prevents the magical detection of lies spoken by the creature for 24 hours. The reverse requires brass dust as its material component.
Dimensional Folding (Alteration) Sphere: Numbers Range: 5 feet Components: V, S, M Duration: 1 round Casting Time: 1 round Area of Effect: 10-foot circle Saving Throw: None This spell allows the caster to selectively warp the fabric of space, folding it into higher dimensions. This effect can be best explained through an example. If an ant crawling along the west edge of a map decided to travel to the east edge of the map, it would have to crawl the full width of the 354
map. But if the map were folded in two so that the east and west edges were touching, the ant would travel almost no distance at all. The ant's world (the map) would have been folded through the third dimension. The dimensional folding spell does something similar with the three-dimensional world: it folds it through a higher dimension (the fourth), allowing instantaneous travel between two locales on the same plane of existence. Although this effect may seem similar to the wizard spell teleport, in practice, it is much different. The dimensional folding spell opens a gate that allows instantaneous, bidirectional access to a distant locale on the same plane. This gate is circular, of any size up to 10' in diameter, and remains in existence for up to 1 full round. The caster and any other creatures can pass through the gate in either direction while it remains open. Missile weapons and magic spells can also pass through the gate. The gate appears as a shimmering ring, glowing with a faint light equivalent to starshine. Vision through the gate is clear and unobstructed in both directions, allowing the priest to 'look before he leaps.' However, anyone on the other side of the gate is able to see the priest and his point of origin. The 'near side' of the gate always appears within 5 feet of the priest. The location of the 'far side' of the gate always opens within 5 feet of the place the priest desires. Thus, there is no chance of arriving at the wrong destination, as with the wizard spell teleport. There is a risk involved in using dimensional folding, however. Many philosophers believe that what we know as time is simply another dimension, and the behavior of this spell seems to support this thesis. Unless the priest is extremely familiar with the destination, there is a significant chance that any creature passing through a dimensional folding gate will suffer instantaneous
Appendix II: Spell Descriptions aging. Theorists believe that this is the same kind of 'slippage' that can cause a teleporting wizard to land high or low, except that in this case, the slippage is in the time dimension. The chance of this instantaneous aging occurring depends on how familiar the priest is with the destination. The table that follows outlines the conditions and effects of aging. If the die roll indicates that aging occurs, every creature that passes through the gate in either direction suffers the aging effect. Multiple creatures passing through the gate in the same direction all age by the same amount determined by a single die roll. Although the chance of aging is low and the potential amount of aging is minimal for familiar destinations, the effects can add up and become significant over time. Although the word 'destination' is used to refer to the 'far end' of the gate, the priest need not be the one doing the traveling. For example, a priest may open the gate near a distant ally so he may travel instantaneously to join the priest. The material component is a sheet of platinum 'tissue' worth at least 15 gp, which the priest folds intricately during the casting. The tissue is consumed when the gate closes.
Divination (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None A divination spell is used to garner a useful piece of advice concerning a specific goal, event, or activity that will occur within a oneweek period. This can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. Unlike the
Destination is: Very familiar* Studied carefully Seen casually Viewed once Never seen
Chance of aging 2% 5% 10% 15% 25%
Amount of aging 1 year 1d2 years 1d3 years 1d6 years 1d10 years
* Use this row if the desired location is within view of the priest. augury spell, this gives a specific piece of advice. For example, if the question is 'Will we do well if we venture to the third level?' and a terrible troll guarding 10,000 gp and a shield +1 lurks near the entrance to the level (the DM estimates the party could beat the troll after a hard fight), the divination response might be: 'Ready oil and open flame light your way to wealth.' In all cases, the DM controls what information is received and whether additional divinations will supply additional information. Note that if the information is not acted upon, the conditions probably change so that the information is no longer useful (in the example, the troll might move away and take the treasure with it). The base chance for a correct divination is 60%, plus 1% for each experience level of the priest casting the spell. The DM makes adjustments to this base chance considering the actions being divined (if, for example, unusual precautions against the spell have been taken). If the dice roll is failed, the caster knows the spell failed, unless specific magic yielding false information is at work. The material components of the divination spell are a sacrificial offering, incense, and the holy symbol of the priest. If an unusually important divination is attempted, sacrifice of particularly valuable gems, jewelry, or magical items may be required.
355
Fire Purge (Abjuration) Sphere: Wards Range: 10 yards/level Components: V, S, M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: 10-yard square/priest Saving Throw: None An area enchanted with fire purge is protected against all types of normal and magical fires. Normal fires (including camp fires, torches, and oil fires) cannot burn in the area of effect. Magical fires (including fiery dragon breath, other creature-generated fires, and spell-related fires such as burning hands and fireball) cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +4 bonus to saving throws made vs. fire attacks, regardless of whether the attacks originate inside or outside the warded area. Fire purge has no effect on fires that are within the area of effect when the spell is cast, (i.e., it does not extinguish existing fires). The material components are the priest's holy symbol and a scorched sliver of wood. Fire purge can be cast as cooperative magic. If a number of priests cast this spell simultaneously, its effectiveness is significantly increased. The duration of the spell is then equal to 1 turn per level of the most powerful priest plus 1 turn for every other contributing priest. The area of effect is a square whose sides equal the number of priests times 10 yards (thus, six priests could create a 60-yard by 60-yard square
Appendix II: Spell Descriptions of protection).
Focus (Invocation) Sphere: All Range: 10 feet Components: V, S, M Duration: Special Casting Time: 1 day Area of Effect: Special Saving Throw: None This spell creates the necessary conditions for devotional energy to be used. For faith magic to work, the priest must create a focus to harness the necessary devotional energy. This spell creates that focus. A focus cannot function without a source of devotional energy. The focus gathers devotional energy and reshapes it in order to amplify other spells cast by the priest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no immediate source of devotional energy within 100 feet, the focus immediately fails. Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminaries--permanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gathering such as a holy day, conclave, grand wedding, or yearly festival. Not all foci are identical. The particular form of the focus depends on the power and nature of the spell being amplified. All foci can be seen by detect magic. There are three basic types of foci: site, item, and living. Site foci are connected to a place, whether a room, building, field, or forest. Once cast, the foci cannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible.
Item foci are centered on a single object. Customarily, this object is large and immovable, such as an altar, but it is possible for the focus to be as small as is practical. The item can be as elaborate or plain as desired, but should have some significance to the religion. Living foci are the rarest of all types. In this case, the focus is created on a living plant, animal, or person. Detect charm reveals the person is somehow enchanted, although not under the influence of a typical charm spell. The type of focus created (site, item, or living) depends on the religion and nature of the spell amplified. These choices are listed in Table 3: Focused Spell Effects. Casting the focus spell is a long and complicated process, accompanied by many ceremonies and rituals. During the day spent casting the spell, the priest will need the assistance of at least two other priests of the same faith. These aides need not memorize the spell (or even be capable of casting it). Their duty is to provide the extra hands and voices needed at specific points of the casting. A large number of worshipers must also be present since the focus requires their energy. Not surprisingly, the casting of this spell is often incorporated into important holy festivals or special occasions. The duration of the focus is one year. If the devotional energy falls below a minimum level, the spell ends sooner. A focus requires the devotional energy of at least 100 devout worshipers. Lay monks (those dedicated to the religion but not priests) count as two worshipers, while priests (of any level) count as ten. A focus could be maintained by a congregation of 100, a monastery of fifty, or a seminary of as few as 10 priests (or any combination of the above). The focus must receive this energy for at least 10 hours out of every day. If these conditions are not met, the focus weakens. The area of effect of the amplified spell decreases by 20% each day until it fades away completely. 356
Once the focus is created, the priest or priests have 1 turn in which to cast the desired spell upon the focus. A focus can amplify only one spell, and each item, creature, or place can receive only one focus. Spells that can be cast upon a focus are listed on Table 3. FOCUSED SPELL EFFECTS Possible Focus Spell Type Anti-animal shell S/I/L Anti-plant shell S/I/L Bless S/I Control temperature, 10' radius S* Control winds S/I* Cure disease I/L Cure blindness or deafness I/L Detect poison S/I Detect lie I Detect magic I Dispel evil S/I Endure cold/endure heat S* Know alignment I/L Negative plane protection S/I Protection from evil S/I Protection from lightning S Protections from fire S Purify food and drink I Remove fear S/I/L Remove curse I Repel insects S/I Resist fire/resist cold S Speak with animals S/I/L Tongues S/I True seeing S * The caster must state a desired range (temperature, wind strength, etc.) within the spell's normal limitations at the time it is cast. Once the spell is cast, the normal
Appendix II: Spell Descriptions duration and area of effect for that spell are ignored. The focus begins to increase these factors of the spell's power. After one day, the amplified spell reaches its full area of effect. Thereafter, it remains over that area until the focus fails. The area affected by the focus (and its amplified spell) depends on the level of the caster. The spell expands in a radius from the focus, 20 feet per level of the caster, although it can deliberately be created smaller. Within that area of effect, the amplified spell exerts its normal effect. A 13th-level priest could create a focus up to 260 feet in diameter. The material components are many, including special vestments, incense, oils, waters, and other equipment the DM deems appropriate. The cost of these materials is never less than 1,000 gp plus 100 gp per level of spell being amplified. These items are given up as offerings to the deity (perhaps to be distributed to the poor), and new ones must be obtained each time the spell is cast.
the second priest and into the creature being healed. Fortify automatically causes the cure spell to function at maximum effect. Thus, a cure serious wounds would automatically heal 17 points of damage and a cure critical wounds would heal 27 points of damage. The material component is the priest's holy symbol.
Free Action (Abjuration, Enchantment)
Genius (Divination) Sphere: Thought Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Caster Saving Throw: None
This spell is similar to idea, except that the priest's player can ask the Sphere: Charm DM one question about any event Range: Touch occurring at the moment. The question Components: V, S, M must be somehow related to evaluation Duration: 1 turn/level of the current situation, such as 'What Casting Time: 7 are these monsters?' Speculation about Area of Effect: 1 creature the future, such as 'What's on the other Saving Throw: None side of the door?' is not permitted. As with idea, the DM must be This spell enables the creature careful in adjudicating this spell. The touched to move and attack normally for answer to the question should always be the duration of the spell, even under the relevant and correct, although not influence of magic that impedes necessarily complete, and should not be movement (such as web or slow spells) unbalancing to the situation. The answer or while under water. It even negates or can also be cryptic, in the form of a Fortify prevents the effects of paralysis and hold riddle or rhyme, depending on the DM's (Necromancy) spells. Under water, the individual assessment of the situation. In general, moves at normal (surface) speed and the answer will be a single word or a Sphere: Healing inflicts full damage, even with such short phrase of no more than five words. Range: 0 cutting weapons as axes and swords and The material component is a gem Components: V, S, M with such smashing weapons as flails, of at least 50 gp value. This spell can be Duration: Special hammers, and maces, provided that the cast only once in any 12-hour period. Casting Time: 6 weapon is wielded in the hand rather Subsequent attempts to cast the spell Area of Effect: Creature touched than hurled. The free action spell does result in no answer. Saving Throw: None not, however, allow water breathing without further appropriate magic. Giant Insect This is a simple cooperative The material component is a (Alteration) magic spell. Only one priest can cast the leather thong, bound around the arm or Reversible spell, but like mystic transfer, another similar appendage, which disintegrates priest is required for the spell to have when the spell expires. Sphere: Animal any effect. Through this spell, the priest Range: 20 yds. improves the quality of another priest's Components: V, S, M healing spells. Duration: Permanent For the fortify spell to work, it Casting Time:7 must be cast simultaneously with a cure Area of Effect: 1 to 6 insects light wounds, cure serious wounds, or Saving Throw: None cure critical wounds. The priest casting fortify must lay his hand on the priest By means of this spell, the priest attempting the cure. When both spells can turn one or more normal-sized are cast, additional energy flows through insects into larger forms resembling the 357
Appendix II: Spell Descriptions giant insects described in the Monstrous Manual. Only one type of insect can be altered at one time (i.e., a single casting cannot affect both an ant and a fly) and all insects affected must be grown to the same size. The number of insects and the size to which they can be grown depends upon the priest's level:
forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex. Unless commanded to do otherwise, the giant insects attempt to attack whoever or whatever is near them. The reverse of the spell, shrink insect, reduces any giant insect to normal insect size. The number of Hit Dice Priest's Insect Maximum affected by the priest is subtracted from Level Hit Dice Total HD the number of Hit Dice of the insects, 7-9 3 9 and any insect reduced to 0 Hit Dice has 10-12 4 12 been shrunk. Partial shrinking is ignored; 13+ 6 15 an insect is either shrunk or unaffected. Thus, a 9th-level priest attacked by giant For example, an 8th-level priest ants could shrink three warrior ants or can grow three insects to 3 Hit Dice, four four worker ants to normal insect size insects to 2 Hit Dice, or nine insects to 1 with no saving throw. This spell has no Hit Die. Flying insects of 3 Hit Dice or effect on intelligent insectlike creatures. more can carry a rider of human size The priest must use his holy (assume that such can carry 80 pounds symbol for either version of the spell. per Hit Die). If the casting is interrupted for Hallucinatory Forest any reason, or if the insects are currently (Illusion/Phantasm) subject to any other magical effect Reversible (including this one), the insects die and the spell is ruined. The DM decides how Sphere: Plant many normal insects of what type are Range: 80 yds. available; this is often a greater Components: V, S limitation on the spell than the limits Duration: Permanent above. Casting Time: 7 If the insect created by this spell Area of Effect: 40-ft. sq./level matches an existing monster description, Saving Throw: None use the monster description. Otherwise, unless the DM creates a special When this spell is cast, a description, the giant form has an Armor hallucinatory forest comes into Class of between 8 and 4, one attack, existence. The illusionary forest appears and inflicts 1d4 points of damage per Hit to be perfectly natural and is Die. indistinguishable from a real forest. For example, a 14th-level priest Priests attuned to the woodlands--as well uses the giant insect spell to enlarge one as such creatures as centaurs, dryads, beetle (all that is available) to 6 HD size. green dragons, nymphs, satyrs, and The DM decides the beetle has AC 5 and treants--recognize the forest for what it bites once for 6d4 points of damage. is. All other creatures believe it is there, Note that the spell works only on and movement and order of march are actual insects. Arachnids, crustaceans, affected accordingly. Touching the and other types of small creatures are not illusory growth neither affects the magic affected. Any giant insects created by nor reveals its nature. The hallucinatory this spell do not attempt to harm the forest remains until it is magically priest, but the priest's control of such dispelled by a reverse of the spell or a creatures is limited to simple commands dispel magic spell. The area shape is ('attack,' 'defend,' 'guard,' and so either roughly rectangular or square, in 358
general, and at least 40 feet deep, in whatever location the caster desires. The forest can be of less than maximum area if the caster wishes. One of its edges can appear up to 80 yards away from the caster.
Hold Plant (Enchantment/Charm) Sphere: Plant Range: 80 yds. Components: V, S Duration: 1 rd./level Casting Time: 7 Area of Effect: 1d4 plants in 40-ft. sq. Saving Throw: Neg. The hold plant spell affects vegetable matter as follows: 1) it causes ambulatory vegetation to cease moving; 2) it prevents vegetable matter from entwining, grasping, closing, or growing; 3) it prevents vegetable matter from making any sound or movement that is not caused by wind. The spell effects apply to all forms of vegetation, including parasitic and fungoid types, and those magically animated or otherwise magically empowered. It affects such monsters as green slime, molds of any sort, shambling mounds, shriekers, treants, etc. The duration of a hold plant spell is one round per level of experience of the caster. It affects 1d4 plants in a 40-foot x 40-foot area, or a square 4 to 16 yards on a side of small ground growth such as grass or mold. If only one plant (or 4 yards square) is chosen as the target for the spell by the caster, the saving throw of the plant (or area of plant growth) is made with a -4 penalty to the die roll; if two plants (or 8 yards square) are the target, saving throws suffer a -2 penalty; if three plants (or 12 yards square) are the target, saving throws suffer a -1 penalty; and if the maximum of four plants (or 16 yards square) are the target, saving throws are unmodified.
Appendix II: Spell Descriptions example, a 7th-level priest with five 1stand four 2nd-level spells imbues a 10th(Enchantment) level fighter with a cure light wounds spell and a slow poison spell. The cleric Sphere: Charm now can have only four 1st-level spells Range: Touch memorized until the cure is cast and only Components: V, S, M three 2ndlevel spells until the slow Duration: Until used poison is cast, or until the fighter is Casting Time: 1 turn killed. In the meantime, the priest Area of Effect: Person touched remains responsible to his ethos for the Saving Throw: None use to which the spell is put. The material components for this By the use of this spell, the priest spell are the priest's holy symbol, plus can transfer a limited number and some minor item from the recipient that selection of his currently memorized is symbolic of his profession (a lockpick spells, and the ability to cast them, to for a thief, etc.). another person. Only nonspellcasters This item, and any material (including rangers under 8th level and component for the imbued spell, is paladins under 9th level) can receive this consumed when the imbue with spell bestowal; the imbue with spell ability enchantment does not function for those ability spell is cast. belonging to spellcasting classes, for Inverted Ethics unintelligent monsters, nor for any individual with less than 1 full Hit Die. (Enchantment/Charm) In addition, the person thus imbued must have a Wisdom score of 9 or higher. Sphere: Chaos Only priest spells of an informational or Range: 120 yards defensive nature or a cure light wounds Components: V, S, M spell can be transferred. Transferring any Duration: 1 turn other spell type negates the entire Casting Time: 1 attempt, including any allowable spells Area of Effect: Special that were chosen. Higher level persons Saving Throw: Neg. can receive more than one spell at the priest's option: This spell reverses the ethics of a person or group of people. While under Level the influence of this spell, a creature of behaves in a manner opposite to the way Recipient Spells Imbued he normally would behave. Thus, a 1 One 1st-level spell shopkeeper influenced by inverted ethics 3 Two 1st-level spells will think it perfectly normal for 5+ Two 1st- and one someone to pick up an item from his 2nd-level spells shop and walk out the door without paying for it. If someone tried to pay for The transferred spell's variable an item, he would be insulted. If the characteristics (range, duration, area of spell is cast on a shopper in a store, he effect, etc.) function according to the would find it natural to steal the item, level of the priest originally imbuing the thinking that he is behaving in a proper spell. way. If the spell is cast on a professed A priest who casts imbue with thief, he will no longer steal, choosing to spell ability upon another character loses pay for his goods instead. the number of 1st- and 2nd-level spells Inverted ethics does not cause a he has imbued until the recipient uses the creature to actively commit evil deeds transferred spells or is slain. For (or good deeds). Thus, an affected 359
Imbue With Spell Ability
creature will not go on a shoplifting rampage; he will steal only as the opportunity presents itself. The spell affects one character per level of the caster within a 20' radius. Each target of the spell is allowed a saving throw vs. spell to avoid the effect. The material component is a miniature golden balance (i.e., similar to the scales of justice).
Join With Astral Traveler (Alteration) Sphere: Astral Range: 0 Components: V, S Duration: Special Casting Time: 1 turn Area of Effect: The caster Saving Throw: None When a priest casts the 7th-level astral spell, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting join with astral traveler, a priest can cause his own astral body to leave his physical body in suspended animation. His astral body then travels along the silver cord of the originally projected priest. The caster joins the projected priest as if he were part of the original casting of the astral spell; i.e., his own silver cord is connected to the priest's silver cord, and he is dependent upon the originally projected priest. A priest who casts the 7th-level astral spell can project as many as seven other creatures along with himself. However, priests casting join with astral traveler are an exception to this limit. Any number of priests may join another priest in the Astral plane by use of this spell.
Appendix II: Spell Descriptions Leadership
Lower Water
Mental Domination
(Enchantment/Charm, Alteration) Reversible
(Alteration) Reversible
(Enchantment/Charm)
Sphere: War Range: Special Components: V, S, M Duration: Special Casting Time: Special Area of Effect: One creature Saving Throw: None
Sphere: Elemental (Water) Range: 120 yds. Components: V, S, M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: Special Saving Throw: None
This spell can be cast in one of two variations. The first, appropriate for battlefield use, has a range of 240 yards, duration of 1d4+6 turns, and a casting time of 1 turn. The priest can cast the spell on any single individual (a commander or hero) within his line of sight. While under the influence of this spell, the subject's command radius is increased by 50% (round fractions up). The reverse of this variation, doubt, requires the target to make a saving throw vs. spell. If failed, doubt halves the command radius (round fractions down) of the targeted individual for 1d3+4 turns. The material component for this variation is a pinch of steel dust. The second variation must take place in or within 100' of a place of worship officially dedicated to the casting priest's deity. Both the priest and the individual to be affected must be present. The casting time is 5 turns and involves an intricate ritual and many prayers. At the conclusion of the spell, the subject's command radius is doubled. This effect lasts 2d12 hours. The priest can cast either aspect (but not both at once) on himself. No individual can be the subject of more than one casting of this spell at one time, whether different aspects or cast by different priests. If more than one spell is attempted on the individual, only the most recent casting takes effect. The material component for the second variation is the priest's holy symbol.
The lower water spell causes water or similar fluid in the area of effect to sink away to a minimum depth of 1 inch. The depth can be lowered by up to 2 feet for every experience level of the priest. The water is lowered within a square area whose sides are 10 feet long per caster level. Thus, an 8th-level priest affects a volume up to 16 feet x 80 feet x 80 feet, a 9th-level caster affects a volume up to 18 feet x 90 feet x 90 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: The creature moves at half speed and makes half its usual number of attacks each round. The spell has no effect on other creatures. Its reverse, raise water, causes water or similar fluids to return to their highest natural level: spring flood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep away bridges at the DM's option. It negates lower water and vice versa. The material components of this spell are the priest's holy (or unholy) symbol and a pinch of dust.
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Sphere: Thought Range: 50 yards Components: V, S, M Duration: 3 rounds/level Casting Time: 4 Area of Effect: One creature Saving Throw: Neg. This spell is similar to the wizard spell domination in that it establishes a telepathic link between the priest and the subject through which the priest can control the subject's bodily movements. There are some significant differences between the spells, however. Elves and half-elves have no innate resistance to this spell. Priest and subject need not share a common language. The priest can force the subject into combat, but the subject's attack rolls suffer a -2 penalty. The priest cannot force the subject to cast spells or use any innate magical or magiclike abilities. The priest can force the subject to speak, although the priest cannot inject a full range of emotions into the subject's voice (everything said by the subject is in a monotone). This spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. Thus, the priest cannot see through the subject's eyes. To control the subject, the priest must be within the range of the spell and must be able to see the subject. Breaking either of these conditions causes the spell to terminate immediately. This spell requires a moderate level of concentration by the priest. While maintaining this spell, he can move or enter combat, but cannot cast another spell. If the priest is wounded, rendered unconscious, or killed, the spell immediately terminates. If the priest is 10th level or lower, he or she cannot force the subject to perform particularly delicate actions, such as picking a lock. At 11th level or higher, however, this restriction is
Appendix II: Spell Descriptions removed. The priest could thus force a thief to pick a lock. Any such delicate actions suffer a -15% penalty (or -3 on 1d20) to reflect the 'remote control' nature of the action. The material component is a mesh of fine threads that the priest loops around the fingertips of one hand and manipulates in the way that a puppeteer controls a puppet.
Modify Memory (Enchantment/Charm) Sphere: Time Range: 30 feet Components: V, S Duration: Permanent Casting Time: Special Area of Effect: One creature Saving Throw: Neg. This spell enables the caster to reach into the subject's mind and modify up to five minutes of his memory in one of the following ways: •Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, suggestion, geas, quest, or similar spells. •Allow the subject to recall with perfect clarity an event he actually experienced. For instance, he could recall every word from a five-minute conversation or every detail from a passage in a book. •Change the details of an event the subject actually experienced. •Implant a memory of an event the subject never experienced. Casting the spell takes one round. If the subject fails to save vs. spell, the caster proceeds with the spell by spending up to five minutes visualizing the memory he wishes to modify in the subject. If the caster's concentration is disturbed before the visualization is complete, the spell is lost. Modified memory will not necessarily affect the subject's actions, particularly if they contradict his natural
inclinations. An illogical modified memory, such as the subject recalling how much he enjoyed drinking poison, will be dismissed by the subject as a bad dream or a memory muddied by too much wine. More useful applications of modified memory include implanting memories of friendly encounters with the caster (inclining the subject to act favorably toward the caster), changing the details of orders given to the subject by a superior, or causing the subject to forget that the caster cheated him in a card game. The DM reserves the right to decide whether a modified memory is too nonsensical to significantly affect the subject.
one turn unless the poison is magically neutralized or slowed.
Plant Door (Alteration) Sphere: Plant Range: Touch Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: Special Saving Throw: None
The plant door spell opens a magical portal or passageway through trees, undergrowth, thickets, or any similar growth--even growth of a Neutralize Poison magical nature. The plant door is open to (Necromancy) the caster who cast the spell, casters of a Reversible higher level, or dryads; others must be shown the location of the door. The door Sphere: Healing even enables the caster to enter a solid Range: Touch tree trunk and remain hidden there until Components: V, S the spell ends. The spell also enables the Duration: Permanent passage or hiding of any man-sized or Casting Time: 7 smaller creature; hiding is subject to Area of Effect: 1 creature or 1 cu. ft. of space considerations. If the tree is cut substance/2 levels down or burned, those within must leave Saving Throw: None before the tree falls or is consumed, or else they are killed also. The duration of By means of a neutralize poison the spell is one turn per level of spell, the priest detoxifies any sort of experience of the caster. If the caster venom in the creature or substance opts to stay within an oak, the spell lasts touched. Note that an opponent, such as nine times longer than normal; if within a poisonous reptile or snake (or even an an ash tree, it lasts three times longer. envenomed weapon of an opponent) The path created by the spell is up to 4 unwilling to be so touched requires the feet wide, 8 feet high, and 12 feet long priest to roll a successful attack in per level of experience of the caster. This combat. This spell can prevent death in a spell does not function on plant-based poisoned creature if cast before death monsters (shambling mounds, molds, occurs. The effects of the spell are slimes, treants, etc.). permanent only with respect to poison The material components for this existing in the touched creature at the spell are a piece of charcoal and the time of the touch; thus, creatures (and caster's holy symbol. objects) that generate new poison are not permanently detoxified. The reversed spell, poison, likewise requires a successful attack roll, and the victim is allowed a saving throw vs. poison. If the latter is unsuccessful, the victim is incapacitated and dies in 361
Appendix II: Spell Descriptions The subject of the spell has no way of knowing whether any (Alteration) modification made by this spell is positive or negative (or even whether he Sphere: Numbers was the subject of the spell at all). Range: 30 yards Thus, a lying priest could claim Components: V, S, M to raise a thief's chance of climbing the Duration: Special wall, while actually lowering it. The Casting Time: 4 thief would be none the wiser. However, Area of Effect: One creature an unwilling subject of this spell Saving Throw: Neg. receives a normal saving throw to negate its effect. This spell allows the priest to The material components are a increase or decrease by a small margin small cube of a thickened sugar-andthe probability of success for one action. This action can be anything that requires milk mixture and a cubic die of matching a die roll--an attack, a saving throw, an size. Both are consumed in the casting. attempt to use thieving skills, an ability check, or even an attempt to successfully Produce Fire teleport on target. The action must be (Alteration) something performed by a single Reversible creature. The basic modification is 15% Sphere: Elemental (Fire) (15 on 1d100 or 3 on 1d20), plus an Range: 40 yds. additional 5% per five levels of the Components: V, S, M caster. This modification can be either Duration: 1 rd. positive or negative, as deemed by the Casting Time: 7 spellcaster. Thus, a 10th-level priest can Area of Effect: 12-ft. sq. modify a subject's saving throw or attack Saving Throw: None roll by +5 or -5, or a thief's 'climb walls' roll by +25% or -25%. The priest may By means of this spell, the caster cast this spell on himself. creates a common fire of up to 12 feet For a noncombat action such as per side in area. Though it lasts only a an attempt to climb a wall, the priest single round (unless it ignites additional simply casts the spell on the subject flammable material), the fire produced immediately before the action is by the spell inflicts 1d4 points of damage attempted, informing the DM whether plus 1 point per caster level (1d4 + the modification is positive or negative. 1/level) upon creatures within its area. It To use this spell in combat, the priest ignites combustible materials, such as must specify the action to be affected cloth, oil, paper, parchment, wood, and (e.g., the target's next attack roll) and the like, so as to cause continued whether the modification will be positive burning. or negative. The spell remains in effect The reverse, quench fire, until the subject attempts the specified extinguishes any normal fire (coals, oil, action or until a number of rounds equal tallow, wax, wood, etc.) within the area to the caster's level passes. of effect. If the latter occurs, the spell ends The material component for without effect. either version is a paste of sulfur and Once the spell is cast, the priest wax, formed into a ball and thrown at the does not need to maintain any level of target. concentration; the spell will function even if the casting priest is killed before the spell takes effect.
Probability Control
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Protection From Evil, 10' Radius (Abjuration) Reversible Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 7 Area of Effect: 10-ft. radius Saving Throw: None The globe of protection of this spell is identical in all respects to that of a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only. The reverse, protection from good, 10’ radius, wards against good creatures. To complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) water and incense (or smoldering dung), according to the protection from evil spell.
Protection From Lightning (Abjuration) Sphere: Protection, Weather Range: Touch Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: 1 creature Saving Throw: None The effect of a protection from lightning spell changes depending on who is the recipient of the magic--the
Appendix II: Spell Descriptions caster or some other creature. In either case, the spell lasts no longer than one turn per caster level. If the spell is cast upon the caster, it confers complete invulnerability to electrical attack such as dragon breath, or magical lightning such as lightning bolt, shocking grasp, storm giant, will 'o wisp, etc., until the spell has absorbed 10 points of electrical damage per level of the caster, at which time the spell is negated. If the spell is cast upon another creature, it gives a bonus of +4 to the die roll for saving throws made vs. electrical attacks, and it reduces the damage sustained from such attacks by 50%. The caster's holy symbol is the material component.
Rapport (Divination, Alteration) Sphere: Thought Range: 30 yards Components: V, S Duration: 1 turn+1 round/level Casting Time: 1 round Area of Effect: One creature Saving Throw: None This spell is a deeper and more intense version of telepathy. It allows the priest to communicate silently and instantly with a single willing subject. Participants may share deeper thoughts than with telepathy, including emotions and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such vicarious experiences feel diluted and cannot be mistaken for direct sensations. The participants can quickly share such personal concepts as plans, hopes, and fears, but they cannot share skills or spells. Thus, it is impossible to communicate the procedure for casting a particular spell or for picking a lock. Communication through rapport is approximately 15 times faster than verbal communication. As with telepathy, the priest can establish
separate 'channels' to multiple individuals; each such linkage costs one casting of the spell. There is no 'crosstalk' between the channels, however. Rapport cannot be used on unwilling subjects.
Reflecting Pool (Divination) Sphere: Divination Range: 10 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 2 hrs. Area of Effect: Special Saving Throw: None This spell enables the caster to cause a pool of normal water found in a natural setting to act as a scrying device. The pool can be of no greater diameter than 2 feet per level of the caster. The effect is to create a scrying device similar to a crystal ball. The scrying can extend only to the Ethereal Plane and the Inner Planes (which includes the paraelemental planes, the Demiplane of Shadow, etc.). General notes on scrying, detection by the subject, and penalties for attempting to scry beyond the caster's own plane are given in the DMG, as well as a description of the crystal ball item. The following spells can be cast through a reflecting pool, with a 5% per level chance for operating correctly: detect magic, detect snares and pits, and detect poison. Each additional detection attempt requires a round of concentration, regardless of success. Infravision, if available, operates normally through the reflecting pool. The image is nearly always hazy enough to prevent the reading of script of any type. The material component is the oil extracted from such nuts as the hickory and the walnut, refined, and dropped in three measures upon the surface of the pool. (A measure need be no more than a single ounce of oil.) 363
At the DM's option, the casting of this spell may be limited to once per day.
Repel Insects (Abjuration, Alteration) Sphere: Animal, Protection Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: 1 rd. Area of Effect: 10-ft. radius Saving Throw: None When this spell is cast, the priest creates an invisible barrier to all sorts of insects, and normal insects do not approach within 10 feet of the caster while the spell is in effect. Giant insects with Hit Dice less than 1/3 of the caster's experience level are also repelled (for example, 2 Hit Dice for 7th- to 9th-level casters, 3 Hit Dice at 10th through 12th level, etc.). Insects with more Hit Dice can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful saving throw vs. spell. Those that do sustain 1d6 points of damage from passing through the magical barrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures--it affects only true insects. The material components of the repel insects spell include any one of the following: several crushed marigold flowers, a whole crushed leek, seven crushed stinging nettle leaves, or a small lump of resin from a camphor tree.
Solipsism (Alteration) Sphere: Thought Range: 10 yards/level Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: 100 sq. ft.+100 sq. ft./level Saving Throw: Special
Appendix II: Spell Descriptions This unusual spell is similar to phantasmal force and other illusion magic, except that the priest who casts the spell is the only creature who automatically believes the results of the spell. The spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and tactile (that is, it can be seen and felt), but no other sensory stimuli are created. Solipsism is the opposite of normal illusions in that anyone other than the caster must make an active effort to believe (rather than dis believe) the illusion. Characters trying to believe the reality of a solipsistic illusion must make a saving throw vs. breath weapon, modified by the magical defense adjustment for Wisdom. A successful save means that the character believes the illusion and it is part of reality for him. A failed save means that the character cannot convince himself of the illusion's reality, and the illusion has no effect on him. A character can make a single attempt to believe each round. Unlike true illusions, the image created by this spell does more than just duplicate reality. The image formed is real for those who believe in it. The illusion has all the normal properties that its form and function allow. Thus, a solipsistic bridge spanning a chasm could be crossed by the priest and those who believed. All others would see the priest apparently walking out onto nothingness. Likewise, a solipsistic giant would cause real damage to those who believed it. The illusion remains in effect for as long as the priest continues to concentrate on it, until the priest is struck in combat, or until he is rendered unconscious. The level of concentration required is not extreme; the priest can move normally and may engage in combat, but is unable to cast any spell while maintaining a solipsistic illusion. Solipsism can create only illusions that are external to the priest. Thus, the priest cannot create an illusion
that he is the size of a giant, is unwounded, or has sprouted wings. The material components are a lotus blossom that the priest must swallow and a bit of fleece.
Speak With Plants (Alteration) Sphere: Plant Range: 0 Components: V, S, M Duration: 1 rd./level Casting Time: 1 turn Area of Effect: 30-ft. radius Saving Throw: None
Spell Immunity (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 1 rd. Area of Effect: 1 creature Saving Throw: None By means of this spell, the priest renders a creature touched immune to the effects of a specified spell of 4th level or lower. It protects against spells, spell-like effects of magical items, and innate spell-like abilities of creatures. It does not protect against breath weapons or gaze attacks of any type. The spell has several additional limitations. First, the caster must have directly experienced the effect of the specified spell. For example, if the caster has been attacked by a fireball spell at some time, he can use the spell immunity spell to provide protection from a fireball. Second, the spell cannot affect a creature already magically protected by a potion, protective spell, ring, or other device. Third, only a particular spell can be protected against, not a certain sphere of spells or a group of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is still vulnerable to a shocking grasp spell. The material component for spell immunity is the same as that for the spell to be protected against.
When cast, a speak with plants spell enables the priest to converse, in very rudimentary terms, with all sorts of living vegetables (including fungi, molds, and plantlike monsters, such as shambling mounds) and to exercise limited control over normal plants (i.e., not monsters or plantlike creatures). Thus, the caster can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and command similar services. The spell does not enable plants to uproot themselves and move about, but any movements within the plants' normal capabilities are possible. Creatures entangled by the 1st-level spell of that name can be released. The power of the spell lasts for one round for each experience level of the casting priest. All vegetation within the area of effect is affected by the spell. Sticks to Snakes The material components for this (Alteration) spell are a drop of water, a pinch of Reversible dung, and a flame. Sphere: Plant Range: 30 yds. Components: V, S, M Duration: 2 rds./level Casting Time: 7 Area of Effect: 1d4 sticks + 1 stick/level in a 10-ft. cube Saving Throw: None 364
Appendix II: Spell Descriptions By means of this spell, the caster can change 1d4 sticks, plus one stick per experience level, into snakes; thus, a 9thlevel priest can change 10-13 sticks into an equal number of snakes. These snakes attack as commanded by the priest. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) to turn into snakes. Such a stick cannot be larger than a staff. Sticks held by creatures are allowed a saving throw equal to that of the possessor (i.e., a spear held by an orc must roll the orc's saving throw vs. polymorph). Magical items, such as staves and enchanted spears, are not affected by the spell. Only sticks within the area of effect are changed. The type of snake created varies, but a typical specimen has 2 Hit Dice, Armor Class 6, a movement rate of 9, and either constricts for 1d4+1 points of damage per round or bites for 1 point plus poison (if any). The chance of a snake thus changed being venomous is 5% per caster level, if the spellcaster desires. Thus, an 11th-level priest has a maximum 55% chance that any snake created by the spell is poisonous. The spell lasts for two rounds for each experience level of the spellcaster. The material components of the spell are a small piece of bark and several snake scales. The reverse spell changes normal-sized snakes to sticks for the same duration, or it negates the sticks to snakes spell according to the level of the priest countering the spell (for example, a 10th-level priest casting the reverse spell can turn 11-14 snakes back into sticks).
Tanglefoot (Alteration, Abjuration) Reversible Sphere: War Range: 240 yards Components: V, S, M Duration: 2 turns/level Casting Time: 2 turns Area of Effect: 100 sq. yards/level Saving Throw: None This spell temporarily doubles the movement cost of one region of ground. Units allied to the priest are unaffected and movement is made at normal cost; only enemy units suffer the penalty. A variety of effects result from the spell depending on the terrain: grass twists hinderingly around troops' ankles, swamp becomes more viscous, rocks and gravel shift underfoot, etc. The spell affects only units--that is, groups of soldiers moving in regular or irregular formation. The spell does not affect individuals or monsters moving and operating alone. (When using the BATTLESYSTEM™ rules, figures that represent individual heroes are not affected by this spell.) When casting this spell, the priest must have an uninterrupted line of sight to the terrain to be affected. The priest can choose the shape of the area, up to the maximum area of effect. This spell can create only one continuous area of tanglefoot. There is no way of detecting that a particular area is under the influence of this spell simply by looking at the area. Detect magic will reveal that the area is magically affected. The reverse of this spell, selective passage, cuts the movement cost of an area in half (round fractions up) for friendly units. Again, individual heroes and creatures are not affected by this spell (which means that advancing troops must be careful not to leave their leader behind!). The material component is a drop of molasses for tanglefoot, and a pinch 365
of powdered graphite for selective passage.
Thought Broadcast (Alteration) Sphere: Thought Range: 30 yards Components: V, S, M Duration: 1 turn+3 rounds/level Casting Time: 5 Area of Effect: One creature Saving Throw: Neg. This spell turns the subject into a 'thought broadcaster.' For the duration of the spell, everyone within 30 yards of the subject senses the subject's thoughts, making it impossible for him to lie, keep secrets, conceal motives, etc. The subject is not automatically aware that his thoughts are being sensed. Everyone who senses these thoughts, on the other hand, knows their source. This spell causes the broadcast of only surface thoughts and motivations, not memories. There is no need for a common language between broadcaster and receivers; for this purpose, thoughts are considered to be symbolic, not dependent on language. The detail level of the thoughts is insufficient for others to learn specific skills from the subject. Thus, if the subject casts a spell, everyone within range knows what spell is being cast before it takes effect, but no one learns any knowledge about how the spell is cast. If the broadcaster is invisible or hiding in shadows, the broadcast functions normally, and all receivers are aware that someone is in the vicinity whom they cannot see. While receivers cannot pinpoint the broadcaster's location, the broadcaster's thoughts will inevitably reveal his general position ('Oh no, he's looking right at me,' etc.). A character hiding in shadows will be automatically detected, while attacks against an invisible broadcaster suffer a -2 penalty, rather than the normal -4. This spell totally negates the chance of
Appendix II: Spell Descriptions surprise by the broadcaster. The subject must have an Intelligence score of 1 or more to become a broadcaster, and must have a 'normal' mind as understood by PCs. Thoughts that are broadcast can be received only by individuals with Intelligence scores of 3 or better. An unwilling subject receives a normal saving throw vs. spell to avoid the effects. A willing subject can waive this saving throw. The material component is small balloon that the priest inflates upon casting. This balloon is consumed in the casting.
Tree Steed
Uplift
(Alteration, Enchantment/Charm)
(Alteration)
Sphere: Travelers Range: 10 yards Components: V, S, M Duration: 1 hour/level Casting Time: 4 Area of Effect: One log or plank Saving Throw: None
Sphere: All Range: 0 Components: V, M Duration: 1 turn Casting Time: 12 hours Area of Effect: One priest Saving Throw: None
This spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of wood is suitable. Tongues When the spell is cast, the log (Alteration) sprouts four wooden, horselike legs. The Reversible tree steed may be ridden like a normal horse and may be used to carry Sphere: Divination equipment. The tree steed can carry up Range: 0 to 600 pounds of riders and gear before Components: V, S breaking. If the tree steed breaks under Duration: 1 turn the weight of the riders or gear, the Casting Time: 7 enchantment instantly ends and the tree Area of Effect: The caster steed again becomes a normal (although Saving Throw: None broken) log or plank. The tree steed obeys all of the This spell enables the caster to caster's verbal commands to move, slow, speak and understand additional speed up, stop, and turn. It has a languages, whether they are racial movement rate of 12 on land. It can tongues or regional dialects, but not move in the water (Sw 6), floating on the communications of animals or mindless surface and paddling with its legs. The creatures. When the spell is cast, the tree steed must remain within 10 yards spellcaster selects the language or of the caster in order to move; if the languages to be understood. The spell distance between the tree steed and the then empowers the caster with the ability caster exceeds 10 yards, the tree steed to speak and understand the language stops until the caster is again within desired with perfect fluency and accent. range. The spell enables the priest to be The tree steed will not fight for understood by all speakers of that the caster and is incapable of any action language within hearing distance, other than movement. The tree steed usually 60 feet. This spell does not does not become fatigued and does not predispose the subject toward the caster eat. It has all the vulnerabilities of in any way. The priest can speak one normal wood, including fire, and can be additional tongue for every three levels damaged by both magical and physical of experience. attacks. It has AC 8 and 20 hit points. The reverse of the spell cancels The material components are a the effect of the tongues spell or log or plank of suitable size and a confuses verbal communication of any horseshoe. sort within the area of effect. 366
Uplift bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster's normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell. The spell grants the priest the spellcasting ability of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character's memory. A priest is also enabled to cast spells normally beyond his level. Range, duration, area of effect, and other variables are all based on the character's temporary level. The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level. As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast raise dead. After a night's rest, each priest adds uplift to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the
Appendix II: Spell Descriptions casting abilities of a 10th-level priest, including the ability to cast raise dead. At the end of one turn, the priest's abilities revert to 8th-level. Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the uplifted character suffers 2d6 points of damage from mental exhaustion. This damage cannot be healed by any means until the character has had at least eight hours of rest. The material components are the priests' holy symbols and an offering worth at least 500 gp from each priest.
Weather Stasis (Abjuration)
in the area of effect, rain would continue to fall for the duration of the spell, even after it stopped raining in the surrounding area. All physical objects other than rain, snow, and hail can pass into the protected area. All creatures and characters can move freely into and out of the area. The spell does not prevent water-based spells or water-based creatures (such as water elementals) from operating in the area. The spell protects against both natural and magically generated weather. Night and day pass normally in the protected area, although temperature variations associated with night and day do not occur. The material components are the priest's holy symbol and a drop of rain.
Sphere: Wards, Weather Range: 30 yards Components: V, S, M Duration: 1 hour/level Casting Time: 1 turn Area of Effect: 10-foot cube/level Saving Throw: None Weather stasis maintains the weather conditions prevalent in the area of effect when the spell is cast. The spell affects a cube whose sides equal the caster's level times 10 feet (a 10th-level caster could affect a 100' x 100' x 100' cube). An area protected by weather stasis is unaffected by temperature variations in the surrounding environment. The spell also acts as a shield against rain, snow, and hail, which cannot enter the protected area. If conditions of precipitation existed in the area of effect when the spell was cast, the identical weather will continue for the duration of the spell. For example, weather stasis is cast in an area where the temperature is 75 F. and no precipitation is falling. Half an hour later, the temperature drops to 60 degrees and rain begins to fall. The protected area remains dry and the temperature stays at 75 degrees. If the spell had been cast while rain was falling 367
Appendix II: Spell Descriptions Fifth Level Priest Spells Age Object (Alteration) Reversible Sphere: Time Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: 1 cubic foot/level Saving Throw: None With this spell, the caster can cause an amount of nonliving, nonmagical matter to age dramatically. Matter can be aged up to 20 years per level of the caster. The following table gives typical results of 100 years of aging for various objects, arranged in order of descending severity: Object diamond silver masonry iron parchment wood rots,
Result of Aging none becomes tarnished cracks and weakens rusts and corrodes cracks, turns brittle crumbles, turns to sawdust
The caster controls the extent of the aging; thus, he could age a book so its pages become yellowed and brittle but stop short of causing the book to crumble to dust. As a guideline, each additional 100 years of aging causes an increasingly severe reaction. Thus, after 200 years, parchment might become little more than powder, while iron might begin to flake away at a touch. Many items (especially gems) show little reaction to age. The DM must adjudicate all effects. The material components are a flask of seawater and a piece of coal. The reverse of this spell, youthful object, returns an object ravaged by the effects of time to its original condition; thus, rusty iron becomes strong and
shiny, crumbled masonry becomes firm, and rotten wood becomes solid. The age of matter can be reduced by 20 years per level of the caster. The material components for youthful object are a piece of eggshell and a hair from the head of a human or humanoid infant.
Air Walk (Alteration) Sphere: Elemental (Air) Range: Touch Components: V, S, M Duration: 1 hour + 1 turn/level Casting Time: 8 Area of Effect: 1 creature Saving Throw: None This spell enables a creature, which can be as big as the largest giant, to tread upon air as if it were walking on solid ground. Moving upward is similar to walking up a hill. A maximum upward angle of 45 degrees is possible at onehalf the creature's movement rate, as is a maximum downward angle of 45 degrees at the normal movement rate. An air-walking creature is in control of its movement, except when a strong wind is blowing. In this case, the creature gains or loses 10 feet of movement for every 10 miles per hour of wind velocity. The creature can, at the DM's option, be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control of movement or suffering physical damage. The spell can be placed upon a trained mount, so it can be ridden through the air. Of course, a mount not accustomed to such movement would certainly need careful and lengthy training, the details for which are up to the DM. The material components for the spell are the priest's holy symbol and a bit of thistledown.
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Animal Growth (Alteration) Reversible Sphere: Animal Range: 80 yds. Components: V, S, M Duration: 2 rds./level Casting Time: 8 Area of Effect: Up to 8 animals in a 20ft. sq. Saving Throw: None When this spell is released, the caster causes up to eight animals within a 20-footsquare area to grow to twice their normal size. The effects of this growth are doubled Hit Dice (with resultant improvement in attack potential), doubled hit points (except hit points added to Hit Dice), and doubled damage in combat. Movement and AC are not affected. The spell lasts for two rounds for each level of the caster. The spell is particularly useful in conjunction with a charm person or mammal spell. The reverse reduces animal size by one-half, and likewise reduces Hit Dice, hit points, attack damage, etc. The material component for this spell and its reverse is the caster's holy symbol and a scrap of food.
Animal Summoning II (Conjuration/Summoning) Sphere: Animal, Summoning Range: 60 yds./level Components: V, S Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls up to six animals of 8 Hit Dice or less, or 12 animals of 4 Hit Dice or less-of whatever sort the caster names. Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. For
Appendix II: Spell Descriptions example, suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses. The DM determines the chance of a summoned animal type being within range of the spell. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be effected by this spell (no chimerae, dragons, gorgons, manticores, etc.).
Anti-Plant Shell (Abjuration) Sphere: Plant, Protection Range: 0 Components: V, S Duration: 1 turn/level Casting Time: 8 Area of Effect: 15-ft. diameter Saving Throw: None The anti-plant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacking plants or vegetable creatures such as shambling mounds or treants. Any attempt to force the barrier against such creatures shatters the barrier immediately. The spell lasts for one turn for each experience level of the caster.
removes the effects of magical alignment changes as well. The person seeking the atonement spell must either be truly repentant or not have been in command of his own will when the acts to be atoned for were committed. The DM will judge this spell in this regard, noting any past instances of its use upon the person. Deliberate misdeeds and acts of knowing and willful nature cannot be atoned for with this spell (see the quest spell). A character who refuses to accept an atonement is automatically considered to have committed a willful misdeed. The priest needs his religious symbol, prayer beads or wheel or book, and burning incense.
Barrier of Retention (Abjuration) Sphere: Wards Range: Special Components: V, S, M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: 10'-cube/level Saving Throw: Neg.
This spell creates a one-way invisible force field around the area of effect. The spell creates one 10' x 10' x 10' cube for every level of the caster. These can be arranged into any rectangular shape the caster desires. Intruders entering the protected area suffer no ill effects, but the barrier of retention prevents them from leaving. Atonement The spell affects all creatures who fail a (Abjuration) saving throw vs. spell. The caster can pass in and out of the barrier freely. Sphere: All Intruders trapped by the barrier Range: Touch of retention can cast spells out of the Components: V, S, M barrier and can use spells such as Duration: Permanent teleport to escape the protected area. Casting Time: 1 turn Objects cannot be hurled out of the Area of Effect: 1 person barrier but can be carried out by an Saving Throw: None escaping creature. Dispel magic and This spell is used by the priest to similar spells negate the barrier. The material component is a remove the burden of unwilling or unknown deeds from the person who is small cage made of silver wire. The caster must walk around the perimeter of the subject of the atonement. The spell 369
the area of effect when casting.
Blessed Abundance (Conjuration) Sphere: Creation Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: 1 cubic foot/level Saving Throw: None This spell allows a priest to duplicate a specified amount of animal or vegetable matter. Magical items and minerals (including rocks, metals, and gemstones) cannot be duplicated. Although organic materials (such as food or living plants) can be duplicated, living creatures cannot be copied by this spell. The caster can create 1 cubic foot of material per his experience level. The material to be duplicated must be equal to or less than 1 cubic foot in size or volume. For example, a 9th-level priest can create up to 9 cubic feet of animal or vegetable matter. Using a loaf of bread 1 cubic foot in size, he can produce nine such loaves; using a bucket of apples totaling 1 cubic foot in volume, he can create nine such buckets. The material component is the priest's holy symbol.
Champion's Strength (Alteration) Sphere: Law Range: 0 Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: None Champion's strength bestows one member of a group with attack and damage bonuses from the rest of the group. The recipient of the spell can then fight as the group's champion. The spell draws bonuses from
Appendix II: Spell Descriptions one person for every two levels of the priest. All characters involved must be within a 30'-radius of the priest. At the time of casting, the priest designates the recipient of the spell and the contributors. All characters who contribute to the spell must do so willingly. When the spell is completed, the designated character (the group's champion) gains any non-magical bonuses to THAC0 and damage possessed by the characters who contributed to the spell. Characters without bonuses or with combat penalties could conceivably be included in the spell; such characters count against the maximum number of creatures that can be affected. Penalties are likewise applied to the champion; contributors to this spell must be chosen carefully. The bonuses gained through this spell are added to the character's own bonuses (if any). The champion channels the energy of others through himself, improving his fighting ability. The champion must be in the line of sight and within 30 feet of the characters aiding him. Characters who contribute their bonuses must concentrate on the champion for the duration of the spell. If this concentration is broken (by moving more than 10 feet per round, fighting, being struck, or losing sight of the champion), that character's contribution is immediately lost. The spell expires when the last character contributing power to the champion ceases concentration. A champion may benefit from only one champion's strength spell at one time. Contributors can aid only one champion at one time. The material component is a chain of five gold links worth at least 1,000 gp.
Chaotic Commands (Enchantment/Charm) Sphere: Chaos Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 3 Area of Effect: One creature Saving Throw: Special Chaotic commands renders a creature immune to magical commands. Taunt, forget, suggestion, domination, geas, demand, succor, command, enthrall, quest, exaction, and other spells that place a direct verbal command upon a single individual automatically fail. In addition, anyone casting one of these spells on a creature protected by chaotic commands must save vs. spell. Failure means that the caster must obey his own magic; the spell's effect has backfired on the caster. The material component is a piece of eelskin.
Clear Path (Alteration) Reversible Sphere: Travelers Range: 0 Components: V, S, M Duration: 1 hour/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell clears away weeds, stones, and other debris in a 10-footwide path extending 10 feet in front of the caster. The caster can create a continuous path for the duration of the spell, clearing a 10-foot-square ahead of him as long as he continues to move forward. The spell affects jungles, forests, rocky ground, and snow. The result of the cleared path is that movement costs are reduced by half. This is reflected in a reduction of the penalty against movement in rough 370
terrain. (See Table 74 of the Dungeon Master's Guide for terrain costs for movement.) For example, if clear path is used in heavy jungle, the movement cost is reduced from 8 to 4. In no case can clear path reduce movement cost below 1. Clear path has no effect on rivers, lakes, or other bodies of water, nor does it affect quicksand, lava, or similar natural obstacles. It also has no effect on magically-created terrain or manmade barricades. A priest using the clear path spell can be tracked easily. Tracking proficiency is not required. The material components are a knife blade and a straw from a broom. The reverse, clutter path, causes weeds, small stones, and similar debris to litter a 10- foot path extending 10 feet behind the caster. This hides a trail, making tracking more difficult. The caster can create a continuous path for the duration of the spell. The chance to successfully track on a cluttered path is reduced by 50%. The material components are a handful of pebbles and a handful of weeds.
Cloud of Purification (Evocation) Sphere: Elemental Air, Water Range: 30 yards Components: V, S Duration: 1 round/level Casting Time: 5 Area of Effect: 20-foot cube Saving Throw: None This spell creates a billowy cloud of magical vapors that moves in the direction of the prevailing wind at a rate of 20 feet per round. A strong wind (greater than 15 miles per hour) breaks it up in 4 rounds, and a greater wind (25 MPH or more) prevents the use of the spell. Thick vegetation disperses the cloud in 2 rounds. The cloud of purification
Appendix II: Spell Descriptions transmutes organic filth, garbage, and vermin (mice, rats, rot grubs, and so on) into an equal quantity of pure water. For example, a nest of rot grubs caught in the cloud would 'melt,' becoming small puddles of clean water. If the spell is cast over a body of water, the cloud merges with a portion of the water equal to its own size, transmuting any filth, microbes, small fish, or other 'impurities' into clean water. The cloud's vapors are heavier than air, so they sink to the lowest level of the land (even down holes in the ground). Thus, this spell is perfect for cleansing a sewer or well. This spell in no way affects magical creatures or creatures larger than a normal rat.
Commune (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None By use of a commune spell, the priest is able to contact his deity--or agents thereof-- and request information in the form of questions that can be answered by a simple 'yes' or 'no.' The priest is allowed one such question for every experience level he has attained. The answers given are correct within the limits of the entity's knowledge. 'I don't know' is a legitimate answer, as powerful outer planar beings ar not necessarily omniscient. Optionally, the DM may give a single short answer of five words or less. The spell will, at best, provide information to aid character decisions. Entities communed with structure their answers to further their own purposes. It is probable that the DM will limit the use of commune spells to one per adventure, one per week, or even one per month, for the greater powers
dislike frequent interruptions. Likewise, if the caster lags, discusses the answers, or goes off to do anything else, the spell immediately ends. The material components necessary for a commune spell are the priest's religious symbol, holy (unholy) water, and incense. If a particularly potent commune is needed, a sacrifice proportionate with the difficulty of obtaining the information is required. If the offering is insufficient, no information or only partial information is gained.
Commune With Nature (Divination) Sphere: Divination, Elemental Range: 0 Components: V, S Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None This spell enables the caster to become one with nature, thus being empowered with knowledge of the surrounding territory. For each level of experience of the caster, he can 'know' one fact--ahead, left, or right, about the following subjects: the ground, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, etc. The presence of powerful unnatural creatures also can be detected, as can the general state of the natural setting. The spell is most effective in outdoor settings, operating in a radius of one-half mile for each level of the caster. In natural underground settings--caves, cavern, etc.--the range is limited to 10 yards per caster level. In constructed settings (dungeons and towns), the spell will not function. The DM may limit the casting of this spell to once per month.
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Consequence (Divination) Sphere: Numbers, Divination Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows the priest to determine how one recent event fits into the 'grand scheme.' By casting this spell, the priest can determine whether the sequence or situation that gave rise to the specific event is complete or whether it is ongoing; whether it was a significant or insignificant event in the larger picture; or whether it will continue to have repercussions for the participants. Using his knowledge of circumstances, the DM communicates these facts to the caster's player. This 'arcane message' is normally straightforward and easy to understand, but in the case of highly complex circumstances, the message might be cryptic. In any case, the message will always be truthful. As an example, consider a priest and his party who are on a holy quest to retrieve an item of power. On the way to the location of this item, the party is ambushed by evil creatures from the Inner Planes but manages to defeat them. Concerned that these creatures might be outlying guards protecting the item of interest, the priest casts consequence, hoping for guidance. The DM knows that these creatures have nothing to do with the quest; the encounter was coincidental. However, the surviving monsters will soon be returning with reinforcements to avenge their dead. Therefore, the DM tells the priest's player, 'To your goals these have no place, but still they can cause more woe.' Casting this spell 'taints' subsequent castings of the same spell within a 24-hour span. A second attempt
Appendix II: Spell Descriptions within this period always results in the same message as the first, regardless of the true situation. If a second priest casts the spell within 24 hours of another casting, he receives an accurate reading. The material component is three special coins or dice made of platinum (total value of at least 1,000 gp), which the priest tosses in his hand while concentrating on the spell. The coins or dice are not consumed in the casting.
and endanger ships. Winds in excess of 73 miles per hour are of hurricane force. An 'eye' of 40-foot radius, in which the wind is calm, exists around the caster. Note that while the spell can be used underground, if the spell is cast in an area smaller than the area of effect, the eye shrinks 1 foot for every foot of confinement. For example, if the area of effect is a 360-foot area, the eye shrinks by 10 feet to a 30-foot radius; a space under 320 feet in a radius would eliminate the eye and subject the spellcaster to the effects of the wind. Control Winds Once the spell is cast, the wind force (Alteration) increases or decreases by 3 miles per hour per round until the maximum or Sphere: Weather minimum speed is attained. The caster, Range: 0 with one round of complete Components: V, S concentration, can stabilize the wind at Duration: 1 turn/level its current strength, or set it to increase Casting Time: 8 or decrease. However, the rate of the Area of Effect:40-ft./level radius change cannot be altered. The spell Saving Throw: None remains in force for one turn for each level of experience of the caster. When By means of a control winds the spell is exhausted, the force of the spell, the caster is able to alter wind wind wanes or waxes at the same rate, force in the area of effect. For every three levels of experience, the caster can until it reaches the level it was at before increase or decrease wind force by one the spell took effect. Another caster can level of strength. Wind strengths are as use a control winds spell to counter the effects of a like spell up to the limits of follows: his own ability. Wind Force Miles Per Hour Cure Critical Wounds Light Breeze 2-7 Moderate Breeze 8-18 (Necromancy) Strong Breeze 19-31 Reversible Gale 32-54 Storm 55-72 Sphere: Healing Hurricane 73-176 Range: Touch Components: V, S Winds in excess of 19 miles per Duration: Permanent hour drive small flying creatures--those Casting Time: 8 eagle-sized and under--from the skies, Area of Effect: 1 creature severely affect missile accuracy, and Saving Throw: None make sailing difficult. Winds in excess of 32 miles per The cure critical wounds spell is hour drive even man-sized flying a very potent version of the cure light creatures from the skies and cause minor wounds spell. The priest lays his hand ship damage. Winds in excess of 55 upon a creature and heals 3d8+3 points miles per hour drive all flying creatures of damage from wounds or other from the skies, uproot small trees, knock damage. The spell does not affect down wooden structures, tear off roofs, creatures without corporeal bodies, those 372
of extraplanar origin, or those not living. The reversed spell, cause critical wounds, operates in the same fashion as other causes wounds spells, requiring a successful touch to inflict the 3d8+3 points of damage. Caused wounds heal via the same methods as do wounds of other sorts.
Disguise (Illusion/Phantasm) Sphere: War Range: 200 yards Components: V, S, M Duration: 1 turn/3 levels Casting Time: 2 turns Area of Effect: One unit up to 300 individuals Saving Throw: None This spell changes the appearance of a single unit so it resembles another unit. The disguise can cause the affected creatures to appear to be of another class, nationality, rank, race, alignment, or military affiliation (i.e., a unit from one army may appear wearing the armor and carrying the colors of another army). Disguise cannot change the size category of the unit's members. Thus, a unit of humans may appear to be a unit of elves, but may not appear as a unit of giants or halflings. The spell does not affect the size of the overall unit; a unit of 50 creatures will still appear to be a unit of 50 creatures. The disguised unit may appear to be carrying any melee or personal missile weapons (e.g., axes, long swords, crossbows, etc.), and may appear to be wearing any type of armor. In combat, however, the unit attacks and defends with its real weapons and armor regardless of the gear they may appear to be carrying. Disguise is most effective at long range. If another unit moves within 20 yards of a disguised unit, it automatically sees through the illusion. The caster automatically sees through the illusion. Members of the
Appendix II: Spell Descriptions subject unit see no change in their appearance. True seeing or similar magic is required for other individuals to see through the disguise (unless they move within 20 yards of the unit). The material components are a fine silk veil and a length of woven platinum wire. The wire is consumed during the casting.
Dispel Evil (Abjuration) Reversible Sphere: Protection, Summoning Range: Touch Components: V, S, M Duration: 1 rd./level Casting Time: 8 Area of Effect: 1 creature Saving Throw: Neg. The priest using this spell causes a summoned creature of evil nature, an evil creature from another plane, or a creature summoned by an evil caster, to return to its own plane or place when the caster successfully strikes it in melee combat. Examples of such creatures are aerial servants, djinn, efreet, elementals, and invisible stalkers. An evil enchantment (such as a charm spell cast by an evil creature) that is subject to a normal dispel magic spell can be automatically dispelled by the dispel evil spell. This spell lasts for a maximum of one round for each experience level of the caster, or until expended. While the spell is in effect, all creatures that could be affected by it fight with a -7 penalty to their attack rolls when engaging the spellcaster. The reverse of the spell, dispel good, functions against summoned or enchanted creatures of good alignment or creatures that have been sent to aid the cause of good. The material components for this spell are the priest's religious object and holy (or unholy) water.
effect cannot make physical attacks against those inside. Spells and missile (Invocation) attacks can be cast into the area by elementals. Sphere: Travelers The spell affects a cube whose Range: 50 feet sides equal the caster's level times 5 feet Components: V, S, M (a 12th-level priest could affect an area Duration: 1 day/level equal to a 60' x 60'x 60' cube). Casting Time: 1 turn Elemental forbiddance has no Area of Effect: One creature/level effect on elementals that are within the Saving Throw: None area of effect when the spell is cast. If such elementals leave the area of effect, This spell enables a number of they cannot reenter. creatures equal to the caster's level to The material components are the force march for a number of days equal priest's holy symbol and four glass to the caster's level. Creatures affected by easy march can travel 2 ½ times their beads, each of a different color (green, normal movement rate without any risk blue, red, and yellow). The priest must of fatigue; thus, they are not required to pace out the perimeter of the warded make a Constitution check at the end of area at the time of casting. the day. Extradimensional Manipulation All creatures affected by this spell suffer a -1 penalty to their attack (Alteration) rolls for the duration of the spell; this modifier is not cumulative (that is, a Sphere: Numbers party experiencing its second day of Range: 10 yards easy march suffers only a -1 penalty). Components: V, S, M The modifier cannot be negated by Duration: 2d12 rounds+4 rounds/level resting. Casting Time: 5 Easy march has no effect on Area of Effect: One extradimensional modifiers to movement due to terrain, space up to 20 feet x 20 feet fatigue, weather, or other normal factors. Saving Throw: Special (Refer to Chapter 14 of the Player's Handbook for more about force This spell allows the priest to marching.) alter the characteristics of certain The material component is a extradimensional piece of shoe leather. spaces such as those created by rope trick and similar spells or those contained in items Elemental Forbiddance like bags of holding or portable holes. (Abjuration) Extradimensional manipulation can increase or reduce the size of a Sphere: Wards, Elemental--Air, Earth, single Fire, Water extradimensional space. The amount of Range: Special increase or decrease depends on the level Components: V, S, M of the Duration: 1 turn/level caster: Casting Time: 1 turn Area of Effect: 5'-cube/level Level Multiplier Saving Throw: None Up to 10 x2 11 to 16 x3 This spell prevents the entry of 17 or above x4 all elementals into the area of effect. Further, elementals outside the area of 373
Easy March
Appendix II: Spell Descriptions This means that a 10th-level priest can double the capacity of a bag of holding or decrease it to half its normal size. A 15th-level priest can triple the capacity or reduce it to one-third capacity. If the size and capacity of an extradimensional space is decreased, any contents of the space that exceed the current capacity are expelled (determined randomly). These contents are expelled from the space in the same way they originally entered it, if that path is still open. If the path is closed, as it would be if a bag of holding were tied shut or a portable hole were folded up, the 'extra' contents are expelled into the Astral plane. Any items in an enlarged space when the spell duration expires suffer the same fate. Placing an extradimensional space inside another such space, such as placing a bag of holding inside a portable hole (see the Dungeon Master's Guide), is a dangerous undertaking. Extradimensional manipulation may be cast for the purpose of removing this danger. When used in this manner, the size of the space cannot be affected. However, while this version is in effect, the affected extradimensional space can be placed within another such space (or another extradimensional space may be placed within the affected space) with no adverse consequences. If one space is within the other when the spell expires, the usual consequences ensue immediately. If the space to be affected is being maintained by a spellcaster, as in the case of a rope trick, that spellcaster receives a saving throw to resist the manipulation. If the space is created by a magical item, however, no saving throw is allowed. The material component is a strip of gold tissue worth at least 5 gp that is twisted into a Moebius strip. The strip is consumed in the casting.
Level 9-13 14-16 17-19 20+
Apparent Weight 15 lbs 25 lbs 35 lbs 60 lbs
Weight Cap. 250 lbs 500 lbs 750 lbs 1,000 lbs
Volume Cap. 30 cu.ft. 70 cu.ft. 100 cu.ft. 150 cu.ft.
Extradimensional Pocket
Flame Strike
(Alteration)
(Evocation)
Sphere: Numbers Range: Touch Components: V, S, M Duration: 1d12 rounds+2 turns/level Casting Time: 1 round Area of Effect: Special Saving Throw: None
Sphere: Combat Range: 60 yds. Components: V, S, M Duration: Instantaneous Casting Time: 8 Area of Effect: 5 ft. radius x 30 ft. column Saving Throw: ½
This spell allows the priest to create a single extradimensional space or pocket like the one inside a bag of holding. The spell must be cast on a container such as a sack, bag, or backpack. Once under the influence of the spell, the container opens into a nondimensional space and is much larger inside than its outside dimensions. The container always weighs a fixed amount, regardless of what is put inside. This weight and the capacity of the extradimensional space depend on the level of the caster: If the container is overloaded or if it is pierced by a sharp object, the bag immediately ruptures and the contents are lost into the Astral plane. Any items within the bag when the spell duration ends are also lost in the Astral plane. The material components, in addition to the container, are 200 gp worth of powdered diamond and a sheet of platinum worth 500 gp. The platinum sheet must be inscribed with a drawing of a Klein bottle (a paradoxical figure with only one surface--the threedimensional analogue of the Moebius strip). The diamond dust is consumed during the casting--the platinum sheet is not.
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When the priest evokes a flame strike spell, a vertical column of fire roars downward in the location called for by the caster. Any creatures within the area of effect must roll saving throw vs. spell. Failure means the creature sustains 6d8 points of damage; otherwise, the damage is halved. The material component of this spell is a pinch of sulphur.
Grounding (Abjuration) Sphere: Wards Range: 30 yards Components: V, S, M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: 10-yard square/priest Saving Throw: None Grounding offers protection against normal and magical electrical attacks within the area of effect. The protected area and creatures within it suffer no damage from normal electrical attacks (such as those caused by lightning bolts in a thunderstorm and nonmagical creatures such as electric eels). Magical electrical attacks (including lightning bolt breath weapons) cause only 50% of their
Appendix II: Spell Descriptions normal damage. Additionally, creatures within the area of effect receive a +2 bonus to saving throws made against electrical attacks, regardless of whether the attacks originate inside or outside the warded area. The material components are the priest's holy symbol and a coil of silver wire.
Illusory Artillery (Enchantment/Charm) Sphere: War Range: 300 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: 30 yard x 30 yard square Saving Throw: None This spell creates a vivid illusion of incoming artillery fire (ballista bolts, catapult stones, etc.) at a target indicated by the caster. The illusion is complete, comprising both audial and visual elements. It is impossible for victims to determine where the missiles were fired from; creatures under attack notice the missiles only when they are about to strike. The missiles never actually strike--they vanish inches above the victims' heads and do no damage. The illusion is so terrifying, however, that victims must immediately make a morale check. The first time a group or unit is the target of this spell, this morale check is made with no modifier. The second and subsequent times that the same unit is attacked with this spell, the unit receives a +1 bonus to its morale score (for checks against this effect only) unless the unit has been the target of real artillery fire in the interim. In this case, the bonus does not apply. The material component is a small, empty cylinder made of brass.
Impeding Permission
Insect Plague
(Enchantment/Charm)
(Conjuration/Summoning)
Sphere: Law Range: 150 yards Components: V, S Duration: 1 turn/level Casting Time: 3 Area of Effect: One creature Saving Throw: Neg.
Sphere: Combat Range: 120 yds. Components: V, S, M Duration: 2 rds./level Casting Time: 1 turn Area of Effect: 180 ft. x 60 ft. cloud Saving Throw: None
This spell may be cast only on creatures with Intelligence of 2 or greater and the ability to communicate with the caster. The spell interferes with the victim's ability to make decisions. It prevents the victim from performing any action without first gaining the permission of the caster or a character designated by the caster. The victim will heed only the person designated by the caster. Before the victim undertakes any action, he must gain permission. He will not follow through with an action until he gains permission. If permission is denied, the victim cannot act until he thinks of an alternate action and gains permission for that action. Every round, the victim must decide his action for that round; at the victim's initiative, he must ask permission to perform his action. If permission is denied, the victim can take no other action that round. The only actions exempt from the need for permission are involuntary actions such as breathing. Asking and gaining permission takes only a short amount of time in most cases. A simple request, such as asking for permission to swing a sword in the middle of combat, can be accomplished quickly. Complicated requests, such as getting permission to act on a complicated plan, will naturally take more time. The DM may consider adding a modifier to the victim's initiative roll in such cases.
When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm in a thick cloud. In an environment free of normal insects, the spell fails. The insects obscure vision, limiting it to 10 feet. Spellcasting within the cloud is impossible. Creatures in the insect plague, regardless of Armor Class, sustain 1 point of damage for each round they remain within, due to the bites and stings of the insects. Invisibility is no protection. All creatures with 2 or fewer Hit Dice will automatically move at their fastest possible speed in a random direction until they are more than 240 yards away from the insects. Creatures with fewer than 5 Hit Dice must check morale; failure means they run as described above. Heavy smoke drives off insects within its bounds. Fire also drives insects away. For example, a wall of fire in a ring shape keeps a subsequently cast insect plague outside its confines, but a fireball spell simply clears insects from its blast area for one round. A single torch is ineffective against this vast horde of insects. Lightning, cold, or ice are likewise ineffective, while a strong wind that covers the entire plague area disperses the insects and ends the spell. The plague lasts two rounds for each level of the caster, and thereafter the insects disperse. The insects swarm in an area that centers around a summoning point determined by the spellcaster. The point can be up to 120 yards away from the priest. The insect plague does not move thereafter for as long as it lasts.
375
Appendix II: Spell Descriptions Note that the spell can be countered by a dispel magic spell. The material components of this spell are a few granules of sugar, some kernels of grain, and a smear of fat.
lose his own persona or ability to act, the host can be dominated by the caster at any time. For the most part, this domination is complete. For the duration of the spell, the caster is essentially detached from his own body. He can neither move nor act Magic Font on his own. His mind is connected to the (Divination) host's. He sees, hears, smells, tastes, and otherwise senses everything the host Sphere: Divination does. He can telepathically communicate Range: Touch with the host. Once the spell is Components: V, S, M completed, there is no limit to the range Duration: Special over which it can function. However, Casting Time: 1 hour both the caster and host must remain on Area of Effect: Special the same plane. Since the spell relies on Saving Throw: None telepathic communication, thin lead sheeting will effectively block the The spell causes a holy water connection. font to serve as a scrying device. The When desired, the caster can spell does not function unless the priest dominate the host. When this happens, is in good standing with his deity. The basin of holy water becomes similar to a the host's own mind is pushed to the crystal ball. For each vial of capacity of background and the caster's personality dominates. The host's personality, the basin, the priest may scry for one memories, proficiencies, and spells are round, up to a maximum of one hour. Thus, the duration of the magic font spell temporarily replaced by those of the is directly related to the size of the holy caster. While occupying the host, the water receptacle. The DM will know the caster can cast any spell he himself has memorized, provided that the necessary chances of a character being able to components are on hand. These spells detect scrying. The priest's holy symbol and the function exactly as if the priest had cast font and its trappings are not consumed them from his own body. The caster can return control to by the spell. the host at any time, restoring the character's abilities and personality Meld without harm. (Enchantment) The spell is not without limitations and risks. The domination Sphere: Charm must be voluntary. If the host resists the Range: 10 yards casting of the spell, it automatically fails. Components: V, S, M Once the spell is in effect, the host can Duration: 12 hours attempt to resist the domination. He is Casting Time: 1 turn then allowed a saving throw. If Area of Effect: One priest successful, the spell immediately ends. Saving Throw: Special Whenever the host suffers damage, the caster must make a saving This cooperative spell requires only one priest to cast it, but can be cast throw vs. death to maintain the spell. If only on another priest of the same faith. the save is failed, a wave of pain is transmitted to the priest, causing 1d6 The recipient of the spell must points of damage and canceling the spell. voluntarily surrender himself to the If the host should die, the caster must spell. The recipient becomes a host for make a system shock roll with the risk of the caster. While the recipient does not 376
suffering instant death. The material component is a chalice worth no less than 1,000 gp. This chalice must be given as a gift to the host (who cannot return it to the donor for any reason).
Memory Wrack (Alteration, Enchantment/Charm) Sphere: Thought Range: 10 yards Components: V, S, M Duration: 2 rounds/level Casting Time: 1 round Area of Effect: One creature Saving Throw: Neg. This nasty spell 'disconnects' the subject's short-term and long-term memory. While the spell is in effect, the subject is incapable of storing information in long-term memory. Every moment is virtually an independent event for the subject; he or she can remember recent events, thoughts, and sensations for no more than a few seconds (the amount of time they remain in short-term memory). Memories of events that happened before the onset of the spell are not affected at all; these are safely stored in long-term memory. This means that the subject can cast any spells memorized before the memory wrack took effect, but he is likely to have difficulty casting the spell as described below. The subject of this spell has a limited ability to act. He is restricted to one action at a time and must concentrate mightily to keep the situation and any planned actions in shortterm memory. As long as the subject is able to maintain concentration, he may act normally within these limits. If the subject is distracted (he is struck in combat, affected by a spell, startled, surprised, or a similar event occurs), he forgets everything that occurred from the onset of the spell to the moment of distraction. The subject
Appendix II: Spell Descriptions must re-evaluate the situation as if it had just come to pass. Consider the following example. The subject of the spell is a soldier assigned to guard the entrance to a building. The priest arrives and casts memory wrack on the guard. The guard has no problem remembering his orders, since he received them before the onset of the spell. He also remembers the arrival of the priest. The priest now tries to convince the guard that he is authorized to enter the building. The guard refuses him entry. The priest now picks up a rock and throws it at the guard, striking him and distracting him. The guard forgets everything that happened between the onset of the spell and the moment the rock struck. He forgets that the priest has already tried to con him and that he threw a rock at him. He must reevaluate the situation as though the priest had just arrived. The priest is free to make another attempt at entering the building. When the spell expires, the subject remembers nothing that happened while the spell was in effect, possibly leading to amusing consequences ('By the gods, how did I get here?'). The material component is a ruby of at least 200 gp value, which is crushed during the casting.
Mindshatter (Enchantment/Charm) Sphere: Thought Range: 3 yards/level Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One creature Saving Throw: Neg. This spell allows the priest to create one specific form of insanity in the subject. Five forms of insanity are possible through this spell. Schizophrenia: This form of insanity is characterized by personality
loss. The subject has no personality of his own, so he selects a role model and makes every possible attempt to behave like that character. The chosen role model will be as different from the subject as possible. (Thus, an insane wizard might begin to follow the habits of a warrior.) Obviously, a warrior who believes himself to be a wizard will be unable to cast spells (he might think that he's casting spells, or he might construct a sophisticated series of excuses explaining why he's 'not in the mood for magic' at the moment). A character who emulates a member of another class does not gain any of the skills of that class and makes all attacks and saving throws as appropriate to his true class. Certain consequences might arise if the character's emulation causes him to break restrictions of his class. For example, a priest emulating a warrior might break his deity's prohibition against edged weapons, or a paladin might emulate a Neutral Evil thief. Both will suffer the appropriate consequences as if they had been compelled to violate their beliefs while charmed. Such characters will certainly have to atone for their actions once they return to normal. Dementia praecox: The subject is totally uninterested in any undertaking. Nothing seems worthwhile, and the individual is lethargic and filled with tremendous feelings of boredom and dissatisfaction. No matter how important the situation, it is 50% likely that the subject will ignore it as meaningless. Delusional insanity: The subject is convinced that he is a famous figure: a monarch, demi-god, or similar personage. Characters who fail to recognize the subject with the honor he deserves incur great hostility or disbelief. The subject acts appropriately to a station that he does not hold. He directs orders at real and imaginary creatures and draws upon resources that do not exist. Paranoia: The subject is convinced that 'they' (whoever they are) 377
are spying on him and plotting against him. Everyone around the subject, even friends and allies, is part of the plot. If any other character acts in a way that the subject can interpret as reinforcing this delusion, the subject has a 20% chance of reacting with violence. Hallucinatory insanity: The subject sees, hears, and otherwise senses things that do not exist. The more stressful the situation is to the subject, the more likely he will hallucinate. Although most hallucinations are external to the subject (that is, he perceives creatures, objects, and conditions that do not exist), there is a 10% chance that any hallucination will involve the subject's self-perception. For example, the subject might suddenly believe and act as if he had sprouted wings, grown to giant size, etc. When this spell is cast by a priest of 13th level or lower, the DM chooses or randomly selects one of these forms of insanity (and should feel free to invent other interesting symptoms). If the priest is 14th level or higher, he can personally select the form of insanity to afflict the subject. While under the effect of this spell, the subject can cast spells and use innate powers; the use of these abilities will be in accordance with the symptoms of the insanity, however. Player characters affected by this spell should be encouraged to role-play the appropriate effects to the limit. The duration of this spell depends on the sum of the subject's Intelligence and Wisdom scores. A saving throw is allowed on a periodic basis depending on this total. The spell is broken if a successful saving throw is rolled. Refer to the table that follows.
Appendix II: Spell Descriptions Int+Wis 8 or less 9 to 18 19 to 24 25 to 30 31 to 35 36 or more
Time Between Checks 1 month 3 weeks 2 weeks 1 week 3 days 1 day
The effects of this spell can be removed by a limited wish, wish (or equally powerful magic), or by a heal spell cast for this specific purpose. The material component is a small bust of a human head, about 3' in height, made from fine, delicate china. The priest shatters this bust during the casting.
Moonbeam (Evocation, Alteration) Sphere: Sun Range: 60 yds. + 10 yds./level Components: V, S, M Duration: 1 rd./level Casting Time: 7 Area of Effect: 5 ft. radius + special Saving Throw: None
has, in addition, all the properties of true moonlight and can induce a lycanthropic change (of a creature in the beam), unless the DM rules otherwise. The material components are several seeds of any moonseed plant and a piece of opalescent feldspar (moonstone).
Pass Plant (Alteration) Sphere: Plant Range: Touch Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: None By using this spell, the caster is able to enter a tree and move from inside it to inside another tree. The second tree must lie in approximately the direction desired by the spell user and must be within the range shown in the following table.
Type of Range of Tree Area of Effect By means of this spell, the caster Oak 600 yards is able to cause a beam of soft, pale light Ash 540 yards to strike down from overhead and Yew 480 yards illuminate whatever area he is pointing Elm 420 yards at. The light is exactly the same as Linden 360 yards moonlight, so that colors other than deciduous 300 yards shades of black, gray, or white are vague. coniferous 240 yards The spellcaster can easily make the other 180 yards moonbeam move to any area that he can see and point to. This makes the spell an The tree entered and that effective way to spotlight something, an receiving the caster must be of the same opponent, for example. While the type, must both be living, and of girth at moonbeam spell does not eliminate all least equal to that of the caster. Note that shadows, a creature centered in a if the caster enters a tree, an ash, for moonbeam is most certainly visible. The example, and wishes to pass north as far reflected light from this spell enables as possible (540 yards), but the only dim visual perception 10 yards beyond appropriate ash in range is to the south, the area of effect, but it does not shed a the caster will pass to the ash in the telltale glow that would negate surprise. south. The pass plant spell functions so The light does not adversely affect that the movement takes only one round. infravision. The caster can dim the beam The caster can, at his option, remain to near darkness if desired. The beam within the receiving tree for a maximum 378
of one round per level of experience. Otherwise, he can step forth immediately. Should no like tree be in range, the caster simply remains within the first tree, does not pass elsewhere, and must step forth in the appropriate number of rounds. If the occupied tree is chopped down or burned, the caster is slain if he does not exit before the process is complete.
Plane Shift (Alteration) Sphere: Astral Range: Touch Components: V, S, M Duration: Permanent Casting Time: 8 Area of Effect: 1 creature (special) Saving Throw: Neg. When the plane shift spell is cast, the priest moves himself or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means. If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time. The material component of this spell is a small, forked metal rod. The size and metal type dictates to which plane of existence, including sub-planes and alternate dimensions, the spell sends the affected creatures. The DM will determine specifics regarding how and what planes are reached. An unwilling victim must be touched (successful attack roll) to be sent. In addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. Note that pinpoint accuracy is rarely achieved; arriving at a random distance from an intended destination is common. The metal rod is not expended when the spell is cast. Forked rods keyed to certain planes may be difficult to come by, as decided by the DM.
Appendix II: Spell Descriptions Quest (Enchantment/Charm) Sphere: Charm Range: 60 yds. Components: V, S, M Duration: Until fulfilled Casting Time: 8 Area of Effect: 1 creature Saving Throw: Neg.
The material component of this spell is the priest's holy symbol.
Rainbow (Evocation, Alteration)
Sphere: Weather, Sun Range: 120 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 7 The quest spell enables the priest Area of Effect: Special to require the affected creature to Saving Throw: None perform a service and return to the priest with proof that the deed was To cast this spell, the priest must accomplished. The quest can, for be in sight of a rainbow, or have a example, require that the creature locate special component (see below). The and return some important or valuable rainbow spell has two applications, and object, rescue a notable person, release the priest can choose the desired one at some creature, capture a stronghold, slay the time of casting. These applications a person, deliver some item, and so are as follows: forth. If the quest is not properly Bow: The spell creates a followed, due to disregard, delay, or shimmering, multi-layered short perversion, the creature affected by the composite bow of rainbow hues. It is spell loses 1 from its saving throw rolls light and easy to pull, so that any for each day of such action. This penalty character can use it without penalty for is not removed until the quest is properly nonproficiency. It is magical: Each of its pursued or the priest cancels it. There are shimmering missiles is the equivalent of certain circumstances that will a +2 weapon, including attack and temporarily suspend a quest, and others damage bonuses. Magic resistance can that will discharge or cancel it. The DM negate the effect of any missile fired will give you appropriate information as from the bow. The bow fires seven the need to know arises. missiles before disappearing. It can be If cast upon an unwilling subject, fired up to four times per round. Each the victim is allowed a saving throw. time a missile is fired, one hue leaves the However, if the person quested agrees to bow, corresponding to the color of arrow a task--even if the agreement is gained that is released. Each color of arrow has by force or trickery—no saving throw is the ability to cause double damage to allowed. If a quest is just and deserved, a certain creatures, as follows: creature of the priest's religion cannot avoid it, and any creature of the priest's Red – alignment saves with a -4 penalty to the fire dwellers/users and fire elementals saving throw. A quest cannot be Orange – dispelled, but it can be removed by a creatures or constructs of clay, sand, priest of the same religion or of higher earth, stone or similar materials, and level than the caster. Some artifacts and earth elementals relics might negate the spell, as can Yellow – direct intervention by a deity. Likewise, vegetable opponents (including fungus an unjust or undeserved quest grants creatures, shambling mounds, treants, bonuses to saving throws, or might even etc.) automatically fail. Green – aquatic creatures, electricity-using 379
creatures, and air elementals Indigo – acid-using or poison-using creatures Violet – metallic or regenerating creatures When the bow is drawn, an arrow of the appropriate color magically appears, nocked and ready. If no color is requested, or a color that has already been used is asked for, then the next arrow (in the order of the spectrum) appears. Bridge: The caster causes the rainbow to form a seven-hued bridge up to 3 feet wide per level of the caster. It must be at least 20 feet long and can be as long as 120 yards, according to the caster's desire. It lasts as long as the spell's duration or until ordered out of existence by the caster. The components for this spell are the priest's holy symbol and a vial of holy water. If no rainbow is in the vicinity, the caster can substitute a diamond of not less than 1,000 gp value, specially prepared with bless and prayer spells while in sight of a rainbow. The holy water and diamond disappear when the spell is cast.
Raise Dead (Necromancy) Reversible Sphere: Necromantic Range: 30 yds. Components: V, S Duration: Permanent Casting Time: 1 rd. Area of Effect: 1 person Saving Throw: Special When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the DM's option). The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-
Appendix II: Spell Descriptions level priest can raise a person who has been dead for up to nine days). Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check to survive the ordeal (see Table 3: Constitution) and loses 1 point of Constitution. Further, the raised person is weak and helpless, needing a minimum of one full day of rest in bed for each day or fraction he was dead. The person has 1 hit point when raised and must regain the rest by natural healing or curative magic. A character's starting Constitution is an absolute limit to the number of times he can be revived by this means. The somatic component of the spell is a pointed finger. The reverse of the spell, slay living, grants the victim a saving throw vs. death magic. If the saving throw is successful, the victim sustains damage equal to that of a cause serious wounds spell--i.e., 2d8+1 points. Failure means the victim dies instantly.
victim of the first arrow is within range, the subject affected by repeat action will adjust his aim and fire the second arrow at him. If the victim of the arrow moves out of range, the subject will fire his second arrow in the direction of the recipient. If the recipient is out of sight, the subject will fire in the direction of the recipient's original location. The subject of a repeat action spell must be capable of performing the indicated action a second time. If a character has no arrows in his quiver, he cannot fire an arrow. If a wizard were ordered to repeat a spell, he would attempt the spell only if he had the spell memorized and had sufficient material components. If a subject discovered a gem during a given round, repeat action will only compel him to hunt again; he will not recover another gem unless a second gem is actually present. An unwilling subject is allowed a saving throw vs. spell to resist the effects of repeat action. The material components are two identical glass spheres, each an inch or less in diameter.
Repeat Action
Sphere: Wards Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: 1 turn Area of Effect: 20'-cube Saving Throw: None
(Enchantment/Charm) Sphere: Time Range: 30 yards Components: V, S Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: Neg.
Shrieking Walls (Enchantment)
This spell enchants any single room no larger than the area of effect. When any creature larger than a normal This spell compels its victim to rat (larger than one-half cubic foot or repeat the action of the previous round. weighing more than three pounds) enters The result of the repetition is always the room, shrill shrieks begin to emanate identical to the original result. from the walls. The shrieks persist for 2For example, if a character fired 5 (1d4+1) rounds. The walls do not an arrow and inflicted 4 points of undergo any physical change. damage, a repeat action spell will cause The shrieks can be heard only by him to fire a second arrow that will also creatures inside the room. Creatures inflict 4 points of damage. As long as the hearing the shrieks experience no ill 380
effects on the first round, allowing them time to leave the room or cover their ears. Silence, 15' radius protects against the effects. Creatures who remain in the room during the second or subsequent rounds of the shrieks who have not protected their hearing are penalized as follows: •Creatures whose levels or Hit Dice are greater than the level of the caster are stunned for 2-8 (2d4) rounds. •Creatures whose levels or Hit Dice are less than or equal to the level of the caster become deaf for 1-4 hours, suffering a -1 penalty to surprise; deafened spellcasters have a 20% chance of miscasting any spell with a verbal component. The material components are a small golden bell and a bee's wing.
Spike Stones (Alteration, Enchantment) Sphere: Elemental (Earth) Range: 30 yds. Components: V, S, M Duration: 3d4 turns +1/level Casting Time: 6 Area of Effect: 10 ft. sq./level, 1 spike/sq. ft. Saving Throw: None The spike stones spell causes rock to shape itself into long, sharp points that tend to blend into the background. It is effective on both natural rock and worked stone. The spike stones serve to impede progress through an area and to inflict damage. If an area is carefully observed, each observer is 25% likely to notice the sharp points of rock. Otherwise, those entering the spell's area of effect suffer 1d4 points of damage per round. The success of each attack is determined as if the caster of the spell were actually engaging in combat. Those entering the area are subject to attack immediately upon
Appendix II: Spell Descriptions setting foot in the area and for each round spent in the area thereafter. The initial step enables the individual to become aware of some problem only if the initial attack succeeds; otherwise movement continues and the spike stones remain unnoticed until damage occurs. Charging or running victims suffer two attacks per round. Those falling into pits affected by spike stones suffer six such attacks for every 10 feet fallen, each attack having a +2 bonus to the attack roll. In addition, the damage inflicted by each attack increases by +2 for every 10 feet fallen. Finally, the creatures also suffer normal falling damage. The material component of this spell is four tiny stalactites.
receive the impulse. There is no range limitation to the spell, although it cannot be projected outside the plane occupied by the caster. Creatures receiving the impulse automatically know who sent it (even if they have never met the priest before) and gain a clear indication of the mood and situation of the caster. Recipients also intuitively know the general source of the spell, although they are unable to pinpoint rooms, dungeon levels, or landmarks. For example, a fighter could suddenly be struck by an image of Father Rastibon, who is injured and in great pain somewhere along the forest road. A priest might suddenly sense that his patriarch is being tortured in the dungeons of Castle Varrack. The spell can also be cast by more than one priest, allowing them to Thoughtwave either contact greater numbers of (Divination) individuals or increase the intensity of the message. If greater numbers are Sphere: Divination desired, ten characters are contacted per Range: 0 priest involved in the casting. Components: V, S Increasing the intensity of the Duration: Instantaneous message makes it more compelling. Casting Time: 1 Doubling the intensity (requiring at least Area of Effect: Special three priests) causes the message to act Saving Throw: Special as a suggestion. In this case, the effect is This cooperative spell can be cast limited to a single target. Tripling the intensity (requiring at least five priests) by either a single priest or a group of priests. Thoughtwave allows the priest to gives the spell the force of a quest. This send a short but powerful message to one effect is also limited to a single target. In or more specific individuals, informing both cases, the target is allowed a saving throw to avoid the effect of the them of his situation and general location. The spell instantly generates a suggestion or quest. powerful mental impulse indicative of the caster's general mental state--anger, Time Pool fear, pain, despair, etc. (Divination) The caster can designate as many as ten persons to receive this message, Sphere: Time provided they can all be specifically Range: Touch named or grouped in a general category. Components: V, S, M Thus, the caster could designate a group Duration: 1 round/level of characters by name or could target Casting Time: 1 round 'fellow priests,' 'superiors,' Area of Effect: Special 'adventuring companions,' 'knights of Saving Throw: None Lord Harcourt,' or 'villagers of Dopp.' If more than ten individuals are in the This spell allows the caster to group, those closest to the source will cause a mirror, a pool of water, or any 381
other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell. Time pool will not reveal images from other planes of existence. The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., 'Show me the murder of King Thamak'). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%: •Add 5% for each point of the caster's Wisdom above 15. •Add 20% if the caster has successfully used time pool to observe the same event before. Only one of the following may apply: •Add 20% if the event is one in which the caster participated. •Add 10% if the caster is well informed about the event. •Add 5% if the caster is slightly informed about the event. The caster cannot communicate or otherwise interact with the image. Spells cannot be cast into the time pool. The material components are a suitable reflective surface and a pinch of powdered quartz.
Transmute Rock to Mud (Alteration) Reversible Sphere: Elemental (Earth, Water) Range: 160 yds. Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: 20-ft. cube/level Saving Throw: None This spell turns natural rock of
Appendix II: Spell Descriptions any sort into an equal volume of mud. If it is cast upon a rock, for example, the rock affected collapses into mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 1/3 of their height per round and eventually suffocate, save for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on top of it, with the amount required decided by the DM. Creatures large enough to walk on the bottom can move through the area at a rate of 10 feet per round. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt at a rate of 1d6 days per 10 cubic feet. The exact time depends on exposure to the sun, wind, and normal drainage. The reverse, transmute mud to rock, hardens normal mud or quicksand into soft stone (sandstone or similar mineral) permanently unless magically changed. Creatures in the mud are allowed a saving throw to escape before the area is hardened to stone. Dry sand is unaffected. The material components for the spell are clay and water (or sand, lime, and water for the reverse).
True Seeing (Divination) Reversible Sphere: Divination Range: Touch Components: V, S, M Duration: 1 rd./level Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When the priest employs this spell, he confers upon the recipient the
ability to see all things as they actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted things are apparent. Even the aura projected by creatures becomes visible, so that alignment can be discerned. Further, the recipient can focus his vision to see into the Ethereal plane or the bordering areas of adjacent planes. The range of vision conferred is 120 feet. True seeing, however, does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. In addition, the spell effects cannot be further enhanced with known magic. The spell requires an ointment for the eyes that is made from very rare mushroom powder, saffron, and fat and costs no less than 300 gp per use. The reverse, false seeing, causes the person to see things as they are not: rich is poor, rough is smooth, beautiful is ugly. The ointment for the reverse spell is concocted of oil, poppy dust, and pink orchid essence. For both spells, the ointment must be aged for 1d6 months.
Unceasing Vigilance of the Holy Sentinel (Alteration) Sphere: Guardian Range: 0 Components: V, S, M Duration: 1 hour/level Casting Time: 1 turn Area of Effect: 5-foot-radius sphere Saving Throw: None
While within the area of effect of this spell, the priest (and only the priest) gains several special abilities: •His sense of sight is magically enhanced. He can see through normal darkness and can see invisible creatures and objects. He cannot see through solid objects, however, and the range of his magical sight is limited to 60 feet. •The priest has no need for food, water, or rest. He does not feel fatigue and regenerates 1 hit point per hour spent within the circle. However, he does not actually rest and therefore cannot regain spells until he sleeps. •He is totally immune to the effects of magical and natural fear, as well as sleep and charm spells. If the priest leaves the circle, the spell is broken. When the spell ends, the priest must rest for 1 turn per hour (or portion thereof) spent in the circle. If the priest is forced into action (by being attacked, for example), he can move at only half his normal movement rate, has an Armor Class penalty of -2, an attack penalty of -2, and loses all Dexterity combat bonuses. To cast this spell, the priest must trace a circle of sigils and runes 10 feet in diameter using a special ink containing the powder of a crushed sapphire (at least 1,000 gp value) and a drop of holy water. This procedure takes 1 turn to complete.
Undead Ward (Abjuration, Necromancy) Sphere: Wards Range: Special Components: V, S, M Duration: 1 turn/level Casting Time: 2 turns Area of Effect: 5-foot cube/level Saving Throw: None
This spell enhances a priest's ability to guard a person, place, or object. The spell's effect must be centered on a specific area, for it creates This spell prevents most types of an invisible spherical boundary up to 10 feet in diameter. The effect is not mobile; undead creatures from entering the area of effect (a cube whose sides equal the it cannot move with a living creature. 382
Appendix II: Spell Descriptions caster's level times 5 feet--a 15th-level caster could affect a cube whose sides equal 75 feet). When an undead creature attempts to enter the protected area, the creature is affected by the ward as if it were being turned by a priest two levels lower than the caster. The casting priest need not have the ability to turn undead himself. Thus, an undead ward created by a 10th-level priest would turn creatures as if by an 8th-level priest. The results of the turning attempt are calculated normally. If a large number of undead assault the warded area, not all of them are turned by the spell, since the normal limitations apply. Undead who are unaffected by the turning attempt ignore the undead ward for its duration. Undead within the area of effect when the spell is cast are not affected. However, when such undead leave the area of effect, they are subject to the effects of the spell if they attempt to reenter. The material component is the priest's holy symbol, which must be carried around the perimeter of the area to be warded.
Wall of Fire (Conjuration/Summoning) Sphere: Elemental (Fire) Range: 80 yds. Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: None The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--yellow-green or amber (different from the 4th-level wizard version). The spell creates an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet for every two levels of experience of the wizard, and 20 feet high. The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 4d4 points of damage, plus 1 point of damage per level of the spellcaster, to any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to directly catch moving creatures with a newly created wall of fire is difficult. A successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the priest concentrates on maintaining it, or one round per level of experience of the priest in the event he does not wish to concentrate upon it. The material component of the spell is phosphorus.
383
Appendix II: Spell Descriptions Level Six Priest Spells Aerial Servant (Conjuration/Summoning) Sphere: Summoning Range: 10 yds. Components: V, S Duration: 1 day/level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell summons an invisible aerial servant to find and bring back an object or creature described to it by the priest. Unlike an elemental, an aerial servant cannot be commanded to fight for the caster. When it is summoned, the priest must have cast a protection from evil spell, be within a protective circle, or have a special item used to control the aerial servant. Otherwise, it attempts to slay its summoner and return from whence it came. The object or creature to be brought must be such as to allow the aerial servant to physically bring it to the priest (an aerial servant can carry at least 1,000 pounds). If prevented, for any reason, from completing the assigned duty, the aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the priest releases it, or the priest is slain. The spell lasts for a maximum of one day for each level of experience of the priest who cast it. If the creature to be fetched cannot detect invisible objects, the aerial servant attacks, automatically gaining surprise. If the creature involved can detect invisible objects, it still suffers a -2 penalty to all surprise rolls caused by the aerial servant. Each round of combat, the aerial servant must roll to attack. When a hit is scored, the aerial servant has grabbed the item or creature it was sent for. A creature with a Strength rating is allowed an evasion roll, equal to twice its [pi]bend bars[xpi] chance, to escape
the hold. If the creature in question does not have a Strength rating, roll 1d8 for each Hit Die the aerial servant and the creature grabbed have. The higher total is the stronger. Once seized, the creature cannot free itself by Strength or Dexterity and is flown to the priest forthwith.
Age Creature (Alteration) Reversible Sphere: Time Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: One creature Saving Throw: Neg. This spell ages the targeted creature one year per level of the caster. Unwilling subjects may attempt a saving throw to resist the spell. Subjects affected by age creature must make a successful system shock roll to survive the change. Subjects cannot be aged beyond their natural life spans. If the priest's level indicates that a creature would be aged beyond this level, the creature is aged to one year short of his maximum age. The spell cannot cause a subject to die. Human and humanoid characters affected by the spell experience changes in appearance associated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses in Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in Table 12: Aging Effects in the Player's Handbook. The Player's Handbook also provides rules for determining a character's base age. Nonmagical monsters can be affected by age creature. The DM determines a monster's current age and natural life span based on its description in the MONSTROUS COMPENDIUM or 384
based on his own judgment. To determine the effects of aging on a monster, assume the following: a monster is middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of its natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster suffers the penalties which follow when it reaches these age levels. The penalties are cumulative and permanent (unless the affected monster becomes younger). Age Middle Age Old Age Venerable
Penalty -1 to all saving throws -1 to all saving throws -1 to all attack rolls -1 to all saving throws -1 to all attack rolls
The material component is a pinch of powdered emerald. The reverse of this spell, restore youth, permanently restores age that has been lost as a result of magic (such as an age creature spell). Restore youth reduces the age of the targeted creature by one year per level of the caster. The subject must make a successful system shock roll to survive the change. Subjects who become younger regain the lost ability scores described above. A subject cannot become younger than his actual age as a result of this spell. The material component is a pinch of powdered ruby.
Animal Summoning III (Conjuration, Summoning) Sphere: Animal, Summoning Range: 100 yds./level Components: V, S Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None This spell is the same in duration and effect as the 4th-level animal summoning I spell, except that up to four
Appendix II: Spell Descriptions animals of no more than 16 Hit Dice each can be summoned, or eight of no more than 8 Hit Dice, or 16 creatures of no more than 4 Hit Dice. Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals[md]e.g., suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses that may or may not be within summoning range. Your DM will determine the chance of a summoned animal type being within range of the spell. The animals summoned will aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).
be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 10 feet per round, a stone statue would move at 40 feet per round, a wooden statue 80 feet per round, an ivory stool of light weight would move at 120 feet per round. Slithering movement is about 10 feet to 20 feet per round; rolling is 30 feet to 60 feet per round. The damage caused by the attack of an animated object depends on its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1d2 points of damage or possibly obstruct and trip, as do light, supple objects. Hard, medium-weight objects can crush or strike for 2d4 points of damage, while larger and heavier objects may inflict 3d4, 4d4, or even 5d4 points of damage. The frequency of attack of animated objects depends on their method of locomotion, appendages, and Animate Object method of attack. This varies from as (Alteration) seldom as once every five melee rounds to as frequently as once per round. The Sphere: Creation, Summoning Armor Class of the object per round. The Range: 30 yds. Armor Class of the object animated is Components: V, S basically a function of material and Duration: 1 rd./level movement ability. Damage depends on Casting Time: 9 the type of weapon is effective against Area of Effect: 1 cu. ft./level fabric, leather, wood, and like Saving Throw: None substances. Heavy smashing and crushing weapons are useful against This powerful spell enables the wood, stone, and metal objects. Your priest casting it to imbue inanimate objects with mobility and a semblance of DM will determine all of these factors, as well as how much damage the life. The animated object, or objects, then attacks whomever or whatever the animated object can sustain before being destroyed. The priest can animate one priest first designates. The animated object can be of any nonmagical material cubic foot of material for each whatsoever, wood, metal, stone, fabric, experience level he has attained. Thus, a leather, ceramic, glass, etc. Attempting to 14th-level priest could animate one or more objects whose solid volume did not animate an object in someone's exceed 14 cubic feet[md]a large statue, possession grants that person a saving two rugs, three chairs, or a dozen throw to prevent the spell's effect. The average crocks. speed of movement of the object depends on its means of propulsion and its weight. A large wooden table would 385
Anti-Animal Shell (Abjuration) Sphere: Animal, Protection Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: 1 rd. Area of Effect: 10-ft. radius Saving Throw: None By casting this spell, the caster brings into being a hemispherical force field that prevents the entrance of any sort of living creature that is wholly or partially animal (not magical or extraplanar). Thus a sprite, a giant, or a chimera would be kept out, but undead or conjured creatures could pass through the shell of force, as could such monsters as aerial servants, imps, quasits, golems, elementals, etc. The anti-animal shell functions normally against crossbreeds, such as cambions, and lasts for one turn for each level of experience the caster has attained. Forcing the barrier against creatures strains and ultimately collapses the field. The spell requires the caster's holy symbol and a handful of pepper.
Blade Barrier (Evocation) Sphere: Guardian, Creation Range: 30 yds. Components: V, S Duration: 3 rds./level Casting Time: 9 Area of Effect: 5-60 ft. sq. Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around a central point, creating an immobile barrier. Any creature attempting to pass through the blade barrier suffers 8d8 points of damage. The plane of rotation of the blades can be horizontal, vertical, or in between. Creatures within the area of the barrier when it is invoked are
Appendix II: Spell Descriptions entitled to a saving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered; the creature escapes the area of the blade barrier by the shortest possible route. The barrier remains for three rounds for every experience level of the priest casting it. The barrier can cover an area from as small as 5 feet square to as large as 60 feet square.
break free, or turn on the caster, depending on the nature of the creature and the details of the situation. The conjured animals disappear when slain.
Conjure Animals
This spell enables the caster to enchant a floor, ceiling, or single wall of a room to crush intruders. The enchanted surface can be no larger than a square whose sides equal the caster's level times 2 feet (a 13th-level priest could affect a Upon casting a conjure fire 26' x 26' surface). elemental spell, the caster opens a The spell activates 1d4 rounds special gate to the elemental plane of after any creature other than the caster Fire, and a fire elemental is summoned enters the room. The intruder must be to the vicinity of the spellcaster. It is larger than a normal rat (larger than one65% likely that a 12 Hit Dice elemental half cubic foot or weighing more than appears, 20% likely that a 16 Hit Dice three pounds). When activated, the elemental appears, 9% likely that two to enchanted surface moves toward the four salamanders appear, 4% likely that opposite surface at a rate of 3 feet per an efreeti appears, and 2% likely that a round. Unless the spell is canceled by huge fire elemental of 21 to 24 Hit Dice the caster, the enchanted surface appears. The caster need not fear that the continues to move until one of the elemental force summoned will turn on following events occurs: him, so concentration upon the activities of the fire elemental (or other creatures •A creature with sufficient Strength summoned) or protection from the (minimum score of 19) stops the creature is not necessary. The elemental enchanted surface from moving by summoned helps the caster however succeeding a Strength check. Such a possible, including attacking the caster's creature suffers no damage from the opponents. The fire elemental or other enchanted surface. If the creature creature summoned remains for a prevents the enchanted surface from maximum of one turn per level of the moving for three consecutive rounds, the caster, or until it is slain, sent back by a wall returns to its original position and dispel magic spell, the reverse of this the spell is negated. If multiple creatures spell, dismiss fire elemental, or similar attempt to stop the wall, the highest magic. strength score is used as a base score; one point is added to that score for every creature assisting. Thus, a creature with 16 Strength assisted by three creatures could attempt to stop the wall. •A strong or heavy object made of stone, wood, or metal is placed in the path of the wall. If the item survives a saving throw vs. crushing blow, the object successfully braces the wall. If the object 386
(Conjuration/Summoning) Sphere: Summoning Range: 30 yds. Components: V, S Duration: 2 rds./level Casting Time: 9 Area of Effect: Special Saving Throw: None The conjure animals spell enables the priest to magically create one or more mammals to attack his opponents. The total Hit Dice of the mammals cannot exceed twice his level, if the creature conjured is determined randomly. If a specific animal type is requested, the animal's Hit Dice cannot exceed his level. The DM selects the type of animal that appears if it is randomly called. Thus, a priest of 12th level could randomly conjure two mammals with 12 Hit Dice each, four with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, 12 with 2 Hit Dice each, or 24 with 1 Hit Die each. Count every +1 hit point added to a creature's Hit Dice as ½ of a Hit Die. Thus a creature with 4 + 3 Hit Dice equals a 4 ½ Hit Dice creature. The conjured animals remain for two rounds for conjured animals remain for two rounds for each level of the conjuring priest, or until slain, and they follow the caster's verbal commands. Conjured animals unfailingly attack the priest's opponents, but resist being used for any other purpose--they do not like it, become noticeably more difficult to control, and may refuse any action,
Conjure Fire Elemental (Conjuration/Summoning) Reversible Sphere: Elemental (Fire) Range: 80 yds. Components: V, S Duration: 1 turn/level Casting Time: 6 rds. Area of Effect: Special Saving Throw: None
Crushing Walls (Enchantment) Sphere: Wards Range: Touch Components: V, S, M Duration: Permanent until activated Casting Time: 1 turn Area of Effect: Special Saving Throw: None
Appendix II: Spell Descriptions holds for three consecutive rounds, the surface returns to its original position and the spell is negated. The DM must use discretion in determining the types of objects that will brace the wall. •Dispel magic or a similar spell or magical item is used to cancel the crushing wall. Creatures can avoid being crushed by using a potion of diminution, potion of gaseous form, or other devices or spells that reduce size. The crushing wall almost never touches the opposite wall, usually being stopped by debris. A gap of two inches or more usually remains between the walls.
Dexterity bonus to armor class (since this bonus represents dodging, and the priest is unable to dodge a creature that does not exist for him). The caster can attempt to disbelieve as many as four creatures within 60 feet of his position at the time of casting. He disbelieves the same four creatures for the duration of the spell. Alternatively, the priest can disbelieve any or all inanimate objects of up to 20cubic-yard volume (thus, he may disbelieve a 12 foot by 15 foot area of 3foot-thick wall). This volume must be centered on a point no more than 20 yards from the caster. These two options If the wall is not stopped, it are mutually exclusive; the priest can causes crushing damage to everyone in disbelieve only creatures or objects, not the room. All creatures must make a a combination of both. saving throw vs. death. Those who fail Disbelieving a creature includes are crushed to death. Those who save all gear, equipment, or treasure carried or successfully suffer 5d10 points of worn by that creature; it does not include damage. When the wall can move no other objects that come into contact with farther, it returns to its original position that creature, such as walls, doors, and the spell is negated. chairs, etc. The material components are a 1Disbelief is not automatic; it inch iron cube and a walnut shell. requires an extreme effort. To successfully disbelieve, the priest must make a saving throw vs. paralyzation. A Disbelief successful save means the priest has (Enchantment/Charm) disbelieved; an unsuccessful check means that the spell has failed and the Sphere: Thought priest has not convinced himself of the Range: 0 creatures' or objects' non-existence. Components: V, S While this spell is in effect, the Duration: 1 round/level DM must record any damage suffered by Casting Time: 5 the priest from disbelieved creatures. Area of Effect: Special When the spell ends, the caster makes a Saving Throw: Special saving throw vs. spell. If the saving throw is successful, the priest suffers This spell allows the caster to temporarily convince himself that certain only one-eighth of any damage inflicted by the creatures (round all fractions objects or as many as four creatures within the area of effect do not actually down); if the priest fails the saving exist. While disbelief remains in effect, throw, he suffers one-half of any damage these objects or creatures cannot harm or inflicted (round fractions down). hinder the caster. He can pass through them as if they did not exist and takes no damage from their attacks or actions. However, since these objects or creatures temporarily do not exist for the priest, he can take no action against them. If the creatures attack, the caster receives no 387
Dragonbane (Abjuration) Sphere: Wards Range: 10 yards/level Components: V, S, M Duration: 1d4 rounds+1 round/2 levels Casting Time: 1 round Area of Effect: 5'-cube/level Saving Throw: Neg. This spell prevents any dragon who fails its saving throw from entering the area of effect. The spell affects a cubic area whose sides equal the caster's level times 5 feet; thus, a 16th-level caster could affect a cube whose sides each equal 80 feet. The dragon can cast spells, blast breath weapon, or hurl missiles (if possible) into the area of effect. Dragons within the area of effect when the spell is cast are not affected. If such dragons leave the area of effect, they must succeed a saving throw to reenter the area. The material components are the priest's holy symbol and a dragon scale. The spell's effectiveness can be greatly increased with the casting of a focus spell.
Find the Path (Divination) Reversible Sphere: Divination Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 3 rds. Area of Effect: 1 creature Saving Throw: None The recipient of this spell can find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale. The locale can be outdoors or under ground, a trap, or even a maze spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell
Appendix II: Spell Descriptions could not find the way to 'a forest where a green dragon lives' or to the location of 'a hoard of platinum pieces.' The location must be in the same plane as the caster. The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. For example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph. The spell ends when the destination is reached or when one turn for each caster level has elapsed. The spell frees the subject, and those with him, from a maze spell in a single round, and will continue to do so as long as the spell lasts. Note that this divination is keyed to the caster, not his companions, and that, like the find traps spell, it does not predict or allow for the actions of creatures. The spell requires a set of divination counters of the sort favored by the priest—bones, ivory counters, sticks, carved runes, or whatever. The reverse spell, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell--although it can be led, of course.
Fire Seeds (Conjuration) Sphere: Elemental (Fire) Range: Touch Components: V, S, M Duration: Special Casting Time: 1 rd./seed Area of Effect: Special Saving Throw: 1/2
Fire seed missiles: This casting turns up to four acorns into special grenadelike missiles that can be hurled up to 40 yards. An attack roll is required to strike the intended target, and proficiency penalties are considered. Each acorn bursts upon striking any hard surface, causing 2d8 points of damage and igniting any combustible materials within a 10-foot diameter of the point of impact. If a successful saving throw vs. spell is made, a creature within the burst area receives only one-half damage, but a creature struck directly suffers full damage (i.e., no saving throw). Fire seed incendiaries: This casting turns up to eight holly berries into special incendiaries. The holly berries are most often placed, being too light to make effective missiles. They can be tossed only up to 6 feet away. They burst into flame if the caster is within 40 yards and speaks a word of command. The berries instantly ignite, causing 1d8 points of damage to any creature and igniting any combustible within a 5-foot-diameter burst area. Creatures within the area that successfully save vs. spell suffer half damage. All fire seeds lose their power after a duration equal to one turn per experience level of the caster--e.g., the seeds of a 13th-level caster remain potent for a maximum of 13 turns after their creation. No other material components beyond acorns or holly berries are needed for this spell.
Forbiddance (Abjuration)
Sphere: Protection Range: 30 yds. Components: V, S, M The fire seeds spell creates Duration: Permanent special missiles or timed incendiaries Casting Time: 6 rds. that burn with great heat. The spell can Area of Effect: 60-ft. cube/level be cast to create either fire seed missiles Saving Throw: Special or fire seed incendiaries, as chosen when the spell is cast. This spell can be used to secure a 388
consecrated area (see the Dungeon Master Guide). The spell seals the area from teleportation, plane shifting, and ethereal penetration. At the option of the caster, the ward can be locked by a password, in which case it can be entered only by those speaking the proper words. Otherwise, the effect on those entering the enchanted area is based on their alignment, relative to the caster's. The most severe penalty is used. Alignment identical: No effect. If password locked, cannot enter area unless password is known (no saving throw). Alignment different with respect to law and chaos: Save vs. spell to enter the area; if failed, suffer 2d6 points of damage. If password locked, cannot enter unless password is known. Alignment different with respect to good and evil: Save vs. spell to enter this area; if failed, suffer 4d6 points of damage. If word locked, cannot enter unless password is known. The attempt does cause damage if the save is failed. Once a saving throw is failed, an intruder cannot enter the forbidden area until the spell ceases. The ward cannot be dispelled by a caster of lesser level than the one who established it. Intruders who enter by rolling successful saving throws feel uneasy and tense, despite their success. In addition to the priest's holy symbol, components include holy water and rare incenses worth at least 1,000 gp per 60-foot cube. If a password lock is desired, this also requires the burning of rare incenses worth at least 5,000 gp per 60-foot cube.
Appendix II: Spell Descriptions Gravity Variation (Alteration) Sphere: War Range: 10 yards/level Components: V, S, M Duration: 1 turn/3 levels Casting Time: 2 turns Area of Effect: 120-yard x 120-yard square Saving Throw: None This spell changes the characteristics of a square region of terrain. The area can be no more than 120 yards on a side. The priest can effectively turn a flat plain into a slope of any direction, or may flatten an existing slope. The spell does not allow the priest to alter the pull of gravity, however. This spell lets the priest create or negate a height differential of as much as 20 feet (a 2' slope in BATTLE SYSTEM™ rules measurements) within the area of effect. This can have various consequences; the best way to discuss the effects is by example. Example 1: Two units face each other on a flat plain. The priest can alter the slope of the terrain so that one unit is 2' of elevation higher than the other. The unit that is upslope gains the combat benefits for higher ground, and the unit that is downslope must pay the movement cost for moving uphill if it wishes to approach the other unit. Example 2: One unit is on flat terrain; another unit, 6' away, is on a hill of 2' elevation. Using this spell, the priest can effectively eliminate this difference in elevation (raising the low ground or lowering the high ground). All combat and movement involving these two units is then conducted as if there were no elevation difference (i.e., no movement penalty, no combat benefit for higher ground, etc.). Alternatively, the priest could increase the height differential by 2'. Combat and movement would now be conducted as if the total difference in elevation were 4'.
Example 3: A unit faces a hill of 3' elevation. The priest casts gravity variation, decreasing the effective elevation of the hill to 1'. The unit pays a lower movement point cost to climb the hill. Alternatively, if the unit facing the hill were an enemy unit, the priest could increase the effective elevation to 5'. The priest must specify the degree and direction of change at the moment of casting. These parameters cannot be changed while the spell remains in effect. Gravity variation can have dramatic effects on siege engines and towers. Most siege engines can be moved only on the most gentle of slopes. By raising or lowering the effective elevation of siege engines by 2', the priest can totally immobilize them by positioning them on a slope too steep to negotiate. In the case of siege towers, there is a 50% chance that the structures will topple over (totally destroying them). The material component is a tiny plumb bob; the plumb line must be made of platinum wire while the bob itself must be a gem of at least 1,000 gp value. The device is consumed in the casting.
When casting the great circle, the priests stand in a circle of no more than 20-foot diameter. Each faces inward; when the spell is completed, each priest faces outward, directing the energy of the spell. When the casting is complete, the spell takes the form of a radiant halo of golden light 20 feet above the ground. This halo quickly expands in a shimmering wave. It can pass through objects, with small arcs of the halo disappearing momentarily and reappearing on the far side. As the halo moves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves slowly at first, but builds speed, reaching its maximum range at the end of one round. The radius of the golden halo is dependent on the number of priests casting the spell. Each priest adds 60 feet to the radius. Thus, four priests could generate a halo that extends 240 feet in all directions from the circle of priests. Theoretically, there is no limit to the number of priests who may contribute to this spell, but the need for the priests to be within a 20-foot diameter circle sets a practical limit of 20 casters. The halo is pure energy tapped from the Positive Material plane. It causes harm to undead and evil beings Great Circle, The within the area of effect. Undead (Abjuration) creatures of 8 or fewer hit dice are Reversible instantly destroyed and are not allowed a saving throw to avoid the effect. More Sphere: Sun powerful undead suffer 1d8 points of Range: 0 damage per caster. A successful saving Components: V, S throw vs. death magic reduces this Duration: 1 round damage to half. Creatures of evil Casting Time: 6 turns alignment suffer 1d6 points of damage Area of Effect: Special per caster (a saving throw is allowed for Saving Throw: Special half-damage). The reverse of this spell, the The great circle is a powerful black circle, creates a ring of cooperative spell that can be used only by four or more priests, each casting the shimmering black energy. Paladins and priests of good spell simultaneously. Because of the alignment suffer 1d10 points of damage nature of this spell and its casting time, it per priest in the circle. All other good is often used to cleanse grounds in creatures suffer 1d4 points of damage preparation for the construction of a per caster. Affected creatures are allowed temple or sanctuary. 389
Appendix II: Spell Descriptions a saving throw vs. death magic to reduce This spell cannot be used on the damage to one-half. unwilling subjects.
Group Mind
Heal
(Divination, Enchantment/Charm)
(Necromancy) Reversible
Sphere: Thought Range: 0 Components: V, S Duration: 1 turn+1 round/level Casting Time: 1 round Area of Effect: 30-yard-diameter circle Saving Throw: None
Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 1 rd. Area of Effect: 1 creature Saving Throw: None
This spell is a deeper and more extensive version of rapport, in that it lets the priest communicate silently and instantly with several willing subjects. The number of subjects (in addition to the priest) depends on the caster's level:
The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage Number of suffered due to wounds or injury. It Level participants dispels a feeblemind spell. It cures those 13 and below 2 mental disorders caused by spells or 14-16 4 injury to the brain. Naturally, the effects 17 6 can be negated by later wounds, injuries, 18 7 and diseases. 19+ 8 The reverse, harm, infects the victim with a disease and causes loss of As with rapport, the spell lets the all but 1d4 hit points, if a successful participants share thoughts, emotions, touch is inflicted. For creatures that are and memories. Each participant sees, not affected by the heal or harm spell, hears, and otherwise senses everything see the cure light wounds spell. experienced by the other, although such 'vicarious' experiences feel weak and Heroes' Feast cannot be mistaken for direct sensations. (Evocation) Participants can shut off these experiences at will if they find them Sphere: Creation confusing or distracting. Range: 10 yds. The participants can share such Components: V, S, M personal concepts as plans, hopes, and Duration: 1 hour fears, although they cannot communicate Casting Time: 1 turn complex or detailed information. It is Area of Effect: 1 feaster/level impossible to communicate the Saving Throw: None procedure for casting a spell or picking a lock. This spell enables the priest to Communication through group bring forth a great feast that serves as mind is approximately 30 times faster many creatures as the priest has levels of than verbal communication. The priest experience. The spell creates a can maintain only one group mind spell magnificent table, chairs, service, and all at any time; thus, he cannot the necessary food and drink. The feast communicate with multiple groups. takes one full hour to consume, and the 390
beneficial effects do not set in until after this hour is over. Those partaking of the feast are cured of all diseases, are immune to poison for 12 hours, and are healed of 1d4+4 points of damage after imbibing the nectarlike beverage that is part of the feast. The ambrosialike food that is consumed is equal to a bless spell that lasts for 12 hours. Also, during this same period, the people who consumed the feast are immune to fear, hopelessness, and panic. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated. The material components of the spell are the priest's holy symbol and specially fermented honey taken from the cells of bee larvae destined for royal status.
Land of Stability (Abjuration) Sphere: Wards Range: 10 yards/level Components: V, S, M Duration: 1 day/level Casting Time: 6 Area of Effect: 10-foot-cube/level Saving Throw: None Land of stability protects the area of effect and all creatures and objects within it from the following natural disasters: •Earthquakes--vibrations do not affect the warded area and fissures will not open beneath the warded area; •Floods--the warded area remains dry, even if submerged; •Windstorms--the warded area suffers no damage from strong winds and objects cannot be blown into the warded area; •Lava and ash eruptions--lava and ash flow around the warded area; and •Avalanches--stones and snow will not fall on the warded area. Land of stability offers no protection against magically-generated
Appendix II: Spell Descriptions disasters or spells that duplicate natural disasters. Disasters in progress in the area when the spell is cast are not affected.
Tree Size Small Medium Large
This spell affects a cubic area whose sides equal the caster's level times 10 feet; thus, a 15th-level caster could affect a 150' x 150' x 150' cube. The material components are the priest's holy symbol and a pinch of volcanic ash.
dispel magic. The victim of this spell never perceives anything wrong with adhering to the law, and therefore never seeks to have the spell removed.
Legal Thoughts (Enchantment/Charm) Sphere: Law Range: 10 yards Components: V, S Duration: Permanent Casting Time: 1 turn Area of Effect: One creature Saving Throw: Neg. A priest casting this spell forces the victim of the spell to follow one specific law. The priest may choose any law prevalent in the area in which the priest and the victim currently reside. Thus, if a city has no laws about murder, the priest cannot command the person not to kill. The victim of the spell is forced to obey the letter of the law to the best of his ability. Thus, if a victim were commanded not to commit murder, he would go to any length to avoid murdering someone. Since the essence of this spell is tied to legal (and not moral) interpretation, characters may find loopholes that will allow them to work around the law in specific cases or to ignore the law in light of extenuating circumstances. When casting the spell, the priest must speak the law to the recipient in such a way that he can hear it. The victim is allowed a saving throw vs. spell to avoid the effect. If the save is failed, the victim will never willingly violate the stated law as long as the spell is in effect. Legal thoughts can be negated by
Height 12' - 14' 16' - 19' 20' - 23'+
Hit Dice 7-8 9-10 11-12
Liveoak (Enchantment) Sphere: Plant Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: 1 turn Area of Effect: 1 oak tree Saving Throw: None This spell enables the caster to charm a healthy oak tree (or other type if the DM allows) to cause it to serve as a protector. The spell can be cast on a single tree at a time. While a liveoak spell cast by a particular caster is in effect, he cannot cast another such spell. The tree upon which the spell is cast must be within 10 feet of the caster's dwelling place, within a place sacred to the caster, or within 100 yards of something that the caster wishes to guard or protect. The liveoak spell can be cast upon a healthy tree of small, medium, or large size, according to desire and availability. A triggering phrase of up to maximum of one word per level of the spellcaster is then placed upon the targeted oak. For instance, 'Attack any persons who come near without first saying sacred mistletoe' is an 11-word trigger phrase that could be used by a caster of 11th level or higher casting the spell. The liveoak spell triggers the tree into animating as a treant of equivalent size, an Armor Class of 0 and with two attacks per round, but with only a 30feet-per-round movement rate. A tree enchanted by this spell radiates a magical aura (if checked for), and can be returned to normal by a 391
Damage per Attack 2d8 3d6 4d6 successful casting of a dispel magic spell, or upon the desire of the caster who enchanted it. If dispelled, the tree takes root immediately. If released by the caster, it tries to return to its original location before taking root. Damage to the tree can be healed with a plant growth spell, which restores 3d4 points of damage. A plant growth spell used in this fashion does not increase the size or hit points of the liveoak beyond the original value. The caster needs his holy symbol to cast this spell.
Monster Mount (Enchantment/Charm) Sphere: Travelers Range: 30 yards Components: V, S Duration: 1 hour/level Casting Time: 6 Area of Effect: 20-foot radius circle Saving Throw: Neg. This spell compels one or more living creatures to serve as mounts for the caster and his companions. The spell affects up to 10 Hit Dice or levels of creatures with Intelligence of 4 or lower. Creatures used as mounts must be of suitable size to carry at least one rider; smaller creatures can be used as pack animals. Each intended mount receives a saving throw vs. spell. Creatures failing their rolls become docile and obedient, allowing riders to mount them, and moving at the speed and direction indicated by the caster. To maintain the enchantment, the caster must remain within 10 yards of one of the affected creatures, and each affected creature must remain within 10 yards of another. The affected creatures will do nothing for the caster other than carrying
Appendix II: Spell Descriptions riders and gear; they will not fight (although they will fight to defend themselves), nor will they intentionally endanger themselves. Any overtly hostile act by the caster or a rider against any mount breaks the enchantment for all the mounts. When the enchantment ends or is broken, the creatures take no action for one round, then behave as their natural instincts direct.
Part Water (Alteration) Sphere: Elemental (Water) Range: 20 yds./level Components: V, S, M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: 3 ft./level x 20 yds./level x 30 yds. Saving Throw: None By employing a part water spell, the priest is able to cause water or similar liquid to move apart, thus forming a trough. The depth and length of the trough created by the spell depends on the level of the priest. A trough 3 feet deep per caster level, by 30 yards wide, by 20 yards long per level is created. Thus at 12th level, the priest would part water 36 feet deep by 30 yards wide by 240 yards long. The trough remains as long as the spell lasts or until the priest who cast it opts to end its effects. Existing currents appear to flow through the parted water, although swimming creatures and physical objects such as boats do not enter the rift without strenuous and deliberate effort. If cast underwater, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a water elemental or other water-based creature, the creature suffers 48 points of damage and must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds. The material component of this spell is the priest's holy symbol.
Physical Mirror (Alteration) Sphere: Numbers Range: 30 yards Components: V, S, M Duration: 1d4+8 rounds Casting Time: 6 Area of Effect: Special Saving Throw: None This spell causes a localized folding of space. The folded space takes the form of an invisible disk up to 20 feet in diameter. Any missile weapon or spell that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180 degree arc. The sender of the spell or missile finds himself the target of his own attack. The physical mirror operates from only one direction; that is, only one side of the mirror reflects attacks. The caster of the mirror may direct spells and missile attacks normally through the space occupied by the mirror. In the case of physical attacks, the attacker must roll to hit himself (without the armor class benefits of Dexterity or shield). Spells turned back may require the caster to make a saving throw vs. his own spell. In both of these cases, range is important. If the distance between the initiator of the attack and the physical mirror is more than twice the range of the attack, the attacker is safe; the attack has insufficient range to travel from the attacker to the mirror and back again. When the priest casts the spell, he must specify the location and orientation of the physical mirror disk. Once it is created, the disk cannot be moved. If two physical mirror disks touch or intersect, they destructively interact and both immediately vanish. The resulting 'ripples' in the space-time continuum are exceedingly destructive and inflict 3d10 hit points of damage on 392
any creature within 35 yards (a saving throw is allowed for half-damage). This always includes the casters of the physical mirror spells. The material component is a tiny mirror of polished platinum, worth at least 500 gp.
Reverse Time (Alteration) Sphere: Time Range: 30 yards Components: V, S, M Duration: 1-4 rounds Casting Time: 6 Area of Effect: One creature Saving Throw: Neg. This spell is similar to the 9thlevel wizard spell time stop. When reverse time is cast, time stops within a 30-foot diameter of the subject. All creatures and items in the area of effect stand motionless, rivers stop running, and arrows hang suspended in the air. Any creature, person, or object entering the area of effect is likewise frozen in time. The caster is affected if he is within the area of effect, unless he is the subject of the spell. An unwilling subject is allowed a saving throw vs. spell; if successful, the spell is immediately negated. Otherwise, the victim is forced to relive all the actions taken in the previous 1-4 rounds in reverse. Beginning with the most recent round, the subject moves backward, arrows fired by the subject return to his bow, and so on. All effects of these actions are negated. At the end of the spell's duration, normal time resumes and all creatures immediately continue their activities, picking up right where they had stopped. Consider the following example. A party is battling a spellcasting red dragon. In the first round, the dragon breathes fire, roasting the party's wizard. The rest of the group attacks and injures the dragon. On the second round, the dragon bites and kills the group's thief.
Appendix II: Spell Descriptions More damage is caused to the beast, but it is still alive in the third round, when it uses magic missile to kill the ranger. At this point, the priest casts reverse time on the beast. Fortunately, it fails its saving throw and is forced to reverse the last four rounds. While everyone else freezes, the dragon goes into reverse. The magic missiles zoom back to the dragon (and it regains the ability to cast that spell), it 'unbites' the thief (removing that damage from the character), and then inhales its fiery breath (leaving the roasted wizard alive and uncooked). The dragon is then reversed through one more round—the round before it encounterd the party. The spell then ends and actions resume. The dragon must now roll for surprise since it is encountering the party for the first time. The party is immune to surprise, since it was fighting the beast previously. All damage suffered by the dragon remains, since these actions were caused by the group and not the beast. The material component is an etched silver arrow bent into a circle. The arrow must be no more than 3 inches long and worth no less than 500 gp. The arrow is destroyed in the casting.
enclosed character is invisible and totally undetectable by any form of scrying. Powerful magic such as contact other plane will indicate that the character is 'elsewhere,' but will give no more information. The creature within the extradimensional space can see and hear everything that occurs around him. However, he cannot cast spells, and no action of his can affect anyone or anything in the 'real world.' While occupied, the extradimensional space is totally immobile. If the caster chooses to occupy the space, he can pass in and out of the space at will. Other creatures can leave or reenter the space only if the caster allows it. To an outside observer, an enclosed character who exits the space simply appears from nowhere. If the space is occupied when the spell terminates, the occupant is immediately ejected back into the real world and suffers 1d6 hit points of damage in the process. Any time the extradimensional space is empty, or when the occupant is someone other than the priest, the space follows the priest around. Thus, the priest may seclude a comrade in the extradimensional space, walk past some Seclusion guards into a building, then release the (Alteration) comrade. If any other form of Sphere: Numbers extradimensional space (such as a bag of Range: Touch holding ) is taken into the space created Components: V, S, M by seclusion, both spaces are ruptured Duration: 3d12 rounds+4 rounds/level and all contents are expelled onto the Casting Time: 6 Astral plane. Extradimensional Area of Effect: One creature manipulation can temporarily prevent Saving Throw: Neg. this. The material components are a This spell encloses one individual in an extradimensional space. Creatures tiny crystal box of the finest workmanship (worth at least 1,500 gp) to be affected must be of size M or smaller. The space can contain only one and a gem of at least 250 gp value. The gem is consumed in the casting; the box creature, regardless of size. The priest is not. may use the spell on himself or any creature he touches. Unwilling targets are allowed a saving throw vs. spell to avoid the entrapment. While inside the space, the 393
Skip Day (Invocation/Evocation) Sphere: Time Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 round Area of Effect: 10-foot radius Saving Throw: Neg. When this spell is cast, all persons and intelligent creatures within 10 feet of the caster are instantly transported 24 hours into the future. Creatures outside the area of effect will believe that the affected characters have disappeared. Unwilling creatures can attempt a saving throw vs. spell to resist the effect of skip day. No time passes for creatures affected by skip day; they are in the exact condition that they were in before the spell was cast. They are fatigued, have recovered no hit points, and carry the same spells. Wizards must wait for actual time to pass before they can memorize spells. The affected creatures remain in the same location as they were before skip day was cast. Their immediate environment is likely to have changed; for instance, fires have burned out, enemies who were attacking have departed, and weather has changed for better or worse. Although skip day is a possible substitute for teleporting out of a dangerous situation, it is not without risk; characters could reappear in a situation more threatening than the one they left behind (for instance, a forest fire may have started or a pack of hungry wolves may have arrived).
Appendix II: Spell Descriptions Sol's Searing Orb (Invocation) Sphere: Sun Range: 30 yards Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: One gem Saving Throw: Special
for grenade-like missiles found in the Dungeon Master Guide for determining where the stone hits. The material component is a topaz gemstone worth at least 500 gp.
Speak With Monsters (Alteration)
Sphere: Divination Range: 30 yds. This spell must be cast upon a Components: V, S topaz. When the spell is complete, the Duration: 2 rd./level stone glows with an inner light. The gem Casting Time: 9 must be immediately thrown at an Area of Effect: The caster opponent, for it quickly becomes too hot Saving Throw: None to hold. (The acts of casting and throwing occur in the same round.) It is When cast, the speak with not possible for the priest to give the monsters spell enables the priest to stone to another character to throw. converse with any type of creature that The stone can be hurled up to 30 has any form of communicative ability yards. The priest must roll normally to (including empathic, tactile, pheromonic, hit; he gains a +3 bonus to his attack roll etc.). That is, the monster understands, in and suffers no penalty for nonweapon its own language or equivalent, the intent proficiency. In addition, the glowing of what is said to it by the priest and vice gem is considered a +3 weapon for versa. The creature thus spoken to is determining whether a creature can be checked by the DM to determine a struck (creatures hit only by magical reaction. All creatures of the same type weapons, for example). There is no as that chosen by the priest can likewise damage bonus, however. understand if they are within range. The When it hits, the gem bursts with priest can speak to different types of a brilliant, searing flash that causes 6d6 creatures during the spell duration, but points of fire damage to the target and he must speak separately to each type. blinds him for 1d6 rounds. The victim is The spell lasts for two rounds per caster allowed a saving throw vs. spell. If level. successful, only half damage is sustained and the target is not blinded. Spiritual Wrath Undead creatures suffer 12d6 (Invocation) points of damage and are blinded for 2d6 rounds (if applicable) if their save is Sphere: Combat failed. They receive 6d6 points of Range: 300 yards damage and are blinded for 1d6 rounds if Components: V, S the save is successful. Duration: Instantaneous If the gem misses its target, it Casting Time: 1 turn explodes immediately, causing 3d6 Area of Effect: Special points of damage (or 6d6 against Saving Throw: 1/2 undead) to all creatures within a 3' radius. It blinds them for 1d3 rounds This powerful cooperative spell (1d6 rounds vs. undead). All victims are is rarely invoked since it requires the allowed a saving throw vs. spell, with concerted effort of six or more high-level success indicating half damage and no priests. The casting effort severely blindness. The DM should use the rules weakens the priests, discouraging casual 394
use of this spell. To cast the spell, six or more priests must be within a 15-foot radius. Each priest must cast spiritual wrath at the same time. Before beginning the spell, the priests must decide upon the area of effect. The spell causes 10d6+1d6 points of damage per priest casting the spell. (The minimum damage, therefore, is 16d6.) Creatures within the area of effect are allowed a saving throw vs. spell to reduce the damage to half. The spell strikes as a great wave of force that descends from the sky. Small objects must save vs. crushing blow. Structures suffer damage as if hit by a heavy catapult (2d12). The force of this spell often raises a great cloud of dirt and dust, obscuring the area for 1d4+1 rounds. The spell's area of effect is determined by the number of casters. Each priest contributes 10 feet to the radius of the spell. Six casters would create a spell with a radius of 60 feet. No more than twelve casters can cooperate to cast this spell (maximum of 22d6 damage and a 120-foot radius area of effect). This converts to an 8-inch circle in the BATTLESYSTEM™ rules ground scale. The spell is difficult to cast, physically taxing the spellcasters so much that each caster suffers 3d10 points of damage from the effort. There is no saving throw allowed to avoid this damage.
Stone Tell (Divination) Sphere: Elemental (Earth), Divination Range: Touch Components: V, S, M Duration: 1 turn Casting Time: 1 turn Area of Effect: 1 cu. yd. Saving Throw: None When the priest casts a stone tell spell upon an area, the very stones speak
Appendix II: Spell Descriptions and relate to the caster who or what has touched them as well as revealing what is covered, concealed, or simply behind them. The stones relate complete descriptions, if asked. Note that a stone's perspective, perception, and knowledge may hinder this divination. Such details, if any, are decided by the DM. The material components for this spell are a drop of mercury and a bit of clay.
Transmute Water to Dust (Alteration) Reversible Sphere: Elemental (Water, Earth) Range: 60 yds. Components: V, S, M Duration: Permanent Casting Time: 8 Area of Effect: 1 cu. yd./level Saving Throw: Special When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect is doubled, while if wet mud is present, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly permeates the latter, turning the dust into silty mud. If there is not a sufficient quantity of water to cause that effect, it simply soaks or dampens the dust accordingly. Only the liquid actually in the area of effect at the moment of spellcasting is affected. Potions that contain water as a component part are rendered useless. Living creatures are unaffected, except for those native to the elemental plane of Water. Such creatures must roll a successful saving throws vs. death or be slain. However, only one such creature can be affected by any single casting of this spell, regardless of the creature's size or the size of the spell's area of effect. The reverse of this spell is simply a very high-powered create water spell
that requires a pinch of normal dust as an additional material component. For either usage of the spell, other components required are diamond dust of at least 500 gp value, a bit of sea shell, and the caster's holy symbol.
Transport Via Plants (Alteration) Sphere: Plant Range: Touch Components: V, S Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None By means of this spell, the caster is able to enter any plant (human-sized or larger) and pass any distance to a plant of the same species in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to the caster, but it also must be alive. If the caster is uncertain of the destination plant, he need merely determine direction and distance, and the transport via plants spell moves him as close as possible to the desired location. There is a 20% chance, reduced by 1% per level of experience of the caster, that the transport delivers the caster to a similar species of plant from 1 to 100 miles away from the desired destination plant. If a particular destination plant is desired, but the plant is not living, the spell fails and the caster must come forth from the entrance plant within 24 hours. Note that this spell does not function with plantlike creatures such as shambling mounds, treants, etc. The destruction of an occupied plant slays the caster (see the plant door spell).
395
Turn Wood (Alteration) Sphere: Plant Range: 0 Components: V, S Duration: 1 rd./level Casting Time: 9 Area of Effect: 20 ft./level x 120 ft. Saving Throw: None When this spell is cast, waves of force roll forth from the caster, moving in the direction he faces and causing all wooden objects in the path of the spell to be pushed away from the caster to the limit of the area of effect. Wooden objects above 3 inches in diameter that are fixed firmly are not affected, but loose objects (movable mantles, siege towers, etc.) move back. Objects less than 3 inches in diameter that are fixed splinter and break, and the pieces move with the wave of force. Thus, objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them with them. If a spear is planted to 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 magic spell ends the effect. Otherwise, the turn wood spell lasts for one round for each experience level of the caster. The waves of force continue to sweep down the set path for the spell's duration, pushing back wooden objects in the area of effect at a rate of 40 feet per melee round. The length of the path is 20 feet per level of the caster. Thus if a 14th-level priest casts a turn wood spell, the area of effect is 120 feet wide by 280 feet long, and the spell lasts 14 rounds. After casting the spell, the path is set and the caster can then do other things or go elsewhere without affecting the spell's power.
Appendix II: Spell Descriptions Wall of Thorns (Conjuration/Summoning) Sphere: Plant, Creation Range: 80 yds. Components: V, S Duration: 1 turn/level Casting Time: 9 Area of Effect: One 10-ft. cube/level Saving Throw: None
in one of the other dimensions. Note that those with the ability to pass through overgrown areas are not hindered by this barrier. The caster can dismiss the barrier on command.
Weather Summoning (Conjuration/Summoning)
Sphere: Weather Range: 0 The wall of thorns spell creates a Components: V, S barrier of very tough, pliable, tangled Duration: Special brush bearing needle-sharp thorns as Casting Time: 1 turn long as a person's finger. Any creature Area of Effect: Special breaking through (or crashing into) the Saving Throw: None wall of thorns suffers 8 points of damage, plus an additional amount of By this spell, the caster calls forth damage equal to the creature's AC. weather appropriate to the climate and Negative ACs subtract from the base 8 season of the area he is in. Thus, in points of damage, but no adjustment is spring a tornado, thunderstorm, sleet made for Dexterity. Any creature within storm, or hot weather could be the area of effect of the spell when it is summoned. In summer a torrential rain, cast, crashes into the wall of thorns and heat wave, hail storm, etc., can be called must break through to move. The for. In autumn, hot or cold weather, fog, damage is based on each 10-foot sleet, etc., could be summoned. Winter thickness of the barrier. enables great cold, blizzard, or thaw If the wall of thorns is chopped conditions to be summoned. Hurricaneat, it takes at least four turns to cut a path force winds can be summoned near through a 10- foot thickness. Normal fire coastal regions in the later winter or cannot harm the barrier, but magical fires early spring. The summoned weather is burn away the barrier in two turns, not under the control of the caster. It creating a wall of fire effect while doing might last but a single turn, in the case of so (see wall of fire spell). In this case, the a tornado, or for hours or even days in cool side of the wall is that closest to the other cases. The area of effect likewise caster of the thorn wall. varies from about 1 square mile to 100 The nearest edge of the wall of square miles. Note that several casters thorns appears up to 80 yards distant can act in concert to greatly affect from the caster, as he desires. The spell's weather, controlling winds, and working duration is one turn for each level of jointly to summon very extreme weather experience of the caster, and it covers conditions. one 10-foot cube per level of the caster Within four turns after the spell is in whatever shape the caster desires. cast, the trend of the weather to come is Thus a 14th-level caster could create a apparent-- e.g., clearing skies, gusts of wall of thorns up to 70 feet long by 20 warm or hot air, a chill breeze, overcast feet high (or deep) by 10 feet deep (or skies, etc. Summoned weather arrives high), a 10-foot-high by 10-foot-wide by 1d12+5 turns after the spell is cast. Note 140-foot-long wall to block a dungeon that the new weather condition cannot be passage, or any other sort of shape that changed by the caster once it has been suited his needs. The caster can also summoned. Once the weather is fully create a wall of 5-foot thickness, which summoned, it cannot be dispelled. If the inflicts half damage but can be doubled summoning is successfully dispelled 396
before it has been completed, the weather slowly reverts to its original condition.
Word of Recall (Alteration) Sphere: Summoning Range: 0 Components: V Duration: Special Casting Time: 1 Area of Effect: The caster Saving Throw: None The word of recall spell takes the priest instantly back to his sanctuary when the word is uttered. The sanctuary must be specifically designated in advance by the priest and must be a well-known place. The actual point of arrival is a designated area no larger than 10' x 10'. The priest can be transported any distance, from above or below ground. Transportation by the word of recall spell is safe within a plane, but for each plane the priest is removed, there is a 10% cumulative chance that the priest is irrevocably lost. The priest is able to transport, in addition to himself, 25 pounds of weight per experience level. Thus, a 15th-level priest could transport his person and an additional 375 pounds. This extra matter can be equipment, treasure, or even living material, such as another person. Exceeding this limit causes the spell to fail. Note that unusually strong physical fields, such as magnetic or gravitational forces, or even magical applications can, at the DM's option, make the use of this spell hazardous or impossible.
Appendix II: Spell Descriptions Level Seven Priest Spells Age Dragon (Alteration) Sphere: Time Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: One dragon Saving Throw: Neg. This spell allows the caster to cause any dragon to temporarily gain or lose one age level per five levels of the caster. For instance, a 14th-level caster could cause a dragon to gain or lose two age levels; a mature adult dragon could be temporarily transformed into a young adult dragon or into a very old dragon. A dragon's age cannot be reduced below hatchling or increased beyond great wyrm. Unwilling dragons are allowed a saving throw vs. spells with a -4 penalty to avoid the effect. A dragon affected by age dragon temporarily acquires the armor class, hit points, spell abilities, combat modifiers, size, and other attributes of his new age level. The dragon retains his memories and personality. At the end of the spell's duration, the dragon returns to his normal age level. If the dragon suffered damage while experiencing his modified age, these hit points remain lost when he resumes his normal age. If the dragon loses more hit points at his modified age than he has at his actual age, he dies when the spell expires. For example, a young adult bronze dragon with 110 hit points is aged to a mature adult with 120 hit points. The dragon suffers 115 hit points in combat. Unless the dragon is healed of 6 points of damage before the spell expires, the dragon dies at the end of the spell since his damage is greater than his actual hit points. If a dragon is killed while under the effect of age dragon, he is dead at
the end of the spell's duration. The material component is a handful of dirt taken from a dragon's footprint.
blood.
Animate Rock
Sphere: Astral Range: Touch Components: V, S Duration: Special Casting Time: ½ hour Area of Effect: Special Saving Throw: None
(Alteration) Sphere: Elemental (Earth) Range: 40 yds. Components: V, S, M Duration: 1 rd./level Casting Time: 1 rd. Area of Effect: 2 cu. ft./level Saving Throw: None By employing an animate rock spell, the caster causes a stone object of up to the indicated size to move (see the 6th-level animate object spell.). The animated stone object must be separate (not a part of a huge boulder or the like). It follows the desire of the caster-attacking, breaking objects, blocking-while the magic lasts. It has no intelligence or volition of its own, but it follows instructions exactly as spoken. Only one set of instructions for one single action can be given to the animated rock, and the directions must be brief, about a dozen words or so. The rock remains animated for one round per experience level of the caster. The volume of rock that can be animated is also based on the experience level of the caster--2 cubic feet of stone per level, such as 24 cubic feet, a mass of about man-sized, at 12th level. While the exact details of the animated rock are decided by the DM, its Armor Class is no worse than 5, and it has 1d3 hit points per cubic foot of volume. It uses the attack roll of the caster. The maximum damage it can inflict is 1d2 points per caster level. Thus, a 12th-level caster's rock might inflict 12 to 24 points of damage. Movement for a mansized rock is 60 feet per round. A rock generally weighs from 100 to 300 pounds per cubic foot. The material components for the spell are a stone and drop of the caster's 397
Astral Spell (Alteration)
By means of this spell, a priest is able to project his astral body into the Astral plane, leaving his physical body and material possessions behind on the Prime Material plane. As the Astral plane touches upon the first levels of all the outer planes, the priest can travel astrally to the first level of any of these outer planes as he wills. The priest then leaves the Astral plane, forming a body on the plane of existence he has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material plane by means of the astral spell. However, a second body cannot be formed on the Prime Material plane. As a general rule, a person astrally projected can be seen only by creatures on the Astral plane. The astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body. If the second body or astral form is slain, the cord simply returns to the caster's body where the body rests on the Prime Material plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral plane, their actions affect only creatures existing on the Astral plane; a physical body must be materialized on other planes. The spell lasts until the priest
Appendix II: Spell Descriptions desires to end it, or until it is terminated by some outside means, such as dispel magic spell or destruction of the priest's body on the Prime Material plane--which kills the priest. The priest can project the astral forms of up to seven other creatures with himself by means of the astral spell, providing the creatures are linked in a circle with the priest. These fellow travelers are dependent upon the priest and can be stranded if something happens to the priest. Travel in the Astral plane can be slow or fast, according to the priest's desire. The ultimate destination arrived at is subject to the desire of the priest.
radius). The breath is of a magical nature rather than a physical nature; therefore, it is unaffected by prevailing winds. The breeze blows through the community, instantly eliminating the specified disease from all afflicted citizens. The breath of life spell does not destroy parasitic monsters (such as green slime, rot grubs, and others), nor does it cure lycanthropy or other magical afflictions. The spell does not prevent recurrence of a disease if the recipients are again exposed. The material components are the priest's holy symbol and a cone of incense that has been blessed by the highest priest of the character's religion. The breath of death, which Breath of Life produces a foul-smelling wind, is the (Necromantic) reverse of this spell. Victims who fail a Reversible saving throw vs. death magic are afflicted with a nonmagical, fatal Sphere: Necromantic disease. To determine the results of this Range: 0 spell, the DM should roll saving throws Components: V, S, M for major NPCs in the area of effect. The Duration: 1 hour/level effect on the rest of the community can Casting Time: 1 turn be calculated as a percentage, based on Area of Effect: Special the saving throw. Saving Throw: None Infected creatures do not heal hit points until the disease is cured. The This powerful spell enables the disease is fatal within 1d6 weeks (the caster to cure many persons (even an entire community) who are afflicted with duration varies from person to person). The material components are the a nonmagical disease. The priest need priest's holy symbol and a handful of not touch or even see the diseased people dust taken from a mummy's corpse. for the spell to be effective, although recipients must be within the area of Changestaff effect. This spell does not cure all (Evocation, Enchantment) diseases in the community at one time; the caster must specifically state which Sphere: Plant, Creation disease is to be eliminated (black plague Range: Touch or yellow fever, for example) with each Components: V, S, M casting of the spell. Duration: Special When the spell is cast, the priest Casting Time: 4 exhales a sweet-smelling breath. This Area of Effect: The caster's staff forms into a breeze that radiates Saving Throw: None outward, forming a circle that expands in a 50-yard radius per hour. During this By means of this spell, the caster time, the caster must remain at the center is able to change a specially prepared of the area of effect. For example, after staff into a treantlike creature of the 12 hours, the breath of life would cover a largest size, about 24 feet tall. When the circle 1200 yards in diameter (600-yard priest plants the end of the staff in the 398
ground and speaks a special command and invocation, the staff turns into a treantlike creature with 12 Hit Dice, 40 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels, until the caster commands the staff to return to its true form, or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdustlike powder and the staff is destroyed. Otherwise, the staff can be used again after 24 hours and the stafftreant is at full strength. To cast a changestaff spell, the caster must have either his holy symbol or leaves (ash, oak, or yew) of the same sort as the staff. The staff for the changestaff spell must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew tree struck by lightning no more than 24 hours before the limb is cut. The limb must then be cured by sun drying and special smoke for 28 days. Then it must be shaped, carved, and polished for another 28 days. The caster cannot adventure or engage in other strenuous activity during either of these periods. The finished staff, engraved with woodland scenes, is then rubbed with the juice of holly berries, and the end of it is thrust into the earth of the caster's grove while he casts a speak with plant spell, calling upon the staff to assist in time of need. The item is then charged with a magic that will last for many changes from staff to treant and back again.
Appendix II: Spell Descriptions Chariot of Sustarre (Evocation) Sphere: Elemental (Fire), Creation Range: 10 yds. Components: V, S, M Duration: 12 hours Casting Time: 1 turn Area of Effect: Special Saving Throw: None When this spell is cast, it brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire. These appear in a clap of thunder amid a cloud of smoke. The vehicle moves at 24 on the ground, 48 flying, and can carry the caster and up to seven other creatures of man-size or less. The passengers must be touched by the caster to protect them from the flames of the chariot. Creatures other than the caster and his designated passengers sustain 2d4 points of fire damage each round if they come within 5 feet of the horses or chariot. Such creatures suffer no damage if they evade the area by rolling successful saving throws vs. petrification, with Dexterity adjustments. The caster controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, and turn left or right as he desires. Note that the chariot of Sustarre is a physical manifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which inflicts 1 point of damage). They are Armor Class 2, and each requires 30 points of damage to dispel. Naturally, fire has no effect upon either the vehicle or its steeds, but magical fires other than those of the chariot can affect the riders. Other spells, such as a successful dispel magic or holy word, will force the chariot back to its home plane, without its passengers. The chariot can be summoned only once per week. The material components are a small piece of wood, two holly berries, and a fire source at least equal to a torch.
and actions are checked at the beginning of each round. Any confused creature (Enchantment/Charm) that is attacked perceives the attacker as an enemy and acts according to its basic Sphere: Charm nature. Range: 80 yds. The material component of this Components: V, S, M spell is a set of three nut shells. Duration: 1 rd./level Note: If there are many creatures Casting Time: 1 rd. involved, the DM may decide to assume Area of Effect: 1d4 creatures in 40-ft. sq. average results. For example, if there are Saving Throw: Special 16 orcs affected and 25% could be expected to successfully roll the saving This spell causes confusion in throw, then four are assumed to have one or more creatures within the area, succeeded, one wanders away, four creating indecision and the inability to attack the nearest creature, six stand take effective action. The spell affects 1d4 creatures, plus one creature per two confused and the last acts normally but caster levels. Thus, seven to ten creatures must check next round. Since the orcs are not near the party, the DM decides can be affected by a 12th or 13th -level that two who are supposed to attack the caster, eight to 11 by a 14th- or 15thnearest creature attack each other, one level caster, etc. These creatures are allowed saving throws vs. spell with -2 attacks an orc that saved, and one attacks a confused orc, which strikes back. The penalties, adjusted for Wisdom. Those successfully saving are unaffected by the next round, the base is 11 orcs, since four originally saved and one wandered spell. Confused creatures react as off. Another one wanders off, five stands follows (roll 1d10): confused, four attack, and one acts normally. d10 Reaction 1 Wander away (unless prevented) Conjure Earth Elemental for duration of spell 2-6 Stand confused one round (then (Conjuration/Summoning) roll again) Reversible 7-9 Attack nearest creature for one round (then roll again) Sphere: Elemental (Earth), Summoning 10 Act normally for one round (then Range: 40 yds. roll again) Components: V, S Duration: 1 turn/level The spell lasts one round for each Casting Time: 1 turn level of the caster. Those who fail their Area of Effect: Special saving throws are checked by the DM Saving Throw: None for actions each round, for the duration of the spell, or until the 'wander away A caster who performs a conjure for the duration of the spell' result earth elemental spell summons an earth occurs. elemental to do his bidding. The Wandering creatures move as far elemental is 60% likely to have 12 Hit from the caster as possible in their most Dice, 35% likely to have 16 Hit Dice, typical mode of movement (characters and 5% likely have 21 to 24 Hit Dice (20 walk, fish swim, bats fly, etc.). This is + 1d4). Further, the caster needs but to not panicked flight. command it, and it does as desired. The Wandering creatures also have a elemental regards the caster as a friend 50% chance of using any special innate to be obeyed. The elemental remains movement abilities (plane shift, until destroyed, dispelled, sent away by burrowing, flight, etc.). Saving throws dismissal or a holy word spell (see the 399
Confusion
Appendix II: Spell Descriptions Precipitation CLEAR very clear light clouds or hazy PARTLY CLOUDY clear weather cloudy mist/light rain/hail sleet/light snow CLOUDY partly cloudy deep clouds fog heavy rain/large hail driving sleet/snow
Temperature HOT sweltering heat warm WARM hot cool COOL warm cold COLD cool arctic cold storm STORM
Wind CALM dead calm light wind moderate wind MODERATE WIND calm strong wind STRONG WIND moderate wind gale GALE strong wind gale hurricane
conjure fire elemental spell), or the spell possible--fog and strong wind, for duration expires. example. Multiple control weather spells can be used only in succession. The material components for this Control Weather spell are the priest's religious symbol, (Alteration) incense, and prayer beads or similar Sphere: Weather prayer object. Obviously, the spell Range: 0 functions only in areas where there are Components: V, S, M appropriate climatic conditions. Duration: 4d12 hours If Weather is a major sphere for Casting Time: 1 turn the priest (as it is for druids), duration Area of Effect: 4d4 sq. miles and area are doubled, and the caster can Saving Throw: None change the prevailing weather by two The control weather spell enables places. For example, he can cause precipitation to go from partly cloudy to a priest to change the weather in the local area. The spell affects the weather heavy sleet, temperature to go from cool for 4d12 hours in an area of 4d4 square to arctic, and wind to go from calm to strong. miles. It requires one turn to cast the spell, and an additional 1d4 turns for the effects of the spell to be felt. The current Creeping Doom weather conditions are decided by the (Conjuration/Summoning) DM, depending on the climate and season. Weather conditions have three Sphere: Animal, Summoning components: precipitation, temperature, Range: 0 and wind. The spell can change these Components: V, S conditions according to the following Duration: 4 rds./level chart. Casting Time: 1 rd. The upper-case headings Area of Effect: Special represent existing weather conditions. Saving Throw: None The lower-case headings below are the new conditions to which the caster can When the caster utters the spell change the existing conditions. In of creeping doom, he calls forth a mass addition, the caster can control the of from 500 to 1,000 ([1d6 + 4] x 100) direction of the wind. For example, a day venomous, biting and stinging arachnids, that is clear, warm, and with moderate insects, and myriapods. This carpetlike wind can be controlled to become hazy, mass swarms in an area 20 feet square. hot, and calm. Contradictions are not Upon command from the caster, the 400
swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom travels more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards beyond 80 yards. For example, at 100 yards, its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.
Divine Inspiration (Divination) Sphere: Thought, Divination Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: The caster Saving Throw: None This spell is a more powerful version of the genius spell. The priest's player may ask the DM one question about the current situation or about events that will occur within the next five rounds. Questions about the future must relate to external events, such as 'Will the guards respond to the sentry's yell?' Questions cannot refer to the outcome of combat, such as 'Will we win the battle?' The priest's player is allowed to use this spell to ask the DM for advice. In this case, the spell is the equivalent of asking the gods, 'Okay, how do we get out of this one?' Like the genius spell, the DM must be careful in adjudicating this spell. The answer to the question is always relevant and correct, although not necessarily complete. The answer can also be cryptic, in the form of a riddle or
Appendix II: Spell Descriptions rhyme, depending on the DM's assessment of the situation and how potentially unbalancing the answer might be. In general, the answer will be a short phrase of no more than eight to ten words. The material component is a gem of at least 500 gp value. This spell can be cast only once in any 24-hour period.
Earthquake (Alteration) Sphere: Elemental (Earth) Range: 120 yds. Components: V, S, M Duration: 1 rd. Casting Time: 1 turn Area of Effect: 5-ft. diameter/level Saving Throw: None When this spell is cast by a priest, a local tremor of fairly high strength rips the ground. The shock is over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake spell is circular, with a diameter of 5 feet for every experience level of the priest casting it. Thus a 20thlevel priest casts an earthquake spell with a 100-footdiameter area of effect. Solidly built structures with foundations reaching down to bedrock sustain one-half damage; one-quarter damage if they score above 50% on a saving throw. An earth elemental opposed to the caster in the area of effect can negate 10% to 100% (roll 1d10, 0 = 100%) of the effect. Other magical protections and wards allowed by the DM may also reduce or negate this effect. If cast undersea, this spell may, at the discretion of the DM, create a tsunami or tidal wave. The material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay.
Earthquake Effects TERRAIN Cave or cavern--Collapses roof Cliffs--Crumble, causing landslide Ground--Cracks open, causing the following fractions of creatures to fall in and die: Size S: 1 in 4 Size M: 1 in 6 Size L: 1 in 8 Marsh--Drains water to form muddy, rough ground. Tunnel--Caves in VEGETATION Small growth--No effect Trees--1 in 3 are uprooted and fall STRUCTURES All structures--Sustain 5d12 points of structural damage; those suffering full damage are thrown down in rubble CREATURES (See TERRAIN entry)
Exaction (Evocation, Alteration) Sphere: Charm, Summoning Range: 10 yds. Components: V, S, M Duration: Special Casting Time: 1 rd. Area of Effect: 1 creature Saving Throw: None When this spell is employed, the priest confronts some powerful creature from another plane (including devas and other powerful minions, for instance, but not demigods or deities of any sort) and requires of it some duty or quest. A creature of an alignment opposed to the priest (e.g., evil if the priest is good, chaotic if the priest is lawful) cannot be ordered around unless it is willing. Note that an absolute (true) neutral creature is effectively opposed to both good and evil, and both law and chaos. The spellcaster must know something about the creature to exact service from it, or else he must offer some fair trade in return for the service. That is, if the priest is aware that the 401
creature has received some favor from someone of the priest's alignment, then the exaction spell can name this as cause. If no balancing reason for service is known, then some valuable gift or service must be pledged in return for the exaction. The service exacted must be reasonable with respect to the past or promised favor or reward, and with the being's effort and risk. The spell then acts, subject to a magic resistance roll, as a quest upon the being that is to perform the required service. Immediately upon completion of the service, the being is transported to the vicinity of the priest, and the priest must then and there return the promised reward, whether it is irrevocable cancellation of a past debt or the giving of some service or other material reward. After this is done, the creature is instantly freed to return to its own plane. The DM adjudicates when an equitable arrangement has been reached. If the caster requests too much, the creature is free to depart or to attack the priest (as if the agreement were breached) according to its nature. If circumstances leave the situation unbalanced (for example, the creature dies while achieving a result that was not worth dying for), then this might create a debt owed by the caster to the creature's surviving kith and kin, making the caster vulnerable to a future exaction spell from that quarter. Agreeing to a future exaction or release in the event of catastrophic failure or death are common caster pledges in securing an exaction. Failure to fulfill the promise to the letter results in the priest being subject to exaction by the subject creature or by its master, liege, etc., at the very least. At worst, the creature can attack the reneging priest without fear of any of his spells affecting it, for the priest's failure to live up to the bargain gives the creature immunity from the priest's spell powers. The material components of this spell are the priest's holy symbol, some matter or substance from the plane of the
Appendix II: Spell Descriptions creature from whom an exaction is expected, and knowledge of the creature's nature or actions that is written out on a parchment that is burned to seal the pledge.
Fire Storm (Evocation) Reversible Sphere: Elemental (Fire) Range: 160 yds. Components: V, S Duration: 1 rd. Casting Time: 1 rd. Area of Effect: two 10-ft. cubes/level Saving Throw: ½ When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame that equal a wall of fire spell in effect. Creatures within the area of fire and 10 feet or less from the edge of the affected area receive 2d8 points of damage plus additional damage equal to the caster's level (2d8 +1/level). Creatures that roll successful saving throws vs. spell suffer only one-half damage. The damage is inflicted each round the creature stays in the area of effect. The area of effect is equal to two 10-foot x 10-foot cubes per level of the cater--e.g., a 13th-level caster can cast a fire storm measuring 130 feet x 20 feet x 10 feet. The height of the storm is 10 or 20 feet; the imbalance of its area must be in length and width. The reverse spell, fire quench, smothers twice the area of effect of a fire storm spell with respect to normal fires, and the normal area of effect with
respect to magical fires. Fire-based creatures, such as elementals, salamanders, etc., of less than demigod status have a 5% chance per experience level of the caster of being extinguished. If cast only against a flametongue sword, the sword must roll a successful saving throw vs. crushing blow or be rendered nonmagical. Such a sword in the possession of a creature first receives the creature's saving throw, and if this is successful, the second saving throw is automatically successful.
depend on many factors, including the alignment of the priest, the nature of those accompanying him, and who or what opposes or threatens the priest. The DM will decide the exact result of the spell, based on the creature called, the desires of the caster and the needs of the moment. The being gates in either returns immediately or remains to take action. Casting this spell ages the priest five years.
Holy Word (Conjuration/Summoning) Reversible
Gate (Conjuration/Summoning)
Sphere: Combat Range: 0 Components: V Duration: Special Casting Time: 1 Area of Effect: 30-ft. radius Saving Throw: None
Sphere: Summoning Range: 30 yds. Components: V, S Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Casting a gate spell has two effects: it causes an interdimensional connection between the plane of existence the priest is in and the plane in which dwells a specific being of great power. The result of this connection is that the sought-after being can step through the gate or portal, from its plane to that of the priest. Uttering the spell attracts the attention of the dweller on the other plane. When casting the spell, the priest must name the entity he desires to make use of the gate and to come to his aid. There is a 100% chance that something steps through the gate. The actions of the being that comes through
Uttering a holy word spell creates magic of tremendous power. It drives off evil creatures from other planes, forcing them to return to their own planes of existence, provided the speaker is in his home plane. Creatures so banished cannot return for at least a day. The spell further affects creatures of differing alignment as shown on the following table. Affected creatures are those within the 30-foot-radius area of effect, which is centered on the priest casting the spell. The side effects are negated for deafened or silenced creatures, but such are still driven off if other-planar. The reverse, unholy word,
Effects of Holy Word Creature's Hit Dice or Level Less than 4 4 to 7+ 8 to 11+ 12 or more
General Kills Paralyzes 1d4 turns Slows 2d4 rounds Deafens 1d4 rounds
Attack Move ---50% -25%
Dice ---4* -2
* Slowed creatures attack only on even-numbered rounds until the effect wears off. 402
Spells ---50% chance of failure
Appendix II: Spell Descriptions operates exactly the same way but affects creatures of good alignment.
Hovering Road (Conjuration/Summoning) Sphere: Travelers Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell enables the caster to create a magical 10-foot-wide road extending 10 feet in front of him. The caster can create an unbroken road for the duration of the spell, creating a 10foot area ahead of him as long as he continues to move forward. The road is approximately one foot thick and hovers in the air. It has the texture and color of black granite. Characters and creatures can move on the hovering road at their normal movement rate, ignoring the effects of surrounding terrain. The hovering road must originate from a solid surface. Once anchored, the caster controls the contour of the road, causing it to rise and fall as he wishes. The road can thus be used to traverse rivers (if the road is anchored on the shore), swamps, and similarly hostile terrain. The caster can cause the hovering road to rise over a jungle or cross a chasm. The road has AC 0. It is impervious to non-magical weapons. If the road suffers 100 points of damage (from magical weapons or other magical forces), it dissipates in a black mist; all those on the road fall to the ground below. Unless the road is destroyed, the entire hovering road remains intact from beginning to end for the duration of the spell, even if the caster is killed or incapacitated. At the end of the spell's duration, the entire road dissipates. The material components are a
chunk of black marble and a loop of gold opponents clearly. The wall is most wire. effective if friendly troops are informed of the wall's presence and are careful not to walk through the illusion. Such an Illusory Fortification occurrence does not end the spell, but it (Illusion/Phantasm) will probably advise the enemy of the nature of the wall. Sphere: War Spells cast at the wall and shots Range: 240 yards fired at the illusory fortification by siege Components: V, S, M engines appear to strike the wall and Duration: Special inflict normal damage. In reality, the Casting Time: 10 turns missiles or spells pass through the Area of Effect: Special illusion, possibly striking troops or real Saving Throw: None fortifications beyond. Such 'hits' do not disturb the illusion. The ritual required to cast this As soon as an enemy unit moves spell is time-consuming and extremely within 10 yards of the illusory complex. As its name implies, illusory fortification creates an illusion of a wall fortification, the spell terminates and the of heavy stonework up to 30 feet tall and wall vanishes. There are two ways in which the 160 yards long, topped with spell can be terminated before it expires. crenellations. The illusory wall can be of any color and apparent age, potentially First, the priest can terminate the spell at any time. Second, if a friendly unit allowing the caster to match the false makes an attack, whether melee or wall with the real walls of an existing missile combat, through the illusory wall castle. The illusory wall must be continuous (it cannot form two or more from the 'inside' to the 'outside,' the spell terminates instantly. shorter walls), but it can follow any Once the illusory fortification has corners or bends that the caster desires. been created, the priest does not need to In addition to the wall, the spell concentrate on the wall. The spell creates the illusion of constant movement among the crenellations, as if remains in effect even if the casting defending troops were moving atop the priest is killed in the interim. The material components are the wall. The formation of the crenellations priest's holy symbol, a handful of stones, makes it impossible for a distant observer to determine exactly how many powdered mortar, and a gem worth at and what types of defenders are present least 3,000 gp. All components except the holy symbol are consumed in the on the illusory fortification. casting. The illusory wall remains in existence for 2d12 hours unless the spell Mind Tracker is terminated earlier. The spell has one very significant (Divination) limitation: it is strictly two-dimensional and is visible from only one side (the Sphere: Divination side that the caster deems to be the Range: Special 'outside'). When viewed from the Components: V, S, M outside, the wall appears real; when Duration: Special viewed from the end, from above, or Casting Time: 1 turn/3 from the 'inside,' the wall is totally Area of Effect: One creature invisible except for a faint outline of the Saving Throw: Special shape of the wall. This means that friendly troops, concealed from enemy The mind tracker is a magicallyview by the illusory wall, can see their created creature which exists only on the 403
Appendix II: Spell Descriptions Ethereal plane. It is called into existence when the first portion of this spell is cast. When seen (which is seldom), the mind tracker has an indistinct body. It seems to be a near-solid coalescence of the vaporous atmosphere of the Ethereal plane itself. It is a roughly elliptical body with three or more limbs protruding at seemingly random locations. The number and size of these appendages shifts slowly, however, as new ones appear from the mist and old ones disappear. The body of the creature averages 2 feet across and 3 feet long, though this, too, tends to vary from minute to minute. The mind tracker has no discernible eyes, ears, nose, or other organs. It cannot be engaged in combat; if attacked, it simply disappears, to reappear after the danger has passed, or somewhere else entirely if its quarry has moved on. The ceremony which creates the mind tracker takes one turn to perform. Its material components are a whiff of the Ethereal plane's atmosphere and the brain of a lizard. Once the tracker is manifested, it must be assigned a quarry within one hour. If no quarry is designated, the tracker dissipates and the spell is wasted. To assign a quarry to the tracker, the priest must have the quarry within his sight. This includes magical sight such as true seeing, but not remote sighting devices such as crystal balls. With the quarry in sight, the priest mouths the final phrases of the spell. From that point on, the mind tracker is mentally tethered to the victim. It follows its quarry (staying always in the Ethereal plane) wherever it goes. It constantly relays information about the subject to the priest: what it is doing, where it is. The priest does not actually see an image of the quarry, he receives `reports' from the mind tracker. These reports contain only such information as the tracker can gather by looking. It cannot identify people the quarry is talking to, but can describe them in great detail. Nor can it hear anything the
quarry or anyone else says, or read writing, but it recognizes and can report the fact that speaking or reading is happening. While the tracker is dogging its quarry, its presence can be felt as an eery, creepy sensation of being watched. If the victim makes an initial save vs. paralyzation, each of the following stages lasts three hours instead of two. For the first two hours, the quarry has a general feeling of ill ease. In the third and fourth hours, the victim is distracted and nervous, and suffers a -1 penalty on all saving throws. In the fifth and sixth hours, the victim is convinced someone or something is following him and suffers a -3 penalty on saving throws and a -2 (or -10%) penalty on all other dice rolls. After six hours the victim is near his breaking point. He is unable to concentrate to cast spells or use any of his class's special abilities. All die rolls have a -5 (or -25%) penalty. After eight hours, he must make a saving throw vs. paralyzation. If he fails, he collapses, fevered and delirious. This state persists until the tracker ceases to exist. The mind tracker continues to exist for as long as the priest remains conscious of its input. If the priest is knocked out or falls asleep, or simply dismisses his creation, the tracker dissipates.
requies but one round if the severed member(s) is (are) present and touching the creature, 2d4turns otherwise. The creature must be lving to receive the benefits of this spell. If the severed member is not present, or if the injury isolder than ond day per caste level, the recipient must roll a successful system shock check to survive the spell. The revers, wither, causes the member or organ touched to cease functioning in one round, dropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur. The material components of this spell are a prayer device and holy water (or unholy water for the reverse).
Reincarnate (Necromancy) Sphere: Necromantic Range: Touch Components: V, S Duration: Permanent Casting Time: 1 turn Area of Effect: 1 person Saving Throw: None
With this spell, the priest can bring back a dead person in another body, if death occurred no more than one week before the casting of the spell. Reincarnation does not require any saving throw, system shock, or Regenerate resurrection survival roll. The corpse is (Necrmancy) touched, and a new incarnation of the Reversible person appears in the area in 1d6 turns. The person reincarnated recalls the Sphere: Necromatic majority of his former life and form, but Range: Touch the character class, if any, of the new Components: V,S,M incarnation might be very different Duration: Permanent indeed. The new incarnation is Casting Time: 3 rounds determined on the following table or by Area of Effect: Creature touched DM choice. If a player character race is Saving Throw: None indicated, the character must be created. At the DM's option, certain special When a regenerate spell is cast, (expensive) incenses can be used that body members (fingers, toes, hands, feet, may increase the chance for a character arms, legs, tails, or even heads of multi- to return as a specific race or species. A headed creatues), bones, and organs wish spell can restore a reincarnated grow back. The process of regeneration character to its original form and status. 404
Appendix II: Spell Descriptions D100 Roll 01-03 04-08 09-12 13-16 17-19 20-23 24-28 29-31 32-34 35-36 37-40 41-44 45-58 59-61 62-64 65-68 69-70 71-75 76-80 81-85 86-00
Incarnation Badger Bear, black Bear, brown Boar, wild Centaur Dryad Eagle Elf Faun/satyr Fox Gnome Hawk Human Lynx Owl Pixie Raccoon Stag Wolf Wolverine DM's choice
Restoration
Resurrection
(Necromancy) Reversible
(Necromancy) Reversible
Sphere: Necromantic Range: Touch Components: V, S Duration: Permanent Casting Time: 3 rds. Area of Effect: 1 creature Saving Throw: None
Sphere: Necromantic Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: 1 creature Saving Throw: None
When this spell is cast, the life energy level of the recipient creature is raised by one. This reverses any previous life energy level drain of the creature by a force or monster. Thus, if a 10th-level character had been struck by a wight and drained to 9th level, the restoration spell would bring the character up to exactly the number of experience points necessary to restore him to 10th level once again, restoring additional Hit Dice (or hit points) and level functions If an unusual creature form is accordingly. Restoration is effective only indicated, the DM can (at his option if the spell is cast within one day of the only) use the guidelines for new player recipient's loss of life energy, per character races to allow the character to experience level of the priest casting it. earn experience and advance in levels, A restoration spell restores the although this may not be in the same intelligence of a creature affected by a class as before. If the reincarnated feeblemind spell. It also negates all character returns as a creature eligible to forms of insanity. Casting this spell ages be the same class as he was previously both the caster and the recipient by two (i.e., a human fighter returns as an elf), years. the reincarnated character has half his The reverse, energy drain, draws previous levels and hit points. If the away one life energy level (see such character returns as a new character undead as spectre, wight, and vampire, class, his hit points are half his previous in the Monstrous Manual). The energy total, but he must begin again at 1st drain requires the victim to be touched. level. If the character returns as a Casting this form of the spell does not creature unable to have a class, he has age the caster. half the hit points and saving throws of his previous incarnation.
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The priest is able to restore life and complete strength to any living creature, including elves, by bestowing the resurrection spell. The creature can have been dead up to 10 years per level of the priest casting the spell. Thus, a 19th-level priest can resurrect the bones of a creature dead up to 190 years. The creature, upon surviving a resurrection survival check, is immediately restored to full hit points and can perform strenuous activity. The spell cannot bring back a creature that has reached its allotted life span (i.e., died of natural causes). Casting this spell makes it impossible for the priest to cast further spells or engage in combat until he has had one day of bed rest for each experience level or Hit Die of the creature brought back to life. The caster ages three years upon casting this spell. The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. A wish spell or equivalent is required for recovery. Destruction requires a touch, either in combat or otherwise, and does not age the caster. In addition, the victim is allowed a saving throw (with a -4 penalty). If the save is successful, the victim receives 8d6 points of damage instead. The material components of the spell are the priest's religious symbol and holy water (unholy water for the reverse spell). The DM may reduce the chances of successful resurrection if little of the creature's remains are available.
Appendix II: Spell Descriptions Shadow Engines (Illusion/Phantasm) Sphere: War Range: 240 yards Components: V, S, M Duration: 8 turns Casting Time: 3 turns Area of Effect: 180-yard x 180-yard square Saving Throw: None This spell creates the illusion of as many as four siege engines. The casting priest may choose from ballistae, siege towers, catapults, rams, or any combination thereof. Like the creatures created by the spell shadow monsters, these illusory engines have at least a tenuous reality and can inflict damage on enemies. Shadow engines are accompanied by illusory crews of the appropriate number and race. The engines can move at a rate of 20 yards per turn and are unaffected by terrain considerations. (The caster can choose to slow them when passing through rough terrain to aid the illusion of reality.) Shadow engines cannot carry real troops. They can be fired at the same rate as real engines of the appropriate type, but a hit causes only one-half the damage normal for that type of engine (round fractions down). A shadow engine remains in existence until the spell duration expires, until an enemy unit approaches within 10 yards, or until it suffers damage from an enemy missile attack. When any of these conditions occur, the engine vanishes. If a single spell has created multiple engines, only the engine struck vanishes; the others remain. The crew associated with a shadow engine must remain with that engine; it cannot move more than 5 yards away from the engine itself. Shadow engines can move independently of other engines created by the spell as long as they remain
within the area of effect and remain within 240 yards of the caster. The caster must maintain concentration to control the shadow engines. He cannot cast any other spells, and he is limited to a movement rate of 6. If the caster is struck for damage, the shadow engines vanish. The material component is a finely detailed miniature model of a siege engine (of any type), which is consumed during the casting.
Spacewarp (Alteration) Sphere: Numbers Range: 50 yards Components: V, S, M Duration: 1 round/level Casting Time: 7 Area of Effect: 50-foot-diameter sphere Saving Throw: None According to one view of the universe, what we perceive as gravity is actually a localized warping of the fabric of space-time. The spacewarp spell creates a temporary but very intense warping in a limited area. When the priest casts this spell, he selects a specific point to be the center of effect. This point may be anywhere within 50 yards of the caster, including in midair. When the spell is completed, this center of effect gains a gravity field equal to the force felt at the surface of the earth. In other words, gravity is centered at this point; everything within 50 feet of this center that is not attached to something immovable will fall toward the selected point. This localized gravity affects only loose objects and creatures capable of movement (i.e., not trees, whose roots are buried in the ground). It does not affect the ground itself-- soil, plants, desert sand, lake water, etc. are immune to the effect. An object falling toward the center of gravity gains speed exactly as it 406
would if it were falling toward the ground. When the object reaches the center, it instantly ceases its movement. If objects are already at the center, newly arriving objects will slam into them, causing normal falling damage (1d6 per 10 feet) to the newly arriving objects. Objects previously at the center must save vs. paralyzation or suffer half that amount of damage. Consider the following example. An orc is 10 feet away from the center of effect when the spell is cast. He falls 10 feet to the center and stops. His companion, a bandit, is 30 feet from the center. It takes him longer to fall to the center, so the orc is already there when he arrives, and the two characters collide forcefully. The bandit suffers 3d6 hit points of damage--the falling damage associated with a 30-foot fall. The orc must save vs. paralyzation or suffer half that amount. Other things are caught in the effect as well. The bandit's horse was 50 feet away from the center of effect, so it arrives at the center after the orc and the bandit. It falls 50 feet, suffering 5d6 points of damage, and potentially inflicting half that amount on both the orc and the bandit. The center of effect can be anywhere within 50 yards of the priest. Possibly one of the most destructive uses of this spell is to cast it directly on an enemy creature. Everyone and everything within 50 feet of that creature falls toward him and strikes him, inflicting damage. When the spell terminates, gravity returns to normal. If the spell has lifted any characters or objects off the ground, they immediately fall back to the ground, suffering the appropriate amount of falling damage. The material components are a lodestone and a sphere of obsidian, both of which are consumed in the casting.
Appendix II: Spell Descriptions Spirit of Power (Summoning, Invocation) Sphere: Summoning Range: 0 Components: V, S, M Duration: 1 hour Casting Time: 3 turns Area of Effect: The casters Saving Throw: None This cooperative spell is rarely used or spoken of, since its requirements are strict and the outcome is uncertain. The spell must be cast by six priests of the same faith. All six must touch hands at the time of casting. At the completion of the spell, the priests fall into a trance. The life essences of the priests leave their bodies and merge at a point within 10 feet of the casters. The spirits of the priests meld together to form the avatar of the priests' deity. In this manner, the six characters become a single being with all the powers and abilities allowed to that avatar. The only stipulation is that the priests' deity cannot have created all avatars allowed to it at that moment. If this has happened, the spell fails and the priests are drained as described below. If the spell succeeds, the priests have completely given their wills over to their deity, essentially forming the vessel into which it funnels power. In becoming the avatar, the priests retain the ability to make most of their own decisions. (The six must work in harmony or allow one of their number to decide all actions.) However, the deity can assume direct control of the avatar at any time it desires--the avatar is, after all, an earthly manifestation of the deity. Although the spell has a duration of one hour, the deity is not obliged to release the priests at that time. If the priests are not released at the end of the spell's duration, they instantly die. A deity can choose to sacrifice its priests in order to maintain its avatar on the Prime Material plane. Such a cruel and unjust action is almost never undertaken by
good deities or those that have any respect for life, free will, or mercy. For dark and sinister gods, the question is much more uncertain. If a deity chooses to maintain the avatar longer than one hour, control of the avatar instantly and permanently passes to the DM. (Clearly, a DM should seldom if ever exercise this power.) While the priests are formed into the avatar, their bodies remain in a death like trance. The priests have no idea what might be happening to their real bodies (unless the avatar can observe them). Any damage to a priest's body requires an instant system shock roll. If successful, the damage is recorded normally, but the damage does not take effect until the spell ends (at which point the priest will almost certainly die). If the system shock roll is failed, the character instantly dies and the spell ends. Characters who die in this manner cannot be raised, resurrected, or reincarnated. They have been taken to the ultimate reward (or punishment) for the service they have rendered. If the bodies are moved from their positions, the spell ends. Even if the deity releases the priests, they are left severely drained. All spells memorized are lost until the priest can rest and perform his prayers once again. The physical drain leaves each priest with only 1 hit point upon awakening, regardless of the number of hit points the character had when the spell was cast. Since damage suffered during the spell takes effect instantly, any priest who is hurt dies immediately (although quick action by others might save him). Each priest who survives the spell will be bound by a quest (a duty that must be completed in exchange for calling upon their god). The material component is an offering appropriate to the deity. The DM determines the exact nature of this offering. 407
Succor (Alteration, Enchantment) Reversible Sphere: Summoning Range: Touch Components: V, S, M Duration: Special Casting Time: 1 day Area of Effect: 1 person Saving Throw: None By casting this spell, the priest creates a powerful magic aura in some specially prepared object--a string of prayer beads, a small clay tablet, an ivory baton, etc. This object radiates magic, for it contains the power to instantaneously transport its possessor to the sanctuary of the priest who created its magic. Once the item is enchanted, the priest must give it willingly to an individual, at the same time informing him of a command word to be spoken when the item is to be used. To make use of the item, the recipient must speak the command word at the same time that he rends or breaks the item. When this is done, the individual and all that he is wearing and carrying (up to the maximum encumbrance limit for the character) are instantly transported to the sanctuary of the priest, just as if the individual were capable of speaking a word of recall spell. No other creatures can be affected. The reversed application of the spell causes the priest to be transported to the immediate vicinity of the possessor of the item when it is broken and the command word said. The priest has a general idea of the location and situation of the item's possessor, and can choose not to be affected by this summons. This decision is made at the instant when the transportation is to take place. However, if he chooses not to go, the opportunity is gone forever and the spell is wasted. The cost of preparing the special item (for either version of the spell) varies from 2,000 to 5,000 gp. The more
Appendix II: Spell Descriptions costly items can transport the subject from one plane of existence to another, if the DM allows. Note that the same factors that can prevent the operation of the plane shift and teleport spells can also prevent the use of this spell.
Sunray (Evocation, Alteration) Sphere: Sun Range: 10 yds./level Components: V, S, M Duration: 1+1d4 rds. Casting Time: 4 Area of Effect: 5-ft. radius (special) Saving Throw: Special With this spell, the caster can evoke a dazzling beam of light each round in which no action other than movement is performed. The sunray is like a ray of natural sunlight. All creatures in the 10-foot-diameter area of effect must roll successful saving throws vs. spell or be blinded for 1d3 rounds, those using infravision at the time for 2d4 rounds. Creatures to whom sunlight is harmful or unnatural suffer permanent blindness if the saving throw is failed, and are blinded for 2d6 rounds if the saving throw is successful. Those within its area of effect, as well as creatures within 20 feet of its perimeter, lose any infravision capabilities for 1d4+1 rounds. Undead caught within the sunray's area of effect receive 8d6 points of damage, onehalf if a saving throw vs. spell is successful. Those undead 20 feet to either side of the sunray's area of effect receive 3d6 points of damage, no damage if a save is successful. In addition, the ray may result in the total destruction of those undead specifically affected by sunlight, if their saving throws are failed. The ultraviolet light generated by the spell inflicts damage on fungoid creatures and subterranean fungi just as if they were undead, but no saving throw is allowed. The material components are an
aster seed and a piece of adventuring feldspar (sunstone).
Tentacle Walls
Symbol
Sphere: Wards Range: Touch Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: 50-foot cube Saving Throw: None
(Conjuration/Summoning) Sphere: Guardian Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 3 Area of Effect: 60 ft. radius Saving Throw: Neg. The priest casting this spell inscribes a glowing symbol in the air upon any surface, according to his desire. Any 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 turn for each experience level of the caster. The particular symbol used is selected by the caster at the time of casting. The caster will not be affected by his own symbol. One of the following effects is chosen by the caster: Hopelessness: Creatures seeing it must turn back in dejection or surrender to capture or attack unless they roll successful saving throws vs. spell. Its effects last for 3d4 turns. 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 2d10 turns. Persuasion: Creatures seeing the symbol become of the same alignment as and friendly to the priest who scribed the symbol for 1d20 turns unless a saving throw vs. spell is successful. The material components of this spell are mercury and phosphorous (see 8th-level wizard spell, symbol).
408
(Enchantment)
Tentacle walls enables the caster to enchant a single room whose volume is less than or equal to the area of effect. The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be larger than a normal rat; that is, it must be larger than one-half cubic foot or weigh more than three pounds. When the spell is activated, six black, leathery tentacles sprout inside the room; the tentacles are evenly divided among the room's surfaces (for instance, if the room is a cube, one tentacle sprouts from the floor, one sprouts from the ceiling, and one sprouts from each of the four walls). The whip-like tentacles grow to the length of the room and swing wildly. Each round, a tentacle has a 30% chance of striking a random creature in the room, inflicting 1d6 points of damage (save vs. spell for half damage). Each tentacle has AC 0 and 25 hit points. When a tentacle is reduced to 0 hit points, it disappears in a puff of black smoke. If all creatures are killed or withdraw from the room, the surviving tentacles withdraw, disappearing into the walls. If the spell is activated again, six tentacles reappear; new tentacles are created to replace any destroyed previously. As long as one tentacle survives an encounter, the tentacles will continue to be replaced. Only when all six tentacles are destroyed is the spell permanently negated. The material component is the dried tentacle of an octopus.
Appendix II: Spell Descriptions Timelessness
around to cast the spell again at the appropriate time. This is an exceptionally powerful spell. Casting it puts a significant strain on the priest. Each time he casts timelessness, the priest must make a system shock roll. If the priest fails this throw, he or she permanently loses 1 point of Constitution. The material components are a gem worth at least 1,000 gp and a small cylinder of obsidian. Both are crushed during the casting.
This spell allows the caster to summon weather that is either appropriate or inappropriate to the Sphere: Numbers climate and season of the region. The Range: Touch summoned effects are always dramatic-Components: V, S, M cool breezes or light fog will not appear. Duration: 1 day/level Instead, torrential floods will assault a Casting Time: 7 desert, a heat wave will rage in polar Area of Effect: One creature wastelands, and tornadoes and Saving Throw: Neg. hurricanes will rip across gentle landscapes. A blizzard might spring up in This spell totally stops the flow summer or a tornado might materialize of time for a single individual. All signs in the winter. of life stop and the subject is incapable The spellcaster has no influence of any movement or thought. While the Transmute Metal to Wood over the weather pattern that emerges. spell is in effect, the subject is totally (Alteration) He cannot control the area of effect or immovable and cannot be affected by the duration of the weather. any physical or magical forces. Weapons Sphere: Elemental (Earth) Four turns after the spell is cast, simply bounce off the subject as they Range: 80 yds. the trend of the weather will become would bounce off the hardest stone. Components: V, S, M apparent—a sudden chill, gust of wind, Spells, including dispel magic, are Duration: Permanent overcast sky, etc. The uncontrolled totally incapable of affecting the subject Casting Time: 1 rd. weather arrives on the fifth turn. Once in any way. The subject does not age. Area of Effect: 1 metal object the weather has arrived, it cannot be Aside from the fact that the Saving Throw: Special dispelled. If the spell is canceled by the subject remains visible, frozen in place caster before the beginning of the fifth like a statue, he is effectively no longer The transmute metal to wood turn, the weather slowly reverts to its part of the universe. (DMs may rule that spell enables the caster to change an the most powerful of magics, such as object from metal to wood. The volume original condition. The effects of the spell are the wishes, and creatures of demigod or of metal cannot exceed a maximum higher status can affect the subject.) weight of 10 pounds per experience level decision of the DM. The effects should be grand and impressive. Following are When the priest casts the spell, he of the priest. Magical objects made of or she states the duration for which the metal are 90% resistant to the spell, and suggested effects of the weather. Torrential Rain/Blizzard: spell will remain in effect (the maximum those on the person of a creature receive Visibility is reduced to 100 yards or less; is one full day per level of the caster). the creature's saving throw as well. travel is nearly impossible due to water Once the spell is cast, this duration Artifacts and relics cannot be cannot be changed; the priest cannot transmuted. Note that only a wish spell or heavy snow on the ground. Storm/Hurricanes: All flying terminate the spell before the stated time or similar magic can restore a creatures are driven from the skies; trees has elapsed. transmuted object to its metallic state. are uprooted; roofs are torn off; ships are If the subject is unwilling to be Otherwise, for example, a metal door affected by the spell, the priest must changed to wood would be forevermore endangered. Heat Wave: Intense heat touch the victim for the spell to take a wooden door. immediately causes ice bridges to melt; effect; the subject receives a normal avalanches of snow and ice roll down saving throw to resist the effects. A Uncontrolled Weather mountains. willing subject need not make a saving (Conjuration/Summoning) The DM determines the area of throw. effect randomly. The maximum duration The priest may cast this spell on Sphere: Chaos of the spell is one turn per level of the himself if desired. This spell can provide Range: 0 caster; however, the DM may cancel the a powerful defensive maneuver; while Components: V, S effect after a shorter time. the spell is in effect, the subject is totally Duration: 1 turn/level invulnerable. Timelessness is also an Casting Time: 1 turn effective form of long-term Area of Effect: 4d4 square miles imprisonment, as long as the priest is Saving Throw: None 409 (Alteration)
Appendix II: Spell Descriptions Wind Walk (Alteration) Sphere: Elemental (Air) Range: Touch Components: V, S, M Duration: 1 hour/level Casting Time: 1 rd. Area of Effect: Caster + 1 person/8 levels Saving Throw: None This spell enables the priest (and possibly one or two other persons) to alter the substance of his body to a cloudlike vapor. A magical wind then wafts the priest along at a movement rate of 60, or as slow as 6, as the spellcaster wills. The wind walk spell lasts as long as the priest desires, up to a maximum duration of six turns (one hour) per experience level of the caster. For every eight levels of experience the priest has attained, up to 24, he is able to touch another person and carry that person, or those persons, along on the wind walk. Persons wind walking are not invisible, but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, etc. The priest can regain his physical form as desired, each change to and from vaporous form requiring five rounds. While in vaporous form, the priest and companions are hit only by magic or magical weaponry, though they may be subject to high winds at the DM's discretion. No spellcasting is possible in vaporous form. The material components of this spell are fire and holy water.
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Appendix II: Spell Descriptions Quest Spells
Animal Horde
Circle of Sunmotes
(Conjuration/Summoning)
The quest spells that follow are designed to be used only in extraordinary circumstances as determined by the DM. Players and the DM should read the explanatory notes about quest spells in the introduction to this book before entering these spells into play.
(Alteration, Invocation/Evocation, Necromancy)
Sphere: Animal, Summoning Range: 0 Duration: 1 day Casting Time: 1 turn Area of Effect: 10-mile radius Saving Throw: None
Abundance (Alteration) Sphere: Creation, Plant Range: 0 Duration: Permanent Casting Time: 1 turn Area of Effect: Special Saving Throw: None By casting an abundance spell, the priest quickens the ripening of a harvest or the growth of woodland. Fields of crops in the affected area will grow, ripen, and be ready for harvest in a single day. Seed must be sown any time before the casting of the spell. An area of woodland will grow as if it had grown for 25 years in one day plus five years per day for another three days. There must be soil capable of supporting the woodland for the growth to remain healthy. The priest must stand anywhere within the area to be affected. The priest designates the exact size and shape of the area in the casting. The area of effect is 10 square miles for ripening a harvest and 25 square miles for woodland growth. This spell does not create effects such as entanglement or enlargement of the flora within the area of effect.
This potent spell summons a number of animals to the priest. For each level of the priest, a number of animals totaling 10 hit dice appear. The Power who grants the spell enables the priest to know exactly what types and numbers of animals are within the area of effect. The priest may specify the numbers of animals he wants; for instance, a 16th-level priest could summon 60 HD of wolves, 40 HD of bears, and 60 HD of wolverines. The animals will begin arriving in one round and will be assembled at the priest's location at the end of three turns. The animals will not fight among each other even if they are natural enemies. Monsters (dragons, gorgons, hell hounds, etc.) cannot be summoned with this spell. The summoned animals will aid the priest in any means of which they are capable. They will enter battle, protect the priest and his companions, or perform a specified mission until the priest dismisses them or the spell expires. During this time, the priest can automatically communicate with his animals. At the end of the spell, the animals instinctively return to their lairs. For the first three turns after the spell expires, the animals will not attack the caster, his companions, or other summoned animals. After this time, the animals will behave normally.
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Sphere: Sun Range: 200 yards Duration: 3 turns Casting Time: 1 round Area of Effect: 60-foot-radius hemisphere Saving Throw: None By casting circle of sunmotes, the priest creates a hemispherical shell filled with sparkling, glowing motes of bright sunlight. A one-foot radius globe of sunlight appears at the height of the caster's head in the exact center of the circle. Creatures within the area of effect who are friendly to the cleric experience the glowing motes as warm, invigorating, inspiring, and healing. They are healed for 1d6 hit points, gain the benefit of an aid spell for 1 turn after the circle of sunmotes is created, gain +1 bonuses to all attack and damage rolls, and gain a +2 bonus to morale. Enemies of the priest experience the same sunmotes as blinding, burning, and damaging. They must save versus spell or be blinded for 1 turn after the sunmotes are created. Each enemy is struck by a small fiery mote causing 1d4+1 points of damage (no saving throw is allowed, but creatures with magical fire resistance suffer only half damage), and suffers a -2 penalty to morale. Companions of the cleric who step within 10 feet of the glowing miniature sun at the center of the effect are healed of 1d8+2 hit points. This affects each creature only once during the spell's duration. Enemies of the priest who come within 10 feet of the minisun are burned for 1d8+2 points of fire damage. No saving throw is allowed, but creatures possessing magical resistance against fire suffer only half damage. Companions of the priest who are
Appendix II: Spell Descriptions outside the area of effect view enemies within the circle as if they are affected by golden faerie fire. Creatures affected by the faerie fire suffer a -2 penalty to armor class from attacks by creatures outside the circle. Enemies of the priest outside the circle view the priest's allies as if obscured by a blinding light and suffer a -2 penalty to missile attacks against them.
Conformance (Conjuration/Summoning, Invocation) Sphere: Law Range: 0 Duration: 6 turns Casting Time: 1 round Area of Effect: 80-foot-diameter sphere Saving Throw: None The conformance spell has a simple principle with a profound effect: probable events always manifest. In game terms, this means that events with a probability of 51% or better always occur. Thus, if a saving throw of 9 is required to avoid an effect, no roll is necessary; the save is automatically successful. If a warrior must roll 10 or better to hit an enemy, he automatically hits. Conversely, improbable actions (those with less than a 50% chance) always fail. If a warrior must roll 12 or better to hit an enemy, he automatically fails. If a thief's chance to hide in shadows is 49%, he automatically fails. There are two conditions that affect this spell. First, a prayer spell is continuously operative in the area of effect, shifting the balance of combat probabilities toward the favor of the priest who casts this spell and his companions. Second, probabilities of exactly 50% always shift in favor of the spellcasting priest. For example, if a roll of 11 or better is needed to save against a spell effect, this is a 50% chance for success. In such cases, the priest and his friends always make the save and
enemies always fail. throw at a -4 penalty to avoid This spell is particularly potent if transportation. bless and chant spells are cast in the area The spell then allows the priest of effect. and his party to make as many as three round-trip journeys to and from the Inner Planes. It then allows them to return to Elemental Swarm the Prime Material plane. (Conjuration/Summoning) Travel rates in the Ethereal plane are at four times normal speed. Travel Sphere: Elemental, Summoning times for locating or searching along Range: 240 yards curtains are all at the minimum time Duration: 6 turns possible. Encounters with monsters Casting Time: 3 turns occur at one-fifth the normal frequency. Area of Effect: Special The priest and his party are not affected Saving Throw: None by the ether cyclone. The spell expires when the priest This spell enables the caster to open a portal to one elemental plane of and his party return to the Border his choice (as appropriate for his patron Ethereal from an inner plane for the third Power). He can then summon elementals time. They are then instantly transported to the Prime Material plane. from that plane. After the first turn of casting, 3d3 elementals of 12HD each Fear Contagion appear; after the second turn, 2d3 elementals of 16HD each appear; after (Abjuration) the third turn, 1d3 elementals of 20HD each appear. Each elemental has at least Sphere: Charm, War 5 hit points per hit die. The elementals Range: 240 yards remain for six turns from the time they Duration: Special first appear. Casting Time: 1 round These elementals will obey the Area of Effect: Special priest explicitly and cannot be turned Saving Throw: Special against the caster. The priest does not need to concentrate to maintain control A priest casting fear contagion over the elementals. selects a single creature to be the focus They cannot be dismissed with of the spell. The creature is affected by spells such as dismissal; the elementals magical fear and receives no saving remain for the duration of the spell. throw to avoid the effect. All creatures within 10 yards of the target creature must make a saving throw versus spell Etherwalk with a -4 penalty; failure indicates that (Alteration) they are also affected by fear. If BATTLESYSTEM™ rules are Sphere: Astral, Travelers used, the spell forces the affected unit to Range: Special make a Morale Check at a -6 penalty. If Duration: Special this roll fails, the unit automatically Casting Time: 5 rounds routs. Creatures affected by fear will flee Area of Effect: Special in a direction away from the spellcaster Saving Throw: Neg. for as long as they are able to run (refer to Chapter 14 of the Player's Handbook By casting this spell, the priest for rules). Such creatures will then spend transports himself and as many as 50 one full turn cowering after being forced followers (who must join hands at the time of casting) to the Border Ethereal. to rest. During this time, affected Unwilling creatures are allowed a saving creatures suffer -4 penalties to attack 412
Appendix II: Spell Descriptions rolls, and all dexterity bonuses are negated. When using BATTLESYSTEM rules, fear-struck creatures are permitted rally tests with a -3 penalty and must engage in rout movement until they rally. However, a rally test is not permitted until two turns of rout movement have been completed. As creatures run in fear, their fear is contagious. Any creature that comes within 10 yards of a creature affected by this spell must make a saving throw (no penalties) or be forced to flee from the spellcaster. In BATTLESYSTEM™ rules, creatures make a standard Morale Check with a -3 penalty. Creatures affected by fear no longer cause fear in others after they have passed one mile from the original center of the spell effect.
Highway
Imago Interrogation
(Alteration, Evocation)
(Divination, Enchantment/Charm)
Sphere: Travelers Range: 0 Duration: 1 day Casting Time: 1 turn Area of Effect: 1,000 square yards Saving Throw: None
Sphere: Astral, Divination, Time Range: 0 Duration: Special Casting Time: 1 turn Area of Effect: The caster Saving Throw: None
The highway spell creates a shimmering plane of force that acts as a magical conveyor for the priest. By standing at the forward edge of the 10 x 100 yard plane, the priest and as many followers as can fit onto the square can travel as outlined below. The highway travels 30 miles per hour (MV 88) over all terrains. The priest sets the height of the highway in a range from 1 foot to 100 yards above ground level. The highway moves as the Health Blessing priest wills; if the priest wishes to fix a (Necromancy) destination in his mind, the highway will take the shortest route to that destination Sphere: Healing, Necromantic until the priest changes the course in his Range: 100 yards mind. Duration: 1 day/level The highway cannot be used Casting Time: 1 round offensively. It will automatically travel Area of Effect: 50 creatures over or around obstacles such as Saving Throw: None buildings and large creatures. It protects creatures traveling on it from adverse Health blessing provides a effects of the elements (ice, rain, gales, number of human, demi-human, or etc.). The highway can hover in place, humanoid creatures with protection but hovering can be achieved only at a against ill health; it also enables subjects height of 12 inches above ground level. to heal others. When the spell expires or the Recipients of a health blessing destination is reached, the highway are immune to nonmagical disease, gain gently lowers the priest and his party to a +4 bonus to saving throws versus the ground. The priest may order the poison and death magic, and can cast highway to drop off creatures and collect cure light wounds on themselves once others at intermediate destinations, per day for the duration of the spell. In although the priest who cast the spell addition, a recipient of health blessing must remain on the highway or it will can heal one other creature per day as a disappear. paladin does by laying hands. The healing conferred is 1 hit point per level or hit die of the healer.
413
The imago is a mental image--a form of mental magical body. After casting this spell (requiring 1 turn), the caster falls asleep. After 1d6 turns of sleep, the imago of the priest begins to travel. The imago is not subject to any forms of attack and has no effective attacks. The imago may travel to as many as four different locations separated by any distance, even across the planes and/or backward in time. At these locations, the imago may interrogate the imagos of as many as 10 other sentient creatures (other than Powers), compelling them to reply truthfully to its questions. A maximum of 40 questions may be asked during the spell duration. Asking one question and listening to the reply takes 4 rounds of time in the caster's world. Each planar/time jump lasts 3 turns in that world. Imago communications are telepathic. The questions must be able to be answered in a sentence of reasonable length, or the interrogated creature becomes confused and cannot answer. The imagos of interrogated creatures will have no recollection of their interrogations. As a result, history cannot be changed through backward time travel using this spell.
Appendix II: Spell Descriptions Implosion/Inversion (Invocation) Sphere: Numbers, Combat Range: 120 yards Duration: Special Casting Time: 1 round Area of Effect: One or more creatures Saving Throw: Neg. By use of this spectacular spell, the priest rearranges the extradimensional and spatial geometries of the molecules of one or more creatures. The result is that the rearrangement of the target creature causes it to implode (collapse inward upon itself) or invert (its insides become its outsides and vice versa). The result is usually inversion, unless the target would not be adversely affected by this process (e.g., a slime, ooze, golem, elemental, etc.). In this case, implosion takes place. In either case, the effect kills/destroys the target instantaneously unless it makes a successful saving throw versus death magic at a -4 penalty. The priest can affect one creature per round with this spell. After each round, the priest must make a Constitution check. If this fails, the priest is overwhelmed with the effort of sustaining the spell, at which time the spell terminates, leaving the priest fatigued (the equivalent of being stunned) for 1d4 rounds. The maximum possible duration of the spell is 3 turns.
Interdiction (Abjuration) Sphere: Chaos, Law, Wards Range: 240 yards Duration: 1 day Casting Time: 2 turns Area of Effect: 200-foot cube/level Saving Throw: Special
a -2 penalty on saving throws, a -1 penalty to armor class, and a -1 penalty to attack and damage rolls. Creatures friendly to the cleric gain corresponding bonuses--+2 to saving throws, +1 to attack and damage rolls, and a bonus of 1 to AC. Additional effects are possible, depending on the Power granting the spell; effects must correspond (or at least not conflict) with the spheres the priest normally uses. Multiple effects are possible. The variation for the Sphere of Wards requires that each hostile creature entering the area of effect make a saving throw vs. spells with a -4 penalty or suffer 4d6 points of damage. An affected creature must then flee the area; it is unable to return. The creature must make a second saving throw vs. spell with a -4 penalty as it leaves the area or be blinded until magically cured. The variation for the sphere of Law requires that a hostile creature make a saving throw every time it wishes to change an action. Thus, if a creature wishes to stop running and draw a weapon, a successful save is needed or the creature continues to run. Actions that cannot be continued (e.g., firing an arrow if the archer has no more arrows) are repeated as empty automatisms. In addition, creatures hostile to the priest automatically fail saving throws against Enchantment/Charm spells cast by the priest. The variation for the Sphere of Chaos requires that hostile creatures make saving throws vs. spells at -4 or be affected by confusion (as per the spell). Affected creatures have a 5% chance per round of suddenly being attacked by a phantasmal killer. All creatures who enter the area of effect are subject to the effects of the spell. All effects except blindness cease 3 rounds after an affected creature leaves the area. Creatures reentering the area of effect must make new saving throws.
This powerful spell affects all enemies of the spellcasting priest who enter the area of effect. The spell inflicts 414
Mindnet (Divination, Enchantment/Charm) Sphere: Thought Range: 0 Duration: 12 turns Casting Time: Special Area of Effect: Special Saving Throw: Special The priest casting a mindnet spell establishes a telepathic link with as many as 10 other creatures who may be separated from each other by as much as 10 miles. Thus, a chain of creatures 100 miles long could be established. The Power granting this spell has the final word on the individuals who may be included in the spell. Most commonly, the spell will be cast to include individuals familiar to the caster. However, depending on the purpose of the spell, the Power may allow a stranger known to the caster only by name to be included in the mindnet. Unwilling creatures must make a saving throw at a -4 penalty to avoid being included in the mindnet. Casting the spell requires one round per two creatures in the mindnet. The spell's duration begins after all affected creatures have been linked. Characters of any class may take part in this linkage, benefiting from several effects. First, each member of the mindnet benefits from Intelligence, Wisdom, and Dexterity bonuses. The bonuses are equal to the bonuses held by the member of the mindnet with the highest ability score. For example, if five creatures in a mindnet have Wisdom scores of 15, 15, 16, 17, and 18, each creature would make saving throws, ability checks, and the like as if he had a Wisdom score of 18. Bonus spells are not gained due to enhanced Wisdom, however. Second, spells may be pooled among the spellcasters within the mindnet. Any priest may use a spell memorized by another priest with two
Appendix II: Spell Descriptions conditions: the priest who has memorized the spell must allow its use; and a priest 'borrowing' a spell may use only spells of levels he could normally cast. Such borrowing still causes the spell to be lost from the mind of the caster who memorized it. A caster may not borrow spells outside his normal class restrictions. Priests and wizards within a mindnet cannot mix their priestly and wizardly spells, nor can a specialist borrow a spell from an opposition school. Third, each member of the mindnet is in constant mental communication. Each member knows what is happening at the locations of all other members. Finally, twice per turn, the priest casting this spell can instantly teleport any person linked by the mindnet to any other person who is also a part of the spell. This massive effort results in a +4 penalty to any Constitution checks made by the priest. The priest casting the spell cannot perform any other actions while the mindnet exists; if he does, the spell is canceled. The priest must make a Constitution check at the end of each turn in order to sustain the spell. A failed check cancels the mindnet. The spell can last a maximum of 12 turns.
Planar Quest (Alteration) Sphere: Astral Range: Touch Duration: Special Casting Time: 5 rounds Area of Effect: Special Saving Throw: Neg.
will always be at the minimum possible. In an inner plane, a friendly guide will always be available to the priest. Hostile encounters occur at one-fifth normal frequency. Unwilling creatures are allowed a saving throw at a -4 penalty to avoid being transported. In the inner planes, the party is magically protected in any means necessary for survival. The party does not need to eat, drink, or rest if conditions make these activities impossible. Party members are immune to fire in the elemental plane of fire, and similar immunities are granted by the Power in other planes as necessary. The party can move through any terrain (including the elemental plane of Earth) at its normal movement rate. In the outer planes, similar immunities apply. The priest is also granted a power compass (described in Manual of the Plane). Hostile encounters in an outer plane occur only half as often as normal. The duration of this spell is decided by the Power who grants it. Normally, it is sufficient to allow the priest and his party to undertake the quest that the Power has set forth. When the quest has been completed successfully or has failed beyond recovery, the priest and his party are returned to the Prime Material plane.
Preservation (Abjuration)
Sphere: Wards Range: 480 yards Duration: Special Casting Time: 1 turn Area of Effect: One structure By joining hands with as many as Saving Throw: None 12 companions and casting this spell, the priest transports his party to any other This spell creates a powerful set plane of existence. The priest and his of protective wards that operate on a party may arrive at a specific location in single fortified building, temple a plane (if one is known) or at an complex, tower, or similar structure. unknown destination. Travel time to the These wards protect the physical destination, whether known or unknown, integrity of the structure and prevent 415
magical access. A building protected by preservation suffers only 25% of normal structural damage from sources such as siege engines, earthquakes (both natural and magical), and powerful weatheraffecting spells. Spells which directly affect the physical integrity of the structure (e.g., passwall, stone shape, transmute rock to mud) simply fail when cast on the protected building. Preservation creates a permanent protection from evil spell on the affected building. Every surface of the building benefits from the effects of the spell. Magical spells allowing access to the building fail. Thus, creatures attempting to teleport or fly into the building are stopped. Birds and creatures with natural flight may enter the building normally. If the building is a temple (or other consecrated building) dedicated to the Power that granted the spell, all priests inside it gain the benefit of a sanctuary spell for the duration of the preservation. The preservation spell expires if the building is destroyed or after 60 days have passed.
Revelation (Divination) Sphere: Divination Range: Special Duration: 1 day Casting Time: 1 turn Area of Effect: Special Saving Throw: None The revelation spell grants the priest extraordinary divination powers. He gains the following abilities that are effective to a range of 240 yards. •The priest gains true seeing as per the 5th-level priest spell. •The priest can see and identify all priest spell effects in the area (assume a line of sight in a 60 arc). •The priest is instantly aware of any
Appendix II: Spell Descriptions creature's attempt to lie to him. •The priest can communicate with animals, creatures, and monsters of all types. He can communicate with any number of creatures, but may converse with only one at a time. •The priest can communicate telepathically with humanoids. •The priest may use a suitable item as a crystal ball once per hour, as per the magical item described in the DMG (including range). He gains a +20% bonus to all rolls to determine success.
Reversion (Alteration, Invocation) Sphere: Time Range: 0 Duration: Instantaneous Casting Time: 1 Area of Effect: 10-foot-radius sphere Saving Throw: None By casting this spell, the priest reverses certain recent events in the area of effect. The spell affects only creatures friendly to the priest. The magic takes effect immediately after the spell is completed rather than at the end of the round. All damage suffered by the priest's allies during the previous turn is undone. This includes energy drains, poison, and all special attack forms unless these resulted in instantaneous death. Death from cumulative physical damage is undone, however. Any creature brought back to life by the reversion spell is not required to make a resurrection survival roll. Any spells cast by the priest's allies during the previous turn are restored and may be used again. This does not apply to magical or spell-like effects from magical items or scrolls. Material components consumed in spellcasting during this time are also restored. The reversion spell affects only creatures and characters. Equipment and magical items are not affected.
Casting this spell ages the priest one year.
machines is reduced by 2 die levels (if normal damage is 1d12, 1d8 is rolled instead; if damage is 1d10, 1d6 is rolled; ballista has AD8). Robe of Healing Damage caused by crushing (Enchantment, Necromancy) engines is rolled at -2 to the damage roll or ADs. Hits or hit points of crushing Sphere: Healing engines are reduced by half. Range: Touch All enemies attacking a building Duration: 1 hour protected by siege wall who enter an Casting Time: 1 round enclosed wall space are out of command Area of Effect: One robe unless they are in the line of sight of Saving Throw: None their commander, regardless of his control diameter. This spell enchants the priest's All exterior areas of the robe or cloak, enabling him to walk fortification have their hit points or Hits among wounded creatures and heal them. By touching the robe, a wounded doubled (see Hits of Building Features in creature is cured of 1d4+4 hit points. As BATTLESYSTEM™ rules). The siege wall expires if the many creatures as can physically touch building is destroyed; it lasts a maximum the robe within the spell duration can be of 24 hours. healed. A reasonable maximum is 20 creatures per round, allowing a total of 1,200 creatures to be healed. A creature Shooting Stars can be affected only once per week by (Conjuration, Invocation) the robe of healing. Sphere: Combat, Sun, Weather Range: 120 yards Siege Wall Duration: Instantaneous (Alteration, Invocation) Casting Time: 1 round Area of Effect: 40-yard radius Sphere: Creation, Guardian Saving Throw: ½ Range: 480 yards Duration: Special A priest casting shooting stars Casting Time: 1 turn creates a violent turbulence in the air Area of Effect: One building above the area of effect, from which a Saving Throw: None number of fiery-orange, electricallyA siege wall uses magical energy charged miniature fireballs erupt and to fortify all external areas of a fortified shower onto the ground. Within the area of effect, all creatures suffer 6d10 points building, such as walls, battlements, of combined fire and electrical damage. drawbridges, and gates. External A successful saving throw at a -4 penalty surfaces to be protected must be indicates half damage. contiguous. In addition, four large shooting The protective effects of the stars materialize within the area of siege wall are compatible with BATTLESYSTEM™ rules (see Chapter effect. The priest can individually target these at specific creatures. If creatures 7). Creatures assaulting the protected are not specified, the targets are building have their movement rates reduced by half when trying to scale the randomly selected. Each shooting star exterior surfaces (scaling ladders, etc.). causes 48 points of damage on impact Attackers suffer a -2 penalty to damage (no saving throw is allowed). Any creature within 10 feet of impact suffers rolls for missile fire. 24 points of fire damage (half-damage if Damage or AD caused by war 416
Appendix II: Spell Descriptions a saving throw at -4 is successful).
In the Thought variation, the thoughts of the victims of the spell are distorted and altered so that they find Sphere of Security themselves unable to function coherently (Abjuration) and effectively. Magical items dysfunction Sphere: Protection because the thoughts of their users are Range: 0 warped to either convince them that the Duration: 6 turns items cannot function or block thought Casting Time: Special so that proper commands cannot be Area of Effect: 10-foot-radius sphere given. Saving Throw: None The effects on the victims of the spell are the same for both variations. Sphere of security protects the Each round, there is a 50% chance that a priest who casts the spell and his degeneration effect will occur in the area companions within the area of effect. of effect. When this occurs, two events Enemy creatures within the area are take place. First, spellcasters lose one unaffected. spell from each level of spell currently The sphere grants affected creatures a +2 bonus to armor class, a +2 memorized (e.g., a spellcaster who has bonus to all saving throws vs. magic, and memorized three spells each from levels 1 through 3 loses one spell from each 50% magic resistance. Casting this level for a total of three). Lost spells may portion of the spell requires 1 round. In addition, the priest can specify be regained normally through rest and memorization. as many as four additional specific Second, magical items are protection effects from the List of Protection Scrolls in Appendix 3 of the affected in the following ways: DMG. Each additional protection lengthens casting time by 1 round. The •Weapons and armor lose one level of priest may create one effect per 5 levels enchantment (a sword +3 becomes a of his experience, to a maximum of four sword +2, etc.). •Magical items that carry charges effects. (wands, rods, staves, etc.) are drained of 1d10 charges. Spiral of Degeneration •Magical items without pluses or charges (Enchantment/Charm, Invocation) must make a saving throw versus spell (using the saving throw of their owner) Sphere: Chaos, Thought or become nonmagical. Range: 0 •Potions lose all magic and scrolls lose Duration: 6 turns one randomly determined spell. Casting Time: 1 round Area of Effect: 50-foot-diameter sphere •Permanent magical items (swords, boots, armor, etc.) temporarily lose all Saving Throw: Special effects until the spell expires or until the items leave the area of effect and for This potent spell affects all creatures hostile to the priest within the 1d10 rounds thereafter.
communication magic (ESP, sending, etc.) will function; any spellcaster trying to cast such a spell will be stunned for 1 round per level of the spell he attempts to cast. A reverse of the tongues spell operates continuously in the area of effect. Telepathic communication (e.g., with a familiar) is also impossible. In the Chaos variation of the spell, the center of the area of effect moves 10' per round. The direction is randomly determined using 1d8 roll and compass points (1N, 2NE, 3E, 4SE, 5S, 6SW, 7W, 8NW). The radius of the spell effect will never exclude the priest who cast the spell; re-roll any result that leads to this occurrence.
Stalker (Conjuration/Summoning) Sphere: Creation, Guardian, Plant Range: 30 yards Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None
A priest casting this spell conjures 1d4+2 plant creatures which have statistics identical to shambling mounds of 11HD. These creatures will aid the caster in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with the priest for seven days unless he dismisses them. If the stalkers are summoned only for guard duty, however, the duration of the spell is seven months. In this case, the stalkers can only be ordered to guard a specific site or location. The stalkers gain resistance to fire as per shambling mounds only if the terrain is suitable (marshy, close to a area of effect. The Power granting the Single-use and charged items are body of water, etc.) spell causes the spell's effects to permanently affected by this spell. A manifest in one of two ways: the Chaos potion destroyed by this spell remains variation or the Thought variation. In the Chaos variation, the fabric useless even after the spell ends. Within the area of effect, magical of reality is altered to change events. communication is impossible due to Magical items dysfunction because the thought blocks and chaotic effects. No fabric of magical reality is changed. 417
Appendix II: Spell Descriptions Storm of Vengeance (Evocation) Sphere: Elemental, War, Weather Range: 400 yards Duration: 1 turn Casting Time: 1 turn Area of Effect: 120-yard radius circle Saving Throw: Special This spell requires the priest to concentrate and cast the spell for the full duration of the spell. The casting time and duration are simultaneous; both activities occur in the same turn. In the first round of casting, the priest summons an enormous black storm cloud over the area of effect. Lightning and crashing claps of thunder appear within the storm; creatures in the area of effect must make a saving throw or be deafened for 1d4 turns. On the second round, acid rains down in the area, inflicting 1d4+1 points of damage. No saving throw is allowed. On the third round, the caster calls six lightning bolts down from the cloud. Each is directed at a target by the priest (all may be directed at a single target or they may be directed at six separate targets). Each lightning bolt strike causes 8d8 points of damage (a successful saving throw indicates half damage). On the fourth round, hailstones rain down in the area, causing 3d10 points of damage (no saving throw). On the fifth through tenth (and final) rounds, violent rain and wind gusts reduce visibility to five feet. Movement is reduced 75%. Missile fire and spellcasting from within the area of effect are impossible. The sequence of effects ceases immediately if the priest is disrupted from spellcasting during the 1 turn duration of the spell. The priest may opt to cancel the effects at any time.
By means of this potent spell, the priest summons many ranks of skeletons (Alteration, Enchantment, Illusion) to do his bidding. The skeletons are formed from any and all humanoid Sphere: Numbers bones within the area of effect. The Range: 0 number of skeletons depends on the Duration: 3 turns terrain in the area of effect; a battlesite or Casting Time: 1 round graveyard will yield 10 skeletons per Area of Effect: 100-yard-radius sphere 100 square yards; a long-inhabited area Saving Throw: None will yield three skeletons per 100 square The transformation spell allows yards; and wilderness will yield one the priest to alter extradimensional and skeleton per 100 square yards. The spell's maximum area of relative geometries within the area of effect is 10,000 square yards. Thus, no effect. This enables the priest and his more than 1,000 skeletons can be companions to use extradimensional summoned by this spell. links to facilitate rapid movement as The skeletons created by this follows. spell are turned as zombies and remain All allies of the priest are able to blink (as per the 3rd-level wizard spell) in existence until destroyed or willed out once per round, with the ability to select of existence by the priest who created them. the direction of movement. As many as 10 creatures Warband Quest (designated by the priest at the time of spellcasting) can use the teleport without (Enchantment/Charm) error spell. They may teleport anywhere within the area of effect of the Sphere: Charm, War transformation spell once during the Range: 240 yards duration of the spell. Duration: Special As many as 10 creatures Casting Time: 1 round (specified by the priest at the time of Area of Effect: 200 creatures spellcasting) gain abilities as if wearing Saving Throw: Neg. boots of striding and springing for the spell duration. A priest may cast warband quest At any time during the spell, the on any group of 200 creatures who are priest and as many as 10 other creatures capable of understanding his commands. can be affected as per a shadow walk The creatures are then affected in a spell. Creatures to be affected must stand manner similar to the 5th-level priest in a circle and touch hands. As soon as spell, quest. Unwilling creatures are the priest who cast the transformation allowed a saving throw with a -4 penalty spell leaves the area of effect via the to avoid the effects. shadow walk, all other effects of the The specified quest must be transformation are canceled. related to the reason that the Power granted this spell (perhaps a quest to slay or overcome a specified enemy). Undead Plague Warband quest gives subjects of (Necromancy) the spell a bonus of 2 hp per level of the caster (maximum 20 hp). Subjects also Sphere: Necromantic gain the effects of a prayer spell and Range: 1 mile have Morale of 18 while on the quest. Duration: Special These benefits last for the duration of the Casting Time: 2 rounds spell; the spell ends when the specified Area of Effect: 100-yard square/level task is completed. A creature who Saving Throw: None 418
Transformation
Appendix II: Spell Descriptions abandons the quest is subject to the wrath of his deity.
Wolf Spirits
Ward Matrix
Sphere: Animal, Guardian, Summoning Range: 30 yards Duration: Special Casting Time: 2 turns Area of Effect: Special Saving Throw: None
(Invocation/Evocation) Sphere: Wards Range: Special Duration: 60 days Casting Time: 6 turns Area of Effect: Special Saving Throw: None The ward matrix spell links as many as six locations within the Prime Material plane. Only locations that have a functioning Wards spell may be linked. Ward matrix conjoins the different Wards spells so that each linked site gains the protection of all other wards in the network. From the place where the ward matrix is cast, magical connections spread to the other designated sites. These can be seen with a true seeing or similar spell as tendrils of magical energy running through the air just above ground level. The connections target their destinations and move toward them at a rate of 40 miles per turn. They can evade barriers such as anti-magic shells by moving above or around them. When the connections reach their destinations, they multiply and spread to connect all other locations in the network; this secondary linkage is established at a rate of 20 miles per turn. The conjoining of Wards lasts for 60 days unless a linked area is destroyed or a Wards spell is dispelled. Any location that is destroyed or has its Wards spell dispelled is removed from the matrix; other connections remain intact for the duration.
(Conjuration/Summoning, Invocation)
The priest casting this spell calls upon the 'spirits' of wolves (or another animal, if appropriate). The notion of wolf spirits is akin to the Wild Hunt of Celtic mythology: a pack of enormous magical wolves led by a human master who range Celtic lands seeking to destroy evil. The wolf spirits spell summons 2d4+2 such entities to serve the priest as master. Wolf spirits' statistics are as follows: AC -4; MV 36 Fl 36 (B); HD 5+5; #AT 1; Dmg 3d6; AL N; SZ M; ML 20; THAC0 14. They are immune to all forms of mind control, illusions, gases, paralyzation, and spells which affect only corporeal creatures. They cannot be harmed by weapons of less than +2 enchantment. Wolf spirits can be instructed to perform a service in the manner of the animal summoning spells. In this variation in the Animal and Summoning spheres, the spell does not expire until the spirits have performed their commanded service, to a maximum duration of 14 days. In the Guardian variation of this spell, the spirits can only be commanded to keep watch over an area or creature. The spell lasts 100 days for this type of service.
419

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